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Posted
18 minutes ago, Zaflis said:

For crashes you need Crash Logger or similar. You'll need to read its instructions carefully when installing, but papyrus log is not likely to be useful in debugging crashes.

 

Your load order is almost 300 lines long, considering Skyrim's 255 limit it's absurdly high even considering some of them are ESL's.

So I installed crash logger, looks like I'm getting "EXCEPTION_ACCESS_VIOLATION". RE: the load amount, the game runs flawless outside of attempting to struggle to escape from devices. It basically never crashes until I struggle, the automatic animations also run fine, it is only when a struggle event is initiated by me and goes on for a few seconds.

 

I'm running Skyrim AE if it makes any difference. 

 

crash-2023-10-16-14-01-19.logcrash-2023-10-16-14-09-02.log

Posted (edited)
15 hours ago, 2efefkkefk said:

So I installed crash logger, looks like I'm getting "EXCEPTION_ACCESS_VIOLATION". RE: the load amount, the game runs flawless outside of attempting to struggle to escape from devices. It basically never crashes until I struggle, the automatic animations also run fine, it is only when a struggle event is initiated by me and goes on for a few seconds.

 

I'm running Skyrim AE if it makes any difference. 

 

crash-2023-10-16-14-01-19.log 862.3 kB · 1 download crash-2023-10-16-14-09-02.log 678.67 kB · 0 downloads

At least the first crashlog would suggest iWantWidgets is a potential culprit. Its appearance is obvious in the recent callstack. So at least check how you have configured your mods to use it and that it is installed properly with latest version. Maybe even report bug in Nexus there since it may relate to its DLL.

 

I am using iWantWidgets with Skyrim SE 1.5.97 in my current playthrough, there hasn't been issues so far.

 

You can also experiment with using or not using UD's DLL, it's the speedup option in MCM. Personally i'm also using it but it's not AE.

Edited by Zaflis
Posted
4 hours ago, Zaflis said:

At least the first crashlog would suggest iWantWidgets is a potential culprit. Its appearance is obvious in the recent callstack. So at least check how you have configured your mods to use it and that it is installed properly with latest version. Maybe even report bug in Nexus there since it may relate to its DLL.

 

I am using iWantWidgets with Skyrim SE 1.5.97 in my current playthrough, there hasn't been issues so far.

 

You can also experiment with using or not using UD's DLL, it's the speedup option in MCM. Personally i'm also using it but it's not AE.

I *think* the culprit was iWantWidgetsNG, an addon or fixer for the plain version, I disabled it and I've been able to struggle a bunch of times/escape without crashing.  Hope it was just that and nothing else needed it.

 

Thanks heaps dude you saved me from starting yet another new game and from removing this cool af mod. 

Posted (edited)

Not sure if mentioned before or its even only me, but the "Device Filter" in the MCM does not keep its setting due saved game reload.

Great mod thou, really changed my gameplay ? Thx for it!

 

 

Edited by Hanshurtig11
Posted
28 minutes ago, Hanshurtig11 said:

Not sure if mentioned before or its even only me, but the "Device Filter" in the MCM does not keep its setting due saved game reload.

 

It's fixed in the in-dev version on the GitHub.

Posted
On 10/17/2023 at 11:54 AM, 2efefkkefk said:

I *think* the culprit was iWantWidgetsNG, an addon or fixer for the plain version, I disabled it and I've been able to struggle a bunch of times/escape without crashing.  Hope it was just that and nothing else needed it.

 

Thanks heaps dude you saved me from starting yet another new game and from removing this cool af mod. 

Do you use latest version on IWantWidgetsNG ?

7 hours ago, Mamango said:

For some reason in SE version i don't have body/hp bar lights popping out for me.

Hp bar never lights up. Body light up only if you set it up in MCM

Posted
17 hours ago, ihatemykite said:

Hp bar never lights up. Body light up only if you set it up in MCM

YEah, option is turned on

Ok, i fixed bars by trying different options in TrueHUD
But body light still not working for some reason

Posted (edited)
7 minutes ago, Mamango said:

YEah, option is turned on

Ok, i fixed bars by trying different options in TrueHUD
But body light still not working for some reason

You might need more body overlays. That's in SKEE or NiOverride ini file in SKSE. It should come with RaceMenu.

Edited by Zaflis
Posted
1 hour ago, Zaflis said:

You might need more body overlays. That's in SKEE or NiOverride ini file in SKSE. It should come with RaceMenu.

How do i change it?

Posted (edited)
26 minutes ago, Mamango said:

How do i change it?

For SE, look for the Skee64.ini file in the game. Open it with Notepad and look for this section:

Spoiler

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=25 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=15 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=15 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=25 ; Default[3]
iSpellOverlays=0 ; Default[1]

Change the number after iNumOverlays= to the amount you want. Those in the spoiler are from my setup, so will be different from the default. Save and done!

 

Edit: I don't play LE, so no idea on what to do for the NiOverride on that.

Edited by ebbluminous
Posted

Hi ihatemykite

 

I like this mod and its working fine but there is a little tiny problem with it, It cannot recognize Deviously Helpless devices (I think they are Zaz devices) can you make a patch for it? Is it possible?

 

Posted
2 hours ago, ebbluminous said:

For SE, look for the Skee64.ini file in the game. Open it with Notepad and look for this section:

  Reveal hidden contents

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=25 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=15 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=15 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=25 ; Default[3]
iSpellOverlays=0 ; Default[1]

Change the number after iNumOverlays= to the amount you want. Those in the spoiler are from my setup, so will be different from the default. Save and done!

 

Edit: I don't play LE, so no idea on what to do for the NiOverride on that.

Tried it out, seems not the case...

Posted
50 minutes ago, palracz said:

Hi ihatemykite

 

I like this mod and its working fine but there is a little tiny problem with it, It cannot recognize Deviously Helpless devices (I think they are Zaz devices) can you make a patch for it? Is it possible?

 

I made something with patching kit.....

Posted
36 minutes ago, Mamango said:

Tried it out, seems not the case...

Have any mod that changes spell visuals on player? I remember even mods that remove the effects like gaining alchemy buffs.

Posted
58 minutes ago, Mamango said:

Tried it out, seems not the case...

It's what I do and works for me. As I set it up on install so all new games have it, happy days. Not sure if it does anything on an existing save

 

Posted

So anyone have a full patch for DCL? I know there are patch here but it is only a handful of items, not all. If anyone having custom patch and willing to share then I am very appreciate.

Posted
On 10/19/2023 at 7:13 PM, palracz said:

I made something with patching kit.....

it was total failure, it doesn't work maybe I did something wrong..... any help for me?

Posted

I have been wondering if there's a way to-/how to change the probability of the available escape options with the menu settings; in some device contexts struggling is useless, in some contexts you also can't lockpick and you'll need a key. It's not clear to me how these properties relate to e.g. the devious devices difficulty level or the settings in the patcher section. I would assume by increasing the difficulty levels in DD and/or UD you get more devices that you can't struggle out of and/or lockpick, but that actually is not obvious from some brief testing I did.

 

Anyone know the details at play here?

Posted

I have a question. I'm considering trying this out but I want to know one thing. There are not many places it could happen but there are some locations that are only accessible by swimming. Is there an MCM option to to disable the drowning in heavy restraints feature in the very rare chance that becomes an issue. I use DCL and it's possible to get stuck in inescapable devices, which would essentially lead to a softlock unless you use console commands.

Posted

I must be missing something, the abadon plug keeps reequiping the straightjacket on me as soon (or nearly) as I manage to remove it. This was fun the first 4 times but progress is totally impossible :/ what am I missing ?

Posted
4 hours ago, lolmods37 said:

I must be missing something, the abadon plug keeps reequiping the straightjacket on me as soon (or nearly) as I manage to remove it. This was fun the first 4 times but progress is totally impossible :/ what am I missing ?

 

Currently Abadon plug equips some hand restraint when you hit crit during the escape minigame. This crit damages it quite nicely, but you have to spend time escaping the restraint. Solutions are:

1. Don't hit crits, simply mash your way through the escape till the end.

2. Craft Abadon key and simply unlock the plug.

 

Posted (edited)
On 10/23/2023 at 1:04 PM, serranna said:

Is there an MCM option to to disable the drowning in heavy restraints feature in the very rare chance that becomes an issue. I use DCL and it's possible to get stuck in inescapable devices, which would essentially lead to a softlock unless you use console commands.

UD's MCM doesn't lock itself unless you have configured it to lock, it's same with DCL. But i would rather use TCL console command myself to clip through walls in that part to fix the situation.

 

Btw i'm about done with 2 playthroughs with the AE's survival mode, in Falskaar and Bruma (2 DLC sized modded continents). It's a bit awkward that it starts rapidly draining stamina when carryweight drops below 0, like when leg cuffs tie together. But that doesn't prevent me from using the special action and untie them. I also added a delay for stat drains in the MCM, but made the exhausted debuff stronger.

Edited by Zaflis
Posted
7 hours ago, lolmods37 said:

I must be missing something, the abadon plug keeps reequiping the straightjacket on me as soon (or nearly) as I manage to remove it. This was fun the first 4 times but progress is totally impossible :/ what am I missing ?

Abadon quest has MCM settings to set how easy or hard you want it to be. You can also set how much you want plugs and piercings to equip things on you in the other MCM tab, patcher i think it was.

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