Guest Posted March 5, 2018 Posted March 5, 2018 Progress Update OK, I am progressing with the V3 of the mod. It is a completely new version. In this version, you have 13 needs and a total of 43 possible penalties if needs are not satisfied. All needs and penalties can be fully configured (literally as you want) in Advanced mode, and have predefined settings in Basic mode. I still need a full week of work to complete it, and I can spend real time on it only during weekends, so probably it will be out in two weeks. Notable features: * A couple of dozen showers added to Skyrim where you can take a shower. * Ability to build new shower whenever you want and use them * Super-script light. Most of the code is removed and it is run a "Diseases" (so you can check in your spell list what are the effect you have now) * 5 ImageSpaceModifiers that can be combined (for a total of 31 possibilities) * Lot of fun stuff, for example, if you don't eat you can have: after 8 hours your health regen will be reduced, after 12 hours you start losing health, after 16 your vision will blur, after 20 you will randomly collapse to the ground, after 24 you will start losing weight.
matekun Posted March 6, 2018 Posted March 6, 2018 Wow,that looks like a lot of options,are you going to add a export\import configuration option too?
Guest Posted March 6, 2018 Posted March 6, 2018 36 minutes ago, matekun said: Wow,that looks like a lot of options,are you going to add a export\import configuration option too? Probably yes. There is already one, I may expand its way to get accessed.
domp Posted March 6, 2018 Posted March 6, 2018 Oh man this is gonna be grand with the new widget icons and light script build and all the functions. Kudos to you CPU!
Guest Posted March 6, 2018 Posted March 6, 2018 40 minutes ago, domp said: Oh man this is gonna be grand with the new widget icons and light script build and all the functions. Kudos to you CPU! Widgets will be the same as the old version. I was notable to create custom widgets.
SmedleyDButler Posted March 7, 2018 Posted March 7, 2018 Are the showers (or anything else that actually places objects in the world) automatically added or can you choose for them not to be?
Guest Posted March 7, 2018 Posted March 7, 2018 5 hours ago, SmedleyDButler said: Are the showers (or anything else that actually places objects in the world) automatically added or can you choose for them not to be? At the moment I places about 24 showers. And you can build showers where you like. I am not sure if I want to add an option to disable the showers. Probably I will.
SmedleyDButler Posted March 7, 2018 Posted March 7, 2018 The fewer unnecessary cell edits, the fewer the chances of an unanticipated conflict, so if anything I would make anything that adds facilities to cells an installation option (if that's not too difficult).
Guest Posted March 7, 2018 Posted March 7, 2018 That's difficult. So the only real option is to have the ability to have the default showers disabled (in this case, unless a cell was completely removed) it should not generate conflicts.
deathneko11 Posted March 7, 2018 Posted March 7, 2018 just get jaxonz mover mod to move the items around if they clip. Or open console and disable any clutter that might be on top of the showers. Dont like the showers? open console and disable them. There's yer fix, no need to make CPU work harder for a mod that's supposed to fit his needs and desires.
tuxagent7 Posted March 7, 2018 Posted March 7, 2018 there is quite a lot of customization, mind if we have one or two more screenshot please
Guest Posted March 7, 2018 Posted March 7, 2018 46 minutes ago, tuxagent7 said: there is quite a lot of customization, mind if we have one or two more screenshot please I will do them in the next progress update. But keep in mind that I am still building the mod, so things may change every day.
Teutonic Posted March 7, 2018 Posted March 7, 2018 Good to know you are still working on this. I was asked to make one of my mods compatible with this one. Basically, all I need to do is get whether the player is drunk. Now I know there are mod events for that. But it is a bit inconvenient to register and wait for a mod event to arrive in the middle of a function. My usual approach is to use GetFormFromFile() to get the corresponding drunk spell, but there is no such thing in your mod if I am not mistaken. Alternatives would be a GlobalVariable or StorageUtil for example. Would be awesome if you could implement something like that. Another thing I noticed was that the download package (v2) was missing language files, so everybody whose game is not in one of the supported languages will see $MND_Text in their MCM. There is no fallback to english language, but it is sufficient to just duplicate the english file and rename it, so people will have an english MCM. (Sorry if this was reported already.) 1
Guest Posted March 7, 2018 Posted March 7, 2018 1 hour ago, Teutonic said: Good to know you are still working on this. I was asked to make one of my mods compatible with this one. Basically, all I need to do is get whether the player is drunk. Now I know there are mod events for that. But it is a bit inconvenient to register and wait for a mod event to arrive in the middle of a function. My usual approach is to use GetFormFromFile() to get the corresponding drunk spell, but there is no such thing in your mod if I am not mistaken. Alternatives would be a GlobalVariable or StorageUtil for example. Would be awesome if you could implement something like that. Another thing I noticed was that the download package (v2) was missing language files, so everybody whose game is not in one of the supported languages will see $MND_Text in their MCM. There is no fallback to english language, but it is sufficient to just duplicate the english file and rename it, so people will have an english MCM. (Sorry if this was reported already.) Explain me what exactly you are trying to do. I may develop something without modevents.
Teutonic Posted March 7, 2018 Posted March 7, 2018 55 minutes ago, CPU said: Explain me what exactly you are trying to do. I may develop something without modevents. Like I said, I just want to know whether the player is drunk. It is a condition, so I want to use a simple If statement in which I can test some value and if the condition is true, the player is drunk. With mod events, i need to construct the event, register, send it, wait for the event to arrive and the callback to finish before my function can continue.
Guest Posted March 7, 2018 Posted March 7, 2018 In V3 I can give you the ability to call: mndController.get().getLevel("Drunk") ; -> 0..100% mndController.get().getStep("Drunk") ; -> 0..6 No need to add a hard dependency because it will be a static function. Of course call it only if the mod is there.
tuxagent7 Posted March 7, 2018 Posted March 7, 2018 1 minute ago, CPU said: In V3 I can give you the ability to call: mndController.get().getLevel("Drunk") ; -> 0..100% mndController.get().getStep("Drunk") ; -> 0..6 No need to add a hard dependency because it will be a static function. Of course call it only if the mod is there. speaking of drunkness, with minineeds i was drunk with only one ale will there be a stat that give a better limit ?
Guest Posted March 7, 2018 Posted March 7, 2018 1 minute ago, tuxagent7 said: speaking of drunkness, with minineeds i was drunk with only one ale will there be a stat that give a better limit ? In V3 you can decide the "power" of drinks and food based on the power of the magiceffect applied. So if you are really hungry you will not fully satisfy the need with a single carrot, and if you drink just a ale you will not be drunk as you drank some alto wine.
SmedleyDButler Posted March 7, 2018 Posted March 7, 2018 10 hours ago, CPU said: That's difficult. So the only real option is to have the ability to have the default showers disabled (in this case, unless a cell was completely removed) it should not generate conflicts. No worries, that's fine.
the8one Posted March 8, 2018 Posted March 8, 2018 I'd just like to take a moment to say everything I have wanted in this mod is already in this mod(or the V3 update), thanks CPU.
Guest Posted March 8, 2018 Posted March 8, 2018 Anybody wants to give me help in re-ordering all the penalties for the needs I defined? They are 50, but after the 25th they are in about random order Let me know if you are interested. It is for MiniNeeds V3.
Guest Posted March 8, 2018 Posted March 8, 2018 15 minutes ago, deathneko11 said: What sort of work does that entail? My last post? Giving a better order to the penalties that you can use inside the MCM. It is a list of 50 penalties that should be sorted to have some sense.
deathneko11 Posted March 8, 2018 Posted March 8, 2018 I mean what sort of physical work does that require? I'm asking out of curiosity, to see if it's something I could learn from.
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