YojimboRatchet Posted October 31, 2024 Posted October 31, 2024 8 hours ago, Nonseen said: thank you! i see now, My start the mod script failed to run. i seen this type of problem before when testing things... But not expected to coem up agin. Here is a patch please let this file owerite evrything in my mod that wants ower rite. This one shuld fix the problem, if do plese let me know. SE-QuickFixTest-ModNotStarting-2024-10-31.7z 98.88 kB · 1 download Still nothing. i tried installing it separately and placed it under the main mod in the mod order to let it overwrite. Nothing happened. Didn't show up at all in the log files again. So Then I replaced the Script Core file in the main mod with the quick test one, and loaded it again, and same results. This version is simply not registering at all. The files are all in the proper load order. I have under 250 esm/esl files. I've double checked it again and again using both the logs and the additmenu in-game, and this mod just doesn't show up at all. 1
Nonseen Posted October 31, 2024 Author Posted October 31, 2024 (edited) 4 hours ago, YojimboRatchet said: Still nothing. i tried installing it separately and placed it under the main mod in the mod order to let it overwrite. Nothing happened. Didn't show up at all in the log files again. So Then I replaced the Script Core file in the main mod with the quick test one, and loaded it again, and same results. This version is simply not registering at all. The files are all in the proper load order. I have under 250 esm/esl files. I've double checked it again and again using both the logs and the additmenu in-game, and this mod just doesn't show up at all. hmmm... the file i given here to you intended the used in the fallowing way: you install the SE version of the mod, ( SE-V0-0162-SlaversOfSkyrim.7z ) then unpack the 7z file i given to you and let it owerite evrything. if i not made packaging error expected replace SLOS-Script-Core.esp and add some scripts. the scripts here the key. The scripts change how the self installation procces executed. if nothing works we have a last resolt sulution( at least in theory 😞 SE-QuickFixTest-2-2024-10-31.7z use this files to owerite the already existing things. go ingame a tanning rack, here chose: SLOS Script Manual requires 1x leather strip after you made one of this book open it it will open up option to start script core, chose this one. it shuld start and function now. if this not possible becuse no option to craft this item on tamming rack.... let me know! that case i start copy the exact copy of your load order to see my self what the hell is happening and why becuse i not understand how this possible. Edit: side note: the scripts need 10+secund to activate and start running this is true in non script heavy everiment if lot of scipt running may take longer to start. Edited October 31, 2024 by Nonseen
Nonseen Posted October 31, 2024 Author Posted October 31, 2024 12 hours ago, wHOaMiEH said: Predetermined spots for encounters is better to have this early in mod development, and it makes both your and users(testers) jobs easier. As you progress with the mod, this will naturally evolve into other spots and options(your skills with the dreaded CK will naturally evolve during this process) . 😎 true 5 hours ago, killer905 said: As long as the ‘new encounter places’ are outside the cities, it should be fine. You can always remove them if you find that they collide with another mod. hmm i think you too right... i have a brave idea made a new test plugin to test out how works this vannila random encounter system implementation i added 2 type of random encounter a road one and normal wilderness. both case few slaver spawn if player not member of the slaver guild... and starting working on making own separate Encounter spawning system. This onegoing more target orinted then the vanila one.
killer905 Posted October 31, 2024 Posted October 31, 2024 On 10/30/2024 at 5:57 AM, Nonseen said: you 100% right. here is a VERY experiemntal solution for follower problem. this is the curent devlopment version contain all changes so far i made so expect not evrything work as intended. this version contain new future to shady figure. and a very expermenatal brute force aproach to fix the follower problem. this solution need tested roughtly as many follower mods may differ. this may or may not brake other mods i not sure LE-V0-00163-DEV-2024-10-30-A-SlaversOfSkyrim.7z 298.55 kB · 1 download so make backup for evrything before putting into testing. the experimental function do the fallowing: when a follower capture detected the system checsk the follower is marked as follower by player or not. if marked the original follower got disabled and replaced a copy of it. basicly when you go rescue the original follower you going to talk a exact copy of the actor base of the follower... a clone. When the amulet removed the clone destroyed and the original enabled on its place. ideal condition you not likly to notice the swap. what can go wrong with this? better question what not... i have no idea how exactly the other follower mods works i mean what they do inside. its may make the other follower mods script broke down or produce unexpected errors. as theyfollower stop "function". i have no idea what going to happen. so need to try out I must say this work on Custom follower. Also again when i mark my follower once i get "SLOS: Follower not-marked!" Papyrus.0.log 1
Nonseen Posted November 1, 2024 Author Posted November 1, 2024 (edited) 6 hours ago, killer905 said: I must say this work on Custom follower. Also again when i mark my follower once i get "SLOS: Follower not-marked!" Papyrus.0.log 724.75 kB · 0 downloads thankyou i add my to do list to upgrade the capture follower script to this version! as the curently capture player and follower system works : both use a same basic scipt to make the targat slave and teleport away. for follower to system work i added some extra part to archive the intednded effect. in this specific case this works fine. but very not optimal, and if new type of capture quest to be made just lead new problems. this means capture player and capture follower scripts going to change again pratial rewrite... its happens so okay. Edit: About mark follower script: i checked the source code to me seams all okay. maybe old script got given to you by accident. i go erase the scripts and remake all so this problem shuld go away in next realise. if yo uwish i give you here a fixed script here. Edited November 1, 2024 by Nonseen
killer905 Posted November 1, 2024 Posted November 1, 2024 1 hour ago, Nonseen said: thankyou i add my to do list to upgrade the capture follower script to this version! as the curently capture player and follower system works : both use a same basic scipt to make the targat slave and teleport away. for follower to system work i added some extra part to archive the intednded effect. in this specific case this works fine. but very not optimal, and if new type of capture quest to be made just lead new problems. this means capture player and capture follower scripts going to change again pratial rewrite... its happens so okay. Edit: About mark follower script: i checked the source code to me seams all okay. maybe old script got given to you by accident. i go erase the scripts and remake all so this problem shuld go away in next realise. if yo uwish i give you here a fixed script here. not need i will wait next realise 1
Arkianesin Posted November 1, 2024 Posted November 1, 2024 On 10/31/2024 at 5:36 AM, Nonseen said: thank you! i see now, My start the mod script failed to run. i seen this type of problem before when testing things... But not expected to coem up agin. Here is a patch please let this file owerite evrything in my mod that wants ower rite. This one shuld fix the problem, if do plese let me know. SE-QuickFixTest-ModNotStarting-2024-10-31.7z 98.88 kB · 1 download I've tried but still nothing Load order is the same. Papyrus.0.log 1
Nonseen Posted November 1, 2024 Author Posted November 1, 2024 (edited) 57 minutes ago, bcylcyheprjxbsymlv said: I've tried but still nothing Load order is the same. Papyrus.0.log 1.27 MB · 0 downloads i checked your log to be honest i never seen anything like this one. Let me explain: time when your loading complited: 06:33:18AM] - line 9930 time when loading started 06:33:13AM] - line 175 time when game started and main menu started loading 06:32:54AM] - line 2 For comparison my un modded skyrim papyrus log looks like this: time when my loading complited: 05:16:12AM] - line 64 time when my load started 05:16:09AM] -line 13 time when game started and main menu started loading for me 05:16:00AM] - line 2 i colored orange the important differences: i dont know why but you recive 175 line of warning about missing files before the main menu loads. after starting load game you recive 9 930 errors and warnings, before the mods start report they loaded. my case unmoded version with all the reports finishes at line 64. your full load finished at: 10 314 line, that is okay as many of your mods activate. my only concerns the 9 930 lines of warrnings and error reports. this might cause some issues. probably one or more mod broken in your setup or save file you loaded broken? i dont know i assuming you loaded a save file, if possible can you try run another test? What i hope this way we can skipp lot of possible error from older save files. Its possible some script not function as intended from other mods and take lot of resources from papyrus, My mod start up sequence add a deleyed start to give chance other mods and game systems start before my mod does. This sequince contain a event onupdate. This added to deley my mod start up if papyrus engine ower whelemed with other tasks. Basicly my mod wait until other mods setup complited and papyrus has free resoruces to do stuff with my mod. i suspect its possible your save file contain one or more scripts that eat lot of papyrus resources and this cause issues to my mod start. as i sad earlier i never seen log like this. lots of property and other script functions not filled, or report error. i give you a test file, add to this any point to your load order, this one contain a empty cell no script. i use this to test my mod works the fallowing way: Start the game wait for my main menu load up. then i open the console and type this: coc test this console command teleport me the empty test cell. this way very fast load complite in no time. this command generate you a tester nord lvl 1 character. if you wait here around 30 secund i estiamte or bit more my script shuld start working, i not exactly sure as many script running may take longer NS-Test-Template.7z if you started a new game, well this test no use as we can sure the problem not with the loaded save file. Edited November 1, 2024 by Nonseen
YojimboRatchet Posted November 1, 2024 Posted November 1, 2024 (edited) 19 hours ago, Nonseen said: use this files to owerite the already existing things. Can you be more specific as you what you mean by "overwrite" in this case ? This can mean many different things, so if you can detail step by step as to what you mean by this, then at least i will know to do only that way only and not any other ways. thanks EDIT: I tried ever method of overwriting that I know of, spending almost an hour of various testing, and nothing works. I am in the same situation as Bcylcy... , This mod is not starting up no matter what, doesn't register in the logs nor in Addit menu lists, the loading order is correct. I am frankly at a loss here. Maybe I will wait until the next version of this mod is up at this point. You don't need my mod list to replicate, you can use Bcylcy.. 's list as we have the same exact issue, so whatever fixes him, will fix mine. Edited November 1, 2024 by YojimboRatchet 1
Nonseen Posted November 1, 2024 Author Posted November 1, 2024 6 hours ago, YojimboRatchet said: Can you be more specific as you what you mean by "overwrite" in this case ? This can mean many different things, so if you can detail step by step as to what you mean by this, then at least i will know to do only that way only and not any other ways. thanks EDIT: I tried ever method of overwriting that I know of, spending almost an hour of various testing, and nothing works. I am in the same situation as Bcylcy... , This mod is not starting up no matter what, doesn't register in the logs nor in Addit menu lists, the loading order is correct. I am frankly at a loss here. Maybe I will wait until the next version of this mod is up at this point. You don't need my mod list to replicate, you can use Bcylcy.. 's list as we have the same exact issue, so whatever fixes him, will fix mine. new version uploaded, this one contain a possible fix if the issue is the mod quest not start it self. i belive something other going to be the problem as you say additem menu not work. Before i never seen this type of problem.but i wish to solve it before advance lot more in devlopment.
Burensc Posted November 1, 2024 Posted November 1, 2024 Wow you update this mod alot, congrats. I am still rebuilding my broken mod list and already 3 updates. So is there going to be more than 1 slaver camp per hold? Or more? I think too many camps would be a mistake and cause compatibility problems. But I guess you also need anti slaver camps too? So you plan on having a taking over the slavers guild (from a rival)quest? Plus fighting with the anti slavers? Any possibility of losing on either of those quest lines? With co consequences?
YojimboRatchet Posted November 2, 2024 Posted November 2, 2024 10 hours ago, Nonseen said: new version uploaded, this one contain a possible fix if the issue is the mod quest not start it self. i belive something other going to be the problem as you say additem menu not work. Before i never seen this type of problem.but i wish to solve it before advance lot more in devlopment. Same result. I tried even moving the ESP files around, and started to disable many of my mods (about 75) to see if there was a conflict. and each load is the same exact result. Nothing happens, not in the game, not in the logs. On a hunch i went back to version R4 to see if i could load this version, and i was able to load R4. so perhaps if you compare version R4 to this version and see what the differences are maybe it will help. Sorry i can not be of better help. good luck.
killer905 Posted November 2, 2024 Posted November 2, 2024 I focused on the follower and so: Papyrus.0 Contains an unmarked vanillia Follower, but leaves it in the freamwork Follower. The follower is not cloned, but is moved to the cell (it appears there as the original follower, not a clone, but as soon as the PC appears there, the follower immediately attacks the slavers. After killing them all, then until the amulet is removed, it stands still. Papyrus.1 Includes the vanillia follower designation, but leaves it in the freamwork follower. The follower is not cloned, but the cell is empty i.e. turning off the vanillia follower works, but not cloning Papyrus.2 shady figure stuff looks like it is working fine. Papyrus.0.log Papyrus.1.log Papyrus.2.log 1
Nonseen Posted November 2, 2024 Author Posted November 2, 2024 7 hours ago, Burensc said: Wow you update this mod alot, congrats. I am still rebuilding my broken mod list and already 3 updates. So is there going to be more than 1 slaver camp per hold? Or more? I think too many camps would be a mistake and cause compatibility problems. But I guess you also need anti slaver camps too? So you plan on having a taking over the slavers guild (from a rival)quest? Plus fighting with the anti slavers? Any possibility of losing on either of those quest lines? With co consequences? this moment 3 camp exist in whiterun hold, i going to add 1 more slave work place. adding one more slaver and one more slave owener/ring of zenithar base. This 2 required to function as hidden base for combat forces of this organization. This combat forces used to attack settelments, or player or player conquered slaver bases. plan is if player fail defend the attack on its own slaver base the attacker takes it back. But the bases the player buy from shady figure not intrest any one. This places only attacked if player pisses off a lot any faction by its actions. Anti slaver faction in the plans with own hidden bases. this is to me in the dark i not worked out yet how this part going to look. Losing slaver bases has consiqences on player: lot of gold income lost, localy stored slaves lost. For slaver guild some consiqence too of corse... i not worked out the exact details yet. 2 hours ago, YojimboRatchet said: Same result. I tried even moving the ESP files around, and started to disable many of my mods (about 75) to see if there was a conflict. and each load is the same exact result. Nothing happens, not in the game, not in the logs. On a hunch i went back to version R4 to see if i could load this version, and i was able to load R4. so perhaps if you compare version R4 to this version and see what the differences are maybe it will help. Sorry i can not be of better help. good luck. thank you its a good clue . R4 is very old and made with very different mind set. i think we can try out one different thing: i have a test esp file contain 1 simple room. first add this to your load order and see you can enter it using console command. if yes i can add a few asset from slaversofskyrim.esp to it. see this assets added to that cell or not. this can conform my esp file loaded and working as intended. then i can add other things to test out other esp exist. if you okay with this plan here is the test room: NS-Test-Template.7z when you in main menu open console and type this: coc test this expected put you a littile beadly light room. with stone castle type walls the room is empty. i started build p a load order.... its take lot of time to find and install 200+ mod... 1 hour ago, killer905 said: Papyrus.0 Contains an unmarked vanillia Follower, but leaves it in the freamwork Follower. The follower is not cloned, but is moved to the cell (it appears there as the original follower, not a clone, but as soon as the PC appears there, the follower immediately attacks the slavers. After killing them all, then until the amulet is removed, it stands still. vannila follower == member of currentFollowerFaction? that case the follower handled as vannila follower, no cloning done, vannila follower system rodered remove follower from player control. if a frame work hold control of it probably problem arise. i check logs soon see what exactly happened. 1 hour ago, killer905 said: Papyrus.1 Includes the vanillia follower designation, but leaves it in the freamwork follower. The follower is not cloned, but the cell is empty i.e. turning off the vanillia follower works, but not cloning hmmmm some cases of my testing i discovered a nasty bug in my system: after clone rescued the orignal follower not shown up in the position of the clone. instead started move towards the the last location where done things. to counter this i added a teleportation to the original to move the clone last position. mabye this happened here to. i need check that logs. 1 hour ago, killer905 said: Papyrus.2 shady figure stuff looks like it is working fine. good to hear! thank you for your hard work!
Nonseen Posted November 2, 2024 Author Posted November 2, 2024 4 hours ago, killer905 said: I focused on the follower and so: Papyrus.0 Contains an unmarked vanillia Follower, but leaves it in the freamwork Follower. The follower is not cloned, but is moved to the cell (it appears there as the original follower, not a clone, but as soon as the PC appears there, the follower immediately attacks the slavers. After killing them all, then until the amulet is removed, it stands still. Papyrus.1 Includes the vanillia follower designation, but leaves it in the freamwork follower. The follower is not cloned, but the cell is empty i.e. turning off the vanillia follower works, but not cloning Papyrus.2 shady figure stuff looks like it is working fine. Papyrus.0.log 389.37 kB · 1 download Papyrus.1.log 416.56 kB · 1 download Papyrus.2.log 426.56 kB · 1 download i realized i making my job lot harder whit my aproach. i re written agin the follower capture quest basic code part. --separated the code from the rest of the system mostly. --changed how follower handled, now all handled the same way. --this is a very invasive brute force aproach that may cause some mods not function but works. ----this aproach may need refined in future... so here is a LE test version: LE-V0-0163-01-TESTER-SLOS.7z this one fix a bug too... i found when dive deep the scripts.
YojimboRatchet Posted November 2, 2024 Posted November 2, 2024 (edited) 16 hours ago, Nonseen said: coc test I did this, and nothing happens. I don't get a little room. I stay in the main menu. maybe there are caps to this or more ? When I do type it in console, i get a list of messages one of them saying this isn't a valid cell. Edited November 2, 2024 by YojimboRatchet
Nonseen Posted November 3, 2024 Author Posted November 3, 2024 6 hours ago, YojimboRatchet said: I did this, and nothing happens. I don't get a little room. I stay in the main menu. maybe there are caps to this or more ? When I do type it in console, i get a list of messages one of them saying this isn't a valid cell. i seen this type of error messages so far in 2 cases: Case 1: i forget enable the esp file. Case 2: i miss typed the cell name. in theory its possible case 3 exist: for some reason the esp file not added the load order, so not exist from Game point of view. if not any of above, we might face a hidden future from sskyrim se engine we not aware? i assume the fallowings: -you enabled the file come with the download: NS-Test-Template.esp -you using skyrim SE ( file header setup for that ) -you added the file end of your load order idea: if all above true i suggest if possible move the NS-Test-Template.esp the most top position in your load order as possible, and try agin. i belive if my theory about the load order to large is true this case the esp going to be loaded and going to work.
killer905 Posted November 3, 2024 Posted November 3, 2024 On 11/2/2024 at 6:35 AM, Nonseen said: vannila follower == member of currentFollowerFaction? that case the follower handled as vannila follower, no cloning done, vannila follower system rodered remove follower from player control. if a frame work hold control of it probably problem arise. i check logs soon see what exactly happened. I think yes but idk if any Follower Freamwork use this "faction" 22 hours ago, Nonseen said: i realized i making my job lot harder whit my aproach. i re written agin the follower capture quest basic code part. --separated the code from the rest of the system mostly. --changed how follower handled, now all handled the same way. --this is a very invasive brute force aproach that may cause some mods not function but works. ----this aproach may need refined in future... so here is a LE test version: LE-V0-0163-01-TESTER-SLOS.7z 116.87 kB · 1 download this one fix a bug too... i found when dive deep the scripts. it's looks now work very nice. So if Vanilia Follower are in "Nether's Follower Framework" are get cloned with and withuot mark follower. Papyrus.1 Vanilia Follower in "Nether's Follower Framework" https://drive.google.com/file/d/17KmLnWNiWRyqMDHimojF3vBT2w0xAV8H/view?usp=sharing Note: Don't ask me why Uthgerd like take off top and show her nice tits ^^ (It's a bug with this outfit and SOS never find a solution to fix this...) Papyrus.0 Custom follower without and with mark follower spell (not in "Nether's Follower Framework") Note: Not work without mark follower spell but this i expect. https://drive.google.com/file/d/1hOG_lnVjvzlm0Q1AdiU6MFaEWTjPgupn/view?usp=sharing Papyrus.0.log Papyrus.1.log
Nonseen Posted November 3, 2024 Author Posted November 3, 2024 1 hour ago, killer905 said: Note: Don't ask me why Uthgerd like take off top and show her nice tits ^^ (It's a bug with this outfit and SOS never find a solution to fix this...) i think i know part of the answer: when you load a game witout quiting some data remain in memory. exact details unknown to me. this remaining data cause varius bugs to come. To avoid this bugs i usualy quit the game and start it agin if i need load a save game. not the easyest pratice but help me avoid lot of bugs. side note: her tits looks nice i like it 1 hour ago, killer905 said: it's looks now work very nice. thank you for your testing! 1 hour ago, killer905 said: Custom follower without and with mark follower spell (not in "Nether's Follower Framework") Note: Not work without mark follower spell but this i expect. yes this is what expected, no mark and not current follower faction considered normal npc, so no capture. i see in the logs the ecounter locations work as intended. good to see. working on a new V0.00164 version i plan give you for testing a devlopment version, this version very untested. the new future here is sending strike team to player owened base or aginst the player if player doen too many evil slavery things. like capturing slaves. to make testing more easy i going to place more victim marked npc somwhere.
YojimboRatchet Posted November 3, 2024 Posted November 3, 2024 5 hours ago, Nonseen said: i seen this type of error messages so far in 2 cases: Case 1: i forget enable the esp file. Case 2: i miss typed the cell name. in theory its possible case 3 exist: for some reason the esp file not added the load order, so not exist from Game point of view. if not any of above, we might face a hidden future from sskyrim se engine we not aware? i assume the fallowings: -you enabled the file come with the download: NS-Test-Template.esp -you using skyrim SE ( file header setup for that ) -you added the file end of your load order idea: if all above true i suggest if possible move the NS-Test-Template.esp the most top position in your load order as possible, and try agin. i belive if my theory about the load order to large is true this case the esp going to be loaded and going to work. Nothing. Same result. Can you check how you named the cell ? and any luck when comparing to R4 version to see if ideas come to mind ?
killer905 Posted November 3, 2024 Posted November 3, 2024 1 hour ago, Nonseen said: i think i know part of the answer: when you load a game witout quiting some data remain in memory. exact details unknown to me. this remaining data cause varius bugs to come. To avoid this bugs i usualy quit the game and start it agin if i need load a save game. not the easyest pratice but help me avoid lot of bugs. side note: her tits looks nice i like it This outfit has some kind of SOS problem, because as long as I don't give it a belt, it doesn't lose the top. And not in this case the load save doesn't spoil it, because after moving to another location it also takes off. And that's just because SOS sometimes messes something up I guess with the slot and the cycle takes the top off. As for the boobs from LE, that's a fact ^^ 2 hours ago, Nonseen said: working on a new V0.00164 version i plan give you for testing a devlopment version, this version very untested. the new future here is sending strike team to player owened base or aginst the player if player doen too many evil slavery things. like capturing slaves. to make testing more easy i going to place more victim marked npc somwhere. Also add a debug button for enemy attack of our base ^^ 1
Nonseen Posted November 3, 2024 Author Posted November 3, 2024 3 hours ago, YojimboRatchet said: Can you check how you named the cell ? Test usualy the system dont care the letter size. 3 hours ago, YojimboRatchet said: and any luck when comparing to R4 version to see if ideas come to mind ? this version 100% rewrite from 0 compered R4. Only major difference i now using latest version of skyrim SE. Tryed downagrade to 1.5.97 but not worked well. Plus most good mods devloped for latest version. No other difference come to my mind. that may cause problems. 4 hours ago, YojimboRatchet said: Nothing. Same result. this means your game fail to recognize a simple esp file that contain 1 simple cell. if you use mod manager and if not to mutch problem can you try make a new profile? add only the esp file i given to you? basicly no other modd loaded only the base files and the "NS-Test-Template.esp" if this not help, i assume your game for some reason not recognize the file format my creation kit use.
Nonseen Posted November 3, 2024 Author Posted November 3, 2024 2 hours ago, killer905 said: Also add a debug button for enemy attack of our base ^^ what this buttom supposed to do? what is oyur idea?
killer905 Posted November 3, 2024 Posted November 3, 2024 3 hours ago, Nonseen said: what this buttom supposed to do? what is oyur idea? start attack from enemy to faster check function wheere PC base are atack
Nonseen Posted November 3, 2024 Author Posted November 3, 2024 1 hour ago, killer905 said: start attack from enemy to faster check function wheere PC base are atack i see so basicly a buttom that give pc a base and instantly order the attack on that base. i see what i can do. right now i stuck on few unforseen obstacles this going to take lot longer than i expected.
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