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Posted (edited)
13 hours ago, Nonseen said:

i good news for you :)

any cell/place that has location assigned to it can be used as workplace.

if you wish brake your game you can make middle of Whiterun a workplace, but i suggest dont do that. may break your game!

 

the WS 2.0+ versions make this possible, if a location can be cleared of course need to be cleared first and in the moment you try make new workplace here need to be cleared the moment.

 

Unless you have the Shor's Stone mine mod (It was supposed to be an ebony mine originally) the Northwind mine is the only easily accessible ebony mine although TBH I used to sneak into that Orc mine near Kynesgrove and loot the ore there (but being caught can upset the locals).

So, a nice, free flowing ebony ore source would be nice but I am concerned about the skeletons respawning as I just "removed" 3 bandits in Embershard. They did not attack the workers but production activity had ceased...no idea if production had in reality ceased as I have no idea how long the bandits had been present.

13 hours ago, Nonseen said:

If my memory serves me correct i added a function to display current active slave number to the menu system.

this should be found in workplace menu, information submenu. this give you information the current local workplace where you staying in the moment you opened the menu.

if this future missing pls let me know and i add to it. :)

 

hmmm thinking of ... i might need ad a new menu option that make possible from a far check out all of your workplace.

what you think this is useful?

i menu page where one by one all active workplace of yours can be seen with 2 button that allow to switch to the next or previous workplace.

 

Indeed it would be very useful but only if you have the time.

However I do tend to micromanage slaves and that is why I see it as important but not sure that others would.

But actually knowing that no slaves are "disappearing" has to be a good thing for all I guess even though I intend to send the disposable fuglies and the "populated Skyrim" dreadfuls (they all have the same ugly face) there. automatically.

Edited by Will55
Posted
2 hours ago, Will55 said:

So, a nice, free flowing ebony ore source would be nice but I am concerned about the skeletons respawning as I just "removed" 3 bandits in Embershard. They did not attack the workers but production activity had ceased...no idea if production had in reality ceased as I have no idea how long the bandits had been present.

i probably fail to translate and understand this lines corectly.

 

please corect me if i not understand you corectly.

in embersahrd mine you removed 3 bandit. i assume you used npc remove spell that come with the WS 2.0+

this spell effectivly remove any actor, they not going come back or do anything tecnicly the got disabled. that means they becone non existent for the player, not get loaded to the game.

 

in working slaves production only stop if no slave in a active workplace.

the production status checked by script end of evry production run that set by default 168 in game hours.

this means no matter how many slave inside the workplace before the time come to check the production status. only that matters during the "production run" script check how many slaves exist in the workplace. this done thiy way to save computing resources thus make mod lightwaight.

 

if you not sure production a workplace is going to happen or not or how theproduction status is simple can check the local production informations this expected to contain with curent slaves how many value got produced by slaves, plus all the other important production related data.

 

if no production possible a wokrplace this window inform you abutut that to. :) 

 

to put it simply: no matter what slaves do in workplace or not do as long they exist inside the workplace production going to happen. :) i attempted make this part simple as possible and efficent.

 

2 hours ago, Will55 said:

ndeed it would be very useful but only if you have the time.

i add my to do list if i take pause on SLOS devlopment. curently this project eat all my devlopment time and resources.

Posted
7 hours ago, Nonseen said:

 

please corect me if i not understand you corectly.

in embersahrd mine you removed 3 bandit. i assume you used npc remove spell that come with the WS 2.0+

this spell effectivly remove any actor, they not going come back or do anything tecnicly the got disabled. that means they becone non existent for the player, not get loaded to the game.

Nothing so subtle. I just killed them.

7 hours ago, Nonseen said:

in working slaves production only stop if no slave in a active workplace.

the production status checked by script end of evry production run that set by default 168 in game hours.

this means no matter how many slave inside the workplace before the time come to check the production status. only that matters during the "production run" script check how many slaves exist in the workplace. this done thiy way to save computing resources thus make mod lightwaight.

Thanks I was not sure about that.

7 hours ago, Nonseen said:

 

if you not sure production a workplace is going to happen or not or how theproduction status is simple can check the local production informations this expected to contain with curent slaves how many value got produced by slaves, plus all the other important production related data.

 

if no production possible a wokrplace this window inform you abutut that to. :) 

 

to put it simply: no matter what slaves do in workplace or not do as long they exist inside the workplace production going to happen. :) i attempted make this part simple as possible and efficent.

ahh now that is really useful Thank you.

7 hours ago, Nonseen said:

 

i add my to do list if i take pause on SLOS devlopment. curently this project eat all my devlopment time and resources.

No hurry as it is not crucial.

Posted

New version of AIO realised.

 

Update only required if you use external mods that require a certing function to properly work.

 

Separate patch file added this contain the changes to. this change is very minior and probably not effect any user the time of writing. i make a new full blown realise if more bug show up.

Posted

I'm doing the tutorial inside the smugglers den and I'm at the part where you are asked "Mark this slave part of current workplace workforce" I assume that mean the slave with the quest marker above its head, and I'm to use the "WS Manage Slaves" spell.   When I do so I get an error message "pictured" outside slaves seem to work fine.

20230713200523_1.jpg

Posted
12 hours ago, arlost said:

I'm doing the tutorial inside the smugglers den and I'm at the part where you are asked "Mark this slave part of current workplace workforce" I assume that mean the slave with the quest marker above its head, and I'm to use the "WS Manage Slaves" spell.   When I do so I get an error message "pictured" outside slaves seem to work fine.

20230713200523_1.jpg

 

Thank you for reporting this issue!

 

Please send my a papyrus log that amde during this event.

This error message not supossed to be shown to player.

Posted (edited)
On 7/14/2023 at 8:36 AM, Nonseen said:

 

Thank you for reporting this issue!

 

Please send my a papyrus log that amde during this event.

This error message not supossed to be shown to player.

it doesn't make one, even tried enabling logging and doing the tutorial steps again same outcome still no log,

not even a folder

Edited by arlost
Posted
26 minutes ago, arlost said:

it doesn't make one, even tried enabling logging and doing the tutorial steps again same outcome still no log,

not even a folder

https://www.nexusmods.com/skyrim/articles/368

 

this article may help how to enable papyrus logging.

 

side note this article mention CTD reporting... papyrus logs not usefull for that porpuse.

Posted (edited)

ironically that's the exact same page I was using I'll be playing for a couple days to see if anything shows up. Also the game has never crashed it goes on like nothing happened i just get the error messages and the task doesn't complete, it seems to work fine in other places with different slaves.

Edited by arlost
Posted
2 hours ago, arlost said:

ironically that's the exact same page I was using I'll be playing for a couple days to see if anything shows up. Also the game has never crashed it goes on like nothing happened i just get the error messages and the task doesn't complete, it seems to work fine in other places with different slaves.

This traning quest made a different way than the usual workplaces that ones going to work fine.

 

hmmm maybe worth try my other aproach this arctile not mention one littile thing.

 

here is my settings for papyrus.

ohh and if you use mod manager like mod organizer 2, that one own internal ini files for evry profile so worth check out local settings.

 

Quote

[Papyrus]
fPostLoadUpdateTimeMS=2000
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=0
bEnableProfiling=0
 

 

 

i use this settings for papyrus in skyrim.ini

 

thias exepcted to generate papyrus log for you.

Posted
3 hours ago, arlost said:

I use MO2 I was thinking it affected the way ini were working but hadn't found it yet.  But having you confirm it put more concentration into to it and got it working.

FYI if you open one of the other workplace locations the tutorial doesn't start.

SES.0.log 1.78 kB · 0 downloads SESDetailed.0.log 1.33 kB · 0 downloads SES.1.log 1.23 kB · 0 downloads SESDetailed.1.log 11.86 kB · 0 downloads

this logs not papyrus logs.

 

papyruls logs named like this:

Papyrus.0.log

 

inside starting part one of the papyruls log looks like this

 

Spoiler

[07/18/2023 - 04:01:32PM] Papyrus log opened (PC)
[07/18/2023 - 04:01:32PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[07/18/2023 - 04:01:32PM] Memory page: 128 (min) 512 (max) 153600 (max total)
[07/18/2023 - 04:01:38PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?

 

 

this one found in:

Documents\My Games\Skyrim Special Edition\Logs\Script

Posted

yea those files were from [Documents\My Games\Skyrim Special Edition\Logs\Script\User] the User folder was the only thing in the script folder. >.<

Posted
14 hours ago, arlost said:

I use MO2 I was thinking it affected the way ini were working but hadn't found it yet.  But having you confirm it put more concentration into to it and got it working.

FYI if you open one of the other workplace locations the tutorial doesn't start.

SES.0.log 1.78 kB · 0 downloads SESDetailed.0.log 1.33 kB · 0 downloads SES.1.log 1.23 kB · 0 downloads SESDetailed.1.log 11.86 kB · 0 downloads

this logs not papyrus logs.

 

papyruls logs named like this:

Papyrus.0.log

 

inside starting part one of the papyruls log looks like this

 

Spoiler

[07/18/2023 - 04:01:32PM] Papyrus log opened (PC)
[07/18/2023 - 04:01:32PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[07/18/2023 - 04:01:32PM] Memory page: 128 (min) 512 (max) 153600 (max total)
[07/18/2023 - 04:01:38PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?

 

 

this one found in:

Documents\My Games\Skyrim Special Edition\Logs\Script

Posted
5 hours ago, WHYAMIHERE3754 said:

I’m having the same error, please let me know if you find a fix

you might want to upload a papyrus log also; I can only seem to get one to show up when my game crashes and the only one i have so far is after i reloaded an earlier save so i could try again without losing any progress in the rest of the game.

Posted
9 hours ago, arlost said:

I don't know how useful this will be I didn't do the tutorial during the time covered but I did assign workers in another place. 

Papyrus.0.log 14.84 MB · 1 download

 

 

Thank you!

 

This one i needed it its very useful!

 

the file contain lot of warning about missing scripts....

 

Question:

its happen you started using Working Slaves pre 2.0 version then updated to 2.0+ version? i correct?

 

Spoiler

[07/20/2023 - 09:03:58AM] Cannot open store for class "WSLinkPAHScript", missing file?

 

this script file not part the new version...seems remains of the old version....

 

 

i not sure my newer version of mod work fine with the old save file as the 90% of the scripts revriten from 0.

if my new version core functions work fine dispite this i going to be happy :)

its means i rebuilt my mod stable enught to survive this type of situation. :)

 

other thing it seams this log contain no information about the bugged quest.

 

hmm if you can re play the segment that leag the bug than give a papyrus log about that play session is very helpfull.

25 minutes ago, arlost said:

you might want to upload a papyrus log also; I can only seem to get one to show up when my game crashes and the only one i have so far is after i reloaded an earlier save so i could try again without losing any progress in the rest of the game.

hmm i forget mention a critial thing :(

 

papyurs log made after one quit the game or game crashes it self.

if i need see a papyrus log my mod i  do this:

1-add my mod to load order, and order to be loaded

2-start the game do my things to test out things

3-quit the game

4-check the papyrus log.

Posted
5 hours ago, WHYAMIHERE3754 said:

I’m having the same error, please let me know if you find a fix

can you provide me a papyrus log that made the time the bug shown?

i can compare your log, to my game play log and arlost log so maybe  i can find a quick fix.

Posted
10 hours ago, Nonseen said:

can you provide me a papyrus log that made the time the bug shown?

i can compare your log, to my game play log and arlost log so maybe  i can find a quick fix.

I attached the Papyrus log of when I was running through the tutorial,

And just something else I noticed as well that's included in the log is that when I tried to add another slave that was there, to the workplace that was not part of the tutorial I got a free man Message.ScreenShot2.png.aaf59295525d9a30e08efb807f6d231e.png

Papyrus.0.log

Posted
4 hours ago, WHYAMIHERE3754 said:

I attached the Papyrus log of when I was running through the tutorial,

And just something else I noticed as well that's included in the log is that when I tried to add another slave that was there, to the workplace that was not part of the tutorial I got a free man Message.ScreenShot2.png.aaf59295525d9a30e08efb807f6d231e.png

Papyrus.0.log 1.03 MB · 1 download

this one has a normal way of this thigns works.

 

the working slaves modul accept 3 type of npcs:

1- PAHE slave

2-DOM slave

3-Non slaves, normal npcs

 

this case is the 3th type actiavated. the character is not dom, not pahe slave just a awarage npc.

this function very useful if you let say manage to defet a bandit base last boss ( if multiple of them in one bandit base ), doing this without killing evry bandit on the way.... then you can add all the local bandits the workplace you made sad bandit base.

 

thif future goingto get intense use as my other mod advance foward... i plan SLOS a functionalty the player can join a slaver guild as slaver and can buy slaves from the guild. to work the player own workplaces. that slaves going to use this functionality to be added the local storage.

 

TLDR:

all in all this is totaly normal working as intended message. my concerns is the error message... that one is different.

Posted

I looked deep into the problem and probably spotted the issue.

 

i have problems my pc so first i need fix that if all go well end of this weekend all of you got a fix for the quest.

The patch expected to going work only if the module get restarted on existing games, new games fine with that.

Posted (edited)

New version realised, this one fixes the quest modul reported error!

 

Thank you all of you who reported the problem and provided papyrus logs! :) :)

 

@WHYAMIHERE3754  @arlost

 

The new version include some update that result some coparation betwen mee and @kadsend , the updated scripts get used in the upcomming Filthy Heriatege Plugin.

 

@Will55 requested some time ago a new future as i adding new script functions and debuging some bugs i found the way add a future to the system.

now possible from any where check out what going on your workplaces via a new player main menu option. this option allow player to one by one check evry workplace information status. If the workplace location has a name then that name going to be displayed. Some locations has no name :(

 

I plan in the next 2-8 month focus on Slavers Of Skyrim devlopment mostly. During this time i watch this topcik to and collect ideas, requests, bugreports. If i fined free time during SLOS devlopment or take a brake may go focus on this things but for now i plan focus only SLOS.

 

PS:

updated the moder package, and moder guilde.

this may prove helpful moders who wish to make new plugins to my mod or players who wish change how behave the production.

Edited by Nonseen
adding ps
Posted

Hey. Latest update to the ESP causes TexGen to throw an error: 

 

Quote

Current Wrokplace informations [MESG:FE253EB0] has invalid ObjectID 003EB0 in WorkingSlaves.esp for a light module (ESL). 

 

The last version of the mod didn't cause any errors like this. Not sure how to fix it but for now I'm just using the previous version. 

Posted
8 hours ago, RocketBun said:

Hey. Latest update to the ESP causes TexGen to throw an error: 

 

 

The last version of the mod didn't cause any errors like this. Not sure how to fix it but for now I'm just using the previous version. 

thankyou for reporting this its easy to fix.

i in hurry not duble checked the fiels. soon the fixed version uploaded.

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