Pinute Posted December 17, 2013 Posted December 17, 2013 Looking through the esp with tes5edit, i found at least one reference to _SLSubmitIndecencyGlobal. It is in Magic Effect _SLSubmitIndecencyAlertEffect, and, it an error associated with it! 'FormID 03036c36 could not be resolved.' If it wasn't for the fact that I need to get ready for work, this would be the opportune time for me to try my hand at editing a script and recompiling in CK for the first time
Coopervane Posted December 17, 2013 Posted December 17, 2013 Looking through the esp with tes5edit, i found at least one reference to _SLSubmitIndecencyGlobal. It is in Magic Effect _SLSubmitIndecencyAlertEffect, and, it an error associated with it! 'FormID 03036c36 could not be resolved.' Well tharr's yer problem! Good find Pinute
ugibber Posted December 17, 2013 Posted December 17, 2013 any tips how to get creature submit working please? i've got autosubmit on, i also press hotkey - no results
Silbert Posted December 17, 2013 Posted December 17, 2013 I have an issue with the menu text in MCM they looks like $_SLSubmit_DebugOff all of'em and no description also. And they're so long that covers the triggers so i can't tune anything even if i understand that $$_$$ mambo-jambo. I have a russian version of Skyrim but no issues with other mods in menu just submit. Any advice how to fix it?
LukeDuke Posted December 17, 2013 Posted December 17, 2013 @Silbert, you need to rename/copy SexLab Submit_ENGLISH to SexLab Submit_Russian in the Interface/Translations folder, the same was for me and polish language...
dkatryl Posted December 17, 2013 Author Posted December 17, 2013 Looking through the esp with tes5edit, i found at least one reference to _SLSubmitIndecencyGlobal. It is in Magic Effect _SLSubmitIndecencyAlertEffect, and, it an error associated with it! 'FormID 03036c36 could not be resolved.' Well tharr's yer problem! Good find Pinute Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect _SLSubmitConfig Property _SLConfig auto Spell Property _SLSubmitIndecency Auto Faction Property CrimeFactionOrcs Auto SexLabFramework Property SexLab Auto Event OnEffectStart(actor Target, actor Caster) If(_SLConfig.GuardActive) If (Target.HasLOS(game.GetPlayer()) && Target.IsGuard() && !Target.IsInFaction(CrimeFactionOrcs)) debug.Notification(Target.GetBaseObject().GetName() + " saw you!") SexLab.GetPlayerController().EndAnimation(True) Target.SendTrespassAlarm(game.GetPlayer()) If (Caster.HasSpell(_SLSubmitIndecency)) Caster.RemoveSpell(_SLSubmitIndecency) EndIf EndIf EndIf EndEvent Either I am not being clear, or I don't understand what is being said, but this is the script that is attached to the MagicEffect _SLSubmitIndecencyAlertEffect,. When you click on the property, there are 4 properties: 2 Quest, 1 Spell, and 1 Faction. There are no Globals in the current script's Property list, nor in the MagicEffect _SLSubmitIndecencyAlertEffect. I do not see any reason it would still be referencing a deleted Global that no longer shows up in neither the .ESP or the associated script. The frustrating part is, despite following the instructions from pretty much every site out there, I added the handful of papyrus log entries into the Skyrim.ini file, and I have yet to get a single log file created, so I can never just look at the god damn thing myself.
dkatryl Posted December 17, 2013 Author Posted December 17, 2013 Oh man thank u a lot!!! If you feel like translating the English MCM template into Russian, I will bundle it all into the mod, just like the other languages. *hint, hint, wink, nudge*
dkatryl Posted December 17, 2013 Author Posted December 17, 2013 @Silbert, you need to rename/copy SexLab Submit_ENGLISH to SexLab Submit_Russian in the Interface/Translations folder, the same was for me and polish language... Same for Polish. *hint, hint, wink, nudge*
Srende Posted December 17, 2013 Posted December 17, 2013 Looking through the esp with tes5edit, i found at least one reference to _SLSubmitIndecencyGlobal. It is in Magic Effect _SLSubmitIndecencyAlertEffect, and, it an error associated with it! 'FormID 03036c36 could not be resolved.' Well tharr's yer problem! Good find Pinute Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect _SLSubmitConfig Property _SLConfig auto Spell Property _SLSubmitIndecency Auto Faction Property CrimeFactionOrcs Auto SexLabFramework Property SexLab Auto Event OnEffectStart(actor Target, actor Caster) If(_SLConfig.GuardActive) If (Target.HasLOS(game.GetPlayer()) && Target.IsGuard() && !Target.IsInFaction(CrimeFactionOrcs)) debug.Notification(Target.GetBaseObject().GetName() + " saw you!") SexLab.GetPlayerController().EndAnimation(True) Target.SendTrespassAlarm(game.GetPlayer()) If (Caster.HasSpell(_SLSubmitIndecency)) Caster.RemoveSpell(_SLSubmitIndecency) EndIf EndIf EndIf EndEvent Either I am not being clear, or I don't understand what is being said, but this is the script that is attached to the MagicEffect _SLSubmitIndecencyAlertEffect,. When you click on the property, there are 4 properties: 2 Quest, 1 Spell, and 1 Faction. There are no Globals in the current script's Property list, nor in the MagicEffect _SLSubmitIndecencyAlertEffect. I do not see any reason it would still be referencing a deleted Global that no longer shows up in neither the .ESP or the associated script. The frustrating part is, despite following the instructions from pretty much every site out there, I added the handful of papyrus log entries into the Skyrim.ini file, and I have yet to get a single log file created, so I can never just look at the god damn thing myself. Just a shot in the dark, since tes5edit still shows the property. I'm guessing if you removed the property from the script without removing it in CK first, CK left the reference hanging around but can't actually show it since the property isn't on the script. This based on what I've seen when changing property from one type to another and if not manually updated afterwards in CK, even saving the esp again won't clear the wrong type from the property.
Saeros Posted December 17, 2013 Posted December 17, 2013 Hi, this is my papyrus-log after starting a new game. I hope it will be useful [12/16/2013 - 11:42:54PM] Error: Property _SLSubmitSpell on script _slsubmitscene attached to _SLSubmit (3F001826) cannot be bound because <NULL form> (3F03EDD2) is not the right type [12/16/2013 - 11:42:54PM] Error: Property _SLSubmitOccupied on script _slsubmitscene attached to _SLSubmit (3F001826) cannot be bound because <NULL form> (3F02944E) is not the right type [12/16/2013 - 11:42:54PM] Error: Property _SLSubmitRecover on script _slsubmitscene attached to _SLSubmit (3F001826) cannot be bound because <NULL form> (3F0258EB) is not the right type [12/16/2013 - 11:42:54PM] warning: Property GraceActive on script _slsubmitconfig attached to _SLSubmit (3F001826) cannot be initialized because the script no longer contains that property The first 3 entries, none of those spells exist anymore. They were still listed in the properties list for the script, but the spells have been deleted many updates ago as unnecessary. The last one, the GraceActive was renamed to HardcoreActive, and the entire _SLSubmitConfig script was redone to replace that as part of the MCM change from a day or two ago. GraceActive no longer exists in the script, so I don't know why it still shows an artifact of it other than that's how Skyrim is. I deleted the property references of the first three, they will be part of the next update, whenever that is. However, I assume that those will now display errors similar to #4 on existing games, and there is nothing I can do about #4, because that property has been deleted from the script. great these errors appear with the latest version of the mod and a new game. I wanted to report them.
Coopervane Posted December 17, 2013 Posted December 17, 2013 Scriptname _SLSubmitIndecencyEffect extends ActiveMagicEffect _SLSubmitConfig Property _SLConfig auto Spell Property _SLSubmitIndecency Auto Faction Property CrimeFactionOrcs Auto SexLabFramework Property SexLab Auto Event OnEffectStart(actor Target, actor Caster) If(_SLConfig.GuardActive) If (Target.HasLOS(game.GetPlayer()) && Target.IsGuard() && !Target.IsInFaction(CrimeFactionOrcs)) debug.Notification(Target.GetBaseObject().GetName() + " saw you!") SexLab.GetPlayerController().EndAnimation(True) Target.SendTrespassAlarm(game.GetPlayer()) If (Caster.HasSpell(_SLSubmitIndecency)) Caster.RemoveSpell(_SLSubmitIndecency) EndIf EndIf EndIf EndEvent Either I am not being clear, or I don't understand what is being said, but this is the script that is attached to the MagicEffect _SLSubmitIndecencyAlertEffect,. When you click on the property, there are 4 properties: 2 Quest, 1 Spell, and 1 Faction. There are no Globals in the current script's Property list, nor in the MagicEffect _SLSubmitIndecencyAlertEffect. I do not see any reason it would still be referencing a deleted Global that no longer shows up in neither the .ESP or the associated script. The frustrating part is, despite following the instructions from pretty much every site out there, I added the handful of papyrus log entries into the Skyrim.ini file, and I have yet to get a single log file created, so I can never just look at the god damn thing myself. It is there my freind, i've got Submit loaded in Tes5edit in another window right now, and i can assure you _SLSubmitIndecencyGlobal is there. I think Srende is spot on, the CK can be a fickle mistress, and it has not done you any favours in this instance. If you are not already using Tes5edit, then you should definately get it ASAP, it is an invaluable tool for dealing with .ESP and .ESM files, and whilst it cannot fully replace the CK, it does a lot of things better than the CK does (especially when dealing with dirty-edits and other problems the CK can sometimes cause). Taking a cursory look over thease files in Tes5edit, i am also seeing a lot of strange "NULL - Null Reference [00000000]" pop up, which i'm not so sure should be there... it might indicate there's some more things the CK has left behind (or maybe i'm just ignorant of their purpose, i certainly woulden't rule that out!). As for Papyrus settings: Did you follow the terribly helpful advice people gave about [papyrus] .ini settings, which later turned out to be a bad idea? Been there and done that, and if you have aswell, then you need to revert your .ini settings to the defaults. Here are the default settings for the [papyrus] entry: [Papyrus] fUpdateBudgetMS=1.2 fExtraTaskletBudgetMS=1.2 fPostLoadUpdateTimeMS=500.0 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 bEnableProfiling=0 And here are the default settings with logging enabled: [Papyrus] fUpdateBudgetMS=1.2 fExtraTaskletBudgetMS=1.2 fPostLoadUpdateTimeMS=500.0 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bEnableProfiling=1 With logging enabled, logs should be placed in the "..../My Games/Skyrim/Logs/Scripts/" folder on your C: drive (or whatever drive you have Winblows on).
zaira Posted December 17, 2013 Posted December 17, 2013 After being bound my PC kneels down and can not move away - is this intend by submit? How can I escape staying bound? After being bound the game menu freezes - since the last two versions - the game is running but I can neither choose any menu item nor leave the game menu.
Coopervane Posted December 17, 2013 Posted December 17, 2013 After being bound my PC kneels down and can not move away - is this intend by submit? How can I escape staying bound? After being bound the game menu freezes - since the last two versions - the game is running but I can neither choose any menu item nor leave the game menu. Yes this is intended. To free yourself you need to hit the Submit hotkey (default is Numpad-7 i belive, but you can change the key in the MCM menu). But it may take a few tries, escaping is dependant on your lockpick skill, so if you have low skill in that, you may need several tries before it succeeds. As for the menu, beeing bound should lock you out of your inventory and favorites menu, but the game's main menu (the Esc key) should still work. If that's locking up on you, then that might be a problem.
judge0 Posted December 17, 2013 Posted December 17, 2013 I have started a new game with the 15DEC2013 version of Submit and my papyrus log is filled with these warnings. It cannot come from a badly uninstalled old version because I use Mod Organizer. Surely some hidden and unneeded script routine is still running somewhere. Mod Organizer uses a virtual file system to prevent corruption of the PROGRAM INSTALLATION of Skyrim. It can help eliminate corruption of save files caused by leftover crud from previous mod installs. That being said, it CANNOT and does not remove scripting embedded in save files from previous installs of mods. There are three choices here: 1. Your save file was used with the earlier version of the mod. 2. The present mod has traces of the old version still present. 3. The installation of the new mod version was merged with the old version. (unlikely if both are using .BSA files, as is the case here) If the papyrus log shows that data, scripts from the old version are embedded in the save, Mod Organizer notwithstanding. Hope this helps. He said he started a new game. What you say does not apply to a new game. Option 2 covers that
Silbert Posted December 17, 2013 Posted December 17, 2013 May be ill do translation if someone explain to me why the mod doesn't work? After an attempt to surrender animation of hands in the air plays, then beating & bleedout animation & thats all. No assault the aggressor just walk away & PC is free to go away too. No matter NPC or animal is an aggressor. I have sexlab 1.30.
dkatryl Posted December 18, 2013 Author Posted December 18, 2013 Just a shot in the dark, since tes5edit still shows the property. I'm guessing if you removed the property from the script without removing it in CK first, CK left the reference hanging around but can't actually show it since the property isn't on the script. This based on what I've seen when changing property from one type to another and if not manually updated afterwards in CK, even saving the esp again won't clear the wrong type from the property. That would make sense to me if I still had the Global property listed at the top in the script with the other 4. But there is no line item for it in the script. I don't know how it can reference an item that isn't in the source, considering the source is just a text file. But, since I've done 100% of everything purely with the CK since day one, I guess I'll download this TES5Edit thing to see what it shows me.
CGi Posted December 18, 2013 Posted December 18, 2013 Because some stuff is saved in the ESPs VMAD, like the name of a generated script, so if the CK fails again by having spams while renaming the script (or the modder uses MO >V1.0.9), you'll have the generated name of the script in the ESP and the renamed one, which then normaly prevents the CK from loading the script as the names mismatch. So ya, who knows what else is saved in the ESP and where.
dkatryl Posted December 18, 2013 Author Posted December 18, 2013 As for Papyrus settings: Did you follow the terribly helpful advice people gave about [papyrus] .ini settings, which later turned out to be a bad idea? Been there and done that, and if you have aswell, then you need to revert your .ini settings to the defaults. And here are the default settings with logging enabled: bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bEnableProfiling=1 With logging enabled, logs should be placed in the "..../My Games/Skyrim/Logs/Scripts/" folder on your C: drive (or whatever drive you have Winblows on). Yeah, that's what I'm saying. I have that under the [Papyrus] in my Skyrim.ini I look in the folder? Scripts folder is 100% empty. I've never been able to generate a single log file.
dkatryl Posted December 18, 2013 Author Posted December 18, 2013 Okay, well, DL'd it, and I can now see what you guys are talking about. So, to hopefully save me a bit of a learning curve, since I can't seem to properly generate log files and just look at what all is generating error spam, is there an option to have TES5Edit go through and list any and all objects that return a "[03036C26] <Error: Could not be resolved>" so I can remove them? Fucking CK... bad enough the saved games store script fragments, but even the god damn editor? Edit: NVM: http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial looks like a good starting point.
CGi Posted December 18, 2013 Posted December 18, 2013 Context menu on plugin -> check for errors => lists all "Could not resolve" and some other errors. P.s.: Are you using MO?
dkatryl Posted December 18, 2013 Author Posted December 18, 2013 Yep, I figured that out. A lot of Dialog references seem to be coming up as well, also due to the now deleted Global. Going through each and pruning them one by one. Also a few references to the old speech failure stuff. I'm also finding a few spots where the Global property somehow got auto-assigned something else entirely, so since it had a valid point, it isn't showing up in the error list, despite the point being incorrect. First pass at pruning got me down to only this: [00:00] Checking for Errors in [03] SexLab Submit.esp[00:00] FormID -> [0303EDD2] <Error: Could not be resolved>[00:00] Above errors were found in :Object v2[00:00] Above errors were found in :Object Union[00:00] Above errors were found in :Value[00:00] Above errors were found in :Property[00:00] FormID -> [030258EB] <Error: Could not be resolved>[00:00] Above errors were found in :Object v2[00:00] Above errors were found in :Object Union[00:00] Above errors were found in :Value[00:00] Above errors were found in :Property[00:00] FormID -> [0302944E] <Error: Could not be resolved>[00:00] Above errors were found in :Object v2[00:00] Above errors were found in :Object Union[00:00] Above errors were found in :Value[00:00] Above errors were found in :Property[00:00] Above errors were found in :Properties[00:00] Above errors were found in :Script[00:00] Above errors were found in :Scripts[00:00] Above errors were found in :Quest VMAD[00:00] Above errors were found in :Data[00:00] Above errors were found in :VMAD - Virtual Machine Adapter[00:00] Above errors were found in :_SLSubmit "SexLab Submit" [QUST:03001826][00:00] Above errors were found in :GRUP Top "QUST"[00:00] Above errors were found in :[03] SexLab Submit.esp Which is about ~5times shorter than it was when I started. Fucking CK, this shit shouldn't be required. I use no mod organizers. I use the Skyrim launch thingy from Steam to put my mods in the order I want.
dkatryl Posted December 18, 2013 Author Posted December 18, 2013 Went into the SUUUUUUPER long _SLSubmit quest stuff, slowly scrolled down, deleted the few entries that showed as errors, and now this is my error long from TES5Edit: [00:11] Background Loader: finished[00:00] Checking for Errors in [03] SexLab Submit.esp[00:00] All Done! Which, if I am reading it correctly, means TES5Edit no longer sees any errors in the mod.
CGi Posted December 18, 2013 Posted December 18, 2013 YAY! ^^ And i was just asking if you use MO, as MO screws around with log creation and in version 1.0.11 even with the CK.
Coopervane Posted December 18, 2013 Posted December 18, 2013 Went into the SUUUUUUPER long _SLSubmit quest stuff, slowly scrolled down, deleted the few entries that showed as errors, and now this is my error long from TES5Edit: [00:11] Background Loader: finished [00:00] Checking for Errors in [03] SexLab Submit.esp [00:00] All Done! Which, if I am reading it correctly, means TES5Edit no longer sees any errors in the mod. Yes, anything that it can detect as an error should be gone, else it should be whining about something before the All Done! And for what it's worth, you've got my sympathy. Modding is hard enough without the tools throwing a spanner in the gears.
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