GeJorge Posted July 9, 2025 Posted July 9, 2025 22 hours ago, kaxat said: I just redownloaded the mod from this page to confirm. The file you quoted is different from the file included in the download page. Specifically the code having to do with slaver checks is different. Here is the code as taken from the download page. I downloaded the file a month ago, not that long. I presented my own solution in the script, creating another variable and binding a specific check to it, then returning early if conditions are met. otherwise, everyone ignore my character, as they should, but actors in slaver faction perceive me as a law-breaker when they see me. i'm pretty sure I've narrowed down where this bug might happen. I don't have the know-how of scripts compilation. I've wasted an hour or two already trying to recompile it. if you can help me recompile this piece of code, I'll be grateful!
Kenjoki Posted August 25, 2025 Posted August 25, 2025 Hello, I appreciate your work here, I just wanted to inform you that I released a new alpha version of slaverun reloaded 4.0 Your version of the enforcer probably also works with the stages of slv_mainquest? Maybe you are using the original script SLV_EnforcerLocationCheck.psc to know what city is enslaved or not In 4.0 there is a GlobalVariable for each city that knows the city slave status, SLV_EnslavedDawnstar, SLV_EnslavedFalkreath, ... or ask the method in SLV_EnforcerLocationCheck.psc Just let me know if you need anything Greeting Kenkoki , alias former Kenjoka 😉 8
Subversive Veir Posted September 1, 2025 Posted September 1, 2025 (edited) With Skyrim VR I was still getting errors like this: [08/30/2025 - 08:41:03PM] Enforcer Loading Outfit Theme SES_Outfits_Free.json -- Strong-Willed and Rich - Simple Edition v1.1 [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Free.json[outfits_apply][0]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Free.json[outfits_apply] contains references to 1 non-existant forms. Double check that you have enabled all of the clothing plugins that your Outfit Theme uses. [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Free.json[outfits_apply] contains only invalid forms. You are likely missing a plugins this Outfit Theme requires. [08/30/2025 - 08:41:03PM] Slaverun Enforcer - Could not load Free Outfit Theme [08/30/2025 - 08:41:03PM] Enforcer Loading Outfit Theme SES_Outfits_Slave.json -- Z.A.P. Iron Collars and Cuffs [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][0]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][1]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][2]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][3]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][4]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply][5]=None PrevForm=None; NextForm=None [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply] contains references to 6 non-existant forms. Double check that you have enabled all of the clothing plugins that your Outfit Theme uses. [08/30/2025 - 08:41:03PM] ../Slaverun/SES_Outfits_Slave.json[outfits_apply] contains only invalid forms. You are likely missing a plugins this Outfit Theme requires. [08/30/2025 - 08:41:03PM] Slaverun Enforcer - Could not load Slave Outfit Theme After spending oodles of time chasing other potential culprits, I tried converting all the form ids to decimal numbers and uhm, well, that worked. So it looks like despite PapyrusUtil 3.6 supporting hex codes in theory, in practice it doesn't, at least not for me! I have the latest PapyrusUtil for Skyrim VR as well as Papyrus Tweaks NG and the usual set of bug fixing mods. Who knows. Anyhow, here's a Python script to do it ("python3 hex_conv.py <filename>.json") just in case it might help others with the same issue. Just convert your SES_Outfits* installed by the mod once and it'll stick (at least until you reinstall or upgrade the mod). hex_conv.zip Edited September 1, 2025 by Subversive Veir 1
Onomatophobia Posted October 19, 2025 Posted October 19, 2025 (edited) Got some weird stuff happening recently... While doing Dawnguard quest, Enforcer looked like its no longer working - no automatic undress, no warnings that you need to undress, no npcs interacting with eachother... In the console I saw some weird spam going on "Aborting enforcer run, duplicate detected" or something like that. It said to have made about 400+ attempts like that, and still going. Anyone knows whats going on? I think it may bloat my save too. Edit: Tried turning the enforcer on and off - and it didnt work. I didnt even get the usual message that the enforcer is shutting down, the button stopped working, even though it did before. Edited October 19, 2025 by Onomatophobia
kaxat Posted February 5 Author Posted February 5 (edited) On 8/25/2025 at 5:05 AM, Kenjoki said: Hello, I appreciate your work here, I just wanted to inform you that I released a new alpha version of slaverun reloaded 4.0 Your version of the enforcer probably also works with the stages of slv_mainquest? Maybe you are using the original script SLV_EnforcerLocationCheck.psc to know what city is enslaved or not In 4.0 there is a GlobalVariable for each city that knows the city slave status, SLV_EnslavedDawnstar, SLV_EnslavedFalkreath, ... or ask the method in SLV_EnforcerLocationCheck.psc Just let me know if you need anything Greeting Kenkoki , alias former Kenjoka 😉 Welcome back! That is super exciting. This is a red letter day. But I am late to the party. Took my own break form the forums for a few months. Everyone else got to celebrate your return months ago. Any of my work in this mod is up for grabs. If you find things that are useful please feel free to integrate them without any obligation to credit me. Or if anybody wants to adopt this mod they are welcome to adopt it. I created ASF based on lessons learned from maintaining the Enforcer. It fundamentally rewrites the Enforcers sex routine to stop using polling. It is vastly more responsive and even better at preventing glitches. 99% of the time it just intelligently knows when an NPC or the player should not be interrupted by sex and it marks them unavailable. It is also a very easy to use framework. You could replace 80% of the code in the PeriodicCheck.psc file with a couple lines of code that call the ASF API. For example: Actor[] Function FindActors_Initiator(Int HowManyActors, ObjectReference Recipient = None, Int SexlabThreadID = -1) A call to that will instantly get you actors who are available to start a sex scene. In Slaverun this would typically be men. If you already know who the recipient is you can pass that in, and it will prefer actors closer to the recipient. You can also specify a SexLab thread if you want, and it will add actors to it. If an actor can't be added for some reason it continues the search for the next closest. ASF also dynamically adds and removes keywords from actors who are available for sex. You can use these keywords in package and dialogue conditions to prevent Slaverun from interrupting other scenes and quests. The other 20% of code in PeriodicCheck could be replaced with an SPID spell that gets distributed. The conditions on the spell can check if the local area is enforced. This would entirely prevent the need for your mod to poll all actors in a cell. It will also work on neighboring cells. I can not recommend this strategy enough. And am available to help if you are interested in implementing it. Edited February 5 by kaxat 2
swb2025 Posted April 11 Posted April 11 Hi Kaxat, I know you've moved on from this mod now, but just wondering if you or anyone else here knows if the hooded gate guard feature that intercepts NPCs is still in the mod, or if there's a specific requirement to activate them? They've never shown up for me no matter what version of the mod I've run, whether I've started a new game or not, or whether I've started the mod via MCM or the full pre-quest. I can't think of anything that would be intercepting or conflicting with them. Cheers.
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