EchiiObserver Posted January 11, 2025 Posted January 11, 2025 Hello @TrollAutokill I hope you're doing well, happy new year! Thank you for your mod! Man, with the new update I'm having trouble tying up some slaves, I think I found the lines that report the error, I attached the full log too, I hope this helps [01/11/2025 - 02:00:03AM] Error: None is not a valid inventory item stack: [ (FF000B5B)].Actor.GetItemCount() - "<native>" Line ? [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.AddItemNoChange() - "DOM_Actor.psc" Line 3772 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EquipGag() - "DOM_Actor.psc" Line 3803 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EnterTieUpAndGagged() - "DOM_Actor.psc" Line 4210 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.InformIsCapturedAndTieUp() - "DOM_Actor.psc" Line 1025 .DOMSlaveInformTieUp.DOM_InformTieUp() - "DOMSlaveInformTieUp.psc" Line 25 .DOMSlaveInformTieUp.Fragment_0() - "DOMSlaveInformTieUp.psc" Line 10 [01/11/2025 - 02:00:03AM] Error: Cannot add None to a container stack: [ (FF000B5B)].Actor.AddItem() - "<native>" Line ? [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.AddItemNoChange() - "DOM_Actor.psc" Line 3778 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EquipGag() - "DOM_Actor.psc" Line 3803 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EnterTieUpAndGagged() - "DOM_Actor.psc" Line 4210 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.InformIsCapturedAndTieUp() - "DOM_Actor.psc" Line 1025 .DOMSlaveInformTieUp.DOM_InformTieUp() - "DOMSlaveInformTieUp.psc" Line 25 .DOMSlaveInformTieUp.Fragment_0() - "DOMSlaveInformTieUp.psc" Line 10 [01/11/2025 - 02:00:03AM] Error: Cannot equip a None item stack: [ (FF000B5B)].Actor.EquipItem() - "<native>" Line ? [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EquipGag() - "DOM_Actor.psc" Line 3804 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.EnterTieUpAndGagged() - "DOM_Actor.psc" Line 4210 [alias Slave001 on quest DOM02Topic (210ED87C)].dom_actor.InformIsCapturedAndTieUp() - "DOM_Actor.psc" Line 1025 .DOMSlaveInformTieUp.DOM_InformTieUp() - "DOMSlaveInformTieUp.psc" Line 25 .DOMSlaveInformTieUp.Fragment_0() - "DOMSlaveInformTieUp.psc" Line 10 Papyrus.1.log 2
UserTemp2024 Posted January 11, 2025 Posted January 11, 2025 (edited) I encountered another bug which may be related to Sexlab P+ that is not yet officially supported. After a sex scene initiated through the wheel menu, the slave actor becomes immune to DOM animations. In other words, if I order the acter to pose/dance it will play a default animation like shaking hands in the air instead of posing. To be more precise, it happens when I initiate sex as a punishment Edited January 11, 2025 by UserTemp2024 1
DieHans Posted January 11, 2025 Posted January 11, 2025 My guess is that DoM is still waiting for the sex scene to end. So its all the same bug. Just a lot of different aftereffects.
DocClox Posted January 11, 2025 Posted January 11, 2025 19 hours ago, TrollAutokill said: Any hope to get a log file? Next time it happens.
UserTemp2024 Posted January 11, 2025 Posted January 11, 2025 2 hours ago, DieHans said: My guess is that DoM is still waiting for the sex scene to end. So its all the same bug. Just a lot of different aftereffects. I switched on logging and I get under normal circumstances: [01/11/2025 - 03:09:16PM] DOM_Actor:Animation: Felicia : Anim_PoseByString LooseDialogueResponsePositive TRUE TRUE but after the bug kicks in I get this line when I ask the actor to pose cute: [01/11/2025 - 03:03:55PM] DOM_Actor:Animation: Felicia : Anim_PoseByString LooseDialogueResponsePositive False TRUE I also looked at the difference between the sex dialogue: 'Strip I want to have some fun' and initiating sex through Wheel, Punish, Rape. In case of the sex through dialogue the animation ends after the orgasm and actor are returned to the initial state. Yet, at the end of the Rape animation the actor plays a 'recovery' animation where the actor kneels. I guess that animation gets stuck and doesn't update handles. Hopefully this helps fix it 1
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 Version beta 7.1.17 is out: Repaired broken Zaz cuffs links. An alternate solution will need to be implemented for users without Zaz. Faster check for family, plus avoid double checking. JSON files are now saved under <PlayerName> in the SKSE directory. 2
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 (edited) 36 minutes ago, UserTemp2024 said: I switched on logging and I get under normal circumstances: [01/11/2025 - 03:09:16PM] DOM_Actor:Animation: Felicia : Anim_PoseByString LooseDialogueResponsePositive TRUE TRUE but after the bug kicks in I get this line when I ask the actor to pose cute: [01/11/2025 - 03:03:55PM] DOM_Actor:Animation: Felicia : Anim_PoseByString LooseDialogueResponsePositive False TRUE First flag is canAnimate (=checks for Sexlab busy and other stuffs) second is canAnimateLocal (=checks for DOM paired animation busy). If one of those is true, the animation will not play. Latest DOM version will clear the Sexlab and DOM busy factions if you reset the slave with the 'K' key. Try that. Edited January 11, 2025 by TrollAutokill
UserTemp2024 Posted January 11, 2025 Posted January 11, 2025 14 minutes ago, TrollAutokill said: First flag is canAnimate (=checks for Sexlab busy and other stuffs) second is canAnimateLocal (=checks for DOM paired animation busy). If one of those is true, the animation will not play. Latest DOM version will clear the Sexlab and DOM busy factions if you reset the slave with the 'K' key. Try that. Thanks for the quick reply: Unfortunately it doesn't help. Neither the disable/enable hotkey nor the fix unresponsive/invisible slave
AnonymousUser007 Posted January 11, 2025 Posted January 11, 2025 36 minutes ago, UserTemp2024 said: Thanks for the quick reply: Unfortunately it doesn't help. Neither the disable/enable hotkey nor the fix unresponsive/invisible slave Have some other unique non-slave/trainer bloke fuck your slave, if the animation doesnt play it will clear it for some reason. In my experience non-uniques dont work for this but that might just be my modlist, idk.
UserTemp2024 Posted January 11, 2025 Posted January 11, 2025 (edited) 18 hours ago, AnonymousUser007 said: Have some other unique non-slave/trainer bloke fuck your slave, if the animation doesnt play it will clear it for some reason. In my experience non-uniques dont work for this but that might just be my modlist, idk. Thanks for the suggestion, unfortunately this didn't work for me. The bug occurs each time after I start a scene through the Wheel Menu. While the slave doesn't perform any DOM animation, I can initiate sex again. Edited January 12, 2025 by UserTemp2024
UserTemp2024 Posted January 11, 2025 Posted January 11, 2025 1 hour ago, TrollAutokill said: Version beta 7.1.17 is out: Repaired broken Zaz cuffs links. An alternate solution will need to be implemented for users without Zaz. Faster check for family, plus avoid double checking. JSON files are now saved under <PlayerName> in the SKSE directory. Thank you, tying up someone works! Interestingly, if the person is tied up, I cannot interact with him in First Person without switching on the mod Better Third Person Selection.
Squallvashmaster Posted January 11, 2025 Posted January 11, 2025 I've got version 6.something I can't upgrade it for this playthrough, unfortunately. Is there something I can do perhaps a faction i can add to bandit slaves in skyrim who walk with their owners and keep getting attacked as they walk along? I was hoping i could maybe do something in console for them.
Harry Smackmeat Posted January 11, 2025 Posted January 11, 2025 (edited) 2 hours ago, TrollAutokill said: JSON files are now saved under <PlayerName> in the SKSE directory. Generating a separate NPC file for every playthrough sounds big. I was worried about playing multiple characters at once and was considering putting them in the same MO directory where I put my bashed patch for every separate playthrough since by default it dumps everything into my overwrite. I guess I don't really have to now, or at least they'll be easily identifiable in case I still want to stick them in there. Thank you! Edited January 11, 2025 by Harry Smackmeat
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 3 hours ago, UserTemp2024 said: Thank you, tying up someone works! Interestingly, if the person is tied up, I cannot interact with him in First Person without switching on the mod Better Third Person Selection. Just hit them with the whip they should be selectable for a bit. That's a known bug. 1
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 (edited) 3 hours ago, Squallvashmaster said: I've got version 6.something I can't upgrade it for this playthrough, unfortunately. Is there something I can do perhaps a faction i can add to bandit slaves in skyrim who walk with their owners and keep getting attacked as they walk along? I was hoping i could maybe do something in console for them. Change their aggressive value. Look for how to change actor values through console. Version 6 was alpha only, I really don't recommend sticking to it. Edited January 11, 2025 by TrollAutokill
SkyrimOptimized Posted January 11, 2025 Posted January 11, 2025 (edited) Hi, I’ve been testing your latest version, 7.1.17, and I’ve evaluated each feature in different scenarios. The most stable setup I found was using the following combination: Zaz Animation Pack 8 (without the "+") SexLabFrameworkAE_v PAH And You Get a Slave! Paradise Halls Enhanced (PAHE) SSE While Zaz 8.0 is more stable than the later versions, it still presents some errors. The testing was done on Skyrim 1.6.1170 and with a very stable mods list that I’ve been using for months without any errors. This provided a reliable and well-configured environment, ensuring that the issues found are specific to the mod and not caused by external conflicts. Suggestions for Improvement: Focus on humanoids: Remove all creature sex content to improve compatibility with Gemines, which has proven to be more stable than FNIS. Create a separate patch for creatures: Develop a dedicated patch for FNIS at a later stage. This will allow you to focus on refining the core functionality of the mod without being distracted by FNIS-specific issues in the initial phases. Integrate functionalities of older mods: Consider integrating the main features of outdated mods like PAH And You Get a Slave! and Paradise Halls Enhanced (PAHE) SSE directly into your mod. Since these mods currently depend on Zaz Animation Pack to function, this integration would also reduce reliance on Zaz and make your mod more independent of older tools that are no longer being updated. Optimize compatibility with Zaz 8.0: Concentrate on ensuring the best possible stability with Zaz Animation Pack 8, as it’s currently the most reliable version despite some minor errors. Alternatively, create a separate directory to run the mod without relying on Zaz Animation Pack, reducing dependencies and improving overall stability By implementing these suggestions, the mod can achieve greater stability and independence, while reducing dependencies on outdated or less reliable tools. Thank you for your hard work on this project, and I’m looking forward to seeing how it evolves!.The mod has tremendous potential, and I’m excited to see how it continues to improve. Thank you for sharing your work with the community! Edited January 11, 2025 by LeonardoGarr
深淵の神 Posted January 11, 2025 Posted January 11, 2025 (edited) 6 hours ago, TrollAutokill said: Version beta 7.1.17 is out: Repaired broken Zaz cuffs links. An alternate solution will need to be implemented for users without Zaz. Thanks for the update, I'll try it out. It's strange though, I haven't had that "bug" with the use of ZaZ, I honestly think it's some cases of Pebcak. Also, do you already support SLP-? I see many cases of complaints about it without actually having received the notice that DoM is fully compatible and that you support it ¯\_(ツ)_/¯ 6 hours ago, TrollAutokill said: JSON files are now saved under <PlayerName> in the SKSE directory. Do i need to move all my json files bunch to the new folder manually? Edited January 11, 2025 by サマエル
tonitrulupus Posted January 11, 2025 Posted January 11, 2025 On 1/9/2025 at 10:45 AM, DocClox said: Update: I tried another new game and the DoM MCM is there from the start. Will investigate further. [edit] Set some initial params using the MCM, then started Sexlab, waited for the notification spam to stop; saved, quit, and reloaded. MCM is still there, which is worrying. It bothers me when things start working for no good reason. Things I did different: the broken MCM was for a Raolf start, and I saved using a mod to sit cross legged while I fiddled with other MCM settings. That might have had an effect since I saved and loaded in that pose. Also I haven't captured anyone yet - it's possible the menu vanished after the first capture. I'll just go have a word with that stormcloak girl in the next room and see what happens. [edit] Hmm... Captured the stormy girl in the first room, and then bagged her right away so as not to stall Hadvar. (He tends to get stuck if have sex with my captive right away). That was how I found the problem last time, since I use shift-F10 to bag bound slaves, and I couldn't get to the menu to configure the keystroke. So it's looking more and more like a typical Skyrim glitch. Honestly I probably wouldn't have reported it except that there other reports in the last couple of pages. I suppose I could test the Raolf/Sit Cross Legged combinations... I have seen Ineeds do the same thing and the only way that Ineeds would show is starting a new game
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 49 minutes ago, サマエル said: Thanks for the update, I'll try it out. It's strange though, I haven't had that "bug" with the use of ZaZ, I honestly think it's some cases of Pebcak. Also, do you already support SLP-? I see many cases of complaints about it without actually having received the notice that DoM is fully compatible and that you support it ¯\_(ツ)_/¯ Do i need to move all my json files bunch to the new folder manually? Not necessarily. This sub folder is the first one checked. Then the main folder will be check if the file was not found. But all new created files will be in there.
tonitrulupus Posted January 11, 2025 Posted January 11, 2025 I am still getting random attacks on my slaves. I have not updated to the latest version, this time it happened in skyfall estate, so I am wondering it its may just be the NPCs from that mod
TrollAutokill Posted January 11, 2025 Author Posted January 11, 2025 1 minute ago, tonitrulupus said: I am still getting random attacks on my slaves. I have not updated to the latest version, this time it happened in skyfall estate, so I am wondering it its may just be the NPCs from that mod You just need to update or try the setav aggression in the console. If it doesn't word, it's indeed the mod, try to clean all factions in the "Let's have a serious chat" dialogue. If it doesn't work it means the NPCs ID are hard coded, try to clone them. If it uses NPCs base ID your screwed.
tonitrulupus Posted January 12, 2025 Posted January 12, 2025 (edited) 2 hours ago, TrollAutokill said: You just need to update or try the setav aggression in the console. If it doesn't word, it's indeed the mod, try to clean all factions in the "Let's have a serious chat" dialogue. If it doesn't work it means the NPCs ID are hard coded, try to clone them. If it uses NPCs base ID your screwed. Why I suspect its the mod is that a couple of other mods will attack the kids if I send them there, I thought about also adding them to player faction, but was not sure if that will mess your mod up. I have noticed in that past sometime they will attack kimli in the beginning but once they are 100% summitted it don't happen any more Edited January 12, 2025 by tonitrulupus
Good Provider Posted January 12, 2025 Posted January 12, 2025 5 hours ago, LeonardoGarr said: Focus on humanoids: Remove all creature sex content to improve compatibility with Gemines, which has proven to be more stable than FNIS. You should use https://www.nexusmods.com/skyrimspecialedition/mods/133232 2
SkyrimOptimized Posted January 12, 2025 Posted January 12, 2025 (edited) I tried using Pandora, but when I attempt to run it, it doesn’t even open.I tried running it through Mod Organizer 2 and directly, but it still doesn’t open. I've tried everything, but nothing seems to work. Edited January 12, 2025 by LeonardoGarr
DieHans Posted January 12, 2025 Posted January 12, 2025 2 hours ago, LeonardoGarr said: I tried using Pandora, but when I attempt to run it, it doesn’t even open.I tried running it through Mod Organizer 2 and directly, but it still doesn’t open. I've tried everything, but nothing seems to work. maybe your are missing the NET Runtime 8.0+ from the requiered options? Pandora always worked fine for me
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