AureumCustos Posted May 25, 2023 Posted May 25, 2023 11 hours ago, Sailing Rebel said: Was this issue seen in a new game, or did the MCM only disappear after playing for a while? The missing MCM has been reported a few times, and I'd really like to track down the cause. Unfortunately, I've been unable to reproduce the issue at my end, making debugging essentially impossible. It would be really helpful if you could provide a full mod list and a Papyrus log for a game in which this issue is encountered. Could you try redownloading and reinstalling the mod in case there is some kind of file corruption or AV blocking involved? Thanks for the tip. I've just been trying with SL Adventure in various load order positions, but so far it seems to be fine. There are no file or record conflicts, but like Aroused Creatures, SL Adventures is heavily scripted, so we could be looking at some kind of emergent issue that is not going to be encountered in all games or all situations. I'll leave it in my testing load order for now and see what happens. I really need to catch this thing in the act to get an ideal of what's happening. All I add was a new alternate start mod and just a new enb mod.
AureumCustos Posted May 25, 2023 Posted May 25, 2023 Just now, AureumCustos said: All I add was a new alternate start mod and just a new enb mod. Its funny in my older saves its still there in the mod configuration menu but in any new save its almost as if MCM cant find it.
Sailing Rebel Posted May 25, 2023 Author Posted May 25, 2023 9 hours ago, AureumCustos said: Its funny in my older saves its still there in the mod configuration menu but in any new save its almost as if MCM cant find it. Do you have MCM Helper, Menu Maid or any other mods that affect the MCM directly?
mudda911 Posted May 25, 2023 Posted May 25, 2023 (edited) 17 hours ago, Sailing Rebel said: Did the menu stop working after loading a save, or did it just not work at all after installing the mod? It just doesn't show. When I use AC 04.10 it works. But only when I start a new game. On the other hand old save dosent mind update to new SLAC.? If I don't have Approach in the loading folder, it works. If I use an older Approach version it works. Papyrus doesn't show anything helpful. I've been modding from time to time for many years, but I've never had such a strange error.? I will play with MCM Helper etc., maybe there will be something reproducible after all. 15 hours ago, Bigglsby said: Just for alternate perspective, I've got the newest versions of both Baka approach, and SLAC without issue. Too bad, I was hoping to have found something reproducible. But it's not the end of the world for me either. On the one hand, I'm not the biggest Approach fan (no offense, Baka makes very interesting mods.) And on the other hand, I could just take SLAC a version deeper. But it's annoying to have an error that I don't understand. Then you play with the idea of how stable the mod build can be... Edited May 25, 2023 by mudda911
Sailing Rebel Posted May 25, 2023 Author Posted May 25, 2023 1 hour ago, mudda911 said: It just doesn't show. When I use AC 04.10 it works. But only when I start a new game. On the other hand old save dosent mind update to new SLAC.? If I don't have Approach in the loading folder, it works. If I use an older Approach version it works. Papyrus doesn't show anything helpful. I've tried starting a new game with the latest Approach and SLAC 4.11. That goes off without a hitch. I've also tried a starting a new game with Approach and without SLAC, then saving in the middle of Whiterun and installing SLAC 4.11. That seems to work. And I've tried a new game with Approach and SLAC 4.10, then saved in Whiterun and updated to 4.11. This was also fully functional. There is a lot of work going on in both Approach and SLAC during the game load event. I just don't have time to trace through everything that's happening in Approach, but there is nothing obvious that would be interfering specifically with Aroused Creatures. Basically, if anything in Approach was causing problems with SLAC, I would expect Approach to also be stalling or failing in some fashion. So, this might be down to script load in some games causing longer running scripts to get suspended or thrown out, and perhaps completely unrelated mods might be contributing to this. SLAC uses longer running, single-thread operations wherever possible so that, even if something goes wrong, it should not bog down the whole game, just that one thread. But this might make it more vulnerable to built-in script load mitigations in already overloaded games. The next version of SLAC should reduce pressure on the script engine during game load, or at least reduce the duration of the maintenance cycle. But since I can't positively identify the cause of the issue at hand, I can't be sure if this will do anything. 1
Bigglsby Posted May 25, 2023 Posted May 25, 2023 37 minutes ago, Sailing Rebel said: I've tried starting a new game with the latest Approach and SLAC 4.11. That goes off without a hitch. I've also tried a starting a new game with Approach and without SLAC, then saving in the middle of Whiterun and installing SLAC 4.11. That seems to work. And I've tried a new game with Approach and SLAC 4.10, then saved in Whiterun and updated to 4.11. This was also fully functional. There is a lot of work going on in both Approach and SLAC during the game load event. I just don't have time to trace through everything that's happening in Approach, but there is nothing obvious that would be interfering specifically with Aroused Creatures. Basically, if anything in Approach was causing problems with SLAC, I would expect Approach to also be stalling or failing in some fashion. So, this might be down to script load in some games causing longer running scripts to get suspended or thrown out, and perhaps completely unrelated mods might be contributing to this. SLAC uses longer running, single-thread operations wherever possible so that, even if something goes wrong, it should not bog down the whole game, just that one thread. But this might make it more vulnerable to built-in script load mitigations in already overloaded games. The next version of SLAC should reduce pressure on the script engine during game load, or at least reduce the duration of the maintenance cycle. But since I can't positively identify the cause of the issue at hand, I can't be sure if this will do anything. Sounds like a solid theory. I'm running a 5800X3D, about as good at mitigating script load issues as possible, and I've yet to have any MCM/startup issues. But I know a lot of people run much older hardware (one of the big appeals to running Skyrim still).
Tlam99 Posted May 25, 2023 Posted May 25, 2023 1 hour ago, Sailing Rebel said: script load in some games Switch the messages on (left upper corner) I ALWAYS wait until this has settled down before proceeding or even save the game. It takes around 10s to 15s. Wait this time and do not start any action, give the scripts time to settle down. (tilde key, look until everthing finished)
AureumCustos Posted May 26, 2023 Posted May 26, 2023 On 5/25/2023 at 4:35 AM, Sailing Rebel said: Do you have MCM Helper, Menu Maid or any other mods that affect the MCM directly? No i dont have any of those mods
mudda911 Posted May 27, 2023 Posted May 27, 2023 On 5/25/2023 at 10:01 PM, Sailing Rebel said: So, this might be down to script load in some games causing longer running scripts to get suspended or thrown out, and perhaps completely unrelated mods might be contributing to this. SLAC uses longer running, single-thread operations wherever possible so that, even if something goes wrong, it should not bog down the whole game, just that one thread. But this might make it more vulnerable to built-in script load mitigations in already overloaded games. I brute force some mod variations and if I disable other script heavy mods it also runs with the latest approach and AC version. I wish I could have done it sooner but didn't have the time. At least now I know that I either have to get a better CPU or slim down the mod folder.? Thanks. I don't think it's all that bad. Skyrim is a game you can mod incomparably but on the downside also get the craziest bugs.
ivy_bound Posted May 27, 2023 Posted May 27, 2023 I was actually experiencing this issue, and removing HDT Werewolves and Random Sex NG fixed the issue. I also have a heavy mod list, for what it's worth, but my CPU use wasn't high, so I doubt the CPU overhead is an issue.
Sailing Rebel Posted May 27, 2023 Author Posted May 27, 2023 3 hours ago, mudda911 said: I brute force some mod variations and if I disable other script heavy mods it also runs with the latest approach and AC version. I wish I could have done it sooner but didn't have the time. At least now I know that I either have to get a better CPU or slim down the mod folder.? Thanks. I don't think it's all that bad. Skyrim is a game you can mod incomparably but on the downside also get the craziest bugs. I should emphasise that my diagnosis is essentially a guess. Until we can positively reproduce this in a controlled environment, there is just no way to be sure. I should not start pointing fingers at less powerful machines or heavy load orders without evidence. For all we know, this is some particular interaction between two or three mods. If anyone experiencing this wants to help, what we need to do is start comparing complete and unfiltered papyrus logs and full mod lists from affected games. 1
mudda911 Posted May 27, 2023 Posted May 27, 2023 (edited) 4 hours ago, Sailing Rebel said: f anyone experiencing this wants to help, what we need to do is start comparing complete and unfiltered papyrus logs and full mod lists from affected games. https://de.files.fm/u/bj567wj4b Note, its just a test build i played arround with. That's why I noticed the error on new game. But I think the more interesting thing is that I struggled to get the error back.? Same build, but today the MCM showed up. Until I came up with the idea of running satisfactory in the background. ? The SLAC MCM was gone when I started a new game. I'm glad I still managed to generate the error.? Edited May 27, 2023 by mudda911 1
mudda911 Posted May 27, 2023 Posted May 27, 2023 (edited) 1 hour ago, mudda911 said: Until I came up with the idea of running satisfactory in the background. ? For the sake of completeness, here is the same I just did after a PC restart. This is Log where the SLAC MCM works: https://de.files.fm/u/gqcnwkenn Of course, the build is exactly the same. Also confusing: After I closed satisfactory and tried again, the error still didn't go away. After restarting the PC everything worked again. I don't think I've ever started a new game so often in 2 hours to go through as many options as possible.? But I have to say I'm still at a loss. There doesn't seem to be anything that can reproduce it 100%. I mean, how can it be that it suddenly works after a PC restart? It doesn't make any sense. And after try again to overload CPU MCM dosent care about and showed up.?♂️ After all the tests it seems neither random nor not random.? It makes no sense at all.? I give up for today. As I said, not so dramatic, I do not need such a bloated mod folder anyway. Edited May 27, 2023 by mudda911
Sailing Rebel Posted May 27, 2023 Author Posted May 27, 2023 1 hour ago, mudda911 said: https://de.files.fm/u/bj567wj4b Note, its just a test build i played arround with. That's why I noticed the error on new game. But I think the more interesting thing is that I struggled to get the error back.? Same build, but today the MCM showed up. Until I came up with the idea of running satisfactory in the background. ? The SLAC MCM was gone when I started a new game. I'm glad I still managed to generate the error.? Thanks for the info. Well I'm not seeing any specific issues in there, other than the fact that SLAC announces its initialisation, responds to the MCM version check, and then is never heard from again. The next thing we should see there is a forced trace announcing the start of maintenance, which doesn't appear. No script errors, no stack dumps or suspended scripts, just gone. And it doesn't look like that system is overly stressed. What it looks like is that the initial update used to trigger maintenance either fails to register or fails to fire. Thing is, this should not interfere with the MCM (which you should be able to open within seconds in 4.11), and the updates should pick up again the next time the game is loaded when OnPlayerLoadGame is triggered. This is frustrating. 1
mudda911 Posted May 28, 2023 Posted May 28, 2023 (edited) 12 hours ago, Sailing Rebel said: This is frustrating. I also tried several times with each setting, thinking maybe it's random. But once the error is there it seems to stay until something changes, once it works it continues to work. Except that the things I then change are not reproducible at all.? I also thought that it might have something to do with the memory and tried deleting the override folder. But no. Maybe it's a bug in MCM or Papyrus itself and you're calling out something in a way that's bugged itself. I don't know. Or can the MCM sometimes be overwhelmed in-game somehow and the error then “gets stuck” in some swap file? Just because you said that it should be particularly fast now, ? maybe there are some in-game bugs that are not at all understandable from a modder and user perspective. Edited May 28, 2023 by mudda911
Sailing Rebel Posted May 28, 2023 Author Posted May 28, 2023 17 hours ago, mudda911 said: For the sake of completeness, here is the same I just did after a PC restart. This is Log where the SLAC MCM works: https://de.files.fm/u/gqcnwkenn Of course, the build is exactly the same. Also confusing: After I closed satisfactory and tried again, the error still didn't go away. After restarting the PC everything worked again. I don't think I've ever started a new game so often in 2 hours to go through as many options as possible.? But I have to say I'm still at a loss. There doesn't seem to be anything that can reproduce it 100%. I mean, how can it be that it suddenly works after a PC restart? It doesn't make any sense. And after try again to overload CPU MCM dosent care about and showed up.?♂️ After all the tests it seems neither random nor not random.? It makes no sense at all.? I give up for today. As I said, not so dramatic, I do not need such a bloated mod folder anyway. Make sure that the game and everything involved in modding is installed outside Program Files and other protected areas of the file system. This is to prevent interference from Windows UAC. Exclusions must be configured in any antivirus apps for the game folder and all folders involved in modding, including the mod manager installation folder and its instance or staging folder. Windows UAC and antivirus apps are unpredictable and undemonstrative, they can interfere unexpectedly and without any indication during or after doing so. This is why installation hygiene is so important in modding now. What makes me ask this is that restarting the PC seemed to change the result, which is sometimes seen with Windows UAC and AV interference.
mudda911 Posted May 28, 2023 Posted May 28, 2023 37 minutes ago, Sailing Rebel said: Make sure that the game and everything involved in modding is installed outside Program Files and other protected areas of the file system. This is to prevent interference from Windows UAC. Exclusions must be configured in any antivirus apps for the game folder and all folders involved in modding, including the mod manager installation folder and its instance or staging folder. Windows UAC and antivirus apps are unpredictable and undemonstrative, they can interfere unexpectedly and without any indication during or after doing so. This is why installation hygiene is so important in modding now. What makes me ask this is that restarting the PC seemed to change the result, which is sometimes seen with Windows UAC and AV interference. I will check it, but I don't think so, I've only had Windows software for years and neither Mod Manager nor the game is in a critical area. The only other thing I can think of that I can check if it has something to do with racemenu and character creation when starting a new game. I don't really know why, but I'll check anyway.^^ Otherwise I could only reduce the mods to AC and everything absolutely necessary and see if I can generate the error with it. Process of elimination.
Sailing Rebel Posted May 28, 2023 Author Posted May 28, 2023 1 hour ago, mudda911 said: I will check it, but I don't think so, I've only had Windows software for years and neither Mod Manager nor the game is in a critical area. The only other thing I can think of that I can check if it has something to do with racemenu and character creation when starting a new game. I don't really know why, but I'll check anyway.^^ Otherwise I could only reduce the mods to AC and everything absolutely necessary and see if I can generate the error with it. Process of elimination. It's very unlikely to be the common mods like RaceMenu. The SLAC dev environment includes things like this. I wouldn't want you to put too much work into this, you've provided more than enough already, for which I'm very grateful. At this stage, it sounds like the issue is emerging from some systemic interaction, possibly involving the PC configuration itself. If I was able to reproduce this myself, what I would be doing is stripping code from the scripts and adding trace outputs to identify the exact point at which they stop responding, then trying to confirm this in a new mod that tries to trigger the issue in isolation. Obviously, this is not a task for regular users to take time with. I should point out that this issue was being sporadically reported while the mod was still being developed on a much older and less powerful machine, and I was unable to reproduce the issue there either. Still, it's interesting that this is only affecting Aroused Creatures and not other mods. SLAC is not doing anything special when it stop responding. I'm beginning to wonder if it has something to do with it usually being the first mod in the MCM?
Yiggityyo420 Posted May 29, 2023 Posted May 29, 2023 i apologize if this has been asked already, anybody know how will this interact with SkyTEST: Realistic Animals and Predators? link here: https://www.nexusmods.com/skyrimspecialedition/mods/1104 i mainly just want certain animals to be afraid of fire / run away when they realize they are outmatched
Sailing Rebel Posted May 29, 2023 Author Posted May 29, 2023 7 hours ago, Yiggityyo420 said: i apologize if this has been asked already, anybody know how will this interact with SkyTEST: Realistic Animals and Predators? link here: https://www.nexusmods.com/skyrimspecialedition/mods/1104 i mainly just want certain animals to be afraid of fire / run away when they realize they are outmatched Since most of the critical functionality of SkyTEST is about combat and combat-adjacent situations, AC shouldn't be involved at all. Actual results may vary due to the difficulty of detecting hostility prior to the start of combat. At the moment, held torches are not treated as weapons, so they won't prevent auto-engagement. I'll see about fixing that in the next version. Conditions based on character abilities, level and permanent status are not supported, as they tend to be a one-way street. Once the PC is over a certain level, they will outmatch everything in Skyrim. At that point, one might as well just disable auto-engagement for the PC.
AureumCustos Posted May 31, 2023 Posted May 31, 2023 On 5/25/2023 at 4:35 AM, Sailing Rebel said: Do you have MCM Helper, Menu Maid or any other mods that affect the MCM directly? Okay so I figured it out apparently aroused creatures is not compatible with the Blackthorne alternate start quest mod here on Loverslab. If you have that installed Aroused creatures won't appear in the MCM in your new game. Here's the link to the mod if you wanna check the file as I couldn't find out exactly what was wrong.
Sailing Rebel Posted May 31, 2023 Author Posted May 31, 2023 30 minutes ago, AureumCustos said: Okay so I figured it out apparently aroused creatures is not compatible with the Blackthorne alternate start quest mod here on Loverslab. If you have that installed Aroused creatures won't appear in the MCM in your new game. Here's the link to the mod if you wanna check the file as I couldn't find out exactly what was wrong. I assume you mean the Special Edition version: Just tried this out and AC seems to be fully functional in new games with it installed and enabled. I currently have installed every mod that has so far been a suspect, and I'm still able to access the AC MCM as soon as I'm out of the race menu. I think we are looking at a situation where combinations of various mods are contributing to a situation that causes issues with certain critical events. Removing one or more of these removes their contribution and brings the game back under whatever threshold is being exceeded, resolving the problem. My suspicion right now is that this is about the SkyUI MCM registration, that there may be some hidden limit involved that is causing mods at the top of the MCM list to be knocked out. 1
erynyes Posted May 31, 2023 Posted May 31, 2023 15 minutes ago, Sailing Rebel said: My suspicion right now is that this is about the SkyUI MCM registration, that there may be some hidden limit involved that is causing mods at the top of the MCM list to be knocked out. Banemaster also trying to figure this out in his Follower slavery mod thread for a while (the missing MCM bug), although the context looks different, the randomness and lack of replicability, seems to point out as some not well understand hidden rules with MCM and maybe like you mentionned SkyUI, it's one of those mysteries with skyrim and it's mods environment that sadly rear it's ugly face in mod support thread. I truly believe aroused creature is working as intended, never had this issue with it, although i had it with other mods, must be a weird combination of mods or a script overload that sometimes create this mess, sorry you had to deal with it, this mod is great. Maybe one day someone will figure out what is really going on ?
Tlam99 Posted May 31, 2023 Posted May 31, 2023 MCM is anyway quite a fragile thing. On a mod I moved a slider in MCM, touched the second slider to move it and this disconnected the mouse ! This happened only on this mod at the moment (did not test all the 100reds I have) Now I always close the menu before touching 2nd slider and avoid the mouse, if possible.
Sailing Rebel Posted May 31, 2023 Author Posted May 31, 2023 2 hours ago, Tlam99 said: MCM is anyway quite a fragile thing. On a mod I moved a slider in MCM, touched the second slider to move it and this disconnected the mouse ! This happened only on this mod at the moment (did not test all the 100reds I have) Now I always close the menu before touching 2nd slider and avoid the mouse, if possible. There is a known issue with the MCM where trying to start or stop a quest while the menu is open will cause serious problems that locks up the whole MCM system until it is closed out. It's why AC and other mods that need to alter quest settings on changes in the config always leave those changes pending on either the menu close event or to an update on another script entirely. I don't think that particular issue has any baring on the one we are dealing with now, but further evidence of the MCM being somewhat... eccentric.
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