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Posted

Yeah at this point every skyrim mods user should know how abrupt updates usually brakes everything (SKSE mostly), YOU SHOULD STOP/BLOCK UPDATES if you are going to jump into the world of modding , It is an unwritten law. Everyone should know this truly

Posted (edited)

4.9.1:

 

Does DOM factor in any item keywords (or specific items) when calculating escape/flee chance?

 

In the NPC config files, looks like there's a missing comma near the end of Lydia's JSON. Also, is DOM code looking for the key "float.wilpower" or "float.willpower" from the JSON configs? It's the former in the files, but maybe not so in the parsing code... Sorry, just remembered you include the source (thanks!). I checked, it's wilpower everywhere I could find.

 

The Honor Master -> Sex with NPC branch usually, but not always, results in nothing happening (including no errors or interesting logs). Both NPCs seem to get interrupted (will change idles, etc). Feels like something is going on with animation selection. Suggestions for things to look at to get a hint as to what I have going on/broken?

Edited by veebars
Posted (edited)

I reinstalled ALL mods after the update and started the game after each mod to test it. I looked for the mods that didn't work (engine fix) and fixed the problems there (the steam connection). I fixed that with the training wheel I don't know what it was, I downloaded it again and it worked. now my old mod list is complete again 

 

it was not easy

Edited by randy1990
Posted (edited)
10 hours ago, サマエル said:

Yeah at this point every skyrim mods user should know how abrupt updates usually brakes everything (SKSE mostly), YOU SHOULD STOP/BLOCK UPDATES if you are going to jump into the world of modding , It is an unwritten law. Everyone should know this truly

with skyrim i didn't even have the choice of no updates, just when to do the updates.

keep this game always up to date or update only at startup and then high priority update game first these are my options 

Edited by randy1990
Posted
3 hours ago, veebars said:

4.9.1:

 

Does DOM factor in any item keywords (or specific items) when calculating escape/flee chance?

 

In the NPC config files, looks like there's a missing comma near the end of Lydia's JSON. Also, is DOM code looking for the key "float.wilpower" or "float.willpower" from the JSON configs? It's the former in the files, but maybe not so in the parsing code... Sorry, just remembered you include the source (thanks!). I checked, it's wilpower everywhere I could find.

Ok will check.

3 hours ago, veebars said:

The Honor Master -> Sex with NPC branch usually, but not always, results in nothing happening (including no errors or interesting logs). Both NPCs seem to get interrupted (will change idles, etc). Feels like something is going on with animation selection. Suggestions for things to look at to get a hint as to what I have going on/broken?

It usually means Sexlab can not find a suitable animation. You should add more SLAL packs.

Posted (edited)
44 minutes ago, TrollAutokill said:

It usually means Sexlab can not find a suitable animation. You should add more SLAL packs.

 

Thank you. Is there a way to see what search criteria is being used when it fails? I've got most of the "classic" SL packs and would actually like to start drastically cutting back as many have significant visual problems. So knowing what tags or whatever the "content" mods I have require will be helpful.

Edited by veebars
Posted (edited)
2 hours ago, veebars said:

 

Thank you. Is there a way to see what search criteria is being used when it fails? I've got most of the "classic" SL packs and would actually like to start drastically cutting back as many have significant visual problems. So knowing what tags or whatever the "content" mods I have require will be helpful.

It's usually the threesome failing. They're not so many in basic SL.

 

Main tags used are: aggressive, vaginal, oral and anal. Of course if you're into FF and/or MM interactions you might run out of animations faster, since the majority are MF. Same problem with FM where F is the dominant. But we have many SLAL packs on LL to get you satisfied.

Edited by TrollAutokill
Posted

Is it possible to add sandbox radius settings for slaves to mcm? I saw such settings in eff. it would be very convenient. this is really missing.

 

It’s infuriating to watch NPCs stagnate in one place, unable to interact with anything from the environment without orders.

 

I think with the ability to customize the radius of the sandbox, more life will be added to the mod. It’s really strange that with such a deep study of the characters of the NPCs, they lack minimal freedom of action

Posted (edited)
1 hour ago, VAHHXX said:

Is it possible to add sandbox radius settings for slaves to mcm? I saw such settings in eff. it would be very convenient. this is really missing.

 

It’s infuriating to watch NPCs stagnate in one place, unable to interact with anything from the environment without orders.

 

I think with the ability to customize the radius of the sandbox, more life will be added to the mod. It’s really strange that with such a deep study of the characters of the NPCs, they lack minimal freedom of action

The sandbox radius is the default Skyrim one, I believe. It works good in taverns and inns, but custom houses can be problematic.

Edited by TrollAutokill
Posted
3 hours ago, veebars said:

I've got most of the "classic" SL packs and would actually like to start drastically cutting back as many have significant visual problems.

I'd recommend getting @Billyy's.  It covers basically all your bases, including some things that most SLAL packs lack like FFF and bound FF, and the animation quality is consistently high—you basically never encounter any clipping or anything.  I have a few small specialist packs for limited specific use cases, and I just use Billyy's and a few from Leito's for everything else.

  

1 hour ago, TrollAutokill said:

The sandbox radius is the default Skyrim one, I

Which default Skyrim one?  Skyrim has three default sandboxing packages with 256, 512, and 1024 radii.

Posted

been geting a random crash on game load  from slaves. its ONLY on slaves. tested it with  3 slaves and around 15 npc in room and it only ever  showed slaves to be teh cause. it seems to be related to probaly the issue with slaves animation issues

it only happens on game load  randomly. and its always teh same crash related to the  npc movement

Spoiler

 [   1]    TESNPC(Name: `Keeper Carcette`, FormId: 000BFB55, File: `KaliliesNPCs.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)
  [   1]    Character(FormId: 00000000, BaseForm: TESNPC(Name: `Keeper Carcette`, FormId: 000BFB55, File: `KaliliesNPCs.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`))
  [  52]    ShadowSceneNode(Name: `shadow scene node`)
  [0]   0x7FF61234DFC2     (SkyrimSE.exe+6EDFC2)          IMovementMotionDrivenControl::Func2_6EDFA0+22
  [1]   0x7FF612270078     (SkyrimSE.exe+610078)          unk_60FF50+128
  [2]   0x7FF611EF8A2E     (SkyrimSE.exe+298A2E)          TESObjectREFR::Disable_2986B0+37E
  [3]   0x7FF612227E66     (SkyrimSE.exe+5C7E66)          BSTaskPool_HandleTask_5C6EE0+F86
  [4]   0x7FF612221CF0     (SkyrimSE.exe+5C1CF0)          BSTaskPool::unk_5C1BE0+110

 

Posted (edited)
17 hours ago, Antiope_Apollonia said:

I'd recommend getting @Billyy's.  It covers basically all your bases, including some things that most SLAL packs lack like FFF and bound FF, and the animation quality is consistently high—you basically never encounter any clipping or anything.  I have a few small specialist packs for limited specific use cases, and I just use Billyy's and a few from Leito's for everything else.

  

Which default Skyrim one?  Skyrim has three default sandboxing packages with 256, 512, and 1024 radii.

Thank you, that's a great recommendation. It was actually seeing how much better Billyy's animations are that got me thinking it was time cut down my kitchen sink approach to SLAL packs. I just need to figure out what DOM is searching for with that dialogue branch that I'm missing even though I currently have the kitchen sink + Billyy's. Once I know all the tags I need coverage for, then I hope to get down to something like you have: Billyy's plus a few extra to cover gaps.

Edited by veebars
Posted
6 hours ago, sidfu1 said:

been geting a random crash on game load  from slaves. its ONLY on slaves. tested it with  3 slaves and around 15 npc in room and it only ever  showed slaves to be teh cause. it seems to be related to probaly the issue with slaves animation issues

it only happens on game load  randomly. and its always teh same crash related to the  npc movement

  Reveal hidden contents

 [   1]    TESNPC(Name: `Keeper Carcette`, FormId: 000BFB55, File: `KaliliesNPCs.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)
  [   1]    Character(FormId: 00000000, BaseForm: TESNPC(Name: `Keeper Carcette`, FormId: 000BFB55, File: `KaliliesNPCs.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`))
  [  52]    ShadowSceneNode(Name: `shadow scene node`)
  [0]   0x7FF61234DFC2     (SkyrimSE.exe+6EDFC2)          IMovementMotionDrivenControl::Func2_6EDFA0+22
  [1]   0x7FF612270078     (SkyrimSE.exe+610078)          unk_60FF50+128
  [2]   0x7FF611EF8A2E     (SkyrimSE.exe+298A2E)          TESObjectREFR::Disable_2986B0+37E
  [3]   0x7FF612227E66     (SkyrimSE.exe+5C7E66)          BSTaskPool_HandleTask_5C6EE0+F86
  [4]   0x7FF612221CF0     (SkyrimSE.exe+5C1CF0)          BSTaskPool::unk_5C1BE0+110

 

Sorry can't help with that. Never seen it and I have no idea as to what might be the cause.

Posted (edited)

Roughly speaking, how many instances of dom_mind and pahslave should we see in a save?

 

I ask because I finished up a test save recently where I saw the instance counts of each growing steadily over time without reduction. But I chalked it up to it being a test save where I'm doing all kinds of normally bad stuff (lots of console, adding mods, removing scripted mods, etc). But I'm a few hours into a clean, stable save and am seeing the numbers climbing again. Seeing about 45 of each, roughly 5 days (in game time). If high numbers are expected, no problem. Just want to abandon the save as soon as I can if it's already broken.

 

Edit: forgot to mention, I tried a few things to see if the number could be pushed downwards. Reinit DOM. Restart PAHE. Stop all SL animations. Wait a while IRL with PC indoors. Stop slave trainers. Start them. Nothing seems to drop the number. Time increases it.

Edited by veebars
Posted (edited)
4 hours ago, veebars said:

Roughly speaking, how many instances of dom_mind and pahslave should we see in a save?

 

I ask because I finished up a test save recently where I saw the instance counts of each growing steadily over time without reduction. But I chalked it up to it being a test save where I'm doing all kinds of normally bad stuff (lots of console, adding mods, removing scripted mods, etc). But I'm a few hours into a clean, stable save and am seeing the numbers climbing again. Seeing about 45 of each, roughly 5 days (in game time). If high numbers are expected, no problem. Just want to abandon the save as soon as I can if it's already broken.

 

Edit: forgot to mention, I tried a few things to see if the number could be pushed downwards. Reinit DOM. Restart PAHE. Stop all SL animations. Wait a while IRL with PC indoors. Stop slave trainers. Start them. Nothing seems to drop the number. Time increases it.

You should have one per pahe slave of pahslave and pahactoralias, pahmind, or dom_actor and dom_mind per DoM slave and slaver.


PAHE has 128 of each 3 scripts, associated with its 128 aliases and DoM has 128+32 of its own.

 

Now if they are not used they may get not be saved.

Edited by TrollAutokill
Posted (edited)
1 hour ago, TrollAutokill said:

You should have one per pahe slave of pahslave and pahactoralias, pahmind, or dom_actor and dom_mind per DoM slave and slaver.


PAHE has 128 of each 3 scripts, associated with its 128 aliases and DoM has 128+32 of its own.

 

Now if they are not used they may get not be saved.

Interesting and good to know, thank you. The 45 pairs of pahslave+dom_mind I mentioned in 4.9.1 is for 3 DOM slaves, 0 PAHE slaves, 1 DOM converted to a trainer (not freed), AYGAS and HSH present but not used yet. I think I better trash this save and start over, with logging on and more save files made before/after DOM interactions.

 

Update: real quick test. Went back to a save with <= 1 script instance per slave. Ran it forward a little, no change in numbers. Reverted back to same save, started a trainer training sex, no change in numbers. Then I left and re-entered the cell a few times while the training was ongoing (at a relaxed frequency, not trying to stress anything). Script instances seem to jump up on each cell exit/enter. FWIW.

 

Update 2: reloaded and repeated cell enter exit a few times, but this time with no training and slaves told to wait+not move. No increase in instances.

Edited by veebars
Posted
1 hour ago, veebars said:

Interesting and good to know, thank you. The 45 pairs of pahslave+dom_mind I mentioned in 4.9.1 is for 3 DOM slaves, 0 PAHE slaves, 1 DOM converted to a trainer (not freed), AYGAS and HSH present but not used yet. I think I better trash this save and start over, with logging on and more save files made before/after DOM interactions.

 

Update: real quick test. Went back to a save with <= 1 script instance per slave. Ran it forward a little, no change in numbers. Reverted back to same save, started a trainer training sex, no change in numbers. Then I left and re-entered the cell a few times while the training was ongoing (at a relaxed frequency, not trying to stress anything). Script instances seem to jump up on each cell exit/enter. FWIW.

 

Update 2: reloaded and repeated cell enter exit a few times, but this time with no training and slaves told to wait+not move. No increase in instances.

Script instances are created in the save file if they are running in memory at the moment the save is created.

 

If you go in and out a cell you're creating threads for the slaves in the cell to update. So that's expected.

Posted
10 hours ago, veebars said:

I just need to figure out what DOM is searching for with that dialogue branch that I'm missing even though I currently have the kitchen sink + Billyy's.

The obvious answer would be FF Aggressive.  There's almost nothing out there for that.  If you don't have SexLab set up to allow MF animations with strapons for FF interactions, then it's very likely you don't have any permissible animations for that.  What are the genders involved when you're getting the problem?

Posted
2 hours ago, TrollAutokill said:

Script instances are created in the save file if they are running in memory at the moment the save is created.

 

If you go in and out a cell you're creating threads for the slaves in the cell to update. So that's expected.

 

OK, I did some more testing. I had the PC exit and enter a cell every 10 ish seconds where training was going on 3 times (1 traininer, 2 trainees). Then stand in the cell for a couple minutes. Then outside the cell for a couple minutes. The instance count was 39 of dom_mind and 36 pahslave after that. When the PC was in the same cell as training, the count increased roughly at same rate the trainer was going through training cycles. When outside, the count decreased at times, but much, much slower. I then stopped the traininer, took all slaves back. Waited a couple minutes. No change in instance counts.

 

To be clear, I'm not saying there's a bug or not a bug. Just trying to get my mind around what's going on with the saves and writing that down here in case it triggers any knowledge. Mainly: whether I'm going to end up with a bricked save after 10, 20, 30 hours from now because I ignored something odd but not yet breaking way way back.

 

Posted
6 hours ago, veebars said:

 

OK, I did some more testing. I had the PC exit and enter a cell every 10 ish seconds where training was going on 3 times (1 traininer, 2 trainees). Then stand in the cell for a couple minutes. Then outside the cell for a couple minutes. The instance count was 39 of dom_mind and 36 pahslave after that. When the PC was in the same cell as training, the count increased roughly at same rate the trainer was going through training cycles. When outside, the count decreased at times, but much, much slower. I then stopped the traininer, took all slaves back. Waited a couple minutes. No change in instance counts.

 

To be clear, I'm not saying there's a bug or not a bug. Just trying to get my mind around what's going on with the saves and writing that down here in case it triggers any knowledge. Mainly: whether I'm going to end up with a bricked save after 10, 20, 30 hours from now because I ignored something odd but not yet breaking way way back.

 

I will add a flag to avoid more than one global update at a time.

Posted

for the crash i reported its probaly linked to the salves getting stuck in a aniation. so far every crash has been when 1 of the slaves is stuck kneeling. im still looking into it thou.

Posted

Hey @TrollAutokill, this is a core mod in every playthrough for me and I've been thinking a lot about developing addons for it. Only thing is it doesnt seem like DoM has an API I can use. From what I've played with so far I have to dig around inside the scripts in a pretty unclean + risky way (compatibility wise) to get additional behavior happening. Would you consider creating an API script, something called DoMFramework.psc or whatever which gave access to a bunch of global functions & a clean way of ? If not, would you consider integrating it into the main release if someone else (that is to say, me) wrote one? All the stuff that would be good to have is already there in DOM_Mind, DOM_Core, DOM_Generator, etc. -- it just needs to be placed into a convenient + extensible interface for others to use. There's a ton of potential here. 

 

Would also be good to have  async hooks attached to slave behaviors and events, i.e. send a mod event when slaves enter the broken state, or are raped, or have a change in mood to afraid, etc. There really aren't any events in DoM that addons can listen for right now and that would be a huge help  for creating third party addons -- for example, events could be used to trigger some restraints that cause physical punishment to the slave every time they feel jealousy, or a custom behavior triggered in other nearby NPCs when a slave gets angry or refuses to comply. Things like that.   

Posted (edited)
3 hours ago, Yomikaki said:

Hey @TrollAutokill, this is a core mod in every playthrough for me and I've been thinking a lot about developing addons for it. Only thing is it doesnt seem like DoM has an API I can use. From what I've played with so far I have to dig around inside the scripts in a pretty unclean + risky way (compatibility wise) to get additional behavior happening. Would you consider creating an API script, something called DoMFramework.psc or whatever which gave access to a bunch of global functions & a clean way of ? If not, would you consider integrating it into the main release if someone else (that is to say, me) wrote one? All the stuff that would be good to have is already there in DOM_Mind, DOM_Core, DOM_Generator, etc. -- it just needs to be placed into a convenient + extensible interface for others to use. There's a ton of potential here. 

 

Would also be good to have  async hooks attached to slave behaviors and events, i.e. send a mod event when slaves enter the broken state, or are raped, or have a change in mood to afraid, etc. There really aren't any events in DoM that addons can listen for right now and that would be a huge help  for creating third party addons -- for example, events could be used to trigger some restraints that cause physical punishment to the slave every time they feel jealousy, or a custom behavior triggered in other nearby NPCs when a slave gets angry or refuses to comply. Things like that.   

It seems you are the best person to define an API. So go for it. I could add it later and maintain it.

 

As for events, make a list and I will add them. DOM_Core will have a function to turn on/off external events. First to come will be mood and behaviour changes.

Edited by TrollAutokill
Posted
16 hours ago, TrollAutokill said:

It seems you are the best person to define an API. So go for it. I could add it later and maintain it.

 

As for events, make a list and I will add them. DOM_Core will have a function to turn on/off external events. First to come will be mood and behaviour changes.

Cool. I'll start working on the API this week and I'll try to get you a list of events soon. Thanks! :) 

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