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Shout Like a Virgin Evolved SE & LE


Gender & Beast Compatibility  

3008 members have voted

  1. 1. When I play with SLaVE & Toys, if well supported, I would prefer playing as a...

    • Female
      2180
    • Male
      261
    • Orc, Khajit, or Argonian
      187
    • Futa
      363
    • Something not listed here
      16
  2. 2. This is most important...

    • Quantity of toys that work for my character
      795
    • Always perfect animations for my gender
      1238
    • Correct context for the story and text/dialogue
      974


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Posted (edited)
49 minutes ago, sen4mi said:

 

Here you go, my Papayrus.0.log in all its gory (or, ... yes, I have a lot of errors here from optional dependencies which I have chosen not to install, I am not quite sure how to filter out that noise when searching for relevant details).

 

The scene consisted of me waiting for a minute or so for notifications to quiet down, then running and jumping onto the base of the wall, then going into mcm, alt-tabbing to confirm you wanted just the SLaVE test, running that test and shutting down:

 

  Reveal hidden contents

 

 

The log does reveal why the word wall does not work. This line...

[11/20/2021 - 01:06:46PM] ERROR: Cannot call value() on a None object, aborting function call
stack:
    [ (5E0ABF98)].VirginWordWallTrig2Thief.OnTriggerEnter() - "VirginWordWallTrig2Thief.psc" Line 27

 

When I look at the script, line 27 referenced is this...

if(mySelf.shoutGlobal.value == 0)

 

The "cannot call value() on a none" is saying that a vanilla skyrim global value for shouts cannot be read. This is vanilla skyirm code failing, trying to read a vanilla skyrim global value. The only thing that can explain this is corrupt save.

 

About corrupt saves:

  1. The MCM Installation Tests in SLaVE and Toys, cannot determine if you have a corrupt save or not. They can pass on a corrupt save. The tests are for proper installation of mods required... verify they are working, nothing more.
  2. A papyrus log cannot tell us for certain, if your save is corrupt. A corrupt save is simply a save using a mod load order that has changed at some point, and there are not any tools that can confirm or deny this either

About the numerous error and warning lines in your log:

 

Yes some are harmless, coming from soft dependency checks. These are an example:

[11/20/2021 - 01:05:50PM] Cannot open store for class "tweakdfscript", missing file?
[11/20/2021 - 01:05:50PM] Cannot open store for class "_JSW_BB_Storage", missing file?
[11/20/2021 - 01:05:50PM] Cannot open store for class "PAF_MainQuestScript", missing file?

 

You have many other that cannot be about soft dependency checks. Like for example:

[11/20/2021 - 01:05:57PM] warning: Property LauraBondageShopFaction on script laura_sr1_questscript attached to Laura_SR1_Quest (300F2598) cannot be initialized because the script no longer contains that property

 

I'm not saying I see absolute evidence of corrupt save. There's no way to be sure. But I do see likely symptoms. You could change nothing, start a new game, let things load, save it. Load that save. Now compare that new game load to this log. I'd bet you see much fewer errors (it would now be only soft dep related), and then this would be fairly clear evidence of a corrupt save. Not being able to read a vanilla global variable is also pointing at corrupt save.

 

I have no solution for you other than to say this... If you start a new game, change nothing, don't break the golden rule after starting it, and get to this word wall again, I'd bet it works. I can say this with confidence because the code for word walls has not changed in 4 years, so that's thousand of users using the feature without reporting this problem. 

 

If you do post papyrus logs in the future, please attach as a file, its difficult to use pasted.

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

 

The log does reveal why the word wall does not work. This line...

[11/20/2021 - 01:06:46PM] ERROR: Cannot call value() on a None object, aborting function call
stack:
    [ (5E0ABF98)].VirginWordWallTrig2Thief.OnTriggerEnter() - "VirginWordWallTrig2Thief.psc" Line 27

 

When I look at the script, line 27 referenced is this...

if(mySelf.shoutGlobal.value == 0)

 

The "cannot call value() on a none" is saying that a vanilla skyrim global value for shouts cannot be read. This is vanilla skyirm code failing, trying to read a vanilla skyrim global value. The only thing that can explain this is corrupt save.

 

About corrupt saves:

  1. The MCM Installation Tests in SLaVE and Toys, cannot determine if you have a corrupt save or not. They can pass on a corrupt save. The tests are for proper installation of mods required... verify they are working, nothing more.
  2. A papyrus log cannot tell us for certain, if your save is corrupt. A corrupt save is simply a save using a mod load order that has changed at some point, and there are not any tools that can confirm or deny this either

About the numerous error and warning lines in your log:

 

Yes some are harmless, coming from soft dependency checks. These are an example:

[11/20/2021 - 01:05:50PM] Cannot open store for class "tweakdfscript", missing file?
[11/20/2021 - 01:05:50PM] Cannot open store for class "_JSW_BB_Storage", missing file?
[11/20/2021 - 01:05:50PM] Cannot open store for class "PAF_MainQuestScript", missing file?

 

You have many other that cannot be about soft dependency checks. Like for example:

[11/20/2021 - 01:05:57PM] warning: Property LauraBondageShopFaction on script laura_sr1_questscript attached to Laura_SR1_Quest (300F2598) cannot be initialized because the script no longer contains that property

 

I'm not saying I see absolute evidence of corrupt save. There's no way to be sure. But I do see likely symptoms. You could change nothing, start a new game, let things load, save it. Load that save. Now compare that new game load to this log. I'd bet you see much fewer errors (it would now be only soft dep related), and then this would be fairly clear evidence of a corrupt save. Not being able to read a vanilla global variable is also pointing at corrupt save.

 

I have no solution for you other than to say this... If you start a new game, change nothing, don't break the golden rule after starting it, and get to this word wall again, I'd bet it works. I can say this with confidence because the code for word walls has not changed in 4 years, so that's thousand of users using the feature without reporting this problem. 

 

If you do post papyrus logs in the future, please attach as a file, its difficult to use pasted.

 

Interesting.

 

With your hints here, I have found that the cause of this crash was actually that I had an "Access Hidden Pocket" shout equipped, which was not an official shout but a shout-like extension added by a mod, (I believe the mod providing that shout was https://www.loverslab.com/files/file/9318-sexlab-body-search/ though its possible that https://www.loverslab.com/files/file/9983-body-search-dialog-patch-for-le-se/ was relevant also -- I have not tried to analyze that side of the issue in any depth).

 

 

When I unequipped that "shout", the word wall animation played. So I know that that psuedo shout had to be the issue.

 

(I had not thought to check for this issue previously because I did not know enough about the code which was causing the crash.)

 

(Personally, I would recommend either checking that that shoutGlobal property is not null before referencing it, or putting a warning on the install page about how to detect conflicting mods. (Without further investigation, any mods which implement shouts might be problems. I would of course prefer that the script be fixed, because that's simpler to deal with in the long run. However, I have not written the code here, and I do not get to make this choice for you.))

 

-------------

 

I should probably also note that the 'warning: Property LauraBondageShopFaction on script laura_sr1_questscript attached to Laura_SR1_Quest (300F2598) cannot be initialized because the script no longer contains that property' message appears in a papyrus.0.log from a new game. I suppose I could uninstall the mod -- this looks like a the esp is out of sync with the scripts. But conceptually speaking, I have a difficult time accepting that a corrupted save file is the problem when I have not loaded the game from a save file.

 

-------------

 

It might very well be that something has corrupted my save file and that I should start over in a new game. But, so far, I have not seen enough evidence to convince me that that is the case.

 

That said: I very much appreciate your taking time to help me identify the cause of this problem. And, I hope my comments here help you in your efforts.

Edited by sen4mi
Posted (edited)
1 hour ago, sen4mi said:

(Personally, I would recommend either checking that that shoutGlobal property is not null before referencing it, or putting a warning on the install page about how to detect conflicting mods. (Without further investigation, any mods which implement shouts might be problems. I would of course prefer that the script be fixed, because that's simpler to deal with in the long run. However, I have not written the code here, and I do not get to make this choice for you.))

  • I mentioned already, this is vanilla skyrim code. Its not up to me to check before referencing it, its not my code
  • All I've done is make a copy of it, and inserted a line where it triggers the start of the love scene
  • The line I added is not the problem. The vanilla line is not the problem. The problem is that a global variable has become null which is not possible via bad script. It can happen due to corrupt save however
  • If you are correct about the cause, that problem will occur at any word wall, with or without SLaVE
  • It's not possible for some other shout mod, or any mod, to cause a vanilla global variable to become null
  • You did not mention a CTD previously. If you CTD due to this simple error, you have bigger problems than just a global mysteriously becoming null
Edited by VirginMarie
Posted (edited)
4 hours ago, VirginMarie said:
  • I mentioned already, this is vanilla skyrim code. Its not up to me to check before referencing it, its not my code
  • All I've done is make a copy of it, and inserted a line where it triggers the start of the love scene
  • The line I added is not the problem. The vanilla line is not the problem. The problem is that a global variable has become null which is not possible via bad script. It can happen due to corrupt save however
  • If you are correct about the cause, that problem will occur at any word wall, with or without SLaVE
  • It's not possible for some other shout mod, or any mod, to cause a vanilla global variable to become null
  • You did not mention a CTD previously. If you CTD due to this simple error, you have bigger problems than just a global mysteriously becoming null

 

Well, ... I have not experienced any CTD with this character.

 

But, also, now that I know to unequip that shout, I do not expect to experience further problems with any of the word walls.

 

We have seen from the logs that the global variable was null. And, I have seen that unequipping that shout remedies the problem.

 

Is there some documentation somewhere which states that what I have seen is not possible?

 

Edit: I think what you might be saying, though, is that this issue would also be a problem in the base game?

 

Further edit: when I look at the vanilla skyrim wordwall scripts, which are the only vanilla scripts I can find where shoutGlobal is used, I see that shoutGlobal is a property of the wall, rather than a property of the player. The comments declare that shoutGlobal is a property which needs to be tagged in the implementation of the wall.  It's still a mystery to me how unequipping a mod's shout could have been relevant here. I will need to study this further.

 

Yet another edit:

 

While I have not tried spinning up a vanilla game to confirm this (and it has been years since I have played unmodded skyrim), it looks like there is no word wall in Lost Knife Hideout in the vanilla game. (And, I see three other word walls which are unique to this mod.)

 

Meanwhile when I look at the vanilla wordwall scripts, I see comments that some properties are mandatory on a word wall:

 

The only properties you need to tag are:
- WordWall01 -> point this to the first word text of shout
- WordWall02 -> point this to the second word text of shout
- WordWall03 -> point this to the third word text of shout
- myWord01 -> the first word of the shout
- myWord02 -> the second word of the shout
- myWord03 -> the third word of the shout
- lookTargetWord01 -> the xmarker in front of the first word
- lookTargetWord02 -> the xmarker in front of the second word
- lookTargetWord03 -> the xmarker in front of the third word
- word01Sound -> the mono sound for word which should be placed next to the first word on the wall
- word02Sound -> the mono sound for word which should be placed next to the second word on the wall
- word03Sound -> the mono sound for word which should be placed next to the third word on the wall
- soundWallWhisper -> place this near the wall, it's the stereo sound the player hears when he enters the trigger

 

I have not located any vanilla word wall triggers yet, to compare them, and figure out where these properties are set, but this kind of information seems like it should be relevant to this issue.

 

Hopefully final edit: 00070B56 is an example of a word wall trigger with the shoutGlobal property.

 

Edited by sen4mi
Posted (edited)

 

52 minutes ago, sen4mi said:

Edit: I think what you might be saying, though, is that this issue would also be a problem in the base game?

 

Since its a vanilla global variable and vanilla script, yes. However "would be" is the operative phase here though. I don't think you've found the true cause.

Spoiler

I can't fathom any mod setting a vanilla global to null. Null is usually the result of being unable to access/read, not that it was set null. Global are integer so you don't get null, you get 0. Mods don't ever purposely make a base game global variable null if that is even possible. So its most likely a corrupt save.

 

I believe we have what's called "observer error". Happens all the time to me. You think its behaving differently because you disarmed the shout, but something else is actually different and the cause. Position you stood in for example, there are many things that can change the situation for the game.

 

Corrupt saves create very strange and unpredictable results. I've noticed that stored values, global or otherwise, seem to be the first thing to break. I see it often. One must rule out corrupt save, otherwise one is potentially chasing a red herring. I can't blame you for wanting to avoid that, as in this case you can't get to the point of trying that word wall quickly.

 

Same conclusion for me... If you start a new game, change nothing, don't break the golden rule after starting it, and get to this word wall again, I'd bet it works (with or without said armed shout). Also, I would expect you are going to continue having more problems till you do start that new game.

 

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

 

 

Since its a vanilla global variable and vanilla script, yes. However "would be" is the operative phase here though. I don't think you've found the true cause.

  Hide contents

I can't fathom any mod setting a vanilla global to null. Null is usually the result of being unable to access/read, not that it was set null. Global are integer so you don't get null, you get 0. Mods don't ever purposely make a base game global variable null if that is even possible. So its most likely a corrupt save.

 

I believe we have what's called "observer error". Happens all the time to me. You think its behaving differently because you disarmed the shout, but something else is actually different and the cause. Position you stood in for example, there are many things that can change the situation for the game.

 

Corrupt saves create very strange and unpredictable results. I've noticed that stored values, global or otherwise, seem to be the first thing to break. I see it often. One must rule out corrupt save, otherwise one is potentially chasing a red herring. I can't blame you for wanting to avoid that, as in this case you can't get to the point of trying that word wall quickly.

 

Same conclusion for me... If you start a new game, change nothing, don't break the golden rule after starting it, and get to this word wall again, I'd bet it works (with or without said armed shout). Also, I would expect you are going to continue having more problems till you do start that new game.

 

 

Yes, some of my initial guesses were off target here.

 

I have since edited that post with some additional findings. (Oddly, the forums did not show me your response here when I was posting those edits, or I would have structured my reply different.)

 

Briefly,, though: shoutGlobal needs to be a property of the word wall trigger, and it is not a property of the Lost Knife Hideout word wall trigger.

 

Edited by sen4mi
Posted
31 minutes ago, sen4mi said:

Briefly,, though: shoutGlobal needs to be a property of the word wall trigger, and it is not a property of the Lost Knife Hideout word wall trigger.

 

SLaVE is over 5 years old. The word walls were in the mod 4.5 years ago. Thousands have used the mod and the word wall love scenes work. They have not changed in 4.5 years. Nuff said. I won't be touching them, I have no need to.

 

Feels like we are just nerding out here. Let's leave at where it is... I believe you have a corrupt save and looking at anything else till ruling that out is a waste of time. You don't want to believe in the corrupt save theory. Maybe you are right, but see the paragraph above.

 

Posted
1 hour ago, VirginMarie said:

 

SLaVE is over 5 years old. The word walls were in the mod 4.5 years ago. Thousands have used the mod and the word wall love scenes work. They have not changed in 4.5 years. Nuff said. I won't be touching them, I have no need to.

 

Feels like we are just nerding out here. Let's leave at where it is... I believe you have a corrupt save and looking at anything else till ruling that out is a waste of time. You don't want to believe in the corrupt save theory. Maybe you are right, but see the paragraph above.

 

 

I have not studied the system enough to tell you why that word wall has ever worked.

 

Maybe I will eventually figure that out.

 

But I can tell you that unequipping that body search mod's shout did make that word wall work for me.

 

I will be happy to believe the corrupted save theory if I can find convincing evidence to support it. But, in this specific case, that means, among other things, that I would need to understand where the definition for shoutGlobal is for that word wall.

 

I have about 150 saves for this character, so if a current save is corrupted, I should be able to go back to earlier saves and find a point where it became corrupted. (And, I should be able to eventually avoid that issue when creating a new character, once I understand the issue well enough,.)

 

(I should also mention that I have seen bugs in software go mostly unnoticed and unfixed for 10+ years. Many people do not report bugs for a variety of reasons, including not being able to isolate the problems well enough to describe how to repeat the issue. Mostly when this happens, people just give up and go elsewhere.)

Posted

So, stupid person here that is lost likely just missing a toggle. Not a huge fan of the popups when in scenes ("Love! Vaginal climax") etc, and would rather just... disable them. But I can't seem to find the right setting to disable those. Any suggestions?

Posted
13 minutes ago, Zeorik said:

So, stupid person here that is lost likely just missing a toggle. Not a huge fan of the popups when in scenes ("Love! Vaginal climax") etc, and would rather just... disable them. But I can't seem to find the right setting to disable those. Any suggestions?

Also, this mod seems to not be too... 'futa friendly' in that it's registering vaginal events when character is in the Male position of a scene.

Posted
17 minutes ago, Zeorik said:

So, stupid person here that is lost likely just missing a toggle. Not a huge fan of the popups when in scenes ("Love! Vaginal climax") etc, and would rather just... disable them. But I can't seem to find the right setting to disable those. Any suggestions?

 

"No Virginity Loss Pop-up Messages" on first tab in the MCM.

 

Toys MCM has "Love Protection Notifications" but those are not pop up.

 

I did a search for "Love! Vaginal climax" and several variations of it, and the mod does not do a pop up for it, or at least not a recent version.

Posted
10 minutes ago, Zeorik said:

Also, this mod seems to not be too... 'futa friendly' in that it's registering vaginal events when character is in the Male position of a scene.

 

It's not futa friendly at all. You should not expect it to have any clue you are futa.

Posted
12 minutes ago, VirginMarie said:

 

"No Virginity Loss Pop-up Messages" on first tab in the MCM.

 

Toys MCM has "Love Protection Notifications" but those are not pop up.

 

I did a search for "Love! Vaginal climax" and several variations of it, and the mod does not do a pop up for it, or at least not a recent version.

I think the exact wording of it was "Climax! Vaginal Love" my apologies for the wording derp. I've tried both of those settings before posting, with no success. For now I think I'll just remove SLaVE and revisit it later, the lack of any futa protection is just a tad offputting. (I'm no coder, but maybe by just checking the position of the player in a scene to determine that the player doesn't qualify for vaginal intercourse when.. .well, they're the ones doing the penetrating?)

Posted
5 minutes ago, Zeorik said:

I think the exact wording of it was "Climax! Vaginal Love" my apologies for the wording derp. I've tried both of those settings before posting, with no success. For now I think I'll just remove SLaVE and revisit it later, the lack of any futa protection is just a tad offputting. (I'm no coder, but maybe by just checking the position of the player in a scene to determine that the player doesn't qualify for vaginal intercourse when.. .well, they're the ones doing the penetrating?)

 

I've looked into Futa support. Its loads of work.

I've even done the survey you see above, and well, Futa WILL take priority over other things.

Posted
25 minutes ago, VirginMarie said:

 

I've looked into Futa support. Its loads of work.

I've even done the survey you see above, and well, Futa WILL take priority over other things.

I use Futa as the generalized term rather than any specific mod, I use specifically BadDog's hoodies (which has its own host of issues with gender detection...basically have to turn it off any time except for wanting to be treated as male in Sexlab. rip submissive hermaphrodite...) but I digress. Thanks anyways for the attempt.

Posted

Unable to learn the special dragon roar, because after sleeping with Qadir in the tomb at dusk, he returned to the Haima Caves.Virgin training .Learn the special dragon roar .Don't know where to find that wall?The first dragon roar rune。

Posted
11 minutes ago, 煌煌如日 said:

Virgin training .Learn the special dragon roar .Don't know where to find that wall?The first dragon roar rune。

 

If Virgin Training is active in your journal, you have a map marker. 

Posted
6 hours ago, VirginMarie said:

 

如果 Virgin Training 在您的日志中处于活动状态,则您有一个地图标记。 

Unable to learn the special dragon roar, because after sleeping with Qadir in the tomb at dusk, he returned to the Haima Caves.

Posted
6 hours ago, VirginMarie said:

 

如果 Virgin Training 在您的日志中处于活动状态,则您有一个地图标记。 

The reason I couldn't learn the special dragon coax was that in the twilight tomb, after I slept with Qadir, I was teleported straight back to the Heima ruins.

Posted (edited)
3 hours ago, 煌煌如日 said:

The reason I couldn't learn the special dragon coax was that in the twilight tomb, after I slept with Qadir, I was teleported straight back to the Heima ruins.

 

I do not know what Heima ruins is.

 

If you are using a translated version of this mod, I can't support that. Sounds broken.

 

Other possibility is that you are using a corrupt save (see golden rule). If that's the case, start a new game.

 

The unmodified version of this mod cannot teleport you back to any place before you use the word wall. Not possible unless you used console commands to setstage, in which case, I can also not support.

 

Edited by VirginMarie

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