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lordescobar666

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  1. Ah, I also had this problem once. As far as I remember I was starting the new scene from the scene end hook of the currently running scene. The problem was that an actor participating in the old scene was also part of the new scene, and the old scene was still considered running until AFTER the scene hook has finished execution. An actor can only be part of at most one active scene so the new scene didn't start. I solved the problem by starting the new scene using a separate thread. This way the script hook could finish execution and the state of the old activity was set to stopped before the new scene was started. You can start a new thread by utilizing Papyrus' event mechanism (each event is started in a new thread). Just replace the code line that starts the new scene with a call to RegisterForSingleUpdate(0.1), and in the OnUpdate() event function you then start the new scene.
  2. Sounds very much like a deadlock situation. It is caused by the way multi-threading is implemented in Papyrus. See here for more background information, the most important thing for you to know are the Rules 1-3 are most probably the reason for your problem. Rule 5 is the reason why it works with logging turned on. Read the rules carefully, and I also advice you to read the full page I linked above. Then try to find the places in your code where above rules apply, and refactor your code at that places to avoid deadlock situations (a deadlock happens when e.g. thread A waits for thread B, and thread B waits for thread A). If you find no way to avoid a deadlock, you can also insert Utility.Wait(0.1) at strategic places (is a good alternative to logging when you want to keep the log file clean) to force rule 5.
  3. Sexlab 1.63 is currently not compatible to Skyrim VR and sksevr. The reason is that it contains two skse plugins (SexlabUtils.dll and PapyrusUtil.dll) that need to be recompiled for sksevr (hoping that they don't add new hooks into the game engine, because then recompiling is not enough). Also Sexlab's version check probably needs to be patched because Skyrim VR reports a different version number than normal Skyrim SE. As others have already said mixing two different skse versions is bound to cause problems. Fetch the newest development snapshot of LOOT which supports Skyrim VR. @Ashal: Where can I get the source code for SexlabUtil and PapyrusUtil so that I can recompile them for Skyrim VR?
  4. My bad, I got the name wrong. It's called OnItemUnequipped(). It's an event handler offered by the Actor script and the ActiveMagicEffect script.
  5. But whenever an item is unequipped an OnUnequippedItem() Event should be emitted which gives you exactly this information.
  6. Have I understand it correctly that the only thing F4SE is needed for in Four Play is stripping the involved actors? It should be easy to implement another stripping method that does not require F4SE by using a combination of Actor.UnequipItemSlot() and listening to unequip events to learn what got unequipped. Why is the normal version of Four Play not using this method, is there anything that speaks against it?
  7. It's not invisible. I suppose that your character's tits are larger than the default CBBE body's, and the piercing is inside them. It's silder set is empty for some reason. I have attached a corrected slider set file as a hotfix, will upload a updated version some time later. LE666 Piercings.7z
  8. Disable Textures (by default by pressing "T") in Bodyslide to see the piercings. In Nifskope just select the piercing shapes and they will be highlighted with a green outline. Try with the newest version (which is currently 3.5). My mod only works with Bodyslide 3.4+. Since we currently don't know how exactly physics work in FO4, it's very difficult.
  9. My mod does not override anything, very unlikely that it is the cause for this. It seems something broke your game, I suggest that you reinstall it.
  10. You need to select a left and a right nipple ring piercing first, then there should be more options.
  11. Did you set some materials for the piercings when you upgraded them? Btw, if you want to make them visible in Bodyslide/Outfitstudio you have to disable textures by clicking into the render window and pressing "t" (sometimes you have to press several times).
  12. But I still have to do this 258 times. My mod does not really depend on the Automatron DLC, it just happened to slip through. I have uploaded a fixed version without dependency on the automatron.esm.
  13. What version are you using? It seems that pre 3.4 versions of Bodyslide are not working with this mod (Probably because of the full precision support introduced in version 3.4). So please try with the newest Bodyslide version Because your boobs are too big. I modelled the piercings using the default shape of the CBBE body which has a much smaller boob size than what you have. When you conform the piercings to your preset using Bodyslide, then this happens when your preset differs too much from the vanilla shape. I said somewhere above that Bodyslide is not really suited for delicate stuff like chains and piercings (at least not the automatic conform function I was using), and your picture is the proof. Before Cell complains, yes I know that Bodyslide can even work nicely with piercings and stuff when you provide extra meshes for slider generation, but for this mod this is way too much work. I have 42 nipple piercing and one nipple chain mesh, and there are 6 basic sliders controlling breast shape. That means I would need to make 43*6=258 extra meshes, and that is not going to happen. I already have the CK, but in this regard it is no help for me because I am a Blender and not a 3ds max user.
  14. I know, the weight painting is bad on the nipple chain and using BodySlide to conform the nipple chain with your body preset disturbs it even more (BodySlide is not really suited for delicate stuff like chains). But I am a total noob when it comes to 3d modelling and I am also restricted to the current tools. The newest version I just uploaded uses a different slot. The newest version does not require Crafting Workbenches anymore, but uses AWKCR instead. In my opinion using the chemistry station is not immersive and I don't want to support different esp version, so that is not coming.
  15. So you build the piercings in bodyslide using the correct slider preset, and they do not line up? This should not happen. I didn't test it for extreme breasts sizes though, so maybe the piercing's slider sets are just not suited for big breasts. There are no requirements whatsoever. First, when you install it you need to use bodyslide to build them according to your preferred slider preset. When you are at the armor workbench, you must first select a piercing. When you have done that then unter Material there should be new mods listed. You need to have a material mod other than None to actually see any piercings! I am a bloody beginner when it comes to 3D modelling. Therefore my progress is very slow, and I can only make simple stuff for now.
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