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Posted

A little post for me, like a poll ... unless Lozeak makes this a public poll.

Do you guys want me to keep the DD4.0 version of DF in the installer even after DD4.1 was officially released?
if yes, just like this post.

 

P.s.: Be aware that DD4.0 will no longer be officially available then, so keep a backup of the archives.

Posted
2 hours ago, CGi said:

A little post for me, like a poll ... unless Lozeak makes this a public poll.

Do you guys want me to keep the DD4.0 version of DF in the installer even after DD4.1 was officially released?
if yes, just like this post.

 

P.s.: Be aware that DD4.0 will no longer be officially available then, so keep a backup of the archives.

I would vote no - since DD4.0 won't be officially offered at that point I think it would just needlessly clutter your installer and might confuse some people.  I don't think there's that much point in supporting versions of a framework that isn't available officially when the update isn't even a new major version number.

Posted
2 hours ago, Reesewow said:

I would vote no - since DD4.0 won't be officially offered at that point I think it would just needlessly clutter your installer and might confuse some people.  I don't think there's that much point in supporting versions of a framework that isn't available officially when the update isn't even a new major version number.

That's my thought too, hence the question.

Posted

I installed the new version 1.55, chose localized, but I'm getting messages like this:



I asked what my debt was:

DF-message.thumb.jpg.d6492c2fe80ab4fac04702d6e7e4e38f.jpg

What did I do wrong?  I attempted to save clean DF out but that didn't seem to help.

Posted
44 minutes ago, Naps-On-Dirt said:

I installed the new version 1.55, chose localized, but I'm getting messages like this:

 

What did I do wrong?  I attempted to save clean DF out but that didn't seem to help.

Stuff i still need to fix, it seems. -.-'

Posted
7 hours ago, CGi said:

if you add new lines to the english localization file then you need to make sure the iD is unique and that you add it to the script.

How it works is rather simple.

Old:

Return 1.43 as float (yep, you never updated the number ^^)
New

Return "$DF_VERSION" as float

in DeviousFollowers_ENGLISH.TXT is a line that starts with $DF_VERSION followed by a tabbed space (has to be a tabbed space) and the content which is 1.53 in case of the files i attached. So with the localized script you can easily update the version number without recompiling the script or having it in a global variable just by editing the english localization file and then creating dummies for all other languages using the english file.

 

Edit: Make sure you use an text editor that can handle UCS-2 LE. Notepad discards this file encoding and then F4SE can't read it resulting in lots of $-signs.

if you use Sublime choose "Save file with Encoding" and then "UTF-16 LE with BOM".

Notepad++ ok?

Posted
28 minutes ago, CGi said:

Yep. it's what i use.

Fix for FOMOD version 1.55.
Needs the FOMOD installed before hand. Afterwards just install this fix over it.

 

DF-FOMOD V1.55-Fix1

 

@Naps-On-Dirt i didn't have the time to fully test everything so please feel free to report all errors you find. Highly appriciated.

I'm still getting the boxed messages that start with $.  First was something like $Welcome_Message{Vorstag}etc, and then when I ask about debt its $DF_REST{0}NONE{}_MSG.  Did a full save cleaning in case the old scripts got baked in.

Posted

So soon as I add a follower (Sting for FName changes) the Localisation falls apart. To be honest, not knowing how it work really sucks is there a guide anywhere? 

I'm kinda lost atm.

Posted
35 minutes ago, Naps-On-Dirt said:

I'm still getting the boxed messages that start with $.  First was something like $Welcome_Message{Vorstag}etc, and then when I ask about debt its $DF_REST{0}NONE{}_MSG.  Did a full save cleaning in case the old scripts got baked in.

i see. Was hoping to avoid adding more functions to the MCM but oh well...

34 minutes ago, Lozeak said:

So soon as I add a follower (Sting for FName changes) the Localisation falls apart. To be honest, not knowing how it work really sucks is there a guide anywhere? 

I'm kinda lost atm.

No, not really. Only this very basic one that covers only the very bare basics: SkyUi Localization.
The method is of course not bound to SkyUi since it's an SKSE localization method.

Maybe stay away from it for now until i added the new functions. Easier to understand once you see what they do.

Posted

@CGi

 

Ok, I'll leave it for now I have made additions to the MCM script so I'll work it out once you fix it.

 

I will need to at some point 100% understand how localisation works (what I can and can't do) though cause if I don't it will make modding a mine field for me or may limit what I can do.

 

Like for example, it went from working to not working and I have no idea why? and if I don't know why I could do it again.

 

Posted
18 minutes ago, Lozeak said:

@CGi

 

Ok, I'll leave it for now I have made additions to the MCM script so I'll work it out once you fix it.

 

I will need to at some point 100% understand how localisation works (what I can and can't do) though cause if I don't it will make modding a mine field for me or may limit what I can do.

 

Like for example, it went from working to not working and I have no idea why? and if I don't know why I could do it again.

Once my localization works i can explain it to you in detail.
i did work with dynamic SKSE localization strings before like in SLA Monitor Widget or Deviously Cursed Loot but i forgot quiet a bit of how i did it (due to lacking documentation i had to figure out a good bit by myself) and i'm working alot on FO4 at the moment too what isn't helping the cause.

 

But you can look in fix #2.
The 4 new functions start at line 1559 and are called CreateOneValString, CreateTwoValString, CreateThreeValString, CreateGambleString.
i would have used better names but due to the nature of the strings this is the best i could come up with to describe their more universal nature.

 

P.s.: The script fragment TIF_Dflow_0A014171 as a similar function because it's the last script that has a string outside of the MCM.

Posted

I think it doesn't work still. (my tests aren't clean)

 

All Debug.MessageBoxs do not work. (Regardless of built string or not)

Debug.Notification Only work if the string isn't built.

it work for all MCM help text built or not.

it works for Showmessage Works (I don't know if there any built strings in these)

 

If I had to guess I had problems with Messages capitalising built strings maybe it messes with the formating it needs

Posted
4 minutes ago, Lozeak said:

I think it doesn't work still. (my tests aren't clean)

 

All Debug.MessageBoxs do not work. (Regardless of built string or not)

Debug.Notification Only work if the string isn't built.

it work for all MCM help text built or not.

it works for Showmessage Works (I don't know if there any built strings in these)

 

If I had to guess I had problems with Messages capitalising built strings maybe it messes with the formating it needs

Can you provide me a screenshot so i can see what string it is?

Posted

Debug.Notification(CreateOneValString("$DF_{", FName, "}UPDATE_NOTI")) will work if you haven't got a follower (FName = "") Output is {} is not Devious updating! or $DF_{Jenssa}UPDATE_NOTI


Debug.MessageBox("$DF_EXITMENU_MSG") when disabling a follower output a message box with $DF_EXITMENU_MSG

Debug.MessageBox("$DF_RESTNEEDED_MSG") when asking about debt with 0 lives output a message box $DF_RESTNEEDED_MSG

 

(I don't think I have had any Debug.MessageBox work with any loclizated string.)

 

Thing is I could of broke it since I have a modified version I have copied your fixes over but maybe it's not clean.

Posted
2 minutes ago, Lozeak said:

Debug.Notification(CreateOneValString("$DF_{", FName, "}UPDATE_NOTI")) will work if you haven't got a follower (FName = "") Output is {} is not Devious updating! or $DF_{Jenssa}UPDATE_NOTI


Debug.MessageBox("$DF_EXITMENU_MSG") when disabling a follower output a message box with $DF_EXITMENU_MSG

Debug.MessageBox("$DF_RESTNEEDED_MSG") when asking about debt with 0 lives output a message box $DF_RESTNEEDED_MSG

 

(I don't think I have had any Debug.MessageBox work with any loclizated string.)

 

Thing is I could of broke it since I have a modified version I have copied your fixes over but maybe it's not clean.

One question: Does the gamble message work by showing all 12 values? i'm about to leave for work so i can't check myself.

Posted

Showmessage doesn't work outside of the MCM (As you need to be inside the Menu for them to appear) unless i'm missing something.

 

Going to sleep now, I'll look into it tomorrow.

Posted

My follower is now adding debt every couple of minutes.

 

Is this issue related to what you two are discussing?

 

 

Posted
3 hours ago, Corsayr said:

My follower is now adding debt every couple of minutes.

 

Is this issue related to what you two are discussing?

Probably.

Posted

OOPS- WRONG MOD... disregard this post.

 

I wanted to mention a small mod conflict that I've found between this mod and Slaverun Reloaded.  When you are initially enslaved, Pike has your marched out of Whiterun to Bellamy to be trained/prepped.  However, since this mod locks the gates of cities, you are marched up to the gates and just get the lock pick minigame for the door over and over.  I got around this by using the console to unlock the gates but unless you can pick the lock on the gate, this step of the Slaverun quest gets stuck in a loop.

Posted
2 hours ago, sapho888 said:

I wanted to mention a small mod conflict that I've found between this mod and Slaverun Reloaded.  When you are initially enslaved, Pike has your marched out of Whiterun to Bellamy to be trained/prepped.  However, since this mod locks the gates of cities, you are marched up to the gates and just get the lock pick minigame for the door over and over.  I got around this by using the console to unlock the gates but unless you can pick the lock on the gate, this step of the Slaverun quest gets stuck in a loop.

Wrong mod?  I don't think this mod has anything related to locking city gates.  Are you talking about Sexlab Survival?

Posted

@Lozeak Okay... figured it out.
Debug.Notification and .MessageBox don't support dynamic strings.

i used a mod back then that replaced some SWF's which in return allowed translating those.

But the gambling message box that shows the debt/win data can be inside the ESP and have dynamic data using the Show command.

Debug.Notification i got to reformat like this Debug.Notification Fname + "$DF_EXAMPLESTRING_NOTI" and hope it works else we got to drop translating those.
As long as the MCM is localized and some messageboxes it should be fine, right?

Posted

Hello, Ive got the problem -

 

First of all, it seams that chasity belts and nipple piercings (and may be something else) do not show unless I add resources from Captured Dreams mod, because default DD mod somehow does not provide them. Or at least it seams so.

 

Sencond, if I have chasity belt equipped, I get CTD as soon as I equip restrictive corset.

 

Inside "CD Part 4 - DD Pre Gen meshes for UUNP - UNPB body" i have found that there is a combined mesh of corset with chasity belt attached. May be it is supposed that they get switched but in such case I am missing some kind of dependency/mod that would do that.

 

I can use belt without corset or corset without belt.

 

Could someone please explain how to solve this problem?

 

Thank You in advance.

 

UPD:

 

Ok, solved it, I think. All I was missing was to regenerate mesh files in bodyslide.

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