VirginMarie Posted June 29, 2022 Author Posted June 29, 2022 7 minutes ago, alexsl said: Wait it just accure to me since your speaking about dragon event...the shout i use is "battle cry" does that one not work and start the slave mod ? Problem solved. Battle cry is not a shout.
alexsl Posted June 29, 2022 Posted June 29, 2022 29 minutes ago, VirginMarie said: Problem solved. Battle cry is not a shout. Welp it did work. Then i met with Night Papyrus.0.logI was chained up with the torch and i heard my character scream and then it CTD. O_o
gregaaz Posted June 29, 2022 Posted June 29, 2022 7 minutes ago, alexsl said: Welp it did work. Then i met with Night Papyrus.0.logI was chained up with the torch and i heard my character scream and then it CTD. O_o She came so hard it crashed your game. What a masochist ?
VirginMarie Posted June 29, 2022 Author Posted June 29, 2022 3 minutes ago, alexsl said: Welp it did work. Then i met with Night Papyrus.0.logI was chained up with the torch and i heard my character scream and then it CTD. O_o Nothing to do with this mod. Log is not going to show me a thing either. Since its nothing to do with this mod... try it again, it probably wont always CTD. Lessen your load. You run DCL, so expect CTDs.
alexsl Posted June 29, 2022 Posted June 29, 2022 8 hours ago, VirginMarie said: Nothing to do with this mod. Log is not going to show me a thing either. Since its nothing to do with this mod... try it again, it probably wont always CTD. Lessen your load. You run DCL, so expect CTDs. Is DCL not compatible with Toys ? Because DCL never made me CTD before, but yes indeed after that message i just retry and it didnt CTD.
N.Gamma Posted June 29, 2022 Posted June 29, 2022 If I want to install Toy Story, but have had Toy Framework installed for a while, do I still have to start a new game, or can I include Toy Story in my current game?
gregaaz Posted June 29, 2022 Posted June 29, 2022 2 hours ago, alexsl said: Is DCL not compatible with Toys ? Because DCL never made me CTD before, but yes indeed after that message i just retry and it didnt CTD. DCL is compatible on paper, but some of its functions put a lot of strain on the papyrus engine. During beta testing of SLaVE a long time ago, a script pile-up related to the DCL rape function caused major issues with script execution in general within the game and that had the knock-on effect of destabilizing SLaVE. Have you pulled a crash log for your CTDs yet? Are you running out of memory or is it citing something else as the problem? If you don't currently have a crash logger, there are two different options based on your runtime version: For SSE version 1.5.97 you want to use Net Script Framework For SSE version 1.6.3 ("AE") you want to use Crash Logger (not Crash Log SE which doesn't provide much information) For VR there is a port of Crash Logger For LE... thoughts and prayers mostly. But you can at least pull a .Net minidump and see if you are crashing at 0xC0000005 which indicates you ran out of memory If you get a crash log and can share it here, I'd be happy to help you interpret it. Just make sure to @ tag me in the post so it shows up in my notifications screen.
gregaaz Posted June 29, 2022 Posted June 29, 2022 2 hours ago, N.Gamma said: If I want to install Toy Story, but have had Toy Framework installed for a while, do I still have to start a new game, or can I include Toy Story in my current game? You can try installing it (Toy Story) at the very end of your load order, though any persistent records it edits may be wonky. Be aware that if you haven't disabled its built-in LOOT integration, Vortex will screw with your load order if and when you introduce new mods, potentially destabilizing your game. In general, especially with complex setups, the safest approach is to install new content in-between playthroughs. You should also be aware that if you install Toy Story at the end without patching it, it will override changes to the top-level cell data in certain cells such as the Arcanaeum, which will wipe out changes to lighting, music, etc., that reside in those records. So adding it mid-game isn't going to be perfect, but if you're willing to tolerate a mild level of glitchiness its probably fine - just make sure you have a save you can roll back to if something derps out.
alexsl Posted June 29, 2022 Posted June 29, 2022 2 hours ago, gregaaz said: DCL is compatible on paper, but some of its functions put a lot of strain on the papyrus engine. During beta testing of SLaVE a long time ago, a script pile-up related to the DCL rape function caused major issues with script execution in general within the game and that had the knock-on effect of destabilizing SLaVE. Have you pulled a crash log for your CTDs yet? Are you running out of memory or is it citing something else as the problem? If you don't currently have a crash logger, there are two different options based on your runtime version: For SSE version 1.5.97 you want to use Net Script Framework For SSE version 1.6.3 ("AE") you want to use Crash Logger (not Crash Log SE which doesn't provide much information) For VR there is a port of Crash Logger For LE... thoughts and prayers mostly. But you can at least pull a .Net minidump and see if you are crashing at 0xC0000005 which indicates you ran out of memory If you get a crash log and can share it here, I'd be happy to help you interpret it. Just make sure to @ tag me in the post so it shows up in my notifications screen. I stop playing but now i have a CTD when i go back to my home in Lakeviewmanor. Each time i get there or close (nearest other TP is Pineview something). I was going back there after being told that cassia would come back to meet me after the whole affair at the dibella temple in Markarth. This was my papyrus when I played but so...do I need to remove DCL or turn off Rape in DCL because I dont want to remove it since im affraid i would have to do a new game because of the golden rulePapyrus.0.log
gregaaz Posted June 29, 2022 Posted June 29, 2022 49 minutes ago, alexsl said: I stop playing but now i have a CTD when i go back to my home in Lakeviewmanor. Each time i get there or close (nearest other TP is Pineview something). I was going back there after being told that cassia would come back to meet me after the whole affair at the dibella temple in Markarth. This was my papyrus when I played but so...do I need to remove DCL or turn off Rape in DCL because I dont want to remove it since im affraid i would have to do a new game because of the golden rulePapyrus.0.log Consistently crashing when entering an area usually means an asset-related issue or a problem in the object references. It's very hard to diagnose these without getting a crash log (see the mods I listed above). I can't help you diagnose the problem without a crash log (which is different than a papyrus log).
VirginMarie Posted June 29, 2022 Author Posted June 29, 2022 (edited) 6 hours ago, N.Gamma said: If I want to install Toy Story, but have had Toy Framework installed for a while, do I still have to start a new game, or can I include Toy Story in my current game? Gregaaz gave you the full blown detail version. Its all true. My version is Notes at top here... Toy Story - Change Log Bottom line. Be careful. If using vortex, there's this... If using Vortex, how do I add a mod at the end of my load order? Edited June 29, 2022 by VirginMarie
alexsl Posted June 29, 2022 Posted June 29, 2022 1 hour ago, gregaaz said: Consistently crashing when entering an area usually means an asset-related issue or a problem in the object references. It's very hard to diagnose these without getting a crash log (see the mods I listed above). I can't help you diagnose the problem without a crash log (which is different than a papyrus log). Hi again, what is the difference since ive just google it and every tutorial seem to be how to activate papyrus log which is what i gave already. I really want to give you what you ask tough...
gregaaz Posted June 29, 2022 Posted June 29, 2022 2 hours ago, alexsl said: Hi again, what is the difference since ive just google it and every tutorial seem to be how to activate papyrus log which is what i gave already. I really want to give you what you ask tough... The Papyrus log is a built-in function of Skyrim that you can use for testing whether or not your scripts are working. It is not a crash log and doesn't try to capture the reason your game crashed. It is more useful for finding out why something isn't working inside of the game - both in terms of functions just straight up not working and also for things like script lag. Crash logs are created by capturing a snapshot of what Skyrim was doing when it hit a fatal exception in its process. These are created with the external tools that I linked you to. They will tell you exactly what memory address Skyrim was on when it died, what it was (trying) to process at the time, and whether or not external DLL files were implicated. Net Script Framework, which is superior but only available for 1.5.97 also provides a lot of information about the files that Skyrim was reading at the time, which can help track down defects inside of nif files or identify bad textures. Crash logs are very helpful for understanding why the game CTDs. For example, if you are crashing every time you enter a specific area, and the crash log shows that the game was reading an object reference, but it says "baseform:NULL" you now know why you crashed - there's an object reference that is pointing at nothing, and the game can't place "nothing" (kind of like you can't divide by zero). So TL;DR - Papyrus log is for finding why the game isn't working (but not crashing). Crash logs are for finding out why you're crashing to the desktop.
alexsl Posted June 29, 2022 Posted June 29, 2022 41 minutes ago, gregaaz said: The Papyrus log is a built-in function of Skyrim that you can use for testing whether or not your scripts are working. It is not a crash log and doesn't try to capture the reason your game crashed. It is more useful for finding out why something isn't working inside of the game - both in terms of functions just straight up not working and also for things like script lag. Crash logs are created by capturing a snapshot of what Skyrim was doing when it hit a fatal exception in its process. These are created with the external tools that I linked you to. They will tell you exactly what memory address Skyrim was on when it died, what it was (trying) to process at the time, and whether or not external DLL files were implicated. Net Script Framework, which is superior but only available for 1.5.97 also provides a lot of information about the files that Skyrim was reading at the time, which can help track down defects inside of nif files or identify bad textures. Crash logs are very helpful for understanding why the game CTDs. For example, if you are crashing every time you enter a specific area, and the crash log shows that the game was reading an object reference, but it says "baseform:NULL" you now know why you crashed - there's an object reference that is pointing at nothing, and the game can't place "nothing" (kind of like you can't divide by zero). So TL;DR - Papyrus log is for finding why the game isn't working (but not crashing). Crash logs are for finding out why you're crashing to the desktop. Sadly i downloaded Net script framework with his requirement (the dll plugin loader), when i did that i eventually found the crash folder in the mod manager2 place but it was empty even tough i did crash. When i then went into the post of the the net script it says to ratter use the SSE engine fix, but now the game doesnt even start it says
gregaaz Posted June 29, 2022 Posted June 29, 2022 (edited) Trampoline 187 indicates a problem with SSE Engine Fixes' memory allocation file. When you installed the DLL Plugin Loader, did you exactly follow the instructions on the mod installation page? If you didn't, then that's probably why you're getting the 187 error. TBBMalloc.dll being missing, wrong version, or corrupt will also cause 187. This is the file in Part 2 of SSE Engine Fixes. If anything is screwing around with this file, you should reinstall it. Finally, NSF only works with version 1.5.97. If you are running Skyrim version 1.6.353, then you need to uninstall NSF and install Crash Logger instead (there's a link in my original response). I hope that gets your system back on the right track. Also I should add, NSF logs will output to your Overwrite area, not to the NSF mod (even though the folders for holding them will appear there). For the record, I run both DLL Plugin Load and SSE Engine Fixes with NSF and I don't get this problem, so it's not just the mods themselves - there's some sort of configuration issue here. Edited June 29, 2022 by gregaaz
alexsl Posted June 29, 2022 Posted June 29, 2022 50 minutes ago, gregaaz said: Trampoline 187 indicates a problem with SSE Engine Fixes' memory allocation file. When you installed the DLL Plugin Loader, did you exactly follow the instructions on the mod installation page? If you didn't, then that's probably why you're getting the 187 error. TBBMalloc.dll being missing, wrong version, or corrupt will also cause 187. This is the file in Part 2 of SSE Engine Fixes. If anything is screwing around with this file, you should reinstall it. Finally, NSF only works with version 1.5.97. If you are running Skyrim version 1.6.353, then you need to uninstall NSF and install Crash Logger instead (there's a link in my original response). I hope that gets your system back on the right track. Also I should add, NSF logs will output to your Overwrite area, not to the NSF mod (even though the folders for holding them will appear there). For the record, I run both DLL Plugin Load and SSE Engine Fixes with NSF and I don't get this problem, so it's not just the mods themselves - there's some sort of configuration issue here. Mmmh when i red the post it says if i use SSE edition i should not use it with the DLL script. Also yes when i first try with the dll script this was the step i did followed but it didn't generate a crash log. Also yes i do run 1.5.97 not 1.6.353. When i use the dll script as requirement; because it does say dll script OR SSE engine fixe, not and; like i said it didnt generate a crash report But when use the SSE engine fix part one and 2 only that's when it did the trampoline error. At that time i revert back to reuse the original binkw64.dll (the one that was switch to binkw64_.dll)
gregaaz Posted June 29, 2022 Posted June 29, 2022 16 minutes ago, alexsl said: Mmmh when i red the post it says if i use SSE edition i should not use it with the DLL script. Also yes when i first try with the dll script this was the step i did followed but it didn't generate a crash log. Also yes i do run 1.5.97 not 1.6.353. When i use the dll script as requirement; because it does say dll script OR SSE engine fixe, not and; like i said it didnt generate a crash report But when use the SSE engine fix part one and 2 only that's when it did the trampoline error. At that time i revert back to reuse the original binkw64.dll (the one that was switch to binkw64_.dll) OK. Well... all I can tell you is I run them both and it works correctly. Are you getting errors in your main NSF log? You can see the location and a "healthy" log below.
alexsl Posted June 29, 2022 Posted June 29, 2022 1 hour ago, gregaaz said: OK. Well... all I can tell you is I run them both and it works correctly. Are you getting errors in your main NSF log? You can see the location and a "healthy" log below. I have now reinstall the DLL script again, so now i have both. Tough it still says the trampoline error + my log is actually blank
eicosa Posted July 8, 2022 Posted July 8, 2022 Anyone know which Toybox the Cicero gauntlets are from? And which animation files it is meant to use for the kicks? Would like to make a DAR for it, since the animations don't work for me currently, Probably overriden by other DARs.
VirginMarie Posted July 8, 2022 Author Posted July 8, 2022 6 hours ago, eicosa said: Anyone know which Toybox the Cicero gauntlets are from? And which animation files it is meant to use for the kicks? Would like to make a DAR for it, since the animations don't work for me currently, Probably overriden by other DARs. Classic Toy Box. You can see the content of each toy box in the Toys&Love MCM Toy Boxes tab, with exception to a few "quest only" toys. Kick Animations are part of a full set of animations (about 100 I think). Full set meaning walk / run / sprint,(each direction), jump, crouch, sneak, and of course all the combat actions in kick fashion, and all being with your hands tied. This is done using FNIS alternate animations feature and I don't think can be run using DAR, and even if you could your setup would conflict with Toys&Love. It's triggered via script, using the Arm Bind Effect. There's another Effect for Magical Wrist Bind, which is where you able to draw weapons'/spells (softcore version basically). Cicero Diabolical Gloves use both Arm Bind Effect and Magical Wrist Bind Effects, which are just keywords on many toys. Many other toys use these, this particular toy is not unique. I'd like to focus on why you say its not working in the first place and fix that, or understand it, if possible. Nobody else has reported that DAR can override. Not saying its impossible, but I'd not assume its DAR. More likely that you have an installation issue. Since every wrist locking toy is using the same feature, if Cicero Diabolical Gloves are not working, the rest will not be working too. What happens if you use the Classic Armbinder? Same problem? What happens if you put on the yoke? 1
eicosa Posted July 9, 2022 Posted July 9, 2022 17 hours ago, VirginMarie said: Classic Toy Box. You can see the content of each toy box in the Toys&Love MCM Toy Boxes tab, with exception to a few "quest only" toys. Kick Animations are part of a full set of animations (about 100 I think). Full set meaning walk / run / sprint,(each direction), jump, crouch, sneak, and of course all the combat actions in kick fashion, and all being with your hands tied. This is done using FNIS alternate animations feature and I don't think can be run using DAR, and even if you could your setup would conflict with Toys&Love. It's triggered via script, using the Arm Bind Effect. There's another Effect for Magical Wrist Bind, which is where you able to draw weapons'/spells (softcore version basically). Cicero Diabolical Gloves use both Arm Bind Effect and Magical Wrist Bind Effects, which are just keywords on many toys. Many other toys use these, this particular toy is not unique. I'd like to focus on why you say its not working in the first place and fix that, or understand it, if possible. Nobody else has reported that DAR can override. Not saying its impossible, but I'd not assume its DAR. More likely that you have an installation issue. Since every wrist locking toy is using the same feature, if Cicero Diabolical Gloves are not working, the rest will not be working too. What happens if you use the Classic Armbinder? Same problem? What happens if you put on the yoke? Indeed, you have good troubleshooting logic Regardless of Toys, Devious Devices armbinders, yokes etc. Seemed to not work when i was using DAR mods, Even Live Action, which was supposed to fix/support DD. It is possible that the idles are being replaced by DAR mods that are not supposed to affect the player (only npc), but i found it hard to diagnose. I made my own DAR fix that checks for the specific effects and and keywords from DD and it mostly works. However it is mostly incomplete. I don't know which animation files to use for kick attacks and its very slow trial-and-error finding the animations for yokes, ropes etc. It is because i had this experience and (limited) progress with DD, i sought a similar solution for Cicero Diabolical Gloves. Since you mention it uses effects its for different modes/poses, i could attempt making a DAR set for those by checking the player for those effects. I just don't know which set of .hkx files to use, since there is a lot ?
VirginMarie Posted July 9, 2022 Author Posted July 9, 2022 6 hours ago, eicosa said: Indeed, you have good troubleshooting logic Regardless of Toys, Devious Devices armbinders, yokes etc. Seemed to not work when i was using DAR mods, Even Live Action, which was supposed to fix/support DD. It is possible that the idles are being replaced by DAR mods that are not supposed to affect the player (only npc), but i found it hard to diagnose. I made my own DAR fix that checks for the specific effects and and keywords from DD and it mostly works. However it is mostly incomplete. I don't know which animation files to use for kick attacks and its very slow trial-and-error finding the animations for yokes, ropes etc. It is because i had this experience and (limited) progress with DD, i sought a similar solution for Cicero Diabolical Gloves. Since you mention it uses effects its for different modes/poses, i could attempt making a DAR set for those by checking the player for those effects. I just don't know which set of .hkx files to use, since there is a lot ? If DAR in general breaks Toys&Love you'd not be the first person to say so. But you ARE the first person. Identify the DAR related mod that is breaking this mod, and don't use it. Live Action? Also, I should add the mod to Known Mod Conflicts if we can get solid confirmation that it does break.
V June Posted July 13, 2022 Posted July 13, 2022 (edited) Hi, i was just messing around with the armbinder combat kicking enemys to death while unarmed and i noticed my character is using regular unarmed animations when walking/running forward breaking the bound pose. I checked 0 h2h.hkx files and i couldn't spot any animation file for moving forward while unarmed in combat. Every other armbinder animation works. Might add i am using skysa and i see my normal unarmed dar animation is playing when my hands should be tied while moving when ready to fight unarmed. Did i miss the h2h file for this, could it be missing or could this be a dar/skysa incompatibility? Edited July 13, 2022 by V June
VirginMarie Posted July 13, 2022 Author Posted July 13, 2022 3 hours ago, V June said: Hi, i was just messing around with the armbinder combat kicking enemys to death while unarmed and i noticed my character is using regular unarmed animations when walking/running forward breaking the bound pose. I checked 0 h2h.hkx files and i couldn't spot any animation file for moving forward while unarmed in combat. Every other armbinder animation works. Might add i am using skysa and i see my normal unarmed dar animation is playing when my hands should be tied while moving when ready to fight unarmed. Did i miss the h2h file for this, could it be missing or could this be a dar/skysa incompatibility? Clearly something is wrong. An Install issue or the possible incompatibility. The walking/running forward normally works (not breaking the pose). Before we blame it on your suspected incompatibility... Reinstall Toys&Love, letting it overwrite, if it needs to for anything If using vortex, do a purge and redeploy, to make sure it's got its job done right Re-run FNIS. Confirm that FNIS is not reporting errors. If it is, this is likely cause As for the specific file, I don't know it's name. Don't think we need to check. Whatever is required will install with Toys. If you are using Nemesis... Is Nemesis supported? Then if no change, your last step is to check if removing, Skysa as a test, changes things, just as a test, if you want to answer that. DAR alone is not the cause.
V June Posted July 13, 2022 Posted July 13, 2022 (edited) 6 hours ago, VirginMarie said: Clearly something is wrong. An Install issue or the possible incompatibility. The walking/running forward normally works (not breaking the pose). Before we blame it on your suspected incompatibility... Reinstall Toys&Love, letting it overwrite, if it needs to for anything If using vortex, do a purge and redeploy, to make sure it's got its job done right Re-run FNIS. Confirm that FNIS is not reporting errors. If it is, this is likely cause As for the specific file, I don't know it's name. Don't think we need to check. Whatever is required will install with Toys. If you are using Nemesis... Is Nemesis supported? Then if no change, your last step is to check if removing, Skysa as a test, changes things, just as a test, if you want to answer that. DAR alone is not the cause. Hi VM thanks for the tips so far. This is what i have done so far to troubleshoot: 1 Reinstalled toys love and toy story 2 im using mod organizer and i let nothing overwrite toy mods 3 Disabled any mod that could possibly change combat behavior or add any new animations 4 Disabled DAR 5 Disabled skysa and its animation movesets issue still happened but now with the vanilla unarmed animations 6 Reran FNIS everytime when i disabled a animations mod 7 I have used Nemesis and FNIS at the same time without any issues in the past, but for this test i have run a clean FNIS without Nemesis and any Nemesis dependant mod. This time strange enough i couldn't get any bound combat animations to play even tho the rest worked fine In the end i disabled every single combat animation mod and left skyrim as vanilla combat animations as can be. Every test was done on a new game and no matter what i did i couldn't get the forward run/walk animation while bound kicking people , And i could only get all animations to work properly with a combo of FNIS and Nemesis behavior output except these 2 Bound combat forward run/walk animations I am now truly lost ? Edited July 13, 2022 by V June
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