Nonseen Posted October 6, 2024 Author Posted October 6, 2024 12 minutes ago, killer905 said: Mhmm, but latest version from forum work very nice so... that version got changed a bit not the script it self but the everiment within exist. its not the first and probably not the last time when i rewrite part of the mod or need change hw things function inside.
MuellerMat Posted October 6, 2024 Posted October 6, 2024 39 minutes ago, Nonseen said: 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. Where does the papyrus log get safed too? 39 minutes ago, Nonseen said: can you explain what happened? Everything seems to be normal the magiv effects seem to get applied, also an effect called fake teleport but it does not telleport me anywhere. I tested it with the slavers in the riverwood slaver hideout, walked in there and let myself be attacked.
MuellerMat Posted October 6, 2024 Posted October 6, 2024 Basically this happens on a loop tested with a spawned npc but same result. I am playing on the newest AE, and If you need it I can put in my load order.
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 53 minutes ago, MuellerMat said: Where does the papyrus log get safed too? Everything seems to be normal the magiv effects seem to get applied, also an effect called fake teleport but it does not telleport me anywhere. I tested it with the slavers in the riverwood slaver hideout, walked in there and let myself be attacked. Documents\My Games\Skyrim Special Edition\Logs by default the game not make papyrus logs. To enable it you need look for skyrim.ini this one can be found outside of logs directory. before you edit it make a backup i use the fallowing settings: Quote [Papyrus] bEnableLogging=1 bEnableProfiling=0 bEnableTrace=1 bLoadDebugInformation=1 fPostLoadUpdateTimeMS=2000 58 minutes ago, MuellerMat said: Everything seems to be normal the magiv effects seem to get applied, also an effect called fake teleport but it does not telleport me anywhere. I tested it with the slavers in the riverwood slaver hideout, walked in there and let myself be attacked. i understand this means for some reason the capture script stuck and fail initiate next stepp after youconsidered captured. i look into it soon as possible. adding this report the others... i start se a picture.
Nonseen Posted October 6, 2024 Author Posted October 6, 2024 22 minutes ago, MuellerMat said: Basically this happens on a loop tested with a spawned npc but same result. I am playing on the newest AE, and If you need it I can put in my load order. i managed reporudce one of my test the bug. to fix this and others that reported going to take few days maybe more. thanykou all for the help! i going rewrite a large part of the scripts. Reason: my aprotch is not okay, in this scale. i tryed use 1 script or type of script to handle too many instances. but this caused evry time i want use that same script a different function evrything that built up so far and proven working might getting broken. in sort i need re plan larg part of the mod. so this going take time.
killer905 Posted October 7, 2024 Posted October 7, 2024 (edited) 8 hours ago, Nonseen said: that version got changed a bit not the script it self but the everiment within exist. its not the first and probably not the last time when i rewrite part of the mod or need change hw things function inside. BSA file for SE in LE version... but ver 132 no longer have problems what i write last time. Capture slave by PC work or just not impated yet? Also SE version not have any scripts inside BSA Edited October 7, 2024 by killer905 1
Nonseen Posted October 7, 2024 Author Posted October 7, 2024 10 hours ago, killer905 said: BSA file for SE in LE version... but ver 132 no longer have problems what i write last time. Capture slave by PC work or just not impated yet? Also SE version not have any scripts inside BSA thank you for checking what is where! i uploaded the fixed version, i hope with the right scripts in the right place. same time i changed how i pack the files. i hope this new changed help preverent this type of errors from my side. Still yestoday i realized the way i built up some of the scripts not okay. you absolutly right in my opponion: if we test out one function, its very not okay if another function change or other part of code change effect the function we tested out already. So i going to change how things built up.
Nonseen Posted October 7, 2024 Author Posted October 7, 2024 (edited) For any one who intrested what going on: in very sort: i going rewrite lot of code that effect nearly all futures you can try out right now. the way of the system work and devloped its a dead end. What this means to you: 1 - Save games MAYBE not going to work with the new remade scripts... 2 - One or two week needed to make the changes! that time i not plan realsie fixes 3 - Fallowing functions not going recive bug fixes for curent version as they scripts going to replaced: -any type of capture -any type of slave base realted thing -Slave amulet related things Totaly different sub systems so not effected: -player slaver guild member dialoges, functionalitys like reputation, payment ect. -victim detection spell for slaver guild players -slos menu system that opened by the slos manual 4 - the existing quest going to exist but scripts running behind them going to be replaced! the logic this quests works remain the same! ( capture quests ) same hold true for amulet removal 5 - evry change of code has potenital to make new bugs, this scale... lot of them. i not promis its not going to happen again. i promise ony one thing: when needed to be done, i do it! P.S: Thankyou all who write report and given support to me! Edited October 7, 2024 by Nonseen
MuellerMat Posted October 8, 2024 Posted October 8, 2024 19 hours ago, Nonseen said: For any one who intrested what going on: in very sort: i going rewrite lot of code that effect nearly all futures you can try out right now. the way of the system work and devloped its a dead end. What this means to you: 1 - Save games MAYBE not going to work with the new remade scripts... 2 - One or two week needed to make the changes! that time i not plan realsie fixes 3 - Fallowing functions not going recive bug fixes for curent version as they scripts going to replaced: -any type of capture -any type of slave base realted thing -Slave amulet related things Totaly different sub systems so not effected: -player slaver guild member dialoges, functionalitys like reputation, payment ect. -victim detection spell for slaver guild players -slos menu system that opened by the slos manual 4 - the existing quest going to exist but scripts running behind them going to be replaced! the logic this quests works remain the same! ( capture quests ) same hold true for amulet removal 5 - evry change of code has potenital to make new bugs, this scale... lot of them. i not promis its not going to happen again. i promise ony one thing: when needed to be done, i do it! P.S: Thankyou all who write report and given support to me! Thank you for telling us and sorry that I did not send my log as I was gone yesterday. I really enjoy the mod whenever it works and I am looking forward to where it goes. 1
Nonseen Posted October 8, 2024 Author Posted October 8, 2024 6 hours ago, MuellerMat said: Thank you for telling us and sorry that I did not send my log as I was gone yesterday. I really enjoy the mod whenever it works and I am looking forward to where it goes. thank you for your kind words This happened with me lot of times... part of devlopment proccces... in early stages common. i build up something then realise its trash so need start again. Good news is: at least i know where some traps and how to avoid them.
MuellerMat Posted October 8, 2024 Posted October 8, 2024 2 hours ago, Nonseen said: thank you for your kind words This happened with me lot of times... part of devlopment proccces... in early stages common. i build up something then realise its trash so need start again. Good news is: at least i know where some traps and how to avoid them. Yeah I know that feeling. I need to code sometimes for work and the same often happens to me. 1
bendan123 Posted October 9, 2024 Posted October 9, 2024 I am using NFF, but my followers cannot be captured
Nonseen Posted October 10, 2024 Author Posted October 10, 2024 20 hours ago, bendan123 said: I am using NFF, but my followers cannot be captured thank you for reporting this issue. i need more information to fix ot or provide support: -you using LE or SE? -you using latest version? -Your follower marked with spell "SLOS Mark Follower" ( this spell given to you when the mod installed ), only use once on the follower, if you use secund time the effect removed. can you provide paparyus log? Here is why i ask this things: -LE version might hidden bugs i not aware of -latest version contain bit different scripts for follower capture -the spell i mentioned add the target to a faction that in theory okay to capture. normaly the slavers not capture anything unsless the system marked the target as okay to capture. this include costum followers. vannila system followers detected and handles. but custom followers only detected if you use the mentioned spell on the followers. Reason for this: -this way slavers only go capture npcs that okay to capture and incrase mod compatibility -currently the mod not detect any special follower system, building this function up may take out lot of resource from the main mod construction.
Nonseen Posted October 12, 2024 Author Posted October 12, 2024 (edited) New test version updated! Plan right now is this: i complite the new future called player conquere locations. This future half complite and can be found in the curent test version. its make possible for player to capture a slaver base location. to archive this you need first full clear the slaver base for any slaver. Next step use the spell that give to you called slos conquer location this spell take a loong time to cast... if the system detect no slaver in the location where you in AND that location is a slaver base AND free slot avible for player to conquere location. then you become the new boss of the location. in this make possible for you to capture slaves for own usage not for the guild. in future you got the option recuit mercanarys to work for you help defend the base youconquered. the slaves right now start sieging your base if you fail defend it you lose it. after this future fully working and 100% sure its fitt for use i incrase the player owned slot number to match the slaver base number. in pratice this means player can conquere the slaver guild! lets call it alternative way to become new master of the slaver guild why brother the quest line if you can brake the guild with your will and raw combat power? okay side note for this: in base defense slavers can and will capture you! this leads defense quest failure.... and you lose that slaver base you defending.... in future i make the slaver guild members captureble for the player IF at least 1 slaver base owened by the player. so they can get their own medicine.... PS: starting re write the guide for the mod... that rewritten version going to include this new future of corse! Edited October 12, 2024 by Nonseen
Talesien Posted October 12, 2024 Posted October 12, 2024 (edited) Quote V0.0014 - Test version! WARNING: 1 - This version not compatible any other wersion! Dont TRY update not going to happen! ( version control in effect... ) 2 - The curent new version for TESTING only! More changes expected to come that 80% chance ruin save games made under this version! Thanks for the warning I guess, you know how to keep people from installing a mod. 😛 As for that merged esp version. Sadly, didn't work at all. xEdit also mumbled something about an improper plugin, whatever. I did manage to compact and esl'ify the plugins of the regular version, though. Turns out the latest version of Eslify Everything can handle the extended range for light plugins, but does not like header 1.71, which is nonsensical given the extended range requires header 1.71. While that bug has been fixed in the source, it still remains in the latest compiled version downloadable. So the solution for now is to compile it yourself. Alternately, if the extended range isn't required, one could change the header version to 1.70 with xEdit. Edited October 12, 2024 by Talesien
Guest Posted October 12, 2024 Posted October 12, 2024 11 minutes ago, Talesien said: Thanks for the warning I guess, you know how to keep people from installing a mod. 😛 As for that merged esp version. Sadly, didn't work at all. xEdit also mumbled something about an improper plugin, whatever. I did manage to compact and esl'ify the plugins of the regular version, though. Turns out the latest version of Eslify Everything can handle the extended range for light plugins, but does not like header 1.71, which is nonsensical given the extended range requires header 1.71. While that bug has been fixed in the source, it still remains in the latest compiled version downloadable. So the solution for now is to compile it yourself. Alternately, if the extended range isn't required, one could change the header version to 1.70 with xEdit. A simple thank you for helping moving this mod forward to a stable release. T
killer905 Posted October 13, 2024 Posted October 13, 2024 SLOS-SlaversInSkyrim-PatchForSE.esp in LE pack 0.14
Nonseen Posted October 13, 2024 Author Posted October 13, 2024 3 hours ago, killer905 said: SLOS-SlaversInSkyrim-PatchForSE.esp in LE pack 0.14 yes its on porpuse. i wihsed to test out this changes has good effect on LE or not. the changes that contain comes from update.esm and ussep.esm if causes any problem let me know and i not mix in next ime!
Nonseen Posted October 13, 2024 Author Posted October 13, 2024 9 hours ago, Talesien said: Thanks for the warning I guess, you know how to keep people from installing a mod. 😛 i just wish not ruin any one save game. if i know soemthing not 100% okay i going to lett all know it. i thinking switchin test version-stable version realise model. so those who wish help me can test out the mod, stable versions can be used collect player feed back about the futures and design solutions. 9 hours ago, Talesien said: As for that merged esp version. Sadly, didn't work at all. xEdit also mumbled something about an improper plugin, whatever. best of my memorys the merged version worked for me.... hmm next time i go more detailed checks. this field need soem improvments too it seams. thank you for the feed back! 9 hours ago, Talesien said: I did manage to compact and esl'ify the plugins of the regular version, though. Turns out the latest version of Eslify Everything can handle the extended range for light plugins, but does not like header 1.71, which is nonsensical given the extended range requires header 1.71. While that bug has been fixed in the source, it still remains in the latest compiled version downloadable. So the solution for now is to compile it yourself. Alternately, if the extended range isn't required, one could change the header version to 1.70 with xEdit. the end result of this procces worked for you? i mean no bugs and works fine? i thinking how to solve the fallowing problems: -keep the mod 3 separate part so more easy to maange in devlopment side evrything -soem tiems relasie one single merged mod that can be made ESM and maybe if fitt inside ESL too. ( probably not going to fitt if i add the planned number of npcs and few more base, quest ) -keep the SE and LE version -support all of this 4 type of realsie version -do all whitin 1 hour window evry time new realise made. currnetly realsiing a normal non merged version take around 1 hour. as i need run lot of checks. merged realsie add to this maybe 2 more hours at minimum. this time i can spend improve the mod or fix things.
killer905 Posted October 13, 2024 Posted October 13, 2024 6 hours ago, Nonseen said: yes its on porpuse. i wihsed to test out this changes has good effect on LE or not. the changes that contain comes from update.esm and ussep.esm if causes any problem let me know and i not mix in next ime! Ok but what this patch do? I see change something in Riverwood.
Nonseen Posted October 13, 2024 Author Posted October 13, 2024 43 minutes ago, killer905 said: Ok but what this patch do? I see change something in Riverwood. foward Unnofical Special Edition Patch fixes to the locations i edited. Thi needed as my mod owerites the records that USSEP owerites. best of my knowlage this changes okay to done in LE too. Probably most of this changes made to LE back in the day...
Talesien Posted October 13, 2024 Posted October 13, 2024 8 hours ago, Nonseen said: the end result of this procces worked for you? i mean no bugs and works fine? I don't see why not, I found no scripts that reference any forms in one of the three plugins I compacted and xEdit takes care of any connections those three plugins have with each other. My testing is sadly pretty limited so far as I'm currently still sorting out my new LO, doing some final conflict resolving and stuff, so I've not yet come upon anything out in the world, hopefully later today. That said it initialized fine at starting a new game. I also had the 'settings manual' in my inventory and could change settings. Only thing I noticed, though not sure if that's connected, after you close the settings the book open with some background stuff to read, all other books open at the bottom on the screen then zoom in until they take up most of the screen. That zoom in animation does not happen here. The book from SLOS stays at the bottom, being pretty small and hard to read, but otherwise functions normally. 1
Nonseen Posted October 13, 2024 Author Posted October 13, 2024 (edited) 33 minutes ago, Talesien said: I don't see why not, I found no scripts that reference any forms in one of the three plugins I compacted and xEdit takes care of any connections those three plugins have with each other. My testing is sadly pretty limited so far as I'm currently still sorting out my new LO, doing some final conflict resolving and stuff, so I've not yet come upon anything out in the world, hopefully later today. That said it initialized fine at starting a new game. I also had the 'settings manual' in my inventory and could change settings. Only thing I noticed, though not sure if that's connected, after you close the settings the book open with some background stuff to read, all other books open at the bottom on the screen then zoom in until they take up most of the screen. That zoom in animation does not happen here. The book from SLOS stays at the bottom, being pretty small and hard to read, but otherwise functions normally. thank you for the answer! good to know this way system workable. the book wird behavior is not intenttional some times happen to me too. cause is probably the animation not run fully. maybe i need tweak one point the script for that book. the book it self contain the in game manual for the mod. i toght its good for players as not need alt tab if need look for some information quick. Edit: if you open the book agin and chose the exist at first the book expected to work as normal. Edited October 13, 2024 by Nonseen
killer905 Posted October 15, 2024 Posted October 15, 2024 I admit that I do not know what is supposed to work in version 14 and what is not, but here is a report: Checking the follower doesn't work, or at least I don't see a message suggesting that the Custom follower is correctly added as to be captured by slavers. If I join a slaver, using the dagger on my own follower, it moves the PC and follower to the same location (Follower in a cell, and PC generally in the same location). On other NPCs and other followers currently not following the PC the dagger does not work. Papyrus.0.log 1
Nonseen Posted October 15, 2024 Author Posted October 15, 2024 1 hour ago, killer905 said: I admit that I do not know what is supposed to work in version 14 and what is not, but here is a report: Checking the follower doesn't work, or at least I don't see a message suggesting that the Custom follower is correctly added as to be captured by slavers. If I join a slaver, using the dagger on my own follower, it moves the PC and follower to the same location (Follower in a cell, and PC generally in the same location). On other NPCs and other followers currently not following the PC the dagger does not work. Papyrus.0.log 1.37 MB · 0 downloads thank yo ufor the report. i not toguth player ever going to use the slaver weapon aginst own follower.... its a design level mistake/error, i need to add a expection to this when attacker is player and target is follower use standarad follower capture... or do nothing.... hmm good question i see this too way. mabye i need add a new setting option to user interface so player can chose what happen this situation: nothing or capture the follower as normal npc here is currently how supposed this thing to work: in theory this need trigger normal follower capture script. that needs to move the follower and the attacker of follower the same cell and place a misterius scroll on the player location. and the script wating to player pick up the scroll. this is why you find yourself with the follower same location. that case the script worked as ... well in theroy shuld work. the slaver weapons expected to work only on specific targets that belong to the faction: SLOSVictimFaction. to make more easy finding this target i added a new spell called sense victims it shuld be added to you when you joined the slaver guild. if you not find that spell i need fix that too. i hope this weak maange realise a fixed version. this parts looks not okay... i goign to look for it Spoiler [10/15/2024 - 04:08:56AM] Error: Cannot call IsInFaction() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] WARNING: Assigning None to a non-object variable named "::temp8" stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] Error: Cannot call IsInFaction() on a None object, aborting function call stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:08:56AM] WARNING: Assigning None to a non-object variable named "::temp9" stack: [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOSManageCaptureQuestScript.StopSelf() - "SLOSManageCaptureQuestScript.psc" Line 10 [SLOS_CP01_CapturePlayerQuest (3E008950)].SLOS_CP01QuestScript.StopSelf() - "SLOS_CP01QuestScript.psc" Line 52 [SLOS_CP01_CapturePlayerQuest (3E008950)].QF_SLOSCapturePlayerQST01_02008950.Fragment_3() - "QF_SLOSCapturePlayerQST01_02008950.psc" Line 134 [10/15/2024 - 04:09:02AM] UiDisplay called! plus other bugs found... Spoiler [10/15/2024 - 04:12:59AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Processing actor finding started, References to procces: 3 Formlist to store actors: [FormList < (3E07243E)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FDB)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FE4)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FF3)>] [10/15/2024 - 04:13:01AM] SLOS Detect Slaver Actor: registring detected actors finished! [10/15/2024 - 04:13:01AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Processing actor finding started, References to procces: 3 Formlist to store actors: [FormList < (3E07243E)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FDC)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C000FF3)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: Actor found: [Actor < (3C00514F)>] [10/15/2024 - 04:13:02AM] SLOS Detect Slaver Actor: registring detected actors finished! [10/15/2024 - 04:13:02AM] SLOS Core: ERROR: DetectSlaverActorQST report error, some function set true the detect slaver actor lock! this run when new location claimed by player. it suposed run at once but started eun endelessly.....
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