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Posted (edited)
18 hours ago, Sup_Saw12 said:

Yes, thanks but it didn't work for me.

 

Make sure you have all the requirement dependencies. *****Move babodialogue near the end of mod load list.

Read commented list.

Spoiler
Required Mods(SE)
 

 

Test without the optionals mods first, if possible, at least make sure their individual MCM opens.  Babodialogue scan for quest in memory to detect,  any issues with the quest init of the mods can stall babodialgoue init routine.  The inits generally get retried each game load.

 

 

Not listed, third party optional mods. Provided some interaction or necessary mod awareness to workaround conflict bugs.

  • Devious Devices Integration:  Restrain options relative to ZAP.
  • Skooma Whore:  Kidnaps may include drugging.
  • BattleFuck: Scene compatibility
  • Yamete:  Auto exclude aggressor NPC from Yamete. Scene compatibility
  • Fertility mode 3 (BSA version, loose version is hard to patch) *** works better with "Fertility Mod Fixes and Updates": Birth and children tracking.
  • BeeingFemale: Birth and children tracking.
  • Estrus Chaurus: infection tracking
  • Sexlab Survival: (SLS_BikiniArmor keyword, is used for some babo calculations only. License tracking, but not explicitly used)
  • Simple Slavery:  Some scenes will send PC to this mod.
  • EFF, (detect of followers for some scenes.)
  • Precision.   (workaround for npc hit detection needed in some scenes)
  • NFF, (detect of followers for some scenes.)

 

 

 

I recommend patching SkyUI SE MCM 128 Limit Upgraded to 254.  SkyUI Resort, may have a better patch, but I have not used it yet.

 

I recommend using a SkyUI interface replacer, they tend to include QOL fixes for SkyUI.

Spoiler

I'm using Dear Diary Dark Mode - SkyUI Menus Replacer SE, and it works very well, even speedup a little the menu presentation.  You can use anything similar that work for you. 

 

 

When I have issues with mods MCM, doing something like the steps below sometimes helps.....

Some mods' init are not robust enough for heavy loads or do not wait for proper init of dependencies. Purging\Clean save helps for this kind of issue.

 

Open the save on ReSaver.

Looks for Active Scripts, checl for scripts spamming or stuck script being called every new save\load.  The picture is an sxample of a script being called every save\load and failing to complete and being call again next time.

Spoiler

Resaver1.JPG.494cb65d8b620bb4087d76ba9c0226f8.JPG

 

You can try to purge a plugin or delete some part of it. Textbox at the top, helps by filtering the mod list.  Purge is similar to "Clean Save".

If successful, you are forcing a plugin restart by purging or instance delete.  It could also corrupt the save, depending on game state during save creation. Saving an edited save file will create a new one.  Should be shown as the more recent in the Skyrim save load list and as a duplicate of the second save, but edited.

Spoiler

Resaver2.JPG.abb2dbfe7a178f2eee9007ad75350ec5.JPG

 

If the problem is some other mod messing the load process, this will not help with the targeted mod.

 

Edited by safado
Posted
5 hours ago, safado said:

 

Make sure you have all the requirement dependencies. *****Move babodialogue near the end of mod load list.

Read commented list.

  Reveal hidden contents
Required Mods(SE)
 

 

Test without the optionals mods first, if possible, at least make sure their individual MCM opens.  Babodialogue scan for quest in memory to detect,  any issues with the quest init of the mods can stall babodialgoue init routine.  The inits generally get retried each game load.

 

 

Not listed, third party optional mods. Provided some interaction or necessary mod awareness to workaround conflict bugs.

  • Devious Devices Integration:  Restrain options relative to ZAP.
  • Skooma Whore:  Kidnaps may include drugging.
  • BattleFuck: Scene compatibility
  • Yamete:  Auto exclude aggressor NPC from Yamete. Scene compatibility
  • Fertility mode 3 (BSA version, loose version is hard to patch) *** works better with "Fertility Mod Fixes and Updates": Birth and children tracking.
  • BeeingFemale: Birth and children tracking.
  • Estrus Chaurus: infection tracking
  • Sexlab Survival: (SLS_BikiniArmor keyword, is used for some babo calculations only. License tracking, but not explicitly used)
  • Simple Slavery:  Some scenes will send PC to this mod.
  • EFF, (detect of followers for some scenes.)
  • Precision.   (workaround for npc hit detection needed in some scenes)
  • NFF, (detect of followers for some scenes.)

 

 

 

I recommend patching SkyUI SE MCM 128 Limit Upgraded to 254.  SkyUI Resort, may have a better patch, but I have not used it yet.

 

I recommend using a SkyUI interface replacer, they tend to include QOL fixes for SkyUI.

  Reveal hidden contents

I'm using Dear Diary Dark Mode - SkyUI Menus Replacer SE, and it works very well, even speedup a little the menu presentation.  You can use anything similar that work for you. 

 

 

When I have issues with mods MCM, doing something like the steps below sometimes helps.....

Some mods' init are not robust enough for heavy loads or do not wait for proper init of dependencies. Purging\Clean save helps for this kind of issue.

 

Open the save on ReSaver.

Looks for Active Scripts, checl for scripts spamming or stuck script being called every new save\load.  The picture is an sxample of a script being called every save\load and failing to complete and being call again next time.

  Reveal hidden contents

Resaver1.JPG.494cb65d8b620bb4087d76ba9c0226f8.JPG

 

You can try to purge a plugin or delete some part of it. Textbox at the top, helps by filtering the mod list.  Purge is similar to "Clean Save".

If successful, you are forcing a plugin restart by purging or instance delete.  It could also corrupt the save, depending on game state during save creation. Saving an edited save file will create a new one.  Should be shown as the more recent in the Skyrim save load list and as a duplicate of the second save, but edited.

  Reveal hidden contents

Resaver2.JPG.abb2dbfe7a178f2eee9007ad75350ec5.JPG

 

If the problem is some other mod messing the load process, this will not help with the targeted mod.

 


Thanks, I re-read the instructions and tried again by deactivating all the optional mods, enter the game. Confirm it appears in MCM. Then re-activate them all again and it works now.

Posted
9 hours ago, wdspeck said:

Does the noble have a name? I've never seen him in any of my playthroughs and I'd like to see if I can moveto him.

 

His name is just "Noble" but there's several different versions of him in the mod. It's preferable to have him spawn normally since he's followed by Imperial guards who are also part of the quest.

 

The conditions to spawn him are in the PDF manual:

  • Completed "The Man Who Cried Wolf" in Solitude.
  • Have a beauty value of 90 or higher.
  • Only spawns as road encounter, between 7am and 8pm.

If you have trouble spawning him, set the encounter percentage to 100. Then walk to the intersection south of Rorikstead (it's a common spawn zone for road encounters).

Make sure you save before the encounter. This quest is known to be buggy and might not end properly.

If you encounter a bug, reload your save and disable the quest until the next update.

Posted

Heya Fellas,

 

I encountered a problem today which im trying to fix for, like 6 hours now. BaboDialogue just refuses to show up in the MCM most of the time. I already tried reinstalling the mod, disabling mods that can use Babo(the Optionals mods like SLHH and the rest). Even now shrunk my modlist to below the plugin limit, either by removing mods or merging. It just doesnt work, even doe previously for about 6 months everything worked just fine.

With ReSave i get this message: 

image.png.4d50cf7cd925391eda61bd3bf2097a76.png

I dont know anymore, so i hope anyone managed to fix this issue. 

Posted
On 12/1/2023 at 2:22 PM, Crewdoh said:

I am running Baka version of Defeat.  Was interested in giving Practical Defeat a try and wanted to know if it is compatible with Babo Dialogue?  Thanks.

it isnt I tried it before the defeat scenes dont work....

Posted

For some reason after updating to 5.20, NPCs keep repeating the conversation about "Reading is boring". Like most of the time when 2 NPCs start bantering it will be that conversation. Anyone else experience this and know how to fix? 

Posted
14 minutes ago, tomrey766 said:

For some reason after updating to 5.20, NPCs keep repeating the conversation about "Reading is boring". Like most of the time when 2 NPCs start bantering it will be that conversation. Anyone else experience this and know how to fix? 

Not seen that line

Posted (edited)

I'm having issues getting the MCM to appear, but have managed to circumvent them by simply using console commands to change the various values that you'd normally go to the MCM to change and get the mod more or less entirely working, except for one problem: I can't find a way to set a hotkey for the prisoner/slave escape events.

 

Does anyone know a way to set these, either in the console or with a file edit?  Alternately, if it would be possible to have a default key set for them in future versions, that would help.

Edited by Imperfected
Posted

how to stop/disable npc x npc bantering/dialog? cause my custom follower like kaidan keep bantering with any npc
or atleast how to disable for custom follower?

Posted

Yeah, my followers talk to each other a lot. I think they do stop when I disable the function completely, but any percentage seems to be too high. It's like they'll start chatting with each other every other minute.

 

Either way, very exciting how this mod is still supported and frequently patched. Seems like we have very few of those around here, so here's my thanks to factoryclose and everyone involved in the project.

Posted
On 12/4/2023 at 11:26 AM, drspoont said:

Any idea why the text massage being like this I test with other mod is fine only for babo.
image.png.7bce3db512156aea71020b1aaee7af01.png

 

That might've been my fault if you're using the patch I posted. I somehow broke BakaStrings when I was rewriting it. So, I re-rewritten it and dialog boxes and notifications are working again.

Reuploaded the patch in my previous post here:

 

Posted
On 12/4/2023 at 11:09 PM, risenrisen1 said:

Heya Fellas,

 

I encountered a problem today which im trying to fix for, like 6 hours now. BaboDialogue just refuses to show up in the MCM most of the time. I already tried reinstalling the mod, disabling mods that can use Babo(the Optionals mods like SLHH and the rest). Even now shrunk my modlist to below the plugin limit, either by removing mods or merging. It just doesnt work, even doe previously for about 6 months everything worked just fine.

With ReSave i get this message: 

image.png.4d50cf7cd925391eda61bd3bf2097a76.png

I dont know anymore, so i hope anyone managed to fix this issue. 

 

Have you tried using Jaxonz MCM Kicker SE? Sometimes MCM menus refuse to show up in my build and I had to use the kicker to force update MCM. It's recommended to be disabled in your load order after it properly loads the MCM menus.

Posted
On 12/5/2023 at 12:09 AM, risenrisen1 said:

Heya Fellas,

 

I encountered a problem today which im trying to fix for, like 6 hours now. BaboDialogue just refuses to show up in the MCM most of the time.

I dont know anymore, so i hope anyone managed to fix this issue. 

 

Those 92 script stacks are the biggest problem in that save file.   It is a signal of scripts failing to complete and being call again and again.  It could be failing because of conflict, version mismatch because of patches or modifications to the host mod, failing to provided SKSE dependency mod, script execution overload because of too many mods loading at the same time, or just bad coded scripts.

 

You will see them in the Active Script queue, with many showing "suspend".  Those will be listed in the "Suspended Stacks 1 & 2" lists. 


 

Spoiler

You can load an older save that do not have the issue.

You can try to force terminate every script instance that is listed more than once, or everything.  This could corrupt the save.

You can try to identify the mods loading the scripts in the suspended stacks and purge the plugin. This will remove the instanced records and force a restart of that mod, similar to a "Save Clean".  Sometimes it works.

 

If the save is not corrupted by ReSaver actions, and you are able to load it, then go to "COC QASmoke" and create a new save after waiting for proper init of mods. Open the new save in ReSaver and look the active script again.   Take a snapshot to compare during troubleshoot (optional), restart the game with the save, and do whatever you need to do.  Save and review again after a while. 

 

There is a Skyrim\SKSE bug that sometimes a registerforkey(0) will spam the papyrusVM queue, specially in high latency events.

 

--Performance tip

Look at the Free FPS suggestion list (is a PDF inside a zip).

Try installing Skyrim performance mods like Papyrus Tweaks NG with the "INI Reference", and the "Speed up native calls" to true.

 

Posted (edited)
On 12/4/2023 at 8:02 PM, Lenore said:

 

  Reveal hidden contents

image.png.3a722d36c3a77daf7eeab970971694dd.png

 

Hey, thank you! May I ask where you got that from?

 

Edit: Nvm, found it! :)

Edited by SwissCheeseConnoisseur
Posted

Ok so I'm kinda messing up with mods, I just wanna know about compatibilities.

On Special Edition, I have OSL aroused which doesn't seem to affect Babo, so I decided to download that BAKA modified version, should it load after or before OSL aroused? Manager suggests "before" OSL but I am not sure. 

Posted (edited)
17 hours ago, yacky91 said:

Ok so I'm kinda messing up with mods, I just wanna know about compatibilities.

On Special Edition, I have OSL aroused which doesn't seem to affect Babo, so I decided to download that BAKA modified version, should it load after or before OSL aroused? Manager suggests "before" OSL but I am not sure. 

 

You got the messing up right.

You use OSL aroused or SLAR-Baka or another SLAR replacement with the SLAX\BAKA keywords (Like SLAX). Never combined, they will overwrite each other's files, with the last one "winning".  They are not add-ons, they are full replacement for original SL Aroused (Redux). 

 

 

Edited by safado
Posted

I have stange shit going on afther i install this mod. NPC non stop talk to each other with the same line of dialogue about books. 
I know this is because of it's mod because i found this dialogue inside. 
I thought thi mod suppose to be like horny comment on my character not unvoiced immersion breacable shit along npc lol 
is it way to turn it off or delete these dialogs? 

Posted

Sorry to bother you all, has anyone encountered the problem that road events cannot proceed normally after updating to 5.2?

 

The current situation I am encountering is that I can have a conversation with the NPC, but there will be no subsequent events (such as animation, etc.)

 

ps has updated all necessary mods

Posted
5 hours ago, hjkl40877 said:

Sorry to bother you all, has anyone encountered the problem that road events cannot proceed normally after updating to 5.2?

 

The current situation I am encountering is that I can have a conversation with the NPC, but there will be no subsequent events (such as animation, etc.)

 

ps has updated all necessary mods

 

He may have added new bugs. 

Download 5.21, try in the resets Quest in the debug after upgrading files because core quest monitoring script may need new assets references.

Spoiler

Change Log(5.21V)
- Bug Fix: Loanshark Boss dialogue got stuck after you agreed to serve as a slave
- Bug Fix: Bandit Kidnap event didn't work in RoadEncounter07
- Bug Fix: Actor Dialogue Percentage didn't work

 

 

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