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Posted (edited)

Something is wrong with this new updated version: DevourmentRefactor-2021-06-07.7z

It's not registering that the dependencies are installed, when they indeed, ARE. All of them are installed:
(SKSE, USSEP, SSE Engine Fixes, etc etc etc etc...)

Player > NPCs swallow animation plays, but no belly forms and no dialogue appears when pressing "G". 

• It cannot be my load order, as these are the only mods I'm running for testing purposes (aside from visuals like ENB, SMIM). 
• I'm on a fresh new save; so it's not the game data.
• I've checked Loot, and I don't see any flags.
• I even reinstalled SE just to make sure it was a clean slate.

The Old Devourment Refactor (and Dialogue v3) files from earlier this year worked perfectly, no problems. It's just this new distro that's not working...

ScreenShot7.png

Edited by xJamKatx
Posted
27 minutes ago, xJamKatx said:

Something is wrong with this new updated version: DevourmentRefactor-2021-06-07.7z

It's not registering that the dependencies are installed, when they indeed, ARE. All of them are installed:
(SKSE, USSEP, SSE Engine Fixes, etc etc etc etc...)

Player > NPCs swallow animation plays, but no belly forms and no dialogue appears when pressing "G". 

• It cannot be my load order, as these are the only mods I'm running for testing purposes (aside from visuals like ENB, SMIM). 
• I'm on a fresh new save; so it's not the game data.
• I've checked Loot, and I don't see any flags.
• I even reinstalled SE just to make sure it was a clean slate.

The Old Devourment Refactor (and Dialogue v3) files from earlier this year worked perfectly, no problems. It's just this new distro that's not working...

ScreenShot7.png

 

Did you make sure that you only have ONE dll preloader installed? Preferably the one from SSE Engine Fixes and NOT the bink replacer?

Posted
1 minute ago, markdf said:

 

Did you make sure that you only have ONE dll preloader installed? Preferably the one from SSE Engine Fixes and NOT the bink replacer?

Idk what that means. 
The only loader I have is DLL Plugin Loader v1

I have SSE Engine Fixes 1 and 2.
However Part 1 always causes some error/bug in Vortex notifications. (some rando .dll and yes I have
vc_redist.x86) So I disabled Part 1 it and that made the error go away.
The old Devourment distro was always able to work in game even with that Engine Fixes error.

But even with Engine Part 2, nothing happens, as I detailed above. 
I don't understand how Engine Fixes would cause the Devourment mod not to recognize installed dependencies.

Idk what Blink Replacer is, so I'm assuming I've never installed it. (I don't see it in my mods list or plugins anyway)


The dependencies were recognized in the debug of the old version. I just followed ForgetfulHatter's tutorial video with the old Devourment distro, and that seemed to work just fine back then.

Posted

More Bugs:

• Eating animation plays, but no belly is created; no struggle bar appears either.
• Swallowed NPCs freeze. Other swallowed NPCs will animation loop. (see pic)
• Dialogue menu does not appear.
• Skill trees for pred & prey do not appear.
• Dependencies STILL not being recognized in Debug menu.

At first, I thought it was FNIS, but I'm not getting any errors there. (see pic)
I batch exported morphs in Body Slide just to make sure that was updated as well... (yes, Build Morphs is enabled)

Idk man. Old Version worked just fine.
Is there a place where we can just download older stable versions?

ScreenShot8.png

ded.PNG

Posted (edited)
3 hours ago, xJamKatx said:

Idk what that means. 
The only loader I have is DLL Plugin Loader v1

I have SSE Engine Fixes 1 and 2.
However Part 1 always causes some error/bug in Vortex notifications. (some rando .dll and yes I have
vc_redist.x86) So I disabled Part 1 it and that made the error go away.
The old Devourment distro was always able to work in game even with that Engine Fixes error.

But even with Engine Part 2, nothing happens, as I detailed above. 
I don't understand how Engine Fixes would cause the Devourment mod not to recognize installed dependencies.

Idk what Blink Replacer is, so I'm assuming I've never installed it. (I don't see it in my mods list or plugins anyway)


The dependencies were recognized in the debug of the old version. I just followed ForgetfulHatter's tutorial video with the old Devourment distro, and that seemed to work just fine back then.

 

Remove DLL Plugin Loader and replace it with SSE Engine Fixes 1, and see if that helps at all. And it's BINK, not blink -- and you should know that since you installed DLL Plugin Loader (the main file being binkw64.dll). Hopefully you kept the original and didn't just overwrite it.

 

Also make sure no other mods are overwriting JContainers, PapyrusUtil, or SkyUI's files -- because lots of mods do.

 

No, I don't keep older versions, because they are the ones that are UNSTABLE. The current version is ridiculously stable compared to any prior version of Devourment, period. I'm literally doing a full playthrough right now with it installed, and the only thing it's conflicting with is Sexlab Defeat out of 2000 plugins -- a load order built for maximum testing brutality and obnoxiousness. If Devourment will run in that ridiculous environment, it will run anywhere... as long as you actually install the dependencies.

 

Actually, now that I think about it, try just uninstalling DLL Plugin Loader. Don't worry about SSE Engine Fixes 1 yet. Just see if things work better with DLL Plugin Loader removed.

Edited by markdf
Posted
4 hours ago, markdf said:

 

Remove DLL Plugin Loader and replace it with SSE Engine Fixes 1, and see if that helps at all. And it's BINK, not blink -- and you should know that since you installed DLL Plugin Loader (the main file being binkw64.dll). Hopefully you kept the original and didn't just overwrite it.

 

Also make sure no other mods are overwriting JContainers, PapyrusUtil, or SkyUI's files -- because lots of mods do.

 

No, I don't keep older versions, because they are the ones that are UNSTABLE. The current version is ridiculously stable compared to any prior version of Devourment, period. I'm literally doing a full playthrough right now with it installed, and the only thing it's conflicting with is Sexlab Defeat out of 2000 plugins -- a load order built for maximum testing brutality and obnoxiousness. If Devourment will run in that ridiculous environment, it will run anywhere... as long as you actually install the dependencies.

 

Actually, now that I think about it, try just uninstalling DLL Plugin Loader. Don't worry about SSE Engine Fixes 1 yet. Just see if things work better with DLL Plugin Loader removed.

What're your main conflicts with Defeat? (So I know what to look for/ what might need tweaking to minimize casualties)

Posted
13 minutes ago, xAteax said:

What're your main conflicts with Defeat? (So I know what to look for/ what might need tweaking to minimize casualties)

 

Just the fact that Devourment and Defeat tend to activate simultaneously, when an actor goes into bleedout (vore attacks succeed automatically during bleedout).

 

So Devourment starts trying to relocate the prey, while Defeat is trying to bring them together for kissy time.

Posted
14 minutes ago, markdf said:

 

Just the fact that Devourment and Defeat tend to activate simultaneously, when an actor goes into bleedout (vore attacks succeed automatically during bleedout).

 

So Devourment starts trying to relocate the prey, while Defeat is trying to bring them together for kissy time.

Aaah. I've been having an... interesting reaction with Death Alternative/ Defeat regarding digestion with soft death enabled, which has honestly been a tad funny. Not sure which of the two specifically is triggering, but can be digested/ dead in combat... but if a follower kills the pred after I've "lost" I'll get regurgitated just fine (The hilarious part is that I'll have my own skull in my inventory.. I'm now starting a collection!). There has only been one 'big' bug with it involving what 'my' swallow method being used is being taken into account by the pred if this happens, and I keep getting preds stuck in the air when they try to play unbirth-release animations when dead if my modus was set to that.

Posted
40 minutes ago, xAteax said:

Aaah. I've been having an... interesting reaction with Death Alternative/ Defeat regarding digestion with soft death enabled, which has honestly been a tad funny. Not sure which of the two specifically is triggering, but can be digested/ dead in combat... but if a follower kills the pred after I've "lost" I'll get regurgitated just fine (The hilarious part is that I'll have my own skull in my inventory.. I'm now starting a collection!). There has only been one 'big' bug with it involving what 'my' swallow method being used is being taken into account by the pred if this happens, and I keep getting preds stuck in the air when they try to play unbirth-release animations when dead if my modus was set to that.

 

I was just checking the combat vore code. There was supposed to be a check to prevent NPCs from voring prey that are bleeding out IF Defeat is installed. I don't know where that code went, but it's gone, so I'm readding it for the next version.

 

Posted
1 hour ago, markdf said:

 

I was just checking the combat vore code. There was supposed to be a check to prevent NPCs from voring prey that are bleeding out IF Defeat is installed. I don't know where that code went, but it's gone, so I'm readding it for the next version.

 

I'm not being devoured while in bleedout, I'm 'dying' inside the pred's gut from acid damage (complete with "press Z to be digested" dialogue) but not pressing Z, then a follower manages to kill the pred as combat's still going on. Personally I don't mind this sort of interaction (and I'm weirdly enjoying collecting my own skulls when it occurs...) the only thing I'd suggest is 'fixing' the dead preds that try to play regurgitate animations for unbirth/ anal, since it seems to be buggy. Perhaps a unique 'on death' regurgitate option added to all vore types? I dunno.

Posted

so i been digging through the code and all and the best i can find to account for both weightmorphs conflict and for devourment refactor bodymorph failure is that the devourment refactor esp is flagged as ESL and it turns out ESL can be SUPERTWITCHY when it comes to calling the racemenu files.  you might want to de-esl-ify devourment.

i am likely going to try doing that myself in a few once i have a cup of coffee and see if i can get past the CTD or bodymorph failure.

Posted
40 minutes ago, coreoveride said:

so i been digging through the code and all and the best i can find to account for both weightmorphs conflict and for devourment refactor bodymorph failure is that the devourment refactor esp is flagged as ESL and it turns out ESL can be SUPERTWITCHY when it comes to calling the racemenu files.  you might want to de-esl-ify devourment.

i am likely going to try doing that myself in a few once i have a cup of coffee and see if i can get past the CTD or bodymorph failure.

so ur getting ctds becuase of the weightmanager or weightmorphs not working with it? i tried using weightmorphs with weightmanager but i cant reset the body from weightmanager like u can in weightmorphs so i just turned it off sadly. also it says in /-7 weightmanger works with 'nearby' things, i turned on the everything else morphs and started making a npc get forced fed, they start digesting but i dont see any weight updates to them, idk maybe u got any ideas or maybe it isnt finished yet XD 

Posted (edited)
15 hours ago, coreoveride said:

ok so while testing out every single function of my weightmorphs script modifications to add devourment sliders to it i found a nasty little CTD bug.   not sure if its coming directly from devourment or weightmorphs mostly due to lack of debug logging in weightmorphs.

so the crash occurs if you load the standard weightmorphs mod AFTER devourment in the conflict res pane of MO2 (left window) AND go into *devourment weightmanager* MCM menu and try to change any slider (you can change names and add/remove sliders without crash) value and hit accept.  it instant crashes to desktop.  (the papy log and dump are both from a clean new save without any of my modifications and weightmorphs loaded after devourment in conflict res pane).  best i can assume is that some function you are calling in the body morphs is fighting with weightmorphs functions/calls.  this might be related to the body morphs failing too as i saw morphs change just from changing position of weightmorphs in conflict pane.

including the papy logs here for you @markdf , i analyzed the crashdumps but it came back as "unknown" with only the skyrim.exe dump (not even a full dump).  including it too just in case. 

EDIT: thinking on it a bit it has to be either weightmorphs.pex or weightmorphsmcm.pex in weightmorphs (or to be precise some function in it, possibly a racemenu call) that is causing the crash as my mod for weightmorphs ONLY has those two files in it.  thats how i came across this bug, by loading weightmorphs before devourment (which killed all body morphs setting most to -1) then my mod after devourment (which restored all morphs, both weightmorphs and devourment).

 

2021-06-08_13.35.30.rar 164.98 kB · 0 downloads Papyrus.0.rar 78.41 kB · 0 downloads

 

1 hour ago, coreoveride said:

so i been digging through the code and all and the best i can find to account for both weightmorphs conflict and for devourment refactor bodymorph failure is that the devourment refactor esp is flagged as ESL and it turns out ESL can be SUPERTWITCHY when it comes to calling the racemenu files.  you might want to de-esl-ify devourment.

i am likely going to try doing that myself in a few once i have a cup of coffee and see if i can get past the CTD or bodymorph failure.

Okay, so you've got two main problems here.

  1. WeightMorphs, is a separate mod made by Ousnious. Weight Manager is a brand new creation from Gaz and Mark. While the two systems serve very similar purposes, they are entirely different things.
  2. If you are trying to use WeightMorphs, you will still need the standard WeightMorphs installation along with the patch files previously included with Refactor. We're not trying to rip off Ousnious (that is in part the reason for the new system), so his mod is still very much a requirement if you want to use those features.

What sliders are you trying to add exactly? The patch from previous versions should have every single one of the sliders we added for devourment already included in the WeightMorphs MCM. I know, because I maintain the bodies, and I personally entered and tested all 500 some lines to those scripts (yet another reason for the new system, that process is painstakingly lengthy despite basically just being mindless copy/paste functions).

Edited by Macross.
Posted
34 minutes ago, Macross. said:

 

Okay, so you've got two main problems here.

  1. WeightMorphs, is a separate mod made by Ousnious. Weight Manager is a brand new creation from Gaz and Mark. While the two systems serve very similar purposes, they are entirely different things.
  2. If you are trying to use WeightMorphs, you will still need the standard WeightMorphs installation along with the patch files previously included with Refactor. We're not trying to rip off Ousnious (that is in part the reason for the new system), so his mod is still very much a requirement if you want to use those features.

What sliders are you trying to add exactly? The patch from previous versions should have every single one of the sliders we added for devourment already included in the WeightMorphs MCM. I know, because I maintain the bodies, and I personally entered and tested all 500 some lines to those scripts (yet another reason for the new system, that process is painstakingly lengthy despite basically just being mindless copy/paste functions).


the crash and conflicts occur with non-modded weightmorpsh and POST Devourment Refactor-5-13, it only occurs on the devourment refactor weightmanager mcm when changing any slider value.  

i was not aware that the old files from devourment RF 5-13 were ok to use with the new version to start with (i really am cautious about mix and matching from old to new mod versions) i will have to try that out.  the end all of it is that i love having more options and being able to separate those options out when possible (the current limit in devourment refactor weightmanager just isnt enough for *my own personal taste* hence why i working on the mods for that instead of asking ya'll to do it).

the thing is i was adding specific morphs that were not included in the patch.
this is what you have in the patched weightmorphs.pex :
SSBBW2 body
SSBBW2 boobs growth
SSBBW3 body
SSBBW3 Belly Sic1
SSBBW butt growth
SSBBW_Muscled
SSBBW WGBelly
SSBBW UltKir

while i was using these (specifically for ONLY regular food weight gain while devourment weightmanager i am using for vore weight gain):
SSBBW WGBelly
SSBBW3 body
SSBBW2 body
SSBBW2 boobs growth
SSBBW butt growth
LegSpread_v2
SOS - ClassicShape
SOS - SchlongGirth
SOS - BallsSize
SOS - SchlongLength
SOS - BallsForward
SOS - GlansMushroom
SOS - BallsGravity
_______________________________________________________

btw i do have weightmorphs as i do love it along with devourment and especially withe devourment weightmanager the two are literally meant for each other.   the issue comes into play in the load order in the left pane (conflict resolution window) vs the plugin load order.  when weightmorphs is loaded after devourment every single bodymorph works properly (devourment, hormones, weightmorphs, parasites, FHUBE, HP, etc) however if you load  weightmorphs before devourment in the conflict pane the morphs start fighting with each other very badly sometimes losing entire morphs (FHU, HP, Hormones, weightmorphs, and sometimes devourment weight and vore morphs).  but when weightmorphs is loaded after devourment in conflict pane and you go to change ANY weightmanager slider in devourment you get a CTD instantly.

i been researching and it seems that it could have to do with the ESL flagging of devourment as it seems racemenu really REALLY hates calls from esl files unless they are literally perfectly setup and even then its a roll of the dice.

this crash is really nasty too as it doesnt even leave a decent memory dump behind doesnt help that weightmorphs doesnt have much in the way of debug logging that i can see (or activate).

gotta remember that if weightmorphs is using stuff from devourment but devourment also using stuff from weight morphs then the entire esm/esl issue is a touchy one, at least from my understanding of ESM/FE/ESP spaces.


my modded files work fine so long as i stay away from devourment weightmanager sliders AND load wweightmorphs before devourment in conflict pane with my modded weightmorphs after devourment.

here take a look at my modded weightmorphs if you like (source is there so no need to decompile the pex)

Devourment Weightmorphs DRXMorphs.rar

Posted
1 hour ago, Clintbeastwood115 said:

so ur getting ctds becuase of the weightmanager or weightmorphs not working with it? i tried using weightmorphs with weightmanager but i cant reset the body from weightmanager like u can in weightmorphs so i just turned it off sadly. also it says in /-7 weightmanger works with 'nearby' things, i turned on the everything else morphs and started making a npc get forced fed, they start digesting but i dont see any weight updates to them, idk maybe u got any ideas or maybe it isnt finished yet XD 


the more i dig into it the more i see a relation to devourment being flagged as specifically as esl as all these morphing mods call to racemenu and racemenu does not like esl calls.  i still investigating however thats where damn near everything seems to be leading.  i base this on over 20 years of engineering experience and frankly its the only issue i can see that keeps cropping up as the culprit especially when i factor in the mystery bodymorph failing with only devourment.

Posted
1 hour ago, coreoveride said:


the crash and conflicts occur with non-modded weightmorpsh and POST Devourment Refactor-5-13, it only occurs on the devourment refactor weightmanager mcm when changing any slider value.  

i was not aware that the old files from devourment RF 5-13 were ok to use with the new version to start with (i really am cautious about mix and matching from old to new mod versions) i will have to try that out.  the end all of it is that i love having more options and being able to separate those options out when possible (the current limit in devourment refactor weightmanager just isnt enough for *my own personal taste* hence why i working on the mods for that instead of asking ya'll to do it).

the thing is i was adding specific morphs that were not included in the patch.
this is what you have in the patched weightmorphs.pex :
SSBBW2 body
SSBBW2 boobs growth
SSBBW3 body
SSBBW3 Belly Sic1
SSBBW butt growth
SSBBW_Muscled
SSBBW WGBelly
SSBBW UltKir

while i was using these (specifically for ONLY regular food weight gain while devourment weightmanager i am using for vore weight gain):
SSBBW WGBelly
SSBBW3 body
SSBBW2 body
SSBBW2 boobs growth
SSBBW butt growth
LegSpread_v2
SOS - ClassicShape
SOS - SchlongGirth
SOS - BallsSize
SOS - SchlongLength
SOS - BallsForward
SOS - GlansMushroom
SOS - BallsGravity
_______________________________________________________

btw i do have weightmorphs as i do love it along with devourment and especially withe devourment weightmanager the two are literally meant for each other.   the issue comes into play in the load order in the left pane (conflict resolution window) vs the plugin load order.  when weightmorphs is loaded after devourment every single bodymorph works properly (devourment, hormones, weightmorphs, parasites, FHUBE, HP, etc) however if you load  weightmorphs before devourment in the conflict pane the morphs start fighting with each other very badly sometimes losing entire morphs (FHU, HP, Hormones, weightmorphs, and sometimes devourment weight and vore morphs).  but when weightmorphs is loaded after devourment in conflict pane and you go to change ANY weightmanager slider in devourment you get a CTD instantly.

i been researching and it seems that it could have to do with the ESL flagging of devourment as it seems racemenu really REALLY hates calls from esl files unless they are literally perfectly setup and even then its a roll of the dice.

this crash is really nasty too as it doesnt even leave a decent memory dump behind doesnt help that weightmorphs doesnt have much in the way of debug logging that i can see (or activate).

gotta remember that if weightmorphs is using stuff from devourment but devourment also using stuff from weight morphs then the entire esm/esl issue is a touchy one, at least from my understanding of ESM/FE/ESP spaces.


my modded files work fine so long as i stay away from devourment weightmanager sliders AND load wweightmorphs before devourment in conflict pane with my modded weightmorphs after devourment.

here take a look at my modded weightmorphs if you like (source is there so no need to decompile the pex)

Well, there is part of my confusion, the "missing" sliders you note aren't from Devourment, which is why I didn't add them.

 

That said, I haven't tried your shared versions yet, but I did load up the latest version of refactor, with WM's files loading after it, and the older devourment WM patched script files replaces the base set. (note that I did glance at your sources, and if you were wanting them to do anything with vore, you're missing the digestion event hooks).

 

1st, the load order shouldn't matter at all. There are no shared files between the current devourment releases, and WM (patched or otherwise).

 

2nd, I'm not getting any crashes. I have both mods active, and both are trying to change the player body during digestion. Every MCM value I've bothered to try has worked without issue, and everything seems to be behaving as expected.

 

In short, unless there is an issue with your custom scripts (I'll have to look later), there is something going wrong with your general set up, because I can't replicate your crash issue.

Posted
8 minutes ago, Macross. said:

Well, there is part of my confusion, the "missing" sliders you note aren't from Devourment, which is why I didn't add them.

 

That said, I haven't tried your shared versions yet, but I did load up the latest version of refactor, with WM's files loading after it, and the older devourment WM patched script files replaces the base set. (note that I did glance at your sources, and if you were wanting them to do anything with vore, you're missing the digestion event hooks).

 

1st, the load order shouldn't matter at all. There are no shared files between the current devourment releases, and WM (patched or otherwise).

 

2nd, I'm not getting any crashes. I have both mods active, and both are trying to change the player body during digestion. Every MCM value I've bothered to try has worked without issue, and everything seems to be behaving as expected.

 

In short, unless there is an issue with your custom scripts (I'll have to look later), there is something going wrong with your general set up, because I can't replicate your crash issue.



seems to be some confusion so imma drop my modder casual explanation and shift to my day job explanation since i am really not explaining it well at all lol, totally my fault.

replication for crash:
in MO2>
install weightmorphs verson 1.20 mod
install devourment refactor version 6-07 mod
notice that devourment plugin is esm+esl flagged and forced to load in esm/esl space in plugin panel (right window) of MO2
notice that weightmorphs is a standard esp
arrange devourment refactor *above* weightmorphs in the mod/conflict-resolution pane (left window) of MO2 
start a new game
(i use alternate start to get in, first initialize, and out super fast)
exit the prison so you are in the game proper with all mods fully initialized (crash happens in the QA space zone as well though)
open Devourment MCM
goto Devourment MCM weightmanagment screen
attempt to change ANY slider value in that screen and click accept
crash to desktop occurs.

this is all with weightmorphs loaded after devourment in the mod pane of MO2, loading weightmorphs BEFORE devourment results in no crash however the bodymorphs for EVERYTHING (even other unrelated inflation mods) has a high potential of failure.

this is not an issue with my modifications but about a conflict somewhere between weightmorphs and NEW devourment that no longer has interaction with weightmorphs!~
this is a CONFLICT with weightmorphs and devourment refactor weightmanagment SLIDERS which is also affecting ALL morphs which is why i point to the esm-esl flagging because it ALL calls racemenu and racemenu HATES calls from ESL space even under best conditions.

Posted
24 minutes ago, Macross. said:

and if you were wanting them to do anything with vore, you're missing the digestion event hooks).


nope. 
i want weightmorphs for ONLY regular food intake via auto use iNeed (so no need to call digestion events, besides i suck at calling functions and the like lol)
i want devourment refactor to work for ONLY vore weightmanagment

so basically i want devourment to handle only weight gain from vore events while weightmorphs is using some devourment SLIDERS/MORPHS for the visuals as fucking hell the devvourment 3bav2 is amazing as hell and actually looks like real weight gain.  seriously can not heap enough praise on you for these bodies, like when you quoted me i had to legit take a minute and breathe as i was fan girling so fucking hard!~
 

Posted

@Macross. @markdf  yes i am right, i just confirmed it!~

i edited the devourment plugin to drop both the ESM and ESL flags and started a new game with my above listed crash replication conditions and did not crash at all!
i just got success with forcing devourment plugin to load after weightmorphs in the plugin pane, testing it with it reversed now.

you guys really need to de-esl and possibly de-esm your plugin file!
this is my (new modded) devourment esp for devourment 6-07

so my no crash load order is:
mod window (left pane) is:
                                            devourment.esp
                                            weightmorphs.esp
plugin window (right pane) is:
                                             weightmorphs.esp
                                             devourment.esp

testing now with esps reversed, note i did remove the esm and esl flags from devourment refactor esp

Devourment.esp

Posted

jsut fyi, fixing the racemenu call error WILL require a new game start due to how esm/esl get baked into memory in the save files, trying to fix an old save WILL corrupt it no matter what.  in the mean time people can use my modified devourment.esp v6-07 to start a new game now and when you guys fix the main release esp it will be ready for loading in esp space instead of esm/esl.
 

11 minutes ago, coreoveride said:

testing now with esps reversed, note i did remove the esm and esl flags from devourment refactor esp

Devourment.esp 372.71 kB · 0 downloads

 

Posted
5 minutes ago, coreoveride said:

jsut fyi, fixing the racemenu call error WILL require a new game start due to how esm/esl get baked into memory in the save files, trying to fix an old save WILL corrupt it no matter what.  in the mean time people can use my modified devourment.esp v6-07 to start a new game now and when you guys fix the main release esp it will be ready for loading in esp space instead of esm/esl.
 

 

POG but sad i would need to start a new game again reeee i just finished half of skyrim again XD

Posted (edited)
3 minutes ago, Clintbeastwood115 said:

POG but sad i would need to start a new game again reeee i just finished half of skyrim again XD


well at least you dont have to wait for main release to start over now lol, just pop my modded esp in.   i will be uploading my wieghtmorphs mod once i confirm the bodymorphs are playing nice!  so if you have node adds you want me to throw in please say so now lol

Edited by coreoveride
Posted

still getting the crashes however the circumstances are a touch different, now the crash occurs when you change sliders then try to change them again.   i suspect it could have to do with the compactified records from the esm/esl-ification process as now my papy is throwing very clear devourment errors (clean save again).

 

Papyrus.0.rar

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