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Posted
53 minutes ago, Unknown22923 said:

That's true, also why I'm seeking a bit of help, only reason I suspect Bac has something to do with it is I get a CTD without fail when I get to head/snout transformation.
 

I see but I'm not sure what BSLightingShaderMaterialFacegenTint is and how to turn it off, got any pointers by chance?
I had papyrus log set to off, but I will make one and post it.

BSLightingShaderMaterialFacegenTint* is a pointer to BSLightingShaderMaterialFacegenTint which is a Skyrim C++ type/class. It won't help us here if we suspect the problem to lie within the scripts. That's the reason for the papyrus0.log which should list any script errors.

Posted
On 2/2/2025 at 1:45 PM, alex77r4 said:

 

 

 

Have you tried this? 

I have a fun fact:

  • zadLibs has zadNPCQuestScript Property zadNPCQuest Auto
  • zadNPCQuestScript extends zadBaseDeviceQuest
  • which in turn has zadLibs Property libs Auto
     
  • ...which seems to be the cause of the problem (property cycle).

I have no problems compiling all of these, e. g. zadLibs.psc:

Spoiler

Starting 1 compile threads for 1 files...
Compiling "zadLibs"...
Starting assembly of zadLibs
0 error(s), 0 warning(s)
Assembly succeeded

Compilation succeeded.

Batch compile of 1 files finished. 1 succeeded, 0 failed.
[Finished in 4.9s]

The problem seems to be only within the CK. Because when I comment out any references to the libs property and the declaration itself in zadNPCQuestScript and zadBaseDeviceQuest and compile those, suddenly I can view all the properties of those two. Then I activate those lines again and compile again and CK is no longer able to show them. I didn't try that out with all of the scripts referred to by zadLibs, though. Is there any option either in the CK ini or elsewhere to get rid of that? I have been able to create the same error with three dummy scripts that use each other as Properties in a cycle. Maybe that's what overloads the property page within CK?

 

 

Posted (edited)
2 hours ago, botticelli said:

suddenly I can view all the properties of those two.

Because you break the chain and hide the problem.

 

2 hours ago, botticelli said:

CK is no longer able to show them.

Because you enable the complete chain and the problem show.

 

The cascade properties can't be the problem because if the problem was in the cascade properties i'm must be unable to see the properties window of zadlibs.

 

I you compile in debug you can see in the log how the compiler scan the complete cascade importing each PSC file to create the type's table and how the assembler associate the variables and properties to the data types created by the compiler. The CK use the info stored inside the PEX file to determine the type of the properties and show it in the properties window. But when one of the properties can't be associated to the corresponding PEX file the cascade is broken and the CK show the horrendous error "Problems reloading the scripts"

 

The problem can be in a difference from the PSC files used by the compiler and the PEX files used by the CK. More clear:

The compiler use the PSC files as source and the assembler create the PEX file using the info provided by the compiler. But create a single PEX file.

I mean, the compiler scan all the SOURCE files and the assembler create ONE executable (PEX) while the CK scan ALL the PEX files to show the properties window.

If one of the PEX files not match with their PSC file the CK can show the horrendous error simply because are using an old PEX file.

 

For that i said: Verify that you can compile each file (to generate new PEX files that can solve the problem)

And i said: Create a new profile (to remove any possible trash and any old file you can have)

 

A lot of times this problem is solved re-compiling but sometimes is better make a complete re-install of the original mod, in this case, Devious Devices.

 

------------

To enable debug in the Papyrus Compiler activate the parameters -d and -keepasm. I use two bat files:

 

Normal Compile:

"G:\SteamLibrary\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -o="../"

 

Debug Compile:

"G:\SteamLibrary\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -d -keepasm -f="TESV_Papyrus_Flags.flg" -o="../" > %1.log

 

The Debug compiler generate a gigantic output. I send it to a file called as the source file but adding .log and i get, for example:

zadLibs.psc.log

 

You can examine the log file to see how zadlibs use PSC files from each dependency mod and how the compiler follow the cascade.

But manually scan a cascade with about 300 imports can be crazy. Then, normally is merely informative until we have a real cross loop that the compiler can't solve.

Edited by alex77r4
Posted
1 hour ago, botticelli said:

Is there any option either in the CK ini or elsewhere to get rid of that?

 

I read some messages saying that bad options in the ini files of the Legendary CK can cause this problem. But this files have hundreds of lines and can't be verified manually.

I go to upload my own INI files from Legendary CK, Try compare it with yours INI files using Notepad++ or any other tool. If the compare not works look this sections very careful:

 

Inside SkyrimEditor.ini look:

[Archive] ----> Very important section. The order of the Beth files is critical and can cause a lot of strange problem.

[Papyrus] ----->Very important section. Ensure you have the correct path's

 

Legendary CK INI.rar

Posted
5 hours ago, botticelli said:

I have been able to create the same error with three dummy scripts that use each other as Properties in a cycle. Maybe that's what overloads the property page within CK?

 

Please, upload yours test script. I want take a look, open it with my Legendary CK and see the error with my own eyes.

Posted

I'm having some trouble figuring out how to trigger the Molag Bal content, I started a new game and got the curse, worked my way through to becoming Paul's slave after fighting off the hunters. After that, I worked off my debt and did the uncurse quest milking it off to become fully human again.

 

Then I learned you need to have done the House of horrors and Chidna mine so I polished off those quests requiring the curse from a forced blended lactaid (Which recowed me really fast like seven or eight stages all at once everytime it hit me) and now I'm not sure what to do. Talking to Paul and Jensen doesn't yield anything and I've tried waiting and fast traveling from one end of the map to the other.

 

Did I mess something up or am I missing something?   

Posted
32 minutes ago, Dead Endv1 said:

I'm having some trouble figuring out how to trigger the Molag Bal content, I started a new game and got the curse, worked my way through to becoming Paul's slave after fighting off the hunters. After that, I worked off my debt and did the uncurse quest milking it off to become fully human again.

 

Then I learned you need to have done the House of horrors and Chidna mine so I polished off those quests requiring the curse from a forced blended lactaid (Which recowed me really fast like seven or eight stages all at once everytime it hit me) and now I'm not sure what to do. Talking to Paul and Jensen doesn't yield anything and I've tried waiting and fast traveling from one end of the map to the other.

 

Did I mess something up or am I missing something?   

The Molag Bal quest is only available during "A Craftsman's Masterpiece" as a side quest acquired at Molag Bal's altar. Since A Craftsman's Masterpiece must be active and running to enable the talking activator there, it probably won't start after you finished that. You could try the following:

  • in the console type prid xx0adfa6 [xx 0 BAC's mod ID], then enable
  • go to the altar and see if it triggers
  • if not - with the activator still targeted in the console - type activate player

Not sure, if that works but it's worth a try.

Posted (edited)
16 hours ago, alex77r4 said:

 

Please, upload yours test script. I want take a look, open it with my Legendary CK and see the error with my own eyes.

It seems I won't be able to have a stable CK before I do a reinstallation for which I  currently don't have the time. I made these - actually 4 - scripts: bac_test.7z.

Then I made two empty quests bac_test1 and bac_test2 attaching bac_test1 to quest bac_test1 and bac_test2 and bac_test3 to quest bac_test2 each time mapping the properties. While still in the CK I could view and open them. When exiting and restarting CK, the properties of bac_test3 were no longer available - until, and now it gets strange - I added bac_test_base also to quest bac_test2. Then I could view the properties of all 3 attached scripts again... until restart. Removing bac_test3 from the quest made it stable (properties viewable before *and* after restart).

 

***EDIT*** I found another mod (SLIF) that shipped a zadLibs.pex file and was sorted after DD in the load order. The recompiled zadLibs.pex is of a slighty different size than that one.

 

Edited by botticelli
Posted
26 minutes ago, botticelli said:

When exiting and restarting CK, the properties of bac_test3 were no longer available

 

Be sure you have the [Archive] section of your SkyrimEditor.ini correctly set. Specially bInvalidateOlderFiles=1 because that parameter can cause the CK go crazy simply because the stupid CK use OLDER files loaded in the initialization of the CK and NOT use the new files created while compiling the scripts from inside the CK. 

Additionally, that parameter not always work and, sometimes, is necessary close and re-open the Legendary CK. Unavoidable problems of use a Beth program from 2013.

 

[Archive]
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
iRetainDirectoryStringTable=1
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1

Posted (edited)
1 hour ago, botticelli said:

***EDIT*** I found another mod (SLIF) that shipped a zadLibs.pex file and was sorted after DD in the load order. The recompiled zadLibs.pex is of a slighty different size than that one.

 

You have installed the PATCH archive from SLIF. That have files from 2018 that match the zadlibs DD version from 2018. The actual zadlibs included in DD 5.2 is from 2022.

I strongly recommend remove the PATCH archive from SLIF. Never use a patch that not match the version of the original mod.

 

That is other motive for say: Create a new profile (to remove trash, incorrect patches, older files.. etc...)

Edited by alex77r4
Posted (edited)
4 hours ago, botticelli said:

It seems I won't be able to have a stable CK before I do a reinstallation for which I  currently don't have the time. I made these - actually 4 - scripts: bac_test.7z.

Then I made two empty quests bac_test1 and bac_test2 attaching bac_test1 to quest bac_test1 and bac_test2 and bac_test3 to quest bac_test2 each time mapping the properties.

 

First not hurry. This a simple game, a marvelous game, but nothing more. The real life always go first, before the games.

 

But... can you explain me HOW have you compiled yours test scripts??? Because i'm unable to compile them:

Stupid me.. i have a file called test1.psc from the year 2016 that i don't know what make inside my DATA\Scripts\Source

Removing the trash i can compile. Go to make more test.

----------

I not have any kind of error.

I create 3 quest, add the scripts to each quest, set the value of the properties to each script and works. I can see the properties windows.

Close CK, open it again, open the quest and open each properties windows of each script in each quest without any problem.

Additionally, i add all 3 scripts to all 3 quest, set the values of the properties, close, re-open and not get any error:

Spoiler

image.png.ac0b44d1ca087b2480498b6b99a593c3.png

 

Please, try make a single ESP with the quest and the scripts in the exact position where you get the error. Upload it and i try get the error in my CK.

Edited by alex77r4
Posted
5 hours ago, alex77r4 said:

[Archive]
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
iRetainDirectoryStringTable=1
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1

That was set to 1 on one line and to 0 several lines further down. I don't compile the non-fragment scripts from inside CK, I use Sublime and its environment instead. Maybe that's the reason, CK didn't get the newer version? I've removed that bInvalidateOlderFiles=0 line and now it works as expected.

Posted (edited)
56 minutes ago, botticelli said:

That was set to 1 on one line and to 0 several lines further down. I don't compile the non-fragment scripts from inside CK, I use Sublime and its environment instead. Maybe that's the reason, CK didn't get the newer version? I've removed that bInvalidateOlderFiles=0 line and now it works as expected.

Sublime can't be the problem. I use Notepad++ as editor and compile using command prompt. If Sublime have integrated compiler go to make the same as the command prompt, launch the compiler to generate a PEX file. If that PEX file go to the correct folder all is ok.

 

56 minutes ago, botticelli said:

now it works as expected.

Works what? Maybe now you can set the properties of zadlibs?

Edited by alex77r4
Posted (edited)
15 hours ago, alex77r4 said:

Maybe now you can set the properties of zadlibs?

yes. I think the combination of both wrong zadLibs.pex and the ini directive was the cause.

Edited by botticelli
Posted (edited)
2 hours ago, botticelli said:

yes. I think the combination of both wrong zadLibs.pex and the ini directive was the cause.

 

Congratulations. Looks like we finally hunted your ghost.

And the problem has nothing to do with Special to Legendary differences or limits on property pages, and of course there's nothing wrong with zadlibs.

You lost months due to a configuration error. Please ask for help next time you have a similar problem.

This community is full of expert developers and any of them can provide you with the solution to your problem. And, please, correct your blog.

 

Only one thing is true in your blog about this problem:

If you open the property pages and get the error "problems reloading the script", never press the OK button, never change anything in that window, close it and look for the cause. If you press OK in the properties window after getting the error, really the CK can delete the value of some properties, can move it up or down and can mess everything up.

 

But that happens because, sometimes, after show the error, the properties window is displayed. That's a fail on Legendary CK.

The properties window should never be displayed when you get the error "problems reloading script", but as the Legendary CK is not perfect, it sometimes does.

 

And, since you're desperate to put the values in the properties, when the window appears, you ignore the error, put the values in the properties and press OK.

That's the worst you can make. After showing the error "problems reloading script", the CK goes crazy and messes up all the script properties.

If you press OK in that window everything is lost, some of the properties not get the correct values and other properties lost theirs values.

 

Then, really, you are not completely crazy. The Legendary CK really made that things. But only when the error show and we ignore it.

 

Edited by alex77r4
Posted

Kinda random, but has anyone ever found a mod that gives the player cowtag earrings? I found one a while ago, but lost the file and can't find the download again.

Posted (edited)
13 hours ago, jortt444 said:

Kinda random, but has anyone ever found a mod that gives the player cowtag earrings? I found one a while ago, but lost the file and can't find the download again.

Try Fallout 4 mods. I borrowed the BAC eartags from there also. You might need to export them as .OBJ using OutfitStudio or NifScope and then create a Skyrim mesh and import them there again remapping the textures. Depending on your Skyrim version, the textures also might need a conversion e. g. with gimp and a DDS plugin (LE = BTC3 with generated mipmaps, SE 1.5.97 = BTC5, no mipmaps, AE = BTC7 no mipmaps).

Edited by botticelli
Posted (edited)

I recently updated to the latest version of BAC (2.1.0) and I’m having an issue with turning custom followers into cows.

I can turn vanilla followers without issue by ordering them to interact with a standard milking machine, but custom followers (These followers are from the mods: Ok Custom Followers and Korosukenari Followers) can become milk maids but they can’t activate the first stage of the curse (The mooing event), giving them blended lactacid doesn't help either. When I went into the BAC MCM Milkmaid tab, I found that the custom followers have the following string:

 

L#0 !COW

 

I assume that this means that this means that BAC is labeling them as Not Cow, and I was wondering if the newest version made changes that make custom followers unable to be turned into cows (In version 2.0.8 I could turn them into cows), or if I’m having a mod configuration issue.

Edited by Hyunkel_Hirum
Posted (edited)
17 hours ago, Hyunkel_Hirum said:

I recently updated to the latest version of BAC (2.1.0) and I’m having an issue with turning custom followers into cows.

I can turn vanilla followers without issue by ordering them to interact with a standard milking machine, but custom followers (These followers are from the mods: Ok Custom Followers and Korosukenari Followers) can become milk maids but they can’t activate the first stage of the curse (The mooing event), giving them blended lactacid doesn't help either. When I went into the BAC MCM Milkmaid tab, I found that the custom followers have the following string:

 

L#0 !COW

 

I assume that this means that this means that BAC is labeling them as Not Cow, and I was wondering if the newest version made changes that make custom followers unable to be turned into cows (In version 2.0.8 I could turn them into cows), or if I’m having a mod configuration issue.

If those custom followers have custom races, they are excluded from becoming cows due to the face parts not being compatible and causing CTDs.

Edited by botticelli
Posted
12 hours ago, botticelli said:

If those custom followers have custom races, they are excluded from becoming cows due to the face parts not being compatible and causing CTDs.

 Thanks, for the information. According to the console menu some of these custom followers seem to be from a vanilla race (nord race for example), while others are not vanilla (one follower is labeled as Vampire Hunter Race). Maybe those that seem to be vanilla are not strictly vanilla (maybe they are a variation of the Ygnord) and therefore BAC is rejecting them.

 

I'll keep testing, and I'm glad that it wasn't an installation or MCM config issue, thanks for the help.

Posted
6 hours ago, Hyunkel_Hirum said:

 Thanks, for the information. According to the console menu some of these custom followers seem to be from a vanilla race (nord race for example), while others are not vanilla (one follower is labeled as Vampire Hunter Race). Maybe those that seem to be vanilla are not strictly vanilla (maybe they are a variation of the Ygnord) and therefore BAC is rejecting them.

 

I'll keep testing, and I'm glad that it wasn't an installation or MCM config issue, thanks for the help.

the console reporting getisrace nordrace/bretonrace/imperialrace/redguardrace/orcrace/woodelfrace/highelfrace/darkelfrace = 1.0 npcs should work. vampires are also excluded (this also applies to the pc!) since vampire races are overlays on top of the actual race and the mod cannot discern between those two (it modifies the vanilla race, but you see the vampire race so I get complaints about changes not happening). Also the given race must be marked as playable in CK, else they need to be in a special faction (xx31e704, xx = BAC's mod ID) and have a keyword with String "bac_NPCCowAllowed" (so that needs editing their esp). Non human races are excluded also but for vanilla Khajiit and Argonians you can overturn that in BAC MCM. Right now, BAC only supports one custom race and that would also need editing their esp to work (see enclosed pdf). I could make more custom races available to BAC (with the same editing amount for all of them) via json file but would not be able to test that and I do not know if there's actually the need (and the willingness to go through all the trouble with the mod edits).

Posted
1 hour ago, Sofian said:

is there a mod that lets me equip the hooves, nose ring , tail and hand hooves without needing BAC or Milk Economey?

those are part of BAC and get shipped with it. If someone wants to make an extra mod with the items only, I'd expect they'd ask me and @Addywil for permission first. Plus, it's a tedious process since there are short of 600 items to create.

Posted

I was wondering why Beastess_Beast_Sneak_noEsp.7z this file doesn't work (of course after running FNIS, if you crouch you get a tpose) while Beast SneakSE.7z this one that wasn't provided in the mod files does (despite the animation files being seemingly the exact same)? If anyone has issues with the beastess sneak not working you could try this other one. I apologize for clogging up this thread and hope someone will be helped by this. 

Posted
4 hours ago, Ferrisu said:

I was wondering why Beastess_Beast_Sneak_noEsp.7z this file doesn't work (of course after running FNIS, if you crouch you get a tpose) while Beast SneakSE.7z this one that wasn't provided in the mod files does (despite the animation files being seemingly the exact same)? If anyone has issues with the beastess sneak not working you could try this other one. I apologize for clogging up this thread and hope someone will be helped by this. 

The beastess sneak animations are intended to be used with DAR or similar mods and will not work out of the box, see this post.

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