Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - BlueTressym

#1
Releases / Re: [1.2] Children and Pregnancy - v3.3.0
September 12, 2020, 11:35:41 PM
Hi.  I've got an error coming up upon map gen related to clothing textures or something?  (I only know a small amount about how mods work). 

https://gist.github.com/5145406e4a2249968d6912dbcbc23b7d

I'm using the GitHub 1.2 version.  I haven't used this mod before; I'm compiling a mod list for a new run-through and wanted to try it out. 
#2
Releases / Re: [1.1] Children and Pregnancy - v3.3.0
August 10, 2020, 11:22:18 PM
Do we know if this is getting a 1.2 update?  I have actually just discovered it and it looks like just what I've been looking for, so I'm hoping so. 

Pretty please, Tragix!
#3
Releases / Re: [1.1] Children and Pregnancy - v3.3.0
August 10, 2020, 11:20:27 PM
Quote from: platipuss on August 07, 2020, 05:39:17 AM
hello

if its only me or someone has the same problem I dont know but when I act'vate this mod game starts lagging and it lags really bad
does anyone knows the reason?
my game is heavly modded but when I make the mod inactive everything becomes smooth again...

Try testing a new colony with just this mod (plus any prereqs) and see if it still happens.  You can copy your ModsConfig (if not using Fluffy's Mod Manager, which lets you save mod lists) so you can avoid losing your current mod setup. 
#4
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
March 27, 2020, 10:05:37 PM
Hi.  Is there a way to make this compatible with Automatic's 'Gradient Hair'?  I didn't get a reply when I asked them about it some time back but they have said since that they have a dedicated API (Whatever that is; I am not fluent in Code) and that it should make it easy for people to add support.  There was some talk about it when some other people were asking about compatibility with other mods.  I don't know enough to know if it's something you can fix. 

I would really love to be able to use both mods together but currently, using this one disables the gradient on the pawn; they still show as having it in Prep. Carefully or the Change Dresser but not on screen.  The hair renders correctly in terms of not being shaved but the second colour doesn't display.  I have pictures if that helps. 
#5
Hi.  I really ,ike this mod.  Is it possible to make it compatible with the Underwhere mod by An Ol' Spicy Keychain? 

It adds new layers for the undies; Underwear top and Underwear bottoms. 
#6
Jecrell has made a mod order guide that you can find on Discord. 

You can also view it here
#7
As I've been given to understand it, AI mods are the biggest offenders when it comes to causing lag; someone told me when I posted some time back about lag issues that AI mods eat multi-cores for breakfast.  Most mods don't actually cause lag though and it's not about the actual numbers; many people just say "Too many mods, lol," but that's rather a cop-out.  It's the type of mod that matters.  I routinely use over 300 mods and don't usually have significant lag issues. 
#8
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
August 07, 2019, 12:31:54 AM
Hi.  Thank you for making this mod; the 'No hair or clipped hair' problem was bugging me. 

I am having one issue with it, however, involving a mod called 'Gradient Hair' by Automatic.  When I have this mod active, the gradient stops showing.  According to Prep. C. and the Change Dresser, it's still there, as in the secondary colour is still selected and the button 'on', but only one colour shows, both on those screens and on the game screen. 

Is there any way this can be changed so that the secondary hair colour shows?  I don't know enough about how displaying things that can be various colours is done to know if this can be adjusted. 

I have a couple of pics of a character created with gradient hair and of the same character losing the gradient when this mod is added in.  Her hairstyle is from Xeva's Rimhair (I tested with vanilla styles as well).  The rest of it works fine; I tested to see how it looked with a hat and it looks great, just without the gradient. 

I tested without this mod but with 'Show Hair With Hats' and it shows the gradient fine but there's the 'clipped hair' - not a good look. 

I really hope it's possible to convince this mod and 'Gradient Hair' to play together nicely, as I love both. 

Please let me know if I can do anything more to help. 

(OK, so it won't let me attach all of them so I've put in links to shared files)

No Gradient

No Gradient Hatted

Using ShowHairWithHats

[attachment deleted due to age]
#9
Quote from: Nightinggale on May 30, 2019, 08:29:18 AM
Quote from: BlueTressym on May 18, 2019, 11:56:35 PM
Just offering some feedback.  I'm not sure on loading times ATM (I got distracted - don't ask!) but will try again and report on that.  I HAVE noticed an error popping up that seems to be related to Fluffy's Mod Manager. 

Quote[ModCheck] Internal failure patching Verse.LoadedModManager.ApplyPatches
I'm not really sure why it's reported here when it explicitly states ModCheck. However I updated ModCheck yesterday to fix this problem and it should be gone by now. If not, odds are that you rely on some mod, which includes ModCheck.dll and that mod haven't updated. If you don't feel like waiting for such mods to update, you can add the ModCheck mod.

The problem isn't even a serious one. It just disables the ability to profile xml patching (performance measurement for modders). Everything else should still work just fine.
*sigh*  I reported it here because it is something that popped up when I switched to the unstable beta and I noted it as part of reporting on that.  Also, I haven't been using ModCheck and thus didn't think of this as an error with that.  I saw 'ModManager' mentioned in the error and thought it might be related to Fluffy's Mod Manager, as I previously stated.  Since I had already read that the beta might have issues with mods like Mod Manager, I wasn't too worried, just reporting that such was the case.  I was not aware that 'LoadedModManager' might apply to something found as a .dll in other mods, since that's not something I know anything about. 
#10
Fair enough. 
#11
A mod I'd recommend is 'Better Pawn Control', which lets you set and change policies, so with one click, you can change the current outfit assigned for ALL colonists.  it also works for zoning and animals.  Also, I use Kiame Vivacity's 'Change Dresser'.  It lets you assign custom outfits based around either combat or non-combat clothing and retain one or more specific clothing items, even when changing between combat and non-combat or other outfits. 
#12
Thank you for the clarification.  As stated before, I'm getting an error with it.  I know it was mentioned that this could happen.  Is it something that will get fixed? 
#13
Quote from: Canute on May 24, 2019, 02:51:10 AM
You don't need to have explicit activate the Modcheck mod.
Many modder use the modcheck.dll at their own.
Just search for "modcheck" at your mods folder and you maybe find a modcheck.dll.

Thank you Canute.  Is the modcheck.dll something that I need to be concerned about?  I've heard of .dll files and I know they are in some mods but I don't know what they are or what they are supposed to do. 
#14
Quote from: Fluffy (l2032) on May 20, 2019, 11:57:45 AM
Quote from: BlueTressym on May 18, 2019, 11:56:35 PM
Just offering some feedback.  I'm not sure on loading times ATM (I got distracted - don't ask!) but will try again and report on that.  I HAVE noticed an error popping up that seems to be related to Fluffy's Mod Manager. 

That log looks like it's related to ModCheck, a precursor to my Mod Manager. In any case, some incompatibilities with mods that directly touch mod loading are perhaps to be expected.

Hi Fluffy.  The error was entirely expected on my part, so I'm not bothered by it, just mentioning it.  I haven't used ModCheck for ages though, since I discovered your Mod Manager, which makes my mod handling easier by orders of magnitude.  No idea why I'd get an error related to ModCheck when I don't use it but heck, I don't really have a clue abut how this all works. 

My load time is at about 15 mins ATM with around 300-ish mods.  That's about half what it was before.  Now all I have to do is figure out what to do about the in-game lag... 
#15
@Canute I've just checked.  Loading time was about the same without RIMMSLoadUp.  Still getting this error: 

Quote[ModCheck] Internal failure patching Verse.LoadedModManager.ApplyPatches
Verse.Log:Error(String, Boolean)
ModCheck.<Transpiler>d__2:MoveNext()
System.Linq.<CreateCastIterator>c__Iterator0`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Harmony.<ConvertToOurInstructions>d__7:MoveNext()
System.Linq.<CreateCastIterator>c__Iterator0`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Harmony.CodeTranspiler:GetResult(ILGenerator, MethodBase)
Harmony.ILCopying.MethodBodyReader:FinalizeILCodes(List`1, List`1, List`1)
Harmony.ILCopying.MethodCopier:Finalize(List`1, List`1)
Harmony.MethodPatcher:CreatePatchedMethod(MethodBase, String, List`1, List`1, List`1)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo, String)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__9_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
ModCheck.HarmonyStarter:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

The Log is working now though :)

https://gist.github.com/a7e432fa122eefbbc06f788353a9dcf7