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Posted
45 minutes ago, HeckinBestBork said:

It would appear the quest aliases for the players followers are flagged as Reserved, preventing them from being aliased by other quests that don't explicitly allow reserved aliases. Given what this mod does, I do not believe the followers need to be flagged as reserved.

 

True. I will remove the Reserved flag. I haven't seen any problems with it because most mods I'm using either allow Reserved or have quests flagged as "Start Game Enabled" which also allows Reserved references.

  • 5 months later...
Posted

Hello, crash logger and GPT said this was crashing my game. 

I removed it and NPC no longer crashes my game trying to shoot arrow.

Quote

What’s going on

  • Devious Sounds hooks into actors equipping/unequipping gear so it can play special gag/bind sounds.

  • When the NPC equips a bow (or possibly arrows), the DLL is checking whether the item has Devious Devices keywords (like zad_DeviousGag, zad_DeviousArmbinder, etc).

  • For some reason, the form being passed to HasKeywordString is invalid (None or a bad pointer), and Skyrim dies.

  • Your log even shows "Glass Arrow" in memory registers — meaning arrows/bows are triggering the lookup.

Why it’s crashing

  1. DeviousSoundsUtil bug – It isn’t filtering vanilla weapons properly, so when it checks a bow, it hits a null keyword.

  2. Version mismatch – If your DeviousSoundsUtil.dll was built for another game version, its keyword-check function call may be offset wrong.

  3. Another SKSE plugin (like PapyrusTweaks) is hooking the same equip event and messing up the form passed to DeviousSounds.

 

Posted (edited)
10 hours ago, Unknownflames said:

Hello, crash logger and GPT said this was crashing my game. 

I removed it and NPC no longer crashes my game trying to shoot arrow.

 

 

1) Are you using 1.3.1 version? It fixed an issue with equipped arrows.

 

2) Log file would have been much more useful than chat GPT response.

Edited by AndrewLRG
Typo
Posted
11 hours ago, AndrewLRG said:

 

1) Are you using 1.3.1 version? It fixed an issue with equipped arrows.

 

2) Log file would have been much more useful than chat GPT response.

I used Devious Sounds 1.3 SE Experimental


nvr posted a log to know how my bad.

Posted
58 minutes ago, Unknownflames said:

I used Devious Sounds 1.3 SE Experimental


nvr posted a log to know how my bad.

 

Patch 1.3.1 from the post above fixes a crash when NPCs equip arrow. Install it on top of 1.3 Experimental and let it overwrite what it wants. 

  • 1 month later...
Posted (edited)

@AndrewLRG

 

Hi there.  

 

I have a problem with a follower who I have told to wait elsewhere but who seems 'locked into' this mod's active NPCs

 

EDIT: I forgot to say that I have latest version and patch installed, but this issue appeared right from the outset using the former versions

 

I get - 

 

1: continuous, repetitive, log errors in the sequence shown below 

2: ReSaver showing Active Scripts which it describes as possibly causing problems - as shown in the attached pic

 

Any ideas as to what I need to do, please, to get rid of these issues?

 

Any help most welcome!  TIA ...

 

DQW

 

LOG ERRORS ::::::::::::::::::::::::::::::

 

    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 58
[11/10/2025 - 02:39:54AM] Error: Array index -1 is out of range (0-4)
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 69
[11/10/2025 - 02:39:54AM] Error: Cannot call GetDisplayName() on a None object, aborting function call
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 34
[11/10/2025 - 02:39:54AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 34
[11/10/2025 - 02:39:54AM] Error: Cannot call IsInFaction() on a None object, aborting function call
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 35
[11/10/2025 - 02:39:54AM] warning: Assigning None to a non-object variable named "::temp15"

 

ReSaver Script Issues: as per attached pic - only some expanded as samples : 

IMG_0580.jpg

Edited by DonQuiWho
Posted
12 hours ago, DonQuiWho said:

@AndrewLRG

 

Hi there.  

 

I have a problem with a follower who I have told to wait elsewhere but who seems 'locked into' this mod's active NPCs

 

EDIT: I forgot to say that I have latest version and patch installed, but this issue appeared right from the outset using the former versions

 

I get - 

 

1: continuous, repetitive, log errors in the sequence shown below 

2: ReSaver showing Active Scripts which it describes as possibly causing problems - as shown in the attached pic

 

Any ideas as to what I need to do, please, to get rid of these issues?

 

Any help most welcome!  TIA ...

 

DQW

 

LOG ERRORS ::::::::::::::::::::::::::::::

 

    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 58
[11/10/2025 - 02:39:54AM] Error: Array index -1 is out of range (0-4)
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 69
[11/10/2025 - 02:39:54AM] Error: Cannot call GetDisplayName() on a None object, aborting function call
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 34
[11/10/2025 - 02:39:54AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 34
[11/10/2025 - 02:39:54AM] Error: Cannot call IsInFaction() on a None object, aborting function call
stack:
    [alias Player_FollowerProc on quest _DeviousSounds_MasterScript (A4001D96)]._devioussound_playerfollowerprocalias.OnUpdate() - "_DeviousSound_PlayerFollowerProcAlias.psc" Line 35
[11/10/2025 - 02:39:54AM] warning: Assigning None to a non-object variable named "::temp15"

 

ReSaver Script Issues: as per attached pic - only some expanded as samples : 

IMG_0580.jpg

 

Hi!

 

Could you please upload the full log? Devious Sounds records some of the stuff its doing - it could help to determine why is it trying access an array entry with -1 index. By the looks, the mod seems to think you have more than 5 active followers.

Posted (edited)
2 hours ago, AndrewLRG said:

 

Hi!

 

Could you please upload the full log? Devious Sounds records some of the stuff its doing - it could help to determine why is it trying access an array entry with -1 index. By the looks, the mod seems to think you have more than 5 active followers.

 

Thanks for the prompt responnse

 

I do have more than 5 followers.  I just parked some that I needed to recruit for specific reasons at the start of the game - they have specific weapons etc that I want to access to use in my game - and then I left them someplace to revisit later if needed again.  (I use 'CS Tag and Track NPCs SE version 3.9.5-14018-3-9-5-1616280440' and its hotfixes to make sure I don't lose them/forget where I left them!) 

 

If your mod covers only 5 followers 'in total', then I may have been confused by other mods ignoring those 'parked' by their only counting followers in current proximity and assuming that that was a 'normal' process 🤔

 

Attached is the log those excerpts came from

 

DQW

Papyrus.0.log

Edited by DonQuiWho
Posted (edited)

Experimental update for Devious Sound SE/AE version 1.4. Not compatible with LE.

 

Devious Sounds 1.4 SE Experimental.7z

 

Additional requirements (the same as version 1.3):

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

3) powerofthree's Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/51073

2) powerofthree's Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

Changes:

 

1) Now supports 5 closest active Followers instead of 5 total. If you are in interior cell (inside a dungeon or a shop) only 5 closest active Followers within the same cell will make sounds;

2) Fixed an issue when Devious Sounds counts the same Follower multiple times, taking up 2 or more slots;

3) Moved some Follower and Player calculations to a custom SKSE plugin. It will work much faster, but you shouldn't notice any significant changes in term of how the mod works;

4) Attempting to fix "frozen stacks" or stuck "Active Scripts" accumulating in save file caused by Devious Sounds reported by @DonQuiWho. Unused stacks will be deleted each time when loading a save file. It won't solve the issue completely - we are just deleting frozen scripts as they appear. The best solution would be to rewrite a latent SKSE function that causes it to happen, but I don't know how to do that right now. :(

 

(For mod makers) Source Code for SKSE plugin.

 

Edited by AndrewLRG
incuded source for .dll plugin
Posted
1 hour ago, AndrewLRG said:

Experimental update for Devious Sound SE/AE version 1.4. Not compatible with LE.

 

Devious Sounds 1.4 SE Experimental.7z 29.34 MB · 0 downloads

 

Additional requirements (the same as version 1.3):

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

3) powerofthree's Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/51073

2) powerofthree's Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

Changes:

 

1) Now supports 5 closest active Followers instead of 5 total. If you are in interior cell (inside a dungeon or a shop) only 5 closest active Followers within the same cell will make sounds;

2) Fixed an issue when Devious Sounds counts the same Follower multiple times, taking up 2 or more slots;

3) Moved some Follower and Player calculations to a custom SKSE plugin. It will work much faster, but you shouldn't notice any significant changes in term of how the mod works;

4) Attempting to fix "frozen stacks" or stuck "Active Scripts" accumulating in save file caused by Devious Sounds reported by @DonQuiWho. Unused stacks will be deleted each time when loading a save file. It won't solve the issue completely - we are just deleting frozen scripts as they appear. The best solution would be to rewrite a latent SKSE function that causes it to happen, but I don't know how to do that right now. :(

 

Thanks vm!!!

 

I'll give it a try sometime over the next couple of days and feed back when I have some useful info on the update

 

Thanks again!

 

DQW

Posted (edited)
13 hours ago, AndrewLRG said:

Experimental update for Devious Sound SE/AE version 1.4. Not compatible with LE.

 

Devious Sounds 1.4 SE Experimental.7z 29.34 MB · 1 download

 

Additional requirements (the same as version 1.3):

 

1) Address Library for SKSE Plugins - https://www.nexusmods.com/skyrimspecialedition/mods/32444

3) powerofthree's Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/51073

2) powerofthree's Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

Changes:

 

1) Now supports 5 closest active Followers instead of 5 total. If you are in interior cell (inside a dungeon or a shop) only 5 closest active Followers within the same cell will make sounds;

2) Fixed an issue when Devious Sounds counts the same Follower multiple times, taking up 2 or more slots;

3) Moved some Follower and Player calculations to a custom SKSE plugin. It will work much faster, but you shouldn't notice any significant changes in term of how the mod works;

4) Attempting to fix "frozen stacks" or stuck "Active Scripts" accumulating in save file caused by Devious Sounds reported by @DonQuiWho. Unused stacks will be deleted each time when loading a save file. It won't solve the issue completely - we are just deleting frozen scripts as they appear. The best solution would be to rewrite a latent SKSE function that causes it to happen, but I don't know how to do that right now. :(

 

Right

 

A very quick test,

 

- Location: The changes were made in Morthal Inn - very crowded with NPCs and potential follower NPCs,  Both before and after comments relate to changes made there

 

- Last save loaded and saved again

 

- installed 1.4 by writing over prior versions of the mod.  Shows a 'clean update', in that MO2 shows no prior versions of the mod enabled in MO2 have scripts that are still active.  ie there are no script/asset etc Conflicts shown in MO2

 

- Immediate Save.  ReSaver check on that new save against the one immediately prior to adding 1.4.  ReSaver's 'Active scripts' show that the prior (ie made before 1.4 installed) save's 'Active Sctipts' suspended frames, (all 57 + frames), are completely gone

 

- MCM: This now shows only current nearby followers - I have 4 - and there is still a 'spare unoccupied slot' for a 5th.  As before, each Follower's sounds can be adjusted

 

- Papyrus log is now almost devoid of mod related errors.  There is one seeming hangover, so it may be very device specific.  The only follower in game presently that has a 'ring gag' is one using that funny bloated lip 'NG' thingie.  She's the current 'TDF Whore', money making, follower, and is out to entice her customers 👄.....   Anyway, see log extract appended at the foot of this note

 

Didn't have time to do more than that, but looking good so far 👍, thank you!

 

One quick question, pls?  How do you determine which followers are 'nearby' and what sort of proximity ranges are involved?  TBH, as long as it works, fine, but undoubtedly there will be those who are more technically adept who will want to know! ☺️

 

Many thanks again.  I'm sure quite a bit of work went into this, and it's nice to see it making a real difference   

 

DQW

 

=======================

 

From last Papyrus Log:

 

[11/17/2025 - 01:46:14PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None]._DeviousSounds_MagEff_RingGag_Foll_2.UnregisterForUpdate() - "<native>" Line ?
    [None]._DeviousSounds_MagEff_RingGag_Foll_2.OnEffectFinish() - "_DeviousSounds_MagEff_RingGag_Foll_2.psc" Line 69
[11/17/2025 - 01:46:14PM] _ES_::oncellload
[11/17/2025 - 01:46:14PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SOS_ActorMagicEffect_Script.RegisterForModEvent() - "<native>" Line ?
    [None].SOS_ActorMagicEffect_Script.OnEffectStart() - "SOS_ActorMagicEffect_Script.psc" Line 44
[11/17/2025 - 01:46:14PM] [FillHerUp]: OnUnload() burst effect for violet
[11/17/2025 - 01:46:14PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None]._DeviousSounds_MagEff_RingGag_Foll_2.UnregisterForUpdate() - "<native>" Line ?
    [None]._DeviousSounds_MagEff_RingGag_Foll_2.OnEffectFinish() - "_DeviousSounds_MagEff_RingGag_Foll_2.psc" Line 69

   

 

Edited by DonQuiWho
Posted
34 minutes ago, DonQuiWho said:

- Immediate Save.  ReSaver check on that new save against the one immediately prior to adding 1.4.  ReSaver's 'Active scripts' show that the prior (ie made before 1.4 installed) save's 'Active Sctipts' suspended frames, (all 57 + frames), are completely gone

 

 

That's good. I far as I understand, these stuck Active Scripts appear when a game is saved while a latent function PlayAndWait() is being executed. When you load a game these functions can't resume working correctly and get stuck - they suppose to return some value, but can't, because they lose the script they are attached to. At least that's how I understand it. Likely, SKSE has a mechanism to search and remove scripts like that.

 

52 minutes ago, DonQuiWho said:

- Papyrus log is now almost devoid of mod related errors.  There is one seeming hangover, so it may be very device specific.  The only follower in game presently that has a 'ring gag' is one using that funny bloated lip 'NG' thingie.  She's the current 'TDF Whore', money making, follower, and is out to entice her customers 👄.....   Anyway, see log extract appended at the foot of this note

 

 

It might be the "Muzzle Lips Gag". I don't know if it's from NG, but it fits description. :) This gag has a keyword "zad_PermitOral" that supposed to keep wearers mouth open just like ring gags, so the mod counts it as a Ring gag. Errors "Unable to call UnregisterForUpdate" shouldn't cause issues - it was my attempt to make sure that some scripts don't try to update themselves when its not needed. I agree that it is unpleasant to look at them, I'll have a look how to fix it.

 

1 hour ago, DonQuiWho said:

One quick question, pls?  How do you determine which followers are 'nearby' and what sort of proximity ranges are involved?  TBH, as long as it works, fine, but undoubtedly there will be those who are more technically adept who will want to know! ☺️

 

 

Well, although I said that the mod supports 5 closest active followers it's not entirely correct. In actuality, we are looking for all active followers within a certain range and picking 5 of them at random. For example, if you have 6 active followers near you in the same interior cell, than only 5 random followers will be supported. The mod won't check which of these 6 followers are actually closest to the player, but will pick 5 at random. The range in which mod will search for followers equals to "Scan Range" for NPCs (Devious Sounds MCM / Other N|PCs / Scan range) multiplied by 5. Default Scan range for NPCs is 2.000 in-game units, so for followers it will be 10.000 units, rather large.

 

P.S. I forgot to include the source code for my SKSE plugin.

Posted
1 hour ago, AndrewLRG said:

 

That's good. I far as I understand, these stuck Active Scripts appear when a game is saved while a latent function PlayAndWait() is being executed. When you load a game these functions can't resume working correctly and get stuck - they suppose to return some value, but can't, because they lose the script they are attached to. At least that's how I understand it. Likely, SKSE has a mechanism to search and remove scripts like that.

 

 

It might be the "Muzzle Lips Gag". I don't know if it's from NG, but it fits description. :) This gag has a keyword "zad_PermitOral" that supposed to keep wearers mouth open just like ring gags, so the mod counts it as a Ring gag. Errors "Unable to call UnregisterForUpdate" shouldn't cause issues - it was my attempt to make sure that some scripts don't try to update themselves when its not needed. I agree that it is unpleasant to look at them, I'll have a look how to fix it.

 

 

Well, although I said that the mod supports 5 closest active followers it's not entirely correct. In actuality, we are looking for all active followers within a certain range and picking 5 of them at random. For example, if you have 6 active followers near you in the same interior cell, than only 5 random followers will be supported. The mod won't check which of these 6 followers are actually closest to the player, but will pick 5 at random. The range in which mod will search for followers equals to "Scan Range" for NPCs (Devious Sounds MCM / Other N|PCs / Scan range) multiplied by 5. Default Scan range for NPCs is 2.000 in-game units, so for followers it will be 10.000 units, rather large.

 

P.S. I forgot to include the source code for my SKSE plugin.

 

Thanks.  

 

That's all good!

 

As far as follower range was concerned, I was more worried about the mod picking, say, 'x followers' from the current cell, 'y' from a neighbouring cell, and if in the centre of Skyrim, the last one being the closest (as exaggerated for demontration effect) from the one left in Windhelm or the one left in Markarth. 🙂  What you have here seems to avoid the worst of the weirdness that could arise!

 

The gag thing is incidental, but if you find a fix, great!

 

Many thanks again

 

DQW  

  • 1 month later...
Posted

Hi Andrew

 

Some bad news this time, I'm afraid. 

 

Haven't been able to play for a while, but it appears that 1.4 is now, seemingly consistently, crashing my game.  I've no idea why, I'm afraid.  Crashes on save load, 100% of the time.

 

Disabling it and starting with 1.3.1 seems to work, although I only just got that to working that out 😏, so I thought I'd bring it to your attention ASAP

 

Attached is last Crashlogger's report before I disabled 1.4 , and on looking at those prior to that, they all refer to 1.4     

 

Hope that helps you find whatever the quirk might be, as your last updates prior to that have all been real improvements

 

Regards

 

DQW

 

 

 

crash-2025-12-20-16-41-00.log

Posted (edited)
7 hours ago, DonQuiWho said:

Hi Andrew

 

Some bad news this time, I'm afraid. 

 

Haven't been able to play for a while, but it appears that 1.4 is now, seemingly consistently, crashing my game.  I've no idea why, I'm afraid.  Crashes on save load, 100% of the time.

 

Disabling it and starting with 1.3.1 seems to work, although I only just got that to working that out 😏, so I thought I'd bring it to your attention ASAP

 

Attached is last Crashlogger's report before I disabled 1.4 , and on looking at those prior to that, they all refer to 1.4     

 

Hope that helps you find whatever the quirk might be, as your last updates prior to that have all been real improvements

 

Regards

 

DQW

 

Thanks for reporting! Log file does show the crash happens when DeviousSoundsUtil.dll is loading. This patch might fix it. Please install it on top of "Devious Sounds 1.4 SE Experimental" and let it overwrite what it wants.

 

Devious Sounds SE 1.4 - 1.4.1 Patch.7z

 

 

If crashes will continue, could you also upload a different SKSE log file? It's located in 'My documents \ My Games \ Skyrim.INI \ SKSE \ DeviousSounds.log'. It's a log specifically for this mods SKSE plugin.

Edited by AndrewLRG
Posted
11 hours ago, AndrewLRG said:

 

Thanks for reporting! Log file does show the crash happens when DeviousSoundsUtil.dll is loading. This patch might fix it. Please install it on top of "Devious Sounds 1.4 SE Experimental" and let it overwrite what it wants.

 

Devious Sounds SE 1.4 - 1.4.1 Patch.7z 5.44 MB · 1 download

 

 

If crashes will continue, could you also upload a different SKSE log file? It's located in 'My documents \ My Games \ Skyrim.INI \ SKSE \ DeviousSounds.log'. It's a log specifically for this mods SKSE plugin.

 

Thanks for the, as ever, prompt response!

 

I'll give this a go, but the next few days will be incredibly busy, so apologies in advance if there is any delay

 

DQW

  • 4 weeks later...
Posted

@AndrewLRG

 

Apologies for having been so long in getting back to you on this.  I've only managed to spend some proper time playing the game in the last couple of days, and only tonight got some decent 'test activities'.  

 

So, I have, in MO2, these mods in play in the L/H Pane (probably my descriptions - I tend to rename things a bit)

 

Devious Sounds 1.4 SE Experimental

   overwritten by 

Devious Sounds 1.4 SE Experimental SE 1.4 - 1.4.1 Patch

 

It seems to work OK, and I don't actually see the same volume of errors in the log as before.  There are a few things appear, but I can't really say whether or not they're significant, if for no other good reason than that I don't know what they mean 😏

 

Anyway, I attach the last game log.  About 2/3 of the way through, I 'turned on' 3 of the 6 options below the main ones, ie 'the Heavy bondage', and two of the others, just in case there is anything showing up later in the log, that wasn't in the earlier part

 

In game, I don't notice anything peculiar, and as the end of the game ended up with the player PC and the two followers fully decked out in every form of DD imaginable, courtesy of a booby trapped chest, the party all, very slowly, hopped or waddled, moaning, clinking and clanking over about half a mile whilst trying to make their way to Dragon's Bridge, before I really had to stop for the night

 

Anyway, I neither saw, nor heard, anything disastrous, so that sounds hopeful...or should that be sounds 'mmmmpppppppppppphhhhhhhhhhh clinkityy clank'?

 

Best wishes for 2026 

 

DQW

 

Papyrus.0 - Copy for Andrew LRG re DD Sounds.log

  • 1 month later...
Posted (edited)

This mod seems to conflict with "Sleep for me now" https://www.nexusmods.com/skyrimspecialedition/mods/56850?tab=files&file_id=236139&nmm=1

Sleep for me now works fine, but when I add Devious Sounds, it stops working. In case you're not familiar with it, it (together with "Go to bed") makes followers automatically look for a bed to sleep in as soon as the player lies down in a bed, so if you get in a double bed, they'll lie next to you.

 

Now I'm only a novice modder, so please forgive the following inaccurate description... When SFMN notices that the player goes to sleep, it puts the follower(s) in a faction called autosleepfaction, which in turn gives the follower a package autosleeppack that makes them look for the nearest bed. I confirmed via console that my follower is indeed in that faction, so the bit that goes wrong is the package. I compared it in xEdit to several other sleep packages from vanilla Skyrim, and I noticed nothing remarkable about it. So does DS somehow prevent that package from being executed at all? And if so, how can I fix it? Is it something to do with my follower being an alias in DS's MasterScript so she can't be an alias in the sleep package at the same time?

 

Hope you can help me!

 

EDIT: Nevermind, fixed it myself by removing the reserved flags from the aliases in the DS quest. And in the whole process of troubleshooting I learned some things about how this game works under the surface.

 

Thanks for this mod, by the way, and have a nice day!

Edited by Lydiaisgreat
Posted
23 hours ago, Lydiaisgreat said:

EDIT: Nevermind, fixed it myself by removing the reserved flags from the aliases in the DS quest. And in the whole process of troubleshooting I learned some things about how this game works under the surface.

 

I should really fix it. It was reported multiple times, but I always forget. :(

Posted

While I was fiddling with this conflict, I got an idea for a mod, or maybe an extra feature for this one. I'm in over my head here, so I'd like to ask your opinion if you don't mind.

 

It has always bothered me that gagged NPCs, particularly followers, will speak normal lines of dialogue every now and then, e.g. idle comments from RDO. I know and use GagSFX, but that mod covers only some specific lines of dialogue. What I would like to have is a mod that suppresses all spoken dialogue by gagged NPCs and replaces it with gag talk sounds. A while ago, I tried to make that happen with the script feature of Dynamic Dialogue Replacer. Let it check if the speaker is wearing a gag, and if so, hmmphify their line of dialogue.  I gave up quickly when I realized that I couldn't use the HasWornKeyword function in DDR's scripts, so I didn't know how to check for gags. Here is a list of all available functions.

 

Now I wonder if one could create a faction NearbyGaggedNPCs and have the DDR script check for that faction, and have DS - which checks for nearby gagged NPCs regularly anyway - be responsible for adding and removing NPCs from that faction? Alternatively, DDR scripts can also check for magic effects. Would it be useful to make it check for _DeviousSounds_Ballgag_Follower1 and so on?

 

As I said, this is beyond my modding abilities, so I'm grateful for any advice.

Posted

Running mod version 1.2.

Is there a way to disable the notification messages? Specifically the "DS - Adding/Removing Follower" ones.

 

They pop-up too often and I feel like that's something that we shouldn't really see unless we enable the Debug logging option

Posted
25 minutes ago, Lucci213 said:

Running mod version 1.2.

Is there a way to disable the notification messages? Specifically the "DS - Adding/Removing Follower" ones.

 

They pop-up too often and I feel like that's something that we shouldn't really see unless we enable the Debug logging option

 

There's a patch for this here (install in on top of version 1.2 and allow it to overwrite): 

 

 

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