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Posted (edited)
2 hours ago, Sailing Rebel said:

Well, that shouldn't be happening.

 

When you exit and re-enter the MCM are the PC / NPC Auto Engagement options staying unchecked?

 

Could you post a papyrus log for a session in which this was happening, preferably with the AC MCM > General Settings > Debug option enabled?

uh... i didn't enabled debug mode, cos it did say that it will lag if i let it run

 

yes, i did specifically turned off all checks from auto trigger to allowed species

 

btw, is this the papyrus you need?Papyrus.0.log

Edited by DerpedPerd
Posted (edited)
2 hours ago, Sailing Rebel said:

The thing is, I'm not seeing any of the usual initialisation output I would expect in a log for a new game. Not only no output from AC, but nothing from SexLab, SLAL, OSL Aroused, Creature Framework, and most suspicious of all, nothing from the SkyUI scripts at all.

What loglevel should those messages appear as, and is there some masterswitch to set the loglevel? Because if it does exist, i almost certainly set it to warn, rather than info or verbose. 

 

EDIT:

Spoiler

[VM Tweaks (Tweaks that directly alter the script engine)]

;Maximum papyrus operations per frame. Higher number means better script performance on average
;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable
iMaxOpsPerFrame = 300

;Modify how long Papyrus can be "overstressed" before dumping stacks, in milliseconds (Default value: 15000, Vanilla value: 5000).
;Set to 0 to disable the stack dump check, or -1 to disable this setting.
;See https://www.nexusmods.com/skyrimspecialedition/articles/4625 for information on what a stack dump is
iStackDumpTimeoutMS = 15000

;Enables loading of doc strings from scripts into the engine. Requires `bEnableDebugInformation` to be true in this INI
bEnableDocStrings = false

;Enables Skyrim to load debug information of scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration
bEnableDebugInformation = false


[Logging Tweaks (Tweaks that affect script logging)]

;Disables `File " % s " does not exist or is not currently loaded.` logs from being printed when calling Game.GetFormFromFile().
;This only disables the logging of the error, the error itself will still occur
bDisableGetFormFromFileErrorLogs = true

;Improves Base Type Mismatch error to show inheritance hierarchy of scripts; Also clarifies if the script was a genuine mismatch, or if the script doesn't exist
bImproveBaseTypeMismatchLogs = true

;Improves several error logs relating to incompatible arguments to better clarify what is incompatible
bImproveValidateArgsLogs = true

;Disable "Property %s on script %s attached to %s cannot be initialized because the script no longer contains that property" log messages.
;This only disables the logging of the warning, the warning itself will still occur
bDisableNoPropertyOnScriptErrorLogs = true

;Disable "Cannot open store for class "%s", missing file?" errors being logged.
;This only disables the logging of the error, the error itself will still occur
bDisableMissingScriptError = true

;Adds a summary of events when dumping stacks to log
bSummarizeStackDumps = true

 

Edited by libertyordeath
Posted
2 hours ago, DerpedPerd said:

uh... i didn't enabled debug mode, cos it did say that it will lag if i let it run

 

yes, i did specifically turned off all checks from auto trigger to allowed species

 

btw, is this the papyrus you need?Papyrus.0.log

The Debug only needs to be active while generating the log, and then can be turned off again. The lag is unlikely to be noticeable on a modern PC, and since most of AC's functionality is single-threaded, it's only really AC itself that suffers.

 

From that log it looks like AC is shutting down. But I can see SL starting up scenes with creatures. Many of those creatures are hostile by default, which would tend to exclude AC without very specific settings. Is it possible you have another mod that could start SL scenes like this, such as Scent of Sex?

 

If you generate a new log with AC Debug active and AC disabled during a session in which unexpected engagements occur, it will provide a clearer indications of the events.

Posted
2 hours ago, libertyordeath said:

What loglevel should those messages appear as, and is there some masterswitch to set the loglevel? Because if it does exist, i almost certainly set it to warn, rather than info or verbose. 

 

EDIT:

  Reveal hidden contents

[VM Tweaks (Tweaks that directly alter the script engine)]

;Maximum papyrus operations per frame. Higher number means better script performance on average
;Has a very minor impact on framerate, and varies from script to script. (Default: 500, Vanilla value: 100). Recommended Range: 100-2000. Set to 0 to disable
iMaxOpsPerFrame = 300

;Modify how long Papyrus can be "overstressed" before dumping stacks, in milliseconds (Default value: 15000, Vanilla value: 5000).
;Set to 0 to disable the stack dump check, or -1 to disable this setting.
;See https://www.nexusmods.com/skyrimspecialedition/articles/4625 for information on what a stack dump is
iStackDumpTimeoutMS = 15000

;Enables loading of doc strings from scripts into the engine. Requires `bEnableDebugInformation` to be true in this INI
bEnableDocStrings = false

;Enables Skyrim to load debug information of scripts. This completely overrides bLoadDebugInformation in Skyrim.ini and is provided here for easier configuration
bEnableDebugInformation = false


[Logging Tweaks (Tweaks that affect script logging)]

;Disables `File " % s " does not exist or is not currently loaded.` logs from being printed when calling Game.GetFormFromFile().
;This only disables the logging of the error, the error itself will still occur
bDisableGetFormFromFileErrorLogs = true

;Improves Base Type Mismatch error to show inheritance hierarchy of scripts; Also clarifies if the script was a genuine mismatch, or if the script doesn't exist
bImproveBaseTypeMismatchLogs = true

;Improves several error logs relating to incompatible arguments to better clarify what is incompatible
bImproveValidateArgsLogs = true

;Disable "Property %s on script %s attached to %s cannot be initialized because the script no longer contains that property" log messages.
;This only disables the logging of the warning, the warning itself will still occur
bDisableNoPropertyOnScriptErrorLogs = true

;Disable "Cannot open store for class "%s", missing file?" errors being logged.
;This only disables the logging of the error, the error itself will still occur
bDisableMissingScriptError = true

;Adds a summary of events when dumping stacks to log
bSummarizeStackDumps = true

 

To generate a useful papyrus log, all filtering will have to be disabled.

 

Could you perhaps just uninstall Papyrus Tweaks for a new game session in order to generate a log?

Posted
4 hours ago, Sailing Rebel said:

The Debug only needs to be active while generating the log, and then can be turned off again. The lag is unlikely to be noticeable on a modern PC, and since most of AC's functionality is single-threaded, it's only really AC itself that suffers.

 

From that log it looks like AC is shutting down. But I can see SL starting up scenes with creatures. Many of those creatures are hostile by default, which would tend to exclude AC without very specific settings. Is it possible you have another mod that could start SL scenes like this, such as Scent of Sex?

 

If you generate a new log with AC Debug active and AC disabled during a session in which unexpected engagements occur, it will provide a clearer indications of the events.

i have the mod "Wilding 1.2.0" which makes 90% wildlife neutral

 

If you generate a new log with AC Debug active and AC disabled during a session in which unexpected engagements occur, it will provide a clearer indications of the events.

this part i'm confused, as in "AC disabled during a session"?

Posted
17 minutes ago, DerpedPerd said:

i have the mod "Wilding 1.2.0" which makes 90% wildlife neutral

 

If you generate a new log with AC Debug active and AC disabled during a session in which unexpected engagements occur, it will provide a clearer indications of the events.

this part i'm confused, as in "AC disabled during a session"?

The issue, as I understand it, is that Aroused Creatures is triggering engagements even when it's disabled under General Settings > Mod Enabled? If that's not the problem, then just ignore that part and post a log for a session where there is an unwanted engagement.

 

There are a number of points at which the scripts check to see if the enabled status has been flipped or PC/NPC Auto Engagements have been disabled. These conditions should gracefully cancel running operations that depend on them. I'd like to see the debug trace to know how it's getting through these.

Posted (edited)
6 hours ago, Sailing Rebel said:

To generate a useful papyrus log, all filtering will have to be disabled.

 

Could you perhaps just uninstall Papyrus Tweaks for a new game session in order to generate a log?

No.

 

I have an unstable and stable branch of skyrim. Your mod almost corrupted my stable branch. Now you want me to mess with core infrastructure like papyrustweaks, just based on a hunch? Not happening.

 

As far as i'm concerned: AC is now working and i have provided more data than 90% of people who reported the issue. So this conversation is over.

Edited by libertyordeath
Posted
8 minutes ago, libertyordeath said:

No.

 

I have an unstable and stable branch of skyrim. Your mod almost corrupted my stable branch. Now you want me to mess with core infrastructure like papyrustweaks, just based on a hunch? Not happening.

 

As far as i'm concerned: AC is now working and i have provided more data than 90% of people who reported the issue. So this conversation is over.

I think there is a misunderstanding, the change is a temporary one for the purposes of testing. The game does not need to be saved, and the change can be reverted afterwards.

 

It would be nice to know what was causing the issue to try and fix it for other users who might be facing the same problem, but I can't force anyone to assist more than they want to.

 

Thanks for doing as much as you did.

Posted
55 minutes ago, Sailing Rebel said:

The issue, as I understand it, is that Aroused Creatures is triggering engagements even when it's disabled under General Settings > Mod Enabled? If that's not the problem, then just ignore that part and post a log for a session where there is an unwanted engagement.

 

There are a number of points at which the scripts check to see if the enabled status has been flipped or PC/NPC Auto Engagements have been disabled. These conditions should gracefully cancel running operations that depend on them. I'd like to see the debug trace to know how it's getting through these.

i've just did a test run with all checks are disabled, removed all allowed mobs, clean all PC trigger data, still get assaulted by a horse

 

Papyrus.0.log

 

i'm not sure if this log has the debug code, i already enabled it ingame

Posted
18 minutes ago, DerpedPerd said:

i've just did a test run with all checks are disabled, removed all allowed mobs, clean all PC trigger data, still get assaulted by a horse

 

i'm not sure if this log has the debug code, i already enabled it ingame

Based on that log, I really don't think AC is starting those engagements. There are no signs of AC scanning or triggering, just the maintenance and shut down, then the MCM being opened and closed a few times.

 

Take a look at your other SL mods and see if any of them have a similar facility.

Posted

after update my SLAC stopped working too. few hours later game felt somewhat glitchy and I cleaned my save with "fallrim tools". aaaaaaand SLAC appeared. thoud it might help

Posted (edited)
5 hours ago, Sailing Rebel said:

Based on that log, I really don't think AC is starting those engagements. There are no signs of AC scanning or triggering, just the maintenance and shut down, then the MCM being opened and closed a few times.

 

Take a look at your other SL mods and see if any of them have a similar facility.

the only way i could test is that when i see the warning of "want to mate", i quickly pull out my weapon & no engagements

whenever i walk around animals with my weapon out, no trigger happens

Edited by DerpedPerd
Posted
4 hours ago, Zurzarzazr said:

after update my SLAC stopped working too. few hours later game felt somewhat glitchy and I cleaned my save with "fallrim tools". aaaaaaand SLAC appeared. thoud it might help

All mods with scripts will appear in Resaver. That doesn't mean anything by itself.

 

If AC has stopped functioning correctly, try uninstalling AC, load the last save, wait one hour in the wait menu, save, reinstall AC and load the last save. See if that helps.

Posted
2 hours ago, DerpedPerd said:

the only way i could test is that when i see the warning of "want to mate", i quickly pull out my weapon & no engagements

whenever i walk around animals with my weapon out, no trigger happens

Uninstall AC and see if it's still happening.

Posted

no, no, no. I updated AC and started new game. And AC wasn`t there. Just as others complained. AC was in Loots load order, but not in the game. Few hours later I cleaned save and AC poped up. Now it works.

Posted
27 minutes ago, Zurzarzazr said:

no, no, no. I updated AC and started new game. And AC wasn`t there. Just as others complained. AC was in Loots load order, but not in the game. Few hours later I cleaned save and AC poped up. Now it works.

Well, I'm glad you got it working.

 

Unfortunately, at this stage, there is little I can do about the new game issues until I can find some way to reproduce it on my end.

 

If you can, would you mind posting a mod list for comparison? In aggregate, these lists might help identify the relevant circumstances, if not the actual cause.

Posted (edited)
20 hours ago, Sailing Rebel said:

Uninstall AC and see if it's still happening.

hi, i would like to sincerely apologize about your mod working too well.

turns out..... it was Wilding - Simple Bestiality the actual cause....

who would have thought a simple mod would lead to chains of headaches

Edited by DerpedPerd
Posted

Well, I'm glad you got it working.

 

Unfortunately, at this stage, there is little I can do about the new game issues until I can find some way to reproduce it on my end.

 

If you can, would you mind posting a mod list for comparison? In aggregate, these lists might help identify the relevant circumstances, if not the actual cause.

Sorry, found this too late.
I don`t know how to post modlist. And even worse, next six weeks I`m away from my PC

Posted
4 hours ago, DerpedPerd said:

hi, i would like to sincerely apologize about your mod working too well.

turns out..... it was Wilding - Simple Bestiality the actual cause....

who would have thought a simple mod would lead to chains of headaches

No worries. Happy you found the cause.

Posted
1 hour ago, Zurzarzazr said:

Well, I'm glad you got it working.

 

Unfortunately, at this stage, there is little I can do about the new game issues until I can find some way to reproduce it on my end.

 

If you can, would you mind posting a mod list for comparison? In aggregate, these lists might help identify the relevant circumstances, if not the actual cause.

Sorry, found this too late.
I don`t know how to post modlist. And even worse, next six weeks I`m away from my PC

That's okay.

 

If you are using MO2, you can get the modlist.txt from the Profiles folder (folder icon above the mod list).

 

In Vortex, I think you can find a similar file in Users\*username*\AppData\Roaming\Vortex\skyrim\profiles\.

Posted
On 5/5/2023 at 6:21 PM, Zurzarzazr said:

no, no, no. I updated AC and started new game. And AC wasn`t there. Just as others complained. AC was in Loots load order, but not in the game. Few hours later I cleaned save and AC poped up. Now it works.

By "cleaned save" what do you mean?

Posted

For some reason the MCM is blank and I can no longer manage the mod, I don't exactly know why but it's the only MCM failing to load.

Posted
1 hour ago, Valfina said:

For some reason the MCM is blank and I can no longer manage the mod, I don't exactly know why but it's the only MCM failing to load.

Completely uninstall the mod, load the last save, use the wait menu for one hour, then make a new save.

 

Redownload the mod and ensure that the archive is complete: right-click the file > [Show other options] > 7-zip > Test Archive.

 

Reinstall the mod and make certain that it is not being overridden by anything.

 

Load the last save and wait 30 seconds for the MCM to register. By default, there is no notification of ACs ready state (to avoid contributing to new game spam).

 

Ensure that Skyrim and all modding tools, including the mod manager, are installed outside Program Files and other protected areas of the file system. Also check that the game installation folder, and all folders involved with modding and mod downloads, are excluded in any antivirus apps.

 

If there is still an issue, please provide a mod list and papyrus log.

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