sailanamai Posted May 13, 2021 Author Posted May 13, 2021 18 hours ago, OutgoingChart7 said: I can't seem to get the perk tree to open on Special Edition. Then you must recheck all dependencies for the framework. Older .net versions (not the windows installer but the mod version) have been reported as not working. Then there is the pre loader that must be installed manually and possibly excluded from antivirus software. If you provide more information i can try to give a more specific answer
wrathdragon Posted May 14, 2021 Posted May 14, 2021 9 hours ago, sailanamai said: Then you must recheck all dependencies for the framework. Older .net versions (not the windows installer but the mod version) have been reported as not working. Then there is the pre loader that must be installed manually and possibly excluded from antivirus software. If you provide more information i can try to give a more specific answer i checked all dependencies and excluded from anti virus i cant get the visual perk tree to work is there an alternative perk tree or give me step by step instructions on how to get it to work i have autism so... edit: nvm figured it out 1
RevanCathal Posted May 19, 2021 Posted May 19, 2021 Having an issue with the game crashing upon reloading while in the abondoned prison when running Alternate Start and issues with the normal start being broken. Here's the latest crash report if someone can help me figure out what's going wrong. Crash_2021_5_19_2-0-46.txt
sailanamai Posted May 19, 2021 Author Posted May 19, 2021 2 hours ago, Jgoftl said: Having an issue with the game crashing upon reloading while in the abondoned prison when running Alternate Start and issues with the normal start being broken. Here's the latest crash report if someone can help me figure out what's going wrong. Crash_2021_5_19_2-0-46.txt 53.39 kB · 2 downloads I'm not great at reading those and it has 1000 lines... ? So everything that follows should be taken with a grain of salt. [FE 013] 3BBB.esp [FE 014] CBBE.esp Shouldn't this be the other way round? 3BBB should be loaded after CBBE? Some possible relevant objects from your log are NiNodes. NiNodes are skeletal nodes. So you might wanna check if your XPMSE is getting overwritten by something. (Mine is not and overwrites SOS) Live Another Life.esp <- BooksOfDibella.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm` This part i understand as a reference chain. Meaning Live Another Life is overwriting the records from BooksOfDibella, which should also be the other way around? The log also says that these two are possible causes: Armorer's Iron Ingot from Immersive Jewelry.esp Slave Trader Bandit with FormId: FF001547 (doesn't say which mod adds/modifies it) I guess what you could do is check several of your logs for possible relevant objects that show up in each and this way zero in on the culprit. --- What happens if you disable WhoreCraft, start a new game, do your MCM setup and whatnot, leave the LAL cell and then enable WhoreCraft? I think with a modlist like yours (many mods that require a proper setup) you shouldn't sweat the normal start being broken. That is kind of expected in my opinion.
RevanCathal Posted May 20, 2021 Posted May 20, 2021 17 hours ago, sailanamai said: I'm not great at reading those and it has 1000 lines... ? So everything that follows should be taken with a grain of salt. [FE 013] 3BBB.esp [FE 014] CBBE.esp Shouldn't this be the other way round? 3BBB should be loaded after CBBE? Some possible relevant objects from your log are NiNodes. NiNodes are skeletal nodes. So you might wanna check if your XPMSE is getting overwritten by something. (Mine is not and overwrites SOS) Live Another Life.esp <- BooksOfDibella.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm` This part i understand as a reference chain. Meaning Live Another Life is overwriting the records from BooksOfDibella, which should also be the other way around? The log also says that these two are possible causes: Armorer's Iron Ingot from Immersive Jewelry.esp Slave Trader Bandit with FormId: FF001547 (doesn't say which mod adds/modifies it) I guess what you could do is check several of your logs for possible relevant objects that show up in each and this way zero in on the culprit. --- What happens if you disable WhoreCraft, start a new game, do your MCM setup and whatnot, leave the LAL cell and then enable WhoreCraft? I think with a modlist like yours (many mods that require a proper setup) you shouldn't sweat the normal start being broken. That is kind of expected in my opinion. So the normal start actually started working when I removed some mods. Not sure why CBBE is loading after 3BBB as I have it set to load before. I'll double check if anything is overriding XPMSE. It looks like something is flipping stuff around regardless of the load order I established. I double checked my rules list via vortex and while have things assigned to load in their proper order, vortex is managing to screw that up somehow. Edit: The only mods loading after XPMSE that have conflicts are ones for creature schlongs.
RevanCathal Posted May 20, 2021 Posted May 20, 2021 So apparently plugins are not being properly loaded in order of established rules.
sailanamai Posted May 20, 2021 Author Posted May 20, 2021 15 hours ago, Jgoftl said: So the normal start actually started working when I removed some mods. Not sure why CBBE is loading after 3BBB as I have it set to load before. I'll double check if anything is overriding XPMSE. It looks like something is flipping stuff around regardless of the load order I established. I double checked my rules list via vortex and while have things assigned to load in their proper order, vortex is managing to screw that up somehow. Edit: The only mods loading after XPMSE that have conflicts are ones for creature schlongs. These are assumptions on my part. Load order does not necessarily equal the order in the .net logs. It is possible that these get shuffled around for whatever reason and your load order is being processed correctly. So please don't go on some kind of wild goose chase based on what i said. I've never used Vortex but from my understanding it comes with a build-in link to LOOT's database and sorts your list automatically and that should be totally fine for the most part. If disabling some plugins fixes your game then by process of elimination (enable/disable in small groups, then one by one) you should be able to find out what's wrong. You might also wan't to check if a different process of setting up mods in MCM helps resolve some issues. What i mean is this. The modlist i wrote this mod in purposely contains many of the mods here on LL even though i don't actually play them (to spot possible conflicts early). In order to get it working right i follow an MCM routine that took some time to figure out. Begins like this: Wait for all messages to clear the screen. Sexlab → install → exit menu → wait for ok msg → save → reload open console and wait for finish sexlab → animation settings → enable creature animations → exit wait for message (console) SL anim loader → general options → enable all → register → wait (console) → save → reload creature framework → general → default gender → male defeat → general → enable → exit → wait for messages By the time MCM setup is done i have saved and reloaded 9 times and the whole process takes about 20 Minutes (even with the readme i made).
RevanCathal Posted May 20, 2021 Posted May 20, 2021 Actually the load wasn't being processed correctly when I looked at my plugins list. Unfortunately, correcting load order still didn't fix the problem.
scroopynooper4001 Posted May 23, 2021 Posted May 23, 2021 Hi, I love the idea for this mod and am using it in my current build. One issue I'm having though is that I can't get the on-screen achievements to show up. I've tried disabling all my other mods and just running this mod and its requirements, but I'm still not seeing them. Do you have any idea what's causing this issue?
sailanamai Posted May 23, 2021 Author Posted May 23, 2021 1 hour ago, scroopynooper4001 said: Hi, I love the idea for this mod and am using it in my current build. One issue I'm having though is that I can't get the on-screen achievements to show up. I've tried disabling all my other mods and just running this mod and its requirements, but I'm still not seeing them. Do you have any idea what's causing this issue? Hm, if other parts of the mod are working and you can also unlock the achievements in MCM that points to iWant Widgets not working correctly. There are demo plugins for iWant. If you enable them and just load a game do these work? If the demo plugins work, then that would point to an issue with WhoreCraft. I also just took a look at iWant Widgets and there has been a new version. I made this mod with 1.22, though i think it unlikely to be the issue, you could try the older version: https://www.nexusmods.com/skyrimspecialedition/mods/36457?tab=description edit: After enabling the on screen achievements in MCM you must save and reload your game. That is because iWant is sending out a register event only once on game load. If any mod registers after that it will only work once a save and reload has been done.
scroopynooper4001 Posted May 24, 2021 Posted May 24, 2021 8 hours ago, sailanamai said: Hm, if other parts of the mod are working and you can also unlock the achievements in MCM that points to iWant Widgets not working correctly. There are demo plugins for iWant. If you enable them and just load a game do these work? If the demo plugins work, then that would point to an issue with WhoreCraft. I also just took a look at iWant Widgets and there has been a new version. I made this mod with 1.22, though i think it unlikely to be the issue, you could try the older version: https://www.nexusmods.com/skyrimspecialedition/mods/36457?tab=description edit: After enabling the on screen achievements in MCM you must save and reload your game. That is because iWant is sending out a register event only once on game load. If any mod registers after that it will only work once a save and reload has been done. Ah, I see. I actually didn't have iWant Widgets installed, so that'll do it! I didn't see it listed as a requirement anywhere, not sure if I'm missing something. Either way, thanks for letting me know!
Zellgarith Posted June 2, 2021 Posted June 2, 2021 Normal start is always hinky when you have extra animations or other mods that can drastically change the game, as such alternate start and using that to start anything other than the normal start should be fine, then just go to helgan to start the quest lines attached to it. fully tested with multiple alternate start;s and all function fine except the normal start. thats not really an issue with this mod but more like mods in general cause the problem
Starfire12 Posted June 3, 2021 Posted June 3, 2021 Is this compatible with other mods that make changes to the perk tree like Ordinator?
sailanamai Posted June 3, 2021 Author Posted June 3, 2021 1 hour ago, Starfire12 said: Is this compatible with other mods that make changes to the perk tree like Ordinator? Yep. The perks are standalone but do require the framework. They are also optional. 1
KronosTheSkunkButt Posted June 7, 2021 Posted June 7, 2021 No matter what I try, I cant get the perk tree to show up. The hot key wont work and the console command shows nothing. Brand new save file. At first I thought it was Ordinator causing an issue, but after turning it off and starting a new game I still cant get the tree to show. Any suggestions?
regretrat460 Posted June 7, 2021 Posted June 7, 2021 You need the custom skills framework linked in the OP for the skill tree to show up
KronosTheSkunkButt Posted June 7, 2021 Posted June 7, 2021 Yes I have that, but still nothing shows up.
KronosTheSkunkButt Posted June 7, 2021 Posted June 7, 2021 3 hours ago, KronosTheSkunkButt said: No matter what I try, I cant get the perk tree to show up. The hot key wont work and the console command shows nothing. Brand new save file. At first I thought it was Ordinator causing an issue, but after turning it off and starting a new game I still cant get the tree to show. Any suggestions? Solved, something broke my DLL Plugin Loader, a re-install of that and a re-install of NetScriptFramework was required
Boulo_92 Posted June 18, 2021 Posted June 18, 2021 (edited) Hi, Thank you very much for this mod, essential and very well done, great job. I think I found a bug on the allocation of perkpoint per every x WhoreCraft levels. It seems that the number of distributed perkpoints does not correspond at all to the setting in the MCM : On my playthrough I activated "Additional perk points" and set the "per every x WhoreCraft levels" to the value 3. After my WhoreCraft level goes from 15 to 21, I find 7 perk points to distribute, whereas I expected to have only 2 (i.e. 1 perkpoint every 3 levels, as set in the MCM). I think I found the cause : In the whorecraft_main.psc script, in the WC_EXPforSkill() function, the block that manages the addition of the perk point is executed on each pass (i.e. after each eligible sex act) while it should, in my opinion, only be executed in the case where we have gained a WhoreCraft level. float Function WC_EXPforSkill() ............ ............ ElseIf WhoreCraft_RatioLevelCTRL >= 1.00 WhoreCraftFemale_SkillLevel.mod(1) float WC_SkillLevel = WhoreCraftFemale_SkillLevel.GetValue() WhoreCraftFemale_Notification.SetValue(WC_SkillLevel) WhoreCraft_RatioLevelCTRL -= 1.00 WhoreCraftFemale_RatioLevel.SetValue(WhoreCraft_RatioLevelCTRL) EndIf If MCM.WC_Perkify int PerkifyCTRL = MCM.WC_PerkifyVar as int int LvlCTRL = WhoreCraftFemale_SkillLevel.getValue() as int if PerkifyCTRL > 0 if (LvlCTRL / PerkifyCTRL) == (WhoreCraftFemale_SkillLevel.getValue() / MCM.WC_PerkifyVar) Game.AddPerkPoints(1) EndIf EndIf EndIf EndFunction should instead be, if I'm not mistaken : float Function WC_EXPforSkill() ............ ............ ElseIf WhoreCraft_RatioLevelCTRL >= 1.00 WhoreCraftFemale_SkillLevel.mod(1) float WC_SkillLevel = WhoreCraftFemale_SkillLevel.GetValue() WhoreCraftFemale_Notification.SetValue(WC_SkillLevel) WhoreCraft_RatioLevelCTRL -= 1.00 WhoreCraftFemale_RatioLevel.SetValue(WhoreCraft_RatioLevelCTRL) EndIf If MCM.WC_Perkify int PerkifyCTRL = MCM.WC_PerkifyVar as int int LvlCTRL = WhoreCraftFemale_SkillLevel.getValue() as int if PerkifyCTRL > 0 if (LvlCTRL / PerkifyCTRL) == (WhoreCraftFemale_SkillLevel.getValue() / MCM.WC_PerkifyVar) Game.AddPerkPoints(1) EndIf EndIf EndIf EndIf EndFunction Edited June 18, 2021 by Boulo_92 precision
sailanamai Posted June 18, 2021 Author Posted June 18, 2021 Hey Boulo_92! Glad you like it and i appreciate the effort you already made You are certainly right about the position of that EndIf. At the least it would be way more efficient the way you propose. Did you compile and test it like that? I can still compile papyrus code but don't have SkyrimSE installed right now. So i could compile and upload it for you if you like (and after confirmation of it working upload as hotfix). I am at work right now so and have a lot of projects going on but i will try and take a look at this part in particular and see if i can spot faulty logic in this part: 8 hours ago, Boulo_92 said: if (LvlCTRL / PerkifyCTRL) == (WhoreCraftFemale_SkillLevel.getValue() / MCM.WC_PerkifyVar) Game.AddPerkPoints(1) EndIf Quick thought experiment: if (15 / 3) == (15.00 / 3.00) -> if 5 == 5.00 -> AddPerk (+) if (16 / 3) == (16.00 / 3.00) -> if 5 == 5.33 -> AddPerk (-) if (17 / 3) == (17.00 / 3.00) -> if 5 == 5.66 -> AddPerk (-) if (18 / 3) == (18.00 / 3.00) -> if 6 == 6.00 -> AddPerk (+) if (19 / 3) == (19.00 / 3.00) -> if 6 == 6.33 -> AddPerk (-) if (20 / 3) == (20.00 / 3.00) -> if 6 == 6.66 -> AddPerk (-) if (21 / 3) == (21.00 / 3.00) -> if 7 == 7.00 -> AddPerk (+) That seems sound at a glance. Though because as you point out it is not inside an if-bracket that limits the code to only execute on (skill-)level up it can get called at the wrong time and falsely attribute a perk point. Because WhoreCraftFemale_SkillLevel always has an integer-style value (1.00, 2.00, 3.00, etc) and progress to the next level is handled by a different global it has granted a perk point for every SL event where you have a skill level of 15.xx/18.xx/21.xx. Sorry about that and good catch!
Boulo_92 Posted June 18, 2021 Posted June 18, 2021 27 minutes ago, sailanamai said: it has granted a perk point for every SL event where you have a skill level of 15.xx/18.xx/21.xx yes i think that's exactly what happened to get me more perkpoints than expected. 28 minutes ago, sailanamai said: Did you compile and test it like that? yes, I modified and recompiled the script on my environment, I still have to finish to test it, I will come back to you as soon as my tests are finished. 42 minutes ago, sailanamai said: Sorry about that You're welcome, thank you again for your work on this mod, which integrates brilliantly into the game.
Boulo_92 Posted June 18, 2021 Posted June 18, 2021 (edited) Test result : For the test I set the "Skill Ratio" to 150%, and "per every x WhoreCraft levels" to the value 3 My PC worked really hard to increase her Whorecraft level from 25 to 33 (but I think she likes it ? ) -> I had the addition of a perk point when passing Whorecraft level 27, 30 and 33, and no new perk point between these levels or after an additional sex act while being at level 27, 30 or 33 ==> test OK Edited June 18, 2021 by Boulo_92
normal24yearoldstudent Posted June 18, 2021 Posted June 18, 2021 i donno if this has been reported as an issue already, or am i simply doing something wrong on my end, but anyway I seem to lose all Exp progression to the next Level, despite what i set in the exp amount lost. so for example, my PC is at level 5, with lets say 70/200 exp to next level, and i set the exp lost at 10, after a victim scene, it seems to go down to 0/200 everytime... and for some reason i can lose a character level, which i think comes from SSLX this combined with SSLX Succubus Skill loss, my PC can drop from level 4 to level 1 with no exp what so ever from a single defeat...which is a bit much for me ;( I am using the EXP mod, alongside Succubus skill loss and this mod, i believe there could be some kind of conflict between the two skill loss mod. I also have sunhelm and survival control panel which I have set to retrict level up only at sleep, tho i doubt it have any effect on the strange bug(?) that im experiencing. for the time being i think i will just disable the exp lost from Whorecraft, cause i couldt find a way to disable the level lost from the SSLX.
nilead Posted June 27, 2021 Posted June 27, 2021 Just wanted to stop by. Thrown this one into quite heavy SE build and, well, got quite impressed. Works smoothly, visual skill tree and animated notification are both very nice touches. There is something cozy about having a custom UI instead of conventional top right notifications. Effects both seem to make sense, and while powerfull, require valuable perk points investment. There are several perks reserved for future development, wich serve as kind of a cliffhanger. Really want to see where this one goes. I believe at least one of reserved perks mentions addiction system. If you dont plan to make one specificly for this mod, may i suggest considering one from Monoman's SL Survival? My knowledge is insufficient to even roughly estimate how hard such "soft dependancy" would be to implement, but i do imagine that should not be harder than creating such system from scratch. Anyhow, thanks for sharing this mod. It both functions without issues and looks great while doing it.
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