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Posted

Skyrimfet,

 

Thank you very much for the new update / complete rewrite. It looks very promising, I look forward to playing around with it. I'll let you know if I run into any trouble... well, any unexpected trouble, this being about restraints and all. :D

 

EDIT: Noticed a few conflicts with DD-i and Zaz Anim Pack after installing in MO

 

 

 

my fault! i had problem with compilation when i started - i will clear that - my mod dont override any another mod (yet) ;)

Posted

testet aound a bit with 2.0 and here it goes:

 

* i started with "Live Another Life" on a new PC with all new DDa,x,i versions:

the following warning from DDi will show up => "An error has occured with your instalation of Devious Devices. Please check the log for more information. Error text: Assests is undefined: You're probably running an outdated version of it. Please update Devious Devices - Assets to the latest version."

 

i testet DT and the items of the DD series and all works well even with that warning,

the warning repeats on every new game load

 

* reinstalled all DD stuff, started a new game, but the error warning keeps showing up

 

* i deinstalled DT, started a new game, error doesnt shows up

 

* i started a new game without DT, saved, installed DT, reloaded, no more error message

tested devices and DT effects

all works fine

saved, restart game, load, no error message

 

noob conclusion: your mod makes DDi mad on a LAL start with a fresh DT install

Posted

testet aound a bit with 2.0 and here it goes:

 

* i started with "Live Another Life" on a new PC with all new DDa,x,i versions:

the following warning from DDi will show up => "An error has occured with your instalation of Devious Devices. Please check the log for more information. Error text: Assests is undefined: You're probably running an outdated version of it. Please update Devious Devices - Assets to the latest version."

 

i testet DT and the items of the DD series and all works well even with that warning,

the warning repeats on every new game load

 

* reinstalled all DD stuff, started a new game, but the error warning keeps showing up

 

* i deinstalled DT, started a new game, error doesnt shows up

 

* i started a new game without DT, saved, installed DT, reloaded, no more error message

tested devices and DT effects

all works fine

saved, restart game, load, no error message

 

noob conclusion: your mod makes DDi mad on a LAL start with a fresh DT install

 

so: i had a big problem with compilation when i started  - i thought that problem is related with DDi/x but it was related with... MCM - no idea - for tests i compiled DD in my mod and i got few unwanted scripts in package (source of your conflict)- solution - i have to clear it up ASAP - maybe in few hours - im not override any DD files intentionally :)

 

 

HisDudeness2015:

You found very dangerous bug - thx for your vigilance ;)

Posted

Really need some implementations about collars ! :heart:

That's the only thing my character is wearing permanantly in the game, I really want to see what you can do about it :)

Posted

Found a bug in the mod. My character had achieved level 6 in boots, and when I transform in to a Werewolf, the character is constantly tripping over due to the 'bare feet'. I haven't tested with Vampire Lord, but I suspect that it might be the same there.

Posted

Found a bug in the mod. My character had achieved level 6 in boots, and when I transform in to a Werewolf, the character is constantly tripping over due to the 'bare feet'. I haven't tested with Vampire Lord, but I suspect that it might be the same there.

 

i never beed a werewolf - thx for report :)

with vampire lord You get same issue - i not test player form - i hope that i will find a smart solution soon:/

Posted

Any chance of a "lite" version or an MCM toggle that doesn't process npcs? 

I use a lot of NPC mods and for me it's not worth the performance hit to scan every npc. 

Posted

Any chance of a "lite" version or an MCM toggle that doesn't process npcs? 

I use a lot of NPC mods and for me it's not worth the performance hit to scan every npc. 

sure, no problem

 

Would it be possible to ad an option to mark any boot as devious boot manually, so you can have the training effect also on normal high heels?

not sure - you means to treat any high heels (HDT) like devious boots?

maybe - not in next release - i need to check first what about implementation.

head twitches with collar

3 sec. and 17 sec.

https://www.youtube.com/watch?v=JGu07SSO1z0

 

known issue, next version could be better anyway im afraid that i will never remove this effect in 100% - im working with it :)

Running into a small problem trying to follow the instructions to disable the mod in MCM after an update. :)

 

attachicon.gif20170107140936_1.jpg

 

Oo! wait - so after correct installation you checked uninstall in MCM and you got it?

or? you uninstalled version 1.2 and You got empty MCM menu in version 2.0.x?

 

logs? :)

Posted

well

maybe help reference to other scale functions
DT2Tools - NiOverride.AddNodeTransformScale

SexLab Inflation Framework - NetImmerse.SetNodeScale
DDi (belly node with corset)- XPMSELib.SetNodeScale

Posted

 

Running into a small problem trying to follow the instructions to disable the mod in MCM after an update. :)

 

attachicon.gif20170107140936_1.jpg

 

Oo! wait - so after correct installation you checked uninstall in MCM and you got it?

or? you uninstalled version 1.2 and You got empty MCM menu in version 2.0.x?

 

logs? :)

 

 

This was stuck in a loop or starting itself over and over again. Every 5 seconds the message "Devious Training: Waiting for user action." was shown.

 

Event OnInit()


	;dirty try to handle old version...
	
	if StorageUtil.HasIntValue(Game.getPlayer(), "dtstoragemod_enabled") == true
		Debug.messageBox("Devious Training: It's seems that You still using old version of this mod. This installation will be stopped until old version is not uninstalled. (Visit MCM -> Devious Training -> Utilities -> Uninstal (Yes)")
		
		while (StorageUtil.HasIntValue(Game.getPlayer(), "dtstoragemod_enabled") == true)
			debug.notification("Devious Training: Waiting for user action.")
			Utility.wait(5)
			
		endWhile
		
		Debug.messageBox("Devious Training: Much better, now I can install new version :)")
		
	endIf


	;init
	DTConfig.modEnabled = true
	DTConfig.showConsoleOutput = false
	DTConfig.showTraceOutput = false
	DTConfig.lastVersion = 0
	DTUpdate.Update(getVersion())
	turnOnMod(DTConfig.updateInterval / 2)
endEvent

 

This is the method I used to update mods. It was extracted from SkyUI. This takes advantage of the fact that properties in running scripts do not change but the scripts associated with can. That same behavior in also the reason why you either have to force fill properties when a script updates on a running quest or you stop and restart the quest.

 

http://www.loverslab.com/files/file/389-quest-versioning-sdk/

 

It doesn't use a loop. It is called when the game loads with a script attached to a player alias in a quest that handles updates

Scriptname questVersioningPlayerAlias extends ReferenceAlias  

event OnPlayerLoadGame()
	questVersioning me = self.GetOwningQuest() as questVersioning

	me.qvUpdate( me.qvCurrentVersion )
	me.qvCurrentVersion = me.qvGetVersion()
endEvent

The quest script (most likely an MCM script) extends "questVersioning"

Scriptname questVersioning extends Quest

// this is the current installed version
int Property qvCurrentVersion Auto Hidden 

int Function qvGetVersion()
	Debug.Trace("================================================================================")
	Debug.Trace("= WARNING: You must define the function 'qvGetVersion' within you quest script =")
	Debug.Trace("================================================================================")
	return -1
endFunction

function qvUpdate( int aiCurrentVersion )
	Debug.Trace("================================================================================")
	Debug.Trace("= WARNING: You must define the function 'qvUpdate' within you quest script     =")
	Debug.Trace("================================================================================")
endFunction

Logic is this:

  • Get the current version stored in a hidden quest property.

    int Property qvCurrentVersion Auto Hidden 
    
  • Pass the current version into an update script. The update script keeps all the update steps so users can skip versions.

     

  • Finally set the hidden quest property to the current version.

     

Scriptname myQuest extends questVersioning

int Function qvGetVersion()
	// this is the latest version number
	return #
endFunction

function qvUpdate( int aiCurrentVersion )
	if ( aiCurrentVersion == # ) // first release
		// do stuff to update to second release
	endIf

	if ( aiCurrentVersion == # ) // second release
		// do stuff to update to third release
	endIf

	// and so on until

	if ( aiCurrentVersion == qvGetVersion() - 1 )
		// do stuff to update to current version
	endIf
endFunction
Posted

 

 

Running into a small problem trying to follow the instructions to disable the mod in MCM after an update. :)

 

attachicon.gif20170107140936_1.jpg

 

Oo! wait - so after correct installation you checked uninstall in MCM and you got it?

or? you uninstalled version 1.2 and You got empty MCM menu in version 2.0.x?

 

logs? :)

 

 

This was stuck in a loop or starting itself over and over again. Every 5 seconds the message "Devious Training: Waiting for user action." was shown.

 

Event OnInit()


	;dirty try to handle old version...
	
	if StorageUtil.HasIntValue(Game.getPlayer(), "dtstoragemod_enabled") == true
		Debug.messageBox("Devious Training: It's seems that You still using old version of this mod. This installation will be stopped until old version is not uninstalled. (Visit MCM -> Devious Training -> Utilities -> Uninstal (Yes)")
		
		while (StorageUtil.HasIntValue(Game.getPlayer(), "dtstoragemod_enabled") == true)
			debug.notification("Devious Training: Waiting for user action.")
			Utility.wait(5)
			
		endWhile
		
		Debug.messageBox("Devious Training: Much better, now I can install new version :)")
		
	endIf


	;init
	DTConfig.modEnabled = true
	DTConfig.showConsoleOutput = false
	DTConfig.showTraceOutput = false
	DTConfig.lastVersion = 0
	DTUpdate.Update(getVersion())
	turnOnMod(DTConfig.updateInterval / 2)
endEvent

 

This is the method I used to update mods. It was extracted from SkyUI. This takes advantage of the fact that properties in running scripts do not change but the scripts associated with can. That same behavior in also the reason why you either have to force fill properties when a script updates on a running quest or you stop and restart the quest.

 

http://www.loverslab.com/files/file/389-quest-versioning-sdk/

 

It doesn't use a loop. It is called when the game loads with a script attached to a player alias in a quest that handles updates

Scriptname questVersioningPlayerAlias extends ReferenceAlias  

event OnPlayerLoadGame()
	questVersioning me = self.GetOwningQuest() as questVersioning

	me.qvUpdate( me.qvCurrentVersion )
	me.qvCurrentVersion = me.qvGetVersion()
endEvent

The quest script (most likely an MCM script) extends "questVersioning"

Scriptname questVersioning extends Quest

// this is the current installed version
int Property qvCurrentVersion Auto Hidden 

int Function qvGetVersion()
	Debug.Trace("================================================================================")
	Debug.Trace("= WARNING: You must define the function 'qvGetVersion' within you quest script =")
	Debug.Trace("================================================================================")
	return -1
endFunction

function qvUpdate( int aiCurrentVersion )
	Debug.Trace("================================================================================")
	Debug.Trace("= WARNING: You must define the function 'qvUpdate' within you quest script     =")
	Debug.Trace("================================================================================")
endFunction

Logic is this:

  • Get the current version stored in a hidden quest property.

    int Property qvCurrentVersion Auto Hidden 
    
  • Pass the current version into an update script. The update script keeps all the update steps so users can skip versions.

     

  • Finally set the hidden quest property to the current version.

     

Scriptname myQuest extends questVersioning

int Function qvGetVersion()
	// this is the latest version number
	return #
endFunction

function qvUpdate( int aiCurrentVersion )
	if ( aiCurrentVersion == # ) // first release
		// do stuff to update to second release
	endIf

	if ( aiCurrentVersion == # ) // second release
		// do stuff to update to third release
	endIf

	// and so on until

	if ( aiCurrentVersion == qvGetVersion() - 1 )
		// do stuff to update to current version
	endIf
endFunction

 

i'm using now something that looks like Your solution (DT2Update.psc) :)

 

about loop - yes - i stopped update/install process for users of old version - (old version ==1.x)  It's another file, another mod well to protect old users i stopped installation -new mod wait for uninstall old mod - in mod description i wrote that in this case, with old mod (MCM) we need to click uninstall - thats will unlock new version :)

Posted

zadQuest "Chastity Belt" quest has been altered. Devious Device Integration is throwing up warnings about missing properties.

 

Removed the ref in TES5Edit. Going to see what happens.

 

Also the BSA has a bunch of zad scripts in it.

Posted

zadQuest "Chastity Belt" quest has been altered. Devious Device Integration is throwing up warnings about missing properties.

 

Removed the ref in TES5Edit. Going to see what happens.

 

Also the BSA has a bunch of zad scripts in it.

 

i added 2.0.1 version 1 or 2days ago without zadQuest - my fault - i had problem with compilation and for test i compiled zad script and completly forgot about it. 2.0.1 version is without altered quest.

Posted

 

zadQuest "Chastity Belt" quest has been altered. Devious Device Integration is throwing up warnings about missing properties.

 

Removed the ref in TES5Edit. Going to see what happens.

 

Also the BSA has a bunch of zad scripts in it.

 

i added 2.0.1 version 1 or 2days ago without zadQuest - my fault - i had problem with compilation and for test i compiled zad script and completly forgot about it. 2.0.1 version is without altered quest.

 

 

No worries :)

Posted

well

maybe help reference to other scale functions

DT2Tools - NiOverride.AddNodeTransformScale

 

SexLab Inflation Framework - NetImmerse.SetNodeScale

DDi (belly node with corset)- XPMSELib.SetNodeScale

 

Thx for tips - i checked, just read XPMSELib file -  it's almost same code that i wrote - i think that problem is becouse i altered non-end-node (like breast,butt, belly) - for example when i change neck i have to change/compensate also head size (node scale) (in other case i get grotesque big/small head) - becouse children node scale is related with parent node scale...  so in this hierarchy: neck "have" head and head "have" another nodes like hair , helmet, piercing, eyes etc... so this shake effect it's effect of node scale propagation. i reduce this effect by condition enclosing - not perfect but better - anyway i will back and try another solution in next releases. version 2.1 should looks better but still with this bug (from time to time) :)

 

 

 

 

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