Pim_gd's Mods - DialogueActions v4.08 (15 Jan 2017) (1 Viewer)

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

January 26, 2015
Introducing v3.06 of DialogueActions!
- Fixed a bug with the values of da.breathPercentage, now it works properly (previously read gave bogus values and set did nothing due to a typo)
- Removed white debug messages for loading variables from a savefile
Link in OP, and the archive download in the second post has been updated as well.

No [PLAY_SOUND_<filename>]/[PLAY_SFX_<filename>] because I'm a lazy ass.

Just a single bugfix and removing some spam when loading a savefile.
 

Fleack

Avid Affiliate
Joined
Nov 20, 2014
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

I've gotten a 'Mod Loading Failed' error every time I've tried using 3.05 or 3.06. And when I try to load it by charfolder, there's no error, it just doesn't load at all. Also, it's not because of a conflict with any mods. It fails to load even as the only mod in the mods.txt.

v3.04 and below all load fine though, so I don't think it's an installation issue unless the method changed.

Edit: Despite the mod loading failed error, it still sort of functions? Though it seems slower and the dialogpatch gets over-written.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Mind using a debug player to see whats causing the loading to fail?
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Fleack said:
How would I do that? I'm new to this.
Go here.

Click "Download the Flash Player projector content debugger" (this link may also work).

Wait for the download to complete; run the executable.

Launch Loader.swf (via File > Open).

At this point, you may see an error window appear. Grab a screenshot of it (or copy the text into notepad) and then click Continue. Repeat this process if you see additional errors. If the same error appears repeatedly, then click Dismiss All to make them go away.

If errors do not appear immediately, then perform gameplay actions (such as clicking a CharFolder) until something does break. Then screenshot it as described above.

Once you've obtained the error report(s), you can close the Flash Player window.

Double-check for any personal information in the error messages (e.g. "File not found: c:/Documents and Settings/John Smith/Porno/SDT/Mods/DialogActions.swf"); redact as needed.

Send the collected screenshots (and/or notepad file) to Pim_gd.

You can continue to play the game using your normal Flash Player (or web browser or whatever). In the future, you can temporarily switch back to the debugger whenever a mod misbehaves and you need to send a bug report. Of course, simply reading the error message may provide you with enough information to fix the bug on your own (especially if it's something simple like "the mod can't find its Settings file").
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

A stack trace and problem description would do just fine, I think.
 

Phillip

Potential Patron
Joined
Feb 3, 2015
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Tried a few things but I actually didn't know if it was possible to use this mod to change "Overtops" and the other category of clothing from the morevanillaclothing mod. I ask because I also cannot figure out how to save them to the Char in a manner that will work when loading the Char again. Figured using a Dialogue mod like this might give me an answer.
 

Fleack

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Joined
Nov 20, 2014
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Debugging report:

TypeError: Error #1006: registerAPI is not a function.
at Main/initl()[F:\Users\Pim\Documents\Flash\Pimgd\SDTDialogueActions3\src\Main.as:119]
at Loader_fla::MainTimeline/modDataLoadingComplete()
at flash.display::MovieClip/gotoAndStop()
at obj::Her/updateJawBulge_l()
at obj::Her/tickSwallowing_l()
at obj::Her/move_l()
at obj.animation::AnimationControl/stepAnimation_l()
at DT/tick_l()

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at obj.dialogue::Dialogue/startSpeakingPhrase_l()
at Function/http://adobe.com/AS3/2006/builtin::apply()
at Modules::lProxy/forwardMethod()
at LineTypeManager/buildDialogueStates()[F:\Users\Pim\Documents\Flash\Pimgd\SDTDialogueActions3\src\LineTypeManager.as:72]
at Main/doCheck()[F:\Users\Pim\Documents\Flash\Pimgd\SDTDialogueActions3\src\Main.as:181]
at Loader_fla::MainTimeline/fps()

^ That one 120 times, one for each piece of clothing during the load.



TypeError: Error #1010: A term is undefined and has no properties.
at SDTMods::ModPackage/followColorSlider()


^That one about 40 times during the load. Went off twice for each piece of Iago's latest stuff. Both 1009 and 1010 constantly go off every second after everything is done loading.


So the #1009 and #1010 seem to be an issue with my moreclothing setup, and I don't know what #1006 is from. Might just be an overall "this mod failed to load" thing. It only plays once at the beginning when it tries to load DA3.06.

Attached the moreclothing settings.txt I'm using, issue is probably in there.
 

Attachments

moreclothingV5settings.txt
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sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

1009 is probably from the old version of dialogpatchV1, this was the bugfix in V2

1010 is from iago's overtop mods that do not have sleeves. i actually decompiled and fixed the code for the versions included with moreclothing because i always use the debugger.

after you get rid of those, see if the other still pops up, it could be a side effect from one of the others
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

What loader version are you using? DA v3.05+ requires Loader 5.41b+
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Pim_gd said:
What loader version are you using? DA v3.05+ requires Loader 5.41b+
i have never bothered with it before, but there is a version property you can check when the mod loads to give back an error message if they are using an unsupported version of the loader.
 

Bazinga

Potential Patron
Joined
Jun 13, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

How does [SETVOICE_voiceID] work exactly? I understand it can be [SETVOICE_1] or [SETVOICE_2], with 1 being default, but how do you define the set of sounds to be used when you use [SETVOICE_2]?

Also, is it possible to make a trigger like [PLAY_BGM_], but without looping?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

I'll implement a sound trigger, sure. As for the voices, thats Weewillies construction; it affects the sounds for the oh and ah triggers
 

Bruce

Potential Patron
Joined
Nov 20, 2011
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Would it be possible to not let her cum automatically if she masturbates but make her cum (just the visuals) with a call? Also, would it be possible to make a [HOLD_ON] [HOLD_OFF] function that keeps her down without triggering held: lines?
It would be really helpful for automated dialogues because the auto modes trigger first_throat lines but usually stay down relatively shortly.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Not sure if this is a question of pim_gd or WeeWillie, but is there a way to move the the location (or transparency) of the buttons?

I quite like the buttons but sometimes they are a very awkward location and obscure key bits of action...
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

aztlan said:
Not sure if this is a question of pim_gd or WeeWillie, but is there a way to move the the location (or transparency) of the buttons?

I quite like the buttons but sometimes they are a very awkward location and obscure key bits of action...

To further refine this - an option to simply set all buttons to the left or right side of the screen would be very handy. (This is because some backgrounds and animtool positions force the focal point of the action into the upper left corner of the screen - being able to move the opaque buttons out of the way would really help...)

I suppose in the meantime I could rewrite all the buttons to have a single "Open menu" button to call all the others might help a bit...

A Hotkey to enable the buttons might be another obvious way to go...
 

Fleack

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Joined
Nov 20, 2014
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Pim_gd said:
I'll implement a sound trigger, sure. As for the voices, thats Weewillies construction; it affects the sounds for the oh and ah triggers

Any news on the sound trigger?
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

I really like the option to change priority and timing for some of sby's new dialog trigger option in Animtools 14.

Would it be possible to introduce something like this in DA for both DA and for vanilla triggers? Or would this be something best left to a whole new mod? (Is it even possible to modify the vanilla trigger settings?)
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Another question/suggestion:

Is it possible to read "body" variables with DA (or some other method)? If so, how? If not could it be listed as a feature to consider for future updates...

For example, I would like to be able to use body size or breast size as a variable so I would play one line if she was skinny/flat and another if she was fat/endowed.

Thinking down the road of other options, maybe play one line for a girl with blue eyes and another for brown eyes (if there is even a reasonable way to reduce the color hex code to a reasonable number of colors to trigger different lines). Even more ambitious might he same perhaps for his body (one lines for small penis's and another for large ones...) or even where a given clothing spot currently = "none" or has some other value or even varying (depending on the type of clothing worn in the spot (but this latter might quickly get out of hand)....

P.S. If not currently possible and I had to prioritize, I would put a higher priority on the post above in being able to choose the priority and timing for different triggers than this one's being able to read body codes via DA...
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.06 (26 January 2015)

Regarding:

Additionally, DialogueActions will instantly play lines that only contain a single trigger.
This means that if you have something like a callback or a branch decision, there will no longer be a lengthy period of blank box visible to the user.


Does it matter what "style" is used? Will this expedited handling of of single trigger lines happen regardless of whether the line is set to Him, Thought or Her? Or does style need to be left blank for this to work?
 

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