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Posted
10 minutes ago, Syssil said:

I have been trying your mod and I first want to say that this is a really cool idea. Like several others I'm having problems with the HUD, I am going to try the fix that has been suggested. Other than that it is working beautifully for me. Thank you for your work, and I hope you feel better.

Just been looking into the HUD issue again and found another conflict variable with FPA, hopefully that is the key, just finished rectifying it and other stuff above, going to give it a few quick game tests and upload it in a hour or so if all goes well. Still got some flu, so might have to go back to bed again after :confused:

Posted
1 hour ago, Syssil said:

I put the Four-Play HUD in and the widget for your mod started working.

Well hopefully this might fix it for people not using FPA or still having issues.
About time for a clean save for those that have been playing for a few versions if you haven't done one for a while too, it clears a lot of junk from the error logs :smile: 

 

Update 180517.1:

Another attempted "Zeroes in HUD" fix

Extended delays in assets being added, some stuff like Devious Devices Assets just aren't reading till 10 seconds after game start.
Some MCM shuffling and added a slider for setting Manual OverClocking

Found and fixed a couple of bugs in BodyMorphing.

Did some fixes to LubriCool management between storage areas, but I don't think its right yet.
Backed of Power Usage of OverClocking by 50%
Increased Heat generated and decreased recovery slightly.

Posted

It got weird! After a Harassment approach by a gen2 synth in Boston Mayoral bunker Lubricol and butt storage went insane! 

 

 

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Papyrus.0.log

Posted

Well, I got the 0 problems again. I will try to see what going on, but when using my old character, without the clean save the hud still works. Unfortunately, I start work today, and I will not be able to play a lot. Here are the screenshots, and the Papyrus logs. I made my character level 100 and ran around and attack some enemies, and try the overclocking for fun too with a new game file. I will try experimenting tonight. I hope this help and have a good day.

 

20180517071044_1.jpg

Papyrus.0.log

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Old characterPapyrus.0.log

Posted

I made another new character from Vault 111, and the hud is working. I don't know why it didn't work when I started in front of Diamont City at level 100, as they both use the same Alternative Start mod, But I'll do more testing tomorrow morning and after work tomorrow.

 

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Papyrus.0.log

Posted

Still got flu and weekend play dad time is upon me so won't get much done till Monday :smile:


Update 180518.1:

Fixes to LubriCool and NutriMilk management. NutriMilk is now used in the Womb for pregnancies (untested)

Added some code into FourPlay Cum management so bots give Oil, Gen1 Synths give Lubricool, Gen2 Synths give cum (untested)

Posted
7 hours ago, Natarle said:

So I'm having the problem that the hud doesn't show up on my existing character, but it does if it a new character.

Papyrus.0.log

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Can you try your old game with a clean save perhaps?

5 hours ago, phillipswilliam92 said:

With all the problems with the hud why not do away with and insteed use a stats book like the one in Flashy's RSE that is accsesed from the pipboy kinda of like a pipboy interface .

 

I really want a HUD of some sort and haven't given up yet, this is still in Alpha testing. people who can't get it to work can always turn it off. I'm suspecting some clean saves might solve some peoples issues. I'm finding with my script updates causing some pretty quirky behaviour compared to New Vegas scripting and also a lot of functions and stuff just don't read properly till near 10 seconds after game start on my PC, maybe its worse on others.

Posted

Righto Another Minion report

* Sits down with banana basket* 

 

7 hours ago, phillipswilliam92 said:

With all the problems with the hud why not do away with and insteed use a stats book like the one in Flashy's RSE that is accsesed from the pipboy kinda of like a pipboy interface .

 

I had issues with HUD working in the beginning more than anyone. Now it never fails, Old saves, new save, new games it works always now. I like the HUD and personally want it to remain. HUD stats can change very quickly and often so having to lift arm and check on it, would become a nuisance in my opinion.

 

******************************************

 

Further to my post #157:- I replaced files of new version and loaded a save as I reached Boston Mayoral Bunker. Waited for harassment to trigger and crossed fingers. 

It went just fine! The Emergency solid waste release showed 0.0035% not 0.0000% relieving the problem lol.

It did show this message often but no adverse condition obvious.

 

Only thing much later in my session was the message of Plug drained and removed, stopped.

It did show message of it being locked in when replacing it, just not its removal. Mind I had been in same session now 7 hours.

I sometimes loose keyboard control when in crafting menu, say at Weapons work bench and have too use mouse on screen to hopefully back out.

So I put it down to memory leaks and a need to shut down and start game again.

All else worked just fine! Only I was starting to go through plugs in 15 minutes real time a pop 

OH! And the zapping when at Chem lab has gone!! Yay :smile: 

 

Papyrus.0.log

Posted

The HUD works great for me as well. I too would like to see it stay since it is very useful for tracking the status of the various synth functions.

Posted
19 hours ago, Natarle said:

I did do I clean save with my old game, but I'll try again and see if that work.

 

Edit: I did another clean save, but still no luck with my old character. I still get the message from the mod that no the hud.

May 18:Papyrus.0.log

May 19:Papyrus.0.log

Cool, I think I know what is happening in the May18 log with that repeating "Setup 1" message and have made another fix for the HUD for next release.

Posted

Since last update and after that episode in Boston Mayoral Bunker the message of stage 1 Liquid Waste Storage Released is now persistent. Like every few minutes!

I played on but heck its gotten annoying lol

All else is fine but for going through plugs way faster than normal

ScreenShot41.jpg

Papyrus.0.log

Posted

You should make Lubricool count as a drink that decreases thirst, and if your able to connect it to the thirst system in the game so when the lubricool is low the game will say that you're thirsty. This would remove the need to have water on hand.

Posted
2 hours ago, Natarle said:

You should make Lubricool count as a drink that decreases thirst, and if your able to connect it to the thirst system in the game so when the lubricool is low the game will say that you're thirsty. This would remove the need to have water on hand.

 

I like that!, As a 'Halstrom' Synth we need the Lubricol more than water and have it on hand the most, like we depend on it!

Cant see it being hard to link it to thirst. Same as the MRE mod registers as food, Heck This mod saw it as food even as did FP_BasicNeeds.esp

Posted
4 hours ago, Natarle said:

You should make Lubricool count as a drink that decreases thirst, and if your able to connect it to the thirst system in the game so when the lubricool is low the game will say that you're thirsty. This would remove the need to have water on hand.

 

2 hours ago, Tinymindus said:

 

I like that!, As a 'Halstrom' Synth we need the Lubricol more than water and have it on hand the most, like we depend on it!

Cant see it being hard to link it to thirst. Same as the MRE mod registers as food, Heck This mod saw it as food even as did FP_BasicNeeds.esp

The main problem with doing that is Thirst is a survival thing only. I don't play Survival and to simulate being a synth I would want to disable 99% of survival features like food poisoning etc. I'll have a quick look into it anyway. At them moment doing a big rehash of the Lubricool/Digestion/Pee/Poo systems to sort out some of those bugs. I had overcomplicated a bit of stuff there. Run out of time again today, but looks like I have all day tomorrow to chew at it and do some play testing :smile:

Oh the Institute Collar/Cuffs etc draw power when wearing them to power themselves and should reduce Firewall, that might explain high power plug usage, I might need to tweak that.

Posted
10 minutes ago, Halstrom said:

 

The main problem with doing that is Thirst is a survival thing only. I don't play Survival and to simulate being a synth I would want to disable 99% of survival features like food poisoning etc. I'll have a quick look into it anyway. At them moment doing a big rehash of the Lubricool/Digestion/Pee/Poo systems to sort out some of those bugs. I had overcomplicated a bit of stuff there. Run out of time again today, but looks like I have all day tomorrow to chew at it and do some play testing :smile:

Oh the Institute Collar/Cuffs etc draw power when wearing them to power themselves and should reduce Firewall, that might explain high power plug usage, I might need to tweak that.

Aha! About the collar, yes the higher usage of the plugs does time when I got the collar too! 

Cool least that is explained Might have to draw on radiation a bit more.

That being said will have to work out something when Sinstitute is combined with a collar already worn, Yikes.

 

Had not thought of poisoning and see the sense in the approach now :smile:

 

Posted

Ok so I tryed this mod out again with FP Attributes and again all I get is zero's on the HUD for both this mod and Attributes, but seeing as the HUD dos work for some and not for others why not have both The HUD and a pipboy stats book like in Flashy's RSE mod and make both toggabal on and off in the MCM that way the player can pick and choose which one he or she wants to use depending on their play style and what works for them.  All so as far as the Lubricol, thirst and survivel thing, Sugestion  Why not have thirst, Hunger and power set up as part of a basic needs funtion like the one in RSE and make it toggable so that if you have RSE you can use either RSE's Basic needs or this mods basic needs.  All so anthor idea is why not in the next update make the Gynoid a prototype Courser/sexbot with a hotkey that be used to switch between the two behavier protocalls, Example Coursers protocalls engage allow you to Kill humans and outher synths whyll your firewall is low but you get a shock if you have sex or are fertile or pregnate, Sexbot protocalls engage if your firewall is low you get a shock if you kill humans or synths like its now. 

Posted

Sorry guys I had some computer problems this week, so I haven't got much done, just got it sorted yesterday and still getting all my settings restored. It seems since the weekend windows 10 update I can no longer use dual monitors on my Nvidia GTX 650 card, it took a bit to work out that was my Black Screen of Death problem :P

Posted

Hi Halstrom - Minion leader ?️‍♀️

Playing on, I squelched the waste message with MCM turning off those messages. Wish I saw it sooner Doh...

All else is behaving just fine, each day play on with same character and HUD always works, higher and higher level still is fine

Posted

Unfortunately due to the update to Fallout 4 my game not load, and I can't even make a new game as some of the mods that I use are not up-to-date with 1.10.89. Til I can get it working again, I can't get the logs. ?

Posted
15 minutes ago, Natarle said:

Unfortunately due to the update to Fallout 4 my game not load, and I can't even make a new game as some of the mods that I use are not up-to-date with 1.10.89. Til I can get it working again, I can't get the logs. ?

I was lucky enough to play  after updating F4SE and Looksmenu but without MCM working. Still waiting for that to be updated for game version 1.10.89.

So not able to use hot keys, I gave it up

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