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Posted
3 minutes ago, ChungusPPgoHard said:

On previous versions 'crazed serial killer' would come out to attack and kill the player there was no other outcome than kill player.
The event triggers various places in the wild. You can adjust the frequency in the mcm menu.

 

Oh haha that kind of sucks I can see why it was improved

Posted
8 minutes ago, ChungusPPgoHard said:

On previous versions 'crazed serial killer' would come out to attack and kill the player there was no other outcome than kill player.
The event triggers various places in the wild. You can adjust the frequency in the mcm menu.

I liked using the Player Get's Necro'd Mod with the serial killer, thought it went great with what a psycho path would to afterward

Posted
45 minutes ago, DayTri said:

 

Oh haha that kind of sucks I can see why it was improved

 

39 minutes ago, WCSC said:

I liked using the Player Get's Necro'd Mod with the serial killer, thought it went great with what a psycho path would to afterward

 

In version 4.71 you have the choice to revive and continue from a "crazed serial killer" BadEnd event (if enabled); "You can continue(revive) when you are killed by the kidnapper."

 

 

Posted (edited)

@factoryclose, @safado - Would very much appreciate some help with the uninstallation / reconfiguration of this mod.

 

I've installed the version here on LL (4.401) along with OSLAroused as the base (as it's intended to be backwards compatible with SL Aroused Redux), SLAP and SLHH. Noted that the other two mods were showing compatibility flags for BaboDialogue properly and such. Then I quit the game to add some keywords to the armor using Keywords Item Distributor.

 

The next time I launched the game and tried to load a save, I was getting CTD right after the loading screen. NET Script Framework crash logs were repeatedly showing showing SkyrimSE.exe+1234430 errors with Babo Dialogue scripts as the culprit. I unfortunately don't have my own logs anymore but I've found a similar reference in the NexusMods .NET Script Framework thread, so making a link to that instead.

 

As I was unable to load the save at all, I ticked the ESP file off and cleaned my save using ReSaver. SLAP and SLHH were showing BaboDialogue greyed out, all's good... or so I thought. I've noticed that Patreon has a more recent version (BaboDialogue 4.55) so I decided to give it a shot and installed, hoping that the latest public version wouldn't give me CTDs.

 

10 minutes in the game, no MCM popup. Save and reload, forcing MCM to reload its menus... nothing.

 

I've opened ReSaver to take a glance inside my cleaned save and noted that there are a LOT of strings still making reference to BaboDialogue, despite being cleaned; such as:

  • ::BaboDialogue_Installed_var
  • ::BaboDialogueActive_var
  • ::BaboDialogueCheck_var
  • ::BaboDialogueFaction_var
  • BaboDialogue : OFF
  • BaboDialogue_Installed
  • BaboDialogueOID
  • (...and a lot more...)

 

That being said, these make references and mentions to SLHH and such so I'm not certain if these are for letting the other mods detect BaboDialogue's presence. But after waiting 5-10 minutes ingame, saving and reloading, I'm still not getting the MCM menu for BaboDialogue itself.

 

Is there a console command or something I can do to clean up my previous save, or in lieu of such an uninstall option, to force the new version to reset all values and reinstate?

Edited by zakalla
Posted (edited)
11 hours ago, zakalla said:

@factoryclose, @safado - Would very much appreciate some help with the uninstallation / reconfiguration of this mod.

 

Is there a console command or something I can do to clean up my previous save, or in lieu of such an uninstall option, to force the new version to reset all values and reinstate?

 

This is normal Skyrim engine behavior, plugins are not supposed to be swapped around and load an already dependent save. 

The loading process has routines to re-index the plugins assets to lineup with the references in the save, but because SKSE is actually a hack to expand the capability of Papyrus it could fail with some assets if coders are not careful. 

Also, the global you listed are from other factoryclose mods, that have some BaboInteractivDia integration. I use OSLaroused it is also listed as an official requirement/replacement in the new BaboInteractiveDia patreon page when using the SkyrimSE version.

 

You can try to re-init SkyUI MCM registering.  With the following console command: (not case-sensitive)

setStage SKI_ConfigManagerInstance 1

 

You need to minimize papyrusVM load first by moving your character to an interior cell with no NPC, like the QA testing room.

coc QASmoke

 

When you execute the SkyUI re-init it will run a very heavy script and start to "query" all your mods MCM code builders.

Depending on your Papyrus optimization settings it could choke and be worse, or hopefully it could rebuild the mod MCM list properly.

You have to wait the message from SkyUI about these many mods count added and such, before opening the MCM again. 

This is the papyrus setting on my current game, it works for me but may not for you. Take it as an example. SkyrimSE with many SKSE optimizer/Patcher mods.

Spoiler
[Papyrus]
fPostLoadUpdateTimeMS=1000.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
fUpdateBudgetMS=1.2
fExtraTaskletBudgetMS=2.0
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=76800

 

I only enable debug when mods are 'miss' behaving.

 

If it fails, you could retry by purging "BaboInteractiveDia.esp" from the save before retrying, using ReSaver purge. If it present.

Picture shows the purge option for FillHerUp.  Purge is hackish save cleaner function.  It works for me most of the time for script issues but not for world static assets because of the way the "Save" database deal with those.

Spoiler

1915765289_Falrimpurgefillherup.jpg.a0d67919fa68fc04239c5ae6a1e82fc9.jpg

 

Note: I have to do these to recover Sexlab MCM after an SLSO upgrade that for some reason removed the sexlab MCM from SkyUi, but not SLSO MCM.  It worked for that incident. 

 

I do not use the Distribution mod for the keywords, but if you come through with the recovery of Babodialgue let the forum know if the keyword distribution works, after testing it.  I'm using the intended way using Elder Scrolls Plug-in(.esp) overrides for the armor/clothes adding the keywords, and I'm curious of that approach.  You should know that the distribution keyword approach is dependent on the save health, because it is not index at loading time and instead is done in runtime, cached, and saved.   

 

 

 

 

Edited by safado
Posted (edited)

Okay, glad to hear that OSLAroused is an acceptable alternative. I find the standard SL Aroused to be quite script heavy and slow, while OSLA seems to address that.

 

10 hours ago, safado said:

You can try to re-init SkyUI MCM registering.  With the following console command: (not case-sensitive)

setStage SKI_ConfigManagerInstance 1

 

You need to minimize papyrusVM load first by moving your character to an interior cell with no NPC, like the QA testing room.

coc QASmoke

 

I've already mentioned that I tried forcing MCM to reload -- it didn't do anything.

 

 

 

# Update:

After what happened, I've tried troubleshooting by removing some of the SL related mods to see if any of them were having compatibility issues with BaboDialogue. Trying to remove PSQ (PlayerSuccubusQuest) resulted in a corrupt savefile warning and it wouldn't load. Curious... did a quick search for PSQ and I stumbled upon @KirieKagarino pointing out the same issue that I had.

 

On 2/20/2022 at 10:06 PM, KirieKagarino said:

I find the problem after trial and error: It's PSQ.

 

Anyone having both of the mods pls remove PSQ and then try a new save again. I will see if I can find a way to fix this but no garantuees at all.

 

Started a new save without PSQ and no crashes from BaboDialogue since. Wonder what's causing the incompatibility here? In any case, unless someone else can confirm that they are using PSQ with BaboDialogue without issues, you might want to state it as an Incompatible mod in the mod description page.

 

With my admittedly limited scripting knowledge, I've tried looking into the scripts myself but couldn't find out any likely culprit.

 

Edited by zakalla
Posted (edited)
10 hours ago, zakalla said:

Okay, glad to hear that OSLAroused is an acceptable alternative. I find the standard SL Aroused to be quite script heavy and slow, while OSLA seems to address that.

 

 

I've already mentioned that I tried forcing MCM to reload -- it didn't do anything.

 

 

 

# Update:

After what happened, I've tried troubleshooting by removing some of the SL related mods to see if any of them were having compatibility issues with BaboDialogue. Trying to remove PSQ (PlayerSuccubusQuest) resulted in a corrupt savefile warning and it wouldn't load. Curious... did a quick search for PSQ and I stumbled upon @KirieKagarino pointing out the same issue that I had.

 

 

Started a new save without PSQ and no crashes from BaboDialogue since. Wonder what's causing the incompatibility here? In any case, unless someone else can confirm that they are using PSQ with BaboDialogue without issues, you might want to state it as an Incompatible mod in the mod description page.

 

With my admittedly limited scripting knowledge, I've tried looking into the scripts myself but couldn't find out any likely culprit.

 

 

Well, PSQ is a Japanese made mod, while Babo Interactive Dialogue is Korean.

  Ok, now the crashes make sense.    ?

 

Joke aside;  I'm using PSQ_SSE_1.0 combined with PSQ_Easy_Transform-1.4.0, and have not experiences crashes, yet.  

?

Not poking a hole to your success, just stating that it may be the version of PSQ. PSQ SSE 1.0, I think, is a copy of PSQ 3.2.8 but may have something changed. Also, PSQ Easy transform add-on overwrites the script creating the MCM.   Which version you were using? Maybe mine is broken and have not manifested, yet

 

Also, just is case.

If you have the SKSE64 mod "ConsoleUtilSSE" you will get many CTD issues because of bugs in that mod.  It will also make the game fail to load a save, sometimes.

It is fixed for SKSE64 2.1.x, but author do not want to fix SKSE64 2.0.x version. (suspected a*Hole)   Somebody did a recompile of the new code with SKSE64 2.0.x libraries without permission. Copy of that here

 

 

Note: The "setstage SKI_ConfigManagerInstance 1" do not force reload MCM, it is a refresh.   Force reload will need to remove the instances from the save to force a new copy, a very destructive process.

 

 

Edited by safado
Posted
4 hours ago, safado said:

Not poking a hole to your success, just stating that it may be the version of PSQ. PSQ SSE 1.0, I think, is a copy of PSQ 3.2.8 but may have something changed. Also, PSQ Easy transform add-on overwrites the script creating the MCM.   Which version you were using? Maybe mine is broken and have not manifested, yet

 

Also, just is case.

If you have the SKSE64 mod "ConsoleUtilSSE" you will get many CTD issues because of bugs in that mod.  It will also make the game fail to load a save, sometimes.

It is fixed for SKSE64 2.1.x, but author do not want to fix SKSE64 2.0.x version. (suspected a*Hole)   Somebody did a recompile of the new code with SKSE64 2.0.x libraries without permission. Copy of that here

 

I was using PSQ SSE 1.0 but not with the Easy Transform add-on. Might give it another push down the road if I feel like it, but since I just lost a 50+ level save to start fresh I'll wait and see what others are experiencing.

 

As for ConsoleUtilSSE - thanks for sharing that link. Perhaps modders could adapt CommonLibSSE-NG more widely so that they don't have to worry about compiling for SE, AE and VR.

Posted (edited)

Is there any way to reset the house visitor interaction? I have an issue where I got someone into my house, he left by himself and now there's no one coming again.

 

I've had this issue before, but I managed to solve it by finding the guy somewhere in the city and telling him to leave my house (even though he was already outside) - now I'm unable to track down the last visitor, so I don't now who to talk to :|

Edited by Phantasmppp
Posted

I have a question, does anyone know what animation is supposed to play after the message "He got me!  He begin to choke me!"?  In every instance where I get this message nothing seems to happen, and I just want to make sure I have the right animation activated.  Everything else seems to be working really well and I feel if I can just figure out this last mystery, I will have it running as well as it can.  

 

Posted
50 minutes ago, badtwister said:

I have a question, does anyone know what animation is supposed to play after the message "He got me!  He begin to choke me!"?  In every instance where I get this message nothing seems to happen, and I just want to make sure I have the right animation activated.  Everything else seems to be working really well and I feel if I can just figure out this last mystery, I will have it running as well as it can.  

 

When is that message displayed?  I rarely get animations just knock downs

Posted
21 hours ago, WCSC said:

When is that message displayed?  I rarely get animations just knock downs

 

So far it is displayed on Road Event #2 Biased Nord and Dead Argonians  and also on the Change Location Event #6 A Random Criminal will rape you at night.  I have tested it some more and noticed on Change Location Event #6 If I speak to the Low Life first a Horrible Harassment scene will take place and then the Low Life will follow me around but if I let him speak first then nothing at all will happen.  I have also noticed a problem with the defeat mechanism in both Road Event #1 A Crazy Criminal Chasing Player (serial killer) and Road Event #9 Falmers Seeking Sex Slaves where I will briefly go into knockdown after my health reaches zero only to have my health restored by half and completely if it goes to zero again.  I really like this mod and I feel if I can just figure out this last little part it would be awesome.

 

Posted

can someone please tell me what the hot key is for the free monologue?  Or how to assign one?  In the MCM it says “monologue scene will play when you press a designated hot key” but it down not tell us the hot key nor is there anywhere to assign one.

Posted
On 8/9/2022 at 5:12 PM, zupra said:

What is the hotkey to escape in the crazy serial killer scene?

Did you get serial killer event? I turned off all event in mcm other than number 5 and set breast value to 120. But all event I have met are vanilla.

Posted (edited)
8 hours ago, JayDM30 said:

can someone please tell me what the hot key is for the free monologue?  Or how to assign one?  In the MCM it says “monologue scene will play when you press a designated hot key” but it down not tell us the hot key nor is there anywhere to assign one.

 

In my keyboard the "Alicia Keys" is the hot key.......

 

MCM\Babodialgue\Debug\Magic Cursor Key.

There's an interval between key press and comments, also in the same page.

 

 

Edited by safado
Posted

Anyone run into/fix issue with MCM never appearing. I'm in AE also running HorribleHarrasment and ApproachRedux

Posted
4 hours ago, nerb said:

Anyone run into/fix issue with MCM never appearing. I'm in AE also running HorribleHarrasment and ApproachRedux

 

Happened to me with older version 3.x.  Was able to forced it by doing a ReSaver purge to the plug-in, similar to cleansave, but without disabling the plugin.

Posted
On 8/12/2022 at 8:26 AM, 3MAWDDDOnly1 said:

Did you get serial killer event? I turned off all event in mcm other than number 5 and set breast value to 120. But all event I have met are vanilla.

 

I triggered it using the test cell, also couldn't figure out the hotkey though

Posted
On 8/11/2022 at 11:45 PM, badtwister said:

 

So far it is displayed on Road Event #2 Biased Nord and Dead Argonians  and also on the Change Location Event #6 A Random Criminal will rape you at night.  I have tested it some more and noticed on Change Location Event #6 If I speak to the Low Life first a Horrible Harassment scene will take place and then the Low Life will follow me around but if I let him speak first then nothing at all will happen.  I have also noticed a problem with the defeat mechanism in both Road Event #1 A Crazy Criminal Chasing Player (serial killer) and Road Event #9 Falmers Seeking Sex Slaves where I will briefly go into knockdown after my health reaches zero only to have my health restored by half and completely if it goes to zero again.  I really like this mod and I feel if I can just figure out this last little part it would be awesome.

 

 

The "he got me he began to choke me" is a horrible harassment event, basically should be a more difficult version of the normal HH event. I think it's more difficult anyway. Same thing where you get stripped, except it's a choke animation and at the end you pass out. If you get this during the lowlife event, he will drag you somewhere and rape 2 or 3 times instead of just once.

 

Posted

updated to the latest version. and while most everything works as expected in general. 

 

however i have ran into an unusual problem with the arrogant noble quest. first scenes will play normal but then gets funky upon ariving in solitude.

normal action is walks forward stands in designated spot and listen to dialogue and eventually get released by falk.

 

whats currently happening is pc will ultimatly pace back and forth between designated standing spot and the stairs leading upto the throne. 

after using the mcm debug to regain control scene will atleast play somewat normally but restraints never gets removed as should happen and even using the remove restaints option in mcm does not remove them. this ultimatly forces a reload to the last save

Posted
On 8/13/2022 at 9:37 PM, DayTri said:

 

I triggered it using the test cell, also couldn't figure out the hotkey though

Which button did you pressed? I tried that kidnap button, but it starts the morthal inn scene. Another button shows something like baborandomevent at upper left corner but I still cannot trigger serial killer on road.

 

I am not sure which hotkey you are talking about. But in mcm-babodialogue-debug you can setup a magic key.

Posted
20 hours ago, 3MAWDDDOnly1 said:

Which button did you pressed? I tried that kidnap button, but it starts the morthal inn scene. Another button shows something like baborandomevent at upper left corner but I still cannot trigger serial killer on road.

 

I am not sure which hotkey you are talking about. But in mcm-babodialogue-debug you can setup a magic key.

 

If everything is set up correctly, just entering the cell should trigger a road event. If nothing happens when you enter that cell, and that other button does nothing, it means due to your configuration, no events will occur.

 

One reason could be your clothes don't have the correct tags

Posted

Could someone help explain how to add the keywords to armors. I have sseedit but just don't know where to start. Using BD's armor and clothes replacer if that makes a difference

Posted
On 8/13/2022 at 3:37 PM, DayTri said:

 

I triggered it using the test cell, also couldn't figure out the hotkey though

To trigger the options to escape you have the press the 'magic cursor key'. The key can be set in the BD mcm menu. 

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