killer905 Posted October 3, 2024 Posted October 3, 2024 9 hours ago, Nonseen said: thank you for the conformation and your hard work! very nice finding, i expected the script going to work as intended this case. the system try remove the follower then continue on as normal. Well the quest added the follower to slave storage system... and telported away. but for some reason not complited the capture sequince. intresting... and no error report the log... but clearly something went wrong... i can do 2 things: 1: re organize the script way that follower removal happen after the whole capture sequence complited. this way if the follower removal fail the quest sett up as normaly done. so unly the follower not get removed that i consider minior issue compered the one you discovered. 2: i can give the player a spell that can mark the follower of player non standard follower. when follower captured can run check on the follower for this mark. if follower marked i not try procces as i do with normal followers. Instead i try do other things. i hope this way this bug can be avoided. Weak point of this: player might forget mark the follower. What you think about this idea? i thinking more how to handle this things... agin nice find i fixed it! I think it's better to focus on other parts of the mod and then add freamwork support for followers like UFO, NFF etc. 1
Nonseen Posted October 3, 2024 Author Posted October 3, 2024 3 hours ago, killer905 said: I think it's better to focus on other parts of the mod and then add freamwork support for followers like UFO, NFF etc. 100% agree! i added few changes so the system no longer that easy to brake. plus player get the chance to mark player as costum follower system controled slave. this way bugs might get reduced. this is all i can do about it for now.
Nonseen Posted October 3, 2024 Author Posted October 3, 2024 i made a new post in my blog about what comming this week... ( i hope ) and what planned in the next estiamted 2 month: i going to focus meet this goals. accept any help and idea! sometimes one idea help others make very good ideas
cerebus300 Posted October 3, 2024 Posted October 3, 2024 I'm having a problem. Playing SE 1.5.97. Installation was fine and everything seems to be working. PC got captured and I teleported into the base. My equipment was not taken, although not a huge deal, but because of the chests, I'm assuming that it was supposed to have been. The problem though is that I managed to kill the various people in the cave, 5 of them, I think. One of them had the Ring of Masters, which I thought was supposed to be the thing that allows me to remove the slave pendant. I keep trying, while wearing the ring, but it keeps saying that it can't be removed. Not even the fire penalty that has been mentioned. Even without the master ring it says the same thing and the fire doesn't activate. So, I'm pretty much stuck with the pendant and no way to remove it. Also, the two ladders leading out of the place can't be activated because it says that it needs a key. I found a key on one of the tables that is labelled something like Whiterun Training key (?)(this was really hard to see as well, perhaps make it more visible), but I still can't activate the ladders to leave. There are no more people to kill in the dungeon and I've looted all the bodies. So,: - can't remove necklace even while wearing the ring of masters - can't open the exits, even with the one key that I found. 1
Nonseen Posted October 3, 2024 Author Posted October 3, 2024 39 minutes ago, cerebus300 said: PC got captured and I teleported into the base. My equipment was not taken, although not a huge deal, but because of the chests, I'm assuming that it was supposed to have been. currently equipment take away not implemented the avible player capture quest this so far seams normal to me. 40 minutes ago, cerebus300 said: The problem though is that I managed to kill the various people in the cave, 5 of them, I think. One of them had the Ring of Masters, which I thought was supposed to be the thing that allows me to remove the slave pendant. the amulet can be removed if you wear the "Master Slaver Ring" and amulet droped to the grund OR added other inventory like chest. so far based on your description evrything work as intended. 43 minutes ago, cerebus300 said: Also, the two ladders leading out of the place can't be activated because it says that it needs a key. thank you for conforming this part of the quest work as intended. Here is what happened: when you got captured and teleported a slaver base: all exit dor got locked down so player canot escape without fight with slavers i totaly forget that key exist in that place.... thank you mentioning it! goign ot be removed.... originaly the slaver market place used to be a slave traning center but re porpused... 45 minutes ago, cerebus300 said: here are no more people to kill in the dungeon and I've looted all the bodies. it seams you done evrything good. this report of yours show a dising flaw. i need work on. somehow need inform the player how to remove the amulet. i suggest wear the slave master amulet and drop the grund the amulet. you going to be freed this expected unlock the doors. After that when you exit the slaver base quest complited! Thank you for this detailed report i going to start work how to fix this design issue. i have a question: i added a manual in game that contains information plus i added a detailed guide how things work in the curent build. this guide can be found in the mod page and the beatwen the downloaded files. you seen any of this? or made aware of it? i asking this becuse if you not aware any of this: i need place better so players more high chance to find it.
cerebus300 Posted October 5, 2024 Posted October 5, 2024 On 10/3/2024 at 2:26 PM, Nonseen said: currently equipment take away not implemented the avible player capture quest this so far seams normal to me. the amulet can be removed if you wear the "Master Slaver Ring" and amulet droped to the grund OR added other inventory like chest. so far based on your description evrything work as intended. thank you for conforming this part of the quest work as intended. Here is what happened: when you got captured and teleported a slaver base: all exit dor got locked down so player canot escape without fight with slavers i totaly forget that key exist in that place.... thank you mentioning it! goign ot be removed.... originaly the slaver market place used to be a slave traning center but re porpused... it seams you done evrything good. this report of yours show a dising flaw. i need work on. somehow need inform the player how to remove the amulet. i suggest wear the slave master amulet and drop the grund the amulet. you going to be freed this expected unlock the doors. After that when you exit the slaver base quest complited! Thank you for this detailed report i going to start work how to fix this design issue. i have a question: i added a manual in game that contains information plus i added a detailed guide how things work in the curent build. this guide can be found in the mod page and the beatwen the downloaded files. you seen any of this? or made aware of it? i asking this becuse if you not aware any of this: i need place better so players more high chance to find it. Okay, so I went back in and tried what you said, and it worked fine. I put the ring on and dropped it in a chest, then the ladders worked as an exit and the quest came to an end. I do think that you need to find a way to allow the player to just take off the necklace when they are wearing the ring without having to involve a container or dropping it on the ground. It isn't intuitive that way and makes it seem to be broken. Otherwise, I'm glad that this mod is being made. Hoping for a lot of additions during development. Excited to see where this goes. 2
Nonseen Posted October 5, 2024 Author Posted October 5, 2024 4 hours ago, cerebus300 said: . I do think that you need to find a way to allow the player to just take off the necklace when they are wearing the ring without having to involve a container or dropping it on the ground. It isn't intuitive that way and makes it seem to be broken. thank you for your patiance and this input. i cahnged for next realise the amulet mechanics, its realy easy to do. now palyer can unequip witout droping it. for npcs i need make unremoveble as they thend to do not okay things.
DonQuiWho Posted October 5, 2024 Posted October 5, 2024 2 hours ago, Nonseen said: thank you for your patiance and this input. i cahnged for next realise the amulet mechanics, its realy easy to do. now palyer can unequip witout droping it. for npcs i need make unremoveble as they thend to do not okay things. @Nonseen Hi there! I'm watching this with interest, even though I can't yet get into a position to try it out in game Couple of quick thoughts/observations, for you to consider as you progress ------------- 1 - I like how you are developing the capture / escape mechanic. Thoughts on that - a - are you planning to make it an optional plugin for other modders to plug their mod outcomes into? eg as, say an outcome from Simple Slavery ++ ? P b - possibly even more importantly, from the range of defeat mods out there? I doubt too many will give up their versions of defeat to use SoS if they were to then 'lose' a lot of the outcomes available to them from Defeat. I use the latest version of Defeat 5.3.6 by @Bane Master , and its outcome options, egs AndrewLRG's post defeat DD and/or DCUR restraint additions to deteated PC and Followers, Bane's ownn Follower Slavery Mod (aka FSM). So it would be good if SoS were to provide an 'in point' for other mod authors to plug into as an additional possible outcome for their mods ------------ 2 - you just said that you would add 'unremoveable' amulets to NPCs. That might be a gamebreaker for 'Slavery' mods such as PAHE/AYGAS/HSH and DOM. Those rely very much on using the amulet slots for functional collars etc. Is there any other option you could use, eg rings etc? ------------- Hope these comments are helpful Looking forward to seeing how you progress this further DQW 2
Nonseen Posted October 5, 2024 Author Posted October 5, 2024 13 hours ago, DonQuiWho said: a - are you planning to make it an optional plugin for other modders to plug their mod outcomes into? eg as, say an outcome from Simple Slavery ++ ? P the mod made a very modular way... i mean: littile pices that can be assembled together and accept many other possible pices. in theory, best of my knowlage, its very easy to make this moment a script that make possible other mod makers with ease send this mod own slaves. to be honest most other mods use SKSE, my mod the moment not. Plus i have no expereince how to use it, yet. in sort probably need build up some script or scripts that provide a interface betwen mods to work. in the next few month i not plan work on this. Lots of part might going to rewritten, polus my aim first make something that work as intended it self. Then after that one archived extending it. 13 hours ago, DonQuiWho said: b - possibly even more importantly, from the range of defeat mods out there? I doubt too many will give up their versions of defeat to use SoS if they were to then 'lose' a lot of the outcomes available to them from Defeat. i dont know. To give a answer for this question i need look that mods first and see how their inner side works, and first check its any documentation avible? My focus making basic functions working of the mod. i estimate nearly 97% missing. 13 hours ago, DonQuiWho said: So it would be good if SoS were to provide an 'in point' for other mod authors to plug into as an additional possible outcome for their mods that one is nice idea. curently the player slavery is not intresting. just a place holder quest to test out capture mechanic and escape preverention. This going to expended a later date, to many core function missing to able continue work on it. 13 hours ago, DonQuiWho said: 2 - you just said that you would add 'unremoveable' amulets to NPCs. That might be a gamebreaker for 'Slavery' mods such as PAHE/AYGAS/HSH and DOM. Those rely very much on using the amulet slots for functional collars etc. Is there any other option you could use, eg rings etc? i picked amulet as that one maybe the less used slot. in pratice this can be any body part item. i chose amulet becuse its very visible so easy to tell witch slave wearing it what slave is not. Its can be a brace lett or ring yes technily to me not matter. i found amulet pratical choice, if you know better solution even free to use assets i can add ot my mod i happy to use. Side Note: SoS Slaves has limited time before expire... this is has some lore reason behind it... and when the storyline of the mod got revealed ower time players going to understand it why things happen the way that way happen... For this reason i suggest dont store PAHE or DOM slaves in SoS slave system. Use NS Working Slaves for that porpuse. Side note 2: i need work out this slave expire system how effect the player slave... in player followers case i know how to handle... but player is a different case. 1
Nonseen Posted October 5, 2024 Author Posted October 5, 2024 New Version realised! LE and SE! please dont forget reset the slos core or even better use the new version on new save file! few script "died out" that existed before and papyrus engine not happy when scripts wanish from existance. ( to be honest i dont know how safe use my mod older version updated new one ) 1
Talesien Posted October 5, 2024 Posted October 5, 2024 This looks pretty interesting and I would love to try it out, but uh ... sorry I simply do not have THREE full slots to spare. Can't you distill it down to one full slot and whatever number of ESL flagged ones? I appreciate that this layout might be simpler to handle for you (I don't see how, but everyone workflow is different), etc. Still, sorry expecting people to put three full slots into more or less a nice to have niche thingy is a bit over the top. To add insult to injury, purely by number of records all four esp's together would comfortably fit into a single esl flagged one, with plenty of room for more. Arguably, one may want SLOS-SlaversinSkyrim.esp to be a full slot plugin, so other mods can modify the new cells it introduces. That's ok, but if that's the intent/expectation make it one full slot esp and while at it, make it actually a master. If it's to serve as a base for others (or yourself) to build on, an esm makes a lot more sense than a regular esp. 1
killer905 Posted October 6, 2024 Posted October 6, 2024 (edited) Main problem: LE version not has ‘scripts’ so does not work properly. I think SE also not have some scripts? PC and NPC capture totally not work now... SE say 80 files scripts Edited October 6, 2024 by killer905 1
fred200 Posted October 6, 2024 Posted October 6, 2024 OK, I have read every page, but I still don't understand the simple mechanics... I found the Slaver Trader and have a full set of Slaver weapons. I joined the Slaver Guild and am tasked with getting slaves. Wandering around and wacking random NPCs with my Slaver weapon, I get an option to make them a PAHE slave, or a DOM slave, but no option to capture them for Slavers. I have no idea how to get Slaver ring or amulets. If I had those, how and when would I use them? If I do get a Slavers slave, how do I turn them in to the Slaver Guild? Is there actually a Slaver Guild rank I can get with more captures? Hoping for enlightenment... 1
bendan123 Posted October 6, 2024 Posted October 6, 2024 Hello, after this update, it always crashes when re read
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 6 hours ago, killer905 said: Main problem: LE version not has ‘scripts’ so does not work properly. I think SE also not have some scripts? PC and NPC capture totally not work now... SE say 80 files scripts Thank you for the report error fixed. ( At least i hope ) Problem is the mod need 86 scripts. So far i trusted the Creation kit built in mod BSA packaging function. It seams my case cannot be trusted.
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 32 minutes ago, bendan123 said: Hello, after this update, it always crashes when re read Hello! Thx For the report! if possible please try out the newer 0.00131 version. in case you experience crases agin please report it back. if possible send papyrus script log too its help me a lot do find out what is broken exactly.
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 (edited) 3 hours ago, fred200 said: OK, I have read every page, but I still don't understand the simple mechanics... I found the Slaver Trader and have a full set of Slaver weapons. I joined the Slaver Guild and am tasked with getting slaves. Wandering around and wacking random NPCs with my Slaver weapon, I get an option to make them a PAHE slave, or a DOM slave, but no option to capture them for Slavers. I have no idea how to get Slaver ring or amulets. If I had those, how and when would I use them? If I do get a Slavers slave, how do I turn them in to the Slaver Guild? Is there actually a Slaver Guild rank I can get with more captures? Hoping for enlightenment... Thank you for the report! You doing evrything fine. i need add a new spell for player that allow find what npc need to be attacked. Curent system limit what can be captured by slaver guild members. For compatibility reason: if slavers capture anything that moves might broke quests or other mods. for this reason i added own npcs to capture, this npcs if all go well patrol around whiterun-rorikstead-riverwood they can be found the local inns if not in the road. next realsie i add a new spell that show them on the map. this utility definitly must have. To Capture Slaves: Simply hit them until they got teleported away. this 100% automatic. Guild Ranks: in case you capture slave expected a message shown: slaver guild trust incrased. slaver guild has multiple ranks with own perks. Currently to few npc exist in skyrim to able rank up significantly. plus slaver guild slave storage very limited. Both going to expanded soon as i 100% sure i not need re work all of them. This is why evrything so few in numbers. More easy to change or rework from 0. This is the fastest way i know right now to devlop this mod. Edited October 6, 2024 by Nonseen 1
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 10 hours ago, Talesien said: This looks pretty interesting and I would love to try it out, but uh ... sorry I simply do not have THREE full slots to spare. Can't you distill it down to one full slot and whatever number of ESL flagged ones? I appreciate that this layout might be simpler to handle for you (I don't see how, but everyone workflow is different), etc. Still, sorry expecting people to put three full slots into more or less a nice to have niche thingy is a bit over the top. To add insult to injury, purely by number of records all four esp's together would comfortably fit into a single esl flagged one, with plenty of room for more. Arguably, one may want SLOS-SlaversinSkyrim.esp to be a full slot plugin, so other mods can modify the new cells it introduces. That's ok, but if that's the intent/expectation make it one full slot esp and while at it, make it actually a master. If it's to serve as a base for others (or yourself) to build on, an esm makes a lot more sense than a regular esp. Thank you for your input. The newer realsie version got one experimental merged esp. this is for trying out it can be done or not. This one i belive can be esl flagged witouth problem. The mod not uses direct form referencing when picking up variables. Resons for 3 esp: Originaly 1 ment to be normal esp all other ment to be esl flagged esp. orgiinaly multiple years back the plan is to make a mod that contain 0 script and only provide support to other mods. for mdularity reason i cut evry asset in use to the slaversofskyrim.esp then the plan is realise esl flagged esps evry regoion in skyrim got 1 this way with some hope all stay below the esl flag limit. then many of the reader of my ideas asked for scripting functions. ower time i started working on it. the scripts originaly planed to be separate files lot of them with modular interaction each other. Then i realised its too many esl flagged esp files. users dont know what to download and what they need? For this reason i chose the 3 file realise format for the time being. if possible later stages they going to be flagged esl. my problem with that its brokes evrything, evry time i convert a esp to esl need work on fixing it. my idea is do it once when all good. SlaversofSkyrim.esp size going to grow significantly in the future when new assets going to added to it, its possible going above the ESL limit. My final reson for separating the scripts, the assets and and impelemntation of assets to game world is the modularity. this way very easy to alter how the mod behave or get used. Yes curent state eat 3 file slots, but make possible leave out some elements that not going to eat resources when not needed. i think no perfect solution that meet all the possible requirement. Maybe the best if the final version/versions going to be realised few different format. So any one can find what they need.
Talesien Posted October 6, 2024 Posted October 6, 2024 4 hours ago, Nonseen said: Thank you for your input. The newer realsie version got one experimental merged esp. this is for trying out it can be done or not. This one i belive can be esl flagged witouth problem. The mod not uses direct form referencing when picking up variables. Resons for 3 esp: Originaly 1 ment to be normal esp all other ment to be esl flagged esp. orgiinaly multiple years back the plan is to make a mod that contain 0 script and only provide support to other mods. for mdularity reason i cut evry asset in use to the slaversofskyrim.esp then the plan is realise esl flagged esps evry regoion in skyrim got 1 this way with some hope all stay below the esl flag limit. then many of the reader of my ideas asked for scripting functions. ower time i started working on it. the scripts originaly planed to be separate files lot of them with modular interaction each other. Then i realised its too many esl flagged esp files. users dont know what to download and what they need? For this reason i chose the 3 file realise format for the time being. if possible later stages they going to be flagged esl. my problem with that its brokes evrything, evry time i convert a esp to esl need work on fixing it. my idea is do it once when all good. SlaversofSkyrim.esp size going to grow significantly in the future when new assets going to added to it, its possible going above the ESL limit. My final reson for separating the scripts, the assets and and impelemntation of assets to game world is the modularity. this way very easy to alter how the mod behave or get used. Yes curent state eat 3 file slots, but make possible leave out some elements that not going to eat resources when not needed. i think no perfect solution that meet all the possible requirement. Maybe the best if the final version/versions going to be realised few different format. So any one can find what they need. Thanks for the insights and especially for the merged version, I will give it a spin. I actually tried to esl'ify your plugins myself last night, but encountered a very odd bug. I've esl'ified dozens of plugins in the past, using xEdit and ESL'ify everything but when I tried that with your plugins I always got an error that the plugins had not been compacted correctly and that new records had been found. Never had that before. Double-checking showed that xEdit did his job compacting and revealed no errors. Might be a bug in ESLify everything not sure. Anyway, will give it another spin sometime next week. If it works it might be a useful tool for your efforts, taking the work out of fixing the eslified plugins. As for waiting to do so until everything is done ... come on, you are not new to this. Software is a bit like art, it's never finished, only abandoned. ^^ What might work is setting certain intermediate goals after which you take the plunge and eslify it. (Problem is of course, one can not freely switch between esl and regular versions on the same safe, that would endanger safe integrity. So that would be a bit like having a regular and an LTS branch ... or perhaps more like unstable and stable? ^^) Finally, to touch on making an addon a master. If you expect a plugin to grow and contain a lot of records, it's even more advisable to make it a master, otherwise all its references become persistent, which is a problem with a large load order. Ever noticed that Bethesda supplied plugins tend to be either esl (light masters) or esm (master), even for creation club content? There is a good reason for that. Skyrims engine can handle "only" about 1 million active references (2^20 to be precise). References from masters are 'temporary', i.e. only loaded if you are close to them. References from regular esp's though are always persistent, so are loaded at game start. With many large non-esm plugins it's not that hard to get over that limit, especially as your saves also contain active references, the larger the safe the more of them (my current LO is, after lots of effort of esm'ifying the worst offenders, is still over 670k references ... which might leave me just enough wiggle room for a lengthy playthrough). A pretty good write-up on this can be found in the FAQ here: https://www.nexusmods.com/skyrimspecialedition/mods/76750?tab=posts (It is also much more cohesive than my ramblings.) 1
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 28 minutes ago, Talesien said: Thanks for the insights and especially for the merged version, I will give it a spin. I actually tried to esl'ify your plugins myself last night, but encountered a very odd bug. I've esl'ified dozens of plugins in the past, using xEdit and ESL'ify everything but when I tried that with your plugins I always got an error that the plugins had not been compacted correctly and that new records had been found. Never had that before. Double-checking showed that xEdit did his job compacting and revealed no errors. Might be a bug in ESLify everything not sure. Anyway, will give it another spin sometime next week. If it works it might be a useful tool for your efforts, taking the work out of fixing the eslified plugins. i seen this type of error message.... this is where the problems start. To clear that message you need compact to ESL in Creation kit the mod. My udnerstanding how this things works in creation kit side is this: When i add a new record the system place it after the last one. or randomly somwhere. Many cases relative littile esps under 500 records can be outside of the range that considered okay to convert ESL. This case only solution i know of using creation kit to compact the esp.... this usualy cause the fallowing problems in my expereince( many others here probably know lot more about than me): 1 - the save files that depend on that esp file going to broken 2 - any other esp or other thing that depend on that esp i compacted going to broken a bit. need manualy fixing the forms if ck cannot handle it. usualy end up lot of xedit usage... 3 - in case the mod relay on exact form ID's .... the scripts need to be changed... 4 - many cases ck makes dupblicates the record when try fix the depending plugin.... so same record going to exist in 2 names 35 minutes ago, Talesien said: As for waiting to do so until everything is done ... come on, you are not new to this. Software is a bit like art, it's never finished, only abandoned. ^^ What might work is setting certain intermediate goals after which you take the plunge and eslify it. i thinking the same idea... i setup for my self 10 step goals. curently step 1 done working toward the secund one... first taken 2 monh+few weeks. so yes its going to take around a year probably. 37 minutes ago, Talesien said: . (Problem is of course, one can not freely switch between esl and regular versions on the same safe, that would endanger safe integrity. So that would be a bit like having a regular and an LTS branch ... or perhaps more like unstable and stable? ^^) hmm might be.... when i reach Step2 complite status we will see. i think its double when i reach it do extensive bug fixing for the futures in it then make a "Stable Version". before jumping head first towards step3. possible problems with this aproach is this: 1 - making something merged the curent size take 2 hour or more 2 - its totaly possible the newer versions require re write some of the internal parts the existing functions and futures too ( this happened countless time so far with me ) this means evrything made and bug fixed going to be ruined agin.... and the work can be started from 0 agin 3 - new futures gradualy become avible in intermadiet version.... the temtpation might too great to stay with the stable one. agin i feel no perfect solution best acceptible maybe exist 42 minutes ago, Talesien said: Finally, to touch on making an addon a master. If you expect a plugin to grow and contain a lot of records, it's even more advisable to make it a master, otherwise all its references become persistent, which is a problem with a large load order. i dont know about this. best of my knowlage only persistent status given the forms that marked persistent, or made soem way persistent tempelary preferably. Probably need make some of esps to master yes... i not know how large a esp can be. to put things into perspecitve: This moment the mod exist inside Whiterun hold, and contain the bare minimum components to test out futures and inner workings. Thus very easy to change anything as nothing has many in existance. For example: 6 tier difficulty of slave hunter exist, Evry tier use only one face. This hold true most of the actors expect the victims. So i can easyly erase entire enemy types if needed. i plann add evry tier at least 2-4 uniqe face in the final version. this is just faces, the salver bases goign to expand all region of skyrim. with evry single one own uniqe patrol rutes and trader and potential victim rutes. +unknown number of new spells, magic effects... quest items ect. i curently build evrything a way that relative easy to scale up a lot. when time comes... 50 minutes ago, Talesien said: Ever noticed that Bethesda supplied plugins tend to be either esl (light masters) or esm (master), even for creation club content? There is a good reason for that. Skyrims engine can handle "only" about 1 million active references (2^20 to be precise). References from masters are 'temporary', i.e. only loaded if you are close to them. References from regular esp's though are always persistent, so are loaded at game start. With many large non-esm plugins it's not that hard to get over that limit, especially as your saves also contain active references, the larger the safe the more of them (my current LO is, after lots of effort of esm'ifying the worst offenders, is still over 670k references ... which might leave me just enough wiggle room for a lengthy playthrough). thank you for this informations! i definitly give it a look! 50 minutes ago, Talesien said: A pretty good write-up on this can be found in the FAQ here: https://www.nexusmods.com/skyrimspecialedition/mods/76750?tab=posts (It is also much more cohesive than my ramblings.) thank you agin!
killer905 Posted October 6, 2024 Posted October 6, 2024 I must say something is wrong. Scroll no longer drop. Just mark on ground. NPC not get dismiss Papyrus.0.log
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 13 minutes ago, killer905 said: I must say something is wrong. Scroll no longer drop. Just mark on ground. NPC not get dismiss Papyrus.0.log 385.14 kB · 0 downloads thank you for reporting looking the log i see a big mess... where the attacker suposed to be teleported away.Plus other things suposed to happen. I preformed a follower capture test on my test setup here seams all good. i think based on this i reached a point agin where differences beatwen LE and SE come out. i uploaded few minute ago a new version of the mod if you can plese try it out with that version, but use my test modul. SLOSTestSlaverBases.7z if you use this one important To disable the SlaversInSkyrim.esp They play fine, but our case maybe the script chose different slaver base than my case. To preform test please go to Guardian Stones. Here you find lot of intresting doors middle of the road. The door named: Follower capture test is your intrest just go in and watch as the test runs out. here a follower marked npc and a frendly slaver fight until follower got captured. i predict probably here too the script going to fail. if that is the case i need make 50% different in future scripts for quests. i put behind spolier the explanation if any one intrested. Spoiler How shuld look: [10/06/2024 - 08:08:20PM] CF01 : Stage 10 called! [10/06/2024 - 08:08:20PM] SLOS CF01 : Activate called [10/06/2024 - 08:08:20PM] SLOS Capture Quest Script: Capture Ready Type Quest Activated! [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Captured Victim is: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] Storage code: add new captured salve called on [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] [10/06/2024 - 08:08:20PM] [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] loaded new actor: None in slave slot: 0 [10/06/2024 - 08:08:20PM] Storage code: Slave added to storage: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Slave is:[Actor < (0A00D02C)>] Settings in use: Type code: 4 TypePosition: 0 Type faction set to: [Faction < (0802FA54)>] Storage Rank: 0 [10/06/2024 - 08:08:20PM] Safety read back on ranks: type rank:4 postion rank: 0 storage slot rank: 0 [10/06/2024 - 08:08:20PM] Input data: new conatiner[Actor < (0A00D02C)>] newref: [Actor < (0A00D02C)>] oldcontainer: None oldref: None [10/06/2024 - 08:08:20PM] Storage code: New captured salve added to storage: [Actor < (0A00D02C)>] storage is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Type code: 4 Type Position0 Slave Postion in storage: 0 [10/06/2024 - 08:08:20PM] SLOS Capture Quest Script: Capture procces complited! Calling parent to register, quest: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Captured Victim is: None [10/06/2024 - 08:08:20PM] SLOS Capture Follower: Recovered victim ref is: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] SLOS CF01 : all check done running capture procces [10/06/2024 - 08:08:20PM] SLOS CF01 is in tag no dialoge amulet removal faction? TRUE [10/06/2024 - 08:08:20PM] CF01 : Stage 11 called! Slaver teleproted away [10/06/2024 - 08:08:20PM] Slavers captured a costum follower: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] SLOS Capture Effect: Capture Quest started for this target: [Actor < (0A00D02C)>] Quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] [10/06/2024 - 08:08:20PM] SLOS Capture Effect: Capture Quest capture procces for non victim target finished ready quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] How the recived log look: [10/06/2024 - 07:51:37PM] CF01 : Stage 10 called! [10/06/2024 - 07:51:37PM] SLOS CF01 : Activate called [10/06/2024 - 07:51:37PM] SLOS Capture Quest Script: Capture Ready Type Quest Activated! [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Captured Victim is: [WIDeadBodyCleanupScript < (00091918)>] [10/06/2024 - 07:51:37PM] Storage code: add new captured salve called on [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] [10/06/2024 - 07:51:37PM] [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] loaded new actor: None in slave slot: 0 [10/06/2024 - 07:51:37PM] Storage code: Slave added to storage: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Slave is:[WIDeadBodyCleanupScript < (00091918)>] Settings in use: Type code: 4 TypePosition: 0 Type faction set to: [Faction < (1F02FA54)>] Storage Rank: 0 [10/06/2024 - 07:51:37PM] Safety read back on ranks: type rank:4 postion rank: 0 storage slot rank: 0 [10/06/2024 - 07:51:37PM] Storage code: New captured salve added to storage: [WIDeadBodyCleanupScript < (00091918)>] storage is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Type code: 4 Type Position0 Slave Postion in storage: 0 [10/06/2024 - 07:51:37PM] Input data: new conatiner[WIDeadBodyCleanupScript < (00091918)>] newref: [WIDeadBodyCleanupScript < (00091918)>] oldcontainer: None oldref: None [10/06/2024 - 07:51:37PM] SLOS Capture Quest Script: Capture procces complited! Calling parent to register, quest: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Captured Victim is: None [10/06/2024 - 07:51:37PM] SLOS Capture Follower: Recovered victim ref is: [WIDeadBodyCleanupScript < (00091918)>] [10/06/2024 - 07:51:37PM] SLOS CF01 : all check done running capture procces [10/06/2024 - 07:51:37PM] SLOS CF01 is in tag no dialoge amulet removal faction? TRUE [10/06/2024 - 07:51:38PM] CF01 : Stage 11 called! Slaver teleproted away [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 168 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 169 [10/06/2024 - 07:51:38PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 169 [10/06/2024 - 07:51:38PM] Error: Cannot call StopCombat() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 172 [10/06/2024 - 07:51:38PM] Error: Cannot call StopCombatAlarm() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 173 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 179 [10/06/2024 - 07:51:38PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 179 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 64 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] WARNING: Assigning None to a non-object variable named "::temp1" stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 64 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] Slavers captured a costum follower: None [10/06/2024 - 07:51:38PM] Error: Cannot call SetPlayerTeammate() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 67 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] SLOS Capture Effect: Capture Quest started for this target: [WIDeadBodyCleanupScript < (00091918)>] Quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] [10/06/2024 - 07:51:38PM] SLOS Capture Effect: Capture Quest capture procces for non victim target finished ready quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] The difference shuld be nothing. Wat i expect: The Script that produced the errors run on a Quest Stage. When Stage 11 activates. Here lot of calls done as above can be seen. for unknown reason to me the follower Alias and attacker alias got removed from the quest.
MuellerMat Posted October 6, 2024 Posted October 6, 2024 (edited) The teleport of the slavers weapons seems to be broken on my end. I tried it on a clean save with version 1.3.1 version 1.3.2 does not work at all there appear to be missing scripts in 1.3.1 I get the fake teleport magic effect applied but nothing further happens. Edit; In version 1.2 the teleport worked. Edited October 6, 2024 by MuellerMat
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 10 minutes ago, MuellerMat said: The teleport of the slavers weapons seems to be broken on my end. can you explain what happened? 10 minutes ago, MuellerMat said: I tried it on a clean save with version 1.3.1 version 1.3.2 does not work at all there appear to be missing scripts can you send me papyrus log? so i can find out what script missing and replace it. in my end i not see any missing script.
killer905 Posted October 6, 2024 Posted October 6, 2024 1 hour ago, Nonseen said: thank you for reporting looking the log i see a big mess... where the attacker suposed to be teleported away.Plus other things suposed to happen. I preformed a follower capture test on my test setup here seams all good. i think based on this i reached a point agin where differences beatwen LE and SE come out. i uploaded few minute ago a new version of the mod if you can plese try it out with that version, but use my test modul. SLOSTestSlaverBases.7z 72.24 kB · 1 download if you use this one important To disable the SlaversInSkyrim.esp They play fine, but our case maybe the script chose different slaver base than my case. To preform test please go to Guardian Stones. Here you find lot of intresting doors middle of the road. The door named: Follower capture test is your intrest just go in and watch as the test runs out. here a follower marked npc and a frendly slaver fight until follower got captured. i predict probably here too the script going to fail. if that is the case i need make 50% different in future scripts for quests. i put behind spolier the explanation if any one intrested. Reveal hidden contents How shuld look: [10/06/2024 - 08:08:20PM] CF01 : Stage 10 called! [10/06/2024 - 08:08:20PM] SLOS CF01 : Activate called [10/06/2024 - 08:08:20PM] SLOS Capture Quest Script: Capture Ready Type Quest Activated! [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Captured Victim is: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] Storage code: add new captured salve called on [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] [10/06/2024 - 08:08:20PM] [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] loaded new actor: None in slave slot: 0 [10/06/2024 - 08:08:20PM] Storage code: Slave added to storage: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Slave is:[Actor < (0A00D02C)>] Settings in use: Type code: 4 TypePosition: 0 Type faction set to: [Faction < (0802FA54)>] Storage Rank: 0 [10/06/2024 - 08:08:20PM] Safety read back on ranks: type rank:4 postion rank: 0 storage slot rank: 0 [10/06/2024 - 08:08:20PM] Input data: new conatiner[Actor < (0A00D02C)>] newref: [Actor < (0A00D02C)>] oldcontainer: None oldref: None [10/06/2024 - 08:08:20PM] Storage code: New captured salve added to storage: [Actor < (0A00D02C)>] storage is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Type code: 4 Type Position0 Slave Postion in storage: 0 [10/06/2024 - 08:08:20PM] SLOS Capture Quest Script: Capture procces complited! Calling parent to register, quest: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] Captured Victim is: None [10/06/2024 - 08:08:20PM] SLOS Capture Follower: Recovered victim ref is: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] SLOS CF01 : all check done running capture procces [10/06/2024 - 08:08:20PM] SLOS CF01 is in tag no dialoge amulet removal faction? TRUE [10/06/2024 - 08:08:20PM] CF01 : Stage 11 called! Slaver teleproted away [10/06/2024 - 08:08:20PM] Slavers captured a costum follower: [Actor < (0A00D02C)>] [10/06/2024 - 08:08:20PM] SLOS Capture Effect: Capture Quest started for this target: [Actor < (0A00D02C)>] Quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] [10/06/2024 - 08:08:20PM] SLOS Capture Effect: Capture Quest capture procces for non victim target finished ready quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (09009417)>] How the recived log look: [10/06/2024 - 07:51:37PM] CF01 : Stage 10 called! [10/06/2024 - 07:51:37PM] SLOS CF01 : Activate called [10/06/2024 - 07:51:37PM] SLOS Capture Quest Script: Capture Ready Type Quest Activated! [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Captured Victim is: [WIDeadBodyCleanupScript < (00091918)>] [10/06/2024 - 07:51:37PM] Storage code: add new captured salve called on [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] [10/06/2024 - 07:51:37PM] [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] loaded new actor: None in slave slot: 0 [10/06/2024 - 07:51:37PM] Storage code: Slave added to storage: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Slave is:[WIDeadBodyCleanupScript < (00091918)>] Settings in use: Type code: 4 TypePosition: 0 Type faction set to: [Faction < (1F02FA54)>] Storage Rank: 0 [10/06/2024 - 07:51:37PM] Safety read back on ranks: type rank:4 postion rank: 0 storage slot rank: 0 [10/06/2024 - 07:51:37PM] Storage code: New captured salve added to storage: [WIDeadBodyCleanupScript < (00091918)>] storage is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Type code: 4 Type Position0 Slave Postion in storage: 0 [10/06/2024 - 07:51:37PM] Input data: new conatiner[WIDeadBodyCleanupScript < (00091918)>] newref: [WIDeadBodyCleanupScript < (00091918)>] oldcontainer: None oldref: None [10/06/2024 - 07:51:37PM] SLOS Capture Quest Script: Capture procces complited! Calling parent to register, quest: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] Captured Victim is: None [10/06/2024 - 07:51:37PM] SLOS Capture Follower: Recovered victim ref is: [WIDeadBodyCleanupScript < (00091918)>] [10/06/2024 - 07:51:37PM] SLOS CF01 : all check done running capture procces [10/06/2024 - 07:51:37PM] SLOS CF01 is in tag no dialoge amulet removal faction? TRUE [10/06/2024 - 07:51:38PM] CF01 : Stage 11 called! Slaver teleproted away [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 168 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 169 [10/06/2024 - 07:51:38PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 169 [10/06/2024 - 07:51:38PM] Error: Cannot call StopCombat() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 172 [10/06/2024 - 07:51:38PM] Error: Cannot call StopCombatAlarm() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 173 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 179 [10/06/2024 - 07:51:38PM] Error: Cannot call Enable() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 179 [10/06/2024 - 07:51:38PM] Error: Cannot call GetReference() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] Error: Cannot call GetFactionRank() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 64 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] WARNING: Assigning None to a non-object variable named "::temp1" stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 64 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] Slavers captured a costum follower: None [10/06/2024 - 07:51:38PM] Error: Cannot call SetPlayerTeammate() on a None object, aborting function call stack: [SLOS_CF01_CaptureFollowerQuest (20009417)].SLOS_CF01QuestScript.CallProccesFollower() - "SLOSCaptureFollowerQuestScript.psc" Line 67 [SLOS_CF01_CaptureFollowerQuest (20009417)].QF_SLOSCaptureFollowerQST01_02009417.Fragment_4() - "QF_SLOSCaptureFollowerQST01_02009417.psc" Line 184 [10/06/2024 - 07:51:38PM] SLOS Capture Effect: Capture Quest started for this target: [WIDeadBodyCleanupScript < (00091918)>] Quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] [10/06/2024 - 07:51:38PM] SLOS Capture Effect: Capture Quest capture procces for non victim target finished ready quest is: [SLOS_CF01QuestScript <SLOS_CF01_CaptureFollowerQuest (20009417)>] The difference shuld be nothing. Wat i expect: The Script that produced the errors run on a Quest Stage. When Stage 11 activates. Here lot of calls done as above can be seen. for unknown reason to me the follower Alias and attacker alias got removed from the quest. Mhmm, but latest version from forum work very nice so...
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