chajapa Posted October 14, 2018 Author Posted October 14, 2018 5 hours ago, Shion11 said: the mod works quite similarly like the first version. but the sex scene doesn't happen and crashes the game again i have the dungeon mod to bypass it, but it's a minor inconvenience when other mods have female to female sex. which sex scene crashes the game? Do you use CBBE or UUNP bodies? What dungeon mod bypasses it? A little more information would be helpful
reandarkness Posted October 14, 2018 Posted October 14, 2018 I want to change her face using nifmerge but her eyes looks wrong. How do i fix that?
chajapa Posted October 14, 2018 Author Posted October 14, 2018 1 hour ago, reandarkness said: I want to change her face using nifmerge but her eyes looks wrong. How do i fix that? you don't
Shion11 Posted October 14, 2018 Posted October 14, 2018 9 hours ago, chajapa said: which sex scene crashes the game? Do you use CBBE or UUNP bodies? What dungeon mod bypasses it? A little more information would be helpful idon't know which sex scene causes the crash i use CBBE bodies has milking machines
chajapa Posted October 15, 2018 Author Posted October 15, 2018 18 hours ago, Shion11 said: idon't know which sex scene causes the crash i use CBBE bodies has milking machines Go look at THIS
terrorofmorrowind Posted October 15, 2018 Posted October 15, 2018 Halp! bodymorph doesn't seem to work on bijin people! Does someone else have this issues? I could have sworn it did before though...
chajapa Posted October 15, 2018 Author Posted October 15, 2018 Did you give them body meshes that morph? They don't come standard last I looked
terrorofmorrowind Posted October 15, 2018 Posted October 15, 2018 45 minutes ago, chajapa said: Did you give them body meshes that morph? They don't come standard last I looked Nevermind: they work...Man, you answer fast lol. I kinda screwed up mid playthrough. I don't know if you use them too but there is an all in one file and until no i noticed that i had everything installed with the all in one file. I disabled those except the all in one one on save where a lot of them were there, which is a bad idea. i went back a couple of saves (i didn't really do that much in between tbh so not too much was lost), to a safe location with no other npc's (i use htb's teleport spell to the "wig section" of the mod). Saved there, removed any rogue scripts and instances. Quit the game, replaced the meshes because i made a tiny adjustment somewhere of the mods and ran fnis for good measure. I just tried it out again with Illia and she morphed so everything is all fine and dandy again. I hope this all makes sense because iim currently in "dumdum" mode right now. So my spelling kinda suffers from it too (well, more then usual anyways). I dunno, happens atleast once or twice every two weeks or so where i just can't focus and keep making stupid mistakes for nor reason...Oh, right, i forgot. It's a monday...?
Shion11 Posted October 15, 2018 Posted October 15, 2018 the fix worked and the only explanation is the sudden change of non milkmaid to milkmaid in a scene that caused the crash. the mods work perfectly, and i can't say anything needs changing other than a dedicated cow outfit like the one milk mod economy had before( it's a cow patterned gas mask and suit with hoofs.)
chajapa Posted October 16, 2018 Author Posted October 16, 2018 10 hours ago, Shion11 said: the fix worked and the only explanation is the sudden change of non milkmaid to milkmaid in a scene that caused the crash. the mods work perfectly, and i can't say anything needs changing other than a dedicated cow outfit like the one milk mod economy had before( it's a cow patterned gas mask and suit with hoofs.) I think it's the morphs that cause the crash if you don't have everything in place to handle them. Feel free to dress her however you like. I don't, personally, like the gas mask idea as it covers her face and ..... hooves? Not my thing, but go for it if you like them.
terrorofmorrowind Posted October 16, 2018 Posted October 16, 2018 13 hours ago, Shion11 said: the fix worked and the only explanation is the sudden change of non milkmaid to milkmaid in a scene that caused the crash. the mods work perfectly, and i can't say anything needs changing other than a dedicated cow outfit like the one milk mod economy had before( it's a cow patterned gas mask and suit with hoofs.) With "fix" do you mean the ini setting I mentioned a couple of posts before? You need to enable both "UseOSAllocator" (or whatever it's called) and "AlignHeapAllocate" through the crash fixes .ini. It fixed morphing for me. You ofcourse need the cbbe morphing file or unp for this to work too ofcourse.
terrorofmorrowind Posted October 16, 2018 Posted October 16, 2018 Does someone know where to put xpmse.esp? I used to put it all the way above in the load order, right above racemenu. I tried someone elses load order suggestions and they said i should put it all the way down in the list. But I think that causes issues with other "cloak" mods like creature framework. Hence why i had that weird absorption effect before. Not sure about this though. Btw i don't use loot, only nce in a while to see what it does but i rarely really accept what it says.
chajapa Posted October 16, 2018 Author Posted October 16, 2018 2 hours ago, terrorofmorrowind said: Does someone know where to put xpmse.esp? I used to put it all the way above in the load order, right above racemenu. I tried someone elses load order suggestions and they said i should put it all the way down in the list. But I think that causes issues with other "cloak" mods like creature framework. Hence why i had that weird absorption effect before. Not sure about this though. Btw i don't use loot, only nce in a while to see what it does but i rarely really accept what it says. Mine is at like... 93 out of 99 plugins. If you're using MO then the SKELETON should one of the last things loading from the left pane. Or at least you should no how to check to make sure it's not being overwritten. Naturalistic Beast HDT will overwrite some creature skeletons and/or meshes to get them working with animated vagina.
terrorofmorrowind Posted October 16, 2018 Posted October 16, 2018 7 minutes ago, chajapa said: Mine is at like... 93 out of 99 plugins. If you're using MO then the SKELETON should one of the last things loading from the left pane. Or at least you should no how to check to make sure it's not being overwritten. Naturalistic Beast HDT will overwrite some creature skeletons and/or meshes to get them working with animated vagina. Yeah i know about the left panel. I read somewhere before that it doesn't really matter where you shove it in your load order. It does seems to help though. I can now hit people and they die now. (I had to hit them atleast five times before they started to take damage, as in their healthbar appeared and goes down.)
panthercom Posted October 17, 2018 Posted October 17, 2018 Installed the latest version, removed older version and clean saved first. After recruiting Elsie I was given a choice through dialog to make her breasts larger, did so and she also became enormously pregnant at the same time that her breasts got larger. I hadn't even had sex with her yet. Turned off all inflated belly options in Hentai pregnancy and MME, no luck. Disabled and enabled her, no luck, used Manipulator to look at her body scales, belly scale was normal, changed nothing, closed Manipulator and her belly went back to normal (breasts still larger). Changed cells and pregnant belly came back. I don't use SLIF, causes CTD's on save load and I got tired of trying to fix it.
chajapa Posted October 18, 2018 Author Posted October 18, 2018 19 hours ago, panthercom said: Installed the latest version, removed older version and clean saved first. After recruiting Elsie I was given a choice through dialog to make her breasts larger, did so and she also became enormously pregnant at the same time that her breasts got larger. I hadn't even had sex with her yet. Turned off all inflated belly options in Hentai pregnancy and MME, no luck. Disabled and enabled her, no luck, used Manipulator to look at her body scales, belly scale was normal, changed nothing, closed Manipulator and her belly went back to normal (breasts still larger). Changed cells and pregnant belly came back. I don't use SLIF, causes CTD's on save load and I got tired of trying to fix it. No idea. When her breasts morph, there is nothing in that function that touches the belly, In fact I don't have anything anywhere that touches the belly in this mod. Anything belly related is almost certainly coming from another mod. My guess would be Hentai Pregnancy only because... pregnancy... belly... but that's just a wild assed guess. MME will also scale belly if a milk maid has lactacid. Manipulator will only show morphs changed in Racemenu I think. So the results of using that to look may be misleading.
dj1215 Posted October 24, 2018 Posted October 24, 2018 the game wolud ctd during the dialogue“you're trembling”,i dont know how to fix it,could someone give me some advice?
chajapa Posted October 24, 2018 Author Posted October 24, 2018 22 minutes ago, dj1215 said: the game wolud ctd during the dialogue“you're trembling”,i dont know how to fix it,could someone give me some advice? You don't have body morphs working correctly in your game.
terrorofmorrowind Posted October 30, 2018 Posted October 30, 2018 Could you possibly add a "condition" to the dialogue where once you recruited them and you talk to them again they will basically highjack all other options until you allowed them to talk either with elsie nearby or that you "are going to look for someone to train her"? It's really annoying when you play with mods like PAHe with which you can enslave people. Maybe add something like relationship conditions or something where only people with rank 4 aka lovers can ask you this. It's simple and desn't involve things like "searching for certain mods or factions". There are some mods out there that allows you to change the disposition with npc's with you. Like eager npc's or if you don't wanna be a don juan the "give gifts" mod works as well. Well if such a thing is even possible but there are tons of things you can do with scripts and dialogue so i wouldn't be too suprised if it's possible.
chajapa Posted October 31, 2018 Author Posted October 31, 2018 13 hours ago, terrorofmorrowind said: Could you possibly add a "condition" to the dialogue where once you recruited them and you talk to them again they will basically highjack all other options until you allowed them to talk either with elsie nearby or that you "are going to look for someone to train her"? It's really annoying when you play with mods like PAHe with which you can enslave people. Maybe add something like relationship conditions or something where only people with rank 4 aka lovers can ask you this. It's simple and desn't involve things like "searching for certain mods or factions". There are some mods out there that allows you to change the disposition with npc's with you. Like eager npc's or if you don't wanna be a don juan the "give gifts" mod works as well. Well if such a thing is even possible but there are tons of things you can do with scripts and dialogue so i wouldn't be too suprised if it's possible. I'm confused as to what it is you're looking for exactly. If you can give me details and tell me exactly which dialogue lines or threads are causing issues, I'll be happy to take a look at them and try to provide a way to make this play happily with your setup.
terrorofmorrowind Posted October 31, 2018 Posted October 31, 2018 6 hours ago, chajapa said: I'm confused as to what it is you're looking for exactly. If you can give me details and tell me exactly which dialogue lines or threads are causing issues, I'll be happy to take a look at them and try to provide a way to make this play happily with your setup. I'm talking about the dialogue with "recruit" in it. Sorry i can't currently check what dialogue option that is atm. edit: I think i found the dialogue it's "Thanks for having me joing you" or something like that.
chajapa Posted November 4, 2018 Author Posted November 4, 2018 Well..... I broke it. I'm using the story manager a lot and added a branch and nodes for the Actor Dialogue events that trigger the scenes that are used in various situations. I added another node, quest, and scene, and... it didn't trigger at all... ever. Started looking for what may have gone wrong. At this point I'm wondering if the stacked nodes are just... too many. Trying to track down the possibility that conditions are overlapping in a way that prevents some Actor Dialogue Events from ever being processed. I can try either creating another branch or 2 and separating the stack of nodes into the additional branches... OR... Modify existing scenes... heavily... to make them work with various combinations of participants. Either way it's going to be a lot of work for me because there doesn't seem to be a ton of information out there on how to work the event stacks and nodes. So... further updates may be a bit delayed as I try to figure all this out.
terrorofmorrowind Posted November 4, 2018 Posted November 4, 2018 2 hours ago, chajapa said: Well..... I broke it. I'm using the story manager a lot and added a branch and nodes for the Actor Dialogue events that trigger the scenes that are used in various situations. I added another node, quest, and scene, and... it didn't trigger at all... ever. Started looking for what may have gone wrong. At this point I'm wondering if the stacked nodes are just... too many. Trying to track down the possibility that conditions are overlapping in a way that prevents some Actor Dialogue Events from ever being processed. I can try either creating another branch or 2 and separating the stack of nodes into the additional branches... OR... Modify existing scenes... heavily... to make them work with various combinations of participants. Either way it's going to be a lot of work for me because there doesn't seem to be a ton of information out there on how to work the event stacks and nodes. So... further updates may be a bit delayed as I try to figure all this out. Oh, ok. Thanks! I'm not sure how easy it is to do but maybe it's possible to add a work around by adding a condition to all the dialogue that makes milk maids by removing those from the dialogue tree as soon as pregnancy or milk maid conditions are met. Makes the dialogue less messy and perhaps when the large changes are done the conditon can be removed again? I dunno just spraying some ideas out here. Also for those having working bodymorphs but don't want t figure how to adapt their bodies to the morphs changes. Here's a preset that seems to work quite well if youleave the boob slider in MME at 2.00 instead of 3.00 it comes with. Don't mind the name though i accidentally overwrote an older preset i used before this one but the bottom part is the same. I used fair's boob settings (manga body) for my preset with a bit of tweaking so that the nipples don't look too weird when morphed. Enjoy! COS+LUSHHormones2.1.xml
terrorofmorrowind Posted November 4, 2018 Posted November 4, 2018 Also i think those nodes do have an effect on the scripting speed because of all the mods i have installed yours seems to be the most laggy.
chajapa Posted November 4, 2018 Author Posted November 4, 2018 I've broken the Actor Dialogue Event Stack into parts: FF for when 2 females are engaged in conversation MF for when there is Male approaching female FM for when female is approaching male Kids for... well... kids And FOL for dialogue involving a follower Now the stack processing can quickly eliminate groups of dialogue scenes that don't fit basic criteria I will also be going through and setting conditions on those main stack nodes such that if a scene is playing for Female and Female (for example), don't let an Actor Dialogue event start another scene involving MF, FM, Kids, or follower. Each Scene is a quest. The quest contains a scene that starts on quest start and stops the quest when the scene ends. So having multiple scenes running is probably causing the lag. I can also set timers so that an event must wait x number of hours before being eligible to be acted upon again. Right now, everything is set pretty short. Otherwise this would be a bear to test. And setting them long for an upload and then back to short for continued development seems like it would be a recipe for screw-ups (mine) as I have to go into each event in the stack and change the wait time. Also I am constantly going in and tweaking the activity within a scene. There are delay timers and I've found that a script fragment placed to run when a particular dialogue is spoken, runs reliably but i that same dialogue if I place a fragment to run when the dialogue ends, it may take several seconds. So yes, timing issues and combinations abound and I'm trying to address them as I find them. So... probably a couple of days of testing but I seem to have UNbroken it.
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