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Posted
11 hours ago, Kijo28 said:
I installed version 4.9 with all the mods I otherwise have on it...everything worked correctly.
I'm slowly reaching my wits' end...
I have deactivated all mods that I don't need. Only the ones I need (+alternative start) it appears in the Mcm and I can make settings, but as soon as I want to start or save and reload, the game crashes and I can no longer load the save
Posted
2 minutes ago, Kijo28 said:
I'm slowly reaching my wits' end...
I have deactivated all mods that I don't need. Only the ones I need (+alternative start) it appears in the Mcm and I can make settings, but as soon as I want to start or save and reload, the game crashes and I can no longer load the save
I'm going to completely reinstall Skyrim with my 326 mods...phew, what a job ;-( ....a little decluttering ;-)
Posted

Any advice on how to start the nightgate inn? My item had the keyword  and others like whiterun orcs are working just fine. I tried to talk with the innkeeper but he never says the special event dialogue 

Posted
7 hours ago, Kijo28 said:
I'm going to completely reinstall Skyrim with my 326 mods...phew, what a job ;-( ....a little decluttering ;-)

 

With a mod manager, you only need to create a new deployment profile for testing with basic requirement mods.  When you find the issue you go back to your preferred deployment profile to clone it and fix the issue in the clone.  No need to reinstall from blank with modern mod manager like Vortex or Mod Organizer 2.

 

 

Posted (edited)

hm. what can cause error

For some reason quest BaboChangeLocationEvent06 "Rapist In the Darkness" stop working. After talk with npc (Rapist) - nothing happens

in papyrus log

 

[09/16/2023 - 09:57:21PM] Error: BaboDiaQuest.SetStage() being called on an invalid object, aborting function call
stack:
	[topic info 5D0F73AD on quest BaboChangeLocationEvent06 (5D040CE3)].BaboChangeLocationEvent06TIF01.Fragment_0() - "BaboChangeLocationEvent06TIF01.psc" Line 9
[09/16/2023 - 09:57:21PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
	[topic info 5D0F73AD on quest BaboChangeLocationEvent06 (5D040CE3)].BaboChangeLocationEvent06TIF01.Fragment_0() - "BaboChangeLocationEvent06TIF01.psc" Line 9


Edited by andbgame
Posted
9 hours ago, andbgame said:

hm. what can cause error

For some reason quest BaboChangeLocationEvent06 "Rapist In the Darkness" stop working. After talk with npc (Rapist) - nothing happens

in papyrus log

 

[09/16/2023 - 09:57:21PM] Error: BaboDiaQuest.SetStage() being called on an invalid object, aborting function call
stack:
	[topic info 5D0F73AD on quest BaboChangeLocationEvent06 (5D040CE3)].BaboChangeLocationEvent06TIF01.Fragment_0() - "BaboChangeLocationEvent06TIF01.psc" Line 9
[09/16/2023 - 09:57:21PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
	[topic info 5D0F73AD on quest BaboChangeLocationEvent06 (5D040CE3)].BaboChangeLocationEvent06TIF01.Fragment_0() - "BaboChangeLocationEvent06TIF01.psc" Line 9


 

I can barely understand the code because there's a lot of branching, but the "BaboChangeLocationEvent06TIF01.Fragment_0()" function in line 9 call for "getowningquest().setstage(20)"

That quest stage 20 has a condition to provide the location of the player. 

Spoiler
  • PlayerRef [PLYR:00000014].GetInCurrentLoc(SolitudeLocation "Solitude" [LCTN:00018A5A]) = 1.000000 AND
  • PlayerRef [PLYR:00000014].GetInCurrentLoc(RiftenLocation "Riften" [LCTN:00018A58]) = 1.000000 AND
  • PlayerRef [PLYR:00000014].GetInCurrentLoc(MarkarthLocation "Markarth" [LCTN:00018A59]) = 1.000000 AND
  • PlayerRef [PLYR:00000014].GetInCurrentLoc(WindhelmLocation "Windhelm" [LCTN:00018A57]) = 1.000000 AND
  • PlayerRef [PLYR:00000014].GetInCurrentLoc(WhiterunLocation "Whiterun" [LCTN:00018A56]) = 1.000000 AND
  • Whiterun is listed twice to account for the present of ViceCaptain.

 

Maybe your game remove the location tag of the loaded cell, is a custom cell, or is wilderness without any location tag. 

Really do not know, it looks like there is no fallback location. This is likely where the dialogue or scene branch to something specific for the area.

 

For troubleshoot, try moving the " BaboInteractiveDia.esp" near the end of the load list and also move any community patches for babodialogue behind it.  Many mods modify location data tags.

 

Posted
6 hours ago, safado said:

That quest stage 20 has a condition to provide the location of the player.

Thanks for the possible tip... I'll try to figure it out

Posted

Hey, in the kidnap quest with the serial killer. on the stage where it says use the hotkeys to choose an escape route, which hotkeys? i couldn't find any keys that worked, plus there were no horkey options in the babomcm, what am i supposed to do>?

Posted
38 minutes ago, azaria777 said:

Hey, in the kidnap quest with the serial killer. on the stage where it says use the hotkeys to choose an escape route, which hotkeys? i couldn't find any keys that worked, plus there were no horkey options in the babomcm, what am i supposed to do>?

There is a magic button setting in the debug menu, set your hotkey for that to bring up your options for trying to escape. I'd also recommend setting in dialogue the QTE bar controls from strafe to attack.. as for some reason strafe does not work for me.. but attack button will. 

Posted

I've come across a frequent issue where some captured women that I've rescued, such as the ones enslaved by the Falmer... have no dialogue for being liberated. After I've defeated all three Falmer I only get the dialogue option to basically tease her about being gagged. 

Posted
47 minutes ago, ViolaTAL said:

There is a magic button setting in the debug menu, set your hotkey for that to bring up your options for trying to escape. I'd also recommend setting in dialogue the QTE bar controls from strafe to attack.. as for some reason strafe does not work for me.. but attack button will. 

Thanks a lot!

Posted
1 hour ago, ViolaTAL said:

There is a magic button setting in the debug menu, set your hotkey for that to bring up your options for trying to escape. I'd also recommend setting in dialogue the QTE bar controls from strafe to attack.. as for some reason strafe does not work for me.. but attack button will. 

when i assign a hotkey to that, and I tried multiple keys, after pressing, rest for how long menu pops up, for resting, what could be the problem

Posted
5 minutes ago, azaria777 said:

when i assign a hotkey to that, and I tried multiple keys, after pressing, rest for how long menu pops up, for resting, what could be the problem

If its like Midnight it seems to disable and only does the rest menu.. rest until like 8AM and then try again and see if it works. That usually fixes that for me. 

Posted
16 minutes ago, ViolaTAL said:

If its like Midnight it seems to disable and only does the rest menu.. rest until like 8AM and then try again and see if it works. That usually fixes that for me. 

It worked, I appreciate the help

Posted
1 hour ago, ViolaTAL said:

If its like Midnight it seems to disable and only does the rest menu.. rest until like 8AM and then try again and see if it works. That usually fixes that for me. 

let me tell you a couple of things an tell me if that is how it was supposed to work, basically when i struggled and then lockpicked the door i got teleported to an inn, after I talked to the bartender I got teleported to breezehome, is this how it goes? and the second one is when i pressed wait the guy would just come stare and leave nothing would happen, tried it many times. if everything else is working, why not this

Posted
34 minutes ago, azaria777 said:

let me tell you a couple of things an tell me if that is how it was supposed to work, basically when i struggled and then lockpicked the door i got teleported to an inn, after I talked to the bartender I got teleported to breezehome, is this how it goes? and the second one is when i pressed wait the guy would just come stare and leave nothing would happen, tried it many times. if everything else is working, why not this

i am having this same problem. Plus whenever i try to negotiate with the kidnapper i again get teleported to breezehome. And i havnt purchased breezehome yet, so i am stuck there without the key. whats the solution for this? 

Posted
On 9/17/2023 at 9:10 AM, azaria777 said:

let me tell you a couple of things an tell me if that is how it was supposed to work, basically when i struggled and then lockpicked the door i got teleported to an inn, after I talked to the bartender I got teleported to breezehome, is this how it goes? and the second one is when i pressed wait the guy would just come stare and leave nothing would happen, tried it many times. if everything else is working, why not this

This happens to me also for some reason. This one I cannot explain unfortunately. I get TP'd to breezehome also after leaving the inn

Posted (edited)
13 hours ago, azaria777 said:

Also additionally to the questions above, does anyone have any idea how i can make tassets not dissapear when I equip a bikini ? 

 

 

Learn about Skyrim body slot.  Learn what body slots the Tasset has assigned, learn what body slots the bikini has assigned.  Solve the conflict by changing the body slot assignment in the item that do not include the body(slot32) or remove a blocking slot in the one with the body(slot32), the change has to be in the NIF meshes (_0 and _1) and ARMA/ARMOR formid entries with an override patch.  Better edit nif mesh slot it in Outfit Studio so there is consistency when armor is rebuilt.

 

Info about body slots.

 

Check this for editing using Nifskope

You can also change mesh slots in Outfit studio.

 

"Nexus" community suggestion for slot usage,

Spoiler

Body slots used by Bethesda

This is the list of the body parts used by Bethesda and named in the Creation Kit:

  • 30 - head
  • 31 - hair
  • 32 - body (full)
  • 33 - hands
  • 34 - forearms
  • 35 - amulet
  • 36 - ring
  • 37 - feet
  • 38 - calves
  • 39 - shield
  • 40 - tail
  • 41 - long hair
  • 42 - circlet
  • 43 - ears
  • 50 - decapitated head
  • 51 - decapitate
  • 61 - FX01

Other body parts that exist in vanilla nif models

  • 44 - Used in bloodied dragon heads, so it is free for NPCs
  • 45 - Used in bloodied dragon wings, so it is free for NPCs
  • 47 - Used in bloodied dragon tails, so it is free for NPCs
  • 130 - Used in helmetts that conceal the whole head and neck inside
  • 131 - Used in open faced helmets\hoods (Also the nightingale hood)
  • 141 - Disables Hair Geometry like 131 and 31
  • 142 - Used in circlets
  • 143 - Disabled Ear geometry to prevent clipping issues?
  • 150 - The gore that covers a decapitated head neck
  • 230 - Neck, where 130 and this meets is the decapitation point of the neck

Free body slots and reference usage

  • 44 - face/mouth
  • 45 - neck (like a cape, scarf, or shawl, neck-tie etc)
  • 46 - chest primary or outergarment
  • 47 - back (like a backpack/wings etc)
  • 48 - misc/FX (use for anything that doesnt fit in the list)
  • 49 - pelvis primary or outergarment
  • 52 - pelvis secondary or undergarment
  • 53 - leg primary or outergarment or right leg
  • 54 - leg secondary or undergarment or leftt leg
  • 55 - face alternate or jewelry
  • 56 - chest secondary or undergarment
  • 57 - shoulder
  • 58 - arm secondary or undergarment or left arm
  • 59 - arm primary or outergarment or right arm
  • 60 - misc/FX (use for anything that doesnt fit in the list)

 

 

DD Team and Loverslab suggestion for slot usage  (preferable for compatibility with DD and most mods in Loverslab.)

Spoiler

The following is a list of all available slots in Skyrim, as well as what they are commonly used for.


Used by Slot Used by DD?
Head 30 No
Hair 31 No
Body - Full 32 No
Hands / Gloves 33 No
Forearms 34 No
Amulet 35 No
Ring 36 No
Feet 37 No
Calves 38 No
Shield 39 No
Tail 40 No
Long Hair / Device Hider 41 Yes
Circlet 42 No
Ears 43 No
Gags 44 Yes
Collars 45 Yes
Yokes / Armbinder (And Cloaks) 46 Yes
Unused (Commonly Backpacks) 47 No
Plugs (Anal) 48 Yes
Chastity Belts 49 Yes
Vaginal Piercings 50 Yes
Nipple Piercings 51 Yes
Schlongs of Skyrim 52 No
Cuffs (Legs) 53 Yes
Unused (Used by Remodeled Armor) 54 No
Blindfolds 55 Yes
Chastity Bras 56 Yes
Plugs (Vaginal) 57 Yes
Harnesses / Corsets 58 Yes
Cuffs (Arms) 59 Yes
Miscellaneous (Dual Sheath Redux, Estrus, etc) 60 No
Miscellaneous (Special Effects / etc) 61 No

 

Or maybe use the bikini and tassets from a TAWOBA collection properly put together, like TAWOBA-Remastered 6.1.

 

Remember be the slot, behave like the slot, do not judge the slot, slots will behave like slots.

Edited by safado
Posted
8 hours ago, safado said:

 

 

Learn about Skyrim body slot.  Learn what body slots the Tasset has assigned, learn what body slots the bikini has assigned.  Solve the conflict by changing the body slot assignment in the item that do not include the body(slot32) or remove a blocking slot in the one with the body(slot32), the change has to be in the NIF meshes (_0 and _1) and ARMA/ARMOR formid entries with an override patch.  Better edit nif mesh slot it in Outfit Studio so there is consistency when armor is rebuilt.

 

Info about body slots.

 

Check this for editing using Nifskope

You can also change mesh slots in Outfit studio.

 

"Nexus" community suggestion for slot usage,

  Hide contents

Body slots used by Bethesda

This is the list of the body parts used by Bethesda and named in the Creation Kit:

  • 30 - head
  • 31 - hair
  • 32 - body (full)
  • 33 - hands
  • 34 - forearms
  • 35 - amulet
  • 36 - ring
  • 37 - feet
  • 38 - calves
  • 39 - shield
  • 40 - tail
  • 41 - long hair
  • 42 - circlet
  • 43 - ears
  • 50 - decapitated head
  • 51 - decapitate
  • 61 - FX01

Other body parts that exist in vanilla nif models

  • 44 - Used in bloodied dragon heads, so it is free for NPCs
  • 45 - Used in bloodied dragon wings, so it is free for NPCs
  • 47 - Used in bloodied dragon tails, so it is free for NPCs
  • 130 - Used in helmetts that conceal the whole head and neck inside
  • 131 - Used in open faced helmets\hoods (Also the nightingale hood)
  • 141 - Disables Hair Geometry like 131 and 31
  • 142 - Used in circlets
  • 143 - Disabled Ear geometry to prevent clipping issues?
  • 150 - The gore that covers a decapitated head neck
  • 230 - Neck, where 130 and this meets is the decapitation point of the neck

Free body slots and reference usage

  • 44 - face/mouth
  • 45 - neck (like a cape, scarf, or shawl, neck-tie etc)
  • 46 - chest primary or outergarment
  • 47 - back (like a backpack/wings etc)
  • 48 - misc/FX (use for anything that doesnt fit in the list)
  • 49 - pelvis primary or outergarment
  • 52 - pelvis secondary or undergarment
  • 53 - leg primary or outergarment or right leg
  • 54 - leg secondary or undergarment or leftt leg
  • 55 - face alternate or jewelry
  • 56 - chest secondary or undergarment
  • 57 - shoulder
  • 58 - arm secondary or undergarment or left arm
  • 59 - arm primary or outergarment or right arm
  • 60 - misc/FX (use for anything that doesnt fit in the list)

 

 

DD Team and Loverslab suggestion for slot usage  (preferable for compatibility with DD and most mods in Loverslab.)

  Hide contents

The following is a list of all available slots in Skyrim, as well as what they are commonly used for.


Used by Slot Used by DD?
Head 30 No
Hair 31 No
Body - Full 32 No
Hands / Gloves 33 No
Forearms 34 No
Amulet 35 No
Ring 36 No
Feet 37 No
Calves 38 No
Shield 39 No
Tail 40 No
Long Hair / Device Hider 41 Yes
Circlet 42 No
Ears 43 No
Gags 44 Yes
Collars 45 Yes
Yokes / Armbinder (And Cloaks) 46 Yes
Unused (Commonly Backpacks) 47 No
Plugs (Anal) 48 Yes
Chastity Belts 49 Yes
Vaginal Piercings 50 Yes
Nipple Piercings 51 Yes
Schlongs of Skyrim 52 No
Cuffs (Legs) 53 Yes
Unused (Used by Remodeled Armor) 54 No
Blindfolds 55 Yes
Chastity Bras 56 Yes
Plugs (Vaginal) 57 Yes
Harnesses / Corsets 58 Yes
Cuffs (Arms) 59 Yes
Miscellaneous (Dual Sheath Redux, Estrus, etc) 60 No
Miscellaneous (Special Effects / etc) 61 No

 

Or maybe use the bikini and tassets from a TAWOBA collection properly put together, like TAWOBA-Remastered 6.1.

 

Remember be the slot, behave like the slot, do not judge the slot, slots will behave like slots.

I am using TAWOBA-Remastered 6.1 atm, that's where the disappearance of the tassets happen, I'll look into the body slots thanks

Posted

Anyone having an issue where after going through a defeat scenario the PC just keeps on doing defeat monologues (the monologues coming from this mod) constantly?  It seems to be replacing whatever normal monologue the PC would have said otherwise from this mod.  Even turning off all the options for player character monologuing doesn't help, the character still monologues as though they're in the defeat scenario still.

Posted
On 9/17/2023 at 8:10 PM, azaria777 said:

let me tell you a couple of things an tell me if that is how it was supposed to work, basically when i struggled and then lockpicked the door i got teleported to an inn, after I talked to the bartender I got teleported to breezehome, is this how it goes? and the second one is when i pressed wait the guy would just come stare and leave nothing would happen, tried it many times. if everything else is working, why not this

anyone has an answer to this?

Posted (edited)

Does someone else have the same cumbersome experience with the bandits event in the cellar (Nightgate Inn)? I don't have any interior mods to screw this.

  • Only one guy reacts to a talk
  • If you deny them, you have to roll a lucky d20 in order to move to the proper position and not watch yourself running forever against a pillar in the wall.
  • You draw whatever bullshit weapon you have, but you are actually a mage?
  • If they defeat you, nothing happens (this might be a mod conflict, I'm using Acheron + Yamete Kudasai).
  • If you agree with them, not fight, the leader does its job and then trots off toward the barrels/walls.

Basically, I would advise against any kind of taking control off and navigation queries. At least a fallback timer (or whatever) should be done to avoid NPC/PC getting stuck in a limbo.

 

P.S. Just saw that Babo detects for "Yam_Main", but the latest version I have 2.1.3 is "Kudasai_Main" ?

Edited by bono-bono
Posted
15 hours ago, azaria777 said:

anyone has an answer to this?

Short answer yes. Is that working as intended, not sure.

I have a sneaking suspicion that double triggering teleporting to inn then to breezehome might be due to accidentally triggering the door twice, but I haven't got a chance to test that.

The guy idling I just chalk it up to Skyrim AI being Skyrim AI, a lot of the time he just idle by the boxes for hours anyways.

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