Straze Posted September 13, 2022 Posted September 13, 2022 (edited) Skyrim SE 1.5.97.0 Good afternoon, I am experiencing a common issue with my modlists where it kills me after the battle has ended. I never managed to figure out the cause of the problem and always ignored it by have an OP character or many followers to avoid dropping to low HP. Naturally, that makes the combat bit dull because it becomes too easy. Since I am unable to figure it out myself, I seek help here. Does anyone know the cause? Situation: If I manage to survive a combat encounter with around 25%-30% HP, I will eventually die (random but often within 5-10 seconds). For this particular instance, it was 20seconds after killing the last enemy (recorded footage of the encounter). Video: Spoiler https://imgur.com/a/Kxx45H7 Papyrus.log: Papyrus.0.log Edit; If needed, I can share my Modlist, but in terms of (Post) combat mods; - Defeat - Surival - BaboDialogue - Amputator Framework - Tweaked Edit2: modlist.txtloadorder.txt Edited September 18, 2022 by Straze
Gameplayer Posted September 13, 2022 Posted September 13, 2022 Mods list or are we playing a game of guess the mod? Suppose I can play this game. Is it Sacrosanct's "Wassil" where your health, magic, stam all decline each second until the combat ends and guess what sometimes Skyrim does not register that combat has ended for several minutes if at all. See Combat Music threads to understand my statement. My point being is that there are in fact mods, popular mods that can fall victim to producing unintended results even with a light load order because that bug with combat not ending can and does happen on vanilla game. Now consider what happens when you add a bunch of mods, what happens is anyones guess although if we were all using exact same mod list we would all list exact same bugs all things being the same....However not every mod user has same mods and therefore can expect different results and problems. Provide a mod list, please attempt to provide also an actually list of mods that do not include ESP's because these days we have entire mods that are SKSE based or provide scripts but no ESP. Also good luck.
Straze Posted September 13, 2022 Author Posted September 13, 2022 (edited) 32 minutes ago, Gameplayer said: Mods list or are we playing a game of guess the mod? Suppose I can play this game. Is it Sacrosanct's "Wassil" where your health, magic, stam all decline each second until the combat ends and guess what sometimes Skyrim does not register that combat has ended for several minutes if at all. See Combat Music threads to understand my statement. My point being is that there are in fact mods, popular mods that can fall victim to producing unintended results even with a light load order because that bug with combat not ending can and does happen on vanilla game. Now consider what happens when you add a bunch of mods, what happens is anyones guess although if we were all using exact same mod list we would all list exact same bugs all things being the same....However not every mod user has same mods and therefore can expect different results and problems. Provide a mod list, please attempt to provide also an actually list of mods that do not include ESP's because these days we have entire mods that are SKSE based or provide scripts but no ESP. Also good luck. Thanks for the reply. Figured mod overview would be required so was already updating my post, but will post full Modlist since other non combat mods could influence it. loadorder.txtmodlist.txt Hopefully this will help. Also, this happens 100% of the time. So I don't know if the "combat not ending" bug could cause it since bugs are normally inconsistent + the combat music has ended making it sound as if it has ended. Edit; Just figured that the combat bug statement was tied to the Vampire HP drain, but I don't play as vampire (funny enough, I do have Sacrosanct for future use). Either way it should be instant because video shows the HP bar not taking any further damage (and thus vanishes off screen). Edited September 13, 2022 by Straze
traison Posted September 13, 2022 Posted September 13, 2022 Search through all your *.psc files for DamageActorValue, ForceActorValue, ForceAV, SetActorValue and SetAV. It's going to be one of those, unless its a spell with some instant damage mgef.
Straze Posted September 13, 2022 Author Posted September 13, 2022 (edited) 59 minutes ago, traison said: Search through all your *.psc files for DamageActorValue, ForceActorValue, ForceAV, SetActorValue and SetAV. It's going to be one of those, unless its a spell with some instant damage mgef. Can't find it, I have gone through all mods 1 by 1 within the MO2 Virtual Mod Directory but there is none of the .psc you mentioned. [MO2 Directory]\mods\[mod name]\script\source I'm confused, thought it was a bug when I copy/pasted the .psc file names in File Explorer search engine within my Mod Directory, and showed 0 results - but seems there aren't any. Am I looking in the wrong place? Edited September 13, 2022 by Straze
traison Posted September 13, 2022 Posted September 13, 2022 Don't specifically look for SetAV.psc. SetAV is a function, just like the others, it's written as text in the file itself. Notepad++ for instance can search through all files at once.
Straze Posted September 13, 2022 Author Posted September 13, 2022 (edited) 1 hour ago, traison said: Don't specifically look for SetAV.psc. SetAV is a function, just like the others, it's written as text in the file itself. Notepad++ for instance can search through all files at once. I see thanks; How to see if it's faulty code? I assume I need to look to what deals damage during combat, not during some events that shouldn't be running? Possible mods that deal dmg to health... DamageActorValue; Spoiler - Public Whore (PW__SF_PW_ArrestTortureNonCom_0A02DF8E.psc & PW_GallowFurnScriptShort.psc & PW_PunishmentScript.psc(-1hp) & PW__SF_PW_ArrestTortureNonCom_0A02DF8E.psc) +Line 90: Game.GetPlayer().DamageActorValue("Health", (Game.GetPlayer().GetActorValue("Health") * 0.1) as int) - Fill Her Up Baka Edition (sr_inflateBurstEffect.psc) - Nether's Follower Framework (nwsFollower_TauntEnemiesFX.psc HP -15) - Devious Followers (_Dtick.psc) akPlayer.DamageActorValue("Health", dmg) ; Ouch!!! ForceActorValue; Spoiler - Sexlab Survival (_SLS_AnimalFriend.psc - "Paralysis", 0) ForceAV; Spoiler - Sexlab Confabulation SE V1.7.4 (SC_AnimalExtermScript.psc & SC_CreaturePotion.psc) Positions[1].ForceAv("Health", 5.0) Positions[0].ForceAv("Health", 5.0) SetActorValue(limited to health); Spoiler - Estrus Chaurus V4.390 SE (zzestruschaurushachlingfeedscript.psc) Line 20: akActor.SetActorValue("health", fHealth ) - SexLab Sanguine's Debauchery Enhanced SE (_sdmes_polymorphfalmer.psc & _sdmes_polymorphgeneric.psc & _sdmes_polymorphSpriggan.psc) Line 188: Game.GetPlayer().SetActorValue("health", (PlayerHP/4 + HP)) Line 189: Game.GetPlayer().SetActorValue("magicka", (PlayerMG/4 + Magicka)) Line 190: Game.GetPlayer().SetActorValue("stamina", (PlayerST/4 + Stamina)) Line 191: Game.GetPlayer().SetActorValue("healrate", 1) Line 231: Game.GetPlayer().SetActorValue("health", (PlayerHP)) Line 232: Game.GetPlayer().SetActorValue("magicka", (PlayerMG)) Line 233: Game.GetPlayer().SetActorValue("stamina", (PlayerST)) Line 234: Game.GetPlayer().SetActorValue("healrate", 1) - The Facility (RR_Conveyor_Functions.psc) Line 94: RLibs.Player.SetActorValue("Health", 9000) Line 97: RLibs.Player.SetActorValue("Health", Helath) Line 236: Game.GetPlayer().SetActorValue("Health", 9000) Line 239: Game.GetPlayer().SetActorValue("Health", Helath) SetAV; Spoiler Nothing related to 'Health', I do see; Aggression, Confidence, Paralysis, Magicka&StaminaRate, SpeedMult, P.s. this issue was present in previous mod lists and the following mods from above are new additions; - Public Whore - SL Confabulation - The Facility Edited September 13, 2022 by Straze
traison Posted September 13, 2022 Posted September 13, 2022 Can't tell like this, you'll have to analyze the code yourself. If you can compile the code yourself then perhaps adding Debug.Notification() calls before each of those suspects could help: Debug.Notification("Damage done by Devious Followers: " + dmg) akPlayer.DamageActorValue("Health", dmg) ; Ouch!!! As for analysis, well that line from Public Whore will never kill you, as it will always cause 10% of your current health as damage. If you have 10 health, you take 1 damage: DamageActorValue("Health", GetActorValue("Health") * 0.1) event OnCombatStateChanged int GetCombatState(...) bool IsInCombat(...) The OnCombatStateChanged event would be the obvious choise here to start tracing from. Anything that leads to health damage from here would be suspicious. GetCombatState and IsInCombat might for instance be polled from an OnUpdate event, which is essentially the same as OnCombatStateChanged. There's probably other ways too, but these come to mind now.
Straze Posted September 13, 2022 Author Posted September 13, 2022 1 hour ago, traison said: Can't tell like this, you'll have to analyze the code yourself. If you can compile the code yourself then perhaps adding Debug.Notification() calls before each of those suspects could help: Debug.Notification("Damage done by Devious Followers: " + dmg) akPlayer.DamageActorValue("Health", dmg) ; Ouch!!! As for analysis, well that line from Public Whore will never kill you, as it will always cause 10% of your current health as damage. If you have 10 health, you take 1 damage: DamageActorValue("Health", GetActorValue("Health") * 0.1) event OnCombatStateChanged int GetCombatState(...) bool IsInCombat(...) The OnCombatStateChanged event would be the obvious choise here to start tracing from. Anything that leads to health damage from here would be suspicious. GetCombatState and IsInCombat might for instance be polled from an OnUpdate event, which is essentially the same as OnCombatStateChanged. There's probably other ways too, but these come to mind now. Thanks for the help thus far, I really wanna figure this problem out because it's been haunting me forever in different modlists and always killing me. Forcing me to make the game too easy and let followers do all the work. To lower the amount of work in Notepad++(I'm a beginner to Notepad++ and coding) I thought I could find the culprit by disabling mods 1 by 1 to see if the same problem occurs(no results). Not sure if it's the correct way is to disable / re-enable mods 1 by 1 to test it, or should I leave them disabled when disabling more mods? Tried with Devious Follower, Mia's Lair (Sex Slaves), Sanguine's Debauchery Enhance, Defeat, Nether's Follower Framework and BaboDialogue. Could not test SL Survival because I am expecting a corrupt game by disabling it hours into the playthrough. Since I will have to create debugging codes and all that, how does it work? How does one "compile code", do I need a different program for that? if Notepad++ I don't want to break mods by just adding lines of codes without an idea of what I'm doing, so; - Do I add another Line of code above the line I want to debug or does it need a specific position or symbols (;)? for example; Spoiler before Event OnCombatStateChanged(Actor akTarget, int aeCombatState) If ( !kMaster ) UpdateMasterSlave() Else If ( kMaster.GetCurrentScene() ) kMaster.GetCurrentScene().Stop() EndIf ; kMaster.EvaluatePackage() EndIf ; most likely to happen after Debug.Notification("Killed by SD+ master.psc 174) Event OnCombatStateChanged(Actor akTarget, int aeCombatState) If ( !kMaster ) UpdateMasterSlave() Else If ( kMaster.GetCurrentScene() ) kMaster.GetCurrentScene().Stop() EndIf ; kMaster.EvaluatePackage() EndIf ; most likely to happen - Where does the 'Debug notifications' get output to? Is there a way to know the contents of the "Event OnCombatStateChanged" when searching? Or do I need to look up the file and open it to see what the effects are? Right now all I see is: Spoiler
traison Posted September 13, 2022 Posted September 13, 2022 Start a new game for each mod you disable. Scripts get embedded in the save and continue to run even when mods are removed. Short version of "how to compile", google the rest: Add debug lines literally before the line you suspect is killing you, like in my example. Notifications are shown in the top left corner of your hud, can't miss them. Double click the search results in Notepad++ to open the file(s).
Straze Posted September 13, 2022 Author Posted September 13, 2022 (edited) 3 hours ago, traison said: Start a new game for each mod you disable. Scripts get embedded in the save and continue to run even when mods are removed. Short version of "how to compile", google the rest: Add debug lines literally before the line you suspect is killing you, like in my example. Notifications are shown in the top left corner of your hud, can't miss them. Double click the search results in Notepad++ to open the file(s). thanks, I'll get to it. Might re-do the tests for some mods, so I know in which mod is the cause of the issue. Would shorten the time of problem-solving in the multiple mod scripts I think. Edit; Interesting, no Idea yet when compiling is required since I can change the .psc files through Notepad. Edited September 13, 2022 by Straze
Straze Posted September 17, 2022 Author Posted September 17, 2022 (edited) Progression update: Due to time shortage, I started off by disabling a handful of mods that may be causing the annoying issue I am experiencing. Turns out, that the problem did not occur with those mods disabled, so I enabled mods 1 by 1 whilst starting a new game on every new mod enabled. By doing so, I found out that the problem isn't present on a start of a new game, but might happen later. When I load up my current save of lvl 6 (5-10hrs playthrough) the problem is there, but upon a new game it is not. Tried setting new game lvl to 6 and started a quest from the courier but no results. Still does not occur when it does on the other playthrough with the exact same mods. Unfortunately, I didn't manage to narrow the search area for the problem unless I'm missing something that may explain why it doesn't happen early game but instead starts happening later in the playthrough. note; the corrupted save discovered "Riverwood", "Whiterun" and "Helgen". Guess I will start going over scripts with these keywords and add "Debug.Notification". event OnCombatStateChanged int GetCombatState(...) bool IsInCombat(...) Edit1: Loaded up an older save of the playthrough, but there I didn't had the same problem. Edit2: Seems I lost health regen in later saves, and if I remove some debuff effects I don't regain Health Regeneration nor do I die at 30% hp. After testing which each debuff, it turns out it's from the mod "Wartimes" debuff "beating" which reduces hp by -40. After battle I die at 30% hp remaining which is around 30hp+. Edit Solution: After contacting Wartimes with the Initial findings, it turns out to combination of DCL "Horney Buffs" and other HP modification effects. Turned off "Horney Buffs" in Devious Cursed Loot and the problem was gone. I now know for future playthroughs what to do when I run into this problem (since I always use DCL). Edited September 18, 2022 by Straze
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