xaz Posted June 17, 2014 Posted June 17, 2014 Testing some private changes to Slaverun and found a lot of this when entering a different location: [06/16/2014 - 12:46:10PM] error: (9C00C046): Does not have face animation data, and therefore cannot have their expression f. stack: [ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (140137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 192 [zbf (140137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line 269 [None].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line 29 [None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? [06/16/2014 - 12:46:10PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? I think those errors could be eliminated from the Papyrus log by changing the OnUpdate event in the zbfEffectBondage script to: Event OnUpdate() If kTarget ApplyEffects(kTarget) If (fNextGagSound < Utility.GetCurrentRealTime()) && bApplyGagSound fNextGagSound = zbf.NextGagSound() zbf.PlayGagSound(kTarget) EndIf RegisterForAnotherUpdate() EndIf EndEvent If the kTarget is no longer valid (None) then the calls won't be made and the script terminates without logging errors first. Thanks!! Though ... did you try it? I remember solving it with a lot more complicated state handling before, then managed to lose the changes in an embarassing WryeBash accident, which I naturally didn't notice until a month later. I'll make sure that it's fixed in the next version, anyway. It's been there long enough now .... although I do think it's kind of innocent in practice.
WaxenFigure Posted June 17, 2014 Posted June 17, 2014 It should work just fine though I didn't try it yet. Since the error is that kTarget is NONE this check should prevent it from even trying and have the same effect as now (nothing changed since nothing is done to the NONE reference and no new update event will be called) but without the errors.
xaz Posted June 17, 2014 Posted June 17, 2014 It should work just fine though I didn't try it yet. Since the error is that kTarget is NONE this check should prevent it from even trying and have the same effect as now (nothing changed since nothing is done to the NONE reference and no new update event will be called) but without the errors. Actually, the error isn't itself that kTarget is None. The problem is that the ActiveMagicEffect object I'm running the script on is None. [06/16/2014 - 12:46:10PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? This is the error. Calling RegisterForSingleUpdate on the ActiveMagicEffect fails because the object (that's running the script!) has already cleaned up it's native object. If you look at the object that's running the script, it's a [None] object. Also when I looked at this closer, it's clear that kTarget is not set to None when this is running: [06/16/2014 - 12:46:10PM] error: (9C00C046): Does not have face animation data, and therefore cannot have their expression f. stack: [ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (140137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 192 [zbf (140137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line 269This is what happens when you call the function on a "Simple" actor without face animation data. This actor is stored in kTarget ([9C00C046], to be precise). If kTarget was None, then you'd see a different error message. This is theory, but what I think happens is: OnUpdate() starts running, accesses another object and is yielded in the Skyrim thread model. The item is dropped or unequipped, and OnEffectFinish() starts. OnEffectFinish() finishes OnUpdate() resumes, but the ActiveMagicEffect has been terminated already. OnUpdate eventually gets to call RegisterForSingleUpdate() which fails, because there is no object to call that function on. I bet that calling something else on Self in that script would show the same error message.
WaxenFigure Posted June 17, 2014 Posted June 17, 2014 It should work just fine though I didn't try it yet. Since the error is that kTarget is NONE this check should prevent it from even trying and have the same effect as now (nothing changed since nothing is done to the NONE reference and no new update event will be called) but without the errors. Actually, the error isn't itself that kTarget is None. The problem is that the ActiveMagicEffect object I'm running the script on is None. [06/16/2014 - 12:46:10PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? This is the error. Calling RegisterForSingleUpdate on the ActiveMagicEffect fails because the object (that's running the script!) has already cleaned up it's native object. If you look at the object that's running the script, it's a [None] object. Also when I looked at this closer, it's clear that kTarget is not set to None when this is running: [06/16/2014 - 12:46:10PM] error: (9C00C046): Does not have face animation data, and therefore cannot have their expression f. stack: [ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (140137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 192 [zbf (140137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line 269This is what happens when you call the function on a "Simple" actor without face animation data. This actor is stored in kTarget ([9C00C046], to be precise). If kTarget was None, then you'd see a different error message. This is theory, but what I think happens is: OnUpdate() starts running, accesses another object and is yielded in the Skyrim thread model. The item is dropped or unequipped, and OnEffectFinish() starts. OnEffectFinish() finishes OnUpdate() resumes, but the ActiveMagicEffect has been terminated already. OnUpdate eventually gets to call RegisterForSingleUpdate() which fails, because there is no object to call that function on. I bet that calling something else on Self in that script would show the same error message. I mainly see these when I go inside a building or leave Whiterun, with Slaverun installed I get a lot of them. That would be where the event for the object is still scheduled to occur but the object itself is no longer loaded. In that case kTarget is NONE because the functions it's passed to object to its being set to none which is the gist of the error messages. That the item for the event is also non longer defined is why the RegisterForSingleEvent call also fails. Just wrapping the whole of the code for that function in a check of kTarget should be enough to fix the errors.
xaz Posted June 17, 2014 Posted June 17, 2014 It should work just fine though I didn't try it yet. Since the error is that kTarget is NONE this check should prevent it from even trying and have the same effect as now (nothing changed since nothing is done to the NONE reference and no new update event will be called) but without the errors. Actually, the error isn't itself that kTarget is None. The problem is that the ActiveMagicEffect object I'm running the script on is None. [06/16/2014 - 12:46:10PM] error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? This is the error. Calling RegisterForSingleUpdate on the ActiveMagicEffect fails because the object (that's running the script!) has already cleaned up it's native object. If you look at the object that's running the script, it's a [None] object. Also when I looked at this closer, it's clear that kTarget is not set to None when this is running: [06/16/2014 - 12:46:10PM] error: (9C00C046): Does not have face animation data, and therefore cannot have their expression f. stack: [ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (140137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line 192 [zbf (140137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line 269This is what happens when you call the function on a "Simple" actor without face animation data. This actor is stored in kTarget ([9C00C046], to be precise). If kTarget was None, then you'd see a different error message. This is theory, but what I think happens is: OnUpdate() starts running, accesses another object and is yielded in the Skyrim thread model. The item is dropped or unequipped, and OnEffectFinish() starts. OnEffectFinish() finishes OnUpdate() resumes, but the ActiveMagicEffect has been terminated already. OnUpdate eventually gets to call RegisterForSingleUpdate() which fails, because there is no object to call that function on. I bet that calling something else on Self in that script would show the same error message. I mainly see these when I go inside a building or leave Whiterun, with Slaverun installed I get a lot of them. That would be where the event for the object is still scheduled to occur but the object itself is no longer loaded. In that case kTarget is NONE because the functions it's passed to object to its being set to none which is the gist of the error messages. That the item for the event is also non longer defined is why the RegisterForSingleEvent call also fails. Just wrapping the whole of the code for that function in a check of kTarget should be enough to fix the errors. No, it won't be enough because kTarget is never set to None. As a demonstration, I implemented your suggestion: Debug.Trace("zbfEffect: kTarget == " + kTarget) If kTarget == None ApplyEffects(kTarget) If (fNextGagSound < Utility.GetCurrentRealTime()) && bApplyGagSound fNextGagSound = zbf.NextGagSound() zbf.PlayGagSound(kTarget) EndIf RegisterForAnotherUpdate() EndIf This is a cut out of my log, when adding/removing items quickly on the player: [06/17/2014 - 11:29:22PM] zbfEffect2: kTarget == [Actor < (00000014)>] [06/17/2014 - 11:29:22PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line 50 [06/17/2014 - 11:29:22PM] zbfEffect2: kTarget == [Actor < (00000014)>] [06/17/2014 - 11:29:22PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ? [None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 24 [None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line 50 I also add another printout zbfEffect2 for when applying effects on the player (in ApplyEffects). As you can see, if kTarget == None gave rise to this error, that would show in the log. The reason you got the first error with the face animation is because the actor is set to Simple in the CK. See http://www.creationkit.com/Actor under the Simple option where it says that facial animation is disabled for Simple actors. I'm running without Slaverun, so I don't have the same actors that you're seeing, which is why I don't see that problem in my log. If you still don't believe me, just read the log that you posted. The text inside the brackets [None] in this case refers to the object that the code is being executed on. This line: "[ (9C00C046)].Actor.SetExpressionOverride() - "<native>" Line ?" will execute the code on 9C00C046, so not a None object. In any case, checking for kTarget == None didn't remove the error in my setup.
xaz Posted June 17, 2014 Posted June 17, 2014 Fixed by creating an override of RegisterForAnotherUpdate in a separate state which the script moves to from OnEffectFinished. No more error messages.... I'll see if I can fix the one about Simple actors too...
WaxenFigure Posted June 17, 2014 Posted June 17, 2014 Fixed by creating an override of RegisterForAnotherUpdate in a separate state which the script moves to from OnEffectFinished. No more error messages.... I'll see if I can fix the one about Simple actors too... Well thanks for running down the right problem and solving it, the papyrus log is too full of little errors that never seem to get fixed as it is.
hodni Posted June 19, 2014 Posted June 19, 2014 any plans to make nipple clamps too? :3like clothespins or stuff like these:http://i.imgur.com/ApfEw12.jpg
Gh0sTG0 Posted June 21, 2014 Posted June 21, 2014 Hi, Have trouble with MCM menu, There is no zaz mcm in configuration. Tried setstage_ski..., to start a new game, to reinstall mods, to change loadorder of skyui and zaz, to redownload mods, to reinstall game. Tried on steam game and on pirate version. This is my loadorder, using xpmse 1.9 and unpb. GameMode=SkyrimSkyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Skyrim Project Optimization - Full Version.esm=1RaceCompatibility.esm=1ClimatesOfTamriel.esm=1hdtHighHeel.esm=1ApachiiHair.esm=1daymoyl.esm=1SexLab.esm=1SexLabAroused.esm=1ZaZAnimationPack.esm=1Devious Devices - Assets.esm=1Devious Devices - Integration.esm=1Devious Devices - Expansion.esm=1Schlongs of Skyrim - Core.esm=1HentaiPregnancy.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Unofficial High Resolution Patch.esp=1Brawl Bugs CE.esp=1SkyUI.esp=1FNISspells.esp=1AMatterOfTime.esp=1Customizable Camera.esp=1Map Markers Complete.esp=1AHZmoreHUD.esp=1RaceCompatibilityUSKPOverride.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1RaceMenuOverlays.esp=1ShowRaceMenuAlternative.esp=1BarenziahQuestMarkers.esp=1Uncapped Perks - Combat + Stealth.esp=1Uncapped Perks - Magic.esp=1UnlimitedBookshelves.esp=1Vivid Landscapes.esp=1ClimatesOfTamriel-Dawnguard-Patch.esp=1ClimatesOfTamriel-Dragonborn-Patch.esp=1Supreme Storms - Cot Version.esp=1CoT-WeatherPatch.esp=1CoT-WeatherPatch_DB.esp=1CoT-WeatherPatch_Snow-40.esp=1CoT-WeatherPatch_SupStorms.esp=1CoT-WeatherPatch_NL3.esp=1RealShelter.esp=1EnhancedLightsandFX.esp=1ELFXEnhancer.esp=1ELFX - Dawnguard.esp=1ELFX - Dragonborn.esp=1WATER.esp=1WATER DG.esp=1WATER DB Waves.esp=1WATER Plants.esp=1dD - Realistic Ragdoll Force - Realistic.esp=1FNISSexyMove.esp=1The Dance of Death - Ultimate Edition.esp=1Skyrim Expanded Loot Tables.esp=1BetterMagic_FULL.esp=1Better Vampires.esp=1Vampire Sight.esp=1Craft, Temper, Smelt.esp=1DeadlyDragons.esp=1DeadlyMonsters.esp=1DeadlyDragonsArmory.esp=1MonstersReborn.esp=1MoreBanditCamps.esp=1Vampirelordroyal.esp=1throneroom.esp=1BVandRB_Formlist.esp=1Chesko_WearableLantern.esp=1The Asteria - Dwemer Airship.esp=1Devious Deviants.esp=1Schlongs of Skyrim.esp=1SOS - Smurf Average Addon.esp=1SOS - VectorPlexus Muscular Addon.esp=1SOS - VectorPlexus Regular Addon.esp=1Captured Dreams.esp=1Alternate Start - Live Another Life.esp=1Alternate Start - Live A Deviant Life.esp=1sextoys-calyps-2.esp=1Convenient Horses.esp=1Devious Cidhna.esp=1Devious Devices - For the Masses II.esp=1DeviousRegulations.esp=1hydra_slavegirls.esp=1slaverun.esp=1slaverunVanillaNPCEnslaved.esp=1NusbieVoices.esp=1sanguinesDebauchery.esp=1SDpatch - frostfall.esp=1SDpatch - dragonborn.esp=1SDpatch - dawnguard.esp=1HentaiMilk.esp=1HentaiMilk_HEARTHFIRE.esp=1conjure_chest.esp=1HPSoulGemBirth.esp=1SexLab Slut Shout.esp=1SexLab_Paycrime.esp=1SexLab-AmorousAdventures.esp=1SexLabMatchMaker.esp=1Naruto - Overhaul.esp=1jutsu.esp=1CD - Calyps Sextoys addon.esp=1SSv2.esp=1SummonableChest.esp=1ts_fetishwardrobe.esp=1ts_frillyoutfit.esp=1ts_rogueoutfits.esp=1ts_rogueoutfits2.esp=1ts_slicksuit.esp=1ts_valkyrie1.esp=1ts_whitewardrobe.esp=1TS_FetishWardrobe_Uncut.esp=1CD - TSFetish Wardrobe addon.esp=1AngrimApprentice.esp=1Devious Devices - Gags+.esp=1Masque of Clavicus Vile.esp=1SexLab_DibellaCult.esp=1GagSFX.esp=1GagSFXDawnguard.esp=1GagSFXDragonborn.esp=1GagSFXHearthfires.esp=1SlaveHeelsForHDTHighheelSystem.esp=1ts_whipcane.esp=1ts_xinphheels.esp=1AncientDraugr.esp=1DarkStandalone.esp=1Ebon Shroud.esp=1Elewin Pumps 2.esp=1DonMichHeels.esp=1DonMichHeelsstock.esp=1NewmillerHighHeelsBlck.esp=1NightasyBondageArmor.esp=1TMRCosplay.esp=1UNP High Heels.esp=1CD - DarkDiscipleStandalone.esp=1Neo's Mandu Armours.esp=1Kusanagi.esp=1Blades of Sithis.esp=1Zipsuit.esp=1The-Great-Book-of-Alchemy.esp=1AliciaPainSlut.esp=1CrossbowsRevamped.esp=1Earrings Set1.esp=1lilithstools.esp=1MHC.esp=1MQDragonbornResponse.esp=1BS-TheHag_Overlays.esp=1Tribal Tattoo Overlays.esp=1TTYM - Think to Yourself Messages.esp=1TkMaterialChest.esp=1dd-sd1-compatibility-patch.esp=1 UPD: When I read this tread few hours ago I didn't noticed a post about hydra slavegirls... Trying to reinstall this mod... TRY1: reinstall of hydraslavegirls... nothing. In new game there is no zaz mcm TRY2: uninstalling hyd_slavegirls, trying to start new game... looks like it worked... now. Does anyone know the way to use hydra's mod with zaz?
Gh0sTG0 Posted June 24, 2014 Posted June 24, 2014 Wanted to change few options, found that there is no mcm again... Don't know what to do with this situation. This is my modorder and screens with installed mods. I use only them, no manual installed mods. GameMode=SkyrimSkyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Skyrim Project Optimization - Full Version.esm=1RaceCompatibility.esm=1ClimatesOfTamriel.esm=1hdtHighHeel.esm=1ApachiiHair.esm=1daymoyl.esm=1SexLab.esm=1SexLabAroused.esm=1ZaZAnimationPack.esm=1Devious Devices - Assets.esm=1Devious Devices - Integration.esm=1Devious Devices - Expansion.esm=1Schlongs of Skyrim - Core.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Unofficial High Resolution Patch.esp=1Brawl Bugs CE.esp=1SkyUI.esp=1FNISspells.esp=1AMatterOfTime.esp=1Customizable Camera.esp=1Map Markers Complete.esp=1AHZmoreHUD.esp=1RaceCompatibilityUSKPOverride.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1RaceMenuOverlays.esp=1ShowRaceMenuAlternative.esp=1BarenziahQuestMarkers.esp=1Uncapped Perks - Combat + Stealth.esp=1Uncapped Perks - Magic.esp=1UnlimitedBookshelves.esp=1Vivid Landscapes.esp=1ClimatesOfTamriel-Dawnguard-Patch.esp=1ClimatesOfTamriel-Dragonborn-Patch.esp=1Supreme Storms - Cot Version.esp=1CoT-WeatherPatch.esp=1CoT-WeatherPatch_DB.esp=1CoT-WeatherPatch_Snow-40.esp=1CoT-WeatherPatch_SupStorms.esp=1CoT-WeatherPatch_NL3.esp=1RealShelter.esp=1EnhancedLightsandFX.esp=1ELFXEnhancer.esp=1ELFX - Dawnguard.esp=1ELFX - Dragonborn.esp=1WATER.esp=1WATER DG.esp=1WATER DB Waves.esp=1WATER Plants.esp=1dD - Realistic Ragdoll Force - Realistic.esp=1The Dance of Death - Ultimate Edition.esp=1Skyrim Expanded Loot Tables.esp=1BetterMagic_FULL.esp=1Better Vampires.esp=1Craft, Temper, Smelt.esp=1DeadlyDragons.esp=1DeadlyMonsters.esp=1DeadlyDragonsArmory.esp=1MoreBanditCamps.esp=1Vampirelordroyal.esp=1throneroom.esp=1BVandRB_Formlist.esp=1Chesko_WearableLantern.esp=1The Asteria - Dwemer Airship.esp=1Devious Deviants.esp=1Schlongs of Skyrim.esp=1SOS - Smurf Average Addon.esp=1SOS - VectorPlexus Muscular Addon.esp=1SOS - VectorPlexus Regular Addon.esp=1Captured Dreams.esp=1Alternate Start - Live Another Life.esp=1Alternate Start - Live A Deviant Life.esp=1sextoys-calyps-2.esp=1Convenient Horses.esp=1Devious Cidhna.esp=1Devious Devices - For the Masses II.esp=1DeviousRegulations.esp=1slaverun.esp=1slaverunVanillaNPCEnslaved.esp=1NusbieVoices.esp=1sanguinesDebauchery.esp=1SDpatch - frostfall.esp=1SDpatch - dragonborn.esp=1SDpatch - dawnguard.esp=1conjure_chest.esp=1SexLab Slut Shout.esp=1SexLab_Paycrime.esp=1SexLab-AmorousAdventures.esp=1SexLabMatchMaker.esp=1Naruto - Overhaul.esp=1jutsu.esp=1CD - Calyps Sextoys addon.esp=1SSv2.esp=1ts_fetishwardrobe.esp=1ts_valkyrie1.esp=1TS_FetishWardrobe_Uncut.esp=1CD - TSFetish Wardrobe addon.esp=1AngrimApprentice.esp=1Devious Devices - Gags+.esp=1Masque of Clavicus Vile.esp=1GagSFX.esp=1GagSFXDawnguard.esp=1GagSFXDragonborn.esp=1GagSFXHearthfires.esp=1ts_whipcane.esp=1Ebon Shroud.esp=1DonMichHeels.esp=1DonMichHeelsstock.esp=1NightasyBondageArmor.esp=1TMRCosplay.esp=1UNP High Heels.esp=1Neo's Mandu Armours.esp=1Kusanagi.esp=1The-Great-Book-of-Alchemy.esp=1AliciaPainSlut.esp=1CrossbowsRevamped.esp=1Earrings Set1.esp=1lilithstools.esp=1MHC.esp=1MQDragonbornResponse.esp=1TTYM - Think to Yourself Messages.esp=1dd-sd1-compatibility-patch.esp=1 What mod can do this? What mod should I delete to end this?
zanith86 Posted June 28, 2014 Posted June 28, 2014 The issue is alternate start for the lack of MCM menus. If you upgraded the Alternate Start to the version that starts in the abandoned prison instead of the interior cell, ZaZ will not show up.
Gh0sTG0 Posted June 28, 2014 Posted June 28, 2014 The issue is alternate start for the lack of MCM menus. If you upgraded the Alternate Start to the version that starts in the abandoned prison instead of the interior cell, ZaZ will not show up. Thanks, would try to deactivate
srayesmanll Posted June 28, 2014 Posted June 28, 2014 ZAZ activates perfectly fine using the newer Alternate Start. I've started several characters using the new LAL and the current ZAZ and the menus always appear. Make sure when starting to wait until ALL of the messages in the top left are done. If you try to access before MCM has activated the menu for ZAZ (or SexLab for that matter), then the MCM for those mods will be either not there or missing info. If you still have issues, then it probably another mod with MCM that is causing the issue (not the alt start mod). For example, I seem to always have an issue with Predator Vision's MCM when I have the mod activated when starting a new game. It will allow me to click 1 option (and ONLY 1). I have to exit the setup, then reenter to set another option. Which actually doesn't matter because when I go into the game, PV won't work. I have to disable it from the mod manager, clean save, exit, reactivate, then it works. If I don't activate the mod until after I've created the character, then it works fine. I again would suggest that either you are not waiting long enough for the mods to completely activate, or some other mod with an MCM is affecting the MCM of ZAZ. My suggestion is the same as doing the original start: only activate the mods necessary to create the character, create the character, save, then exit, activate your remaining mod (in groups), restart the game, go into the settings area then back to the game, wait about 10 seconds for the messages to appear in the top left ("Activating X mod") then you should be able to set the MCM settings.
zanith86 Posted June 28, 2014 Posted June 28, 2014 The ZaZ file doesn't seem to show up properly no matter how long I wait in the newest version of Alternate Start. However, it always shows up in the MCM when I load up the older version. Nothing in my mod list is changed aside from this issue, so I would have to say something is either conflicting with ZaZ or its stopping ZaZ from starting the MCM when using the newest version of Alternate Start, at least for me.
xaz Posted June 30, 2014 Posted June 30, 2014 The ZaZ file doesn't seem to show up properly no matter how long I wait in the newest version of Alternate Start. However, it always shows up in the MCM when I load up the older version. Nothing in my mod list is changed aside from this issue, so I would have to say something is either conflicting with ZaZ or its stopping ZaZ from starting the MCM when using the newest version of Alternate Start, at least for me. A possibility is that ZaZ works fine in itself (with AS) but something in your setup hangs when MCM runs through all the mods, or similar. I'm not saying this happens, but it's a possibility that the bug is due to some other combination of mods (during initialization). Since ZaZ is loaded as an esm, I guess you can't reorder them relative to each other. You could try to reposition Alternative Start so that it's earlier and later in your load order, and see if that helps and/or changes things. Just a though, I'm 100% speculating now ....
Gh0sTG0 Posted June 30, 2014 Posted June 30, 2014 The ZaZ file doesn't seem to show up properly no matter how long I wait in the newest version of Alternate Start. However, it always shows up in the MCM when I load up the older version. Nothing in my mod list is changed aside from this issue, so I would have to say something is either conflicting with ZaZ or its stopping ZaZ from starting the MCM when using the newest version of Alternate Start, at least for me. Hi, do you use live a deviant life? If yes, that it can crash something because of its requirements(found about it today, didn't look on it from its latest update and didn't see that it works only with 2.3.6)
circ Posted July 1, 2014 Posted July 1, 2014 Is the 0.553 animation pack still considered a testing release? Because I can't see any mention of it on the first page anymore. Also curious if that's the case with the latest Prison Overhaul release too.
Z0mBieP00Nani Posted July 1, 2014 Posted July 1, 2014 When is that milking machine going to be finished?
Turbo1321 Posted July 1, 2014 Posted July 1, 2014 I currently use an (apparently) outdated Zaz file (V00054), Sexlab 1.24, FNIS 5.02 , and SKSE 1.06.16. I read that Zaz 5.53 requires Sexlab 1.5 or above, which therefore requires SKSE 1.7. I am not looking to upgrade SKSE at this time, especially while in the Alpha stage. It seems I won't be able to use Zaz 5.53; but what are the requirements for 5.52, since they are not shown in the description?
circ Posted July 1, 2014 Posted July 1, 2014 There is nothing alpha when it comes to stability about SKSE 1.7, despite the name. Just install it manually to be on the safe side and read the instructions on how to set up the memory patch that's included.
srayesmanll Posted July 2, 2014 Posted July 2, 2014 As far as SKSE being "alpha", I'll quote Ashal here: Get over 1.7 being alpha, it's fine. People having issues are people making stupid mistakes and installing it wrong. The xxSE team(s) tend to leave things in "alpha" or "beta" states long after they are stable. They tend to leave it labeled as "alpha/beta" until they release the "alpha/beta" next version. So basically, 1.7 will be relabeled as "release" (maybe) if/when they release 1.8 alpha/beta.
xaz Posted July 2, 2014 Posted July 2, 2014 Is the 0.553 animation pack still considered a testing release? Because I can't see any mention of it on the first page anymore. Also curious if that's the case with the latest Prison Overhaul release too. I haven't heard of anyone having any significant issues, so no. Go ahead and upgrade. Let me know if you have any issues, though.
xaz Posted July 2, 2014 Posted July 2, 2014 I currently use an (apparently) outdated Zaz file (V00054), Sexlab 1.24, FNIS 5.02 , and SKSE 1.06.16. I read that Zaz 5.53 requires Sexlab 1.5 or above, which therefore requires SKSE 1.7. I am not looking to upgrade SKSE at this time, especially while in the Alpha stage. It seems I won't be able to use Zaz 5.53; but what are the requirements for 5.52, since they are not shown in the description? I can't recall the requirements. Sorry ... You can run Zaz without SexLab at all too, if you don't want to upgrade SKSE.
ZaZ Posted July 2, 2014 Author Posted July 2, 2014 When is that milking machine going to be finished? It was finished a while back however , Some complications have arisen due fact I'm using HDT , I need to redo the Milking animations to make them HDT compatible . That being said HDT will NOT be a requirement......... not yet anyways. I do like the System , and I intend to make some HDT Items as well in the future Cheers
DeepBlueFrog Posted July 2, 2014 Posted July 2, 2014 From time to time, I run into this error in the log (often followed by a CTD). [07/02/2014 - 10:30:44AM] Error: (D5008000): Does not have face animation data, and therefore cannot have their expression f. stack: [ (D5008000)].Actor.SetExpressionOverride() - "<native>" Line ? [zbf (120137E6)].zbfbondageshell.ApplyExpressionModifier() - "zbfBondageShell.psc" Line ? [zbf (120137E6)].zbfbondageshell.ApplyAllModifiers() - "zbfBondageShell.psc" Line ? [Active effect 1 on (D5008000)].zbfEffectBondage.ApplyEffects() - "zbfEffectBondage.psc" Line ? [Active effect 1 on (D5008000)].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ? Is that a known issue? Did I miss something? Edit: Nevermind,. I should have searched the thread better before I posted. I got all the explanations I need from older posts
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