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Posted
21 hours ago, gianclod said:

hello,

 

I've noticed my save becoming increasingly more unstable the more I play, to the point now that it crashes repeatedly on startup. Below a log from a recent crash when trying to load a save from main menu. I can see a lot of errors from babo dialogues about "base types do not match" and "cannot be initialized because the script no longer contains that property", If anyone with more knowledge can give it a look and point me in the right direction to fix it.

It's surly a combination of factor and not only this mod fault but might be a good place to start.

 

thank you :)

 

Papyrus.0.log 837.05 kB · 1 download

 

There are quite a few posts already in this thread about stability issues with this mod, you are not the 1st to have this kind of problem, too bad I know...
There is no easy way to clean a save after it reaches this state, you might be able to fix this particular crash, but it will come back after a while...

Posted (edited)
22 hours ago, gianclod said:

hello,

 

I've noticed my save becoming increasingly more unstable the more I play, to the point now that it crashes repeatedly on startup. Below a log from a recent crash when trying to load a save from main menu. I can see a lot of errors from babo dialogues about "base types do not match" and "cannot be initialized because the script no longer contains that property", If anyone with more knowledge can give it a look and point me in the right direction to fix it.

It's surly a combination of factor and not only this mod fault but might be a good place to start.

 

thank you :)

 

Papyrus.0.log 837.05 kB · 1 download

 

Just for an update.

After a bit of testing and after removing babo dialogue and cleaning the save, it loads with no problem at all, also random ctd seems to be gone for now.

Again, i'm sure it is not this mod fault alone but a combination of factor.

 

I did really enjoy this mod but it doesn't seems to be stable enough for a long playthrough for now.

Edited by gianclod
Posted
On 12/13/2021 at 9:52 AM, gianclod said:

 

Just for an update.

After a bit of testing and after removing babo dialogue and cleaning the save, it loads with no problem at all, also random ctd seems to be gone for now.

Again, i'm sure it is not this mod fault alone but a combination of factor.

 

I did really enjoy this mod but it doesn't seems to be stable enough for a long playthrough for now.

Good to know. I have been having problems with my playthrough as well after fresh installing and picking up a few new mods including this one I have a lot of weird problems this time around. One of them being that NPCs do not have quests to give me as usual. Definitely hope removing this mod will work for me as well, even though it adds so much great content to the game. :(

Posted

Anyone found a  permanent fix for the babodialoqueconfigmenu bug ? and yes I know about the temp removing it from saves fix, but it just happens again on the next save. I'm on LE and have the latest patron version

Posted
28 minutes ago, safado said:

 

You find it If you check 4 post before yours.

 

 

 

Shiiiit I skimmed over that thinking it was just your signature. Tyvm!

Posted (edited)
4 hours ago, WCSC said:

Anyone know why I'm getting duplicate NPC's in my game....i.e. two Sinmar NPC's.  Newest Dialogue installed

 

20211214223205_1.jpg.d9afa0988e55e2734bbf015b5aaab27c.jpg

 

20211214223121_1.jpg.98d42a5d3a8b17ea73c670caf9c3ff85.jpg

 

 

Tracked the second Sinmir to an entry in Babodialogue. 

 

It's a cloned Sinmir that is part of an incomplete room called "BaboEventWhiterunRoom".  It looks like the room is a modified Bannered Mare interior, maybe for testing dialogues.

 

Perhaps because it is a clone, it inherited the AI packages from the original.

 

 

 

 

 

 

 

 

 

 

Edited by safado
Posted (edited)

Dear @factoryclose,

Thanks for the mod. It takes the power fantasy problem ('Hey, I'm OP after five minutes!') away from the game, and then makes you earn it. That's welcome.

 

I have one small problem with v4.031(English,SE), possibly in conjunction with SoS and SoS Uncloaked. In one event - BaboChangeLocationEvent06 - the Lowlife is wearing unschlongable armour. The encounter works perfectly apart from the fact that he keeps his undies on throughout, schlong poking through the front. In SoS's MCM his armour is marked as revealing and ghosted.

 

I think it is down to the keyword EroticArmor in the (and here it gets hazy) sublist for enchanted iron...? possibly. When I finally found and removed the keyword in the CK a few weeks back my game CTDed on load until I reinstalled the backup and I've had to set the probability for this event to 0%, missing out on that content entirely. Which is a shame as the typo (leave it in, please - it makes me laugh every time) in one of his lines -- when heard through the voice pack available -- means he says "No Sue Dean moves..." and I'd dearly like to find this Miss Dean to ask how she kicked his ass.

 

Looking at the plugin in the CK now I cannot find the entry I changed and broke in my earlier attempts so I'm asking if you are aware of it, or if anyone else reading has encountered and fixed this tiny issue.

 

Edit: re-enabled the event at 100% probability and fast travelled to the same location to trigger the event. Screenshot included, if that helps.
 

Spoiler


enb2021_12_17_08_58_30_the_lowlife_in_question.thumb.jpg.b23668639b2a148a6a4127cbe094d395.jpg

The life in question, wearing Iron Armor of Alteration - marked as built-in in SoS's MCM.

 

Edited by ethethetheth
Added SS to prove I wasn't dreaming the whole thing
Posted

Dear @factoryclose,

Continued thanks for the mod. I am back, however, with a different question.

 

I have been voicing the player chracter soliloquoys/voiceovers for myself after noticing that you used only the VoiceTypes FemaleUniqueMeridia and FemaleUniqueNamira for them. Though using a synthesis model from without Skyrim this has been largely successful. The longer lines however cut off before the end more often than not.

 

My question is: is the line length set in your mod somewhere so that I can alter it? If the answer is no then I suppose a longer Fuz-Roh-Doh silent file may be the solution but I just thought I'd check.

Posted
2 hours ago, DoubleBerry said:

Hello!

 

Posting here to report a bug I encountered in my mod setup. This mod is conflicting with Amazing Follower Tweaks SE
When I install this mod and startup my game, all my followers except for one leave (go back to their respectives homes), but their dialogue to me is as if they were still following me. If I try to make other followers follow me, I do get the option in menu and they acknowledge it, but don't follow. If I uninstall this mod, everything goes back to normal.

 

I don't know what exactly is causing this, I looked through the settings, but didn't find anything suspicious. Maybe this is only happening to me, but in any case I just wanted to let you know! Whether you look into it or not is entirely up to you of course, thanks for the mods and your work anyways!

 

The hierling dialogue is modified by this mod, maybe also by AFT and that the conflict.  Try making babodialgue load before AFT.

 

 

Posted
On 12/16/2021 at 9:45 AM, safado said:

 

 

Tracked the second Sinmir to an entry in Babodialogue. 

 

It's a cloned Sinmir that is part of an incomplete room called "BaboEventWhiterunRoom".  It looks like the room is a modified Bannered Mare interior, maybe for testing dialogues.

 

Perhaps because it is a clone, it inherited the AI packages from the original.

 

 

 

I noticed it... I'll fix it. Thanks for the report.

Posted

When I'm adding the keywords to all the clothes and armours, do I also need to apply the keywords to the enchanted armour lists in SSEEdit? Trying to do up the esp and the enchanted items are like 80% of the list.

Posted
On 12/18/2021 at 1:04 AM, ethethetheth said:

Dear @factoryclose,

Continued thanks for the mod. I am back, however, with a different question.

 

I have been voicing the player chracter soliloquoys/voiceovers for myself after noticing that you used only the VoiceTypes FemaleUniqueMeridia and FemaleUniqueNamira for them. Though using a synthesis model from without Skyrim this has been largely successful. The longer lines however cut off before the end more often than not.

 

My question is: is the line length set in your mod somewhere so that I can alter it? If the answer is no then I suppose a longer Fuz-Roh-Doh silent file may be the solution but I just thought I'd check.

I didn't think that would matter... Now that you mention it I remember I set up a timer 4 seconds. I'll lengthen the timer if you want. 10 seconds shuold be enough I guess.
Also, to make it coherent, I'll make a new actor for the speaker if you think it matters. 'FemaleEvenToned' would do the job.

Posted (edited)
2 hours ago, factoryclose said:

I didn't think that would matter... Now that you mention it I remember I set up a timer 4 seconds. I'll lengthen the timer if you want. 10 seconds shuold be enough I guess.
Also, to make it coherent, I'll make a new actor for the speaker if you think it matters. 'FemaleEvenToned' would do the job.

Thank you for the reply. I don't think any of the soliquoys are longer than 7 seconds at the pace the model I chose speaks at, and your pick of Meridia and Namira's voices for them was an inspired one as they are never used by the general cast of Skyrim, and could therefore easily be picked out from the rest of the staggering amount of dialogue in your mod both in the CK and Lazy Voice Finder. Using the Meridia's VoiceType in Horrible Harrassment allowed me to quickly find and easily voice the player lines in that for myself too.

 

Please don't change them -- here or in SLHH -- on my account. In fact it would have made my job harder if you'd used a common VoiceType.

 

Thank you again - for the mods, the reply and the offer.

Edited by ethethetheth
only Meridia's voice, not both, used in SLHH - corrected my mistaken assumption that it was both
Posted
44 minutes ago, ethethetheth said:

Thank you for the reply. I don't think any of the soliquoys are longer than 7 seconds at the pace the model I chose speaks at, and your pick of Meridia and Namira's voices for them was an inspired one as they are never used by the general cast of Skyrim, and could therefore easily be picked out from the rest of the staggering amount of dialogue in your mod both in the CK and Lazy Voice Finder. Using the Meridia's VoiceType in Horrible Harrassment allowed me to quickly find and easily voice the player lines in that for myself too.

 

Please don't change them -- here or in SLHH -- on my account. In fact it would have made my job harder if you'd used a common VoiceType.

 

Thank you again - for the mods, the reply and the offer.

Ah... I see. Then I'll just stick to Meridia voice then. Thanks for clearing out.

Posted

Absolutely love this mod, though I still have some things unclear, especially about the content for the dibella seduction for merhchants. When I buy a lot of items from a merchant, they always ask me if I am seducing them, and I have three options. I also wanted to know if these dialogue make any consequences, and does this progress into more content regarding Dibella, or is this it. Thanks

Posted
1 hour ago, kalandra327 said:

what triggers the duel with vice captin? do i need a certain keyword equipped or ? Its the only two ´titles i have left

 

Good question

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