pledgedsun075 Posted March 15, 2024 Posted March 15, 2024 Love this! But i would really like a nude patch for this
Guest Posted March 15, 2024 Posted March 15, 2024 Many are nude. As a punishment. As a norm, they're allowed some dirty rags, so they do not get too sick too often. After all, that's lost revenue...
Gudulba Posted June 24, 2024 Posted June 24, 2024 On 7/26/2023 at 6:48 PM, Gudulba said: I have upgraded from version 0.2c to 0.4b in a existing save game. With this latest version, I now get a CTD when opening the map -> see error message in spoiler section. What could be the problem? Reveal hidden contents Unhandled native exception occurred at 0x7FF7B17396A9 (SkyrimSE.exe+8E96A9) on thread 7320! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 26 Jul 2023 18:43:03.774 Possible relevant objects (6) { [ 0] TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`) [ 0] TESObjectREFR(FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)) [ 1] NiNode(Name: null) [ 6] TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`) [ 6] TESObjectREFR(FormId: E1084C3A, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`)) [ 11] TESObjectCELL(Name: Wilderness, FormId: FF000A4C) } Probable callstack { [0] 0x7FF7B17396A9 (SkyrimSE.exe+8E96A9) unk_8E9630+79 [1] 0x7FF7B17390D5 (SkyrimSE.exe+8E90D5) unk_8E8E10+2C5 [2] 0x7FF7B17345B7 (SkyrimSE.exe+8E45B7) MapMenu::unk_8E44A0+117 [3] 0x7FF7B1D0F46A (SkyrimSE.exe+EBF46A) MenuManager::unk_EBF260+20A [4] 0x7FF7B1403620 (SkyrimSE.exe+5B3620) Main::Update_5B2FF0+630 [5] 0x7FF8D8FDB799 (hdtSMP64.dll+BB799) [6] 0x1D71CF9A700 } Registers { AX: 0x0 (NULL) BX: 0x0 (NULL) CX: 0x1D7CFD8BA60 (TESObjectREFR*) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)) DX: 0x0 (NULL) SI: 0x1D8BA19F180 (void*) DI: 0x1D8BA199220 (TESObjectREFR**) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)) BP: 0x1D8BA19F180 (void*) SP: 0x47305FF420 (void*) IP: 0x7FF7B17396A9 (SkyrimSE.exe+8E96A9) (void*) R8: 0x1D8BA15F180 (char*) "Y" R9: 0x1D8BA15F180 (char*) "Y" R10: 0x1D97F55B940 (void*) R11: 0x47305FF350 (void*) R12: 0x7FF7B2513670 (SkyrimSE.exe+16C3670) (void*) R13: 0x0 (NULL) R14: 0x47305FF520 (NiNode**) -> (Name: null) R15: 0x47305FF528 (void*) Flags: 0x10246 On 7/28/2023 at 8:47 AM, Gudulba said: I have rerun DynDolod and ran the Better Dynamic Snow Patcher xEdit again afterwards -> no more crashes when opening the map. So I changed from DynDOLOD PapyrusUtil to DynDOLOD NG and after regenerating the LOD, the above mentioned crash came back (might or might not have something to do with DynDOLOD NG). Anyway the permanent solution to the crash was to disable "Is Full LOD" on the xx089768 entry in the Ambient Slaves mod. See more information here in the official DynDOLOD forum: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-173/?do=findComment&comment=279874 1
bingyouup Posted September 24, 2024 Posted September 24, 2024 i got the same issue, game CTD when opening the local map. check the crash log, it saids : he following plugin (mod) might have been involved in the crash: "ambient slaves se.esp". The following record might have been involved in the crash: formid: 0x00090983. no idea how to fix it, please help.
Gudulba Posted September 25, 2024 Posted September 25, 2024 14 hours ago, bingyouup said: i got the same issue, game CTD when opening the local map. check the crash log, it saids : he following plugin (mod) might have been involved in the crash: "ambient slaves se.esp". The following record might have been involved in the crash: formid: 0x00090983. no idea how to fix it, please help. The solution that worked for me and maybe also for you is described in the link to the Step forum in my post above. 1
bingyouup Posted September 25, 2024 Posted September 25, 2024 8 hours ago, Gudulba said: The solution that worked for me and maybe also for you is described in the link to the Step forum in my post above. Ohhhhh, it works! I initially thought that different form IDs represented different objects. For anyone encountering this issue in the future (keyword: local map CTD), please refer to Gudulba's guide on DynDOLOD 3 Objects Level of Detail, available on the Step Modifications website (DynDOLOD 3 Objects Level of Detail (stepmodifications.org)) . The author’s username is Tomforstep. The solution involves the following steps: Open SSEEdit. Navigate to ambient slave.esp -> Worldspace -> 0000003C <Tamriel> -> 00000D74 -> Persistent. Locate the entry named WHdockdoortrim. On the left-hand side under 'Record Flags', change 'IS FULL LOD' to 0. Save the plugin. After this, the issue should be resolved. Thank you, Gudulba, for the help!
Guest Posted September 25, 2024 Posted September 25, 2024 2 hours ago, bingyouup said: Ohhhhh, it works! I initially thought that different form IDs represented different objects. For anyone encountering this issue in the future (keyword: local map CTD), please refer to Gudulba's guide on DynDOLOD 3 Objects Level of Detail, available on the Step Modifications website (DynDOLOD 3 Objects Level of Detail (stepmodifications.org)) . The author’s username is Tomforstep. The solution involves the following steps: Open SSEEdit. Navigate to ambient slave.esp -> Worldspace -> 0000003C <Tamriel> -> 00000D74 -> Persistent. Locate the entry named WHdockdoortrim. On the left-hand side under 'Record Flags', change 'IS FULL LOD' to 0. Save the plugin. After this, the issue should be resolved. Thank you, Gudulba, for the help! This seems like something I could have fixed in CK. I checked the LOD checkboxes for my buildings in the hopes this would make them visible from afar, but I have the impression it's not working. I haven't really read much about how LODs work, so it's probably my fault. If you don't mind sending me the edited esp, I will release it as a patch with credits (and links, if you like), so everyone else doesn't have to do these steps over and over. Thanks.
bingyouup Posted September 26, 2024 Posted September 26, 2024 4 hours ago, gargamel9 said: This seems like something I could have fixed in CK. I checked the LOD checkboxes for my buildings in the hopes this would make them visible from afar, but I have the impression it's not working. I haven't really read much about how LODs work, so it's probably my fault. If you don't mind sending me the edited esp, I will release it as a patch with credits (and links, if you like), so everyone else doesn't have to do these steps over and over. Thanks. sure, no problem, there you go, the credit should be given to Gudulba, he is the one who find the solution. Ambient Slaves SE.esp
Ixmore Posted September 26, 2024 Posted September 26, 2024 Since this mod is now up for adoption, I wonder how well it could be integrated into AYAS? Maybe the Buildings could be unlocked once Slavery is made legal in that Hold.
Guest Posted September 26, 2024 Posted September 26, 2024 3 hours ago, Ixmore said: Since this mod is now up for adoption, I wonder how well it could be integrated into AYAS? Maybe the Buildings could be unlocked once Slavery is made legal in that Hold. It's probably obvious to everyone, but I'm still not so good with the acronyms, so I can't comment, but anyone can try and do with the mod what they can, as per the terms., including redistribution without credit. But as mentioned, internally, it's a real mess. I also seem to have hit some hard limit on a number of objects in the Fort Anguish cells. But if the assets can be somehow separated from the rest, I think a few of the structures may be of use. Hundreds of hours went into them.
Battlestar1965 Posted December 1, 2024 Posted December 1, 2024 Hello, I installed the "Ambient Slaves SE v0.4b (with Mister X fix).7z" file and the "G9_Ambient Slaves LOD CTD Patch.7z", but the Patch is overwriting all the names with some weired characters (asian version maybe?) Is there a version of the patch with english letters?
Guest Posted December 1, 2024 Posted December 1, 2024 5 hours ago, Battlestar1965 said: Hello, I installed the "Ambient Slaves SE v0.4b (with Mister X fix).7z" file and the "G9_Ambient Slaves LOD CTD Patch.7z", but the Patch is overwriting all the names with some weired characters (asian version maybe?) Is there a version of the patch with english letters? I don't know about the LOD CTD patch, as I don't use it, as I get no CTDs. I don't know who made it, or if there is another version. I do use Mister X's fix. It does not result in the described behavior for me.
Battlestar1965 Posted December 1, 2024 Posted December 1, 2024 4 hours ago, gargamel9 said: I don't know about the LOD CTD patch, as I don't use it, as I get no CTDs. I don't know who made it, or if there is another version. I do use Mister X's fix. It does not result in the described behavior for me. That's funny that you don't know about the patch since the file is listed in the downloadable files for this mod with exacty this name "G9_Ambient Slaves LOD CTD Patch.7z" uploaded on September, 26. But doesn't matter, I now only use the MisterX version with a small patch I made myself applying the solution for the LOT CTD mentioned earlier in this thread.
Guest Posted December 1, 2024 Posted December 1, 2024 34 minutes ago, Battlestar1965 said: That's funny that you don't know about the patch since the file is listed in the downloadable files for this mod with exacty this name "G9_Ambient Slaves LOD CTD Patch.7z" uploaded on September, 26. But doesn't matter, I now only use the MisterX version with a small patch I made myself applying the solution for the LOT CTD mentioned earlier in this thread. Then I must have forgotten, sorry. It's been a while. Like I wrote in the description, I'm abandoning all my mods. The patches shared here were made by other users, I just posted them here. Good luck with your setup!
Battlestar1965 Posted December 2, 2024 Posted December 2, 2024 11 hours ago, gargamel9 said: Then I must have forgotten, sorry. It's been a while. Like I wrote in the description, I'm abandoning all my mods. The patches shared here were made by other users, I just posted them here. Good luck with your setup! I'm sorry, that you are abandoning you mods. Looks like you've put a lot of work in it. I hope someone will continue the development of at least this mod here. Thank You.
Guest Posted December 3, 2024 Posted December 3, 2024 On 12/2/2024 at 10:01 AM, Battlestar1965 said: I'm sorry, that you are abandoning you mods. Looks like you've put a lot of work in it. I hope someone will continue the development of at least this mod here. Thank You. Thank you. I hope so, too, but the mods are a mess, so I won't blame anyone, if they don't pick it up. I was basically learning CK and Papyrus with these mods from zero, while making these mods, and it shows. Hopefully we will have some AI one day, which we can prompt to make entire mods according to instruction. Now that would be a thing...
Conni Posted December 10, 2024 Posted December 10, 2024 This might not be the place to ask this, but can anyone tell me how I am supposed to install zaz8 for SSE? I found this thread: I installed the patch but when loading onto an area like riverwood with abient slaves on i get an instant ctd. When installing the zaz8 linked in the description, I get a bunch of error messages in Fnis because I use the sse version of xp skeleton, so when I load in I just get t-posed to death by every slave around me. So my question is: Is there a correct version for zaz8 to install here? If only the oldrim version works, would I then have to chang my current skeleton to one of the supported by zaz8 ?
jc321 Posted December 10, 2024 Posted December 10, 2024 3 hours ago, Conni said: use the sse version of xp skeleton Are you using XPSMSSE and not XPSME which are two different versions and annoyingly named as though SSE is Skyrim SE .. I feel I had your issue a while ago with lots to T-posing .. The one I use is this one https://www.nexusmods.com/skyrimspecialedition/mods/1988
Conni Posted December 10, 2024 Posted December 10, 2024 1 hour ago, jc321 said: The one I use is this one https://www.nexusmods.com/skyrimspecialedition/mods/1988 The version I used was an outdate version of this one, but even after an update it still doesn't work. In FNIS I get: Reading XPMSE V7.2 ... ChAnims:164(164) CTD:2.2% pOpt:0.0% >>Warning: \character\behaviors\FNIS_ZaZAnimationPack_Behavior.hkx not Skyrim SE compatible<< Reading ZaZAnimationPack V8.00 ... ChAnims:1669 CTD:7.9% pOpt:0.1% >>Warning: \character\behaviors\FNIS_ZaZAnimationPack+_Behavior.hkx not Skyrim SE compatible<<
Conni Posted December 10, 2024 Posted December 10, 2024 (edited) Actually I am an idiot, I didnt notice, that in the bottom of this: are two seperate files for zaz8 and zaz8+, I installed those and it works. Although, when I try to enter the new house in riverwood I get a ctd upon enterin, funny enough it still manages to make a save which I can load without a problem. But that could be due to my still unstable modlist. Edited December 10, 2024 by Conni
salt_cracker Posted February 8, 2025 Posted February 8, 2025 Hi, I have a question regarding the G9 Patch, could it be that the G9 Patch is only for Chinese Language Pack? Installed it and had a lot of textboxes instead of Romanji / Latin Letters. thanks in advance
Guest Posted February 8, 2025 Posted February 8, 2025 4 hours ago, raanubis said: Hi, I have a question regarding the G9 Patch, could it be that the G9 Patch is only for Chinese Language Pack? Installed it and had a lot of textboxes instead of Romanji / Latin Letters. thanks in advance Unfortunately, I have no idea. Guduba and bingyouup are the authors of the patch, so I suppose you could ask them... I didn't use the patch myself, as I didn't experience any CTDs, but otherwise AS was built on the English version of the game, 1.5.97 specifically.
FunGuyScott2 Posted February 28, 2025 Posted February 28, 2025 I have had this mod in my load order since the beginning. I saw it was abandoned and picked it up and added it to my Serana Dead Sexy "universe" via a patch. Changed all the NPCs, Connected all locations to my player home "the lair of screams", and integrated it into my lore. My version requires Serana Dead Sexy, so lots of requirements, but here it is.. It is a lot of fun. Thanks gargamel9 for this awesome mod and I hope you will get some enjoyment knowing that the very few SDS fans will love it. I credited you in my mod description and in my faq. https://www.nexusmods.com/skyrimspecialedition/mods/73589
Guest Posted February 28, 2025 Posted February 28, 2025 7 hours ago, FunGuyScott2 said: I have had this mod in my load order since the beginning. I saw it was abandoned and picked it up and added it to my Serana Dead Sexy "universe" via a patch. Changed all the NPCs, Connected all locations to my player home "the lair of screams", and integrated it into my lore. My version requires Serana Dead Sexy, so lots of requirements, but here it is.. It is a lot of fun. Thanks gargamel9 for this awesome mod and I hope you will get some enjoyment knowing that the very few SDS fans will love it. I credited you in my mod description and in my faq. https://www.nexusmods.com/skyrimspecialedition/mods/73589 This is awesome, thank you! I am very happy to see it live on.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now