MysticDaedra Posted January 21, 2022 Posted January 21, 2022 Yeah the Hunter quest starts after you get a nosering from Paul.
alexsl Posted January 21, 2022 Posted January 21, 2022 29 minutes ago, MysticDaedra said: Yeah the Hunter quest starts after you get a nosering from Paul. umh i think for now i only got the metal mitten. So i need to wait more then ?
evilbom Posted January 21, 2022 Posted January 21, 2022 any LE player have problem with Followers when Hardcore Mode on ?
SilentOption Posted January 22, 2022 Posted January 22, 2022 11 hours ago, evilbom said: any LE player have problem with Followers when Hardcore Mode on ? no
alexsl Posted January 22, 2022 Posted January 22, 2022 Ok but seriously....I have made it to being a cow 100%, reimboursing the debt of paul...wich took way too long of waiting time XD I was told on the conversion for SE thread that there was a nose ring to be added at some point, no clue didn't see that. and there is still this part that i havent seen : Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ]
MysticDaedra Posted January 22, 2022 Posted January 22, 2022 5 hours ago, alexsl said: Ok but seriously....I have made it to being a cow 100%, reimboursing the debt of paul...wich took way too long of waiting time XD I was told on the conversion for SE thread that there was a nose ring to be added at some point, no clue didn't see that. and there is still this part that i havent seen : Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] The nose ring is added early on in the questline, I believe it is the quest after finding the abandoned house.
alexsl Posted January 22, 2022 Posted January 22, 2022 39 minutes ago, MysticDaedra said: The nose ring is added early on in the questline, I believe it is the quest after finding the abandoned house. agree it is said to be related to the unowned quest if i remember correctly... then if thats the case and then those 3 sub-quest are nowhere to be found then i guess i did all the outcome of the mod.
Swe-DivX Posted January 22, 2022 Posted January 22, 2022 function changeGrowth(int slot) if npcs_shortBody[slot] == true npcs_ref[slot].GetActorBase().SetHeight(0.92) elseif npcs_tallBody[slot] == true;GuruSR Change npcs_ref[slot].GetActorBase().SetHeight(1.11) endif endFunction to function changeGrowth(int slot) if npcs_shortBody[slot] == true && BACConfig.enabled_npcs_shortBody == true npcs_ref[slot].GetActorBase().SetHeight(0.92) elseif npcs_tallBody[slot] == true && BACConfig.enabled_npcs_tallBody == true ;GuruSR Change npcs_ref[slot].GetActorBase().SetHeight(1.11) endif endFunction bac_actor.psc Disable actor scaling after reset if its disabled.
Galactase Posted January 23, 2022 Posted January 23, 2022 Given how much of an issue this has been for me I'm surprised I didn't bring it up before. If my character has gone beyond the point where she starts mutating and I have to change a setting that refreshes the actors, every single mutation I have enabled is applied to her at once. This isn't in the base mod, only the update patches.
GuruSR Posted January 23, 2022 Posted January 23, 2022 3 hours ago, Swe-DivX said: function changeGrowth(int slot) if npcs_shortBody[slot] == true npcs_ref[slot].GetActorBase().SetHeight(0.92) elseif npcs_tallBody[slot] == true;GuruSR Change npcs_ref[slot].GetActorBase().SetHeight(1.11) endif endFunction to function changeGrowth(int slot) if npcs_shortBody[slot] == true && BACConfig.enabled_npcs_shortBody == true npcs_ref[slot].GetActorBase().SetHeight(0.92) elseif npcs_tallBody[slot] == true && BACConfig.enabled_npcs_tallBody == true ;GuruSR Change npcs_ref[slot].GetActorBase().SetHeight(1.11) endif endFunction bac_actor.psc Disable actor scaling after reset if its disabled. Only 1 spot actually doesn't check for that, everywhere else where changeGrowth is used, it does, have you tried this to see if it made any changes? GuruSR.
GuruSR Posted January 23, 2022 Posted January 23, 2022 27 minutes ago, Galactase said: Given how much of an issue this has been for me I'm surprised I didn't bring it up before. If my character has gone beyond the point where she starts mutating and I have to change a setting that refreshes the actors, every single mutation I have enabled is applied to her at once. This isn't in the base mod, only the update patches. So you're saying you get mutations even if you didn't get them? As in you're not 100%, you changed a setting and when done, you were 100%? If you un-check something you have already gotten and you exit, the mod will automatically pick something else for that "mutation value". What I meaning is if you didn't want tall body and you got it, you went into the settings and un-checked tall body, then exited the menus, it would re-pick something to replace it. I didn't alter how the mod gives out mutations, only put in checks to enforce what is viable during the random mutation for the "mutation value" at current, so items show up in order as expected, I only added limitations so that they couldn't be picked if items were disabled, but if you disabled something it would have to re-pick for that value, using the same function that picks any of them as you progress. GuruSR.
Galactase Posted January 23, 2022 Posted January 23, 2022 6 minutes ago, GuruSR said: So you're saying you get mutations even if you didn't get them? As in you're not 100%, you changed a setting and when done, you were 100%? If you un-check something you have already gotten and you exit, the mod will automatically pick something else for that "mutation value". What I meaning is if you didn't want tall body and you got it, you went into the settings and un-checked tall body, then exited the menus, it would re-pick something to replace it. I didn't alter how the mod gives out mutations, only put in checks to enforce what is viable during the random mutation for the "mutation value" at current, so items show up in order as expected, I only added limitations so that they couldn't be picked if items were disabled, but if you disabled something it would have to re-pick for that value, using the same function that picks any of them as you progress. GuruSR. The game won't let me uncheck mutations that have already been applied. "So you're saying you get mutations even if you didn't get them? As in you're not 100%, you changed a setting and when done, you were 100%?" This is exactly what I'm saying. If I do anything that enables update on close and I have mutated at all I will be given every mutation.
alexsl Posted January 23, 2022 Posted January 23, 2022 Well for me there was error as well. When i was back from a new task from paul sometime i had 2 or 3 time the choice "I'm back" in the option wich leave me if i choose the wrong one to tell him i came back from whiterun after drinking ton of milk potion tough its not the task i just did. Is it game braking ? Actually yes because sometime the actual task you just did seem to not register so when you actually say "im back" it still get the answer from the potion even tough it wasnt the ongoing task. Also again why do you not have any message from paul for at least being a full fledge cow now i felt so deceive this morning...
MysticDaedra Posted January 23, 2022 Posted January 23, 2022 3 minutes ago, alexsl said: Well for me there was error as well. When i was back from a new task from paul sometime i had 2 or 3 time the choice "I'm back" in the option wich leave me if i choose the wrong one to tell him i came back from whiterun after drinking ton of milk potion tough its not the task i just did. Is it game braking ? Actually yes because sometime the actual task you just did seem to not register so when you actually say "im back" it still get the answer from the potion even tough it wasnt the ongoing task. Also again why do you not have any message from paul for at least being a full fledge cow now i felt so deceive this morning... The mod was never completed. The questline is basically unfinished after you get to the "pay off debt" part.
alexsl Posted January 23, 2022 Posted January 23, 2022 51 minutes ago, MysticDaedra said: The mod was never completed. The questline is basically unfinished after you get to the "pay off debt" part. i see, tough i think i realise that much when when you do the update through paul for the hoove, and the iron for hand the option for the head litterally break the 4th wall by saying itll be in the next update. But about the other thing...i am the only one who experience it ? having more than 1 I am back option i mean.
GuruSR Posted January 23, 2022 Posted January 23, 2022 2 hours ago, Galactase said: The game won't let me uncheck mutations that have already been applied. "So you're saying you get mutations even if you didn't get them? As in you're not 100%, you changed a setting and when done, you were 100%?" This is exactly what I'm saying. If I do anything that enables update on close and I have mutated at all I will be given every mutation. That is bizarre, because the level of which you have mutations for, if any of the mutations have been unchecked, your level count drops by 1, meaning the level you're supposed to get to is higher than what you have, so the original function randomizes a next level mutation for you again. You can un-check items you previously had (with the updates), but the randomization will only let you have the number you removed, re-added new ones. So if you're at level 15 and you un-checked 2, you'll be level 13 needing to go to level 15, every new mutation you get puts you up 1 level, that part was never changed, with the exception of verifying the inclusion of changes based on settings. Are you sure you've got the latest patches? GuruSR.
Swe-DivX Posted January 23, 2022 Posted January 23, 2022 12 hours ago, GuruSR said: Only 1 spot actually doesn't check for that, everywhere else where changeGrowth is used, it does, have you tried this to see if it made any changes? GuruSR. Yes it works, took me days before I found the error. Thought it was a completely different mod that scaled the player. I think this if you change enabled_npcs_shortBody after the effects have bin added to the actor. In this case the Player.
GuruSR Posted January 24, 2022 Posted January 24, 2022 12 hours ago, Swe-DivX said: Yes it works, took me days before I found the error. Thought it was a completely different mod that scaled the player. I think this if you change enabled_npcs_shortBody after the effects have bin added to the actor. In this case the Player. Alright, I added the addition into the setup for the next batch, that was so far the first issue anyone has found. I'm still not getting any bug reports, aside from that one. GuruSR.
ShalolaAuthor Posted January 24, 2022 Posted January 24, 2022 On 1/5/2022 at 9:11 PM, GuruSR said: Okay, here it is, 1.9A. I did a bunch of fixes, spelling/grammar mistakes corrected (I may have missed some, sorry if I did). I'm including all of the scripts in this one because I can't tell what ones got properly changed or not, so if you're putting it in, just overwrite what is there, the existing scripts will get replaced. As far as I can tell, everything just works right up until the radiant quests start, most work, I think a few have issues (the weight one just fails, parts are missing, not sure why, I'll see if I can figure out what was in that one). There is an option to reset the radiant quests in the MCM, it works, so let me know what oddities you find and where please. GuruSR. BAC Update 1.9A.zip 542.93 kB · 120 downloads do you need your update 2 for this? it seems not all files changed from update 2 made it to this one
LinksSword Posted January 24, 2022 Posted January 24, 2022 On 1/22/2022 at 9:57 PM, Galactase said: The game won't let me uncheck mutations that have already been applied. "So you're saying you get mutations even if you didn't get them? As in you're not 100%, you changed a setting and when done, you were 100%?" This is exactly what I'm saying. If I do anything that enables update on close and I have mutated at all I will be given every mutation. can vouch this happens in the last update that skyrimfet left.
stobor Posted February 3, 2022 Posted February 3, 2022 @GuruSR Why are the compiled scripts in your 1.9a patch showing the PSC file extension? They should be PEX files, and I have no idea how they'd work as is. Certainly they won't overwrite compiled scripts from the original mod, because those have the correct extension. At best you'd get a strange mish-mash of old and new files. BTW, once I fixed the script extensions and re-deployed, I've seen exactly the same bug that @Galactase mentions above (all mutations suddenly applied). But given the this run was mostly made before I realized the issue with file extensions, no telling what mess that save-file's internal state got into.
stobor Posted February 3, 2022 Posted February 3, 2022 A couple other odds & ends: The cowbell sounds are much softer now, in fact too soft for my ears. There's a magic effect, something like bac_watcher (I forget the exact name) showing up in the active effects list; this ought to be marked 'Hide in UI'. That's not new to the patch, that's in the original mod too.
stobor Posted February 3, 2022 Posted February 3, 2022 (edited) On the subject of sudden application of mutations, the cause isn't mysterious: Code snippet from bac_main.psc: Spoiler ;GuruSR Change Int Function GetPhasesBeforeAttributes() return 10 EndFunction Int Function GetAvailableAttributeCount(Int I) if BACActor.npcs_phase > GetPhasesBeforeAttributes() return setMaxPhase() - BACActor.npcs_phase endif return 0 EndFunction ;GuruSR Change End Code snippet from bac_actor.psc (called from bac_update.psc): Spoiler Function ValidateMutations(Int I) Int C Int L = BACMain.GetAvailableAttributeCount(I) ; Level amount of mutations you would have. ... if npcs_phase > BACMain.GetPhasesBeforeAttributes() C = CountMutations(I) while C < L randomAttribute(I) C += 1 endWhile endif So if you're at phase 12 (2 mutations), C=2, L=14 (26-12), and you're going to get 12 random attribute's added. And you'll still be at phase 12 (though C will be higher, next pass). Also note: BaC will run the update-equip checks every time you open the MCM tab for the mod. This doesn't just happen when your phase increases. EDIT: From the usage, I imagine you meant L to be 2 in my example (not 14). But that's not what the code actually does. Edited February 3, 2022 by stobor 1
stobor Posted February 4, 2022 Posted February 4, 2022 @GuruSR The 1.9a patch removes fur color selection from the MCM, and seems to make it entirely random (if I read the code correctly). Why? That's a clear loss of functionality. 1
GuruSR Posted February 8, 2022 Posted February 8, 2022 On 2/3/2022 at 7:35 PM, stobor said: @GuruSR The 1.9a patch removes fur color selection from the MCM, and seems to make it entirely random (if I read the code correctly). Why? That's a clear loss of functionality. I didn't remove the ability to change the color, actually I've not touched much of that part of the MCM in a while, as I was working on spelling, grammar and getting the quests working. You have to properly pick a cow and then the menu will give you options to set their color or set them as disabled, but do that before the face changes happen or it'll look weird, as I'm not sure how to undo that stuff, anyone who knows, please do let me know what I need to do. GuruSR. 1
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