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Posted
On 2/3/2022 at 9:16 AM, stobor said:

@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.

 

 

Wow, you're right, that archive does have all the 1.9 scripts missing from it!  Late nite upload, trying to get it done fast.  Sorry about that people, I'll update it to 1.9a2 with the scripts in there this time.

 

Sorry everyone!  This should fix a lot of things, since the old scripts are still there!

 

GuruSR.

BAC Update 1.9a2.zip

Posted

@GuruSR Any thoughts on the 'lots of mutations added at once' bug?  As I mentioned above, this looks like a straightforward logic bug.  I'd suggest changing this function:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return setMaxPhase() - BACActor.npcs_phase
    endif
    return 0
EndFunction

 

to something like:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return BACActor.npcs_phase - GetPhasesBeforeAttributes() ;; SUGGESTED CHANGE
    endif
    return 0
EndFunction

 

since the one place it's used it seems intended to count how many attributes should already be applied.  Not how many are left to apply.

Posted
4 hours ago, stobor said:

@GuruSR Any thoughts on the 'lots of mutations added at once' bug?  As I mentioned above, this looks like a straightforward logic bug.  I'd suggest changing this function:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return setMaxPhase() - BACActor.npcs_phase
    endif
    return 0
EndFunction

 

to something like:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return BACActor.npcs_phase - GetPhasesBeforeAttributes() ;; SUGGESTED CHANGE
    endif
    return 0
EndFunction

 

since the one place it's used it seems intended to count how many attributes should already be applied.  Not how many are left to apply.

 

Well, since I didn't seem to properly give out the pex files, can you confirm that the code is causing that, as I've not seen it happen in the saves I've tried it with.  The setMaxPhase returns the current max transformations until finished, the available is the ones that are the difference between the actor's phase and the max, that means if you're at level 10, you have 16 more changes.  Your choice will cause 10 to be the max and no transformations will happen past it, the pbases before are before any attributes are added that affect the visual changes.

					if level > (BACActor.npcs_phase[i] * 2 * (BACConfig.transformationTempo + 1) )
						BACActor.npcs_times[i] = 0
						;BACActor.npcs_lastLevel[i] = level
						;;debug.notification("maid lact level:"+level)
						if BACActor.npcs_phase[i] < setMaxPhase()
							BACActor.npcs_phase[i] = BACActor.npcs_phase[i] + 1

							if BACActor.npcs_phase[i] > GetPhasesBeforeAttributes()
								BACActor.randomAttribute(i)
							endif

							BACActor.npcs_ref[i].SetFactionRank(BACStore.bac_milkmaid, BACActor.npcs_phase[i])
							;BACActor.reequipItems(i)
							addTransformations(i)
							somethingHappens = true
							BACPlayer.playMoo(i)
							Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + " is transforming to cow [ Stage"+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]")
						endif
					endif

That section of code handles the amount of transformations that happen, you see if BACActor.npcs_phase < setMaxPhase(), that means if you're under the max phase you can have more, but only *if* the level for that npc's transformation has grown.  I'm thinking myself, that you're stuck with an old version of the script in a save game that is causing it.  I may need to (if I didn't) offer a means to shut all the scripts down and then save and then load, then boot them back up.

 

GuruSR.

Posted

@GuruSR True, I haven't yet verified the bug in an entirely clean save (one which has never touched the old scripts).  That'll take some time.  But the problem case wasn't the normal upgrade path, it was the 'reapply attributes after MCM changes' path (see my post from last Thursday for the specific code).  And the logic of that code fits the symptoms a few of us have reported.

 

Note that your code snippet above, from the normal upgrade path, doesn't even use the GetAvailableAttributeCount() function that I suggested changing. 

 

Now with your patch, at least that doesn't happen on every MCM interaction - you seem to have added a checkbox that's required to trigger an update.  So it ought to be less common than it seemed for those of us with messed up save files.  But I'm pretty sure the bug's still there.

 

FWIW, it reads to me like the current code matches the function name (and presumably your original intent) just fine, but the way it's actually used suggests it ought to do something slightly different.  Either the function itself, or the code that uses it, needs to change.

Posted (edited)
16 hours ago, GuruSR said:

Well, since I didn't seem to properly give out the pex files, can you confirm that the code is causing that, as I've not seen it happen in the saves I've tried it with. 

 

OK, I've tested it now and it definitely does still occur, in a brand new game that was never touched by the older scripts.  It's 100% reproducible, as my reading of the code suggested it would be.

 

Steps:

  1. get a character to stage 11 or above.  note how many attributes apply (should be N-10).
  2. select that character in the MCM milkmaid menu, change anything (fur color, tail vs. no tail, etc).  that will cause an update/re-equip cycle.
  3. exit the MCM, wait for the re-equip process to complete.
  4. check how many attributes are applied now (hint: basically all of them).

 

Of course, you won't really need step 4; the visual differences should be blindingly obvious.

Edited by stobor
Posted

AE build, test run went very well!

Good mod, despite grammar issues and a fact that it "just works". Went through from the beggining of the mod (with time skipping, consuming mutagens etc.) till few quests after got owned. What can I say? I was scared by some reviews to install this mod and yet, it run almost perfectly.

I won't say any pros/cons, I agree with a review left there by other dude, tho I did not faced any game breaking bugs, hell, not even a single issue requiring load of a save (I assume it's because of time skipping).

Anyway, who is scared like I was before finally installing this mod - don't be. It just works as intended by author. Hope someday there will be an update of story/optimization, anything!

P.s. Installed mid game, no issues there, tho the mod is heavily dependant on SlaveTats, FPS in 3rd person near character is dropping significantly. 
Very loud sounds are so annoying, be prepared for this

Posted

That sounds like missing textures and/or meshes (when an item is missing altogether).  Which is odd, because it's not like those are in a separate download... (unless they're bundled with the tats download, which I don't think is the case).

 

Or are you trying to load an LE mod into a Skyrim SE environment?

Posted

Hey Y'all,

 

I am trying to do the quest where the blacksmith gives you a nose ring, but the zaz stocks thingy isn't in it's spot in the stable. Does anyone know how I can fix taht?

Posted
8 hours ago, stobor said:

That sounds like missing textures and/or meshes (when an item is missing altogether).  Which is odd, because it's not like those are in a separate download... (unless they're bundled with the tats download, which I don't think is the case).

 

Or are you trying to load an LE mod into a Skyrim SE environment?

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

Posted
3 hours ago, Coolguy713 said:

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

 

I'm sure there are guides on the web for such, but (not being an SE user myself) I am not familiar with the specifics.

Posted
15 hours ago, Coolguy713 said:

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

The mod should largely work in SE as-is. That being said, it is important to run the assets through CAO (Cathedral Assets Optimizer) first. There is also a thread somewhere with a converted SE version, but that version won't have the updated scripts and what-not.

Posted
16 hours ago, Eluchel said:

Hey Y'all,

 

I am trying to do the quest where the blacksmith gives you a nose ring, but the zaz stocks thingy isn't in it's spot in the stable. Does anyone know how I can fix taht?

 

You'll need a save from just prior to talking to the blacksmith.

  1. Go into console, type 'help bac_' to find the exact name of the quest (I believe it's bac_blacksmith).
  2. Check its stage: 'sqv bac_blacksmith'.  It's probably going to say stage 100.
  3. IF THAT IS what it says, it needs to be stage 20.  So:
  4. 'resetquest bac_blacksmith' followed by 'setstage bac_blacksmith 20'
  5. wait for a few moments, let everything stabilize.
  6. talk to the blacksmith again.

That has worked for me in the past, with the same symptom.

 

Posted
On 2/10/2022 at 4:53 AM, squiffyrogue said:

AE build, test run went very well!

Good mod, despite grammar issues and a fact that it "just works". Went through from the beggining of the mod (with time skipping, consuming mutagens etc.) till few quests after got owned. What can I say? I was scared by some reviews to install this mod and yet, it run almost perfectly.

I won't say any pros/cons, I agree with a review left there by other dude, tho I did not faced any game breaking bugs, hell, not even a single issue requiring load of a save (I assume it's because of time skipping).

Anyway, who is scared like I was before finally installing this mod - don't be. It just works as intended by author. Hope someday there will be an update of story/optimization, anything!

P.s. Installed mid game, no issues there, tho the mod is heavily dependant on SlaveTats, FPS in 3rd person near character is dropping significantly. 
Very loud sounds are so annoying, be prepared for this

 

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

 

20 hours ago, Eluchel said:

Hey Y'all,

 

I am trying to do the quest where the blacksmith gives you a nose ring, but the zaz stocks thingy isn't in it's spot in the stable. Does anyone know how I can fix taht?

 

The object didn't show up, hmm, I did put a fix in for that on the newest scripts, they should have showed up properly.  I fixed a bunch of issues with movement and placement.

 

I'll also do that test to see if I can re-create the overload of additions, maybe missed a value being set somewhere in that loop.

 

GuruSR.

Posted (edited)
5 hours ago, GuruSR said:

 

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

 

 

The object didn't show up, hmm, I did put a fix in for that on the newest scripts, they should have showed up properly.  I fixed a bunch of issues with movement and placement.

 

I'll also do that test to see if I can re-create the overload of additions, maybe missed a value being set somewhere in that loop.

 

GuruSR.

Thanks GuruSR!

Also, does the "Will of the master" quest start up every 7 days or should it be always persistant just telling me to go talk to Paul every 7 days? I failed the first Will of the master quest, sat in stocks for 4 hours, and then I haven't seen those quests again yet and when I try to talk with Paul about cow services the conversation bugs out after the first choice of "Hi Paul!". Do you know why that would be/how I can fix it (if i need to)?

 

Edit: It turns out I just needed to wait a couple more days :)

 

Edited by Eluchel
Posted (edited)
14 hours ago, GuruSR said:

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

Oh, I'm sorry. Wrote this before actually installing your update. Don't see any issues so far!

But found another thing: I'm playing with slow mutations, hardcore. Mod installed with new game.
So the issue: after starting, you'll get the quest to speak with Paul. I did it (mutations were not started yet)
Then 1 got 1st stage of mutation (just horns), came to Riverwood by foot from Whiterun, and Raul just started to run to Whiterun.
I run with him, to check where he goes and near the stables he dissapeared.
After this I reloaded and fast travel to Riverwood instead of walking by foot and everything is normal

So I would assume just not to speak to him before receiving 2nd stage of mutation when horns grow much bigger, right?

Edited by squiffyrogue
Posted
On 2/8/2022 at 5:39 PM, stobor said:

@GuruSR Any thoughts on the 'lots of mutations added at once' bug?  As I mentioned above, this looks like a straightforward logic bug.  I'd suggest changing this function:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return setMaxPhase() - BACActor.npcs_phase
    endif
    return 0
EndFunction

 

to something like:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return BACActor.npcs_phase - GetPhasesBeforeAttributes() ;; SUGGESTED CHANGE
    endif
    return 0
EndFunction

 

since the one place it's used it seems intended to count how many attributes should already be applied.  Not how many are left to apply.

Yeah so this worked. Thanks a lot!

Posted (edited)

I hadn't looked here for a while, so I missed @GuruSR's try to revive this. Great! I did a try on my own with a total rework of the mutation distribution and MCM. I also moved all the cow attributes to StorageUtil and got rid of the npcs_...-Arrays. I am not sure whether this would work on a running game, you probably might need a clean save for this. Give it a try, and maybe we can contribute to each other ?

bac_alternate_1.9a.7z

I am now trying to create a threaded update process which is not yet working and thus disabled. The currently implemented cow update process is already better than the original and not blocking all cows at once. I made a debug option to update PC cow only (it works after clicking, even if it does not show X in MCM).

This also honors werewolf transformations and resets leg deformation in beast form so that the werewolf does not have a crippled leg anymore.

I added some mutations and the long horns only need the nifs included int .7z, I think. So the rest should still be the same. If some nif is still missing, please report.

Edited by botticelli
Posted

Hey Y'all, 

 

I have an odd texture issue where the body texture on my character is became slightly pink today. Does anyone know why this has happened and how I can fix it?

textureerror.png

Posted

Hey y'all, something else I noticed. Whenever I get the "get fatter" quest from Paul it immediately fails it but doesn't give any consequences. Does anyone know why that is happening?

Posted
On 2/12/2022 at 11:59 PM, botticelli said:

I hadn't looked here for a while, so I missed @GuruSR's try to revive this. Great! I did a try on my own with a total rework of the mutation distribution and MCM. I also moved all the cow attributes to StorageUtil and got rid of the npcs_...-Arrays. I am not sure whether this would work on a running game, you probably might need a clean save for this. Give it a try, and maybe we can contribute to each other ?

bac_alternate_1.9a.7z 332.86 kB · 10 downloads

I am now trying to create a threaded update process which is not yet working and thus disabled. The currently implemented cow update process is already better than the original and not blocking all cows at once. I made a debug option to update PC cow only (it works after clicking, even if it does not show X in MCM).

This also honors werewolf transformations and resets leg deformation in beast form so that the werewolf does not have a crippled leg anymore.

I added some mutations and the long horns only need the nifs included int .7z, I think. So the rest should still be the same. If some nif is still missing, please report.

Which mutations did you add? Curious as to whether or not I should suffer through setting up my MCMs again for this.

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