Jump to content

paynefactor

Members
  • Posts

    7
  • Joined

About paynefactor

  • Birthday 05/14/1988

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I second this. I use procreation and I like having the cycle tracked just for the player. An option to disable this system only for the player would be fantastic. You've taken the time to make something great here, I just don't want to have to choose between your mod or procreation.
  2. Thanks for the input Arizona Steve, I'm looking forward to the new version. Also, After playing the game at a normal pace (longer intervals between acts), everything seems to work fine. Not a single crash so far. Moving the mod higher up in my load order seemed to rectify the issues I was having. The button even works consistently now. Thanks for the assistance guys and thanks for making such an awesome mod Arizona Steve. I really wanted this thing to work. And now it does.
  3. I just tried this with with positive, yet somewhat mixed results. The mod at least works now on loading, I am having some stability problems though. It could just be the short time interval I'm using to test conflicting with who knows what. Anyway this does seem to help, thanks. I've also taken your advice Pinute and moved the remaining sexlab mods up in my load order. This seemed like a logical move. Although I am loading Lover's Hook before Lover's comfort, if that matters.
  4. Maybe someone can tell me if I need to put an OnGameLoaded() function to reinitialize the hotkey when a save is reloaded. I might put that in tonight just to make sure. having same issue, in happens when I save right after disabling RS mod.. can re-enable in MCM, but then get only one encounter, and nothing after that, even when toggled on and off repeatedly. also using Lovers Hook, Lovers Comfort, SoS, SL Romance, SL Submit, .. everything but the kitchen sink. (only SL framework stuff) I'm having this problem as well. The mod works perfectly as long as the game has never been shut off/reloaded. For instance, a new game that has never been reloaded, it works fine. However, when I save said game and reload it, the hotkey stops working. I can get the hotkey to function again if I remap it to a different key. This isn't really the thing that concerns me though. After I reload my game and renable the mod, only one sex act occurs. After that, something breaks. No other acts occur, even after saving/reloading the game. I tought for a moment that it could be a conflict with another sexlab mod, so I disabled all of them and tested it. To test, I set it to player only, 10 second minimum, 15 second maximum. Everything else was left alone. Unfortunately, it still doesn't work. Could someone who has it working show me their load order? perhaps its another mod I'm using.
  5. There is a minor error in the script that manages the MCM menu. The button that enables the belly isn't pointing to the right thing, which is why it resets. To even get to it you'd have to extract the BSA provided with this mod and edit it yourself in the creation kit, which I do not recommend doing. I only did it for testing purposes. It would be best if you wait and let jbezorg sort it out.
  6. I had this issue as well. After making sure I had all the prerequisites installed, the issue was still occurring. It seemed like it was just a problem in the MCM script, so I extracted the BSA and had a look. I believe I've found the source of this problem. Lines 404 and 410 of the "zzEstrusChaurusMCMScript" point to the wrong global variable. They point to "zzEstrusSwellingBreasts" instead of "zzEstrusSwellingBelly." After correcting this, I tested the recompiled script. Everything seems to work just fine. Jbezorg can easily correct this. Thanks for taking the time to make this jbezorg (and thanks for the weight painting b3lisario!), It's really cool to see this in action. Also, thanks for commenting your code so well. It made this minor issue much easier to pinpoint. EDIT: The chaurus do still attack once the animation has finished. Not sure why. EDIT 2: I hear the button now works in version 1.7.1. Thanks for the fix.
  7. I had this very same issue (on a default race). Changes were only applied once I removed and re-equipped the armor/clothes I was wearing. After reading up on papyrus scripting, I decided to delve into the code and find out why. After digging around a bit and looking through the "ProCEvaluator" script, I believe I may have found the source of this issue. Lines 359 to 367 contain the "UpdateWeight" function. It receives the new calculated weight and applies it to the player. Right at the end, it does two things. character.GetActorBase().SetWeight(NewWeight) character.QueueNiNodeUpdate() ; Note: Should check if character is on horse, and delay update or force unmount The issue appears to be with the "QueueNiNodeUpdate()" function. It does not dynamically adjust the players weight, unless of course they are nude. It will however work when dynamically adjusting the player's height, but not with the weight. I'm not sure why it does this. Luckily, I found a new function that can help. The UpdateWeight() function within SKSE. http://www.creationkit.com/UpdateWeight_-_Actor More information can also be found under "actor.psc" in SKSE version 1.6.15. ; Visually updates the actors weight ; neckDelta = (oldWeight / 100) - (newWeight / 100) ; Neck changes are player persistent, but actor per-session ; Weight itself is persistent either way so keep track of your ; original weight if you use this for Actors other than the player ; DO NOT USE WHILE MOUNTED Function UpdateWeight(float neckDelta) native Using this new function, I only had to change a few things. First, the UpdateWeight function originally held within "ProCEvaluator" would have to be renamed, since it shares its name with the new function present in SKSE. To assist the additional arithmetic for the neckDelta, I also added an additional parameter storing the player's current weight. Not sure if I needed to do that, but I was just being cautious. Once the neckDelta is calculated, simply pass the value of neckDelta into "character.UpdateWeight()". This visually and dynamically adjusts the player's weight each time it is updated, regardless of if they are wearing armor or not. The final edited function is as follows. Function UpdatePlayerWeight(Actor character, Float NewWeight, Float CurrentWeight) If NewWeight > 100.0 NewWeight = 100.0 ElseIf NewWeight < 0.0 NewWeight = 0.0 EndIf ;Calculate the NeckDelta Float NeckDelta = (CurrentWeight / 100) - (NewWeight / 100) ;Set the player's weight character.GetActorBase().SetWeight(NewWeight) ;Visually apply the new weight ;NOTE: This still needs a check to see if the player is on horseback ;otherwise it will send them into the stratosphere when it updates (lol) character.UpdateWeight(NeckDelta) EndFunction I'll admit, I've only picked up papyrus scripting a few days ago. If this function is in any way "dangerous" or wrong for any reason, I apologize. The last thing I want to do is break anyone's saves/games. I tested this a couple of times on new characters by modifying the time scale in game and just watching it. Everything seems to work just fine. With a bit of testing, perhaps this could be included in the next update (if you plan to release one). Thank you for such thorough commenting on your code Trixy, it made it much easier to read and follow. it also helped me to understand a language that I am unfamiliar with. Thanks for taking the time to make this, It really is a fantastic mod.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use