CGi Posted May 28, 2013 Posted May 28, 2013 @rustynuts: Anything installed that changes the players X coords, like high heels? Something like this might screw up the 1st person, as the players X coords are permanently updated to match the high heels. @Vlaphor: Maybe MCM didn't catch the changes. Save your game after installing SD thru its MCM menu, quit the game (not only return to the main menu) and load it again.Maybe it works then. But just to make sure: Have you run BOSS and sorted the mods, i told you, manually in? As a reminder, so you can't tell me again, i told you to sort an ESP above an ESM: ESMs like this: - ZAZAnimationPack.ESM - SexiS.ESM Both as last ESMs. ESPs like this: - ZazAnimationPackConfig.ESP - SexiSCupid.ESP - SexiSDefeated.ESP - sanguinesDebauchery.ESP - [sDpatches] The SexiS ESPs can be left where they are, as BOSS sorted them in. The other ESPs have to be placed around them, like shown. if you install FNiSSpells afterwards, run BOSS again or just place the ESP above ZazAnimationPackConfig.ESP or zzEsrus.ESP. And for the sake of less problems, get rid of "Alternate Start - Live another Life" and test stuff the vanilla way. Alternate Start edits factions, which will mostlikely conflict with SD and other mods that use factions. if you don't want to play the boring introduction every time, uninstall all mods, play the introduction until you reach Riverwood, save your game and keep it somewhere safe. This way you always got a clean safe, w/o any mods and w/o the need to play the introduction every time you want to start a new game. Most mods are not safe, when playing the introduction anyway. They are best installed after your reached Riverwood.
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 So you uninstalled, reinstalled, and tried again? Did you see any msgs at the top left from SKSE when SD was uninstalled? If not, then your missing an important chunk of files when you install SD, somehow. Have you ever been enslaved?? To be more specific, if you installed SD (through MCM), and it said installed, but you saw no options there in the MCM for SD after that, and THEN uninstalled SD (without having the option to do it through MCM) using NMM (manager), then you should have had msgs top left of your screen saying SD is ready to uninstall. If they weren't there, THEN you'd be missing files. But yeah, it could be an MCM issue, perhaps.
Vlaphor Posted May 28, 2013 Posted May 28, 2013 Here's my FNIS and my current load order I've tried pretty much everything that has been suggested, but I get the same results. I click on Mod Manager, SD, Status, Install. It tells me to close the windows, so I do. Then a few seconds later, I see two messages in the corner saying that SD is installing and then SD has been installed. When I go back to mod manager, SD, status, install, the option to install is still there.
CGi Posted May 28, 2013 Posted May 28, 2013 You confuse AwefulArchdemon, by saying Mod Manager instead of MCM. Bad habbit. NMM = (Nexus) Mod Manager MCM = ModConfigurationMenu Two different things. Anyhow... for some reason it doesn't install. Did you setup everything else in SDs MCM menu, before clicking install? Because the first page should be setup before hitting install.in case SD installs, don't hit Start before setting up all other options (like Gold for the wicked) and the addons. But then again: Start a new game, the vanilla way (i hope you got rid of alternate start by now), reach riverwood and then setup SD.Let us know if it worked or not. Edit:Just noticed, you don't have the Unofficial Skyrim Patch installed. installing it, is higly recommended. Run BOSS again, after installing it and sort SD and Xaz in again. Rebuild Bashed Patch and (just to be sure) re-run FNiS, but this time without having "Gender Specific Animations" ticked. You got none installed anyway.
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 Why you hatin' on Alternate start? lol btw, Setting that stuff up shouldn't make the slightest bit of difference. Enslavement should still be possible, as long as you got the msg "Sanguine is Watching", Forsworn, or not. I, for one, love alternate start in all situations. It has the AwfulArchdemon's thumbs up! (Shameless promotion, even if unintended)
CGi Posted May 28, 2013 Posted May 28, 2013 Because last time i tryed it, it caused nothing but trouble.So to avoid the same trouble while troubleshooting his problem, it's best to get rid of it.if everything works, there's nothing to say against Alternate Start. Nice mod, nice concept.But for troubleshooting reasons, it's best to get rid of it. And why setup stuff before even installing? To prevent the engine to choke on itself. Might not be needed, but better safe then sorry, right? And having SD start with everything setup is always a good thing, as later changes might need some time to take place. And btw: Sanguine is NOT watching if he can't hit start in SDs MCM menu. And that's actually his problem. No need to try if the "Drinking Contest" quest solves the problem somehow. He has to be able to click start.
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 Thought he installed ("started") it already. Anyway, I most certainly don't wish to argue, as you are the educated questions guy, not me. All I wanted to point out is that regardless of settings, "Sanguine is Watching"= enslavement is now possible. OF COURSE settings are important as hell, 'cause they decide how you get to use SD. Just trying to help. I'll shut up now. my bad
BloodSplatter Posted May 28, 2013 Posted May 28, 2013 Hey I need some help with this mod. It's working to a degree, but ran into a few problems. Firstly, having the 0_master.hkx file in the meshes folder causes all actors to appear as they would in an editor, so like floating with the arms and legs apart, and no animations actually playing. I'm not sure what might be conflicting or missing for that to be happening. Secondly, upon becoming enslaved by a vampire, the vampire got lit on golden fire and died instantly. Now, I have Auriels bow, sunhallowed arrows and Meridias Beacon in my inventory, I tried dropping the bow and arrows and that didn't help. Can't drop Meridias Beacon, but either way those are the three things I could think of that cause that sort of holy fire. Help will be very much appreciated thanks .
rustynuts Posted May 28, 2013 Posted May 28, 2013 @ AwfulArchdemon - typed in pov in the console and it didn't recognise the comand, I haven't changed the .ini flie myself, but gods knows what mods have done to it. @CGi - Had a 'Race/gender height' mod installed, but removing it seems to have done nothing
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 @ AwfulArchdemon - typed in pov in the console and it didn't recognise the comand, I haven't changed the .ini flie myself, but gods knows what mods have done to it. @CGi - Had a 'Race/gender height' mod installed, but removing it seems to have done nothing I have the race gender height mod too. Console: fov (+ a number. I believe 75 is the default...?) is the camera's depth, or how "zoomed in" you are when looking in either 1st person or 3rd. Typing fov, then pressing enter without entering a number is going to make the "field of view" default. If that did nothing, then i would give old AwfulArchdemon a copy of that skyrim.ini so I can see any probs. I'll go get my copy ready, just in case. ps my bad. Meant Fov
CGi Posted May 28, 2013 Posted May 28, 2013 Hey I need some help with this mod. It's working to a degree, but ran into a few problems. Firstly, having the 0_master.hkx file in the meshes folder causes all actors to appear as they would in an editor, so like floating with the arms and legs apart, and no animations actually playing. I'm not sure what might be conflicting or missing for that to be happening. Run FNiS. "GenerateFNiSforUsers" to be more specific. Secondly, upon becoming enslaved by a vampire, the vampire got lit on golden fire and died instantly. Now, I have Auriels bow, sunhallowed arrows and Meridias Beacon in my inventory, I tried dropping the bow and arrows and that didn't help. Can't drop Meridias Beacon, but either way those are the three things I could think of that cause that sort of holy fire. Wow... now that's new to me.Did you have Auriels Bow and Meridias Beacon in your inventory before you where enslaved? And the Beacon can't be dropped, as it's a quest item. Everytime you pick it up, you should hear her talk to you.
BloodSplatter Posted May 28, 2013 Posted May 28, 2013 Hey I need some help with this mod. It's working to a degree, but ran into a few problems. Firstly, having the 0_master.hkx file in the meshes folder causes all actors to appear as they would in an editor, so like floating with the arms and legs apart, and no animations actually playing. I'm not sure what might be conflicting or missing for that to be happening. Run FNiS. "GenerateFNiSforUsers" to be more specific. Secondly, upon becoming enslaved by a vampire, the vampire got lit on golden fire and died instantly. Now, I have Auriels bow, sunhallowed arrows and Meridias Beacon in my inventory, I tried dropping the bow and arrows and that didn't help. Can't drop Meridias Beacon, but either way those are the three things I could think of that cause that sort of holy fire. Wow... now that's new to me. Did you have Auriels Bow and Meridias Beacon in your inventory before you where enslaved? And the Beacon can't be dropped, as it's a quest item. Everytime you pick it up, you should hear her talk to you. Thanks, my bad for not reading the installation instructions properly. I dropped Auriels bow before being enslaved and that didn't help, but I removed Meridias Beacon via the console and presto, no vampire death. Tested once more afterward with the beacon again and yeah, exploded into holy fire again XD. So that's good to know, don't have Meridias Beacon in your inventory or it'll kill any vampire that takes it off of you . Thanks very much for the help CGI
Vlaphor Posted May 28, 2013 Posted May 28, 2013 Works now. Started up a new save, did a few things, tried it out for a bit and it does work now.
CGi Posted May 28, 2013 Posted May 28, 2013 So it was the old story of a corrupted save game. -.-That's why i told you to create a vanilla savegame (w/o any mods), so you can test before posting, in case a mod starts behaving strange.
DeepBlueFrog Posted May 28, 2013 Posted May 28, 2013 So it was the old story of a corrupted save game. -.- That's why i told you to create a vanilla savegame (w/o any mods), so you can test before posting, in case a mod starts behaving strange. Not sure if it is relevant here, but I noticed a couple of times that the enslavement variable used by the scripts to detect if you are enslaved or not was not reset properly for some reason. I tried and tried to be captured and I couldn't figure out why it was failing until I added some debug comments in the Player script and found that somehow I had not left my previous captive state cleanly. I don't have a solution except reloading an old save (or editing the scripts to add a reset spell or something like that to force a 'not enslaved' state... maybe we could have something in SD2 that would cleanse our captive state when praying at an altar or something like that).
rustynuts Posted May 28, 2013 Posted May 28, 2013 Fov 75 in 1st person mode did nothing. Also attached a pic of what happens in 1st person mode Here's the content of the .ini. file [General]sLanguage=ENGLISHuExterior Cell Buffer=36[Display]fShadowLODMaxStartFade=1000.0fSpecularLODMaxStartFade=2000.0fLightLODMaxStartFade=3500.0iShadowMapResolutionPrimary=2048bAllowScreenshot=1[Audio]fMusicDuckingSeconds=6.0fMusicUnDuckingSeconds=8.0fMenuModeFadeOutTime=3.0fMenuModeFadeInTime=1.0[Grass]bAllowCreateGrass=1bAllowLoadGrass=0[GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.[Archive]sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsasResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa[Combat]fMagnetismStrafeHeadingMult=0.0fMagnetismLookingMult=0.0[Papyrus]fPostLoadUpdateTimeMS=500.0bEnableLogging=0bEnableTrace=0bLoadDebugInformation=0[Water]bReflectLODObjects=1bReflectLODLand=1bReflectSky=0bReflectLODTrees=1
CGi Posted May 28, 2013 Posted May 28, 2013 Not sure if it is relevant here, but I noticed a couple of times that the enslavement variable used by the scripts to detect if you are enslaved or not was not reset properly for some reason. I tried and tried to be captured and I couldn't figure out why it was failing until I added some debug comments in the Player script and found that somehow I had not left my previous captive state cleanly. I don't have a solution except reloading an old save (or editing the scripts to add a reset spell or something like that to force a 'not enslaved' state... maybe we could have something in SD2 that would cleanse our captive state when praying at an altar or something like that). Noticed that too, but somehow the variable was reseted for me most of the time, as soon as a new enslavement took place. The few times it didn't reset, i guess the engine started choking again, by setting wrong priorities for what to do first. But i noticed, that you can stabilise the engine by not using any other HD texture than the one from the official DLC. Doesn't seem to be so much a problem by how many scripts are running, as they seem to queue fine ... if enough hardware power for many and/or big scripts is available ofc. So i guess the memory management is even more fucked up, then i thought. But on the other hand: The engine was not made to handle 3rd party textures, that need the flag for LargeAdressAware to be set in the exe. Everything about SD2 is still in the making. But i guess that by introducing a framework for enslavement, he builds in failsafes.
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 Wow! What the hell? Looks like a person walking towards a buried person who used to be carrying a giant quill of arrows! Oh, and this is my addition to your .ini : [Camera] ffOverShoulderAddY=0.0000 fOverShoulderPosZ=-20.0000 fOverShoulderPosX=0.0000 fOverShoulderPosY=0.0000 fOverShoulderCombatAddY=0.0000 fOverShoulderCombatPosZ=-15.0000 fOverShoulderCombatPosX=0.0000 fOverShoulderCombatPosY=10.0000 fOverShoulderHorseAddY=180.0000 fOverShoulderHorsePosZ=60.0000 fOverShoulderHorsePosX=50.0000 f1st3rdSwitchDelay=0.9500 iHorsTransitionMillis=001 FMouseWheelZoomSpeed=60.0000 Add it directly under "Water". Make a save of yours 1st, just to have that happy feeling of knowing you backed up!
rustynuts Posted May 28, 2013 Posted May 28, 2013 Got it sorted, swapped out XP32 Maximum Skeleton -XPMS by xp32 for Perfect 3-2 Skeleton by Ning
AwfulArchdemon Posted May 28, 2013 Posted May 28, 2013 Got it sorted, swapped out XP32 Maximum Skeleton -XPMS by xp32 for Perfect 3-2 Skeleton by Ning My personal favorite
Guest Posted May 29, 2013 Posted May 29, 2013 The position adjustment keys don't do much good if you move both actors because then you can't fix badly aligned animations, which is the case with most of them. It would be nice if there was a key for moving only the player or the npc.
jbezorg Posted May 29, 2013 Author Posted May 29, 2013 Does anyone know how to disable all the slaver factions other than the Spriggans (I don't like my stuff being stolen)? I asked this a while ago and got the tip I should disable the other factions, but I suck at the CK, so any instructions would be very much appreciated. Perhaps a feature could be added in a future update so you can configure the slaver factons through MCM? Thanks in advance. You can't disable slaver factions unless you use the CK to remove the factions from the slavers form list. The new version will separate & group bandits, spriggans, etc. into different esp files so you can enable/disable what parts you like/dislike.
jbezorg Posted May 29, 2013 Author Posted May 29, 2013 The position adjustment keys don't do much good if you move both actors because then you can't fix badly aligned animations, which is the case with most of them. It would be nice if there was a key for moving only the player or the npc. You can use arrow keys alone to move the "male" partner.
CGi Posted May 29, 2013 Posted May 29, 2013 Or if you have to move both actors ([shift]+[ArrowKeys]), press [Home] when your done, to rest the positioning to default and then rearrange the giving actor ([ArrowKeys], like jbezorg wrote).if you hold the keys to move both actors, the animation may screw up, same if you press them AutoFire like. i recommend to wait for the giving actor to be realligned after moving both, before moving them again.
jbezorg Posted May 29, 2013 Author Posted May 29, 2013 Not sure if it is relevant here, but I noticed a couple of times that the enslavement variable used by the scripts to detect if you are enslaved or not was not reset properly for some reason. I tried and tried to be captured and I couldn't figure out why it was failing until I added some debug comments in the Player script and found that somehow I had not left my previous captive state cleanly. I don't have a solution except reloading an old save (or editing the scripts to add a reset spell or something like that to force a 'not enslaved' state... maybe we could have something in SD2 that would cleanse our captive state when praying at an altar or something like that). Noticed that too, but somehow the variable was reseted for me most of the time, as soon as a new enslavement took place. The few times it didn't reset, i guess the engine started choking again, by setting wrong priorities for what to do first. But i noticed, that you can stabilise the engine by not using any other HD texture than the one from the official DLC. Doesn't seem to be so much a problem by how many scripts are running, as they seem to queue fine ... if enough hardware power for many and/or big scripts is available ofc. So i guess the memory management is even more fucked up, then i thought. But on the other hand: The engine was not made to handle 3rd party textures, that need the flag for LargeAdressAware to be set in the exe. Everything about SD2 is still in the making. But i guess that by introducing a framework for enslavement, he builds in failsafes. It could be the multi-threaded environment that Skyrim runs in. In theory, the player alias script could be running faster in on thread and the quest script could be lagging in another.
Recommended Posts