Halstrom Posted May 10, 2018 Author Share Posted May 10, 2018 12 minutes ago, Rememberthisusername said: After a bit of testing I've figured out that having the fp attributes mod/hud active is what determines weather or not this mod updates its hud with non-zero values. However if you already have the synth player mod active, installing the fp attributes mod/hud afterwards will cause them both to show straight zeros and more or less bug the save file. So you need to either activate this mod on a file that already has the fp attributes hud active, or start a new game with both mods active because as far as I can tell the scripts for this mod start after fp attribute's scripts when starting a new game. The papyrus1 log is showing when both mods were active and everything was working as intended. The papyrus0 log is showing what happened after I uninstalled the fp attributes mod/hud through its mcm menu and reloaded, which ended up causing the hud to not update and show only zero. I realize all of this could be circumstantial, but hopefully it still helps. Papyrus.0.log Papyrus.1.log Interesting possibility because I have the FPAttributes HUD already installed on all my games, except the clean saves and new character ones I tested and in which case the FPA starts and sets up way before mine. That gives me an idea on something to try, possibly its because I didn't change the function calls when I copied from FPAttributes. If I can get a current show stopping bug sorted, I'll try changing those function names next and try to get an update out before Bedtime or tomorrow morning. I hope that's the issue Link to comment
Natarle Posted May 10, 2018 Share Posted May 10, 2018 here one log. Although, I got 96 plugins in the game, this log about 25minutes long. I'm still doing some trial with my mods order as I had 200+ plugins before. Papyrus.0.log Link to comment
Natarle Posted May 10, 2018 Share Posted May 10, 2018 It working. I'm only 10 seconds into the game so I'll add the papyrus log after. I add the papyrus logs, but my game crashed so it not as long as I would like. here my mods order 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 DLCUltraHighResolution.esm 8 8 Unofficial Fallout 4 Patch.esp 9 9 HUDFramework.esm 10 a XDI.esm 11 b ArmorKeywords.esm 12 c ConcealedArmor.esm 13 d four_play_resources.esm 14 e A.S.I.A..esm 15 f SimSettlements.esm 16 10 TortureDevices.esm 254 FE 0 TheKite_Railroad_Handmaiden.esp 17 11 CBBE.esp 18 12 LooksMenu.esp 19 13 KSHairdos.esp 20 14 AzarPonytailHairstyles.esp 21 15 Armorsmith Extended.esp 22 16 TERANurseUniform.esp 23 17 RohZima_RealAnimatedPoses.esp 24 18 Better Perks - Enhanced.esp 25 19 SynthPlayer.esp 26 1a Animated Drinking.esp 27 1b PlayerVoiceFrequencySlider.esp 28 1c WastelandCodex.esp 29 1d Better Chems - Valdacils Item Sorting.esp 30 1e Better Cooking.esp 31 1f Better Locational Damage - DLC_Automatron.esp 32 20 Better Locational Damage - DLC_Far_Harbor.esp 33 21 Better Locational Damage - DLC_Nuka_World.esp 34 22 Better Locational Damage - DLC_WWorkshop.esp 35 23 Better Locational Damage.esp 36 24 More Armor Slots - All Dlc.esp 37 25 Pip-Boy Flashlight.esp 38 26 RaceCustomizer.esp 39 27 PIP-Pad.esp 40 28 LooksMenu Customization Compendium.esp 41 29 Better Locational Damage - Ghoul Edition.esp 42 2a BLD - Leveled Lists - DLC.esp 43 2b RaiderOverhaul.esp 44 2c ConcealedArmor.esp 45 2d Better Locational Damage - Valdacil's Item Sorting - Patch.esp 46 2e Better VATS - 0.75.esp 47 2f NoCombatMusic.esp 48 30 Better Locational Damage_ Raider Overhaul_Valdacil_Patch.esp 49 31 Campsite.esp 50 32 Lasers Have No Recoil.esp 51 33 MODGirlyAnimation.esp 52 34 PrimeArmor.esp 53 35 DX_Banshee_Recon_Armor.esp 54 36 FemsheppingsDiamondSquareLoft.esp 55 37 SuperMutantOverhaul.esp 56 38 SimSettlements_MegaPack_YearOne.esp 57 39 CWSS Redux.esp 58 3a M14.esp 59 3b 3dscopes-framework.esp 60 3c FP_FamilyPlanning.esp 61 3d WattzLaserGun.esp 62 3e 3dscopes-wattzaddon.esp 63 3f 3dscopes.esp 64 40 3dscopes-AddToSpawnList.esp 65 41 Mosin.esp 66 42 Chiappa_Rhino.esp 67 43 FP_Violate.esp 68 44 P99.esp 69 45 AQUILA.esp 70 46 AnS Wearable Backpacks and Pouches.esp 71 47 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp 72 48 AnS Wearable Backpacks and Pouches - No Crafting Perks.esp 73 49 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp 74 4a Smoke-able Cigars.esp 75 4b AAF.esp 76 4c console.esp 77 4d PIP-Pad_LMCC.esp 78 4e PIP-Pad_Pip-BoyFlashlight.esp 79 4f Any_Terminal_at_Any_Height.esp 80 50 The Eyes Of Beauty.esp 81 51 PIP-Pad_RaceCustomizer.esp 82 52 Scrap Everything - Ultimate Edition.esp 83 53 SimSettlements_XPAC_IndustrialRevolution.esp 84 54 FP_Autonomy.esp 85 55 FP_Prostitution.esp 86 56 FP_VanillaFudge.esp 87 57 Vinfamy_CP.esp 88 58 CombatStripLite.esp 89 59 four_play.esp 90 5a SimSettlements_XPAC_RiseOfTheCommonwealth.esp 91 5b A.S.I.A. - Four-Play Patch.esp 92 5c Charismatic Eyewear.esp 93 5d FPAttributes.esp 94 5e FP_SexualHarassment.esp 95 5f FPAttributesHUD.esp 96 60 StartMeUp.esp Papyrus.0.log Link to comment
Guest Posted May 10, 2018 Share Posted May 10, 2018 Well look at that! I didn't know FPAttributes was shown on hud, darn! Will use your load order as guide and I have less mods than you do and just maybe I can have it work too. If Attributes is not, nor ever has been on hud, how would Synthplayer be expected to work, yikes! **EDIT** Looking through list, realization I don't have FPAttributes Hud .esp yet, have 1.2.1 instead Will get to work tomorrow, too late to do it now But thanks for post Natarle, sure helped me narrow down what I can improve on Link to comment
Varithina Posted May 10, 2018 Share Posted May 10, 2018 3 hours ago, Rememberthisusername said: After a bit of testing I've figured out that having the fp attributes mod/hud active is what determines weather or not this mod updates its hud with non-zero values. However if you already have the synth player mod active, installing the fp attributes mod/hud afterwards will cause them both to show straight zeros and more or less bug the save file. So you need to either activate this mod on a file that already has the fp attributes hud active, or start a new game with both mods active because as far as I can tell the scripts for this mod start after fp attribute's scripts when starting a new game. The papyrus1 log is showing when both mods were active and everything was working as intended. The papyrus0 log is showing what happened after I uninstalled the fp attributes mod/hud through its mcm menu and reloaded, which ended up causing the hud to not update and show only zero. I realize all of this could be circumstantial, but hopefully it still helps. Papyrus.0.log Papyrus.1.log Interesting for certain, though I do not have the fp attributes mod installed at all, though I do have other mods that use the hud framework which could be something to do with things. Link to comment
Halstrom Posted May 10, 2018 Author Share Posted May 10, 2018 Rejoice for I have an update: Update 180510.1: Renamed Function calls from their original FPAttributes names to new names. I hope its the fix we need. Added Sliders for Butt Waste Storage and Butt LubriCool Storage size. There are effectively 2 storage bladders in each Butt cheek, this sets their Maximum size. This is for people who may or may not want their arse swelling with Waste or LubriCool. There is still a minimum size but that should be barely noticeable visually. Moved and tweaked LubriCool damage leakage into Repair script. Physical damage may result in LubriCool loss. Massive works in LubriCool script to now add Food and Drink into Stomach Calculations. Started adding ability to make LubriCool by consuming Coolant/Oil/Alcohol/Abraxo. Everything else eaten will eventually turn into waste. Didn't get a chance to test, got a feeling its not working yet. Added a separate Storage for Womb. Cum and LubriCool in the Stomach will slowly migrate to the Womb. The Belly which is the sum of the Womb and Stomach will now shrink slightly when empty using the TummyTuck node thingy. Increased Behaviour Error recovery speed. Added more message spam and debug messages, remember you can adjust the spacing of the messages in MCM to make them less frequent, currently they are set to 10% changes prompt a message. Bedtime for me again, have fun. Link to comment
phillipswilliam92 Posted May 10, 2018 Share Posted May 10, 2018 1 hour ago, Halstrom said: Rejoice for I have an update: Update 180510.1: Renamed Function calls from their original FPAttributes names to new names. I hope its the fix we need. Added Sliders for Butt Waste Storage and Butt LubriCool Storage size. There are effectively 2 storage bladders in each Butt cheek, this sets their Maximum size. This is for people who may or may not want their arse swelling with Waste or LubriCool. There is still a minimum size but that should be barely noticeable visually. Moved and tweaked LubriCool damage leakage into Repair script. Physical damage may result in LubriCool loss. Massive works in LubriCool script to now add Food and Drink into Stomach Calculations. Started adding ability to make LubriCool by consuming Coolant/Oil/Alcohol/Abraxo. Everything else eaten will eventually turn into waste. Didn't get a chance to test, got a feeling its not working yet. Added a separate Storage for Womb. Cum and LubriCool in the Stomach will slowly migrate to the Womb. The Belly which is the sum of the Womb and Stomach will now shrink slightly when empty using the TummyTuck node thingy. Increased Behaviour Error recovery speed. Added more message spam and debug messages, remember you can adjust the spacing of the messages in MCM to make them less frequent, currently they are set to 10% changes prompt a message. Bedtime for me again, have fun. jest tested update 180510.1 and it still needs FP Attributes in order to update the wiget. with out Attributes instulled the wiget will not update and you still get nothing but zeros. With Attributes instulled the wiget works perfectly Link to comment
Varithina Posted May 10, 2018 Share Posted May 10, 2018 3 hours ago, Halstrom said: Rejoice for I have an update: Update 180510.1: Renamed Function calls from their original FPAttributes names to new names. I hope its the fix we need. Added Sliders for Butt Waste Storage and Butt LubriCool Storage size. There are effectively 2 storage bladders in each Butt cheek, this sets their Maximum size. This is for people who may or may not want their arse swelling with Waste or LubriCool. There is still a minimum size but that should be barely noticeable visually. Moved and tweaked LubriCool damage leakage into Repair script. Physical damage may result in LubriCool loss. Massive works in LubriCool script to now add Food and Drink into Stomach Calculations. Started adding ability to make LubriCool by consuming Coolant/Oil/Alcohol/Abraxo. Everything else eaten will eventually turn into waste. Didn't get a chance to test, got a feeling its not working yet. Added a separate Storage for Womb. Cum and LubriCool in the Stomach will slowly migrate to the Womb. The Belly which is the sum of the Womb and Stomach will now shrink slightly when empty using the TummyTuck node thingy. Increased Behaviour Error recovery speed. Added more message spam and debug messages, remember you can adjust the spacing of the messages in MCM to make them less frequent, currently they are set to 10% changes prompt a message. Bedtime for me again, have fun. For me it was the same as the previous version, some of my saves it shows the hud up but they are all 0, others it does not even show the hud. 1 Link to comment
Natarle Posted May 10, 2018 Share Posted May 10, 2018 So how do you decrease the characters storage? it seems to be this mod that causing it. Oh and my unit status level doesn't change from 1. Papyrus.0.log 1 Link to comment
Natarle Posted May 10, 2018 Share Posted May 10, 2018 The power % rundown very quickly and there nothing that happens when it at 0%, but getting rads to get it to 100% take time, I know you want to add charging station and plug core later, but for the plug core can you use the fusion cores? I don't use power armor in the game for I collect too many of them and maybe you can connect it to the in-game power armor fusion core usage. Could save on making a new item for a portable battery. 1 Link to comment
Guest Posted May 10, 2018 Share Posted May 10, 2018 43 minutes ago, Natarle said: The power % rundown very quickly and there nothing that happens when it at 0%, but getting rads to get it to 100% take time, I know you want to add charging station and plug core later, but for the plug core can you use the fusion cores? I don't use power armor in the game for I collect too many of them and maybe you can connect it to the in-game power armor fusion core usage. Could save on making a new item for a portable battery. I like that idea, I too don't bother using Power armor. The map remains with power armor marker forever in the church next to city hall Concord where I dump it, minus the core. By games end I have often in excess of 50 cores picked up from exploring without particularly searching for them, been no need too. This mod would change that, yay Link to comment
Halstrom Posted May 10, 2018 Author Share Posted May 10, 2018 3 hours ago, Natarle said: So how do you decrease the characters storage? it seems to be this mod that causing it. Oh and my unit status level doesn't change from 1. Papyrus.0.log Hmm yeah, its basically going to rely on taking a poop using RSE when I get that hooked in, I'll add something to make it decrease, have to do something for those people who don't want the pooping function, till then don't eat or drink stuff, you're a robot right? Thanks for the Logfile, I just spotted a couple other things I need to tweak from that 1 hour ago, Natarle said: The power % rundown very quickly and there nothing that happens when it at 0%, but getting rads to get it to 100% take time, I know you want to add charging station and plug core later, but for the plug core can you use the fusion cores? I don't use power armor in the game for I collect too many of them and maybe you can connect it to the in-game power armor fusion core usage. Could save on making a new item for a portable battery. What level are you playing at, because rads should charge faster at higher levels. its meant to be harder at low levels. I have to hook in movement to slow down when charge gets low. Yeah Fusion cores are the go. 48 minutes ago, Tinymindus said: I like that idea, I too don't bother using Power armor. The map remains with power armor marker forever in the church next to city hall Concord where I dump it, minus the core. By games end I have often in excess of 50 cores picked up from exploring without particularly searching for them, been no need too. This mod would change that, yay Yep I'll look into something with Fusion cores this morning. I won't get a lot done this weekend its a bit busy. I'm also planning to allow charging from wearing power armor. Link to comment
Natarle Posted May 10, 2018 Share Posted May 10, 2018 48 minutes ago, Halstrom said: Hmm yeah, its basically going to rely on taking a poop using RSE when I get that hooked in, I'll add something to make it decrease, have to do something for those people who don't want the pooping function, till then don't eat or drink stuff, you're a robot right? Thanks for the Logfile, I just spotted a couple other things I need to tweak from that What level are you playing at, because rads should charge faster at higher levels. its meant to be harder at low levels. I have to hook in movement to slow down when charge gets low. Yeah Fusion cores are the go. Yep I'll look into something with Fusion cores this morning. I won't get a lot done this weekend its a bit busy. I'm also planning to allow charging from wearing power armor. Ya I notice that I wasn't using A.S.I.A. race mods properly. So restarting the game and retrying it. Link to comment
Wuumaster Posted May 10, 2018 Share Posted May 10, 2018 I'm excited to see how quickly & often this is being updated. I'm super interested in the mid-late stages of what this mod could offer, so I hope progress continues as swiftly as it has been! 1 Link to comment
kaine3d Posted May 10, 2018 Share Posted May 10, 2018 15 minutes ago, Wuumaster said: I'm excited to see how quickly & often this is being updated. I'm super interested in the mid-late stages of what this mod could offer, so I hope progress continues as swiftly as it has been! then for fuck's sake don't download it you will end up being a test minion too!! 1 Link to comment
Guest Posted May 11, 2018 Share Posted May 11, 2018 Very happy to report the Mods working now fine. With Natarle's load order helping me too This test Minion is ready for more Link to comment
Halstrom Posted May 11, 2018 Author Share Posted May 11, 2018 More suffering you shall have I might not get another update till Monday as my weekend is busy. Update 180511.1: Added charging Functionality to Plugs of the Commonwealth Fusion cores, they are locked in till depleted and will then disappear. Added Charging Functionality to the Torture Devices Reclaimation Chair (untested) Added a temporary decay on ButtWasteLevel (untested) Factored PowerPerc into Movement Speed and Jumping when not in Power Armor Added LubriCool loss from Devious Devices Vaginal plugs, more if Vibrating (untested) Link to comment
kaine3d Posted May 11, 2018 Share Posted May 11, 2018 ok dropped in fp attributes and hud mod along with the 10 update and everything is working pretty good. noticed a massive power drop spike when i jumped in some power armor. also the level didn't update till i reloaded a game and then in only went up to two.(was level 6 or 7) lubricool drain feels about right except for odd spikes every now and then but could be working as intended everything else seems pretty much ok atm. will download the newest version for fusion core plugs(running and screaming towards water when power drops too low starts too suck after a bit.)paper logs after about 2.5 hours of play. Papyrus.0.log Papyrus.1.log Papyrus.2.log Link to comment
Halstrom Posted May 11, 2018 Author Share Posted May 11, 2018 8 hours ago, kaine3d said: ok dropped in fp attributes and hud mod along with the 10 update and everything is working pretty good. noticed a massive power drop spike when i jumped in some power armor. also the level didn't update till i reloaded a game and then in only went up to two.(was level 6 or 7) lubricool drain feels about right except for odd spikes every now and then but could be working as intended everything else seems pretty much ok atm. will download the newest version for fusion core plugs(running and screaming towards water when power drops too low starts too suck after a bit.)paper logs after about 2.5 hours of play. Papyrus.0.log Papyrus.1.log Papyrus.2.log Hmm, the only thing Power Armor does in rleased versions is buff charging/repair speed and override Movement and Jumping to Power Armor defaults. I just finished the code to charge from/to Power Armor for the next release, it will Average the power between the Gynoid and Power Armor, which can be good or bad Got to deide how to implement Fusion Cores, because you can't just wear them The Formula for UnitStatus is now something like this, I buffed it a bit higher. Later I plan to add upgrade modules to do stuff like that too. fUnitStatus = (fCurrLevel + (fDaysInGame / 5) - (fCoreTempPerc / 5) - (fSexPregPerc / 10)) * fChassisPerc / 100 Link to comment
Guest Posted May 11, 2018 Share Posted May 11, 2018 Wish to confirm, is Plugs of the Commonwealth Fusion cores a separate mod? I have it installed "Plugs of the Commonwealth" but the fusion core plug is doing nothing for charging "they are locked in till depleted and will then disappear" Well I can remove it and put it back with no effect. 7 hours of game play and still have same fusion core plug I began with Torture Devices Reclaimation Chair That too does not work BUT The torture devices Extractor Chair Does Work! Impressed at how it charged, meaning the timing of each 10% was good in my opinion The Level on Hud, changed to lower number if higher temperature, or lower charge but a small dose of rads kept charge at 100% until the rad effect diminished. I an guessing you have added a slow radiation heal? well it works too. Radical change, looking for radiation barrels to get a charge, Before I would avoid them..or as A.S.I.A. mod I could ignore them. Not anymore! Link to comment
hippomyargh Posted May 11, 2018 Share Posted May 11, 2018 Hey just wanted to stop in and say this looks great, gonna start playing it now, and really excited for the future plans Link to comment
Halstrom Posted May 11, 2018 Author Share Posted May 11, 2018 41 minutes ago, Tinymindus said: Wish to confirm, is Plugs of the Commonwealth Fusion cores a separate mod? I have it installed "Plugs of the Commonwealth" but the fusion core plug is doing nothing for charging "they are locked in till depleted and will then disappear" Well I can remove it and put it back with no effect. 7 hours of game play and still have same fusion core plug I began with Torture Devices Reclaimation Chair That too does not work BUT The torture devices Extractor Chair Does Work! Impressed at how it charged, meaning the timing of each 10% was good in my opinion The Level on Hud, changed to lower number if higher temperature, or lower charge but a small dose of rads kept charge at 100% until the rad effect diminished. I an guessing you have added a slow radiation heal? well it works too. Radical change, looking for radiation barrels to get a charge, Before I would avoid them..or as A.S.I.A. mod I could ignore them. Not anymore! Hmm Plugs of the commonwealth is the mod but only the Fusion Butt plug is used by my mod, You should be given one at game start by my mod if it loaded correctly. It did work on mine charging my PowerLevel ok and was locked on, I didn't test removal though. I just realised Plugs of Commonwealth has 3 different esps for 3 different slots, I need to check them all out to cover all of them. My version is Slot57 and is AssetID 000804 I would assume the others are the same number but maybe not. You should have this line in your Log somewhere near start of my mod: "SynthPlayer: POTC: dcc-bp-lol.esp Assets Loaded" Or do you have the "dcc-bp-lol-navi.esp" version for navi power armor? Yeah sorry I meant the Extractor Chair, although somehow I didn't realise both were there, I will probably use the reclamation chair for LubriCool extraction, In both cases, you will have to give something to get something, like 50 units of Lubricool for 50 units of Power or vice versa. The Radiation is for recharging Power only, the slow healing has always been there. Though if you have Rads you can't fully heal and if you are fully charged you can't process anymore rads. Also Rad cause more heat to skin temperature. Link to comment
Natarle Posted May 11, 2018 Share Posted May 11, 2018 You should maybe put the overweight condition when the power at 0%, as at the moment even at 0% I can still run. Link to comment
Guest Posted May 11, 2018 Share Posted May 11, 2018 I have "dcc-potc-v112-slot56" version of the mod installed. Slot 57, Right getting the right version then lol Link to comment
Halstrom Posted May 11, 2018 Author Share Posted May 11, 2018 1 hour ago, Natarle said: You should maybe put the overweight condition when the power at 0%, as at the moment even at 0% I can still run. Cool, I'll added that into the next update 52 minutes ago, Tinymindus said: I have "dcc-potc-v112-slot56" version of the mod installed. Slot 57, Right getting the right version then lol Hmm, what is your esp called, is it the same as mine? dcc-bp-lol.esp As far as I can see in my install file all slot versions have the same esp name other than the navi. I think you have the old version of Plugs of the Commonwealth, which was actually "dcc-potc-v112-slotXX" It shouldn't matter which slot number version you use as long as the esp name is "dcc-bp-lol.esp" I just added support for the "dcc-bp-lol-navi.esp" version too Link to comment
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