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Naked Defeat AE/SE


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Posted (edited)

Annnd reporting back already. With extremely positive result. Papyrus Tweaks speeds the literal hell out of everything ND related to amazing warp speeds. In fact it's so fast I have to increase the crawl time now as otherwise it's over with before I can move! (This is fine considering the wait times from before!)

 

What I did:

  • Grabbed Papyrus Tweaks.
  • Grabbed the reference .ini and threw it in the right spot. (SKSE/Plugins folder!)
  • Switched bRunScriptsOnMainThreadOnly from false to true in the .ini.

My only caution is this might be for non-potato machine as the author indicates it can affect framerates. (My framerates are always at max and I haven't noticed any drops with this active. So might be machine dependent!)

 

EDIT: I should also note that while FreeFlyCam worked, it had some annoying (to me) side effects like super fast mouse sensitivity when in free fly mode. With Papyrus Tweaks I can toss FreeFlyCam and get back to normal! :cool: Also seems to speed up -everything- Sexlab included!

 

I'll keep testing with it but I'm very impressed so far!

Edited by Nessa
Posted

Does this mod not check Sexlab gender? I play a futa character, set to male in Sexlab (with no vagina) but the animations that get chosen are always tagged with vaginal which shouldn't, ideally, happen. Would that still happen if you played a male male? Any way to just get it to play anal and oral animations?

  • 2 weeks later...
Posted

Why can I only get this to work if I set time to crawl to a good spot to 0? Anything above that and I crawl around infinitely and nothing happens. I have tried disabling almost all other mods except the basic bug fix ones and loaded a completely new save but it makes no difference

Posted

I've noticed Nymra's recent post on patreon (sub. only obviously) and from the preview snipped it's said that the mod is not abandoned, anyone with an access has a TLDR?

Posted

Hello

I've seen to be having an issue with the mod.

Installed it for the first time in SE, everything seems to work well until the part where the enemies gotta start the fucking.

I get the message

"enemies need a moment to decide who goes first" or something like this, yet after this, even  with 3 enemies around I get the message
"There is nobody around to take care of the situation" or something like this, and then the "Crawl away".

 

It seems it isn't recognizing enemies, any idea how to fix this?

This is a first install in a game with no other prior combat sex mods. 

Posted
On 12/29/2022 at 12:13 PM, analogman77 said:

Hello

I've seen to be having an issue with the mod.

Installed it for the first time in SE, everything seems to work well until the part where the enemies gotta start the fucking.

I get the message

"enemies need a moment to decide who goes first" or something like this, yet after this, even  with 3 enemies around I get the message
"There is nobody around to take care of the situation" or something like this, and then the "Crawl away".

 

It seems it isn't recognizing enemies, any idea how to fix this?

This is a first install in a game with no other prior combat sex mods. 

Have you registered any animations through SLAL (sex lab animation loader)? And do you have ALL of the framework necessary to make the mod work? 

Posted

It might also be that you have "restrict aggressive animations" (or something along those lines) enabled in the SexLab MCM, but have no aggressive animations installed.

Posted

It seems something is wrong with my slal instalation now that you mention it

I see the menu in the MCM, yet it does not show any animations (at least not how it used to do in LE)

When I try to register animations it registers 0 animations. However in the Sexlab mcm menu I can see at least 50 animation, which include some of the known aggresive ones.

 

This is the Slal I downloaded 

 

And I have Fnis, JContainers and Sexlab. I ran Fnis as well, yet it still doesn't work.

 

 

Posted

I got the feeling that SLAL is really slwo it takes in my case after opening it in MCM about 1 Minute before it shows the diffrent animation sets I installed.

and registreting does take some time... enough to drink a coffee.

Posted (edited)
On 6/15/2022 at 2:33 PM, Nymra said:

 

yeah, thats a DAR based mod. I have this in the LE thread. Need to copy it to SE finally....

 

DAR - Dynamic Animation Replacer                                                                                                                           

 

Problem:

- DAR will play its idles even when Naked Defeat is active. this can lead to funny visual behaviour at times

 

Solution:

- you have to add the following condition to all random idles:

 

    NOT IsInFaction("Naked Defeat.esp" | 0x000800)

 

Explanation:

- Naked Defeat adds the Player to a "DefeatFaction (0x000800) for the duration of its scenarios. This faction can be detected by DAR and then make DAR NOT run its idles

Stupid question, does the X in 0x000800 need to be replaced with a real number?  or is that a wildcard?

 

im trying to use underdog dar animations with nade but every time I move, instead of crawling it’s using my underdog walk anim, despite putting this condition in the dar file

Edited by no_way
Posted
On 9/21/2022 at 7:57 PM, alex77r4 said:

 

The corrupt save game issue has nothing to do with Form 43 or Form 44. I don't know where that idea comes from, but it's one of the biggest nonsense I've ever read.

Please, correct your Main Page.

 

The corrupt save game issue in Naked Defeat is due to the way the mod handles the scripts. If we open a corrupted save game with ReSaver, remove the entire Array section, save it, and try to load that WRONG cleaned save game, Skyrim loads it with no problem. So, the problem must be related to the Garbage Collector when try clear the array section in memory, after load the normal savegame.

 

Note that deleting the entire Arrays section is a huge aberration because we lose all data stored in Arrays by all mods, and of course many mods stop working when we manually delete ALL their Arrays. That's why I say "WRONG cleaned save game" and, if you want to do a test following my steps, delete that "WRONG cleaned save game" after doing the test and DON'T use it to play.


I think the real problem is that the scripts have semi-eternal loops that only end when some Quest reaches specific Stages and, when we remove Naked Defeat and try to load the save game, the garbage collector tries to remove the scripts and their arrays BEFORE the scripts exit the semi-eternal loop. That seems to be causing the corrupt save game.
The only solution I've found is to force the scripts out of semi-eternal loops to finish their execution and this is the way to do it.

 

How to UN-Install, DE-Install or Remove Naked Defeat:
1 - Disable the ESP but NOT disable the mod. We need to start the game without the ESP but WITH the Scripts.

2 - If you have extras that require the main ESP, disable their ESP's but don't disable their mods.
3 - Open the game and load the saved game. Accept the alert about missing plugins. The SaveGame should load without any problem.

4 - Do a new manual SaveGame on a new slot and exit the game.
5 - Disable the mod and the extras in your mod manager to remove the script files and clean up your last save with ReSaver.

 

Technical details:
Since we remove the ESP but leave the Scripts, when the game loads the save game, the ACTIVE scripts ask about a Quest that does not exist, because it is defined within the missing ESP. Since the Quest does not exist, the script cannot determine the stage of the Quest and that forces the exit of the semi-eternal loop. Then, the Script Engine can sucesfully FLAG the scripts as un-attached whitout call the Garbage Collector to delete the arrays.

The BIG diference is that, when we remove the ESP and the script, the Garbage Collector must clean the memory used by the arrays because the scripts not exist inside the file structure of the game and seems to make it BEFORE the scripts end their execution. But when we remove ONLY the ESP and NOT the scripts, is only necesary FLAG the script as un-attached. In the new save game we should not have any ACTIVE Naked Defat scripts and we must have only a lot of unattached instances.

 

Additional Notes:
The corrupt savegame problem can persist. The mod is big and complex. Have a lot of scripts, quests, events and extras. Then, it is possible that this solution does not work in your game. In that situation, please, quote only this paragraph and upload your savegame to take a look.

 

Final note:
I know this problem does not happen in Legendary but the reason does not have any relation to the Form 43 or Form 44. Please, correct your Main Page.
The script engine in Special Edition is different than the Script Engine in Legendary and works in a different way. For that the scripts are more fast in Special than in Legendary and, for that, the MCM are very slow in Special. Because the script engine works in a different way.

Thank you very much! I'm a SE user and you did save my save.

Hope more people with the same corrupt savegame problem could read your reply

Posted

anyone know why ND would be spawing the furniture ok, but then only my follower gets correctly put into it, and Im still crawling on the floor next to it?

Posted
26 minutes ago, no_way said:

anyone know why ND would be spawing the furniture ok, but then only my follower gets correctly put into it, and Im still crawling on the floor next to it?

Install my patch and try again.

Posted

just installed the mod , when i surrender mod seems to work great , but during combat my health bar gets to 0 , and nothing happens I am able to carry on the fight .

is there a setting a missing some ?

 

Posted
On 11/3/2022 at 3:48 AM, alex77r4 said:

 

Well, it seems that really the ScriptLock problem, which forces us to open and close the console many times, is actually caused by delayed calls.

 

I have eliminated half of the delayed calls and the ScriptLock problem has been reduced by 90%, but there are still 10% of situations where we can have ScriptLock. Therefore, it is not a total solution. The chance of blocking depends on how many mods with scripts are running at the same time. On a light install it may never lock but on a heavy install it can lock much more. But I have to wait for Nymra's return to resolve the remaining 10% because I need to make deeper changes to the mod.

 

Naked Defeat ASA4 Patch.rar 655.36 kB · 112 downloads

EDIT: Excuse me but I put a bad ESP file inside ASA3 Patch. I remove ASA3 and solve the problem in ASA4 Patch.

 

To install this version you have to follow specific instructions because I change a lot of things in the scripts and within the ESP and this is not a normal patch.

1 - Open your game, go to the MCM and disable Naked Defeat.
2 - Save your game and open it with ReSaver.
3 - Type "nade_" in the first filter and look carrefull the results:

  Hide contents

nade3.png.42136488ce6e1f18d76a0883d9eaca17.png

 

Normal view whitout filter:

nade4.png.f9f26068e078946a896d29cda317706c.png


3 - Make sure you don't have any ACTIVE scripts that start with nade_
3.1 - If you have ACTIVE scripts that start with nade_ bad things have happened in your game. You can try to manually remove them. It's dangerous but usually it works. Select them, press DELETE and accept ReSaver's warning. Save the modified save game and try to load it into the game. If it works, save it again. If not, tough luck. Try to follow my instructions to uninstall Naked Defeat and install it again.
4 - Without ACTIVE scripts you can install my patch and let it replace the original files from Naked Defeat 4.81
5 - Open your game and load your saved game.
6 - Open the console and type "sqv nade_ConfigQuest"
6.1 - Look at the last lines. It should say Priority 50 and Stage 0
7 - Type "StopQuest nade_ConfigQuest" and "StartQuest nade_ConfigQuest"
8 - Type "sqv nade_ConfigQuest" again to see Priority 50 and Stage 10
9 - Open the MCM, enable Naked Defeat and close the MCM.

10 - If you NOT see the normal messagebox saying "Naked Defeat Activated.. Save your game and load it" Open the MCM AGAIN and disable Naked Defeat, close the MCM, open it AGAIN and enable Naked Defeat. Close it and you must say the message. If not... try repeat...

11 - That is all.

 

My beta testers say works good but, of course, talking about a so big and complex mod something can be bad. Report yours problems.

 

 

 

I've been testing this mod out for the last few days and I've been liking it but ran into issues like the crawling animation not working and the lagginess of the scripts. But I am happy to report that Alex's patch fixed both issues. It is so much more responsive and the crawling animation now works.

 

Thank you Nymra and Alex!

Posted

Just noticed Alex's patch. I'll try using that in conjunction with Papyrus Tweaks. ?

 

With just 4.81 and Papyrus Tweaks I'm only getting one error: god mode not getting toggled off. Minor inconvenience but otherwise everything else I test works out.

Posted (edited)

I believe I figured out why both cursed loot and naked defeat hang sometimes unless you open console or the main menu to unfreeze it:

 

edit: made a mod: 

 

original message below:

Spoiler


more technical explanation (to the best of my knowledge) below:

Spoiler

The 2nd bit of the bdcFlag seems to indicate whether the crosshair just changed in game.
Now, usually that bit is only 1 in the exact frame when the crosshair moved to/from a target, resulting in scripts (possibly only on those referencing the crosshair) not being executed for that singular frame.

 

However if you disable the use/activate key via the Game.DisablePlayerControls() function the following roughly happens in the game thread:
 

if (playerControls.disabledActivateKey())
{
 	CrossHairPickData.Clear();
  	playerChar.bdcFlag |= 1 << 1;
}

 

resulting in said bit being 1 until the use/activate key is re-enabled.

 

Which in turn results in threads which were usually stuck for only 1 Frame,

now being stuck until the use/activate key is re-enabled (or the game is paused via opening the console/main menu)

 

 

So, what I did is replace the conditional jump of that particular if-condition with nop instructions:

void dpcActivateFix()
	{
		auto moduleBase = REL::Module::get().base();
		auto injectionPoint = moduleBase + 0x6b0240;
		
		std::vector<std::uint8_t> nops(6);
		std::fill(nops.begin(), nops.end(), (std::uint8_t)0x90);
		REL::safe_write<std::uint8_t>(injectionPoint, nops);

		logger::info("fixed disablePlayerControls hanging papyrus scripts bug!");
	}

 

Would be nice if someone could let me know whether this did or did not work for them.

 

I posted the same post in the cursed loot SE thread, once I have enough positive feedback I'll make an actual mod posting on LL and/or on nexus.

also also: does anyone know if anniversary edition has the same bug?

 

Edited by yeahhowaboutnooo
Posted
1 hour ago, yeahhowaboutnooo said:

I believe I figured out why both cursed loot and naked defeat hang sometimes unless you open console or the main menu to unfreeze it:

 

I think that have none relation by two motives.

First, In the Notes section of DisablePlayerControls say:

Disabling movement also disables the UI (at least partially)

 

And i think that is exactily making the Struct FlagBDC:

{
kNone = 0, ------------------------------ I don't know
kHealthTutorialShown = 1 << 3,-------- Probably hide Health bar
kMagickaTutorialShown = 1 << 4,------ Probably hide Magicka bar
kStaminaTutorialShown = 1 << 5,------- Probably hide Stamina bar
kGoToJailQueued = 1 << 6---------------Probably prohibit send to jail

};

I stop develop in C++ a lot of years ago and I can be wrong. I go to test your DLL presuming the only thing that go to make is un-hide the bars.

 

Second, if you take a look to my patch, you can see how I solved 90% of the locks in Naked Defeat by simply removing a lot of delayed calls, whitout any DLL.

I make that in Naked Defeat because Nimra not connect to the web site in more that one year and someone must solve the problems.

If Cursed Loot have a similar problem the developer of Cursed Loot must make the same = remove delayed calls.

 

 

The Scripts can make two types of delayed calls:

One type of delayed calls go to native functions hosted by the Game Engine, like Wait, IsDead, GetHealthPercent, GetCurrentCell, GetQuestStage...

Other type of delayed calls go the Script Engine accessing properties or calling functions in others scripts having none relation to the Game Engine.

 

When the script lock happend in a call to the Scripts Engine the answer reach when we open/close the console.

But when the script lock happend in a call to the Game Engine, like Wait(5) the answer never reach. NEVER. No matter what we make.

We can open/close the console and the menu hundreds of times and the answer never reach.

We can save the game, load it, close the game, go to desktop, continue the game... and the answer never reach.

We can load another savegame that works but when we the load the savegame with the stucked script... the answer never reach.

We can remove mods, change the load order, remove plugings... but when we load the savegame with the stucked script... the answer never reach.

The only thing we can make is remove the pluging hosting the owner of the stucked script. That flag the script as unattached and we can remove it with ReSaver.

But the stucked script never go to get the answer to the delayed call and never go to resume their execution because never exit the suspended state.

 

I think the Game Engine only suport a limited number of delayed calls per frame. When that limit is overpassed the call is lost and is never answered.

In the same way, I think the Script Engine only suport a limited number of delayed calls per frame. But when reach that limit stop making calls.

When we open/close the console the Script Engine calls are answered and the Script Engine can make more delayed calls.

But the losed calls to the Game Engine never get their answer.

 

Finally, this problem isn't exclusive of Special or Aniversary. Happend in Legendary by the same motives but whit different results.

Posted (edited)
18 minutes ago, alex77r4 said:

And i think that is exactily making the Struct FlagBDC:

{
kNone = 0, ------------------------------ I don't know
kHealthTutorialShown = 1 << 3,-------- Probably hide Health bar
kMagickaTutorialShown = 1 << 4,------ Probably hide Magicka bar
kStaminaTutorialShown = 1 << 5,------- Probably hide Stamina bar
kGoToJailQueued = 1 << 6---------------Probably prohibit send to jail

};

I mean, yeah, that's what ryan (or whoever reverse engineered that part) came up with.

That still leaves 4 bits (0,1,2,7) which are unknown. My proposal is that bit 1 is something like kCrossHairChange.

btw: kNone = no bits are set.

 

18 minutes ago, alex77r4 said:

But when the script lock happend in a call to the Game Engine, like Wait(5) the answer never reach. NEVER. No matter what we make.

Yep, because the activate/use action has been disabled via a 'Game.DisablePlayerControls()' papyrus call.
 

try this:
get skyrim souls (unpaused game menus -> game keeps running even if you open the main menu etc.)

set 'bConsole = true' in SkyrimSoulsRE.ini -> console is unpaused

 

opening the console now won't fix the naked defeat freeze,

but enableplayercontrols will unfreeze naked defeat

(until the next disableplayercontrols, which may or may not freeze naked defeat again)

 

 

my DLL is a bit more permissive: still allows locking of the player controls (including the activate/use key), but no longer set's the kCrossHairChange bit to 1, just because the player controls are locked. -> kCrossHairChange only get's set to 1 when the crosshair changes targets.

Edited by yeahhowaboutnooo
Posted
3 minutes ago, yeahhowaboutnooo said:

opening the console now won't fix the naked defeat freeze,

but enableplayercontrols will unfreeze naked defeat

(until the next disableplayercontrols, which may or may not freeze naked defeat again)

 

I really doubt the console command "epc" can have any relation to Wait or GetQuestStage.

If that is really the problem only can be because that unknown bits make strange things that nobody has discovered until today.

Maybe the console, simply because is a debug utility, can verify the locks over the objects and, when find a lock owned by none release it.

 

I have a special script to recover my player when some mod make incorrect things, attached to a specific combination of keys, that run this commands:

            Game.EnablePlayerControls();all controls
            Game.SetPlayerAIDriven(false)
            PlayerRef.SetRestrained(false)
            PlayerRef.SetDontMove(false)

And that "Game.EnablePlayerControls();all controls" executed from my script not remove the lock in Naked Defeat.

 

Adittionally, the problem not have any relation with the CrossHair because, in my test, i remove all the lines RegisterForCrosshairRef() from every mod, including SexLab.

The problem happend in the same way because not have any relation to how many suspended script we have in the Script Engine.

Naked Defeat 4.80 can lock having less than 10 suspended scripts.

Posted (edited)
2 hours ago, yeahhowaboutnooo said:

my DLL is a bit more permissive: still allows locking of the player controls (including the activate/use key), but no longer set's the kCrossHairChange bit to 1, just because the player controls are locked. -> kCrossHairChange only get's set to 1 when the crosshair changes targets.

 

I start a New Game whitout your DLL because i want be sure i have the problem. Latter i go to make more test installing your DLL.

 

With Naked Defeat 4.80 I get a lot of locks solved with open/close console but in less than 5 minutes i get a TOTAL lock in Utility.Wait:

Spoiler

image.png.5b5be42470e794cb70e6f5a2339d6dc4.png

 

In that screenshot you can see how ALL the scripts are locked in Utility.Wait() each one with diferent timers and none of them get their answer.

Only have 14 suspended scripts and none of them are in CrossHairRefChange because this is a lock by Game Engine and not by Script Engine.

 

I'm completelly locked, i can't move my player, can't draw weapons or spells, can't move the camera... The console comand "epc" make nothing.

A console command like "coc whitherun" teleport me but not free me. Save the game and load it make nothing. Close the game and continue make nothing.

My security key that execute EnablePlayerControls with script make nothing and I'm totally sure is executed, because show in the log, but make nothing.

The game is alive because open the console, the menus, the inventory... but my player is completelly locked and i can't free it.

 

But open the console, click over my player and type "kill" recover me because i'm immortal thanks to Naked Defeat, and launch the normal defeat process.

But if i'm not immortal the console command "kill" simply kill me and reload the saved gamed with ALL the scripts stucked. Take a look to the savegame:

Save8_0E18C16A_0_507269736F6E6572_Tamriel_000027_20230113174128_1_1.skseSave8_0E18C16A_0_507269736F6E6572_Tamriel_000027_20230113174128_1_1.ess

Edited by alex77r4
Posted (edited)

hmm, i think we (maybe?) have different issues with naked defeat:

(although on 2nd thought, this could just me also running SSE engine fixes + papyrus tweaks + a bunch of other skse-dll-mods)

list of my dll mods:

Spoiler

./ActorLimitFix.dll
./AddItemMenuSE.dll
./AlternateConversationCamera.dll
./autoBodyAE.dll
./AutoMove.dll
./BeeingFemale.dll
./BlockSteal.dll
./CameraController.dll
./CameraShake.dll
./cbp.dll
./ConsoleUtilSSE.dll
./DeviousDevices.dll
./DisableTurnAnimation.dll
./dpcActivateFix.dll
./DynamicAnimationReplacer.dll
./ENBHelperSE.dll
./EngineFixes.dll
./fiss.dll
./FlatMapMarkersSSE.dll
./FreeFlyCam SSE.dll
./FreeRotation.dll
./Fuz Ro D'oh.dll
./hdtSMP64.dll
./HorseStaminaHUD.dll
./JContainers64.dll
./keyholepeekmenu.dll
./mfgfix.dll
./MoreInformativeConsole.dll
./mzinFunctionModule.dll
./NotificationLogSSE.dll
./OSLAroused_SKSE.dll
./PapyrusTweaks.dll
./PapyrusUtil.dll
./PlayerRotation.dll
./po3_ConsolePlusPlus.dll
./po3_FavoriteMiscItems.dll
./po3_KeywordItemDistributor.dll
./po3_PapyrusExtender.dll
./po3_SimpleOffenceSuppression.dll
./po3_SpellPerkItemDistributor.dll
./po3_Tweaks.dll
./RecursionFPSFix.dll
./SAS SE.dll
./ScaleformTranslationPP.dll
./SchlongsOfSkyrim.dll
./ScrollZoomDuringObjectAnimation.dll
./SexLab - Hide HUD Elements.dll
./SexLabUtil.dll
./SimplyKnock.dll
./skee64.dll
./SkyrimSoulsRE.dll
./SrtCrashFix64.dll
./SSEDisplayTweaks.dll
./StayAtSystemPageSE.dll

 

facegenfixes.dll

smoothcam.dll

 

two quicksaves side by side, new game (probably somewhat broken as i didn't spend much time setting up mcms)

made a quicksave after naked defeat surrender, during the time one should crawl to an animation location.

(that's usually where ND freezes for me, as in the grace timer never runs out)
left side w/out my fix, right side with my fix:

Spoiler

image.thumb.jpeg.e931607f0655fe086509d48e7c4128fb.jpeg

 

 

so yeah, i at least do have one nade_configquest "waiting" on onCrosshairrefchange (which is as expected all zero refs)

     also multiple configquest_scr are active for whatever reason

whereas with my fix the grace timer does run out after the specified time and there's only one configquest_scr active.

 

also also: i'm using ND 4.81

 

savefiles attached below (once they're done uploading):

saves.7z

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

hmm, i think we (maybe?) have different issues with naked defeat:

(although on 2nd thought, this could just me also running SSE engine fixes + papyrus tweaks + a bunch of other skse-dll-mods)

 

Yes, that was the first diference. For start, i NOT use papyrus tweaks because i'm developer and i don't want my scripts was artificialy accelerated. I can't publish a script that only works good with papyrus tweaks because not everybody have papyrus tweaks. All my scripts must run good, at rasonable speed, in a pure native game. Latter, if the user have papyrus tweaks, good, more speed for them. But i can't relly on an accelerator to write my scripts.

The others DLL's was normal, I have half of them. My only doubth was SkyrimSoulsRE but I doubth can cause or solve the lock problem.

 

1 hour ago, yeahhowaboutnooo said:

also also: i'm using ND 4.81

ND 4.81 works better than 4.80, for that i use 4.80, to cause the problem. With 4.81 you can need make more rounds but the lock happen in the same way.

 

Quote

whereas with my fix the grace timer does run out after the specified time

Then, your DLL solve the lock whitout need open the console. I make the same removing delayed calls whitout need a DLL.

Why the Script Engine locks when we make a lot of delayed calls is a mistery.

 

But if you have true and that flag disable OnCrossHairRefChange, or course, that drastically reduce the number of delayed calls.

Because every OnCrossHairRefChange must be procesed by every form registered for the event. In your saved game i can see:

Spoiler

image.png.7b25e8293fc613e82d4220b18318d986.png

 

That was 9 mods registered for OnCrosshairRefChange. As the Base Game have a fail that send the event a lot of times per frame with NULL values, the script engine must process a lot of delayed calls. But as your DLL remove that calls the lock not happen.

 

Edit: I add your DLL to my Special 1.5.97 with ND 4.80 and the lock NOT happend. Seems that effectivelly solve the problem.

Edited by alex77r4

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