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Posted

Getting frequent CTD from NPCs in the world off doing their own things. Seems the problem is coming from restoring health while defeated or right before it.

 

What's causing it in my game is generally "NPCs Use Potions" which automatically uses restoration potion when their health is low. Other potentially complicating mods may be "Stay in the Fight" or another that changes potions to be delayed in their effects. For NPCs Use Potions, there is a setting to DisableItemUsageWhileStaggered but that isn't enough to completely prevent it.

 

Normally I would just disable the features of either mod and move on but I imagine a situation where this crash can happen in a mostly vanilla game:
Healing followers right before or as they go down,
Long term restoration effects,
Aggressive poison vs aggressive restoration, etc.

 

Here is the top half of the crash log. 

Spoiler

Unhandled native exception occurred at 0x7FF754D97CE8 (SkyrimSE.exe+9C7CE8) on thread 25004!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 11 Oct 2022 09:07:51.934

Possible relevant objects (7)
{
  [ 134]    TESNPC(Name: `Folk Alchemist`, FormId: AA20F6FD, File: `Heritage_02.esp`)
  [ 134]    Character(FormId: FF019E48, BaseForm: TESNPC(Name: `Folk Alchemist`, FormId: AA20F6FD, File: `Heritage_02.esp`))
  [ 155]    BGSKeyword(Name: ActorTypeNPC, FormId: 00013794, File: `Skyrim.esm`)
  [ 185]    EffectSetting(Name: `Restore Health`, FormId: 0003EB15, File: `Apothecary.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)
  [ 208]    AlchemyItem(Name: `Potion of Minor Healing`, FormId: 0003EADD, File: `Apothecary.esp <- Skyrim.esm`)
  [ 251]    NiNode(Name: `NPC Head MagicNode [Hmag]`)
  [ 314]    TESObjectCELL(Name: Wilderness, FormId: 000094D1, File: `SynthesisCellNPCPatch.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)
}

Probable callstack
{
  [0]   0x7FF754D97CE8     (SkyrimSE.exe+9C7CE8)          unk_9C7CD0+18
  [1]   0x7FF754D9785B     (SkyrimSE.exe+9C785B)          hkThreadMemory::unk_9C7800+5B
  [2]   0x7FF754DE9A62     (SkyrimSE.exe+A19A62)          hkbStateMachine::unk_A19750+312
  [3]   0x7FF754DE9EB2     (SkyrimSE.exe+A19EB2)          hkbStateMachine::unk_A19AF0+3C2
  [4]   0x7FF754DEBBE6     (SkyrimSE.exe+A1BBE6)          unk_A1BAF0+F6
  [5]   0x7FF754DC3DF9     (SkyrimSE.exe+9F3DF9)          hkbBehaviorGraph::unk_9F3CD0+129
  [6]   0x7FF754DC038E     (SkyrimSE.exe+9F038E)          hkbBehaviorGraph::unk_9F0360+2E
  [7]   0x7FF754EBFFEB     (SkyrimSE.exe+AEFFEB)          BShkbAnimationGraph::unk_AEFEB0+13B
  [8]   0x7FF754EB250F     (SkyrimSE.exe+AE250F)          BSAnimationGraphManager::unk_AE24A0+6F
  [9]   0x7FF7548C1300     (SkyrimSE.exe+4F1300)          IAnimationGraphManagerHolder::NotifyAnimationGraph_4F12C0+40
  [10]  0x7FFBE3EBD3FB     (YameteKudasai.dll+2D3FB)      
  [11]  0x16107C06E00                                     
  [12]  0x7FF7543D0000     (SkyrimSE.exe+0)               
  [13]  0x919EFD590                                       
}


The final part of the YK log

Spoiler

Zone.cpp(13): [info] Aggressor = 4278295910 -> Register Defeat for Victim = 4278296136
Zone.cpp(67): [info] Aggressor = 4278295910 has targets = 4
Defeat.cpp(13): [info] Defeating Actor: Folk Alchemist ( 4278296136 )
Defeat.cpp(105): [info] Pacyfying Actor: Folk Alchemist ( 4278296136 )
Defeat.cpp(65): [info] Rescueing Actor: Folk Alchemist ( 4278296136 )


And the final part of NPCs Use Potions' log which is very clear what it just did before the crash above.

Spoiler

Events.cpp(1172): [info]     832630ms | [Events] [TesCombatEnterEvent] finished registering NPC
Events.cpp(245): [info]     836028ms | [ReevalPlayerDeath] false
Events.cpp(259): [info]     836028ms | [Events] [CheckActors] Adding player to the list
Events.cpp(262): [info]     836028ms | [Events] [CheckActors] Handling all registered Actors 517637239
Events.cpp(296): [info]     836028ms | [Events] [CheckActors] [Actor] ff019e48 named Folk Alchemist from dxBookGuides.esl
Events.cpp(307): [info]     836028ms | [Events] [CheckActors] [Actor] cooldown: -5000 -5000 -5000 -5000 -5000
Events.cpp(313): [info]     836028ms | [Events] [CheckActors] [potions]
Events.cpp(329): [info]     836028ms | [Events] [CheckActors] check for alchemyeffect 1 with current dur health -5000 dur mag -5000 dur stam -5000 
ActorManipulation.cpp(329): [info]     836028ms | [ActorManipulation] [ActorUsePotion]
ActorManipulation.cpp(340): [info]     836028ms | [ActorManipulation] [ActorUsePotion] trying to find potion
ActorManipulation.cpp(81): [info]     836028ms | [ActorManipulation] [GetMatchingPotions]
ActorManipulation.cpp(91): [info]     836028ms | [ActorManipulation] [GetMatchingPotions] checking item
ActorManipulation.cpp(93): [info]     836028ms | [ActorManipulation] [GetMatchingPotions] found medicine
ActorManipulation.cpp(14): [info]     836028ms | [ActorManipulation] [HasAlchemyEffect]
ActorManipulation.cpp(17): [info]     836028ms | [ActorManipulation] [HasAlchemyEffect] found medicine
ActorManipulation.cpp(75): [info]     836028ms | [ActorManipulation] [HasAlchemyEffect] end fail2
ActorInfo.cpp(147): [info]     836028ms | [ActorInfo] [IsCustomAlchItem]
ActorManipulation.cpp(91): [info]     836028ms | [ActorManipulation] [GetMatchingPotions] checking item
ActorManipulation.cpp(93): [info]     836029ms | [ActorManipulation] [GetMatchingPotions] found medicine
ActorManipulation.cpp(14): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect]
ActorManipulation.cpp(17): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect] found medicine
ActorManipulation.cpp(72): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect] end success
ActorInfo.cpp(147): [info]     836029ms | [ActorInfo] [IsCustomAlchItem]
ActorManipulation.cpp(91): [info]     836029ms | [ActorManipulation] [GetMatchingPotions] checking item
ActorManipulation.cpp(93): [info]     836029ms | [ActorManipulation] [GetMatchingPotions] found medicine
ActorManipulation.cpp(14): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect]
ActorManipulation.cpp(17): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect] found medicine
ActorManipulation.cpp(75): [info]     836029ms | [ActorManipulation] [HasAlchemyEffect] end fail2
ActorInfo.cpp(147): [info]     836029ms | [ActorInfo] [IsCustomAlchItem]
ActorManipulation.cpp(91): [info]     836029ms | [ActorManipulation] [GetMatchingPotions] checking item
ActorManipulation.cpp(354): [info]     836029ms | [ActorManipulation] [ActorUsePotion] list bound
ActorManipulation.cpp(357): [info]     836029ms | [ActorManipulation] [ActorUsePotion] Drink Potion
ActorManipulation.cpp(358): [info]     836029ms | [ActorManipulation] [ActorUsePotion] use potion on: ff019e48

 

Posted

Hi, couple questions, I currently use SL Defeat and for the most part really like it and it's working well aside from me not knowing how to make it always put npcs into bleedout instead of me killing them, if it even does that.

 

So this mod has a mode to always "defeat" an enemy instead of just killing them, can that be always on and if so how long will an npc stay in a "defeated/bleedout" state?

 

I use PAHE and it adds it's options into the base popup, is the options for this mod added to the base popup or is it a separate one? If it's separate how does it handle the other popup with the enslavement options added by PAHE?

 

Can one run both SL Defeat and this mod at the same time and if so are there any settings in either mod that needs to be turned off so they don't conflict with the other, and if running both what load order should they take?

 

That's all, thanks in advance for answers.

Posted
On 10/10/2022 at 2:50 AM, hypnolem said:

Does this function similar to SL Defeat where it has NPC VS NPC functionality? That would be useful since atm, Defeat doesnt seem to play nicely with the current SL StopCombat plugin.

It does indeed allow for NPC v NPC scenarios.

This becomes especially obvious with some random encounters, like the one where you find a dead Witch who summoned a hostile Atronach. The Witch isn't spawned dead, they instead simply receive lethal damage when you get close enough to them (I think they're set to have a low enough HP pool that they simply die to the Atronach's aura), which leads to them getting downed by the mod and then targeted by the Atronach.

Posted (edited)

Make sure you use the right version.

There is one for se (game version 1.5) and ae (game version 1.6). Also afaik the mod doesn't work with Le, VR and gog.

Edited by Someone92
Posted
4 hours ago, Someone92 said:

Make sure you use the right version.

There is one for se (game version 1.5) and ae (game version 1.6). Also afaik the mod doesn't work with Le, VR and gog.

 

Think it might've been that, let's try the AE patch.

Posted
13 minutes ago, Someone92 said:

Also the AE version has been updated a few weeks ago. There is the possibility that that has made the currently available AE version non-functional.

 

???

 

It was posted in August, and doesn't work with the current version.

Posted

Skyrim AE was last updated in September, and SKSE was updated as well.
I have no idea if the current AE .dll file is still compatible with the new SKSE version. That's something that needs to be tested, or clarified by Scrab.

Posted
On 10/18/2022 at 4:54 AM, Someone92 said:

Skyrim AE was last updated in September, and SKSE was updated as well.
I have no idea if the current AE .dll file is still compatible with the new SKSE version. That's something that needs to be tested, or clarified by Scrab.

 

It's not compatible.

Posted (edited)

Does anyone know how or if this can work for a custom/added race? 

 

I added the Nymph Girls race and whenever I enter bleedout, I lay there for a few moments, get up, and then either die (if I don't have enough health regen) or nothing happens. 

 

Edit: I re-ran SL Animation Loader and that seemed to fix it! I feel silly ?

Edited by Lockshockbear43
Posted

You will have to wait until Scrab returns and updates the .dll.

They said to have issues with their internet, which is probably why they haven't been around in a while.

Posted
On 10/17/2022 at 10:50 AM, Someone92 said:

Make sure you use the right version.

There is one for se (game version 1.5) and ae (game version 1.6). Also afaik the mod doesn't work with Le, VR and gog.

Also, the most recent version of AE is not supported.

Posted

I’m kinda at my wits end. I can’t seem to get NPC’s to enter the subdued state. I’m running a rolled back version of SE to 1.5.97. Running all the proper supporting mods. I’ve tried multiple different mods such as defeat sse and submit but can’t get any of them to cause the subdued state.

 

I know the mod is active and working because I can choose to manually assault nonhostile NPC’s but I always get lethal kills in combat.

Posted
On 8/29/2022 at 3:01 PM, Scrab said:

For multi menu when activating targets:

YameteKudasai.esp 160.44 kB · 73 downloads

 

Ima be straight, I got no clue how exactly this activation perk works. I thought adding up priority would make it disable all other menues, but apparently thats not the case

I now set priority to 0 and it seems that its now being overridden by other mods. If that still causes issues I will likely no longer set Actors into bleedout on defeat, that should prevent majority of these "doule popups" from happening

This isnt working for me. When an npc is on bleedout state, both pahe and this mods ui activates. Every time i need to do something to an npc i have to click this mods option then select cancel on pahe.

 

Is there any workaround for this?

Posted (edited)

So, what would be a good reason to use this over SL Defeat? Genuinely curious, as improvements are always good, but the only change I can see right now is that you can prevent death entirely and the description doesn't mention which consequences exist for the PC, whereas SL Defeat will result in sexual assault unless settings are changed and you can also end up with Simple Slavery after the scenes are over. (among other options)

Edited by Enli
Posted

Love the mod so far, two issues with testing have come up:

 

1)  What does "Quit chance" do?  I was hoping it was the chance that a given aggressor would not come in for a second round but this doesnt seem to work.  For example if I want to have max X sequential rapes as a consequence, but if I get knocked down by only Y<X NPCs and dont want to have NPCs take a repeat turn, is there any way to set it up so that it does the lesser of X max rapes and Y aggressors?

 

2)  Does YT as currently coded not have the ability to bail out to animations that use less actors if not enough are present?  For example, I have animations for chaurus vs PC and 2 chaurus vs PC, but if I leave the default settings then if it selects 3P, 4P, or 5P scene I get the "failed to create scene" error rather than it simply selecting another animation with less actors.  Any way this can be changed to have the bailout?  Cause I like many people have animation libraries with varying amounts of gangbang depending on the race so I don't want to set it to 0 chance of having 5P or 4P to get around this failed scene creation.

 

 

Posted
On 10/29/2022 at 5:25 PM, Enli said:

So, what would be a good reason to use this over SL Defeat?

(Practically) real time tracking of lethal damage.

The OnHit function can take up a few seconds to resolve, which made it necessary for previous Defeat mods to use workaround and failsaves. YK tracks lethal damage outside the usual Skyrim script engine, making it much faster and thus forgoes the need for workarounds and failsaves.

 

Iirc so far the outcomes are Assault, Robbery and Blackout (wake up at a nearby location), but more outcomes can be added by other modders. Don't know if Scrab plans to add more outcomes, but all other Defeat mod authors should make YK a requirement and use it to trigger defeats.

 

12 hours ago, no_way said:

Does YT as currently coded not have the ability to bail out to animations that use less actors if not enough are present?

Hm, I think in previous versions the Validation.yaml in the SKSE folder explained how YK works (used to work?).

Iirc if no animation is found with the current actors, it first removes a creature (futa > female > male if the previous was not in the animation) from the animation and searches again. If it still not find an animation with the fewer number of actors it repeats.

 

Have you enabled creatures in YK, have you enabled creatures in SexLab, and might you have enabled "Restrict aggressive animations" (or something link that) in SexLab, and your creature animations are not tagged aggressive?

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