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Sathar

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  1. I didn't have logging on at the time and I was testing some other iffy mods/settings/edge cases but basically on one occasion, possibly in between events/animations of an ongoing Practical Defeat scene, two actors whom I believe were in some way involved in the PD scenario moved off and began having an animation of their own, which I think messed up the PD event. Sorry I can't be much more specific, it wasn't a typical PD scene to begin with (I think I had DD devices active, got a trivial bounty in Riverwood, had several Riverwood civilians attack/defeat me and triggered a Defeat scene with normally peaceful/friendly NPCs; strange things were bound to happen but SL Nights jumping in was unexpected).
  2. I'm having the chopping block CTD issue on SE. I see the fix suggested on page 1: I don't have a good understanding of the RaceMenu overlay system. Before I zero these settings out, are there consequences for other mods (like Dirt & Blood, Sexlab, Frostfall, or spell effects in general) which I should be aware of?
  3. It's not a new game. It's my test game that is still low level but has no doubt accumulated some detritus from swapping mods in and out. One sec.... Okay, on a new game the Execution event is showing up appropriately. Thank you. Update: FWIW, I do get a CTD at the completion of the chopping block event but that may be a problem with PDF itself and is fairly moot since that event marks the end of any given playthrough. {Edit:} Nevermind, that's a known issue with PDF.
  4. I may be experiencing an issue where SL Nights interrupts other mods in the middle of scenes/events. In this case, Practical Defeat is running a defeat scene, and apparently "night falls" and SL Nights decides that this would be a good time to start looking for NPCs to borrow. I've attached a log (in this instance, no SL Nights scene actually starts as far as I can tell, though in a previous run 2 NPCs who were participating in PD decided to move off and start their own scene). The PD author made this suggestion: Papyrus.1.log
  5. That's interesting and I'll try to bring it up in the appropriate forum, however it doesn't address my original problem that PD is not registering BE for release events. Here's another log with SL Nights disabled. PD runs to completion this time. A second PD scene began with the same actors just after escaping, though I quit during that scene. Papyrus.0.log
  6. I'm not sure what log you want. I don't have Papyrus logging on. There is no SKSE log for PD. There are for Acheron and PyramidUtils but they don't look helpful. Update: Here's a papyrus log. It includes a PD scene, although the scene did not complete normally. The surrender and sex were handled appropriately, but then I was stuck in a hogtie with the npcs standing around and no release event occurred. Something similar happened in my previous test, and in both cases it looks like SL Nights activated while the PD scene was running though the prior time it started a SL Nights scene with the PD npcs, it this case it doesn't look like a SL Nights scene actually started (might just be a coincidence anyway). Papyrus.0.log
  7. I can't seem to get this mod working. I have PD running and working... most of the time. I've installed PDF. I can spawn functioning furniture through its MCM. I assume that BE should be showing up in PD's "Release Events", but I can't find any sign of it anywhere. Clicking "Register Events" and "Validate Events" seems to have no effect.
  8. Are equipped spells being included in weapon stripping (scene start not combat stripping)? I had a defeat event start, ran though correctly, and was given a DD on release (some sort of wrist bindings, Prisoner Cuffs or some such). After release, DD was correctly blocking me from re-equipping my armor and weapon, however my attack spell from before the scene was still equipped and useable in my left hand.
  9. Is this currently working (or is there a newer alternative) with current versions of SE (.1170), DD (5.2+) and things like DD-NG?
  10. I believe that I've "solved" this: In OAR, all of the DD NG animations are flagged with the required condition "is female". Deleting this condition on all of the DD animations fixed this for me. I realize that the animations are designed for female characters, but would it be ok in the next version to remove the female requirement? Of course it would be even better if someone wanted to design male animations as well, but just having any animation working on males is good enough for now.
  11. Thank you! My Search-fu was weak this time and I am humbled (I also installed DF and SA around the same time, so my sense of "I just started noticing this recently" was fairly close).
  12. My apologies if I have the wrong mod, I've been having a bit of a frustrating time tracking down the responsible mod: Whenever I change locations, something is spamming, well, notifying me that "Location type = x" in the message log. While harmless, or even helpful, it is a bit distracting and immersion-breaking. If it's being generated by SA, could you please add an MCM toggle to disable it? I see that there is already a toggle for notifications when changing Holds (I have that off). If it's coming from some other mod, I apologize again.
  13. I'm experimenting with switching from SoS to The New Gentleman. Correct me if I'm wrong, but this should work fine out-of-the-box with passing arousal information to TNG (assuming that TNG works like SoS in this regard). With limited testing, I'm not seeing arousal-based erection changes in TNG, but I need to test it more (there could also be (an) issue(s) with general .1130-SKSE wonkiness as you already pointed out).
  14. Another update, I've gotten 1130 to load without immediately crashing (the final culprit was Fires Hurt SE/NG). Those errors I listed above no longer seem to be in the SLpp log file, I don't know whether they were ever significant or not.
  15. Does this need an update for Skyrim 1.6.1130? I'm finding reading SKSE logs to be a little more disorienting than trying to find a tea leaf in a stack of sheep entrails, but this line is at end of the SexLabpp log: Settings.cpp(122): [error] yaml-cpp: error at line 1, column 143: bad conversion Update: I'm slowly advancing the ball, 1130 now CTDs about 5 secs after creating a new character instead of immediately on load. I'm 99.4% sure the cause is something(s) other than SLpp however the SKSE initialization now gets a little further. The end of the log now includes: Settings.h(56): [error] Setting bInstallDefaults is missing from config Settings.h(56): [error] Setting bInstallDefaultsCrt is missing from config Settings.cpp(122): [error] yaml-cpp: error at line 1, column 143: bad conversion Settings.cpp(112): [info] Loading default configuration Settings.h(56): [error] Setting bInstallDefaults is missing from config Settings.h(56): [error] Setting bInstallDefaultsCrt is missing from config Settings.cpp(122): [error] yaml-cpp: error at line 1, column 143: bad conversion Settings.cpp(52): [info] Saved custom strip settings for 0 mods
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