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Posted
5 hours ago, Mister X said:

As for your suggestion with IsPlayable(): I already saw this function, but as there is no deeper description I wasn't sure what's meant by that flag. Maybe those "technical helpers" need that flag, too, to be able to get equipped. If that's the case, that function is useless. I can try it, though.

 

Non-playable items can be equipped. Via console, or scripts. For example, F1ABE is non-playable armor and 461DA is a non-playable weapon, and thay can be equipped with console.
And while not every mod uses this to mark their technical items, enough of them do, so I'd say it's a safe bet that doing so is at worst does nothing and at best prevents a lot of potential issues. PSQ transformation "armor", for example, triggers mimics, and it's marked as unplayable.

About my Papyrus log.

A code in DD zadDeviceLists script has a "GetRandomDevice" function that has a "while" command that will loop endlessly if it stumbles upon empty leveled list, throwing an error message into papyrus log on every cycle and keeping the thread from progressing.

I had a few of those empty lists because I really don't want to see any HR stuff, and there was two ways to get rid of them, edit every script and mod that spawns them, or select and delete all of HR items from installed .esp and ignore certain mods failing to throw this crap on my PC - and I choose the second option, but haven't noticed that several lists had nothing but errors. It was the first time that backfired in years, but cleaning leveled lists took about five minutes.

Also, fallrim is a damn good tool. It has shown me exactly what function thread was going through, what it was doing, and values of it's variables, when I saved.

Posted
11 hours ago, Soulbite said:

 

What happened for me was the shoes were dropped as set and the worn chest armour disappeared into the ether, not my inventory unfortunately. Was during a new playthrough and the first trigger of Mimic

 

OK, that definitely should not happen. I use the SexLab.StripSlot() function to strip the actor, but that function doesn't remove anything from the inventory.

In my own function, I only let drop/remove the one armor, that actually was used for the trigger, but only that one. So if you activated "Drop item" it's totally ok, that you see the shoes fall to the ground, but the armor just should be unequipped and still remain in your inventory.

 

 

8 hours ago, MstrN said:

[1)]

Non-playable items can be equipped. Via console, or scripts. For example, F1ABE is non-playable armor and 461DA is a non-playable weapon, and thay can be equipped with console.
And while not every mod uses this to mark their technical items, enough of them do, so I'd say it's a safe bet that doing so is at worst does nothing and at best prevents a lot of potential issues. PSQ transformation "armor", for example, triggers mimics, and it's marked as unplayable.

 

[2)]
About my Papyrus log.

A code in DD zadDeviceLists script has a "GetRandomDevice" function that has a "while" command that will loop endlessly if it stumbles upon empty leveled list, throwing an error message into papyrus log on every cycle and keeping the thread from progressing.

I had a few of those empty lists because I really don't want to see any HR stuff, and there was two ways to get rid of them, edit every script and mod that spawns them, or select and delete all of HR items from installed .esp and ignore certain mods failing to throw this crap on my PC - and I choose the second option, but haven't noticed that several lists had nothing but errors. It was the first time that backfired in years, but cleaning leveled lists took about five minutes.

Also, fallrim is a damn good tool. It has shown me exactly what function thread was going through, what it was doing, and values of it's variables, when I saved.

 

To 1)

OK, then I'll definitely add that check to the armor thread.

 

To 2)

TL;DR - The loop happens, when it tries to iterate a LeveledList of the DDf itself...

Yeah, I'm aware of that. The thing is: I have one LeveledList in my mod, the DevicePool. It's empty on the start and then gets filled with the LeveledLists the DDf provides, based on the body region. This filled DevicePool list then is sent to the GetRandomDevice() function of the DDf, that you've mentioned.

Now, here's the catch: that function recognizes for one, that my DevicePool is filled, else it would return none and just quit. Two, the DevicePool is only filled with the lists that are provided directly by the DDf itself, so I assume them safe. But sometimes, and only sometimes, that list that gets taken out of the pool, which is a ddList, seems to be broken or something. So, my code works fine, otherwise it wouldn't even reach the loop. And within the loop it just works with its own internal resources and my pool already was left behind.

Basically, that's why I am totally clueless about how to solve that.

Posted
13 hours ago, Soulbite said:

 

What happened for me was the shoes were dropped as set and the worn chest armour disappeared into the ether, not my inventory unfortunately. Was during a new playthrough and the first trigger of Mimic

 

Update: I just could reproduce that. The footwraps equipped a hobble dress and the clothes vanished.

The thing is: it's not my mod. It seems to be a problem with the SwapDevice() function of the framework. It falsely takes the armor as blocking device and removes it before equipping the hobble dress. Normally, that only should happen with already worn devious devices, no idea why this happens for the armor, too. I will inform Kimy about that.

 

Edit: I just skimmed over DDf, and this in fact was an issue with v5.0. It already was fixed in the update v5.1, you can get the SE update files at this post. That should fix the issue, just merge the delta update with your current installation of the DDf

Posted
2 hours ago, Mister X said:

Yeah, I'm aware of that. The thing is: I have one LeveledList in my mod, the DevicePool. It's empty on the start and then gets filled with the LeveledLists the DDf provides, based on the body region. This filled DevicePool list then is sent to the GetRandomDevice() function of the DDf, that you've mentioned.

Now, here's the catch: that function recognizes for one, that my DevicePool is filled, else it would return none and just quit. Two, the DevicePool is only filled with the lists that are provided directly by the DDf itself, so I assume them safe. But sometimes, and only sometimes, that list that gets taken out of the pool, which is a ddList, seems to be broken or something. So, my code works fine, otherwise it wouldn't even reach the loop. And within the loop it just works with its own internal resources and my pool already was left behind.

 

Yeah, I saw that in your ArmorThread script. I thought I was pretty clear that it was mostly my fault for making broken lists and DD for making a loop without a failsafe, and was mostly sharing it because you have said that you don't know how to force it, even if my case is very specific to me.

Can I take a look at your copies of DDa, DDi and DDe .esm files and a save file where this problem happened?

Posted
23 minutes ago, MstrN said:

Can I take a look at your copies of DDa, DDi and DDe .esm files and a save file where this problem happened?

 

Sadly no, as I've lately updated to v5.1 from 5.0 aswell as I normally don't keep those test saves for long. I can try to think of it, when it happens again, but as for now I don't have these resources.

Posted

Little teaser, as for the release of DCUR v9.0:

 

Quote

This mod is intended as an extension to the popular mod Deviously Cursed Loot by Kimy.

 

  • 2 weeks later...
Posted
6 hours ago, Zinmar said:

I've been looking for some screenshots of what it does but I can't find any. Could someone do that?

 

Well, it's kind of hard to tell with screenshots ^^

When you equip a piece of clothing, armor or jewelry, there's a chance that this piece is a mimic. In that case, the piece vanishes and a devious device gets locked on the character who equipped the piece (the base mod only uses the PC).

 

It's only a short event and no longer story or anything, but I can try to get a screenshot of it ;) 

  • 1 month later...
Posted
21 hours ago, ck2modfan said:

Have you considered adding other "devices" such as parasite armor? Great mod!

 

Not really, I don't want to add too much dependencies and I'm not sure how to create patches for something. Maybe later.

  • 3 weeks later...
Posted
On 5/15/2021 at 9:51 PM, Seeker999 said:

Can I use Sexlab Aroused 28b Modified Version by Bakafactory SE Version instead of Sexlab Aroused Redux SSE Version 2.9?

 

Every Aroused variant should work, as long as it still updates the "arousal faction rank"

Posted

I'm throwing out suggestions.

 

Would you consider adding a layer to creating devices?

Layer 1: Lets say you equip a bra. Ok the system didn't find a suitable bra device, next layer then.

Layer 2: The system looks for a "top" devious item from random slots that fit top criteria. Ok the system didn't find a suitable top device, next layer then.

Layer 3: The system uses random device fallback.

 

Basicly i propose a second layer between where it checks for "head/top/bottom". So even if the item slot isn't accurate, it'll find an item that still relates to the area of the body. It's just an immersion thingy. Like i kind of expect for the mimic device to be at least somewhat related to the thing i equipped, so you can do some risk management.

 

 

A second idea, if you want even more context related devices, then perhaps base from which faction the item stems from.

 

For example:

Thalmor item = Increased chance of golden device (you normally put wear multiple items from one faction, so their golden set looks nice with golden devices)

Bandit/Forsworn = Increased chance of leather device (they use hide and live off animals = they are good at leather crafting)

Iron/Steel = Increased chance of metal device (grey devices + grey items color scheme)

Clothing = Increased chance of ebony device

 

I'm not 100% sure how it would play out, but more context related the better in my opinion.

 

 

  • 2 weeks later...
  • 1 month later...
Posted
On 5/21/2021 at 4:52 PM, PegadaSans said:

I'm throwing out suggestions.

 

Would you consider adding a layer to creating devices?

Layer 1: Lets say you equip a bra. Ok the system didn't find a suitable bra device, next layer then.

Layer 2: The system looks for a "top" devious item from random slots that fit top criteria. Ok the system didn't find a suitable top device, next layer then.

Layer 3: The system uses random device fallback.

 

Basicly i propose a second layer between where it checks for "head/top/bottom". So even if the item slot isn't accurate, it'll find an item that still relates to the area of the body. It's just an immersion thingy. Like i kind of expect for the mimic device to be at least somewhat related to the thing i equipped, so you can do some risk management.

 

 

A second idea, if you want even more context related devices, then perhaps base from which faction the item stems from.

 

For example:

Thalmor item = Increased chance of golden device (you normally put wear multiple items from one faction, so their golden set looks nice with golden devices)

Bandit/Forsworn = Increased chance of leather device (they use hide and live off animals = they are good at leather crafting)

Iron/Steel = Increased chance of metal device (grey devices + grey items color scheme)

Clothing = Increased chance of ebony device

 

I'm not 100% sure how it would play out, but more context related the better in my opinion.

 

 

 

Sorry for answering that late:

I noted the idea, but as the description states, I'm close to some exams and I currently write my Bachelor thesis, so I don't have much time.

I took some this afternoon to fix a real bug as well as adding some small features that didn't take too much time, but those complex things I can't tackle now.

 

But I wrote it on the suggestion list ;) 

Posted (edited)

So this is my first try in SE version and I got hit with DCL damsel in distress quest. I had waiting for about 5 minute for the script to work but still no control of the pc. At some point I notice Mimic transform animation running and my item got drop out then disappear. So I assume that when the Damsel quest trigger it unequip all my gear and trigger Mimic at the same time, which cause script conflict, thus making me wait forever. Sad that it is my first SE run so I am not active papyrus yet.

 

Edit: Waiting 5 more minute and the armbinder got swapped into elbowbinder. I got mimic message that when uneuiping my gautlet, it is turned into elbowbinder. The armbinder from DCUR damsel quest is disappear though, thus making the quest stuck here.

Edited by hungvipbcsok
Posted

After few run I notice the problem is bigger than it seem. Every times another mod try to equip devices on the player, which remove a gear, chances are mimic trigger at the same time for the same slot DD. Result in waiting for a whole minutes for the conflict script resolve. 

Also sexlab arouse trigger mastubate when high aroused or any sex animation also remove/equip all clothing, result trigger mimic. 

Posted
12 hours ago, hungvipbcsok said:

So this is my first try in SE version and I got hit with DCL damsel in distress quest. I had waiting for about 5 minute for the script to work but still no control of the pc. At some point I notice Mimic transform animation running and my item got drop out then disappear. So I assume that when the Damsel quest trigger it unequip all my gear and trigger Mimic at the same time, which cause script conflict, thus making me wait forever. Sad that it is my first SE run so I am not active papyrus yet.

 

Edit: Waiting 5 more minute and the armbinder got swapped into elbowbinder. I got mimic message that when uneuiping my gautlet, it is turned into elbowbinder. The armbinder from DCUR damsel quest is disappear though, thus making the quest stuck here.

 

10 hours ago, hungvipbcsok said:

After few run I notice the problem is bigger than it seem. Every times another mod try to equip devices on the player, which remove a gear, chances are mimic trigger at the same time for the same slot DD. Result in waiting for a whole minutes for the conflict script resolve. 

Also sexlab arouse trigger mastubate when high aroused or any sex animation also remove/equip all clothing, result trigger mimic. 

 

TL;DR: That's one of the big (if not the biggest) remaining issues I'm aware of - and there's no real way to fix it unfortunately.

 

Long version:

As both variants, LE and SE, share the same source code (they just were ran through the associated compiler of that versoin), both technically have the same issue.

The problem is, that it's just not feasible to know what item unequips another. When a Devious Devices unequips a worn item - in your example armbinders remove gauntlets - the mod receives two separate events: one unequip event for the gauntlets and after that an equip event for the armbinder. Now, as they are separate and can't share any information (due to Papyrus and the engine they don't know of each other), the gauntlets will run successfully through the Mimic check, leading to a potential trigger, the armbinder will fail (as it's DD)

 

Now, MOST OF THE TIME, that's not a big deal, as there's a check built in to search for worn DD items, too. If it finds one, it tries to use an alternative, so MOST OF THE TIME, no second armbinder will equip above the first one. DMC also refuses to equip anything at all, if a DD quest item is worn for not interfering with quests.

The thing is, SOMETIMES, my mod finishes its checks "too fast", so it knows which DD item to use before the other could equip the one it wanted, then the DMC item could get equipped first..

Another thing: some mods first unequip every worn item, with each triggering Mimic events. After that, it starts to equip the DD items, one after another. Until the other mod came to the point where a certain DD item shold get equipped, DMC already could have used the slot though due to a trigger, if the other mod was "too slow".

 

Some mods (like the SL Framework, and DCUR theoretically, too) use events to signal that something important is happening, as does mine. Eg, a sex event, started by the SL Framework will never trigger a mimic with its un- and redressing, as the SLF events block my mod temporarily until the sex is finished.

But not every mod sends events, some don't use the quasi-standard of the Deviously Helpless events, and some don't send events for eveything they do but just for bigger things.

BTW, it's interesting that DCUR doesn't send a block event, when it receives one to start a quest. For this specific issue, I can try and use a DMC-internal block switch to keep other mimics from triggering while DCUR sets up it's quest, but this only will work for DMC, and not other mods that don't send events.

 

So, the "easiest" thing to do is: saving often and if you come across that issue again, just reload the last save and hope that it won't trigger the next time :(

Posted
19 hours ago, Mister X said:

 

 

TL;DR: That's one of the big (if not the biggest) remaining issues I'm aware of - and there's no real way to fix it unfortunately.

 

Long version:

As both variants, LE and SE, share the same source code (they just were ran through the associated compiler of that versoin), both technically have the same issue.

The problem is, that it's just not feasible to know what item unequips another. When a Devious Devices unequips a worn item - in your example armbinders remove gauntlets - the mod receives two separate events: one unequip event for the gauntlets and after that an equip event for the armbinder. Now, as they are separate and can't share any information (due to Papyrus and the engine they don't know of each other), the gauntlets will run successfully through the Mimic check, leading to a potential trigger, the armbinder will fail (as it's DD)

 

Now, MOST OF THE TIME, that's not a big deal, as there's a check built in to search for worn DD items, too. If it finds one, it tries to use an alternative, so MOST OF THE TIME, no second armbinder will equip above the first one. DMC also refuses to equip anything at all, if a DD quest item is worn for not interfering with quests.

The thing is, SOMETIMES, my mod finishes its checks "too fast", so it knows which DD item to use before the other could equip the one it wanted, then the DMC item could get equipped first..

Another thing: some mods first unequip every worn item, with each triggering Mimic events. After that, it starts to equip the DD items, one after another. Until the other mod came to the point where a certain DD item shold get equipped, DMC already could have used the slot though due to a trigger, if the other mod was "too slow".

 

Some mods (like the SL Framework, and DCUR theoretically, too) use events to signal that something important is happening, as does mine. Eg, a sex event, started by the SL Framework will never trigger a mimic with its un- and redressing, as the SLF events block my mod temporarily until the sex is finished.

But not every mod sends events, some don't use the quasi-standard of the Deviously Helpless events, and some don't send events for eveything they do but just for bigger things.

BTW, it's interesting that DCUR doesn't send a block event, when it receives one to start a quest. For this specific issue, I can try and use a DMC-internal block switch to keep other mimics from triggering while DCUR sets up it's quest, but this only will work for DMC, and not other mods that don't send events.

 

So, the "easiest" thing to do is: saving often and if you come across that issue again, just reload the last save and hope that it won't trigger the next time :(

 

Just recently @hungvipbcsok has contacted me about a incompatibility between your mod DMC and my mod DS. This is because my mod has a function that transfers all devices from one actor to another after a certain amounts of hits. While they transfer, your mod supposedly steps in and also triggers its own functions. He asked me if there is a way to solve this incompatibility. 

After reading through your explanation of the problem it sounds like there actually is something that could help to solve this: 

19 hours ago, Mister X said:

Some mods (like the SL Framework, and DCUR theoretically, too) use events to signal that something important is happening, as does mine. Eg, a sex event, started by the SL Framework will never trigger a mimic with its un- and redressing, as the SLF events block my mod temporarily until the sex is finished.

But not every mod sends events, some don't use the quasi-standard of the Deviously Helpless events, and some don't send events for eveything they do but just for bigger things.

But i have no clue on how to send a mod event so other mods can recognize whats going on. Could you tell me what exactly i need to do for our mods to become compatible? 

would really be shame if it wasn't possible.

Posted (edited)
16 hours ago, CrymH said:

But i have no clue on how to send a mod event so other mods can recognize whats going on. Could you tell me what exactly i need to do for our mods to become compatible? 

would really be shame if it wasn't possible.

 

Heyho, that's not too complicated, you just need three code snippets for that:

1) You actually have your mod listen for those events, best would be within an Init function, that's called on game load, one example:

; call this with OnInit() and OnPlayerLoadGame(), or put the registrations directly in those functions
Function LoadGameInit()
	RegisterForModEvent("dhlp-Suspend", "OnDhlpSuspend") ; first one is the event name, second one the function that gets called
	RegisterForModEvent("dhlp-Resume", "OnDhlpResume")
EndFunction

 

2) You need something, that blocks your mod from running, while it gets suspended, I used a simple flag variable

While this block flag is true, my mod aborts any mimic trigger, thus nothing gets changed or removed

The event variables are irrelevant, but they must be present, else it would throw Papyrus errors, at least for me it did that

Bool bBlockedDHLP = false ; public variable, could be a property, too, you just need a way to get its state

; notice, those two have the same names as the second strings of the registration, that is important
Event OnDhlpSuspend(String eventName, String strArg, Float numArg, Form sender)
	bBlockedDHLP = true
EndEvent

Event OnDhlpResume(String eventName, String strArg, Float numArg, Form sender)
	bBlockedDHLP = false
EndEvent

 

3) You have to send the events when your mod does things, so others can catch it, that are simply two one-liners.

That's the important part for compatibility, basically you could decide to ignore the events, as long as you put those two lines at the start and end of your action. Then, my mod won't do anything as long as yours is running.

; at the beginning of your mod's action
SendModEvent("dhlp-Suspend")

; [your code that does nasty things :P]

; when your mod is done
SendModEvent("dhlp-Resume")

 

 

If you want to see these examples in action, I always put the Papyrus source in my mod, so you can have a look at it ;) 

Edited by Mister X
Posted
8 hours ago, Mister X said:

 

Heyho, that's not too complicated, you just need three code snippets for that:

1) You actually have your mod listen for those events, best would be within an Init function, that's called on game load, one example:

; call this with OnInit() and OnPlayerLoadGame(), or put the registrations directly in those functions
Function LoadGameInit()
	RegisterForModEvent("dhlp-Suspend", "OnDhlpSuspend") ; first one is the event name, second one the function that gets called
	RegisterForModEvent("dhlp-Resume", "OnDhlpResume")
EndFunction

 

2) You need something, that blocks your mod from running, while it gets suspended, I used a simple flag variable

While this block flag is true, my mod aborts any mimic trigger, thus nothing gets changed or removed

The event variables are irrelevant, but they must be present, else it would throw Papyrus errors, at least for me it did that

Bool bBlockedDHLP = false ; public variable, could be a property, too, you just need a way to get its state

; notice, those two have the same names as the second strings of the registration, that is important
Event OnDhlpSuspend(String eventName, String strArg, Float numArg, Form sender)
	bBlockedDHLP = true
EndEvent

Event OnDhlpResume(String eventName, String strArg, Float numArg, Form sender)
	bBlockedDHLP = false
EndEvent

 

3) You have to send the events when your mod does things, so others can catch it, that are simply two one-liners.

That's the important part for compatibility, basically you could decide to ignore the events, as long as you put those two lines at the start and end of your action. Then, my mod won't do anything as long as yours is running.

; at the beginning of your mod's action
SendModEvent("dhlp-Suspend")

; [your code that does nasty things :P]

; when your mod is done
SendModEvent("dhlp-Resume")

 

 

If you want to see these examples in action, I always put the Papyrus source in my mod, so you can have a look at it ;) 

 

Thank you very much for the detailed explanation! I will implement it right away and test if it is working or not.

Posted

Hi, I know you're working on this. FYI, I set random to 0 and that didn't do anything. I unequipped a few devices and equipped armor and clothing, but no mimic events occurred.  My Papyrus log has 3,043,401 lines in slightly over an hour's playing time.

[07/17/2021 - 11:05:45AM] Error: Cannot call GetNthForm() on a None object, aborting function call
stack:
    [zadxQuest (0F00CA01)].zadDeviceLists.GetRandomDevice() - "zadDeviceLists.psc" Line 116
    [dmcMainQuest (22005901)].dmcarmorthreadscript.OnInternalThreadStart() - "dmcArmorThreadScript.psc" Line 152

I have no idea how far back the issue goes, so loading a prev. save isn't a practical option. I removed mod, made save, cleaned it, saved, reinstalled mod. Maintained load order. So far, so good. Going forward I'll check my p.log more often so I can easily go back to a prev. save.

I copied this for Resaver before cleaing, don't know if this info will be helpful or not, but better to have it and not need it, right?

Spoiler

Skyrim Special Edition (16)
Script Instances (16)
0 (10)
#dmcactorthreadscript#: *FORMIDX:000000 (00000143ec2867d0)
#dmcarmorthreadscript#: *FORMIDX:000000 (00000143ec286770)
#dmcconfigmenu#: *FORMIDX:000000 (00000143ec2867a0)
#dmcgoldthreadscript#: *FORMIDX:000000 (00000143ec286740)
#dmclibs#: *FORMIDX:000000 (00000143ec286830)
#dmcLoadGameAlias#: FORMIDX:000000 (00000143d8be3e20)
#dmcMaintenance#: *FORMIDX:000000 (00000143ec286860)
#dmcMainTrigger#: *FORMIDX:000000 (00000143ec286800)
#dmcNoTriggerChestScript#: *FORMIDX:000000 (00000143ec26afb0)
#dmcTriggerEvents#: FORMIDX:000000 (00000143d8be3df0)
A (1)
Activator: *FORMIDX:000000 (00000143ec26b340)
F (1)
FormList: *FORMIDX:000000 (00000143d8b82ce0)
G (1)
GlobalVariable: *FORMIDX:000000 (00000143ec231330)
L (1)
LeveledItem: *FORMIDX:000000 (00000143d8b45fc0)
O (1)
ObjectReference: *FORMIDX:000000 (00000143d8b877f0)
S (1)
SKI_PlayerLoadGameAlias: FORMIDX:000000 (00000143d8be3e50)

 

Posted
18 hours ago, Seeker999 said:

Hi, I know you're working on this. FYI, I set random to 0 and that didn't do anything. I unequipped a few devices and equipped armor and clothing, but no mimic events occurred.  My Papyrus log has 3,043,401 lines in slightly over an hour's playing time.

[07/17/2021 - 11:05:45AM] Error: Cannot call GetNthForm() on a None object, aborting function call
stack:
    [zadxQuest (0F00CA01)].zadDeviceLists.GetRandomDevice() - "zadDeviceLists.psc" Line 116
    [dmcMainQuest (22005901)].dmcarmorthreadscript.OnInternalThreadStart() - "dmcArmorThreadScript.psc" Line 152

I have no idea how far back the issue goes, so loading a prev. save isn't a practical option. I removed mod, made save, cleaned it, saved, reinstalled mod. Maintained load order. So far, so good. Going forward I'll check my p.log more often so I can easily go back to a prev. save.

I copied this for Resaver before cleaing, don't know if this info will be helpful or not, but better to have it and not need it, right?

  Reveal hidden contents

Skyrim Special Edition (16)
Script Instances (16)
0 (10)
#dmcactorthreadscript#: *FORMIDX:000000 (00000143ec2867d0)
#dmcarmorthreadscript#: *FORMIDX:000000 (00000143ec286770)
#dmcconfigmenu#: *FORMIDX:000000 (00000143ec2867a0)
#dmcgoldthreadscript#: *FORMIDX:000000 (00000143ec286740)
#dmclibs#: *FORMIDX:000000 (00000143ec286830)
#dmcLoadGameAlias#: FORMIDX:000000 (00000143d8be3e20)
#dmcMaintenance#: *FORMIDX:000000 (00000143ec286860)
#dmcMainTrigger#: *FORMIDX:000000 (00000143ec286800)
#dmcNoTriggerChestScript#: *FORMIDX:000000 (00000143ec26afb0)
#dmcTriggerEvents#: FORMIDX:000000 (00000143d8be3df0)
A (1)
Activator: *FORMIDX:000000 (00000143ec26b340)
F (1)
FormList: *FORMIDX:000000 (00000143d8b82ce0)
G (1)
GlobalVariable: *FORMIDX:000000 (00000143ec231330)
L (1)
LeveledItem: *FORMIDX:000000 (00000143d8b45fc0)
O (1)
ObjectReference: *FORMIDX:000000 (00000143d8b877f0)
S (1)
SKI_PlayerLoadGameAlias: FORMIDX:000000 (00000143d8be3e50)

 

 

Heyho, yes, that issue already has been reported and I came across it by myself, too. The thing is, I never was able to find a good solution, as the problem isn't in my code but in the one of the DD framework or in the game engine itself.

For some reason, sometimes my LeveledItem I fill with the allowed and usable DD items, doesn't get transferred or read properly to the framework code.

The log spam is a result of that: the framework has only a sanity check for the first iteration, after that it will try until the end of time. It always get's past that first check, which tells me that my stuff got filled properly, but then the framework gets stuck in a loop forever.

 

On my end though, anything seems to be fine, even two other coders couldn't find an error in the scripting. So I absolutely have no idea, how to get rid of this :/ 

I even asked Kimy some time ago but didn't get an answer for this.

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