Operand Posted April 3, 2020 Author Posted April 3, 2020 1 hour ago, EgoBallistic said: That's fine if you are the author of both mods, like TwistedTrebla who is the author of both Sex Attributes and Sex Harassment. But as a mod author I don't want to make my mod require another mod for two reasons: users might not want to use the other mod, and if the other mod gets taken down or stops being updated it will cause me a lot of headaches. As an example, my mod AAF Violate interacts with nine other mods, not including animation packs or AAF itself. None of those other mods are hard requirements, and that's how I want to keep it. I see. That makes sense, true. To be honest, I had that in mind when thinking of a parallel SAF <> SAFI and Sex Attributes <> Sex Harassment. 1 hour ago, EgoBallistic said: And I don't want to seem like I'm piling on, but your approach of making patches for other people's mods is probably going to cause problems at some point. Redistributing modified versions of other authors' plugins and scripts without permission is technically not allowed, although most mod authors on LL are pretty easy going about that kind of thing. More importantly, if one of your patches breaks someone else's mod, you're going to hear about it. Hm. Never thought about it that way. Thanks for the tip. I guess I will have to reconsider the compatibility here (especially in light of the fact that some of the mods are hosted on Nexus and some of the authors might not be reachable). Technically I am not "modifying" their files (everything in their esp, for instance will remain the same) - I override it - but it doesn't relieve me from the liability of relying on their IP, because I'm making it so that their work is promoting mine at the very least - or maybe even capitalizing on their efforts (for instance, my common approach is "oh, I have no clue how to do X? - open the mod that does it and learn from it"). I will remove all the integration mods and leave out only SAF/SAFI as those were initially developed by me. EDIT: removed in v0.1.0-alpha until further notice. Thanks for your support. Being new to the modding has its caveats! 1
twistedtrebla Posted April 3, 2020 Posted April 3, 2020 10 hours ago, Operand said: As for enforcing and writing API - I might .. if I would know how to create and API that other mods would use. So far I'm not even capable of recompiling scripts that are using external APIs like AAF (the compiler just breaks there - I used both CK and Caprica). Quick pointer - do you have AAF source code installed? You need to have it in order to reference AAF in your script and compile it.
Operand Posted April 3, 2020 Author Posted April 3, 2020 42 minutes ago, twistedtrebla said: Quick pointer - do you have AAF source code installed? You need to have it in order to reference AAF in your script and compile it. Yes, I suspected as much that it's the issue. But I was unable to find the AAF source code. On the bitbucket page I found only their API specs but not where I can get the source code. If you know where to - I'd be grateful. Also, I'm now working on the renewed version with all the knowledge I got. That will indeed provide an API and enable soft dependencies. Unfortunately because of the way SAF is made now it's not possible to just tweak some stuff here and there and have the proper API in place. I will need to reimplement many stuff that's already in SAF and SAFI which will take a while. So I can't tell when it will be ready. If you still want to integrate SAF - that will have for now be the current version (which, due to the fact that I wasn't very smart about making integration modules without mod authors consent, is a very shallow thing after I removed all those integration modules)
twistedtrebla Posted April 3, 2020 Posted April 3, 2020 1 hour ago, Operand said: Yes, I suspected as much that it's the issue. But I was unable to find the AAF source code. On the bitbucket page I found only their API specs but not where I can get the source code. If you know where to - I'd be grateful. It should come with AAF. If you didnt install the source code during FOMOD installation, just extract the AAF file you downloaded and you can just manually copy the source code
Nebuchadnezzer2 Posted April 4, 2020 Posted April 4, 2020 On 4/3/2020 at 8:59 PM, Operand said: I see. That makes sense, true. To be honest, I had that in mind when thinking of a parallel SAF <> SAFI and Sex Attributes <> Sex Harassment. Hm. Never thought about it that way. Thanks for the tip. I guess I will have to reconsider the compatibility here (especially in light of the fact that some of the mods are hosted on Nexus and some of the authors might not be reachable). Technically I am not "modifying" their files (everything in their esp, for instance will remain the same) - I override it - but it doesn't relieve me from the liability of relying on their IP, because I'm making it so that their work is promoting mine at the very least - or maybe even capitalizing on their efforts (for instance, my common approach is "oh, I have no clue how to do X? - open the mod that does it and learn from it"). I will remove all the integration mods and leave out only SAF/SAFI as those were initially developed by me. EDIT: removed in v0.1.0-alpha until further notice. Thanks for your support. Being new to the modding has its caveats! On 4/3/2020 at 8:59 PM, Operand said: Also, I'm now working on the renewed version with all the knowledge I got. That will indeed provide an API and enable soft dependencies. Unfortunately because of the way SAF is made now it's not possible to just tweak some stuff here and there and have the proper API in place. I will need to reimplement many stuff that's already in SAF and SAFI which will take a while. So I can't tell when it will be ready. If you still want to integrate SAF - that will have for now be the current version (which, due to the fact that I wasn't very smart about making integration modules without mod authors consent, is a very shallow thing after I removed all those integration modules) Just wanted to say, that's quite mature and level-headed of you, always nice to see 18 hours ago, twistedtrebla said: It should come with AAF. If you didnt install the source code during FOMOD installation, just extract the AAF file you downloaded and you can just manually copy the source code And yeah, it's an optional install in the FOMOD @Operand, at the bottom. Can either reinstall it and check that box, or as mentioned, unpack it and copy em from there to the right location.
Operand Posted April 13, 2020 Author Posted April 13, 2020 On 4/2/2020 at 10:48 PM, twistedtrebla said: if you can provide examples and guidelines for what values to call, and what value means what, then that would be fantastic! The update v1.0.0 arrived (beta). It is now easy to integrate with SAF via soft-dependency. It also provides in-built attributes manipulations via API calls and ensures consistency (i.e. it will normalize, cache and do sequential updates for them out from the box). Updated the main post with an example. Will provide more information on the API, for now - you can look into the SAF_Kernel where the API is documented. There is no more SAFI as well since with the soft dependencies there is no point in having it at all. I will work on reintegrating features from old SAFI to the new mod. So far armor mods are redone and improved. They all use SAF API of course. Please let me know if you have questions. Also please keep in mind that I'm not very well versed with Papyrus scripting but I did my best using this stuff.
Halstrom Posted May 4, 2020 Posted May 4, 2020 Awesome idea, I was going to do something like this myself eventually but don't have time, I think I may have Actor Variables in STATs we could hook this into, I''ll check your mod out more and see how it works
Operand Posted June 1, 2020 Author Posted June 1, 2020 On 5/4/2020 at 8:24 AM, Halstrom said: Awesome idea, I was going to do something like this myself eventually but don't have time, I think I may have Actor Variables in STATs we could hook this into, I''ll check your mod out more and see how it works I'm now trying to work out an update for this mod where I'd like to introduce a way to make any armor item SAF-compatible. The way I envision that is - there's a workstation that can be built at any workshop, that workstation will allow to put an item and then select which SA mod slot to add. Everything worked out so far - the buildable stuff, the mappings (SAF <> item slots <> item mods) and there's just one last thing I can't quite make working: how to add an item slot? In F4Edit that would be called "APPR - Attach Parent Slots". I tried now probably anything I could without or with F4SE and even contacted the F4SE team about it (unsuccessfully as they didn't bother to reply) I really want to make it work this way since it provides the best flexibility - after adding a slot the actual value of SA can be chosen on an armor workbench like it is in SAF for vanilla items (in fact, if that would work I could even remove all the vanilla items overrides from the mod for the best compatibility with any other mods). Making in an enhancement is something I considered, but the corresponding mod value then needs to be hardcoded and having 32 attributes means that even the basic range -10 ... 10 will be around 700 items! That means either a nightmare of a UI tree (because in F4 that would be an endless button list selection galore) or limiting the choices and a lot. Maybe I'm just missing something obvious? Is it possible somehow to add item slots dynamically via scripts in-game? To my defense, I checked tens of other armor-related mods and none of them has such functionality implemented which leads me to believe this trope isn't possible to complete and I have to come up with some other way of integrating SAF and any arbitrary armor mod.
Halstrom Posted June 2, 2020 Posted June 2, 2020 12 hours ago, Operand said: I'm now trying to work out an update for this mod where I'd like to introduce a way to make any armor item SAF-compatible. The way I envision that is - there's a workstation that can be built at any workshop, that workstation will allow to put an item and then select which SA mod slot to add. Everything worked out so far - the buildable stuff, the mappings (SAF <> item slots <> item mods) and there's just one last thing I can't quite make working: how to add an item slot? In F4Edit that would be called "APPR - Attach Parent Slots". I tried now probably anything I could without or with F4SE and even contacted the F4SE team about it (unsuccessfully as they didn't bother to reply) I really want to make it work this way since it provides the best flexibility - after adding a slot the actual value of SA can be chosen on an armor workbench like it is in SAF for vanilla items (in fact, if that would work I could even remove all the vanilla items overrides from the mod for the best compatibility with any other mods). Making in an enhancement is something I considered, but the corresponding mod value then needs to be hardcoded and having 32 attributes means that even the basic range -10 ... 10 will be around 700 items! That means either a nightmare of a UI tree (because in F4 that would be an endless button list selection galore) or limiting the choices and a lot. Maybe I'm just missing something obvious? Is it possible somehow to add item slots dynamically via scripts in-game? To my defense, I checked tens of other armor-related mods and none of them has such functionality implemented which leads me to believe this trope isn't possible to complete and I have to come up with some other way of integrating SAF and any arbitrary armor mod. Hmm I haven't looked that deep into F4SE slot coding stuff. All I did was had a script detect that mods were installed and add them to Levelled Lists and formlists, I was planning on adding actorstats for that later. I did a heap of Armor mods working out all their FormID's if you want the scripts or parts of them you can use them, take over the whole CCL mod if you like, I haven't worked on it for over 12months and never launched it Scriptname CCL:CCL_1BodysuitsLeotards extends ReferenceAlias Group Misc GlobalVariable Property gDebugSetting Auto GlobalVariable Property gCurrAssetTotal Auto FormList Property FL_NULL Auto LeveledItem Property LL_NULL Auto EndGroup Group ModLists LeveledItem Property LL_ApalLeotard Auto LeveledItem Property LL_ApalLeotardRaiders Auto LeveledItem Property LL_ApalLeotardGunners Auto LeveledItem Property LL_Pampas Auto LeveledItem Property LL_PampasBoots Auto LeveledItem Property LL_PampasBelts Auto LeveledItem Property LL_PampasJackets Auto LeveledItem Property LL_FortalezaSuits Auto LeveledItem Property LL_FortalezaArmor Auto LeveledItem Property LL_FortalezaMK1 Auto LeveledItem Property LL_FortalezaMK2 Auto LeveledItem Property LL_FortalezaMK3 Auto LeveledItem Property LL_FortalezaMK4 Auto LeveledItem Property LL_FortalezaMK5 Auto LeveledItem Property LL_FortalezaMK6 Auto LeveledItem Property LLI_ApalLeotard Auto LeveledItem Property LLI_ApalLeotardRaiders Auto LeveledItem Property LLI_ApalLeotardGunners Auto LeveledItem Property LLI_Pampas Auto LeveledItem Property LLI_PampasBoots Auto LeveledItem Property LLI_PampasBelts Auto LeveledItem Property LLI_PampasJackets Auto LeveledItem Property LLI_FortalezaSuits Auto LeveledItem Property LLI_FortalezaArmor Auto LeveledItem Property LLI_FortalezaMK1 Auto LeveledItem Property LLI_FortalezaMK2 Auto LeveledItem Property LLI_FortalezaMK3 Auto LeveledItem Property LLI_FortalezaMK4 Auto LeveledItem Property LLI_FortalezaMK5 Auto LeveledItem Property LLI_FortalezaMK6 Auto EndGroup Group LLMaterials FormList Property FL_UpperSpandex Auto FormList Property FL_LowerSpandex Auto EndGroup Group FLTargets FormList Property FL_LeotardsThin Auto FormList Property FL_BodysuitsThin Auto FormList Property FL_UnitardsThin Auto FormList Property FL_CatsuitsThin Auto FormList Property FL_LeotardsArmored Auto FormList Property FL_BodysuitsArmored Auto FormList Property FL_UnitardsArmored Auto FormList Property FL_CatsuitsArmored Auto FormList Property FL_PantsArmored Auto FormList Property FL_PantsSexy Auto FormList Property FL_GlovesNice Auto FormList Property FL_BootsNice Auto FormList Property FL_BeltsNice Auto FormList Property FL_HoodsNice Auto FormList Property FL_JacketsNice Auto FormList Property FL_HatsCapsNice Auto FormList Property FL_BattleArmor Auto FormList Property FL_PlateLegs Auto FormList Property FL_PlateArms Auto FormList Property FL_PlateChest Auto FormList Property FL_Wetsuits Auto FormList Property FL_Naked Auto EndGroup Group Targets LeveledItem Property LL_LeotardsThin Auto LeveledItem Property LL_BodysuitsThin Auto LeveledItem Property LL_UnitardsThin Auto LeveledItem Property LL_CatsuitsThin Auto LeveledItem Property LL_LeotardsArmored Auto LeveledItem Property LL_BodysuitsArmored Auto LeveledItem Property LL_UnitardsArmored Auto LeveledItem Property LL_CatsuitsArmored Auto LeveledItem Property LL_PantsArmored Auto LeveledItem Property LL_PantsSexy Auto LeveledItem Property LL_GlovesNice Auto LeveledItem Property LL_BootsNice Auto LeveledItem Property LL_BeltsNice Auto LeveledItem Property LL_HoodsNice Auto LeveledItem Property LL_JacketsNice Auto LeveledItem Property LL_HatsCapsNice Auto LeveledItem Property LL_BattleArmor Auto LeveledItem Property LL_PlateLegs Auto LeveledItem Property LL_PlateArms Auto LeveledItem Property LL_PlateChest Auto LeveledItem Property LL_Wetsuits Auto LeveledItem Property LL_Naked Auto LeveledItem Property LL_Faction_Raiders Auto LeveledItem Property LL_Faction_Gunners Auto EndGroup ;----------------------------------------------------------------------------------------------------------------------------- Int iDebugSetting = 1 String sModNameA String sModNameB String sModNameC String sModNameD Int iCount Int iAddedModA Int iAddedModB Int iAddedModC Int iAddedModD ;----------------------------------------------------------------------------------------------------------------------------- Event OnInit() fnInit() EndEvent Event OnPlayerLoadGame() fnInit() EndEvent Function fnInit() iDebugSetting = (gDebugSetting.GetValue()) as Int sModNameA = "ApalLeotard.esp" Utility.Wait(1.0) If (Game.IsPluginInstalled(sModNameA)) if (iAddedModA < 1) iCount = 0 Int iLevel = 1 iAddedModA += 1 fnAddArmorToLLists(sModNameA, 0x00000F9A, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_ApalLeotard, LL_NULL) ; Apal Leotard fnAddArmorToLLists(sModNameA, 0x00006413, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_ApalLeotardRaiders, LL_NULL) ; Apal Leotard Raiders fnAddArmorToLLists(sModNameA, 0x00006414, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_ApalLeotardGunners, LL_NULL) ; Apal Leotard Gunners fnAddModListToNextLists(sModNameA, iLevel, LLI_ApalLeotard, LL_ApalLeotard) fnAddModListToNextLists(sModNameA, iLevel, LL_BodysuitsThin, LLI_ApalLeotard) fnAddModListToNextLists(sModNameA, iLevel, LLI_ApalLeotardRaiders, LL_ApalLeotardRaiders) fnAddModListToNextLists(sModNameA, iLevel, LL_Faction_Raiders, LLI_ApalLeotardRaiders) fnAddModListToNextLists(sModNameA, iLevel, LLI_ApalLeotardGunners, LL_ApalLeotardGunners) fnAddModListToNextLists(sModNameA, iLevel, LL_Faction_Gunners, LLI_ApalLeotardGunners) if (iCount > 0) Int iNewTotal = gCurrAssetTotal.GetValueInt() + iCount gCurrAssetTotal.SetValue(iNewTotal) fnDebug("CCL: " + sModNameA + ": " + iCount + " Assets Added, Total Now: " + iNewTotal) endif endif else iAddedModA = 0 endif Utility.Wait(1.0) sModNameB = "rpampas.esp" Utility.Wait(1.0) If (Game.IsPluginInstalled(sModNameB)) if (iAddedModB < 1) iCount = 0 Int iLevel = 1 iAddedModB += 1 fnAddArmorToLLists(sModNameB, 0x0000083C, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS1 fnAddArmorToLLists(sModNameB, 0x00000CCC, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS2 fnAddArmorToLLists(sModNameB, 0x00000CCD, iLevel, 1, FL_UnitardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS3 fnAddArmorToLLists(sModNameB, 0x00000CCE, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS4 fnAddArmorToLLists(sModNameB, 0x00000CCF, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS5 fnAddArmorToLLists(sModNameB, 0x00000CD0, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS6 fnAddArmorToLLists(sModNameB, 0x00000DC4, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS7 fnAddArmorToLLists(sModNameB, 0x00000EED, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS8 fnAddArmorToLLists(sModNameB, 0x00000F0D, iLevel, 1, FL_LeotardsThin, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS9 fnAddArmorToLLists(sModNameB, 0x00000F2A, iLevel, 1, FL_PantsSexy, FL_NULL, LL_Pampas, LL_NULL) ; Pampas BS10 fnAddArmorToLLists(sModNameB, 0x00000817, iLevel, 1, FL_GlovesNice, FL_NULL, LLI_Pampas, LL_GlovesNice) ; Pampas Gloves fnAddArmorToLLists(sModNameB, 0x00000D9B, iLevel, 1, FL_HatsCapsNice, FL_NULL, LLI_Pampas, LL_HatsCapsNice) ; Pampas Cap fnAddArmorToLLists(sModNameB, 0x00000841, iLevel, 1, FL_PlateLegs, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas Knee Pad R fnAddArmorToLLists(sModNameB, 0x0000084E, iLevel, 1, FL_PlateLegs, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas Knee Pad L fnAddArmorToLLists(sModNameB, 0x00000846, iLevel, 1, FL_PlateArms, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas Elbow Pad R fnAddArmorToLLists(sModNameB, 0x0000084F, iLevel, 1, FL_PlateArms, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas Elbow Pad L fnAddArmorToLLists(sModNameB, 0x00000E4A, iLevel, 1, FL_PlateLegs, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas CP1 Leg L fnAddArmorToLLists(sModNameB, 0x00000E49, iLevel, 1, FL_PlateLegs, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas CP1 Leg R fnAddArmorToLLists(sModNameB, 0x00000E66, iLevel, 1, FL_PlateArms, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas CP1 Arm L fnAddArmorToLLists(sModNameB, 0x00000E65, iLevel, 1, FL_PlateArms, FL_NULL, LLI_Pampas, LL_NULL) ; Pampas CP1 Arm R fnAddArmorToLLists(sModNameB, 0x00000C5D, iLevel, 1, FL_BeltsNice, FL_NULL, LL_PampasBelts, LL_NULL) ; Pampas Belt1 fnAddArmorToLLists(sModNameB, 0x00000DE8, iLevel, 1, FL_BeltsNice, FL_NULL, LL_PampasBelts, LL_NULL) ; Pampas Belt2 fnAddArmorToLLists(sModNameB, 0x00000F48, iLevel, 1, FL_BeltsNice, FL_NULL, LL_PampasBelts, LL_NULL) ; Pampas Belt3 fnAddArmorToLLists(sModNameB, 0x00000E23, iLevel, 1, FL_BootsNice, FL_NULL, LLI_PampasBoots, LL_NULL) ; Pampas Fur Boot L fnAddArmorToLLists(sModNameB, 0x00000E43, iLevel, 1, FL_BootsNice, FL_NULL, LLI_PampasBoots, LL_NULL) ; Pampas Fur Boot R fnAddArmorToLLists(sModNameB, 0x00000CE6, iLevel, 1, FL_JacketsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Jacket fnAddArmorToLLists(sModNameB, 0x00000820, iLevel, 1, FL_JacketsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Fur Jacket fnAddArmorToLLists(sModNameB, 0x000010CD, iLevel, 1, FL_JacketsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hooded Jacket fnAddArmorToLLists(sModNameB, 0x000010F6, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair1 fnAddArmorToLLists(sModNameB, 0x0000111C, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair2 fnAddArmorToLLists(sModNameB, 0x00001120, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair3 fnAddArmorToLLists(sModNameB, 0x00001126, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair4 fnAddArmorToLLists(sModNameB, 0x00001131, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair5 fnAddArmorToLLists(sModNameB, 0x00001136, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair6 fnAddArmorToLLists(sModNameB, 0x0000113B, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair7 fnAddArmorToLLists(sModNameB, 0x00001142, iLevel, 1, FL_HoodsNice, FL_NULL, LLI_PampasJackets, LL_NULL) ; Pampas Hood Hair8 fnAddModListToNextLists(sModNameB, iLevel, LLI_Pampas, LL_Pampas) fnAddModListToNextLists(sModNameB, iLevel, LL_LeotardsThin, LLI_Pampas) fnAddModListToNextLists(sModNameB, iLevel, LL_JacketsNice, LLI_PampasJackets) fnAddModListToNextLists(sModNameB, iLevel, LL_BootsNice, LLI_PampasBoots) fnAddModListToNextLists(sModNameB, iLevel, LLI_PampasBelts, LL_PampasBelts) fnAddModListToNextLists(sModNameB, iLevel, LL_BeltsNice, LLI_PampasBelts) if (iCount > 0) Int iNewTotal = gCurrAssetTotal.GetValueInt() + iCount gCurrAssetTotal.SetValue(iNewTotal) fnDebug("CCL: " + sModNameB + ": " + iCount + " Assets Added, Total Now: " + iNewTotal) endif endif else iAddedModB = 0 endif Utility.Wait(1.0) sModNameC = "fortaleza2.esp" Utility.Wait(1.0) If (Game.IsPluginInstalled(sModNameC)) if (iAddedModC < 1) iCount = 0 Int iLevel = 1 iAddedModC += 1 fnAddArmorToLLists(sModNameC, 0x00000895, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_FortalezaSuits, LL_BodysuitsThin) ; Fortaleza Bodysuit 1 fnAddArmorToLLists(sModNameC, 0x000008DB, iLevel, 1, FL_UnitardsThin, FL_NULL, LL_FortalezaSuits, LL_UnitardsThin) ; Fortaleza Bodysuit 2 fnAddArmorToLLists(sModNameC, 0x000009B2, iLevel, 1, FL_CatsuitsThin, FL_Wetsuits, LL_FortalezaSuits, LL_CatsuitsThin) ; Fortaleza Wetsuit 1 fnAddArmorToLLists(sModNameC, 0x000009B2, iLevel, 1, FL_Wetsuits, FL_NULL, LL_Wetsuits, LL_NULL) ; Fortaleza Wetsuit 1 fnAddArmorToLLists(sModNameC, 0x00000BB9, iLevel, 1, FL_BodysuitsThin, FL_NULL, LL_FortalezaSuits, LL_BodysuitsThin) ; Fortaleza Wetsuit 2 fnAddArmorToLLists(sModNameC, 0x00000BB9, iLevel, 1, FL_Wetsuits, FL_NULL, LL_Wetsuits, LL_NULL) ; Fortaleza Wetsuit 2 fnAddArmorToLLists(sModNameC, 0x00000875, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Chest fnAddArmorToLLists(sModNameC, 0x00000878, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Leg L fnAddArmorToLLists(sModNameC, 0x00000876, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Leg R fnAddArmorToLLists(sModNameC, 0x00000879, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Arm L fnAddArmorToLLists(sModNameC, 0x00000877, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Arm R fnAddArmorToLLists(sModNameC, 0x000008D2, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK1, LLI_FortalezaMK1) ; Fortaleza MK1 Full fnAddArmorToLLists(sModNameC, 0x00000820, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Chest fnAddArmorToLLists(sModNameC, 0x0000084E, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Leg L fnAddArmorToLLists(sModNameC, 0x00000841, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Leg R fnAddArmorToLLists(sModNameC, 0x0000084F, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Arm L fnAddArmorToLLists(sModNameC, 0x00000846, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Arm R fnAddArmorToLLists(sModNameC, 0x000008D3, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK2, LLI_FortalezaMK2) ; Fortaleza MK2 Full fnAddArmorToLLists(sModNameC, 0x00000902, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Chest fnAddArmorToLLists(sModNameC, 0x00000905, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Leg L fnAddArmorToLLists(sModNameC, 0x00000903, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Leg R fnAddArmorToLLists(sModNameC, 0x00000906, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Arm L fnAddArmorToLLists(sModNameC, 0x00000904, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Arm R fnAddArmorToLLists(sModNameC, 0x00000907, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK3, LLI_FortalezaMK3) ; Fortaleza MK3 Full fnAddArmorToLLists(sModNameC, 0x00000952, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Chest fnAddArmorToLLists(sModNameC, 0x00000955, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Leg L fnAddArmorToLLists(sModNameC, 0x00000953, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Leg R fnAddArmorToLLists(sModNameC, 0x00000956, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Arm L fnAddArmorToLLists(sModNameC, 0x00000954, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Arm R fnAddArmorToLLists(sModNameC, 0x00000957, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK4, LLI_FortalezaMK4) ; Fortaleza MK4 Full fnAddArmorToLLists(sModNameC, 0x000009E1, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Chest fnAddArmorToLLists(sModNameC, 0x000009E4, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Leg L fnAddArmorToLLists(sModNameC, 0x000009E2, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Leg R fnAddArmorToLLists(sModNameC, 0x000009E5, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Arm L fnAddArmorToLLists(sModNameC, 0x000009E3, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Arm R fnAddArmorToLLists(sModNameC, 0x000009E6, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK5, LLI_FortalezaMK5) ; Fortaleza MK5 Full fnAddArmorToLLists(sModNameC, 0x00000ACF, iLevel, 1, FL_PlateChest, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Chest fnAddArmorToLLists(sModNameC, 0x00000AD2, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Leg L fnAddArmorToLLists(sModNameC, 0x00000AD0, iLevel, 1, FL_PlateLegs, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Leg R fnAddArmorToLLists(sModNameC, 0x00000AD3, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Arm L fnAddArmorToLLists(sModNameC, 0x00000AD1, iLevel, 1, FL_PlateArms, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Arm R fnAddArmorToLLists(sModNameC, 0x00000AD4, iLevel, 1, FL_BattleArmor, FL_NULL, LL_FortalezaMK6, LLI_FortalezaMK6) ; Fortaleza MK6 Full fnAddArmorToLLists(sModNameC, 0x00000C5D, iLevel, 1, FL_BeltsNice, FL_NULL, LLI_FortalezaSuits, LLI_FortalezaArmor) ; Fortaleza Belt1 fnAddArmorToLLists(sModNameC, 0x00000C5D, iLevel, 1, FL_BeltsNice, FL_NULL, LL_BeltsNice, LL_NULL) ; Fortaleza Belt1 fnAddArmorToLLists(sModNameC, 0x00000C87, iLevel, 1, FL_BeltsNice, FL_NULL, LLI_FortalezaSuits, LLI_FortalezaArmor) ; Fortaleza Belt2 fnAddArmorToLLists(sModNameC, 0x00000C87, iLevel, 1, FL_BeltsNice, FL_NULL, LL_BeltsNice, LL_NULL) ; Fortaleza Belt2 fnAddArmorToLLists(sModNameC, 0x00000817, iLevel, 1, FL_GlovesNice, FL_NULL, LLI_FortalezaSuits, LLI_FortalezaArmor) ; Fortaleza Gloves fnAddArmorToLLists(sModNameC, 0x00000817, iLevel, 1, FL_GlovesNice, FL_NULL, LL_GlovesNice, LL_NULL) ; Fortaleza Gloves fnAddArmorToLLists(sModNameC, 0x0000083C, iLevel, 1, FL_Naked, FL_NULL, LL_Naked, LL_NULL) ; Fortaleza Naked fnAddArmorToLLists(sModNameC, 0x000008B4, iLevel, 1, FL_Naked, FL_NULL, LL_Naked, LL_NULL) ; Fortaleza SynthBody fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK1) fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK2) fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK3) fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK4) fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK5) fnAddModListToNextLists(sModNameC, iLevel, LL_FortalezaArmor, LLI_FortalezaMK6) fnAddModListToNextLists(sModNameC, iLevel, LLI_FortalezaSuits, LL_FortalezaSuits) fnAddModListToNextLists(sModNameC, iLevel, LL_BodysuitsThin, LL_FortalezaSuits) fnAddModListToNextLists(sModNameC, iLevel, LLI_FortalezaArmor, LL_FortalezaArmor) fnAddModListToNextLists(sModNameC, iLevel, LL_BattleArmor, LL_FortalezaArmor) if (iCount > 0) Int iNewTotal = gCurrAssetTotal.GetValueInt() + iCount gCurrAssetTotal.SetValue(iNewTotal) fnDebug("CCL: " + sModNameC + ": " + iCount + " Assets Added, Total Now: " + iNewTotal) endif endif else iAddedModC = 0 endif EndFunction ;----------------------------------------------------------------------------------------------------------------------------- Function fnAddArmorToLLists(String sMod, Int iArmorID, Int iLevel, Int iNum, FormList FLTarget1, FormList FLTarget2, LeveledItem LLTarget1, LeveledItem LLTarget2) Armor arArmor = Game.GetFormFromFile(iArmorID, sMod) as Armor if (arArmor) && (FLTarget1) && (LLTarget1) && (FLTarget2) && (LLTarget2) if (LLTarget1) && (LLTarget1 != LL_NULL) LLTarget1.AddForm(arArmor, iLevel, iNum) endif if (LLTarget2) && (LLTarget2 != LL_NULL) LLTarget2.AddForm(arArmor, iLevel, iNum) endif if (FLTarget1) && (FLTarget1 != FL_NULL) FLTarget1.AddForm(arArmor) endif if (FLTarget2) && (FLTarget2 != FL_NULL) FLTarget2.AddForm(arArmor) endif iCount +=1 else fnMessage("LL Armor Error: Mod/Count/ArmorID/FormLists/LLists/Armor: " + sMod + "/" + iCount + "/" + iArmorID + "/" + LLTarget1 + "/" + LLTarget2 + "/" + FLTarget1 + "/" + FLTarget2 + "/" + arArmor) endif EndFunction Function fnAddArmorToLL(String sMod, Int iArmorID, Int iLevel, Int iNum, LeveledItem LLTarget1, LeveledItem LLTarget2, LeveledItem LLTarget3, LeveledItem LLTarget4) Armor arArmor = Game.GetFormFromFile(iArmorID, sMod) as Armor if (arArmor) && (LLTarget1) && (LLTarget2) && (LLTarget3) && (LLTarget4) if (LLTarget1) && (LLTarget1 != LL_NULL) LLTarget1.AddForm(arArmor, iLevel, iNum) endif if (LLTarget2) && (LLTarget2 != LL_NULL) LLTarget2.AddForm(arArmor, iLevel, iNum) endif if (LLTarget3) && (LLTarget3 != LL_NULL) LLTarget3.AddForm(arArmor, iLevel, iNum) endif if (LLTarget4) && (LLTarget4 != LL_NULL) LLTarget4.AddForm(arArmor, iLevel, iNum) endif iCount +=1 else fnMessage("LL Armor Error: Mod/Count/ArmorID/Armor/LLists: " + sMod + "/" + iCount + "/" + iArmorID + "/" + arArmor + "/" + LLTarget1 + "/" + LLTarget2 + "/" + LLTarget3 + "/" + LLTarget4) endif EndFunction Function fnAddArmorToFLists(String sMod, Int iArmorID, FormList FLTarget1, FormList FLTarget2, FormList FLTarget3, FormList FLTarget4) Armor arArmor = Game.GetFormFromFile(iArmorID, sMod) as Armor if (arArmor) && (FLTarget1) && (FLTarget2) && (FLTarget3) && (FLTarget4) if (FLTarget1) && (FLTarget1 != FL_NULL) FLTarget1.AddForm(arArmor) endif if (FLTarget2) && (FLTarget2 != FL_NULL) FLTarget2.AddForm(arArmor) endif if (FLTarget3) && (FLTarget3 != FL_NULL) FLTarget3.AddForm(arArmor) endif if (FLTarget4) && (FLTarget4 != FL_NULL) FLTarget4.AddForm(arArmor) endif iCount +=1 else fnMessage("FL Armor Error: Mod/Count/ArmorID/FormLists/Armor: " + sMod + "/" + iCount + "/" + iArmorID + "/" + FLTarget1 + "/" + FLTarget2 + "/" + FLTarget3 + "/" + FLTarget4 + "/" + arArmor) endif EndFunction Function fnAddModListToNextLists(String sMod, Int iLevel, LeveledItem LLTarget, LeveledItem LLIList) if (LLTarget) && (LLIList) LLTarget.AddForm(LLILIst, iLevel, 1) else fnMessage("Next List Error: Mod/Count/LLTarget/LLIList: " + sMod + "/" + iCount + "/" + LLTarget + "/" + LLIList) endif EndFunction ;----------------------------------------------------------------------------------------------------------------------------- Function fnDebug(String sDebug) If (iDebugSetting > 0) Debug.Trace(sDebug) EndIf If (iDebugSetting > 1) Debug.NotIfication(sDebug) EndIf EndFunction Function fnMessage(String sMessage) Debug.NotIfication(sMessage) If (iDebugSetting > 0) Debug.Trace(sMessage) EndIf EndFunction CCL - 190114.0.zip
Operand Posted June 2, 2020 Author Posted June 2, 2020 6 hours ago, Halstrom said: Hmm I haven't looked that deep into F4SE slot coding stuff. All I did was had a script detect that mods were installed and add them to Levelled Lists and formlists, I was planning on adding actorstats for that later. Thanks for the reply. The issue isn't the "integration" in a sense of "items are somehow obtainable in the world" - that I leave to a discretion of whatever mod SAF user has installed. They can (and likely will) add the item through a console for all I care. My issue is that I want to achieve that any item the user has can be integrated with SAF - i.e. influence the proper SA attribute when equipped. So my idea was: User somehow has an item. This is a given They go to a special workstation (I call "assembler") They place an item inside Assembler takes a look into the item and determines which slots the item will occupy when equipped After assembler understands which are item slots for the item, it then looks up which SA attribute can be affected per each slot (for instance, R Leg / L Leg would affect legs SA obviously) It then assembles the list of all possible SA attributes derived from all the item slots.. .. and the user will get a popup prompt with a selection of the SA attribute they want the item to affect After the user makes the selection, assembler then adds the corresponding parent item slot (that's the stuff which makes an item moddable on the armor workbench) which will allow to modify the SA attribute that users has chosen This is the end of the work of the assembler and I managed to implement everything apart from the very last step. It is important to realise that after assembler has done its job, the item won't modify value for the selected attribute until the user actually goes to the armor workbench and then chooses that value. That's the whole point - assembler only sets which SA slots to add and then user need to also define the values. This allows to: Only work with the proper SA attributes. Because assembler will automatically determine proper SA by the item slots Completely avoid the necessity of value selection, hence the actual range of value will be limited to that which is implemented in SAF for that added armor slot I will take a look into the stuff you've posted - thanks again - albeit at first glance it isn't addressing the issue I have. F4SE simply doesn't have the functionality to do it - at least from what I found so far on the wiki and specs pages.
Halstrom Posted June 3, 2020 Posted June 3, 2020 12 hours ago, Operand said: Thanks for the reply. The issue isn't the "integration" in a sense of "items are somehow obtainable in the world" - that I leave to a discretion of whatever mod SAF user has installed. They can (and likely will) add the item through a console for all I care. My issue is that I want to achieve that any item the user has can be integrated with SAF - i.e. influence the proper SA attribute when equipped. So my idea was: User somehow has an item. This is a given They go to a special workstation (I call "assembler") They place an item inside Assembler takes a look into the item and determines which slots the item will occupy when equipped After assembler understands which are item slots for the item, it then looks up which SA attribute can be affected per each slot (for instance, R Leg / L Leg would affect legs SA obviously) It then assembles the list of all possible SA attributes derived from all the item slots.. .. and the user will get a popup prompt with a selection of the SA attribute they want the item to affect After the user makes the selection, assembler then adds the corresponding parent item slot (that's the stuff which makes an item moddable on the armor workbench) which will allow to modify the SA attribute that users has chosen This is the end of the work of the assembler and I managed to implement everything apart from the very last step. It is important to realise that after assembler has done its job, the item won't modify value for the selected attribute until the user actually goes to the armor workbench and then chooses that value. That's the whole point - assembler only sets which SA slots to add and then user need to also define the values. This allows to: Only work with the proper SA attributes. Because assembler will automatically determine proper SA by the item slots Completely avoid the necessity of value selection, hence the actual range of value will be limited to that which is implemented in SAF for that added armor slot I will take a look into the stuff you've posted - thanks again - albeit at first glance it isn't addressing the issue I have. F4SE simply doesn't have the functionality to do it - at least from what I found so far on the wiki and specs pages. Yeah my approach was to just set all the clothing's sexual aattributes myself to take the user out of the equation, its a lot of work and needs updating to work my way.
Operand Posted June 3, 2020 Author Posted June 3, 2020 10 hours ago, Halstrom said: Yeah my approach was to just set all the clothing's sexual aattributes myself to take the user out of the equation, its a lot of work and needs updating to work my way. My main issue here isn't only a lot of work (albeit it also is a concern), but also: Different users might want different ideas about what SA should an item affect and in which way. Should eyeglasses affect face SA or eyes SA or eyelashes SA? All of them? Some two of them? In which way? Users will have different tastes. For example, some might think that the Vault-111 clothing will add a lot of body SA because - well, jumpsuit and all. Some might think otherwise. Some might have some slooooooty replacer installed etc etc Therefore instead of thinking how to make it most reasonable for all and then maintain it - my idea was "cook it the way you like". Alas, F4 scripting isn't yet allowing that for what I learned.
Halstrom Posted June 3, 2020 Posted June 3, 2020 2 hours ago, Operand said: My main issue here isn't only a lot of work (albeit it also is a concern), but also: Different users might want different ideas about what SA should an item affect and in which way. Should eyeglasses affect face SA or eyes SA or eyelashes SA? All of them? Some two of them? In which way? Users will have different tastes. For example, some might think that the Vault-111 clothing will add a lot of body SA because - well, jumpsuit and all. Some might think otherwise. Some might have some slooooooty replacer installed etc etc Therefore instead of thinking how to make it most reasonable for all and then maintain it - my idea was "cook it the way you like". Alas, F4 scripting isn't yet allowing that for what I learned. yeah that sounds way more complex, I would just limit it to facecial attractiveness and go by formlists like "HasBigButt" and "LikesSmallBoobs". Just give outfits a Sexy or Slutty rating with possible negatives for stuff that is ugly. 1
Operand Posted June 3, 2020 Author Posted June 3, 2020 1 hour ago, Halstrom said: yeah that sounds way more complex, I would just limit it to facecial attractiveness and go by formlists like "HasBigButt" and "LikesSmallBoobs". Just give outfits a Sexy or Slutty rating with possible negatives for stuff that is ugly. I though about that but it boils down to the same issue - the terms "slutty / ugly / sexy / whatever" are arbitrary and defined by the taste of the user. So it's a bit better than enforcing the straight away values and SA choices but doesn't remove the maintenance issue (now also with tags) and doesn't solve issues with things like replacers. Vanilla vault-111 suit is not so much slutty, while there are a lot of options to change that. I'm now trying to scrap together some F4SE plugin, maybe that'll work, but it's not a momentarily done stuff. Btw, if you know someone directly from the F4SE team (or, like PC says to Desdemona .. "know the guy who knows the guy") and don't mind asking if they can add this possibility to F4SE - I think it would be great. I'm sure not only this mod would benefit from it.
Operand Posted June 23, 2020 Author Posted June 23, 2020 On 6/3/2020 at 6:50 PM, Halstrom said: yeah that sounds way more complex, I would just limit it to facecial attractiveness and go by formlists like "HasBigButt" and "LikesSmallBoobs". Just give outfits a Sexy or Slutty rating with possible negatives for stuff that is ugly. Well, I (sort of) won. If i can't add armor slots - I can just allow some other way of specifying the SA attributes information. Thus tagging feature was born. I hope I'm not breaking any IP by relying on LL_Fourplay here, right? If any experienced modder can take a look into any potential flaws in my implementation - that would be great, all the source is in there.
vaultbait Posted June 23, 2020 Posted June 23, 2020 The latest version ships copies of f4se\plugins\ll_fourplay_1_10_163.dll and scripts\ll_fourplay.pex which are also provided by AAF. Is there any guidance on which mod's copy of those should overwrite the other?
keymaster1965 Posted June 23, 2020 Posted June 23, 2020 neat mod, however I have developed a issue since installing your mod. I started infrequent CTD, I dont believe its your mod but im not sure, since this mod have a heavy debug and logging the mod "should" tell me what the issue is (I hope) how do I get to the log? I know I sould like a new user but I couldnt find it lol
Halstrom Posted June 24, 2020 Posted June 24, 2020 2 hours ago, vaultbait said: The latest version ships copies of f4se\plugins\ll_fourplay_1_10_163.dll and scripts\ll_fourplay.pex which are also provided by AAF. Is there any guidance on which mod's copy of those should overwrite the other? 4 hours ago, Operand said: Well, I (sort of) won. If i can't add armor slots - I can just allow some other way of specifying the SA attributes information. Thus tagging feature was born. I hope I'm not breaking any IP by relying on LL_Fourplay here, right? If any experienced modder can take a look into any potential flaws in my implementation - that would be great, all the source is in there. As Fourplay hasn't been worked on for a long time I would go with the AAF version if there even is any actual differences. @Operand, are you in the AAF Discord, there are heaps of people there that know more about that stuff than I do. Ping dagoba_king there with an IM explaining you are making AAF mods and he will put you into the aaf-author-support channel.
vaultbait Posted June 24, 2020 Posted June 24, 2020 11 minutes ago, Halstrom said: As Fourplay hasn't been worked on for a long time I would go with the AAF version if there even is any actual differences. @Operand, are you in the AAF Discord, there are heaps of people there that know more about that stuff than I do. Ping dagoba_king there with an IM explaining you are making AAF mods and he will put you into the aaf-author-support channel. Thanks, I figured these were merely "convenience copies" so I did default to just using the ones AAF installs anyway, but wanted to be sure... if I could be bothered to look up checksumming tools for Windows I suppose I could have just checked whether they were identical.
Operand Posted June 24, 2020 Author Posted June 24, 2020 10 hours ago, keymaster1965 said: neat mod, however I have developed a issue since installing your mod. I started infrequent CTD, I dont believe its your mod but im not sure, since this mod have a heavy debug and logging the mod "should" tell me what the issue is (I hope) how do I get to the log? I know I sould like a new user but I couldnt find it lol If you could - please provide the Papyrus logs. All of this mods log lines start with "Sex Appeal Framework" and be default the log level is the most detailed, so it should provide a decent overview. I run SAF with ~300 other mods installed though (including heavily scripted LL mods) and have yet to see any CTDs. Example of what you should be able to find in your log is: Spoiler [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / --> Equipping actor [Actor < (00000014)>]; equipped item: [Form < (8700544C)>] handling .. [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / --- Item succesfully passed; Reference name: 'Nails [SA:Palms +11]' [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --> Starting to parse the input; Form name: Nails [SA:Palms +11]; format: [tagName ?tagValue]; ? is + or - [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute name starting tag: '[' at position: 6 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute value starting tag: ' ' at position: 15 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Attempting to map found tag name: 'SA:Palms' with SAF attribute [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Given tag name: 'SA:Palms' matched with SAF attribute on index: 18 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Value sign is: '+'; multiple: 1 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute name ending tag: ']' at position: 19; parsed value: 11 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Parsed value as int exceeds 10, skipping [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / <-- Finished parsing; Form name: Nails [SA:Palms +11]; format: [tagName ?tagValue]; ? is + or - [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / <-- Equipping actor [Actor < (00000014)>]; equipped item: [Form < (8700544C)>] handling complete [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemUnequipped:4604927 / SAF_Kernel / OnItemUnequipped / --> Unequipping actor [Actor < (00000014)>]; unequipped item: [Armor < (97005BAB)>] handling .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / warning / SAF:SAF_Kernel:OnItemUnequipped:4604927 / SAF_Kernel / OnItemUnequipped / <-! No unequipped reference supplied, user-defined name could not be determined (this could be a bug in game engine) [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4602150 / SAF_Kernel / OnItemEquipped / --> Equipping actor [Actor < (00000014)>]; equipped item: [Armor < (97005B9F)>] handling .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / warning / SAF:SAF_Kernel:OnItemEquipped:4602150 / SAF_Kernel / OnItemEquipped / <-! No equipped reference supplied, user-defined name could not be determined (this could be a bug in game engine) [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / --> Tick .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / getCacheManager / --> Getting for [SAF:SAF_Kernel <SAF_QUST_Kernel (2B0014C0)>] .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / getCacheManager / <-- Getting for [SAF:SAF_Kernel <SAF_QUST_Kernel (2B0014C0)>] completed, using the existing object [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / --- Cache manager was set, cache sub-routine is resuming, trying to restore from cache .. [06/24/2020 - 11:00:21AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / <-- Restoring from cache completed 10 hours ago, vaultbait said: The latest version ships copies of f4se\plugins\ll_fourplay_1_10_163.dll and scripts\ll_fourplay.pex which are also provided by AAF. Is there any guidance on which mod's copy of those should overwrite the other? Yes, that's what I use. I need it for the parsing purposes because it allows decent work with strings. I bundled the LL_Fourplay files into the mod because strictly speaking SAF has nothing to do with AAF and should work regardless. 7 hours ago, Halstrom said: As Fourplay hasn't been worked on for a long time I would go with the AAF version if there even is any actual differences. @Operand, are you in the AAF Discord, there are heaps of people there that know more about that stuff than I do. Ping dagoba_king there with an IM explaining you are making AAF mods and he will put you into the aaf-author-support channel. Yes, that's why I asked if I can just use LL_Fourplay (let alone distribute a copy of it inside my mod). I was unable to find what's the policy there. I'm not on discord, how do I join that?
keymaster1965 Posted June 24, 2020 Posted June 24, 2020 5 hours ago, Operand said: If you could - please provide the Papyrus logs. All of this mods log lines start with "Sex Appeal Framework" and be default the log level is the most detailed, so it should provide a decent overview. I run SAF with ~300 other mods installed though (including heavily scripted LL mods) and have yet to see any CTDs. Example of what you should be able to find in your log is: Reveal hidden contents [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / --> Equipping actor [Actor < (00000014)>]; equipped item: [Form < (8700544C)>] handling .. [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / --- Item succesfully passed; Reference name: 'Nails [SA:Palms +11]' [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --> Starting to parse the input; Form name: Nails [SA:Palms +11]; format: [tagName ?tagValue]; ? is + or - [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute name starting tag: '[' at position: 6 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute value starting tag: ' ' at position: 15 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Attempting to map found tag name: 'SA:Palms' with SAF attribute [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Given tag name: 'SA:Palms' matched with SAF attribute on index: 18 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Value sign is: '+'; multiple: 1 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Found attribute name ending tag: ']' at position: 19; parsed value: 11 [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / --- Parsed value as int exceeds 10, skipping [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / Util / getSAFTagsAttributes / <-- Finished parsing; Form name: Nails [SA:Palms +11]; format: [tagName ?tagValue]; ? is + or - [06/24/2020 - 11:00:18AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4584710 / SAF_Kernel / OnItemEquipped / <-- Equipping actor [Actor < (00000014)>]; equipped item: [Form < (8700544C)>] handling complete [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemUnequipped:4604927 / SAF_Kernel / OnItemUnequipped / --> Unequipping actor [Actor < (00000014)>]; unequipped item: [Armor < (97005BAB)>] handling .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / warning / SAF:SAF_Kernel:OnItemUnequipped:4604927 / SAF_Kernel / OnItemUnequipped / <-! No unequipped reference supplied, user-defined name could not be determined (this could be a bug in game engine) [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:SAF_Kernel:OnItemEquipped:4602150 / SAF_Kernel / OnItemEquipped / --> Equipping actor [Actor < (00000014)>]; equipped item: [Armor < (97005B9F)>] handling .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / warning / SAF:SAF_Kernel:OnItemEquipped:4602150 / SAF_Kernel / OnItemEquipped / <-! No equipped reference supplied, user-defined name could not be determined (this could be a bug in game engine) [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / --> Tick .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / getCacheManager / --> Getting for [SAF:SAF_Kernel <SAF_QUST_Kernel (2B0014C0)>] .. [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / getCacheManager / <-- Getting for [SAF:SAF_Kernel <SAF_QUST_Kernel (2B0014C0)>] completed, using the existing object [06/24/2020 - 11:00:20AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / --- Cache manager was set, cache sub-routine is resuming, trying to restore from cache .. [06/24/2020 - 11:00:21AM] Sex Appeal Framework / info / SAF:OnTimer:4607449 / SAF_Kernel / OnTickCache / <-- Restoring from cache completed Yes, that's what I use. I need it for the parsing purposes because it allows decent work with strings. I bundled the LL_Fourplay files into the mod because strictly speaking SAF has nothing to do with AAF and should work regardless. Yes, that's why I asked if I can just use LL_Fourplay (let alone distribute a copy of it inside my mod). I was unable to find what's the policy there. I'm not on discord, how do I join that? thats why I asked WHERE is the log?
Operand Posted June 24, 2020 Author Posted June 24, 2020 28 minutes ago, keymaster1965 said: thats why I asked WHERE is the log? Oh, sorry, I didn't catch that. Press Win+R and then type: %homepath%\Documents\My Games\Fallout4\Logs\Script there should be a file named Papyrus0.log in there. That corresponds to the log of the latest game session that you've run (other files correspond to your earlier game sessions) If you don't see logs there, you need to enable logging. See here how to do it. Please also note, that errors / warning messages in the log do not necessarily mean that some particular mod is responsible for the CTD. For instance, if CTD was caused by some graphical / memory engine errors, papyrus will die before ever getting a chance to log anything.
keymaster1965 Posted June 24, 2020 Posted June 24, 2020 2 hours ago, Operand said: Oh, sorry, I didn't catch that. Press Win+R and then type: %homepath%\Documents\My Games\Fallout4\Logs\Script there should be a file named Papyrus0.log in there. That corresponds to the log of the latest game session that you've run (other files correspond to your earlier game sessions) If you don't see logs there, you need to enable logging. See here how to do it. Please also note, that errors / warning messages in the log do not necessarily mean that some particular mod is responsible for the CTD. For instance, if CTD was caused by some graphical / memory engine errors, papyrus will die before ever getting a chance to log anything. Papyrus.2.log
Operand Posted June 24, 2020 Author Posted June 24, 2020 33 minutes ago, keymaster1965 said: Papyrus.2.log 436.05 MB · 0 downloads Well.. nope. This isn't going to work like that ? I am all up for helping, but near 450Mb of text is.. a bit much, right? Could you: Get the log right after the CTD Trim only several hundreds of lines (maybe 100-200) from the end of the log
keymaster1965 Posted June 24, 2020 Posted June 24, 2020 43 minutes ago, Operand said: Well.. nope. This isn't going to work like that ? I am all up for helping, but near 450Mb of text is.. a bit much, right? Could you: Get the log right after the CTD Trim only several hundreds of lines (maybe 100-200) from the end of the log Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1172127: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1049312: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1171677: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1168830: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 545163: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1168785: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 433283: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 168201: [06/24/2020 - 10:09:44AM] Frame count: 2 (Page count: 2) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Normal [06/24/2020 - 10:09:44AM] Return register: None [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.SadismMCM() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 28 [06/24/2020 - 10:09:44AM] IP: 0 Instruction: 0 Line: 28 [06/24/2020 - 10:09:44AM] [::temp2]: 0 [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 40 [06/24/2020 - 10:09:44AM] IP: 426 Instruction: 6 Line: 40 [06/24/2020 - 10:09:44AM] [target]: [Actor < (0001CB6E)>] [06/24/2020 - 10:09:44AM] [Caster]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp3]: False [06/24/2020 - 10:09:44AM] [::temp4]: None [06/24/2020 - 10:09:44AM] [::nonevar]: None [06/24/2020 - 10:09:44AM] Dumping stack 1025264: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1091471: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 632691: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 578540: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 378149: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 1171481: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 522628: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 [06/24/2020 - 10:09:44AM] Dumping stack 720597: [06/24/2020 - 10:09:44AM] Frame count: 1 (Page count: 1) [06/24/2020 - 10:09:44AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:09:44AM] Type: Initialization Event [06/24/2020 - 10:09:44AM] Return register: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] Has stack callback: No [06/24/2020 - 10:09:44AM] Has unbind object: No [06/24/2020 - 10:09:44AM] Stack trace: [06/24/2020 - 10:09:44AM] [None].PERV_SadismVictimEffectScript.OnInit() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\PERV_SadismVictimEffectScript.psc" Line 21 [06/24/2020 - 10:09:44AM] IP: 171 Instruction: 2 Line: 21 [06/24/2020 - 10:09:44AM] [::temp0]: [Actor < (00000014)>] [06/24/2020 - 10:09:44AM] [::temp1]: 0 that was from the end and this is from the middle [06/24/2020 - 10:08:56AM] Dumping stack 735016: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735017: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00173D)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735019: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735021: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735022: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00190E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735023: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735024: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735025: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735027: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00190E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735029: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735031: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00173D)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735032: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735033: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00173D)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735034: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00190E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735036: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735038: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF001236)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735039: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735040: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF001236)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735042: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735043: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735045: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00190E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735047: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735049: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00173D)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735050: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00190E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735051: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00101E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735053: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF001236)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735055: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735057: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectStart() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735058: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00173D)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735059: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF001236)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735060: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF000FCB)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735061: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace: [06/24/2020 - 10:08:56AM] [None].PERV_SadismVictimEffectScript.OnEffectFinish() - (requested call) [06/24/2020 - 10:08:56AM] [param 0]: [Actor < (FF00127E)>] [06/24/2020 - 10:08:56AM] [param 1]: [Actor < (00000014)>] [06/24/2020 - 10:08:56AM] Dumping stack 735063: [06/24/2020 - 10:08:56AM] Frame count: 0 (Page count: 0) [06/24/2020 - 10:08:56AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/24/2020 - 10:08:56AM] Type: Normal [06/24/2020 - 10:08:56AM] Return register: None [06/24/2020 - 10:08:56AM] Has stack callback: No [06/24/2020 - 10:08:56AM] Has unbind object: No [06/24/2020 - 10:08:56AM] Stack trace:
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