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Posted

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 !!!!!

Posted

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.

Posted
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. :D

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.

 

Posted (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 by Monoman1
Posted
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.)

Posted (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 by Monoman1
Posted

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 ?

Posted
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.

 

 

Posted (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 by Monoman1
Posted (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 by Monoman1
Posted

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.

Posted
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. 

Posted
9 minutes ago, Monoman1 said:

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. 

Rollback was the way to go... But I think I need to reinstall/restart.

 

There is something very funky going on with RND. And it is indirectly tied to Wartimes and other mods that interact with RND from a sexlab side of things.

 

Following situation, no suspended stacks:

- MME milk maid + Milk Addict, MME RND integration enabled

- Open tasks (drink, meal, serve with sex, Milk (6 Units -> it somehow stacked, I set it up to 3), clean)

- SLS installed but without the inflate option for RND

 

Doing the tasks with cleaning makes the Brutus milking quest pop up (at 1am btw, in the middle of the night). And at that point suspended stacks appear again. Something I do within that timeframe causes RND to start freaking out. And that even when I stop RND from the RND MCM.

 

I'm gonna do a step for step save and see where exactly it breaks.

Posted (edited)
36 minutes ago, Silvain said:

Doing the tasks with cleaning makes the Brutus milking quest pop up

Has to be a coincidence. Don't do the cleaning. I bet brutus task will still come up.

36 minutes ago, Silvain said:

at 1am btw, in the middle of the night)

Looks like there's no late check on brutus. I'll look at that. 

36 minutes ago, Silvain said:

And at that point suspended stacks appear again. Something I do within that timeframe causes RND to start freaking out.

There are no instances of TapKey() in wartimes (which is the trigger for this bug). So either:

1. It's a new bug firing OnKeyDown()'s or

2. It's not coming from wartimes.

 

Did you disable compulsive sex in SLS?

 

Edited by Monoman1
Posted
7 minutes ago, Monoman1 said:

Did you disable compulsive sex in SLS?

 

Well now I did and it was the cause. I don't know why, but for some reason I had it enabled. So yes, it was the compulsive sex feature in SLS which starts the problem. And now I feel stupid again. I could have sworn I had that disabled. Sorry for bothering you with this.

Posted (edited)
On 7/26/2021 at 5:04 PM, 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.

You have a point. But pc father may have a secret recipe for keeping daughter obedient as long as he need even if she *will become* dragonborn, actulally i have some ideas. Besides, he is not *just a farmer*, he have connections actually, and possibility to develop it further.

About father as follower - nah, I don't think so too. Im sure there is better timespending for him.

 

 

On 7/26/2021 at 8:42 PM, Silvain said:

 

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.
 

maybe you have similar problem

Edited by Iroha
Posted
3 hours ago, Iroha said:

You have a point. But pc father may have a secret recipe for keeping daughter obedient as long as he need even if she *will become* dragonborn, actulally i have some ideas. Besides, he is not *just a farmer*, he have connections actually, and possibility to develop it further.

About father as follower - nah, I don't think so too. Im sure there is better timespending for him.


Yes, he has some connections, probably in the slave trading circles. It is conceivable that these people have some kind of device that would keep women in line. We know about amputation magic and poisons, so it is not as far fetched as I assumed at first.

Taking father's character into account I think there are two pillars on which a scenario can be developed. First is the boredom. At some point father has already achieved his goals - the daughter gave him a child and she's already broken, so not much fun with her mind. Second, he likes money. It is not hard to imagine that he would order his daughter to earn gold, and lots of it. If she dies in the process - well, life is hard that way. If she survives and earns money - even better. This is where the adventuring could come in play. If he keeps PC in check with some kind of magic or potion - he's secured and has a steady source of income. Maybe a poison that would require taking antidote every 3 days or so?

Thinking about it, there are ways this change in dynamic can be reasonably explained, but at this point I'm out of my depth, as I have no clue how much work this would require.

Posted (edited)
10 hours ago, Iroha said:

maybe you have similar problem

Thanks for the link. I do have the baka edition installed, but I don't use the town NPCs since my towns are quite full already. So far it did not cause any problems. But now I won't change stuff midway just to see how it goes. :D

 

But it was a SL Survival problem. It was the "Compulsive Sex" feature. The first time it triggered it caused RND to freak out because of some undocumented error that happens with TapKey() commands. Disabling it and reverting to a save that wasn't affected yet fixed every single suspended stack. I normaly turn it off, but somehow it was turned on this time.

 

16 minutes ago, eidod23 said:

I have been unable to get this mod started I tried uninstalling all mods except requirements and still haven't got it working

Try this version - not the one in the download tab.

Edited by Silvain
Posted

I think it can be developed like this: when you go out to work, you see a dragon, and then you send a letter to whiterun to become a dragonborn. You are now capable of saving your mother, otherwise you will continue to be your father's slave.

Now you can kill your father and move to breezehome with your mother. Then, you can choose to take care of your mother by yourself, so that she will live in breezehome forever. She has a lot of immersive mother’s dialogues, cooking for you, and cleaning the house. This is a good ending. Or, you can send your mother to your uncle, and he will marry your mother, you know, another cycle.

If you choose to continue to be your father's slave, he thinks your power is very useful, and agrees to let you take risks, for some reason? For example, expanding the father's harem? Or make money to build a huge manor? Help him become Skyrim's greatest slaver?

Posted
1 hour ago, candibelle said:

I'm having an issue during the party where Father confiscates the snacks im supposed to bring to guests because of the cumslut task :( 

I can see how that might be a problem ;)

Ah maybe try 'tai' on father until the party is over. 

9 hours ago, raven_7 said:

I think it can be developed like this: when you go out to work, you see a dragon, and then you send a letter to whiterun to become a dragonborn. You are now capable of saving your mother, otherwise you will continue to be your father's slave.

Now you can kill your father and move to breezehome with your mother. Then, you can choose to take care of your mother by yourself, so that she will live in breezehome forever. She has a lot of immersive mother’s dialogues, cooking for you, and cleaning the house. This is a good ending. Or, you can send your mother to your uncle, and he will marry your mother, you know, another cycle.

If you choose to continue to be your father's slave, he thinks your power is very useful, and agrees to let you take risks, for some reason? For example, expanding the father's harem? Or make money to build a huge manor? Help him become Skyrim's greatest slaver?

Too much work I'm afraid. I just haven't got that kind of time. 

 

Posted
10 hours ago, colton121 said:

Hi, how i can start the PAH event? My character is slave wife and for the moment not option for PAH event.

There's no event in the released version. You just need to be over a certain submission for the options to be available. I can't remember what value. 20 I think. 

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