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Posted

Skyrim SE 1.5.97.0
Public Whore: 1.1.4 SE

Good evening,

I was wondering if this reoccurring Papyrus.log error is an issue (breaks Public Whore) or it's something everyone is getting. 

Spoiler

[08/07/2022 - 11:46:04PM] Error: alias LocalJarl on quest PW_Tracker (5B016C84): Cannot force the alias's reference to a None reference.
stack:
    [alias LocalJarl on quest PW_Tracker (5B016C84)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [PW_Tracker (5B016C84)].pw_trackerscript.updateLocInfo() - "PW_TrackerScript.psc" Line 185
    [PW_Tracker (5B016C84)].pw_trackerscript.updateLocInfoEvent() - "PW_TrackerScript.psc" Line 124


So far I ignored it since it doesn't crash my game and thus saw it as something minor, but if it prevents quests/PW from working, then I'd like to fix it asap. 
 

Posted

Is there a way to have the MCM recheck for newly added mods that it has integration with? For example, adding Devious Devices after already having Public Whore, the MCM would recognize that its been added? I ask, because newly added mods are greyed out in the MCM and I went through the debug page and saw no option to recheck my mods.

 

I haven't tried turning the mod off-on again, but I might try that and delete this if that is the solution.

Posted
17 hours ago, Nohrin said:

I haven't tried turning the mod off-on again, but I might try that and delete this if that is the solution.

Please don't delete. If it works, just update your post accordingly and maybe it'll help others. The number of times I've been frustrated by "never mind, fixed it" and no explanation...

Posted
20 hours ago, Nohrin said:

Is there a way to have the MCM recheck for newly added mods that it has integration with? For example, adding Devious Devices after already having Public Whore, the MCM would recognize that its been added? I ask, because newly added mods are greyed out in the MCM and I went through the debug page and saw no option to recheck my mods.

 

I haven't tried turning the mod off-on again, but I might try that and delete this if that is the solution.

Try this mod: https://www.nexusmods.com/skyrimspecialedition/mods/36801 , put it at the bottom of the load order. 

Posted (edited)
11 hours ago, Seeker999 said:

Please don't delete. If it works, just update your post accordingly and maybe it'll help others. The number of times I've been frustrated by "never mind, fixed it" and no explanation...

I normally delete posts I make if the solution is something simple that common sense would solve. But I can see why others would benefit from this particular instance. 

 

I tried turning it on and off again, and it did not update my mods. While I am sure a clean install would update them, that is a last resort I refuse to try. I'm going to try out @neneXgod's suggestion and will edit this post if it works (when I get on my game).

 

Jaxon MCM kicker caused me more issues than solved. Messed up my MCM.

Edited by Nohrin
Posted

To update detected mods you currently have to turn on ('debug options' or 'test options' or something like that) in the MCM, then go to the mod integrations page where there should be a new row of checkboxes to enable or disable their features in PW.

 

It's supposed to check at startup but is bugged.

 

If it isn't detecting them at all then not sure.

Posted
5 hours ago, Visio Diaboli said:

To update detected mods you currently have to turn on ('debug options' or 'test options' or something like that) in the MCM, then go to the mod integrations page where there should be a new row of checkboxes to enable or disable their features in PW.

 

It's supposed to check at startup but is bugged.

 

If it isn't detecting them at all then not sure.

I have debug/testing mode on (which shows a bunch of new options for testing the mod), but no new buttons appear under "Mod Integration" for adding the newly added mods. Well, there always has been the option for them, but they remain greyed out and un-toggleable. 

 

Everything under "Optional Installation Statuses" is greyed out, and the newly added mods under "Mod Toggles" are greyed as well.

9 hours ago, neneXgod said:

Try this mod: https://www.nexusmods.com/skyrimspecialedition/mods/36801 , put it at the bottom of the load order. 

I tried the MCM kicker, but unfortunately with that mod enabled, my entire MCM bugs out and becomes unresponsive/glitchy. Glitchy in that for example SLSO, I cannot rebind keybinds. 

 

I was patient and waited for all the "MCM added" notifications to stop and all, but that seems to mess up my MCM. 

Posted

This probably asked before but...Is there a way to get the NPC's to start approach the PC again? Its very glitchy. I have the time interval set to f.eks. 10 min, but it can take forever before a greet happens, if ever. Then all of a sudden, there can be a approach and then, nothing for the longest time. Any ideas?

Posted

It's looking like it will still be a while before I get to this. If anyone would like to fix something or add something to the mod in the meantime, let me know and I will figure out a workflow.

 

I'm not looking for a whole new maintainer or anything, just opening it up to outside contribution

Posted
1 hour ago, Visio Diaboli said:

It's looking like it will still be a while before I get to this. If anyone would like to fix something or add something to the mod in the meantime, let me know and I will figure out a workflow.

 

I'm not looking for a whole new maintainer or anything, just opening it up to outside contribution

Sorry for posting this repeatedly (like others have), but could we please get a hotfix for the clients barely approaching the player at all, regardless of slider setting? This kind of defeats the whole purpose of the mod for me, and makes it almost unplayable, for anyone who wants to play a resisting, unwilling character. I tried to fix this myself, but the code is still too advanced for my understanding to be able to.  I suspect this might be a tiny error, maybe just one or two lines of code, and it would improve the gameplay 100%. Pretty please :) Sorry again, for pestering you with this. 

Posted
5 hours ago, gargamel9 said:

a hotfix for the clients barely approaching the player at all, regardless of slider setting?

Exactly, that'd be a great one for someone to try and tackle

Posted
7 hours ago, Visio Diaboli said:

Exactly, that'd be a great one for someone to try and tackle

Well could you maybe provide some info about where exactly this is tackled in the code? I still doubt I can fix it, but who knows. I noticed You write very nice comments in the code, so most times, it is clear what part does what, but I couldn't find where is the bridge between the MCM setting and the mod input. Which of the scripts are involved... I found two sections in a script in the main quest, which I think are involved, but couldn't see anything wrong with them. I am really green, when it comes to Papyrus. It's pretty much guess work for me.

Posted
12 hours ago, gargamel9 said:

Well could you maybe provide some info about where exactly this is tackled in the code?

Either in PW_MainLoopScript.psc or PW_ActorManager.psc, main handles the behavior of approachers, and it gets its actors from actor manager. Either it gets an actor and doesn't do anything with it, or doesn't get one at all. Impossible to say until there's a log or I encounter it

Posted
1 hour ago, Visio Diaboli said:

Either in PW_MainLoopScript.psc or PW_ActorManager.psc, main handles the behavior of approachers, and it gets its actors from actor manager. Either it gets an actor and doesn't do anything with it, or doesn't get one at all. Impossible to say until there's a log or I encounter it

Okay, thanks! Though I probably won't be able to do anything with this. But maybe someone else will.

Posted (edited)

 I got punish several time, In debug it says I'm at lvl6 debuff...

 

I tried sleeping and waiting a couple of days but im still a public fucktoy with no stamina or magika...

 

Will the debuff go away or my game is stuck until I used debug to remove public whore punishement lvl6 wich render my character useless?

Edited by sukadikyo
Posted
On 8/9/2022 at 2:30 PM, Nohrin said:

Is there a way to have the MCM recheck for newly added mods that it has integration with? For example, adding Devious Devices after already having Public Whore, the MCM would recognize that its been added? I ask, because newly added mods are greyed out in the MCM and I went through the debug page and saw no option to recheck my mods.

 

I haven't tried turning the mod off-on again, but I might try that and delete this if that is the solution.

 

I was able to get this fixed by turning PW off in the menu, then save/quit.

Unchecked from MO2, reloaded the save and ignored the missing mods message. 

Make a fresh save and quit again. Recheck PW, launch and load.

You'll get the initializing message, but the MCM will still be broke. fresh save / quit.

Launch skyrim again, load your save, and you should get the MCM registered message. Now PW will be working and see SLSF.

 

Worked for me on SE, but best of luck either way.

Posted

The day quota objective is bugged for me.

x0hqN2O.png

This is in Whiterun, I started the quest through the "improving Whiterun" quest (by talking to the thane). I have not completed "Improving Whiterun", as the Public Whore quest had already been started through a dialogue option with the Thane. Not sure if intended. I have waited 7 days right after receiving the quest, because I wanted to find out what would happen if time ran out. Nothing happened.

Posted

So this promising mod ends up unplayable of bugs, even essential ones. . now i noticed it dpread its bugsd into other mnods, and keep that even after delting. dangerous. have to delete full game.

Posted

So I had weird experience on one of my test saves, I got stopped by a guard in riften because of my sexual fame, didn't go with her. Didn't even notice it was still couting the days, decided to rest a couple days when I did to check what would be the consequence... but those never came, the counter started counting negative days after 7 days. Is this expected behavior? I stopped playing at like -1 or -2 day, didn't get stopped by any guard or anything. Would something had happened if I played longer?

Posted

Is anyone else experiencing trouble getting guards to approach when eligible? I reached the necessary amount of fame on one save, but no guard I walk past will arrest me. I'm assuming I have some mod that affects guard behavior somewhere causing problems, but I was curious in case anyone knew about any specific ones I should avoid.

Posted
1 hour ago, Aldid said:

Is anyone else experiencing trouble getting guards to approach when eligible? I reached the necessary amount of fame on one save, but no guard I walk past will arrest me. I'm assuming I have some mod that affects guard behavior somewhere causing problems, but I was curious in case anyone knew about any specific ones I should avoid.

In my experience it works like this:

after your PC got eligible, the guards try to arrest you. If something goes wrong, like no guards around or you just ESC the dialogue, you get a cool-down of 24 in-game hours, before the next approach will take place.

 

If you want to get approached by the guard, try this:

in order to avoid the absence of guards, port to the location, run strait to the next guard and wait for the force greet. If you run/ride up to the gate, you probably have already a cool-down active, before you even see the first guard. This is my observation in game. I do not say it should work that way.

 

If anyone will take up the mantle of a dev for this mod, here is a proposal for this issue:

Guard force greet only for the first time, after the first time the thane should greet the PC like a message deliverer at the gate. (no porting to the thane, no clicky messages).

 

cheers

Posted
2 hours ago, monty359 said:

In my experience it works like this:

after your PC got eligible, the guards try to arrest you. If something goes wrong, like no guards around or you just ESC the dialogue, you get a cool-down of 24 in-game hours, before the next approach will take place.

 

If you want to get approached by the guard, try this:

in order to avoid the absence of guards, port to the location, run strait to the next guard and wait for the force greet. If you run/ride up to the gate, you probably have already a cool-down active, before you even see the first guard. This is my observation in game. I do not say it should work that way.

That's the thing though: I'm not getting any forcegreets whatsoever, regardless of what I do (disable and re-enable eligibility, disable and re-enable mod, warp around, stand in guard's face, etc.). The one thing that approximately works is pressing the stop scene button in the MCM, which for some reason immediately enslaves the PC. I guess that's technically a workaround? Although that is assuming forcegreets from other npcs are still working alright, which I haven't checked.

 

I appreciate the advice though!

Posted
14 hours ago, Aldid said:

That's the thing though: I'm not getting any forcegreets whatsoever, regardless of what I do (disable and re-enable eligibility, disable and re-enable mod, warp around, stand in guard's face, etc.). The one thing that approximately works is pressing the stop scene button in the MCM, which for some reason immediately enslaves the PC. I guess that's technically a workaround? Although that is assuming forcegreets from other npcs are still working alright, which I haven't checked.

 

I appreciate the advice though!

I a case like that, i usually do a clean save.:

 

1. Park your char somewhere lonely, i usually use Breezehome. Save and exit the game. Disable the mod (I use MO2, so i note the number of the plugin in the load-order)

2 Clean the mod in the save with FalrimTools

3 Start up the game, load the cleaned save. You should get the notification, that the cleaned mod is missing.

4 Wait 2-3 min (real-time) in game. 

5 Make a new save and exit the game.

6 Activate the mod, place the plugin in the right place in the load-order and start the last save.

 

i hope this helps.

 

I my experience, PW is a mod, that is in need of periodical clean save, in order to keep it working. My char is lvl50 and i already did 4 clean saves for that mod.

 

@everyone: what are your experiences with that mod?

 

 

Posted

Hello,

 

I installed this mod recently and everything seemed to work fine (quest, dialog, event with pnjs). But no animation was triggered, I have the ZaZ animation pack installed as well as FNIS which is operational. 

Do you know where this can come from? Thanks in advance

 

PS : I play on the Special Edition of Skyrim

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