This is the sprinting animation for me. It looks like you're bookin it, running like a real athlete instead of one of the kids my gym teacher would yell at and tell them they are going to pull a muscle.
Not required with last version of Lively Street Vendor (version 3+). Compatible and required for Lively Merge. I guess not compatible with Lux Aeterna.
J'aime bien cette idée derrière 'Immersive doctor bags'. Le truc est que si j'installe ça pour cet objet, il devient impératif de faire la même chose pour 'fiery purgative' et 'healing poultice'. Particulièrement le premier, puisqu'il est sensé donner une coulante carabinée pour purger :). Une ellipse d'une heure semble nécessaire pour diverses raisons ^^ (un bruitage serait comique aussi pendant le noir, mébon, c'est juste moi peut-être). Le truc, c'est que je n'ai aucune idée de quoi ajouter dans ton script pour qu'il applique la modification de comportement à ces deux objets, en sus des sacs de médecine. Ce serait sympa de me dire.
Bonjour et désolé, réponse tardive mais je n'avais pas vu ce message. Au cas où cela interesse quelqu'un, voici comment faire : à la suite du script, copiez et collez ledit script mais en remplacant NVDoctorBag par NVDLC04FungalPurgative puis encore une fois par NVHealingPowder et aussi par NVHealingPowderLegate (pour la version du Légat). L'ajout devrait ressembler à ça :
setOnUseAidItemEventHandler (BEGIN function {rItem} if eval (this) == playerREF && player.isInCombat == 0 imod FadeToBlackAndBackISFX setGameHour (GameHour + 1) playSound NPCDocMGiveReflectron endif END) 1 NVDLC04FungalPurgative
setOnUseAidItemEventHandler (BEGIN function {rItem} if eval (this) == playerREF && player.isInCombat == 0 imod FadeToBlackAndBackISFX setGameHour (GameHour + 1) playSound NPCDocMGiveReflectron endif END) 1 NVHealingPowder
setOnUseAidItemEventHandler (BEGIN function {rItem} if eval (this) == playerREF && player.isInCombat == 0 imod FadeToBlackAndBackISFX setGameHour (GameHour + 1) playSound NPCDocMGiveReflectron endif END) 1 NVHealingPowderLegate
I'm using animated ingestibles with the skill books patch, and this seems to break when combined with certain settings from stewies tweaks.
The tweak enabling book descriptions, telling you what skill the book will increase, will bug out and not show on any skill books.
Also the tweak that prevents the use of a skill book if said skill is already maxed out is also bugged. Trying to use said book has a 50/50 chance of either consuming the book regardless, or turning the book into a random "fake book" which has no value and cannot be used.
These issues happen even with skill books disabled in the mcm menu for animated ingestibles
Is there any possibility of a fix or patch for this?
It's not really a bug, just incompatibility. The skill book patch just disable the skill improved from every skill book. That's the only way to make skill books triggering the animated ingestibles scripts. If a skill book teach something, it avoid triggering the functions. Since they don't teach anything, Stewie tweaks shows nothing, not a bug here. Then when using a skill book, the skill book patch force the player to use a "fake" skill book that teach what the vanilla skill book should teach. And then ignoring the Stewie limitation if skill is already at max. Now with showoff new script function I think I could avoid the need of using the skill book patch, so Stewie tweaks could work. I have to try. Meanwhile, there is no way to have compatibility between skill book patch and Stewie tweaks related to skill books.
well is there anyway of working around the incompatibility in the meantime?
I have around a half dozen "fake books" in my inventory i dont know what do do with, as i mentioned before they have no value (and dont even seem to show up in vendor trade menus) and i cant use them.
also if/when you are able to invoke the alternate means of handling the books as you mentioned, would it be an update to this patch or AI, and what would I need to do with the old patch i currently have, can it be safely removed?
There is none. Try to use 4.0.9 version of Animated Ingestibles and ShowOff NVSE plugin. You don't need the Skill Book Patch with that combination and so you can use the tweaks.
I don't know if you're interested in messing with these, but would love to have a Simple Open Campfire that just cost some resources to make. Maybe ant nectar or flamer fuel or something? Thanks for all these great mods!
EDIT--I see someone already said this below...it just seems like one of those things someone would have already made. Might try to follow your advice, although never used Geck.
Yeah I never took the time to expand the mod. As the previous user said, the idea of using pre-war books is very great, if you want my opinion. Good luck if you try something around that ;)
Hi Zebumper! I have a question about a mod conflict and was wondering if you might have any advice please :)
I'm using Qolore7's Simple Open Strip along with your Clothing Variety for Strip Travellers mods.
The conflict affects the following records: - 00152A78 VStripFluffPortTopsToULPackage - 00152A7A VStripFluff2PortGomToTopsPackage - 00152A7D VStripFluff2PortULToGomPackage - 00152A80 VStripFluff2PortStaToTopsPackage - 0016B77D VStripFluff2PortGomToStaPackage
The script data used in Simple Open Strip is identical to the vanilla game, so I'm not too concerned about that, but the main difference between Simple Open Strip and Clothing Variety is the condition "Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 3.000000 AND" set by Simple Open Strip, which your mod reverts to vanilla's "Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 2.000000 AND".
Would you happen to know if it would be best for me to leave it as is, or if I should have Simple Open Strip's condition override yours instead?
Thank you for the great mods as usual and for always being so helpful! :)
For the best of two worlds, I think you have to create a patch with FNVEdit and let the package as I set them but using the Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 3.000000 AND from simple open strip. So the final package should have Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 3.000000 AND and all all the rest stay as it is in my mod. I could do a patch when I have time
50 comments
It looks like you're bookin it, running like a real athlete instead of one of the kids my gym teacher would yell at and tell them they are going to pull a muscle.
Merci bien pour tous vos efforts!
Compatible and required for Lively Merge. I guess not compatible with Lux Aeterna.
à la suite du script, copiez et collez ledit script mais en remplacant NVDoctorBag par NVDLC04FungalPurgative puis encore une fois par NVHealingPowder et aussi par NVHealingPowderLegate (pour la version du Légat). L'ajout devrait ressembler à ça :
setOnUseAidItemEventHandler (BEGIN function {rItem}
if eval (this) == playerREF && player.isInCombat == 0
imod FadeToBlackAndBackISFX
setGameHour (GameHour + 1)
playSound NPCDocMGiveReflectron
endif
END) 1 NVDLC04FungalPurgative
setOnUseAidItemEventHandler (BEGIN function {rItem}
if eval (this) == playerREF && player.isInCombat == 0
imod FadeToBlackAndBackISFX
setGameHour (GameHour + 1)
playSound NPCDocMGiveReflectron
endif
END) 1 NVHealingPowder
setOnUseAidItemEventHandler (BEGIN function {rItem}
if eval (this) == playerREF && player.isInCombat == 0
imod FadeToBlackAndBackISFX
setGameHour (GameHour + 1)
playSound NPCDocMGiveReflectron
endif
END) 1 NVHealingPowderLegate
The tweak enabling book descriptions, telling you what skill the book will increase, will bug out and not show on any skill books.
Also the tweak that prevents the use of a skill book if said skill is already maxed out is also bugged.
Trying to use said book has a 50/50 chance of either consuming the book regardless, or turning the book into a random "fake book" which has no value and cannot be used.
These issues happen even with skill books disabled in the mcm menu for animated ingestibles
Is there any possibility of a fix or patch for this?
Now with showoff new script function I think I could avoid the need of using the skill book patch, so Stewie tweaks could work. I have to try.
Meanwhile, there is no way to have compatibility between skill book patch and Stewie tweaks related to skill books.
I have around a half dozen "fake books" in my inventory i dont know what do do with, as i mentioned before they have no value (and dont even seem to show up in vendor trade menus) and i cant use them.
also if/when you are able to invoke the alternate means of handling the books as you mentioned, would it be an update to this patch or AI, and what would I need to do with the old patch i currently have, can it be safely removed?
EDIT--I see someone already said this below...it just seems like one of those things someone would have already made. Might try to follow your advice, although never used Geck.
Bizzare.
:)
I'm using Qolore7's Simple Open Strip along with your Clothing Variety for Strip Travellers mods.
The conflict affects the following records:
- 00152A78 VStripFluffPortTopsToULPackage
- 00152A7A VStripFluff2PortGomToTopsPackage
- 00152A7D VStripFluff2PortULToGomPackage
- 00152A80 VStripFluff2PortStaToTopsPackage
- 0016B77D VStripFluff2PortGomToStaPackage
The script data used in Simple Open Strip is identical to the vanilla game, so I'm not too concerned about that, but the main difference between Simple Open Strip and Clothing Variety is the condition "Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 3.000000 AND" set by Simple Open Strip, which your mod reverts to vanilla's "Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 2.000000 AND".
Would you happen to know if it would be best for me to leave it as is, or if I should have Simple Open Strip's condition override yours instead?
Thank you for the great mods as usual and for always being so helpful! :)
from simple open strip.
So the final package should have Subject.GetQuestVariable(VStreetFluffNPC [QUST:0011F8A2], iPlayerInArea) = 3.000000 AND
and all all the rest stay as it is in my mod.
I could do a patch when I have time
finally I got time. New archive contains patches for Simple Open Strip. Use only one, depending of wich version of the main mod you're using.