Burensc Posted October 18, 2024 Posted October 18, 2024 Is this compatible with NFF? Plans to make compat with NFF
killer905 Posted October 18, 2024 Posted October 18, 2024 Hmm, it's looks it's broken... part 1 https://drive.google.com/file/d/1xh5GqRb7KBjzD8NnyZ1KsTcxne212xNh/view?usp=sharing part 2 https://drive.google.com/file/d/1yTzAR2TKECdZcEBCu8YyPo1ZPOdi96iW/view?usp=sharing Papyrus.0.log Papyrus.1.log
Nonseen Posted October 19, 2024 Author Posted October 19, 2024 3 hours ago, killer905 said: Hmm, it's looks it's broken... part 1 https://drive.google.com/file/d/1xh5GqRb7KBjzD8NnyZ1KsTcxne212xNh/view?usp=sharing part 2 https://drive.google.com/file/d/1yTzAR2TKECdZcEBCu8YyPo1ZPOdi96iW/view?usp=sharing Papyrus.0.log 378.77 kB · 0 downloads Papyrus.1.log 758.99 kB · 0 downloads papyruls log 0: error 1: Spoiler [10/19/2024 - 12:11:25AM] SLOS Capture Effect: Slavers try capture player follower [10/19/2024 - 12:11:25AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].slosmagiccapturescript.RegisterForSingleUpdate() - "<native>" Line ? [None].slosmagiccapturescript.OnEffectStart() - "SLOSMagicCaptureScript.psc" Line 134 this shuld be not a problem. and again and agin.... Spoiler [10/19/2024 - 12:13:12AM] SLOS Capture Effect: player try capture for slaver guild [10/19/2024 - 12:13:12AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].slosmagiccapturescript.RegisterForSingleUpdate() - "<native>" Line ? [None].slosmagiccapturescript.OnEffectStart() - "SLOSMagicCaptureScript.psc" Line 134 [10/19/2024 - 12:13:13AM] SLOS Capture Effect: player try capture for slaver guild [10/19/2024 - 12:13:13AM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].slosmagiccapturescript.RegisterForSingleUpdate() - "<native>" Line ? [None].slosmagiccapturescript.OnEffectStart() - "SLOSMagicCaptureScript.psc" Line 134 hmmm intresting... one option is LE not like the registerforsingle update comand.... other option is... the magic effect expire to fast... okay i found it! checked in ck, the spel leffects has no time instantly expire.this cause the bug. this bug happen when you face realtive high level enemys at class 1 or 2 enemys the bug not exist, at least not this form. Papyrus log 1: player not allowed to capture: Spoiler [10/19/2024 - 12:02:17AM] SLOS Capture Effect: Target is detected as Player [10/19/2024 - 12:02:17AM] SLOS Capture Effect: player capture not allowed exiting if you set the internal menu player capture not allowed the system works as intended. the moment i write this i not checked the videos i do it after reading the logs. video 1 lessons: -slavecamp jail fence not work as intended -for some reason the teleportation effect put on target when the target not going to captured. -need check agin for slave leaders, iknow the probable cause... some of my file owerite the slave leader behavior -low level enemy spawn. if you forced the slavers to re-spawn i have no ide what happened. need to make own high level character to test it out. -player control menu for location the moment do nothing its a place holder. probably going to removed as not needed. Video2 lessons: -the victims expected to travel to varius places strnage not happened already. maybe i need spread them out more... Fixes made: -removed the dublicate teleport effect from capture spell -changed the magic effect active time on higher level slaver enchantmets now they expected to work need to find way to fix: -slavers fail to spawn at high level, for this i need make own high level character. when i find a realibe fix for this i let you know. SLOS-Testfix-Test3-2024-10-29.7z
Nonseen Posted October 19, 2024 Author Posted October 19, 2024 7 hours ago, Burensc said: Is this compatible with NFF? Plans to make compat with NFF i dont know what is NFF. Can you please give a link to this mod?
Burensc Posted October 19, 2024 Posted October 19, 2024 1 hour ago, Nonseen said: i dont know what is NFF. Can you please give a link to this mod? NFF = Nether's Follower Framework 2 Mil downloads on Nexus 20K endorsements, when you click "followers and companions" section and sort by endorsements it is on the first page https://www.nexusmods.com/skyrimspecialedition/mods/55653
Nonseen Posted October 19, 2024 Author Posted October 19, 2024 6 hours ago, Burensc said: NFF = Nether's Follower Framework 2 Mil downloads on Nexus 20K endorsements, when you click "followers and companions" section and sort by endorsements it is on the first page https://www.nexusmods.com/skyrimspecialedition/mods/55653 thank you for the informations. The mod currently handles vannila followers the way that ask nice the vannila follower system to remove the curent follower. this tested and works well. Any other follower need to marked by player to system know its a follower of player. This characters simply forced to act as slaves. this is the point where potential conflicts may rise. i my self not a user of follower mods so not lot of expereince how this systems works inside. what i know the moment i use very basic crude method to take care the followers that marked as follower. best of my knowlage until other script or quest owerite what my mod do the captured follower stay captured and in place. my mod not do any un reservable change to captured followers the moment. okay only killing them if they not rescued within time limit... in theory the curent form my mod compatibe this follower mod you linked. if not well when the core functions devloped and need rise to make a patch for it and the mod it self make it possible to do it why not?
DTESSurvivor Posted October 19, 2024 Posted October 19, 2024 Just wondering where exactly all these slaver camps are, to avoid conflicts. Also, for working slaves to death I'd just focus on Survival conditions. If you feed your slaves steak and give them proper rest they'll keep going on forever, but gruel once a day with only a few hours sleep and they start dropping like flies.
killer905 Posted October 19, 2024 Posted October 19, 2024 I must say version from October 2 work much better. Now follower/PC capture totally not work... I didn't check other mod functions. Papyrus.1.log Papyrus.2.log Papyrus.0.log
Nonseen Posted October 20, 2024 Author Posted October 20, 2024 10 hours ago, DTESSurvivor said: Just wondering where exactly all these slaver camps are, to avoid conflicts. the camp itself a separate cell. the entry point only that may or may not conflict other mods. i try thhis entry point put far away anything. so i hope minimalize the chance of mod conflicts. 10 hours ago, DTESSurvivor said: Also, for working slaves to death I'd just focus on Survival conditions. If you feed your slaves steak and give them proper rest they'll keep going on forever, but gruel once a day with only a few hours sleep and they start dropping like flies. congratulation! you are the fist who writing about tis aspect of the mod. the reason why this slavery system work this way 2 foold: 1 - need to remove the captured slaves from the system so slaver buyers always need new one. +the slaves they captured are need re spawn to get captured again. 2 - lore reasons. i wish not spolier the secrets of slaver guild, and the ones that devloped the magic the slavers use to capture victims. The magic that so powerfull not only telport away a victim but make it so weak has some let say "unforseen consiquences". That the magic they use not only make the victim work to death and do what told... maybe other side effects the masters they made the weapons ""forget"" to mention. As the mod and lore devlops ower time all come to light... ( at least i hope )
Nonseen Posted October 20, 2024 Author Posted October 20, 2024 9 hours ago, killer905 said: I must say version from October 2 work much better. Now follower/PC capture totally not work... I didn't check other mod functions. Papyrus.1.log 380.4 kB · 1 download Papyrus.2.log 352.56 kB · 1 download Papyrus.0.log 379.37 kB · 1 download i re checked how things there. ignore my first post from today. i rewrite the capture script from 0. make it more simple and more realible based on memorys how back then worked. the original source for october 2 version is lost sadly. as got oweriten lot of times so i going to recosntruct. i put here the new version soon as workable.
killer905 Posted October 20, 2024 Posted October 20, 2024 5 hours ago, Nonseen said: i re checked how things there. ignore my first post from today. i rewrite the capture script from 0. make it more simple and more realible based on memorys how back then worked. the original source for october 2 version is lost sadly. as got oweriten lot of times so i going to recosntruct. i put here the new version soon as workable. Huh? What first post today? But no problems for 0.15 on SE yes? Or just LE give many problems?
Nonseen Posted October 20, 2024 Author Posted October 20, 2024 6 hours ago, killer905 said: But no problems for 0.15 on SE yes? Or just LE give many problems? LE and SE i run detialed test on capture and dicided rework agin. Last rework not archived the inteded effect. i going write about this in a blog post. Right now the system in my test work most of the time, and farm more stable then before. i changed a way that adding new capture types 90% not effect other capture type inner workings, or chance that capture types work. Used my earlier solution... few years back. simple but effective. New fixed version got uplodaed with few new goodies i hope the next realsie version going to contain "the attack on player owened slaver bases" events... 1
wHOaMiEH Posted October 21, 2024 Posted October 21, 2024 (edited) Hey, new version is crashing the game on start up( SE edition, im using SE off course), will try with the past update and let you know if it works in this post. EDIT- SE 0.16 is causing CTD from the main menu. Earlier versions work. Edited October 21, 2024 by wHOaMiEH
Nonseen Posted October 21, 2024 Author Posted October 21, 2024 (edited) 9 hours ago, wHOaMiEH said: Hey, new version is crashing the game on start up( SE edition, im using SE off course), will try with the past update and let you know if it works in this post. EDIT- SE 0.16 is causing CTD from the main menu. Earlier versions work. Thx for the report! i failed to reproduce the CTD you experiencing. the realsie version of V 0.0016 to me works fine, using mod organizer 2. Load order set to this: SlaversOfSkyrim.esp SLOS-SlaversInSkyrim.esp Patch for SlaversInSkyrim.esp SLOS-Script-Core.esp i started new game, using coc riverwood command works fine. maybe the cause a mod conflict i dont know of? Edit: suggestion: A: if possible disable all other mods and see my mod do the ctd agin. enable half of your mod list, if the game not ctd. enable the half of the secund half and try agin. this way you can determainate what or where is the conflict. B: use SSEedit to see where is the conflict betwean my mod files and your mod list. maybe this help determinate the issue C : Send me here or in private your mod list in use so i can try replicate the CTD you experience. Edited October 21, 2024 by Nonseen
Nonseen Posted October 21, 2024 Author Posted October 21, 2024 On 10/20/2024 at 2:09 PM, killer905 said: Huh? What first post today? But no problems for 0.15 on SE yes? Or just LE give many problems? as promised here is the detailed answer what went wrong and why i need rewrite: its a very long read i know, i need to compress more the information probably.
Guest Posted October 21, 2024 Posted October 21, 2024 I'm trying to keep up with the development process. I just want the chance to be captured by slavers and do not care about becoming a slaver. Can someone share if the latest version is reliable and safe to load for a serious playthrough? Thanks...
Nonseen Posted October 21, 2024 Author Posted October 21, 2024 4 hours ago, TFor2 said: Can someone share if the latest version is reliable and safe to load for a serious playthrough? i suggest make a separate save file, try it out. The curent player slave experience very shalow. Its going improved latter. if you looking a mod that help you enslaved for other slavery/capture mods i suggest do this: download this mod, install as normal DO NOT enable the SLOS-Script-Core.Esp this way you get nasty slavers that can help other mods to enslave/capture/do nasty thing your character. this way my mod scripted part not effect your game play. (this is by the way one of the original intended use case ) The mod going to change a lot after i reach the 2th mile stone i named step 2. curent 3 esp file format after that not going to be supported. i swap 1 file merged format. about stability: my fully updated skyrim SE ( Latest steem version ) the mod it self run without truble but i not use any mod when i testing. The scripted part not produce most of my test tons of errors, but i have no time test evrything non stop . if needed the mod can be stoped this stop 90% of scripting functions only item scripts not stop to be active. to shut down the mod you need only acces the book that given to you when mod first added to your game, or can be made in any tamming rack for 1 leather strip. as you open the book menu show up, here need chose debug, stop core. this shut down the mod scripting part mutch as possible. only started agin if you order it. about comaptibility: if any conflict exist i not aware of them 2 CTD report recived so far, its unknown to me its my mod fault or other mods side effect .
Guest Posted October 21, 2024 Posted October 21, 2024 5 minutes ago, Nonseen said: i suggest make a separate save file, try it out. The curent player slave experience very shalow. Its going improved latter. if you looking a mod that help you enslaved for other slavery/capture mods i suggest do this: download this mod, install as normal DO NOT enable the SLOS-Script-Core.Esp this way you get nasty slavers that can help other mods to enslave/capture/do nasty thing your character. this way my mod scripted part not effect your game play. (this is by the way one of the original intended use case ) The mod going to change a lot after i reach the 2th mile stone i named step 2. curent 3 esp file format after that not going to be supported. i swap 1 file merged format. about stability: my fully updated skyrim SE ( Latest steem version ) the mod it self run without truble but i not use any mod when i testing. The scripted part not produce most of my test tons of errors, but i have no time test evrything non stop . if needed the mod can be stoped this stop 90% of scripting functions only item scripts not stop to be active. to shut down the mod you need only acces the book that given to you when mod first added to your game, or can be made in any tamming rack for 1 leather strip. as you open the book menu show up, here need chose debug, stop core. this shut down the mod scripting part mutch as possible. only started agin if you order it. about comaptibility: if any conflict exist i not aware of them 2 CTD report recived so far, its unknown to me its my mod fault or other mods side effect . Thank you. 💖 Sweet of you to explain this so well.
killer905 Posted October 21, 2024 Posted October 21, 2024 (edited) My report for 0.16: Things working: - Capturing the vanillia follower - PC capture - Buy back follower (Borrow and use PC money) - Releasing a follower without a ring (PC takes no damage) - Releasing a follower with a ring - Joining slavers - Capturing a target (More info in bugs!) - Receiving payment for capturing a target Things not working/Bugs: - Once the target is captured (I think after 4?), then the markers stay on the ground - Probably the custom follower marker is badly done, because with the message ‘SLOS: Follower not-marked!’ slavers can capture the custom follower, but not with the second message suggesting that the custom follower has been marked - Capturing the custom follower does not work well (Custom gfollower has teleportation but sometimes the scroll falls sometimes it does not and after using the scroll sometimes the Slaver is or is not and the custom follower is not in the cell) - After removing the amulet from the follower, it's markers in the log after completion are X - If the follower dies after the amulet is removed (by fire), then the log is ‘My friend is safe, problem solved’ but she is DEAD! - When I joined slavers, I could kill all slavers without penalty - The camp takeover spell does not work Not tested: Using dagger on own follower vallia/custom follower I have hope i disnlt forget anything... Papyrus.1.log Papyrus.0.log Edited October 21, 2024 by killer905 1
Nonseen Posted October 22, 2024 Author Posted October 22, 2024 4 hours ago, killer905 said: My report for 0.16: Things working: - Capturing the vanillia follower - PC capture - Buy back follower (Borrow and use PC money) - Releasing a follower without a ring (PC takes no damage) - Releasing a follower with a ring - Joining slavers - Capturing a target (More info in bugs!) - Receiving payment for capturing a target Things not working/Bugs: - Once the target is captured (I think after 4?), then the markers stay on the ground - Probably the custom follower marker is badly done, because with the message ‘SLOS: Follower not-marked!’ slavers can capture the custom follower, but not with the second message suggesting that the custom follower has been marked - Capturing the custom follower does not work well (Custom gfollower has teleportation but sometimes the scroll falls sometimes it does not and after using the scroll sometimes the Slaver is or is not and the custom follower is not in the cell) - After removing the amulet from the follower, it's markers in the log after completion are X - If the follower dies after the amulet is removed (by fire), then the log is ‘My friend is safe, problem solved’ but she is DEAD! - When I joined slavers, I could kill all slavers without penalty - The camp takeover spell does not work Not tested: Using dagger on own follower vallia/custom follower I have hope i disnlt forget anything... Papyrus.1.log 4.74 MB · 0 downloads Papyrus.0.log 1.41 MB · 0 downloads thank you for the report! when amulet got removed by player witout ring, player too supposed to get burn damage. in SE this works, for some unknown reason it seams in LE not. i might going to change how the punishment works... so this is bug 1. bug 2 is: the sense victims mark target after capture: you 100% right its a ower sight realtive easy to fix. bug 3: claim location NOT report why failed to capture the location this missleading to player ( based on log seams the script work fine, its totaly possible the script it self to sensitive and need tweaked to not detect any one... maybe your follower detected as some one? ) bug 4: capture follower with costum follower - bug conformed: Spoiler [10/21/2024 - 11:18:38PM] Slavers captured a follower: [WIDeadBodyCleanupScript < (00091918)>] [10/21/2024 - 11:18:38PM] Input data: new conatiner[WIDeadBodyCleanupScript < (00091918)>] newref: [WIDeadBodyCleanupScript < (00091918)>] oldcontainer: None oldref: None [10/21/2024 - 11:18:40PM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.CheckRole() - "FollowerAliasScript.psc" Line 887 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.AICheck() - "FollowerAliasScript.psc" Line 847 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.OnCombatStateChanged() - "FollowerAliasScript.psc" Line 755 [10/21/2024 - 11:18:40PM] WARNING: Assigning None to a non-object variable named "::temp198" stack: [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.CheckRole() - "FollowerAliasScript.psc" Line 887 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.AICheck() - "FollowerAliasScript.psc" Line 847 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.OnCombatStateChanged() - "FollowerAliasScript.psc" Line 755 i belvie this bug loong before got fixed. this happen if the system tinks its a normal follower system in use and its not, and your follower is not marked as follower. i need check this one dubble. bug 5: capture player quest, support item activation and manipulation on quest activations not work as intended: Spoiler [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 37 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 38 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 39 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 40 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 41 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 42 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 43 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 44 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 45 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 46 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 47 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 48 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] SLOS CP01: Activation complite![slos_cp01questscript <SLOS_CP01_CapturePlayerQuest (20008950)>] bug 6: capture follower 1 quest: fail to register in jornual the follower death bug 7: i need check mark player follower spell corectly report the follower status bug 8 : - need investigate need check jornual status after follower rescued, why fail... bug 9: normal slavers killing by player need detected one way or other and assigned punishment for it ( this is missing so far ) to fix this things take some time... plus i plan realise a mini update with the fixes. its going to take 1-4 day to come out fixes all of this.
wHOaMiEH Posted October 22, 2024 Posted October 22, 2024 @Nonseen So hopefully this helps: Bimbos of Skyrim deactivated- crashes Laura's bondage shop deactivated- crashes Troubles of heroine deactivated- crashes Gristles Balazar and SLSF comments deactivated- crashes YPS deactivated- crashes All nonNSFW gameplay overhauls deactivated- crashes ZAZ pack 8, DD related things simple slavery deactivated- crashes Populated Skyrim deactivated- crashes LOOT moves esp files randomly on sorting( always put them in order you advised me to) Im truly stumped on what is producing this CTD. load order.txt Papyrus.0.log
killer905 Posted October 22, 2024 Posted October 22, 2024 4 hours ago, Nonseen said: thank you for the report! when amulet got removed by player witout ring, player too supposed to get burn damage. in SE this works, for some unknown reason it seams in LE not. i might going to change how the punishment works... so this is bug 1. bug 2 is: the sense victims mark target after capture: you 100% right its a ower sight realtive easy to fix. bug 3: claim location NOT report why failed to capture the location this missleading to player ( based on log seams the script work fine, its totaly possible the script it self to sensitive and need tweaked to not detect any one... maybe your follower detected as some one? ) bug 4: capture follower with costum follower - bug conformed: Hide contents [10/21/2024 - 11:18:38PM] Slavers captured a follower: [WIDeadBodyCleanupScript < (00091918)>] [10/21/2024 - 11:18:38PM] Input data: new conatiner[WIDeadBodyCleanupScript < (00091918)>] newref: [WIDeadBodyCleanupScript < (00091918)>] oldcontainer: None oldref: None [10/21/2024 - 11:18:40PM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.CheckRole() - "FollowerAliasScript.psc" Line 887 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.AICheck() - "FollowerAliasScript.psc" Line 847 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.OnCombatStateChanged() - "FollowerAliasScript.psc" Line 755 [10/21/2024 - 11:18:40PM] WARNING: Assigning None to a non-object variable named "::temp198" stack: [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.CheckRole() - "FollowerAliasScript.psc" Line 887 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.AICheck() - "FollowerAliasScript.psc" Line 847 [alias follower on quest DialogueFollower (000750BA)].followeraliasscript.OnCombatStateChanged() - "FollowerAliasScript.psc" Line 755 i belvie this bug loong before got fixed. this happen if the system tinks its a normal follower system in use and its not, and your follower is not marked as follower. i need check this one dubble. bug 5: capture player quest, support item activation and manipulation on quest activations not work as intended: Hide contents [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 37 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 38 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 39 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 40 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 41 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 42 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 43 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 44 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 45 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 46 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 47 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (20008950)].slositemcaptureplayersupportscript.ActivateItems() - "SLOSItemCapturePlayerSupportScript.psc" Line 48 [SLOS_CP01_CapturePlayerQuest (20008950)].slos_cp01questscript.Activate() - "SLOS_CP01QuestScript.psc" Line 81 [SLOS_CP01_CapturePlayerQuest (20008950)].qf_sloscaptureplayerqst01_02008950.Fragment_1() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 122 [10/21/2024 - 11:19:49PM] SLOS CP01: Activation complite![slos_cp01questscript <SLOS_CP01_CapturePlayerQuest (20008950)>] bug 6: capture follower 1 quest: fail to register in jornual the follower death bug 7: i need check mark player follower spell corectly report the follower status bug 8 : - need investigate need check jornual status after follower rescued, why fail... bug 9: normal slavers killing by player need detected one way or other and assigned punishment for it ( this is missing so far ) to fix this things take some time... plus i plan realise a mini update with the fixes. its going to take 1-4 day to come out fixes all of this. 1) I remember that in whichever version of burn on PC it worked too, but you can ignore that, because death follower is a big penalty 3) my follower wasn't running after anyone so it was empty, and I even checked the hideout 4) Suggesting in ‘bug 2’ it was marked with a spell 5) mhmm, but PC get teleport to slavers camp into cell so....
Guest Posted October 22, 2024 Posted October 22, 2024 @Nonseen Thanks for all the hard work, I await the development end and the working version which I can use. Good Luck in your endeavor!
Nonseen Posted October 22, 2024 Author Posted October 22, 2024 9 hours ago, wHOaMiEH said: @Nonseen So hopefully this helps: Bimbos of Skyrim deactivated- crashes Laura's bondage shop deactivated- crashes Troubles of heroine deactivated- crashes Gristles Balazar and SLSF comments deactivated- crashes YPS deactivated- crashes All nonNSFW gameplay overhauls deactivated- crashes ZAZ pack 8, DD related things simple slavery deactivated- crashes Populated Skyrim deactivated- crashes LOOT moves esp files randomly on sorting( always put them in order you advised me to) Im truly stumped on what is producing this CTD. load order.txt 3.65 kB · 1 download Papyrus.0.log 249 B · 0 downloads thankyou for the answer! questions: 1 - tryed disable all my mod files and that case crases? i belive yes. 2 - can you try out this aproach disable only one file from my mod and see what happens, disable files in this order: 2 - A - SLOS-SlaversInSkyrim-PatchForSE.esp 2 - B - SLOS-Script-Core.esp 2 - C - SLOS-SlaversInSkyrim.esp 2 - D - SlaversOfSkyrim.esp please tell me what point the crash stop happening. 3 - if possible plase trhy out this combination to: 3 - A - SLOS-SlaversInSkyrim-PatchForSE.esp 3 - B - SLOS-SlaversInSkyrim.esp 3 - C - SLOS-Script-Core.esp 3 - D - SlaversOfSkyrim.esp if you can do this more easy to pin point the point of failure. in theory slaversofskyrim do nothing on it self so this file shuld not effect the succes. only case i can imagine if you downloaded the texture pack that ment used by Legendary edition and you are using with SE. i start build up a copy of your load order let see i can reproduce the bug but this take lot of days.
Nonseen Posted October 22, 2024 Author Posted October 22, 2024 7 hours ago, killer905 said: ) I remember that in whichever version of burn on PC it worked too, but you can ignore that, because death follower is a big penalty 100% true but i like when things what supposed to work. 7 hours ago, killer905 said: 3) my follower wasn't running after anyone so it was empty, and I even checked the hideout can you try move your follower out of the hideout order them to stay outside, go back and cast the spell agin? i suspect for some reason the script detect your follower as npc on the area and this make the claim location not working as intended. here is a script change this one going to report you what actor is in the way/aka this actor detected by the quest inside the area that you try capture: this one going to log the papyrus too the finding if you cast a mark follower as player follower spell on your follower in papyrus the follower to get loged. so i can compare this 2 data if a match i need fine tune the claim location quest to not detect player follower. qf_slosclaimlocationqst_02063752.7z 7 hours ago, killer905 said: Suggesting in ‘bug 2’ it was marked with a spell the detect slaver targets spell in realty start a quest. that quest stop running after x hours of game time. this quest has alliases... aliases like pointers. aliases can point things like characters or items, or even a point of land, or locations. the bug in our case is this: when you capture to many targets for slavers the system put the captured victim to a captured target list for later use. in theory we can put near infinate number of victims into this list. so capturing slaves not limited by storage space on slaver guild side. side effect of this the listed npcs got disabled. disabled this case means non active, not part of the game. i simply need add a check to the quest: if a marked object status changes to disabled the marker need to be deleted. 7 hours ago, killer905 said: 5) mhmm, but PC get teleport to slavers camp into cell so.... of corse that part of the quest work becuse its run a separate script. in sort here is what happening when player got captured: the system find a quest that control what happen the player on capture event. curently only 1 of this quest avible. this quest has a stage 10. this called. when stage 10 called a script called... lets call it master script. this one named SLOS_CP01QuestScript so this master script order other different scripts to start working. This working sub scripts teleport you the cell, make you slave, give you the slaver amulet ect. the master script same time order the script named: SLOS item capturep layer support script to make avible you the support items you expected recive when this quest starts. the issue is here. this spearation of fucntions good this case as if one functions fail the others still work. in sort partial failure is better than total failure. if you intrested more on the mod inner working read the in depth manual. most of this innner working in detail written here( or going to written when updtaed ).
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now