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Managed to start the slaver interactions, but the slaver got stuck in a loop constantly trying to unequip my weapons.

 

Message that kept popping up: Fist (x2) unequipped.

 

I don't have the papyrus log, though he is my modlist in load order:

 

  0  0 Skyrim.esm
  1  1 Update.esm
  2  2 Dawnguard.esm
  3  3 HearthFires.esm
  4  4 Dragonborn.esm
  5  5 Unofficial Skyrim Legendary Edition Patch.esp
  6  6 Unofficial Skyrim Modders Patch.esp
  7  7 SPERG.esm
  8  8 SexLab.esm
  9  9 SexLabAroused.esm
 10  a ZaZAnimationPack.esm
 11  b Devious Devices - Assets.esm
 12  c Devious Devices - Integration.esm
 13  d ClimatesOfTamriel.esm
 14  e CreatureFramework.esm
 15  f Schlongs of Skyrim - Core.esm
 16 10 BDHoodieSchlong.esp
 17 11 hdtHighHeel.esm
 18 12 daymoyl.esm
 19 13 Devious Devices - Expansion.esm
 20 14 dcc-soulgem-oven-000.esm
 21 15 HighResTexturePack01.esp
 22 16 HighResTexturePack02.esp
 23 17 HighResTexturePack03.esp
 24 18 Unofficial High Resolution Patch.esp
 25 19 EnhancedLightsandFX.esp
 26 1a ELFX - Exteriors.esp
 27 1b immersive roads.esp
 28 1c Clothing & Clutter Fixes.esp
 29 1d Immersive Jewelry.esp
 30 1e ELFXEnhancer.esp
 31 1f SDO Full-LOD - The Morthal Swamp Complete.esp
 32 20 SexLab_Solutions.esp
 33 21 SD Cages.esp
 34 22 SkyFalls + SkyMills + DG + DB.esp
 35 23 xazPrisonOverhaul.esp
 36 24 xazPrisonOverhaul - Patch.esp
 37 25 hydra_slavegirls.esp
 38 26 CinematicFireFX.esp
 39 27 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
 40 28 CoT-WeatherPatch.esp
 41 29 CoT-WeatherPatch_Snow-10.esp
 42 2a Supreme Storms - Cot Version.esp
 43 2b CoT-WeatherPatch_SupStorms.esp
 44 2c ClimatesOfTamriel-Dawnguard-Patch.esp
 45 2d ClimatesOfTamriel-Dragonborn-Patch.esp
 46 2e CoT-WeatherPatch_DB.esp
 47 2f mintylightningmod.esp
 48 30 MintyLightningMod_COT_Patch.esp
 49 31 ELFX - Weathers.esp
 50 32 TrueStorms.esp
 51 33 TrueStorms-RLO.esp
 52 34 TrueStorms-SupremeStorms-CoT.esp
 53 35 Jennifer.esp
 54 36 UIExtensions.esp
 55 37 SkyUI.esp
 56 38 RaceMenu.esp
 57 39 RaceMenuPlugin.esp
 58 3a AddItemMenu2.esp
 59 3b Skyrim Sizes.esp
 60 3c XPMSE.esp
 61 3d SLAnimLoader.esp
 62 3e SLALAnimObj.esp
 63 3f SLAL_AnimationsByLeito.esp
 64 40 MoreNastyCritters.esp
 65 41 SexLabNudeCreatures.esp
 66 42 SexLabNudeCreaturesDB.esp
 67 43 SexLabNudeCreaturesDG.esp
 68 44 Convenient Horses.esp
 69 45 BDVanillaCritters.esp
 70 46 SexLab_Solutions_PO_Patch.esp
 71 47 Schlongs of Skyrim.esp
 72 48 SOS - Smurf Average Addon.esp
 73 49 SOS - VectorPlexus Muscular Addon.esp
 74 4a SOS - VectorPlexus Regular Addon.esp
 75 4b SOS_Ho.esp
 76 4c FNIS_PCEA2.esp
 77 4d FNISSexyMove.esp
 78 4e FNIS.esp
 79 4f SPERG.esp
 80 50 SPERG-DB.esp
 81 51 SPERG-DG.esp
 82 52 SlaveTats.esp
 83 53 SlaveTatsEventsBridge.esp
 84 54 VioLens.esp
 85 55 vAutosaveManager.esp
 86 56 Wildcat - Combat of Skyrim.esp
 87 57 KS Hairdos - HDT.esp
 88 58 Vivace.esp
 89 59 GECK.O_Skyrim_MoreMales.esp
 90 5a Chaconne.esp
 91 5b Captured Dreams.esp
 92 5c SDO Full-LOD - Waterfall Effects.esp
 93 5d SexLabSkoomaWhore.esp
 94 5e TradeBarter.esp
 95 5f SMIM-Merged-All.esp
 96 60 SFO - Dragonborn.esp
 97 61 fallentreebridges.esp
 98 62 SexLab_Dialogues.esp
 99 63 FNISspells.esp
100 64 sanguinesDebauchery.esp
101 65 Toccata.esp
102 66 SDO Full-LOD - Whiterun Trundra Creeks.esp
103 67 Skyrim Flora Overhaul.esp
104 68 Deviously Enslaved.esp
105 69 DeviousMagic.esp
106 6a Bijin Warmaidens.esp
107 6b BTRH_Waifu.esp
108 6c Toccata as Elisif.esp
109 6d Valerica.esp
110 6e Serana.esp
111 6f Bijin Wives.esp
112 70 Bijin NPCs.esp
113 71 PetCollar.esp
114 72 Scent of Sex.esp
115 73 Devious Deviants.esp
116 74 DeviouslyHelpless.esp
117 75 SDO Full-LOD - Giant Campfires.esp
118 76 TheEyesOfBeauty.esp
119 77 SexLabDefeat.esp
120 78 Remodeled Armor - Vanilla Replacer.esp
121 79 rk_Followers.esp
122 7a Remodeled Armor - Vanilla Replacer - Dawnguard.esp
123 7b Remodeled Armor - Vanilla Replacer - Dragonborn.esp
124 7c SexLab Sound FX Replacer.esp
125 7d dD - Realistic Ragdoll Force - Realistic.esp
126 7e SLSW Addicted.esp
127 7f RobesReplacer.esp
128 80 towConversation.esp
129 81 Blush When Aroused.esp
130 82 DW.esp
131 83 WetFunction.esp
132 84 EstrusChaurus.esp
133 85 EstrusSpider.esp
134 86 zzEstrus.esp
135 87 Sextreme-All.esp
136 88 SexistGuards.esp
137 89 SexLab Cumshot.esp
138 8a DfwSupport.esp
139 8b DeviousFramework.esp
140 8c mslDeviousCaptures.esp
141 8d Alternate Start - Live Another Life.esp
 

 

 

I could experiment with cutting and adding, but I think that there is something that is counting my fists as an equipped weapon - maybe a patch to this mod could catch other use cases like mine?

Link to comment

Managed to start the slaver interactions, but the slaver got stuck in a loop constantly trying to unequip my weapons.

 

Message that kept popping up: Fist (x2) unequipped.

 

I don't have the papyrus log, though he is my modlist in load order:

 

 ~snip~

 SPERG

 ~snip~

 

I could experiment with cutting and adding, but I think that there is something that is counting my fists as an equipped weapon - maybe a patch to this mod could catch other use cases like mine?

 

"Fists" come from SPERG. When your weapons are unequipped fists are automatically equipped to give you an unarmed damage boost. They are handled exactly like a standard weapon would be, just invisible, and if something keeps removing your weapons, SPERG will keep putting them back on according to its default settings. There is an unarmed setting in the SPERG MCM (if you don't want never-ending equip/unequip sound effects when wearing a devious armbinder this needs to be set to manual) so you could try fiddling with that.

 

The unarmed part of SPERG is the reason I gave it up and switched to Ordinator instead.

 

Link to comment

It loads in and the MCM loads (now,  I was a dummy and downloaded the wrong one) but my problem seems to be that I can't seem to trigger the slaver interactions.   I'm not 100% sure what the vulnerability it wants is,  I've walked alongside the slavers both naked AND in bondage gear, as well as engaging them in combat and trying to surrender but nothing seems to work with them,  they just keep walking along with no other dialog aside from "Where are you taking that slave?".

There is a random chance each "poll interval" (most likely 1 second or so).

You can increase this chance with the "Leash Game Chance" in the "DFW Support" MCM menu.

You can also start the leash game manually with the nearest NPC using the "Start Leash Game:" option in the same menu.

 

 

 

Hi!

 

I have a full loadorder (meaning ~254 plugin files are loaded), so there can be conflicts and script lag and whatnot, but: the mcm menus are not working for me. (Did not test anything further than that.)

 

You said there should be two MCM menus, but the one for the framework doesn't show up at all, and the support while shows up, it's completely empty and behaves in the way that if i open it, i cannot open any other mcm configs (for other mods), i have to exit the menu to the game and open the mcm again to remove this soft-lock.

 

After getting this for the first time, installing the two together and with a few other mod upgrades, i tried to isolate it - i loaded the game with my other mod upgrades first, waited for a few minutes, saved, restarted my computer, then: put only the framework in the loadorder, loaded, waited a few mins, saved, restarted the computer, put the supportmod into the loadorder, loaded, waited a few mins, and here I am with a bugging mcm.

 

The papyrus log had entries like this:

 

 

[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot cast from None to Int[]
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevel() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevelScreen() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
[08/11/2016 - 05:16:41PM] xpoPatches.::. xpoCrimeScanner: (scanning) OnUpdate
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:42PM] Update spouse
[08/11/2016 - 05:16:42PM] SexSlFemPCAndrew Onupdate with scenetoPlay = -1
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
 
[...]
 
[08/11/2016 - 06:06:59PM] [dfwsMcm <_dfwsDfwSupport (F4000D62)>]: Registered DFW Support at MCM.

 

 

 

If I can somehow further help you figuring out what the issue might be, please say what you need.

I'm by far not experienced enough to figure out the problem myself.

 

Thanks, have fun and I wish you good luck. :)

Hi Wyrade,

Thanks for the rather useful information from your log file.  It highlighted a couple of issues (although minor) that everyone may be experiencing.

Although they may be, I am not convinced they are the cause of your troubles =(

Could you try version 1.02 on a game saved prior to installing this mod?

I did not fix the third set of errors, "ERROR: Cannot call ItemUnequipped() on a None object" but they should not be affecting anything.  If you continue to see any other errors let me know.

If that does not solve your problem, I suspect it is something I have seen before (see issue 6 of known issues on the mod topic page 1).  The problem is the initialization code just stops running at some point and I can't imagine why it would.  Reloading your game a few times might solve this issue.  Once the initialization code is run all the way through you shouldn't see the problem any more.

Do you see this problem on both new games and in progress saves?  Which version of Windows are you running?

If you get me a log file with your quest variables in it from a game that was saved prior to installing the mod I might be able to get a better idea of what is going on:

<https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables>

Thanks,

legume.

 

 

I tried it with a completely new game with the same loadorder (i have LAL so no carriage script-scene), and it worked, the two MCM menus appeared and worked correctly.

Still, it might be a multitude of reasons why it doesn't work on my current save, so I don't have much hope that you will be able to solve it, I will just have to use this mod on a new game when I start one.

 

Anyway, I created two pairs of logs in case you do find something in them (ConSkrybe+Papyrus), see attachment. I checked the conskrybe logs with Beyond Compare and there were quite a few differences, but they tell you much more than to me.

 

Also the mod spams the line "[DFW] Vulnerability: 0" ingame in the top-right corner, but I assume that is intended with the default logging setting I see in the framework mcm (Log Level: 5, Log Level Screen: 4).

 

Thanks!

 

Yes, the "[DFW] Vulnerability: 0" is because the default screen logging was set to "Trace".

This default should have been changed to error in version 1.01.  Have you tried using version 1.02 or later?  There are some fixes that *may* help with your situation, although I think it is unlikely.

I'll take a look at your log file to see if I can see anything but not right now.

Link to comment

Managed to start the slaver interactions, but the slaver got stuck in a loop constantly trying to unequip my weapons.

 

Message that kept popping up: Fist (x2) unequipped.

 

I don't have the papyrus log, though he is my modlist in load order:

...

 

I could experiment with cutting and adding, but I think that there is something that is counting my fists as an equipped weapon - maybe a patch to this mod could catch other use cases like mine?

 

 

 

Managed to start the slaver interactions, but the slaver got stuck in a loop constantly trying to unequip my weapons.

 

Message that kept popping up: Fist (x2) unequipped.

 

I don't have the papyrus log, though he is my modlist in load order:

 

 ~snip~

 SPERG

 ~snip~

 

I could experiment with cutting and adding, but I think that there is something that is counting my fists as an equipped weapon - maybe a patch to this mod could catch other use cases like mine?

 

"Fists" come from SPERG. When your weapons are unequipped fists are automatically equipped to give you an unarmed damage boost. They are handled exactly like a standard weapon would be, just invisible, and if something keeps removing your weapons, SPERG will keep putting them back on according to its default settings. There is an unarmed setting in the SPERG MCM (if you don't want never-ending equip/unequip sound effects when wearing a devious armbinder this needs to be set to manual) so you could try fiddling with that.

 

The unarmed part of SPERG is the reason I gave it up and switched to Ordinator instead.

 

 

Thanks for that terribly useful information, merManc.

I'll see about installing that, finding the "fists" item and getting my mod to ignore it when I get a chance.

 

Thanks,

legume.

Link to comment

I have Sexlab 1.62 but the rape szene will not start, only the dialogue

This mod doesn't have any rape scenes.

It has dialogue, stripping scenes, bondage scenes, and BDSM furniture scenes.

Rape scenes will not work well with the "leash game" as the leash will yank the player out of the scene prematurely; however, they should work well in conjunction with locked BDSM furniture.  I use Deviously Enslaved Continued to test those scenes.

If you are referring you a rape scene in particular you will have to provide more information.

 

Link to comment

Well, I put some hours into trying to find if any of my mods caused this MCM bug.

First, i deinstalled all mods apart from the most basic requirements. I kept:

- the 3 devious devices mods

- ZAZ animation pack

- Hydra slavegirls

- your framework

- Sexlab

- Prison overhaul + patch because of the furniture it provides

- XPMSE skeleton

- Quality world map

- Racemenu

- SkyUI

- Console utilities

- Fuz Ro Doh

- Skyrim legendary patch

- HDT physics

- All in one HDT animated pussy in a very basic installation, only the body, textures, meshes and physics. No addons

- Bodyslide

- FNIS

- SOS

- Remodeled armor UUNP Bodyslide HDT

- Realistic ragdolls and force

- JContainers

With this setup, your framework loaded immediately and worked flawlessly.

 

I then began adding back some mods:

- No empty tag on containers

- Unread books glow

- Crash fixes

- SKSE Plugin preloader

- Brawl bugs compatibility edition

With this setup, I could load the previous savegame and it worked just fine, but a new game had the same MCM problems as before. I then removed these mods again one by one and it seemed that the brawl bug patch was the culprit. When I removed it, a new game loaded your MCM's correctly.

 

After that, I began adding the animation mods:

- Non sexlab animation pcak

- Sexlab animation loader

- Funnybizz animation packs

I also reinstalled the All in one HDT animated pussy mod with some extras like KS hairs, walk animations and a few others. Unfortunately, his setup would also not load your MCM's in a new game, even without the brawl bug patch.

 

That leaves me somewhat confused. Either the problem is caused by too many mods starting at once when beginning a new game, or several different mods have the potential to break this framework. For me, only a very basic setup worked.

Possible causes could be:

- Brawl bugs compatibility edition

- Non sexlab animation pack

- Sexlab animation loader

- Any of Funnybizz animation packs

- Any addon included in the "All in one HDT animated pussy" mod

 

Link to comment

Well, I put some hours into trying to find if any of my mods caused this MCM bug.

First, i deinstalled all mods apart from the most basic requirements. I kept:

- the 3 devious devices mods

- ZAZ animation pack

- Hydra slavegirls

- your framework

- Sexlab

- Prison overhaul + patch because of the furniture it provides

- XPMSE skeleton

- Quality world map

- Racemenu

- SkyUI

- Console utilities

- Fuz Ro Doh

- Skyrim legendary patch

- HDT physics

- All in one HDT animated pussy in a very basic installation, only the body, textures, meshes and physics. No addons

- Bodyslide

- FNIS

- SOS

- Remodeled armor UUNP Bodyslide HDT

- Realistic ragdolls and force

- JContainers

With this setup, your framework loaded immediately and worked flawlessly.

 

I then began adding back some mods:

- No empty tag on containers

- Unread books glow

- Crash fixes

- SKSE Plugin preloader

- Brawl bugs compatibility edition

With this setup, I could load the previous savegame and it worked just fine, but a new game had the same MCM problems as before. I then removed these mods again one by one and it seemed that the brawl bug patch was the culprit. When I removed it, a new game loaded your MCM's correctly.

 

After that, I began adding the animation mods:

- Non sexlab animation pcak

- Sexlab animation loader

- Funnybizz animation packs

I also reinstalled the All in one HDT animated pussy mod with some extras like KS hairs, walk animations and a few others. Unfortunately, his setup would also not load your MCM's in a new game, even without the brawl bug patch.

 

That leaves me somewhat confused. Either the problem is caused by too many mods starting at once when beginning a new game, or several different mods have the potential to break this framework. For me, only a very basic setup worked.

Possible causes could be:

- Brawl bugs compatibility edition

- Non sexlab animation pack

- Sexlab animation loader

- Any of Funnybizz animation packs

- Any addon included in the "All in one HDT animated pussy" mod

Wow, that is much appreciated work.

I have noticed on one occasion (and I suspect a few others) that after the MCM scripts called the initialization function of my mod it would run some of the code in my mod and then just stop between two lines of code.  I wondered at that point if there was a timer on MCM initialization that just stopped the initialization thread if it was taking too long.  I don't think my mod takes terribly long to initialize but I am not positive and who knows if other things are also initializing.  Why wouldn't this happen to other mods though...?

I can try adding a flag to identify if the mod is completely initialized or not and on each game load if it isn't try to re-initialize everything.  It might take a little while to test and verify that though.

 

Link to comment

 

 

Hi!

 

I have a full loadorder (meaning ~254 plugin files are loaded), so there can be conflicts and script lag and whatnot, but: the mcm menus are not working for me. (Did not test anything further than that.)

 

You said there should be two MCM menus, but the one for the framework doesn't show up at all, and the support while shows up, it's completely empty and behaves in the way that if i open it, i cannot open any other mcm configs (for other mods), i have to exit the menu to the game and open the mcm again to remove this soft-lock.

 

After getting this for the first time, installing the two together and with a few other mod upgrades, i tried to isolate it - i loaded the game with my other mod upgrades first, waited for a few minutes, saved, restarted my computer, then: put only the framework in the loadorder, loaded, waited a few mins, saved, restarted the computer, put the supportmod into the loadorder, loaded, waited a few mins, and here I am with a bugging mcm.

 

The papyrus log had entries like this:

 

 

[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot cast from None to Int[]
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevel() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevelScreen() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
[08/11/2016 - 05:16:41PM] xpoPatches.::. xpoCrimeScanner: (scanning) OnUpdate
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:42PM] Update spouse
[08/11/2016 - 05:16:42PM] SexSlFemPCAndrew Onupdate with scenetoPlay = -1
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
 
[...]
 
[08/11/2016 - 06:06:59PM] [dfwsMcm <_dfwsDfwSupport (F4000D62)>]: Registered DFW Support at MCM.

 

 

 

If I can somehow further help you figuring out what the issue might be, please say what you need.

I'm by far not experienced enough to figure out the problem myself.

 

Thanks, have fun and I wish you good luck. :)

Hi Wyrade,

Thanks for the rather useful information from your log file.  It highlighted a couple of issues (although minor) that everyone may be experiencing.

Although they may be, I am not convinced they are the cause of your troubles =(

Could you try version 1.02 on a game saved prior to installing this mod?

I did not fix the third set of errors, "ERROR: Cannot call ItemUnequipped() on a None object" but they should not be affecting anything.  If you continue to see any other errors let me know.

If that does not solve your problem, I suspect it is something I have seen before (see issue 6 of known issues on the mod topic page 1).  The problem is the initialization code just stops running at some point and I can't imagine why it would.  Reloading your game a few times might solve this issue.  Once the initialization code is run all the way through you shouldn't see the problem any more.

Do you see this problem on both new games and in progress saves?  Which version of Windows are you running?

If you get me a log file with your quest variables in it from a game that was saved prior to installing the mod I might be able to get a better idea of what is going on:

<https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables>

Thanks,

legume.

 

 

I tried it with a completely new game with the same loadorder (i have LAL so no carriage script-scene), and it worked, the two MCM menus appeared and worked correctly.

Still, it might be a multitude of reasons why it doesn't work on my current save, so I don't have much hope that you will be able to solve it, I will just have to use this mod on a new game when I start one.

 

Anyway, I created two pairs of logs in case you do find something in them (ConSkrybe+Papyrus), see attachment. I checked the conskrybe logs with Beyond Compare and there were quite a few differences, but they tell you much more than to me.

 

Also the mod spams the line "[DFW] Vulnerability: 0" ingame in the top-right corner, but I assume that is intended with the default logging setting I see in the framework mcm (Log Level: 5, Log Level Screen: 4).

 

Thanks!

 

I do see something in here.  It is definitely something I have seen before.

We can see in the ConSkrybe file that _oKeywordZbfWornWrist is initialized while _oKeywordZbfWornYoke is not.

			_oKeywordZbfWornWrist = zbfWornWrist (0D008FB9)
			_oKeywordZbfWornYoke = None

The code I use to initialize these keywords is as such:

      _oKeywordZbfWornHood      = Keyword.GetKeyword("zbfWornHood")
      _oKeywordZbfWornWrist     = Keyword.GetKeyword("zbfWornWrist")
      _oKeywordZbfWornYoke      = Keyword.GetKeyword("zbfWornYoke")

It is clear from the log that the processing thread just stops at this point.  I don't know enough about this function or the thread processing of papyrus to have much of an idea why the thread would stop after one keyword call but succeed on the others.

I believe this is the exact place in the code where it stopped when I saw it as well, which is a little curious.  For me, however, reloading the game (saved before the mod was installed) once or twice solved the issue.

I will get you a private build with some things that we can try a couple of things that may help.

 

Thanks,

legume.

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I can't get this mod to work. I only have the support Menu in game and it is empty or if it looks ok, the game crashes after 30 sec. I have all the requierements and tried new chars without sexlab befor.

 

Any idea what to do?

There have been a couple of other people with this problem as well.  I am looking into it but so far it has been somewhat confusing.

Link to comment
...

------

 

Anyway, feedback after a brief test:

-The leash spell is considered 'Hostile/Detrimental' and this could create some problem, like damaging the Soulgem in SoulgemOven.

-I've experience some CTD when changing the cell to an interior from an exterior, not really sure that is from this mod (test too brief), but keep an eye on.

 

 

 

Also a suggestion about the leash:

if you increase the rate and change with an projectile effect black, it could actually be more similar to a real leash (but it will consume more resources)

OR

changing it to a "where's my master" activable by spell or hotkey (like "clairvoyance" spell).

OR

keep as it is and ignore that suggestion ;P

 

Hi Versh,

Thanks for the feedback.  Regarding the "leash spell is considered "Hostile/Detrimental"", do you know very much about that?

I've never worked with spells before and I'm not sure I figured everything out.  In the _dfwLeashEffect Magic Effect under "Flags" Hostile is not checked.  The only flags are "No Duration", "Painless", and "Hide in UI".  Are there other things I should be doing to make the spell not hostile?

 

I do want to increase the rate of the leash.  I wasn't sure if it would slow down the game engine very much so the speed it is at now is more a "see how it works" experiment.

Maybe I will find a new projectile as well but for now I am focusing on gameplay affecting issues.  Ideally I would like to get a projectile that looks like a rope and try to do something with that, but that is a hopeful dream a long way off =)

 

Regarding the player's "naked status", and "hidden/visible restraints", I feel that those are pretty core elements of the player status system and I don't know that I want to require users to include a more general "Sexual Fame" mod to get access to these features.  If you feel that your mod does these particularly well, I would consider replacing some of my code with code from your mod.

On that note, do you feel that your mod is more of a framework mod and does it make sense to you that the interface for these things should be in your mod?

 

Regarding slave tats and cum, I feel they are more base features as well and should be in a framework mod.

 

I do want to include a vulnerability for the player's fame which should definitely come from your mod.

 

Regarding the "role types for every NPC" and "PC slave/submissive vulnerability" I don't think there should be too many mods doing the same thing.  I know ZAZ Animation Pack already has submissive status factions, master factions, and even a player owner faction.  I will have to look at what you are working with more closely to make sure I am not doing things already available in your mod and make sure I stay compatible.

 

It sounds like there are some other features too in your mod that I should be taking a closer look at =).

 

Thanks,

legume.

Link to comment

I've made a number of changes based on problems users have encountered.

As far as I am aware the latest version (1.05) fixes (or improves) all but two of the reported issues.

 

1. Bug - If you are seeing a blank MCM menu I plan to look into possible "work-arounds" for this issue next.

 

2. Bug - If you keep getting a message saying you tried to dress to fast no matter how long you wait I expect that problem still exists; however, you should now be able to turn off the "Post Rape Redress Timeout" and "Naked Redress Timeout" features (set them to 0).

 

 The following issues should be addressed.  If you still see them in version 1.05 please let me know:

3. Fixed - Reduced the default security level so settings can be changed on new games.  If you do not like the options being greyed out, I recommend leaving the "Security Level" at 100 and do not select "Hardcore".  Any settings that are modifiable should never be greyed out in that case.

 

4. Fixed - Non-BDSM furniture should no longer lock.

 

5. Fixed - Skyrim Perk Enhancements and Rebalanced Gameplay (SPERG) unarmed "fist" weapons should no longer be detected as weapons.

 

6. Improved - Moving between an internal area and an external area while leashed should be improved.  This may reduce or eliminate the Crash to Desktops (CTDs) at least one user was seeing in this situation.  Although, it may not help at all since I was not able to reproduce the problem.

 

7. Improved - Detection of Sanguine Debaucherty Enhanced (SD+) enslavement has been improved.

Note: Although I am not seeing the trouble any more, enabling "Catch SD+ Enslavement" (and "Start SD+ Leash" in particular) should still be used with caution.  I don't know what was causing the trouble to begin with and getting in this situation can be difficult to get out of.

 

8. Improved - Unequip events are now limited per second.  If you were experiencing a large number of unequip events when the mod loaded... well, I'm not sure exactly what would happen but I am expecting it will work (at least mostly) and the item will end up being equipped.

If someone could test this it would be appreciated.

 

9. Improved - On screen logging should default to errors and messages.

 

Enjoy,

legume.

Link to comment

 

 

 

Hi!

 

I have a full loadorder (meaning ~254 plugin files are loaded), so there can be conflicts and script lag and whatnot, but: the mcm menus are not working for me. (Did not test anything further than that.)

 

You said there should be two MCM menus, but the one for the framework doesn't show up at all, and the support while shows up, it's completely empty and behaves in the way that if i open it, i cannot open any other mcm configs (for other mods), i have to exit the menu to the game and open the mcm again to remove this soft-lock.

 

After getting this for the first time, installing the two together and with a few other mod upgrades, i tried to isolate it - i loaded the game with my other mod upgrades first, waited for a few minutes, saved, restarted my computer, then: put only the framework in the loadorder, loaded, waited a few mins, saved, restarted the computer, put the supportmod into the loadorder, loaded, waited a few mins, and here I am with a bugging mcm.

 

The papyrus log had entries like this:

 

 

[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 288
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 289
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 291
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call ConvertStringToHex() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp9"
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot cast from None to Int[]
stack:
[_dfwDeviousFramework (F3000D62)].dfwMcm.InitScript() - "dfwMCM.psc" Line 292
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 345
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevel() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1562
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] ERROR: Cannot call iLogLevelScreen() on a None object, aborting function call
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
[08/11/2016 - 05:16:35PM] warning: Assigning None to a non-object variable named "::temp159"
stack:
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.Log() - "dfwDeviousFramework.psc" Line 1567
[_dfwDeviousFramework (F3000D62)].dfwdeviousframework.OnPlayerLoadGame() - "dfwDeviousFramework.psc" Line 371
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnConfigInit() - "dfwMCM.psc" Line 349
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnGameReload() - "SKI_ConfigBase.psc" Line 114
[_dfwDeviousFramework (F3000D62)].dfwMcm.OnInit() - "SKI_ConfigBase.psc" Line 85
 
[...]
 
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:41PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
[08/11/2016 - 05:16:41PM] xpoPatches.::. xpoCrimeScanner: (scanning) OnUpdate
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemUnequipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectUnequipped() - "dfwPlayerEvents.psc" Line 38
[08/11/2016 - 05:16:42PM] Update spouse
[08/11/2016 - 05:16:42PM] SexSlFemPCAndrew Onupdate with scenetoPlay = -1
[08/11/2016 - 05:16:42PM] ERROR: Cannot call ItemEquipped() on a None object, aborting function call
stack:
[alias PlayerAlias on quest _dfwDeviousFramework (F3000D62)].dfwPlayerEvents.OnObjectEquipped() - "dfwPlayerEvents.psc" Line 49
 
[...]
 
[08/11/2016 - 06:06:59PM] [dfwsMcm <_dfwsDfwSupport (F4000D62)>]: Registered DFW Support at MCM.

 

 

 

If I can somehow further help you figuring out what the issue might be, please say what you need.

I'm by far not experienced enough to figure out the problem myself.

 

Thanks, have fun and I wish you good luck. :)

Hi Wyrade,

Thanks for the rather useful information from your log file.  It highlighted a couple of issues (although minor) that everyone may be experiencing.

Although they may be, I am not convinced they are the cause of your troubles =(

Could you try version 1.02 on a game saved prior to installing this mod?

I did not fix the third set of errors, "ERROR: Cannot call ItemUnequipped() on a None object" but they should not be affecting anything.  If you continue to see any other errors let me know.

If that does not solve your problem, I suspect it is something I have seen before (see issue 6 of known issues on the mod topic page 1).  The problem is the initialization code just stops running at some point and I can't imagine why it would.  Reloading your game a few times might solve this issue.  Once the initialization code is run all the way through you shouldn't see the problem any more.

Do you see this problem on both new games and in progress saves?  Which version of Windows are you running?

If you get me a log file with your quest variables in it from a game that was saved prior to installing the mod I might be able to get a better idea of what is going on:

<https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables>

Thanks,

legume.

 

 

I tried it with a completely new game with the same loadorder (i have LAL so no carriage script-scene), and it worked, the two MCM menus appeared and worked correctly.

Still, it might be a multitude of reasons why it doesn't work on my current save, so I don't have much hope that you will be able to solve it, I will just have to use this mod on a new game when I start one.

 

Anyway, I created two pairs of logs in case you do find something in them (ConSkrybe+Papyrus), see attachment. I checked the conskrybe logs with Beyond Compare and there were quite a few differences, but they tell you much more than to me.

 

Also the mod spams the line "[DFW] Vulnerability: 0" ingame in the top-right corner, but I assume that is intended with the default logging setting I see in the framework mcm (Log Level: 5, Log Level Screen: 4).

 

Thanks!

 

I do see something in here.  It is definitely something I have seen before.

We can see in the ConSkrybe file that _oKeywordZbfWornWrist is initialized while _oKeywordZbfWornYoke is not.

			_oKeywordZbfWornWrist = zbfWornWrist (0D008FB9)
			_oKeywordZbfWornYoke = None

The code I use to initialize these keywords is as such:

      _oKeywordZbfWornHood      = Keyword.GetKeyword("zbfWornHood")
      _oKeywordZbfWornWrist     = Keyword.GetKeyword("zbfWornWrist")
      _oKeywordZbfWornYoke      = Keyword.GetKeyword("zbfWornYoke")

It is clear from the log that the processing thread just stops at this point.  I don't know enough about this function or the thread processing of papyrus to have much of an idea why the thread would stop after one keyword call but succeed on the others.

I believe this is the exact place in the code where it stopped when I saw it as well, which is a little curious.  For me, however, reloading the game (saved before the mod was installed) once or twice solved the issue.

I will get you a private build with some things that we can try a couple of things that may help.

 

Thanks,

legume.

 

 

I used 1.00 before, now i downloaded and switched to 1.05.

 

I loaded the same save I tried with 1.00.

Neither menus appeared first in MCM. I'm not sure I remember correctly when it exactly happened, but I think after a save-reload the DFW Support menu appeared, and when i clicked on it it actually showed its first page with the 3 tab-options on the side, but when I clicked on the BDSM Furniture tab it "soft-locked" again, the window itself didn't change to that tab but continued showing the initial things.

After that and after every reload or save-load it only showed a blank page with no tablist on the side (as it was originally with 1.00), and so only the dfwsupprt tab showed up in mcm, the framework not.

I sent a "setstage skiconfigmanagerinstance 1" after first loading the save and waiting a few minutes, not sure if that changed anything. Also as far as i remember last time using it a LONG time ago, it should write a notification in the topleft corner that "X mods were registered in the mcm", X being my current mcm-mod count (so like 40-60 or so). This DID NOT happen. Nor do I get a notification for getting one mod registeded in mcm even when the DFW Support tab shows up (the tab is not actually working, so that's not a surprise).

 

I restarted my computer, tried a new game. After there were no more notifications in the top-left corner i waited a few mins. Only the Devious Framework tab showed in MCM. I save-loaded, the Devious devices integration and SD+ showed a notification of upgrading and then i think there was a line for dfws as well, and/or that another mcm menu was registered, and indeed the DFW Support menu appeared as well in the MCM. So new game still works.

 

After I checked with the newgame, I immediately loaded my normal save, to check if through some skyrim socery something changed. I did some waiting and save-loads and reloads, but neither mcm tabs showed up at all. (A few notifications after initially loading the save are present as usual, like updating dfw 0->6 and dfws 0->7 or something like that, maybe different numbers, and a few other lines with longer numbers like 0.030000 and 0.060000 or the like.)

 

 

ALSO in the new game on the Devious Framework mcm menu the tabs Vulnerability and NPC Confidence showed the same pages. I attached two screenshots.

I changed the value for "nude" to 12 to check if they really are the same page, though I did not fidget with it extensively.

 

 

On a side note, do you know why there is so much "dumping stack" in my papyrus log? Is it normal? (If i noticed correctly they get written in the log when i open the menu (escape) or the console ingame.) My papyrus log sizes seem rather excessive.

 

I attached conskrybe and papyrus logs.

post-254533-0-82843800-1471100284_thumb.jpg

post-254533-0-86350200-1471100286_thumb.jpg

dfw logs 2.zip

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I used 1.00 before, now i downloaded and switched to 1.05.

 

I loaded the same save I tried with 1.00.

Neither menus appeared first in MCM. I'm not sure I remember correctly when it exactly happened, but I think after a save-reload the DFW Support menu appeared, and when i clicked on it it actually showed its first page with the 3 tab-options on the side, but when I clicked on the BDSM Furniture tab it "soft-locked" again, the window itself didn't change to that tab but continued showing the initial things.

After that and after every reload or save-load it only showed a blank page with no tablist on the side (as it was originally with 1.00), and so only the dfwsupprt tab showed up in mcm, the framework not.

I sent a "setstage skiconfigmanagerinstance 1" after first loading the save and waiting a few minutes, not sure if that changed anything. Also as far as i remember last time using it a LONG time ago, it should write a notification in the topleft corner that "X mods were registered in the mcm", X being my current mcm-mod count (so like 40-60 or so). This DID NOT happen. Nor do I get a notification for getting one mod registeded in mcm even when the DFW Support tab shows up (the tab is not actually working, so that's not a surprise).

 

After I checked with the newgame, I immediately loaded my normal save, to check if through some skyrim socery something changed. I did some waiting and save-loads and reloads, but neither mcm tabs showed up at all. (A few notifications after initially loading the save are present as usual, like updating dfw 0->6 and dfws 0->7 or something like that, maybe different numbers, and a few other lines with longer numbers like 0.030000 and 0.060000 or the like.)

 

I am hopeful the latest changes will greatly help with your issue.  Please try version 1.06 and let me know how it goes.

You should get a message from the MCM saying it has X new menus where X is the number of new menus.  In this case I would only expect it to be 2.

If you see a message saying "special MCM Initialization" instead I expect this means it did not work.  Try reloading the game.  I only saw this one time and did not see a new menu notification that time, similar to what you mentioned.

 

 

ALSO in the new game on the Devious Framework mcm menu the tabs Vulnerability and NPC Confidence showed the same pages. I attached two screenshots.

I changed the value for "nude" to 12 to check if they really are the same page, though I did not fidget with it extensively.

 

Yes, this is expected.  I'm not really sure yet what the NPC confidence will do or what options are needed so for now it just opens the vulnerability page.

 

On a side note, do you know why there is so much "dumping stack" in my papyrus log? Is it normal? (If i noticed correctly they get written in the log when i open the menu (escape) or the console ingame.) My papyrus log sizes seem rather excessive.

The dumping stack is not normal.  Anytime you see that something is wrong and the information in that can certainly help to narrow down what is wrong.

In this case it is a little unusual.  Each stack is a different piece of code that is running.  In your log file we are seeing dfwsDfwSupport.OnUpdate() in several different stacks (10?  50?  1,000?  I'm not sure how many).  This function should only take a fraction of a second to complete.  That we are seeing so many of them means they are not completing.  This is an indication that the thread controlling the dfwsDfwSupport has stopped working.  At this time I suspect it was "waiting" for another piece of code that would never finish.  I am hoping that the changes I made will stop this situation from happening.

 

I can't get this mod to work. I only have the support Menu in game and it is empty or if it looks ok, the game crashes after 30 sec. I have all the requierements and tried new chars without sexlab befor.

 

Any idea what to do?

 

 

...

With this setup, I could load the previous savegame and it worked just fine, but a new game had the same MCM problems as before.

...

 

In Version 1.06

I have made some significant changes to how the scripts are initialized.  Using an old saved game I was able to reproduce a problem similar to what some of the users have been reporting related to MCM menus not showing up.

While I still see some problems starting the game, I am able to reasonably reliably install this mod into my old saved game.  About 2 of 3 attempts succeed.

If you are installing into a previous save wait a few minutes for MCM to report that it has seen both of the new menus.  If the menus don't show up after a couple of minutes try reloading the game.

 

n0rdlaender, you reported that you were seeing this problem on new games as well.  I'm not sure it is the same problem but the changes I made certainly could help in that situation too.  Could you try that again (without uninstalling the various mods) and see if you can start a new game?

 

Thanks for all the patience and assistance,

legume.

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I'm not using this mod yet, but those having MCM issues can try the following:

 

Download and install http://www.nexusmods.com/skyrim/mods/52363/

  1. Open the program (savetool.exe)
  2. Click "Open"
  3. Find your most recent save game and load it into the editor.
  4. Click on "Mod editor"
  5. Find SkyUI.esp in the list of mods and click the square to the left to select the mod.
  6. Make sure you didn't select any other mods (nothing is selected by default).
  7. Click "Delete selected mods scripts". You should see a status message at the bottom of the window that says it removed some number of scripts. Also shows the number of scripts deleted in the middle pane of the main program.
  8. Close the "Mod editor".
  9. Click "Del. broken actives". Middle pane will show anything found and removed.
  10. (Optional) Click "Reset havok". I find this helps with game stability during save load, especially when using HDT-PE (in my experience...may be my imagination).
  11. Click "Save". You should be prompted to overwrite the original file, and that a backup will be created. Click OK.
  12. Close SaveTool.

 

Next time you load that save in Skyrim (you'll also see the backup savegame in the list), let everything initialize and you should see the SkyUI message saying it discovered all your MCM's again.  Wait until all the messages disappear on the screen and you should be able to use the MCM's again without issue.

 

Note: This resets all the SkyUI config settings to their defaults.  Small price to pay.

 

This process has yet to fail me.  YMMV.  If this FUBARs your game, just reload the backup.

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...

Hi Versh,

Thanks for the feedback.  Regarding the "leash spell is considered "Hostile/Detrimental"", do you know very much about that?

I've never worked with spells before and I'm not sure I figured everything out.  In the _dfwLeashEffect Magic Effect under "Flags" Hostile is not checked.  The only flags are "No Duration", "Painless", and "Hide in UI".  Are there other things I should be doing to make the spell not hostile?

 

I do want to increase the rate of the leash.  I wasn't sure if it would slow down the game engine very much so the speed it is at now is more a "see how it works" experiment.

Maybe I will find a new projectile as well but for now I am focusing on gameplay affecting issues.  Ideally I would like to get a projectile that looks like a rope and try to do something with that, but that is a hopeful dream a long way off =)

 

Regarding the player's "naked status", and "hidden/visible restraints", I feel that those are pretty core elements of the player status system and I don't know that I want to require users to include a more general "Sexual Fame" mod to get access to these features.  If you feel that your mod does these particularly well, I would consider replacing some of my code with code from your mod.

On that note, do you feel that your mod is more of a framework mod and does it make sense to you that the interface for these things should be in your mod?

 

Regarding slave tats and cum, I feel they are more base features as well and should be in a framework mod.

 

I do want to include a vulnerability for the player's fame which should definitely come from your mod.

 

Regarding the "role types for every NPC" and "PC slave/submissive vulnerability" I don't think there should be too many mods doing the same thing.  I know ZAZ Animation Pack already has submissive status factions, master factions, and even a player owner faction.  I will have to look at what you are working with more closely to make sure I am not doing things already available in your mod and make sure I stay compatible.

 

It sounds like there are some other features too in your mod that I should be taking a closer look at =).

 

Thanks,

legume.

 

 

Actually I didn't have checked inside your esp, so I don't really know what flags are activated or not... if you say that nothing is flagged as Detrimental / Hostile I trust you (also because the Npc doesn't turn hostile), it's also possible that isn't from the leash itself but anoter mageff actived at the same time.

 

Eventually you could check the spell on the esm of the SLSF that are all compatible with Soulgem Oven.

 

 

About the leash: there should be something about, but probably you'll have to work with the particle effects, consider that the "single moving projectile" isn't your only option, there's also other thing that could be useful (for example every lighting effect are single particle effect that create a line between two point, just need some work to create a belivable "leash")

The problem still about the obstacles (on that I suggest you to check the base spell Clairvoyance).

 

On the side of performance: that's the real problem, personally I'll suggest you to create a Loop with the RegisterForSingleUpdate, so when a cycle is finished start the next (this way the consume of resources should work better, but still need some balance)

 

Another thing on the leash: maybe could be an improvement add another effect before the "PushActor", like the anim played by the PC/NPC when they get hit by a power attack (I don't remember the anim name) or when they get bashed with a shield.

 

So you'll have various ranges with various "warning levels" about the distance of the NPC.

 

 

Speaking on the SLSF: Yes, it's a framework.

 

The access of the SLSF datas doesn't require dependancy from the SLSF itself. If someone has the SLSF you could access at those datas, if not, you can't, simply and neat.

Take a look on my SLSF_CompatibilityScript.psc to see what data could you get access, it's all ready to use.

 

Coping part of my code will be detrimental for both (double the consume resources instead to get some ready to use datas).

 

About the roletypes they're a specification of the Zaz categories.

 

I think that will be a bit too OT and long to describe all, so let's do a thing: if you're interested check the description of my mod and then if you see some datas that intrest you, send me a PM so I could give you more info about ;)

 

Bye

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I know that the main page says that the mod works for Slave Girls by hydragorgon 827, But will it also work for older versions as well? There seems to be an issue with the 827, and crashing in some locations.

I expect most versions would work.

 

For the leash game features the slavers need to be in one of the following factions:

zbfFactionMaster (you need to set "Include Owners" in the MCM for this one).

zbfFactionSlaver

hyd_SlaverFaction

 

You can check which factions the slaver is in by:

Stand next to him.

Open the Devious Framework MCM Status page.

Deselect " Use Player for Info".

Select the "Show Player Factions" option.

 

For BDSM furniture the furniture needs to have the zbfFurniture keyword.  If you are sitting in the furniture and it auto locks or the option is there to add the furniture to your favourites list that means it has the keyword.

 

Use Player for Info
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I used 1.00 before, now i downloaded and switched to 1.05.

 

I loaded the same save I tried with 1.00.

Neither menus appeared first in MCM. I'm not sure I remember correctly when it exactly happened, but I think after a save-reload the DFW Support menu appeared, and when i clicked on it it actually showed its first page with the 3 tab-options on the side, but when I clicked on the BDSM Furniture tab it "soft-locked" again, the window itself didn't change to that tab but continued showing the initial things.

After that and after every reload or save-load it only showed a blank page with no tablist on the side (as it was originally with 1.00), and so only the dfwsupprt tab showed up in mcm, the framework not.

I sent a "setstage skiconfigmanagerinstance 1" after first loading the save and waiting a few minutes, not sure if that changed anything. Also as far as i remember last time using it a LONG time ago, it should write a notification in the topleft corner that "X mods were registered in the mcm", X being my current mcm-mod count (so like 40-60 or so). This DID NOT happen. Nor do I get a notification for getting one mod registeded in mcm even when the DFW Support tab shows up (the tab is not actually working, so that's not a surprise).

 

After I checked with the newgame, I immediately loaded my normal save, to check if through some skyrim socery something changed. I did some waiting and save-loads and reloads, but neither mcm tabs showed up at all. (A few notifications after initially loading the save are present as usual, like updating dfw 0->6 and dfws 0->7 or something like that, maybe different numbers, and a few other lines with longer numbers like 0.030000 and 0.060000 or the like.)

 

I am hopeful the latest changes will greatly help with your issue.  Please try version 1.06 and let me know how it goes.

You should get a message from the MCM saying it has X new menus where X is the number of new menus.  In this case I would only expect it to be 2.

If you see a message saying "special MCM Initialization" instead I expect this means it did not work.  Try reloading the game.  I only saw this one time and did not see a new menu notification that time, similar to what you mentioned.

 

...

With this setup, I could load the previous savegame and it worked just fine, but a new game had the same MCM problems as before.

...

 

In Version 1.06

I have made some significant changes to how the scripts are initialized.  Using an old saved game I was able to reproduce a problem similar to what some of the users have been reporting related to MCM menus not showing up.

While I still see some problems starting the game, I am able to reasonably reliably install this mod into my old saved game.  About 2 of 3 attempts succeed.

If you are installing into a previous save wait a few minutes for MCM to report that it has seen both of the new menus.  If the menus don't show up after a couple of minutes try reloading the game.

 

n0rdlaender, you reported that you were seeing this problem on new games as well.  I'm not sure it is the same problem but the changes I made certainly could help in that situation too.  Could you try that again (without uninstalling the various mods) and see if you can start a new game?

 

Thanks for all the patience and assistance,

legume.

 

 

Thanks!

It took quite a few minutes and a save-load (not sure if it was actually needed, if I understand the papyrus log correctly it WAS doing its thing, so i think i should have just waited more), but with version 1.06 both mcm menus appeared and worked indeed. :) The framework one appeared first.

 

If I have time to actually play more, I'll check if the functions work properly as well.

Until then, thank you and have fun. :)

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i found a little bug...dead bandits keep ensnaring me with the leash..the 2 that do were my masters when they died(killed one to escape the dungeon and then b3fore i could get away(boots make you run slower then walking normally without them, another bandit enslaved me so i killed him now the 2 keep leashing me over and over,  using the latest versions 1.06 with sd+ and deviosly enslaved both latest versions and all requirements for all of em...latest versions as of yesterday for everything, except daymoyl which sd+ says can only work up to v6+ so i have both 6.18 of it with the update for 6.18, all other mods are cosmetic so i doubt anything else is the problem

 

seems the problem is the way the bandits died.....since magicka is neutralized and having hands bound so you cant do any way of defeating anything I use deadly drain , simply as a last resort as I usually play with settings so high that cheating is the only way to actually escape anyway, so I played a little and console deaths worked fine, it was only the ones I killed using the deadly drain mod that continued to releash me over and over after death

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