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The Manipulator


Guest ffabris

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Guest ffabris
Posted

nothing showing up in The Manipulator menu but default

 

If you were upgrading, uninstall the mod, clean your save. If that was a new install, no idea, first I've heard that. o,O See if your papyrus logs show anything.

 

Guest ffabris
Posted

0.9 is up....

  • Minor fix: Cure Poison now sorted correctly (some items lack keywords, stupidly).
  • Fix: Ignore hotkeys if menus or console open.
  • New: Optional hotkey access to storage implemented. Requires UIExtensions. Disabled if this it is not installed.

Updating from a version prior to 0.8

  • (Not needed going from 0.8 to 0.9)
  • If you married any NPCs using Manipulator, divorce them.
  • Quit the game, disable Manipulator, load the game. Save
  • Clear your save with Save Game Cleaner
  • Install and enable the latest Manipulator
  • Start Skyrim
  • Load the cleaned save.

 

Posted

I'm having problems getting the RaceMenu to work. I center Mjoll in the crosshairs, then press the hotkey ( using "/" as it's empty for me.) and.... nothing. So I use the UI menu and click the race menu selection. Also nothing. ... The racemenu and UI and UI extensions I have are all the latest versions, if that info helps.

 

 

Guest ffabris
Posted

Since it is always possible that I broke something, I just now tested this and cannot reproduce the problem. What version are you using? If you updated from an earlier version, did you clean?

Posted

Realy nice work, but... no offence... pls don't use default game keys (S or ESC) for your default key settings. You brake the game keys!

I was always wondering why the the NPC are naked and I was searching for a bug. But it is just your default keys set to S. That's realy, realy bad!

 

"Esc" is used to have "No" key.

It is a common practice to have a key binding to disappear.

 

About the "S" key: meeehhaaawwwaahhhhh. I am sure Fab will fix that.

Posted

 

Since it is always possible that I broke something, I just now tested this and cannot reproduce the problem. What version are you using? If you updated from an earlier version, did you clean?

 

 

I am using the RaceMenu 3.4.5 and was on Manipulator v6 ... have updated to v9 with a clean save. Still nothing happens when I hit the key. (The remove clothing key works, however.) I checked to see if I had a key conflict, also. ... And I can use the RaceMenu tool on MYSELF just fine. So, yeah, confused. Am I activating the racemenu correctly? (Center NPC in crosshairs, check to see if Manipulator IDs them, then hit the button?) .... In the UI menu, the racemenu select seems frozen. Unlike the open inventory select, that changes to "close menu" after being clicked.

Guest ffabris
Posted

 

Realy nice work, but... no offence... pls don't use default game keys (S or ESC) for your default key settings. You brake the game keys!

I was always wondering why the the NPC are naked and I was searching for a bug. But it is just your default keys set to S. That's realy, realy bad!

 

"Esc" is used to have "No" key.

It is a common practice to have a key binding to disappear.

 

About the "S" key: meeehhaaawwwaahhhhh. I am sure Fab will fix that.

 

 

Yeah I changed it to Esc from S when the comment was originally made :)

 

 

Since it is always possible that I broke something, I just now tested this and cannot reproduce the problem. What version are you using? If you updated from an earlier version, did you clean?

 

 

I am using the RaceMenu 3.4.5 and was on Manipulator v6 ... have updated to v9 with a clean save. Still nothing happens when I hit the key. (The remove clothing key works, however.) I checked to see if I had a key conflict, also. ... And I can use the RaceMenu tool on MYSELF just fine. So, yeah, confused. Am I activating the racemenu correctly? (Center NPC in crosshairs, check to see if Manipulator IDs them, then hit the button?) .... In the UI menu, the racemenu select seems frozen. Unlike the open inventory select, that changes to "close menu" after being clicked.

 

 

You're doing it correctly. No need to even open the MCM if you're using the hotkey. Once you have the NPC crosshairs (to the point of having their name show with activation), you're good.

 

So it doesn't work via MCM nor hotkey? That suggests an issue with your install of UIExtensions... at a guess. Make sure it is not just installed, but also active in your load order. Check papyrus log to see if it shows errors.

Guest ffabris
Posted

look at how soul gem oven does it  or how eff opens their menu would be worth looking at.

 

Already done, as that's how I got Storage to work with a hotkey. ;)

 

(Aside: the total lack of documentation for UIExtensions makes it a pain to develop with.)

Posted

ok Racemenu is working for me, on any NPC, and even in cloned slaves NPC (paradise hall slaves), great work this mod is one of the best thing I installed in my setup in month.

 

May I suggest that the MCM close automatically when you use the racemenu option, because the two of them overlap each other and is uncomfortable to work with (not imposible) in that condition.

Also (is just another suggestion) It would be great to implement the Racemenu option the way EFF does, in situ (like we say in biology) to see the changes on the move so we don't need to close the MCM to se the changes.

Posted

Great mod! One little tale for the folks - I was wandering around Whiterun adding some of the fine ladies to the harem. I realized I was low on potions and stopped by Arcadia's to make some more. Exiting the shop, I was confronted by the Courier who informed me that one of the ladies had managed to get herself killed before even reaching Honningbrew Meadery. Yeaaaaah. So if you want your ladies to reach their destination, you should probably set them to essential. Lesson learned.

 

Guest ffabris
Posted

Would it be possible to show an NPC's race under the 'People' tab? I realise it shows it in Rcemenu but I thought an 'at a glance' would  be better.

 

Hmmm, should be, yes. I'll have a look.

 

ok Racemenu is working for me, on any NPC, and even in cloned slaves NPC (paradise hall slaves), great work this mod is one of the best thing I installed in my setup in month.

\o/

 

May I suggest that the MCM close automatically when you use the racemenu option, because the two of them overlap each other and is uncomfortable to work with (not imposible) in that condition.

Will look into that too. :)

 

Also (is just another suggestion) It would be great to implement the Racemenu option the way EFF does, in situ (like we say in biology) to see the changes on the move so we don't need to close the MCM to se the changes.

This can't be done. When the MCM is open, no other code runs. EFF doesn't use MCM, but UIExtensions instead.

However, you can just use the hotkey to bring up RaceMenu, problem solved. And that's why the hotkey was added in the first place ;)

Posted

 

Would it be possible to show an NPC's race under the 'People' tab? I realise it shows it in Rcemenu but I thought an 'at a glance' would  be better.

 

Hmmm, should be, yes. I'll have a look.

 

 

When searching for "Races" be aware that you can get them in different ways:

 

ActorBase.getRace().getName() --> Display name of the race in game. In some cases (from some mods) it is empty.

MiscUtil.GetRaceEditorID(aRace) --> Gets the editor ID of the race, but requires SexLab. For some races added by mods the result is empty.

sslCreatureAnimationSlots.GetRaceKeyByID(MiscUtil.GetRaceEditorID(aRace)) --> Gets a simplified race, used by SexLab creatures. Does not work on humans.

 

 

I am not aware of a way to close a Menu (any one) by scripting.

Guest ffabris
Posted

 

 

Would it be possible to show an NPC's race under the 'People' tab? I realise it shows it in Rcemenu but I thought an 'at a glance' would  be better.

 

Hmmm, should be, yes. I'll have a look.

 

 

When searching for "Races" be aware that you can get them in different ways:

 

ActorBase.getRace().getName() --> Display name of the race in game. In some cases (from some mods) it is empty.

MiscUtil.GetRaceEditorID(aRace) --> Gets the editor ID of the race, but requires SexLab. For some races added by mods the result is empty.

sslCreatureAnimationSlots.GetRaceKeyByID(MiscUtil.GetRaceEditorID(aRace)) --> Gets a simplified race, used by SexLab creatures. Does not work on humans.

 

 

I am not aware of a way to close a Menu (any one) by scripting.

 

 

Thanks for the suggestions! :)

 

I decided to go with the first method of getting the race. The second would work, as SexLab is a requirement for this mod.

 

As for closing the menu, yes, I just saw that for myself. :)

 

 

Posted

 

Thanks for the suggestions! :)

 

I decided to go with the first method of getting the race. The second would work, as SexLab is a requirement for this mod.

 

 

 

Code extract from ssxUtility.psc

 

 

String function getRaceName(Actor a)
  String raceID = MiscUtil.GetActorRaceEditorID(a)

  if raceID==""
    raceID = r.getName() ; Problems with the strange error of SKSE for the raceEditorIDs
  endIf

  String raceKey = sslCreatureAnimationSlots.GetRaceKeyByID(raceID)
  if raceKey!=""
    return raceKey ; Better for creature races
  endIf
 
 

  int posRaceWord = StringUtil.find(raceID, "Race")
  if posRaceWord!=-1
    if posRaceWord+4 == StringUtil.GetLength(raceID)
      return StringUtil.Substring(raceID, 0, posRaceWord)
    else ; "Race" is in between other words, just remove the sub part and replace with a space
      return StringUtil.Substring(raceID, 0, posRaceWord) + " " + StringUtil.Substring(raceID, posRaceWord+4)
    endIf
  else
    return raceID
  endIf
endFunction

Posted

 

 

Also (is just another suggestion) It would be great to implement the Racemenu option the way EFF does, in situ (like we say in biology) to see the changes on the move so we don't need to close the MCM to se the changes.

This can't be done. When the MCM is open, no other code runs. EFF doesn't use MCM, but UIExtensions instead.

However, you can just use the hotkey to bring up RaceMenu, problem solved. And that's why the hotkey was added in the first place ;)

 

 

Yup it works, didn't read the hotkey stuff sorry. It is perfect now, no need to close the MCM because I don't open it in the first place.

 

Thank you sir

Guest ffabris
Posted

 

 

 

Also (is just another suggestion) It would be great to implement the Racemenu option the way EFF does, in situ (like we say in biology) to see the changes on the move so we don't need to close the MCM to se the changes.

This can't be done. When the MCM is open, no other code runs. EFF doesn't use MCM, but UIExtensions instead.

However, you can just use the hotkey to bring up RaceMenu, problem solved. And that's why the hotkey was added in the first place ;)

 

 

Yup it works, didn't read the hotkey stuff sorry. It is perfect now, no need to close the MCM because I don't open it in the first place.

 

Thank you sir

 

 

Sure - most welcome. :)

 

 

Guest ffabris
Posted

any previous add menu for change hairs or save preset face ?  :)

 

No way to do either of those for NPCs, no. The first would result in grey face. and I don't think the second is possible at all. Sorry.

 

Guest ffabris
Posted

1.0 is up ...

  • Change: removed defaults for relationship and SL, SLA options. They were not really used effectively anyway.
  • Change: Defaults panel renamed to Settings.
  • Fix: Harem and Stripp/dress were not being visibly toggled in the MCM
  • New: Show NPC race to the left of the RefID on the People panel.
Guest ffabris
Posted

Bug fix 1.01 uploaded...

  • Fix: removed harem members from being part of PlayerFaction. This to fix an obscure but very annoying Skyrim bug whereby NPCs with the MaleEvenToned voice type start using the Throw Voice shout.

If you have no harem, or none with that voice type, no reason to update from 1.0. Or if you prefer, you can fix it manually via console. Open console, target the NPC (show that his stats show on the left), then type: removefromfaction DB1

 

Guest ffabris
Posted

Feedback request:

right now, several NPCs will do nothing if you add to your harem. Their AI package overrides the one Manipulator sets. I haven't actually tested this but, assuming it works, what are the thoughts on increasing the priority of Manipulator to try to force these "reluctant" NPCs to move into the harem? Of course, that would likely be game-breaking.

Posted

Ahh-HAH!

*Facepalm*

 

Was one of my other mods that broke the RaceMenu selector and hotkey.

And the mod in question was one I'd installed manually and then made a tweak to.

Apparently, that disabled the ability for any UIextnsion tools to activate the racemenu.

 

All working nicely now, sorry for the bother, Ffabris!

 

Posted

Feedback request:

right now, several NPCs will do nothing if you add to your harem. Their AI package overrides the one Manipulator sets. I haven't actually tested this but, assuming it works, what are the thoughts on increasing the priority of Manipulator to try to force these "reluctant" NPCs to move into the harem? Of course, that would likely be game-breaking.

 

Wouldn't bother me one bit.  I'd think most people would have the common sense to know the consequences of adding certain NPCs.

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