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MadGenuis

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  1. Huh, right you are, though in effect it appears to make very little difference. Even moving them to the right place, it still produces the 1220 lines of errors, just with a slightly different path when tracking the errors.
  2. Despite having never worked on anything related to CaptivityEvents before, I decided to have a look at this and see if I could maybe figure out an easy way to get it working again, since I know it has worked in the past. Many of its functional files are just neatly formatted .xml, after all, and should be fairly easy to read and understand. I had a look at a few of its files, determined that I had no way of knowing which tags were and were not valid without documentation to refer to, and so I figured I would just install it, fire up Bannerlord and see if I could identify at least one event that didn't work so I at least had an idea of where to look. Immediately on loading I noticed an error message in the log saying that BCCaptor_Text.xml failed to load and that CaptivityEvents had generated an error log, which I was immediately delighted with since this meant I would have errors to work from. Unfortunately the error log turned out to be 1220 lines long, with all but 59 of those being due to BC Captor (those last 59 were from zCEDefaults), but are the same type of errors as from BC Captor. Going through the BC Captor files and trying to manually fix all these errors would be unbelievably painful and liable to break it even more, and I don't currently have the necessary familiarity with the CaptivityEvents engine to figure out why it no longer supports what has broken, so I will put my own efforts on hold for now. I will leave the contents of my LoadingFailedXML.txt here in case someone more knowledgeable can more readily do something about it: EDIT: Actually, given that these errors occur with zCEDefaults as well and refer to elements like "base" not being declared in CEEventsModal, the issue may be with CaptivityEvents itself rather than BC Captor. Just a thought.
  3. Now that is an interesting observation... I had assumed that I was experiencing the same "SGO randomly stopped working due to values exceeding what the mod knows how to deal with" as the others in this thread despite not using Integration, but you might have spotted a pattern there. I am also using Nether's Follower Framework, though I would never have suspected it of interfering since my character is the only one pregnant in my save. I also still have not found a way to get the save un-fucked. On a slightly different topic and dovetailing on this question: Failing that, would anyone perhaps be aware of a console command to stop the "SGO4: Scanning Target" effect/script after using "[SGO4] Toggle Soulgem Scanner" after the mod had stopped working? It might not actually be doing something, but the potential of it slowly corrupting my saves is a little unnerving.
  4. Thank you for the recommendation, but sadly that solution would only be different from starting a new save by technicality for me. I was content to just let SGO run and do its thing without really interfering with it for a pretty long time while just enjoying the changing morphs, so it took me hours to even realize that it had stopped working. And going back to before my character was pregnant with even one gem would set me back pretty much to the start of the game anyway.
  5. Just wanted to mention that I experienced the same bug with just SGO Beta 8 (was pregnant to max capacity with soul gems and suddenly found that I could no longer open the databank or debug menus, nor could I access the action wheel from the Main Menu-power anymore), so this add-on at least doesn't appear to be the sole cause of the bug. Is there any chance of finding a solution that won't break existing saves?
  6. You can do it yourselves pretty easily, assuming nothing has changed. From an older post of mine:
  7. I've run into an interesting issue with this mod that I wanted to bring up since I haven't noticed anyone else talking about it. Essentially, I added this mod to an ongoing save, garnered enough ideology points to reform the ideology and added the Hucow meme. But looking at the leadership role unlocked by that meme - the Hucow handler - indicates that something weird is going on: The issue is that the requirement for the hucow handler to be a member of the ideoligion occurs twice. Figuring that this was likely just an aesthetic error, since it should logically still just be one requirement even if it showed up twice (practically the same repeated if-statement, I'd assume) I proceeded to accept the reformed ideoligion and try to change the role of one of my colonists to be a hucow handler... only for the role to be unavailable to all of them, despite nearly all of them belonging to the ideoligion. I'm including a debug log, even though a quick perusal doesn't seem to indicate that there are any issues related to this mod or ideoligion in general: For now I will load a save from before I reformed the ideoligion and play from there, but I would like to eventually include that meme to have a cheaper way to induce lactation in the colonists.
  8. Okay, just had a bit of a wild goose chase figuring out how to solve this for myself, so I just wanted to leave a short guide on how to make incestuous colonies more viable here for if and when others come looking for that information. First the part I already knew: go to RimWorld/Data/Core/Defs/PawnRelationDefs/PawnRelations_FamilyByBlood.xml, change the incestOpinionOffset to deal with the negative Incestuous opinion, and change romanceChanceFactor for attraction, of different relations. incestOpinionOffset is a signed integer that determines how opinions of others is altered toward someone in an incestuous relationship, and romanceChanceFactor is, as the variable name suggests, a factor that adjusts how romantically and sexually viable related pawns consider each other. romanceChanceFactor of 1 is default, less than 1 is less attraction, higher than 1 is more attracted. Now, the part I did not know until moments ago: go to RimWorld/Mods/RJW/Defs/PawnRelationDef/PawnRelation_Beast.xml and do the same thing there. I remembered having seen that file before when I stumbled upon it again and not being sure what its classes referred to (and the comments in the xml seems to indicate I am not alone in this), but I had some opinion debuffs active even after editing PawnRelations_FamilyByBlood.xml, and changing PawnRelation_Beast.xml fixed that.
  9. Hmm. That's very interesting, getting a look at the internal workings like that. It's much more readable than I would have expected. Anyway, I tried removing the replica from my inventory, double-checked that I had the letter, confirmed with your screenshot that those were the only real conditions I had any control over, and talked to Avrusa... and the dialogue option appeared. The quest has progressed, and I am very confused. Not that it worked now - looking at the internal workings that makes complete sense, and I would have been much more lost if it hadn't worked - but that it didn't work when I first tried it. Granted, it was night when I got there at that time and this time it was day, but I had already put away the replica I already had (used it for decoration in a house because I like the look of it) and make a point to hoard every weightless book-type item I come across. I'm certain that I tried to speak with Avrusa was before I stole my second replica, and the dialogue didn't show up then. My best guess is that it was because I was in their house at night? I mean, Avrusa and Aduri didn't mind me being in their house in the middle of the night because their relationship was high after I had done a few quests for them (Crimson Nirnroot and Jazbay Berries), so they were fine speaking with me nevertheless. Is it possible that there is a separate selector/filter for dialogue to show up for when you are "trespassing", and that this dialogue doesn't appear under those conditions? Regardless, your solution worked perfectly and I can continue the quest. Thank you very much!
  10. Just posting again in case my previous post was missed, and letting you know that I still haven't progressed past that point. I would really like to complete the questline, but obviously can't while I'm stuck on Anwen's quest.
  11. I am currently somewhat stuck with the main quest of this mod, and interestingly in a way that I have only been able to find one post in the topic bringing up, with no one seeming to respond to the question at the time. The issue is that I am doing the purification questline, and have reached the point where I have to help Sister Anwen. The quest objective currently reads "Find Avrusa Sarethi and talk to her", yet when I attempt to speak with Avrusa (and Aduri (the other character at the farm), for that matter), no dialogue option regarding the quest shows up, and even trying all of the options that are there had produced no results. Now, it should be mentioned that I have been in the house of the Sarethi farm before, long ago (was running out of food for iNeed, they were nearby, pickpocketed the key and broke in, stole a replica of Dibella's Grace while I was there), which may have been part of what messed it up. Maybe the quest breaks if I already have the key to their house? Anyway, I entered their house again and stole another replica of Dibella's Grace (which had respawned) and absolutely went to town on the house, searching every container, moving every item, looking absolutely everywhere (characters' pockets included) but I cannot find the letter mentioned in this post, the reading of which I would assume is needed to progress the quest stage. EDIT: I'm using SE, if that makes any difference.
  12. Okay, I don't know if I'm just confused regarding something that seemingly everyone else has never encountered, since I can't seem to find anyone else discussing it, but I'm fairly certain that this mod isn't adding abilities as it is supposed to in my game. A few Beastess rewards ago I recall seeing the pop-up at the top with "*ability name* added" (I don't remember the name of the ability and can't seem to find a list of powers granted by the mod to check against), only to check my magic menu and inventory and being unable to find anything new. At that time I just shrugged it off and figured I had to be mistaken, but more recently I got another Beastess reward, which I was immediately curious about because the pop-up referred to it as "Beastess pussy charge". I wondered what that was supposed to be or do, but once again that power - despite the pop-up stating that it had been added - is nowhere to be found. Using SkyUI-search and good old-fashioned scrolling through and looking has both revealed that I have no such power. Any idea why that would be, and how to remedy it? EDIT: For anyone interested, and for reference, the powers gained from this mod and currently in my list are (all prefaced with "Beastess"): EDIT 2: And mod list/load order, since I figure it might be relevant to know: EDIT 3: Aaaand now I'm unable to interact with the sabre.
  13. Hmm... I was confused for a moment that the issue would be outfits (including characters' naked bodies) would be unable to scale due to lack of physics, since there's certainly plenty of bounce and jiggle in all of them, but... yeah, I suppose all the outfits that seem to not scale right (naked body included) are the ones built with 3BA/3BBB/SMP in Bodyslide rather than just "physics". Might see if it would work (and be worth) building all outfits with normal physics instead. It was particularly confusing to me since - as I've mentioned before - HP could and did scale these outfits/naked bodies, but then I seem to recall having read that HP doesn't scale with Bodyslide. Hm. Regardless, using SLIF to reset values seems to have worked with sizes being stuck at huge, though I'll have to experiment a bit more to see whether they actually scale now or not, or whether they are now just stuck on a smaller size instead. UPDATE: Switched from 3BA to CBBE Physics for body and all the outfits for which it was possible, which seems to align the nude body with the proportions seen on clothes, at least. Breast size remains static, with no discernible shrinkage during milking, even with "increase per milk" turned up to 0.15 in the MME MCM menu. I took a couple of screenshots of before and after milking, just to be sure I wasn't imagining it, but looking at the two screenshots side by side, breast size at 0 and 6 milk does indeed seem to be the same.
  14. I'm very sorry for bringing the issue up for the umpteenth time, but I have tried messing around with this some more and still cannot get the scaling to work (in fact I may have messed it up even worse than before). I have noticed that scaling is indeed outfit dependent, though not specifically to the milking cuirass, but rather any outfit that isn't armor and is allowed to be worn even when stored milk exceeds 8. Any outfit other than clothes (so naked or armored) gets morphs from HP, but not MME. These don't scale as anymore so much as they are just stuck at a perpetually huge size (which is why I mentioned having possibly messed it up more). I can also assure you that I have (repeatedly) batch-built all outfits and skins in BodySlide with "build morphs" checked. Morphs are applied to all compatible outfits by HP, as I mentioned, but not by this mod. I have installed SLIF as recommended, though when I go to its MCM menu under "Mod", the only one seemingly managed by it is MME, not HP (the list reads "All Mods" and "Milk Maid Economy"). I also have the MME bodyslide patch now (I think? I installed "Milk-Mod-Economy-Bodyscaling-Bodymorph" from the downloads here, which I wasn't entirely sure if I already had) and have the "MME Config Menu", and have registered all the breast morphs listed by SLIF in it. EDIT: Adding current load order, in case anything of use can be garnered from it:
  15. Hey, yeah, it's me again. I have one last issue that I'd like to hear whether is something people have encountered before and have already found a fix for, or if someone more intimately familiar with the inner workings of Skyrim and MME than I could offer a qualified guess as to a solution. The issue at hand is that scaling works, but only when morphs are applied by something else (i.e. Hentai Pregnancy). When a character is not pregnant or during post pregnancy, and thus not affected by the scaling associated with those states, breasts only scale while wearing the milk harness (for which it always works). Likewise, if a character is pregnant and I disable breast scaling in Hentai Pregnancy, the same (as expected) remains true. But the second Hentai Pregnancy applies a morph to the breasts, even with its milking turned off, MME scaling starts applying correctly on all compatible outfits (which for me is practically everything). Normally I might have just shrugged it off and figured "oh well, at least I found a workaround", but ensuring that all milkmaids are pregnant at all times just for the scaling to apply isn't exactly an ideal solution. I do use CBBE 3BBB, but not SLIF or any of those mods; the only installed mod that affects morphs aside from MME, to my knowledge, is Hentai Pregnancy.
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