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[WIP] Long Life Milk Mod (Expired Milk Edition!)


SneakyMau5

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Posted

Ok, here's what I came up with, it's kind of meh, but it displays data:

 

post-76552-0-26264900-1366167197_thumb.jpg

 

Now, wouldn't that be nicer if it had boobies for icons to spice it up? (Or something, iono).

 

Is there a method to force an MCM menu to refresh itself (call init again)?  I had to add code on the page refresh to rebuild the pages array.  I suspect the same issue is what's plaguing Estrus's MCM now that I think of it.

 

Anyways, separated the economy code into a separate quest script now.  The only thing you need to do is to call MilkECON.InitiateTrade(int milkCount, Race maidRace) at the end of milking, and the separate script will handle the user decisions and so forth.

 

I am going to figure out how to do "milk of the day" for the various markets and tidy up the interface in the mean time.

Posted

Hey how did you get your clothes to support the larger breast, I have to walk around in my birthday suit.... I wonder if I messed up on the CBBE install lol. 

Posted

Hey how did you get your clothes to support the larger breast, I have to walk around in my birthday suit.... I wonder if I messed up on the CBBE install lol. 

 

The clothes must support the appropriate skeleton (eg. XPMS).

 

You will find it often the case that in a series of armors created by a modder, their earliest versions will not work with ninodes, simply because it wasn't widely available at the time.

 

Case in point, led04ek, who does the Manga body armors, has a bunch of old armors that do not work at all with scaling.  I love his Tera armor pack, but there is a fair amount of armors that do not scale in that pack (I wish they would, but now I just opt for the ones he created later that do).  All of his recent works will support boob scaling, as I imagine most of the recent ones from other modders as well.

 

You can try asking them to go back and redo some of the armor .nifs to support this, but as with Manga, I usually prefer the Mod authors work on newer armors.

 

Unfortunately I do not have a lot of CBBE armors to test this on.

Posted

I cannot get the spriggan patch to work.

 

I can get enslaved by them fine, but nothing happens thereafter (besides putitng PC in maid slot even if she wasnt before)

 

Can i get a rundown on how i should know its working and what the mod should be doing?

Do i go get put in a maid slot first or go straight to the spriggans? To see anything do i need to wait until fully engorged? go to a particular place? Go to milking throne and something else happens?

Posted

I cannot get the spriggan patch to work.

 

I can get enslaved by them fine, but nothing happens thereafter (besides putitng PC in maid slot even if she wasnt before)

 

Can i get a rundown on how i should know its working and what the mod should be doing?

Do i go get put in a maid slot first or go straight to the spriggans? To see anything do i need to wait until fully engorged? go to a particular place? Go to milking throne and something else happens?

 

If you got put in a maid slot, then you should also find a 'Nursing Spriggan' power added to your character.  No special place.   Trigger the 'power' to let the spriggan nurse.  I assume that you've got milk generation enabled in the MCM. 

 

No animations, I'm afraid, just some visual shaders (and the milking effects).  Afterwards, you should see an 'Exhaustion' effect (zero stamina regen); take a nap to make it go away.  The spriggan armor does support BBP, so I've had no problem with the MilkModNEW resizing so far.

 

If the above isn't working for you, some more details might help: what version of MilkModNEW did you install the patch over?

 

Posted

There has been more attention paid to this mod in the past week than there has been in the months since it was started. I just like to say I like the attention that it is garnering from the right people that know what they are doing.

Posted

ok reinstalling and waiting 48hours or so did finally give me the power.

It says i'm exhausted and need to rest but i can straight up reuse the power whenever. is that meant to happen?

 

otherwise, really cool. would it be possible to have a special milk generated by this because if we're doing an economy then just 'wasting' it this way isn't cost effective, or maybe there could be a quest attached to it (getting a female NPC to drink X bottles of spriggan milk and making them spriggan milkers too)

 

I cannot get the spriggan patch to work.

 

I can get enslaved by them fine, but nothing happens thereafter (besides putitng PC in maid slot even if she wasnt before)

 

Can i get a rundown on how i should know its working and what the mod should be doing?

Do i go get put in a maid slot first or go straight to the spriggans? To see anything do i need to wait until fully engorged? go to a particular place? Go to milking throne and something else happens?

 

If you got put in a maid slot, then you should also find a 'Nursing Spriggan' power added to your character.  No special place.   Trigger the 'power' to let the spriggan nurse.  I assume that you've got milk generation enabled in the MCM. 

 

No animations, I'm afraid, just some visual shaders (and the milking effects).  Afterwards, you should see an 'Exhaustion' effect (zero stamina regen); take a nap to make it go away.  The spriggan armor does support BBP, so I've had no problem with the MilkModNEW resizing so far.

 

If the above isn't working for you, some more details might help: what version of MilkModNEW did you install the patch over?
 

 

Posted

Yes, the 'power' is supposed to be reusable more or less immediately (i.e. it is considered a 'lesser power').  Though I probably ought to have it check milk level and disable it until it recovers.

 

Heh.  Milk from a spriggan host might have some 'interesting' pharmacological properties, if you could get the darn thing to share.  I'll have to think about that...

Posted

The only thing you need to do is to call MilkECON.InitiateTrade(int milkCount, Race maidRace) at the end of milking, and the separate script will handle the user decisions and so forth.

 

How does it read location? Does it have its own onupdate or are variables read from other script? Sounds interesting so far.

Posted

Bad news, ActiveMagicEffect script doesnt receive OnLoad events. Neither does Quest script.

 

OnLoad is must for updating actual boobs size.

 

OnPlayerLoadGame on single alias wont cut it either, since we need to know when each actor loads separately.

 

 

Any suggestions guys? :) 

 

was thinking about putting every maid on alias (alias script receives everything) but that would limit slots once again...

 

 

Posted

 

The only thing you need to do is to call MilkECON.InitiateTrade(int milkCount, Race maidRace) at the end of milking, and the separate script will handle the user decisions and so forth.

 

How does it read location? Does it have its own onupdate or are variables read from other script? Sounds interesting so far.

 

Oh, I am assuming that your followers follow you.  So the only real location I need is from PlayerREF.  It is just a property.  I thought it was written some time ago that you wanted followers to stay relatively close to the player anyways?

Posted

Bad news, ActiveMagicEffect script doesnt receive OnLoad events. Neither does Quest script.

 

OnLoad is must for updating actual boobs size.

 

OnPlayerLoadGame on single alias wont cut it either, since we need to know when each actor loads separately.

 

 

Any suggestions guys? :)

 

was thinking about putting every maid on alias (alias script receives everything) but that would limit slots once again...

 

What about OnEffectStart? does that start only on the initial application of the effect?  Or every time the actor is loaded and the effect resumes.

 

* So ActiveMagicEffect doesn't extend anything at all (ObjectReference in particular)

 

- I thought I saw a tutorial on applying "perks" via magic effects that's based on the player applying buffs to nearby actors.  At the time it looked crazy complicated.  I'll see if I can find the link again when my brain is working again.  The ramification is that the only actor that needs to be hard coded is the player and the effects are applied only when followers are present.

Posted

If you had a set of ReferenceAlias (atttached to the main Quest object), then GetReference will give you the ObjectReference for each (and OnLoad should work).  But yes, that means a fixed number of slots again.  The idea that irysius mentioned in previous post sounded more promising - if we can figure it out.

Posted

Just curios, its save/stable now that mod? because i really wanna try that, but i dnt wanna lost my saves or mess with my meshes.

Posted

What about OnEffectStart? does that start only on the initial application of the effect?  Or every time the actor is loaded and the effect resumes.

 

* So ActiveMagicEffect doesn't extend anything at all (ObjectReference in particular)

 

- I thought I saw a tutorial on applying "perks" via magic effects that's based on the player applying buffs to nearby actors.  At the time it looked crazy complicated.  I'll see if I can find the link again when my brain is working again.  The ramification is that the only actor that needs to be hard coded is the player and the effects are applied only when followers are present.

 

OnEffectStart once for constant effect.

 

ActiveMagicEffect doesnt extend, but its receiving events (all actor events, unfortunately nothing above actor - OnLoad is Obj Reference event)

 

That tutorial was probably this: http://www.creationkit.com/Dynamically_Attaching_Scripts

What effect would we want to apply?

 

 

I was experimenting today with Reference Alias script in place of ActiveMagicEffect, and while its not so clean and obvious as ActiveMagicEffect method it gives even more possibilities.

 

Fore example, it receives everything: OnLoad, OnPlayerLoadGame and its OnUnit is very specific - it triggers ONCE per session (can be usefull for some things, but cant be used for initial application of effect, because... it happens once in every game session).

 

It receives also every Actor event and every ObjReference event.

 

If its not enough, then by keeping Maids in alias list we can:

 

-easily modify their AI with Packages (for future use or so)

-probably, but not 100% sure yet, could read their stats from MCM

 

The only not-so-fun thing would be having to store reserved alias slots info somewhere in script (in form of array).

 

Posted

Just curios, its save/stable now that mod? because i really wanna try that, but i dnt wanna lost my saves or mess with my meshes.

 

Page10 version is stable in theory, but I havent included any specific uninstallation procedure.

Posted

A ReferenceAlias also makes cleanup easier: I'm pretty sure that when the alias is unset, any event-waiting scripts on that alias are disabled.

 

You can certainly read ReferenceAlias methods from the quest with which they are associated (via properties attached to the quest object and filled in with the Aliases, if nothing else).  I assume that the MCM 'quest' could too, since it can obviously share info with the main quest.

Posted

Running into some issues...

 

RegisterUpdateForGameTime() isn't as awesome as I initially thought.  If I set the threshold to 1 hour, and wait 4 hours, it doesn't tick four times.  It ticks once - basically once it crosses the threshold it doesn't matter how many times it would logically gone, it only does it once, right after you get out of it.

 

Which means, if I do use this method - I will have to continue to track in game time like I did before.

 

Also, if I want my MilkECON quest to piggy back off of MilkMCM, I have to reinitialize before any of my objects are recognized.  Is there a way to do this at all outside of starting from a clean save?

 

I'll run some more tests but I think I've solved the duplicating registration when reinstalling this mod.

 

 

* preliminary test indicate most of the systems are working as intended, so that's good news.  I just dunno what to do about the need for a hard reset on the MilkMCM quest.   Or if people just need to deal.

 

Posted

Running into some issues...

 

RegisterUpdateForGameTime() isn't as awesome as I initially thought.  If I set the threshold to 1 hour, and wait 4 hours, it doesn't tick four times.  It ticks once - basically once it crosses the threshold it doesn't matter how many times it would logically gone, it only does it once, right after you get out of it.

 

Which means, if I do use this method - I will have to continue to track in game time like I did before.

 

Also, if I want my MilkECON quest to piggy back off of MilkMCM, I have to reinitialize before any of my objects are recognized.  Is there a way to do this at all outside of starting from a clean save?

 

I'll run some more tests but I think I've solved the duplicating registration when reinstalling this mod.

 

 

* preliminary test indicate most of the systems are working as intended, so that's good news.  I just dunno what to do about the need for a hard reset on the MilkMCM quest.   Or if people just need to deal.

 

People will have to deal.

This type of this can be expected especially at this stage of a mod, most people just want to see updates/content and fixes, sometimes a reset is needed with a clean save. 

 

:D

Posted

Running into some issues...

 

RegisterUpdateForGameTime() isn't as awesome as I initially thought.  If I set the threshold to 1 hour, and wait 4 hours, it doesn't tick four times.  It ticks once - basically once it crosses the threshold it doesn't matter how many times it would logically gone, it only does it once, right after you get out of it.

 

Good you confirmed that. I mentioned it like two pages ago, but wasnt sure. Anyway I think it will be still better than real time for boob grow timer. One bonus tick on every wait and everyfast travel is better than "magic none".

 

Also, if I want my MilkECON quest to piggy back off of MilkMCM, I have to reinitialize before any of my objects are recognized.  Is there a way to do this at all outside of starting from a clean save?

 

* preliminary test indicate most of the systems are working as intended, so that's good news.  I just dunno what to do about the need for a hard reset on the MilkMCM quest.   Or if people just need to deal.

 

Not sure what exactly you are trying to do. Any MCM changes should update on next load. If you change some variables the old ones will be deleted after some amount of real time during gameplay session.

Posted

 

Also, if I want my MilkECON quest to piggy back off of MilkMCM, I have to reinitialize before any of my objects are recognized.  Is there a way to do this at all outside of starting from a clean save?

 

* preliminary test indicate most of the systems are working as intended, so that's good news.  I just dunno what to do about the need for a hard reset on the MilkMCM quest.   Or if people just need to deal.

 

Not sure what exactly you are trying to do. Any MCM changes should update on next load. If you change some variables the old ones will be deleted after some amount of real time during gameplay session.

 

Basically in MilkMCM, declare MilkECON property MilkE Auto

MilkECON is a quest that I intend to have on a polling interval, similar to how MilkQ currently is.

 

Milk Market Page is supposed to draw variables out from MilkECON, as in the following line:

AddTextOption("Whiterun Market: ", MilkE.MilkEcoWhiterun, OPTION_FLAG_DISABLED)

 

However, MilkE will always be None unless I restart MilkMCM (for reals, as in remove, save, then put back in as if it was never there).  I do not know how to "restart" MilkMCM outside of doing that.

 

This is, of course, setting the value through creation kit in a Property already.

Posted

if you added something new in milk economy script OnInit then it wont be visible till OnInit triggers next time, and it triggers only when quest starts. Not MCM quest but ECO quest.

Posted

 

Just curios, its save/stable now that mod? because i really wanna try that, but i dnt wanna lost my saves or mess with my meshes.

 

Page10 version is stable in theory, but I havent included any specific uninstallation procedure.

ah Cool thanks

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