kapibar Posted July 26, 2021 Posted July 26, 2021 26 minutes ago, Desvati said: I explained reasoning for it in the post, so, there you go. Keep in mind, if he's a follower, he's not giving the player her independence. You have the same kind of freedom as before (you choose where to go; you chose what to milk for cumtainers), and he's literally right there with you to enforce whatever rules he'd have on you. Motivation is not really the problem here, just the mod work involved. The idea behind the scenario is to continue having Wartimes features beyond the initial start, as the Slave Wife route already is, but without leaving you stuck to Whiterun. The other endings already leave you the ability to slowly redefine your character without father's influence. The thing is travelling with the PC would diminish father as a character and force of influence. His entire shtick is that he's cunning and manipulative. He slowly takes control over PC's life, becomes her whole world. How would his power over PC hold when confronted with those larger than life scenarios - dragon attacks, ancient organizations, Daedric deities and vampire courts? It's just a matter of time when father and his influence will become insubstantial. And I really don't think he would allow himself to be diminished, to lose power. This is not the kind of man that would accept the fact that this slave he put under his boot is being recognized by courts, gains power in College of Winterhold, takes possesion of ancient artifacts and is appointed leader of multiple factions. Depending on the gaming strategy, the point when father has no power over the PC would be reached sooner or later, but coming to said point is unavoidable. And then his demands, attitude and whatnot would become nothing more than a nuisance. Disbelief can be suspended only for so long. I can imagine the man having power over a child, but how can he control this force of nature that can fus ro dah his sorry ass into the next installment of the series? I just don't see how this could play out in father's favor and if the guy has one thing going for him is that he doesn't make stupid mistakes. 2
Desvati Posted July 26, 2021 Posted July 26, 2021 48 minutes ago, kapibar said: The thing is travelling with the PC would diminish father as a character and force of influence. His entire shtick is that he's cunning and manipulative. He slowly takes control over PC's life, becomes her whole world. How would his power over PC hold when confronted with those larger than life scenarios - dragon attacks, ancient organizations, Daedric deities and vampire courts? It's just a matter of time when father and his influence will become insubstantial. And I really don't think he would allow himself to be diminished, to lose power. This is not the kind of man that would accept the fact that this slave he put under his boot is being recognized by courts, gains power in College of Winterhold, takes possesion of ancient artifacts and is appointed leader of multiple factions. Depending on the gaming strategy, the point when father has no power over the PC would be reached sooner or later, but coming to said point is unavoidable. And then his demands, attitude and whatnot would become nothing more than a nuisance. Disbelief can be suspended only for so long. I can imagine the man having power over a child, but how can he control this force of nature that can fus ro dah his sorry ass into the next installment of the series? I just don't see how this could play out in father's favor and if the guy has one thing going for him is that he doesn't make stupid mistakes. The game already fails to recognise all of these, even in the vanilla game, barring tiny bits of flavour text, and being the dragonborn. Most people using an alternate start don't play as the dragonborn, though, and many more don't play with the idea that they're gonna be guildmaster of the entire province. That's not even a feasible ideal as a character to play and the only reason that exists is for the scope of gameplay. Wartimes is reliant heavily on the idea of RP, and so the open ended gameplay isn't relevant. Besides, manipulating someone who is "stronger" or more powerful than you is a hallmark of manipulation. Especially if we follow on from the slave wife part. The PC already has given up their mother's life, their entire stated goal for being a servant, in order to continue serving him willingly. At that point, obtaining power isn't a means of leverage for the character, its a means to better serve her master. If one truly needed a veneer to coat over events, its easy enough to say that father is the one taking credits for these events, you're his hand by which they are enacted. That's not too difficult to believe either, especially if one is using, say DCL or SLS, where women are treated as inferior to their male counterparts.
Monoman1 Posted July 26, 2021 Posted July 26, 2021 (edited) Sorry folks. I had a big long reply written out when I accidentally closed the tab so this is going to be a lot shorter/blunter than I wanted cus I'm pissed off. 2 hours ago, Silvain said: But for some reason father takes away the milk (MME) from me even though I'm supposed meet my quota. Thus making it impossible. I did not have that problem before... Maybe my bashed patched went wrong somewhere? Might be a startup problem. Try exiting and re-entering the house. Many things are set up then which is why I'm reluctant on father as a follower. Food should be taken. Cum and milk shoulnd't be. Try combinations of adding food/milk/cum to your inventory. 3 hours ago, Silvain said: A little request: When the supply run triggers and father takes all the clothes he also takes any shoes regardless if they are heels or not. Only the slave heels are not taken. Would it be possible to extend it to regular heels as well? I can't detect heels in the inventory but I can probably save anything you've equipped in the past as heels. 3 hours ago, Silvain said: he wheel menu always popped up, but the list wich contains the "milk" option appeared only after the third or fourth try. Probably some script lag. It sounds like you have activate and wheel menu bound to the same key. Using brutus brings up his menu. The wheel menu should be a different key altogether. 2 hours ago, Desvati said: On the Supply Run front, I've noticed it seems to like starting late no matter whether servitude starts early (around 9am) or later (6pm). Here's the code: pchsSupplyRunNext.SetValue(((Utility.GetCurrentGameTime()) as Int) + 2.0 + ((1.0 / 24.0) * Menu.TasksBeginHour) + 0.05) ; One hour after TasksBeginHour, 2 days from now do supply run again pchsSupplyRunNext is checked every game hour and if CurrentTime > pchsSupplyRunNext a supply run is started. I can't see anything wrong with it. 5 hours ago, kapibar said: No happy endings, just misery, betrayal and a broken slut with nowhere to go. I'm not against bad endings but I am against ultimate bad ends. Where there's nothing you can ever do and result is always the same. I don't think I'd ever start the mod a second time if I knew that. I've been thinking. Wouldn't it be nice if when the mod starts then a bunch of random events are rolled. Events have a chance to happen or not happen at all. They also occur a random number of days into the quest. These events can be minor/major. but are always random and are 'set in stone' once you begin the wartimes scenario. If you wanted different events for that playthrough you'd have to go all the way back to the alternate start cell. If/when you get a bad end then you just have to roll with it and adapt. Events like - 5% chance of (5 - 20) days in that Father is killed in a card game. You're evicted to pay for his debt and effectively orphaned and made homeless. Mother never returns. (or maybe 10% chance Mother finds you 10 - 20 days later). - 3% chance of 10 - 30 days in that a rich aunt dies and leaves you a significant amount of gold 500/1000/5000 - 2% chance of 20 - 50 days in mother escapes, finds you and you run away together. - 1% chance of 30 - 60 days in the jarl notices you and takes pity on you. Imprisons your father and grants you his home. - 5% chance of after 20 - 40 days of sucking fathers dick that he sells you anyway. He always intended to sell you. And now that you're well trained he should get more gold for you. Shit like that. They'd probably be pretty... 'shallow' - popup boxes / fade to black / letters etc. Because it'd just be too much work otherwise. Really the outcomes would have to be hidden from me. Not an easy task But like I've said here a thousand times I'm under immense time pressure here.... 8 hours ago, lcewolf said: If you could point me if i am right it will be appreciate Yes that one. Edited July 26, 2021 by Monoman1 3
kapibar Posted July 26, 2021 Posted July 26, 2021 9 minutes ago, Desvati said: The game already fails to recognise all of these, even in the vanilla game, barring tiny bits of flavour text, and being the dragonborn. Most people using an alternate start don't play as the dragonborn, though, and many more don't play with the idea that they're gonna be guildmaster of the entire province. That's not even a feasible ideal as a character to play and the only reason that exists is for the scope of gameplay. Wartimes is reliant heavily on the idea of RP, and so the open ended gameplay isn't relevant. Besides, manipulating someone who is "stronger" or more powerful than you is a hallmark of manipulation. Especially if we follow on from the slave wife part. The PC already has given up their mother's life, their entire stated goal for being a servant, in order to continue serving him willingly. At that point, obtaining power isn't a means of leverage for the character, its a means to better serve her master. If one truly needed a veneer to coat over events, its easy enough to say that father is the one taking credits for these events, you're his hand by which they are enacted. That's not too difficult to believe either, especially if one is using, say DCL or SLS, where women are treated as inferior to their male counterparts. The most important thing about manipulation is that you have to know when it's possible to apply it as a tool. In Wartimes scenario father gains a number of leverages he can use on the PC, manipulation being one of them. In the Slave Wife scenario there are actually three leverages - first is stockholm syndrome, second - PC's inability to take care of herself and third - the child. If father becomes travelling companion he automatically releases one leverage, loses the second one on the road, until the only thing left is the stockholm syndrome, which can only take you as far. It's one thing to be enslaved by a bunch of bandits or daedric deity, to lose your equipment and be bound in restraints, but one man holding his grip on the player who at some point (dragonborn or not) becomes the force of nature is just hard to imagine. Especially when you factor in the fact that father is no one special, he's just a farmer with delusions of grandeur, but he never in the entire scenario doesn't bite off more than he can chew. Like I said earlier, RP's suspence of disbelief can only take you so far, at some point even the player will recognize father is nothing more than an irritating flea. And the PC should realize it too, confronted with supernatural stuff, rulers, kings and emperors. Even the most submissive person challenges master's authority to see if he/she is still worthy. And if this happens to father - and I don't believe he'd allow it to happen - he's toast. The only scenario in which I can imagine father accompany is putting a hard cap on PC's level at around 30-40 and limit her skills to non-combat only. Sure, players can do it themselves, but I think this would be too crippling to the gameplay. 1
CrouchingStand Posted July 26, 2021 Posted July 26, 2021 One thing I've found, and not seen mentioned, is the task to tend to the guards at the watchtower. At some point it just stops ever happening and I can't specifically request for it either. I've never seen any dialogue where father has had enough of them and says you're no longer going to help but is possible I've missed it or something hasn't fired. It seems to happen a little ways into the degradation/once you start doing sexual things with father, but not actually pinpointed anything in few playthroughs had other than "at some point" - it also becomes unticked on the mod menu, but not sure if that means anything or just not been tasked to do it that day.
lorddenorstrus Posted July 26, 2021 Posted July 26, 2021 18 minutes ago, kapibar said: The most important thing about manipulation is that you have to know when it's possible to apply it as a tool. In Wartimes scenario father gains a number of leverages he can use on the PC, manipulation being one of them. In the Slave Wife scenario there are actually three leverages - first is stockholm syndrome, second - PC's inability to take care of herself and third - the child. If father becomes travelling companion he automatically releases one leverage, loses the second one on the road, until the only thing left is the stockholm syndrome, which can only take you as far. It's one thing to be enslaved by a bunch of bandits or daedric deity, to lose your equipment and be bound in restraints, but one man holding his grip on the player who at some point (dragonborn or not) becomes the force of nature is just hard to imagine. Especially when you factor in the fact that father is no one special, he's just a farmer with delusions of grandeur, but he never in the entire scenario doesn't bite off more than he can chew. Like I said earlier, RP's suspence of disbelief can only take you so far, at some point even the player will recognize father is nothing more than an irritating flea. And the PC should realize it too, confronted with supernatural stuff, rulers, kings and emperors. Even the most submissive person challenges master's authority to see if he/she is still worthy. And if this happens to father - and I don't believe he'd allow it to happen - he's toast. The only scenario in which I can imagine father accompany is putting a hard cap on PC's level at around 30-40 and limit her skills to non-combat only. Sure, players can do it themselves, but I think this would be too crippling to the gameplay. Ok cool then don't do it. That's the entire idea behind optional gameplay. There's multiple 'end' scenarios and having 1 you dislike or don't do sounds normal. There's no reason to argue against content other people think is a good idea. 1
Monoman1 Posted July 26, 2021 Posted July 26, 2021 9 minutes ago, CrouchingStand said: One thing I've found, and not seen mentioned If you can get me steps to recreate it I'd really appreciate it. I don't often do the side tasks as the pay is too low IMO and my PC has enough sexual 'wear and tear'
kapibar Posted July 26, 2021 Posted July 26, 2021 4 minutes ago, lorddenorstrus said: Ok cool then don't do it. That's the entire idea behind optional gameplay. There's multiple 'end' scenarios and having 1 you dislike or don't do sounds normal. There's no reason to argue against content other people think is a good idea. Going by this logic there's not much point in talking to people ;). We exchange ideas, perspectives, our own interpretations of the story. I think this is the entire point of having a community on a message board. Also, I don't see how two people exchanging well argumented concepts is something that souldn't be done. 2
CrouchingStand Posted July 26, 2021 Posted July 26, 2021 48 minutes ago, Monoman1 said: If you can get me steps to recreate it I'd really appreciate it. I don't often do the side tasks as the pay is too low IMO and my PC has enough sexual 'wear and tear' The only thing I've noticed is that it happens (or only happened so far) once you've moved onto being able to do more than cook. So the options to suck/fuck, even if you don't do them. I'll see if I can reproduce anything, but like you I don't do the tasks that often either, so not got anything other than "at some point" unfortunately.
Silvain Posted July 26, 2021 Posted July 26, 2021 (edited) 3 hours ago, Monoman1 said: Sorry folks. I had a big long reply written out when I accidentally closed the tab so this is going to be a lot shorter/blunter than I wanted cus I'm pissed off. Classic. I hate when that happens. 3 hours ago, Monoman1 said: Might be a startup problem. Try exiting and re-entering the house. Many things are set up then which is why I'm reluctant on father as a follower. Food should be taken. Cum and milk shoulnd't be. Try combinations of adding food/milk/cum to your inventory. Seemed like it. It just started working out of nowhere. *shrug* 3 hours ago, Monoman1 said: I can't detect heels in the inventory but I can probably save anything you've equipped in the past as heels. It sounds like you have activate and wheel menu bound to the same key. Using brutus brings up his menu. The wheel menu should be a different key altogether. It was weird. Just like with the milk it just started working without me changing anything. I now believe that something very fundamental is broken with my save. ^^' There are a few other things that are happening that have nothing to do with wartimes. Ever got a save where something with sexlab just breaks causing every other script to just lag out? Like I'm talking Open UI Menu -> Select "Show Tasks" -> Wait 2 Minutes for it to show up lag. Reloading/Restarting does nothing, only reloading an earlier save helps. And that just happens randomly. So yeah please take everything I said about problems with a good amount scepticism. 3 hours ago, Monoman1 said: Here's the code: pchsSupplyRunNext.SetValue(((Utility.GetCurrentGameTime()) as Int) + 2.0 + ((1.0 / 24.0) * Menu.TasksBeginHour) + 0.05) ; One hour after TasksBeginHour, 2 days from now do supply run again pchsSupplyRunNext is checked every game hour and if CurrentTime > pchsSupplyRunNext a supply run is started. I can't see anything wrong with it. The first and second run always go smoothly for me. After that it suddenly starts after 9pm and then just tends to stay there. I have set it so that the tasks start at 8am and end at 11pm. I rarely wake up later than 8am. 3 hours ago, Monoman1 said: I'm not against bad endings but I am against ultimate bad ends. Where there's nothing you can ever do and result is always the same. I don't think I'd ever start the mod a second time if I knew that. Agreed. Stuff still needs to be playable. 3 hours ago, Monoman1 said: Events like - 5% chance of (5 - 20) days in that Father is killed in a card game. You're evicted to pay for his debt and effectively orphaned and made homeless. Mother never returns. (or maybe 10% chance Mother finds you 10 - 20 days later). - 3% chance of 10 - 30 days in that a rich aunt dies and leaves you a significant amount of gold 500/1000/5000 - 2% chance of 20 - 50 days in mother escapes, finds you and you run away together. - 1% chance of 30 - 60 days in the jarl notices you and takes pity on you. Imprisons your father and grants you his home. - 5% chance of after 20 - 40 days of sucking fathers dick that he sells you anyway. He always intended to sell you. And now that you're well trained he should get more gold for you. Shit like that. They'd probably be pretty... 'shallow' - popup boxes / fade to black / letters etc. Because it'd just be too much work otherwise. Really the outcomes would have to be hidden from me. Not an easy task But like I've said here a thousand times I'm under immense time pressure here.... I really like these ideas. That being said, I don't think they are "needed". It would be very fun to have, but for my part the current endings are absolutely fine. If I could I would maybe add one additional "bad" ending to end the scenario earlier. Something like a hidden note or something detailing Father's future plans for his daughter or accounts of a crime he committed or something else that would cause him to get rid of his daughter as soon as possible (Simple Slavery hook in). Kind of like the ending you get when talking to Mother in the castle. I catch myself playing more of this mod than regular skyrim lately. I also got the "infinite make-up" bug you talked about some time ago. I set it to 1.1 days or so and now it just won't fade. Edited July 26, 2021 by Silvain
lorddenorstrus Posted July 26, 2021 Posted July 26, 2021 3 hours ago, kapibar said: Going by this logic there's not much point in talking to people ;). We exchange ideas, perspectives, our own interpretations of the story. I think this is the entire point of having a community on a message board. Also, I don't see how two people exchanging well argumented concepts is something that souldn't be done. Conversing over things is fine, but as we are users and not makers certain points simply don't matter. If Monoman or pchs looked at an opinion and said "I don't feel like making that, or I don't enjoy that personally and am not spending time making it." That's perfectly fine as they are generously providing us with their work to use in our games. But, as again just users there's no point to say "Hey your idea is a a bad idea and out of character you shouldn't have that idea." Clearly I don't think its out of character and would be fine with it, or I wouldn't have suggested it. So your attack on the idea is just malicious for no reason. How about constructive ideas, other directions on where to take the open state "ends" that aren't finished.
kapibar Posted July 26, 2021 Posted July 26, 2021 6 minutes ago, lorddenorstrus said: Conversing over things is fine, but as we are users and not makers certain points simply don't matter. If Monoman or pchs looked at an opinion and said "I don't feel like making that, or I don't enjoy that personally and am not spending time making it." That's perfectly fine as they are generously providing us with their work to use in our games. But, as again just users there's no point to say "Hey your idea is a a bad idea and out of character you shouldn't have that idea." Clearly I don't think its out of character and would be fine with it, or I wouldn't have suggested it. So your attack on the idea is just malicious for no reason. How about constructive ideas, other directions on where to take the open state "ends" that aren't finished. Yes, we are users and beneficiaries of someone else's work, there's no doubt about it, but it doesn't mean we shouldn't share our thoughts or discuss differences in our points of view. This is a message board. It's primary function is discussing stuff. Now that's out of the way, with all due respect, I do not appreciate you accusing me of being hostile or malicious. I gave some constructive feedback and threw some ideas just few posts back. Your accustations are not only mischaracterizing the discussion, they are also unfounded. 1
Samson Nite Posted July 26, 2021 Posted July 26, 2021 I just hope that kapibar and lorddenorstrus can chill out a little bit and drink beers together and be a good friend. I love both of you guys and help our community very well !!!!!
Samson Nite Posted July 26, 2021 Posted July 26, 2021 Silvain: I catch myself playing more of this mod than regular skyrim lately. I am totally with Silvain. Out of question! 1
Monoman1 Posted July 26, 2021 Posted July 26, 2021 Yup. Chill out folks. Opinions & assholes and all that. 2 hours ago, Silvain said: Wait 2 Minutes for it to show up lag Thats a bad indicator. I'd check your save in falrim tools. It might give you clues. 2 hours ago, Silvain said: also got the "infinite make-up" bug you talked about some time ago. I set it to 1.1 days or so and now it just won't fade. You can use a remover pad to kick start it again. But I'd really like to fix that bug. Meant to post the code snippet to see if someone can spot whats wrong. There's some math involved so I'm a little slow in that regard.
Silvain Posted July 26, 2021 Posted July 26, 2021 1 hour ago, Monoman1 said: Thats a bad indicator. I'd check your save in falrim tools. It might give you clues. At that point the save game is fried. Gonna do that soon. I just checked unattached instances but turned out that I have none. So something else is wrong. But thanks for the suggestion ^^ 1 hour ago, Monoman1 said: You can use a remover pad to kick start it again. But I'd really like to fix that bug. Meant to post the code snippet to see if someone can spot whats wrong. There's some math involved so I'm a little slow in that regard. I'm just guessing here since I don't really know papyrus and very little programming in general. (Same goes for math...) Only read on if you want some truly unfiltered thoughts from someone with barely basic knowledge. TL:DR is "I don't really know, but maybe my thought process will help?" Spoiler You get the day as an int value, right? The language barrier is in full effect here, but aren't integer only used with "whole numbers"? I.e. 2, 3, 4 but not 2.1, 3.8 and so on. Or does papyrus do an automatic conversion to float values (which deal with decimals as far as I know) when needed? I also don't know what value Menu.TasksBeginHour returns, but lets assume it would be 9 for 9am. pchsSupplyRunNext.SetValue(((Utility.GetCurrentGameTime()) as Int) + 2.0 + ((1.0 / 24.0) * Menu.TasksBeginHour) + 0.05) ; One hour after TasksBeginHour, 2 days from now do supply run again Then it would return 9 * 1/24 which would be 0.375. 0375+0.05 makes it 0.38 So 2.38 added on the integer value of whatever GetCurrentGameTime returns. If Menu.TasksBeginHour returns a fraction of a 24 hour day instead it would probably be 9/24 for 9am? Then it would be 9/24 * 1/24 + 0.05 = 0.064 which results in 2.064 added to the integer of GetCurrentGameTime. How that translates into game terms I can't say, but I guess that it should indeed be working.
Monoman1 Posted July 26, 2021 Posted July 26, 2021 (edited) 1 hour ago, Silvain said: Gonna do that soon. I just checked unattached instances but turned out that I have none. So something else is wrong. But thanks for the suggestion ^^ I would check active scripts or suspended stack 1 hour ago, Silvain said: Only read on if you want some truly unfiltered thoughts from someone with barely basic knowledge. TL:DR is "I don't really know, but maybe my thought process will help?" Utility.GetCurrentGameTime() returns how many days have passed since the 'game day simulation' began. (But it's not necessarily starting 0.0 as you begin in the early morning. May not even be monday) 1.0 -> One whole day has passed. And it's midnight 1.5 -> A day and a half has passed (36 hours). And it's midday. 'as Int' will truncate the value. It's like saying how many FULL days have passed. So 1.5 as Int = 1 5.99999 as Int = 5 TasksBeginHour will be values 0.0 -> 24.0. So hours. (1.0 / 24.0) = 1 game hour as a fraction. The rest is simply adding up the hours. +0.05 just to push it out about an hour after task begin time. I think it's right. I think what's happening is other 'systems' are throwing it off. There is a mechanism now to suspend all tasks so that you can do something else without getting hammered with favour loss. Like going to Solitude to get new piercings or being thrown in the cellar. So I'd guess something like this is happening: Father tells you to go to solitude. Tasks are suspended. While tasks are suspended the supply run start deadline has passed. But you're gone to solitude which fast forwards time. You return home at which point tasks are resumed. Next update runs and either the deadline has passed or you have like 1 or 2 hours to complete it, depending on how much time was wasted going to solitude. Explains the short notice. Doesn't explain why supply runs don't auto correct the next time. Edit: In fact it's definitely something about suspend/resume. I've added a possible fix. We'll see. Edited July 26, 2021 by Monoman1 1
valeforgery Posted July 26, 2021 Posted July 26, 2021 44 minutes ago, Monoman1 said: I think it's right. I think what's happening is other 'systems' are throwing it off. There is a mechanism now to suspend all tasks so that you can do something else without getting hammered with favour loss. Like going to Solitude to get new piercings or being thrown in the cellar. So I'd guess something like this is happening: Father tells you to go to solitude. Tasks are suspended. While tasks are suspended the supply run start deadline has passed. But you're gone to solitude which fast forwards time. You return home at which point tasks are resumed. Next update runs and either the deadline has passed or you have like 1 or 2 hours to complete it, depending on how much time was wasted going to solitude. Explains the short notice. Doesn't explain why supply runs don't auto correct the next time. This lines up with my experiences - I never had problems with the Supply Run task starting late at night until after I'd been to Solitude the first time. One thing I wanted to check with the Solitude trip is how exactly when the task suspension mechanic turns on and off. From the dialogue that Father has, it sounds like tasks should be suspended as soon as he tells you to go to Solitude, and not resume until the next morning at the "tasks begin" time, since he says he's giving you the day off and your duties will resume tomorrow. What you've said here sounds like tasks resume as soon as you get home if you're back before the "tasks end" time on the same day. I don't know why the supply run task wouldn't correct the start time on later runs, but if the task suspension only lasts until you get home, maybe having it locked in until the next morning instead would prevent the late notice issue anyway? (Though there might still be issues with it being too early to do the task in time, depending on what someone has set as the "tasks begin" hour and if that's before the NPCs will be out in the open.)
Monoman1 Posted July 27, 2021 Posted July 27, 2021 (edited) 12 minutes ago, valeforgery said: This lines up with my experiences I've added a little fix. We'll see how it goes. Basically the original mechanism for resuming tasks was to push the deadline (all task deadlines) out by the same amount of time that tasks were suspended for. I've changed it (just for the supply run) so that if there are less than four hours left to the deadline then a brand new deadline is set for 1 days time. The other tasks could probably use some adjust in a similar manor. Edited July 27, 2021 by Monoman1 1
Samson Nite Posted July 27, 2021 Posted July 27, 2021 A quick suggestion for supply run quest to avoid the hassle in timing issue. Instead of time calculation to complete without risk of time over-spending, why can the barrel be used as food and mead. The barrel can be located in Whiterun or Solitude or any places outside of stores, so that PC can go to pick at any time as long as PC has intention to obedient to Father. Does it make sense or am I going too much ?
Silvain Posted July 27, 2021 Posted July 27, 2021 12 hours ago, Monoman1 said: I would check active scripts or suspended stack Huh, thanks to you I think I know what is going on. Some time ago you found the bug that if something has no hotkey set in MCM that it can create stacks of "OnKeyDown", right? I think that is happening in my save with RND. My (kind of) healthy save has around 2700 instances of this and the broken save 27000. Sorry to bother you with this in this thread, but do you happen to know if this is fixable in a running save? 12 hours ago, Monoman1 said: Utility.GetCurrentGameTime() returns how many days have passed since the 'game day simulation' began. (But it's not necessarily starting 0.0 as you begin in the early morning. May not even be monday) <snip> Thanks for the explanation. Truly appreaciate it, since I'm currently in the progress of setting up my own LE installation to develop a little mod myself. Reading stuff like this is much more helpful to me than reading the short and concise wiki pages. 12 hours ago, Monoman1 said: Explains the short notice. Doesn't explain why supply runs don't auto correct the next time. Edit: In fact it's definitely something about suspend/resume. I've added a possible fix. We'll see. Glad you found a potential cause. Just as valeforgery said this also lines up with my experience.
Monoman1 Posted July 27, 2021 Posted July 27, 2021 (edited) 41 minutes ago, Silvain said: Sorry to bother you with this in this thread, but do you happen to know if this is fixable in a running save? Ah well. I suppose the first thing to do is stop any more instances from being created. So bind all the keys to something. This hopefully will UnRegisterForKey(0) and stop firing any more OnKeyDown() events. Might be best to check at this point that stacks/scripts are not increasing. Leave it idle for a while and check if stacks/scripts is decreasing. Go to an empty cell (coc WhiterunBreezehome) and try a combination of waiting, saving, quit, load, save, check scripts are decreasing. I have a theory that there might be some kind garbage collection type thing going on within this process. It should be fixable. And it shouldn't even really need save cleaning. This bug is simply firing OnKeyDown() events faster than the script engine can handle. It's not that the scripts are actually stuck (usually). It's just that they're piling up in a queue to be processed faster than they can be processed. In theory it should be able to process and clear them all out... eventually. A regular indicator of this bug is often notification spam. But it depends on there being a notification coded in the OnKeyDown() event. There often is as hotkeys are often used for status reports etc. Funny though I've never had this bug with RND. Maybe I modified it or something. Who knows. Edited July 27, 2021 by Monoman1 1
Monoman1 Posted July 27, 2021 Posted July 27, 2021 (edited) 42 minutes ago, Silvain said: Sorry to bother you with this in this thread, but do you happen to know if this is fixable in a running save? Edit: Note by waiting I mean actual real time waiting. Don't use the game wait as it's only add more updates onto the script stack. In fact it might be beneficial to lower the timescale temporarily to 5 so that game hour updates aren't being piled on as often. YPS would also be a good mod to increase the 'tick frequency' as it's got a fairly massive update section. Edited July 27, 2021 by Monoman1 1
Silvain Posted July 27, 2021 Posted July 27, 2021 Thanks Monoman sadly the most recent saves aren't fixable this way. The whole thing somehow broke so hard that I can't even register Hotkeys in the RND MCM anymore. Good thing is that the last working one has 0 suspended stacks. It's also funny that you mentioned YPS because my last working save is directly before getting pierced for the 2nd time. So something between getting into the cart and entering home Home caused RND to freak out. It's probably because my Solitude is kind of heavy, I doubt that it has anything to do with Wartimes.
Monoman1 Posted July 27, 2021 Posted July 27, 2021 1 hour ago, Silvain said: The whole thing somehow broke so hard that I can't even register Hotkeys in the RND MCM anymore. Right. All the mcm script calls are stuck in the queue with everything else. I guess you could try terminating as many of the OnKeyDown events as possible (should be harmless) and try quickly to bind the keys. Might just be easier to roll back though.
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