DonQuiWho Posted December 30, 2022 Posted December 30, 2022 15 hours ago, Nonseen said: Avible here @VirginMarie has the most magical toys in Skyrim and her candidate for 'Best Skyrim Mod Ever' indeed Shouts like no other Virgin ever did. But sadly, I've just never had the time to set Toys up, and the older I get, that time shortens even more
Nonseen Posted December 31, 2022 Author Posted December 31, 2022 6 hours ago, DonQuiWho said: @VirginMarie has the most magical toys in Skyrim and her candidate for 'Best Skyrim Mod Ever' indeed Shouts like no other Virgin ever did. But sadly, I've just never had the time to set Toys up, and the older I get, that time shortens even more i see. I asked using with toys becuse toys has a "suprise event", witout it the supresie skipped.
cantgetright008 Posted January 1, 2023 Posted January 1, 2023 i did everything i could and the quest won't pop. Ran around half the map and still nothing.
Nonseen Posted January 2, 2023 Author Posted January 2, 2023 (edited) 6 hours ago, cantgetright008 said: i did everything i could and the quest won't pop. Ran around half the map and still nothing. Thank you for reporting the issue. I need more information to able to help you: 1-What quest exactly you wish to start? 2-what location you cleared, if you wish start a location based work quest. curently 2 type of quest avible: -Work place quests , this one start after you leave a cleared mine that on the list. the leaving this case means leaving location. location some times not end the entrance of the boss cell. my test show some cases need fast travel other places to tigger the quest start. thy type of quest depend on change location event. this event tigger when you leave a location and move another. locations can be multi cell sized. example: embershard mine location has 1 cell the embershard mine, and 2-3 other tamriel grid belond to mine so exiting the embershard mine in the main entrance not equialent leaving the location. but moving to guardian stones or near it enught. other possible problem: my solution depend my mod recive the location change event if other mods installed that recive and not pass others the location cahnge event well this case my quest unable to start becuse not recive the tigger order. i can added a script the bosses of the locations but this may not compatible other mods. if other mods add edit same npcs. if you wish start this and quest not starts pls give me papyrus logs might i can figure out what went wrong. -Secund type i call story quest, curently only one installed: Belethor quest is hidden and sould start automaticly in a new game. if you updateing from existing game need use the restart function of the production chest. To start effectivly this mini quest you need talk belethor in his shop and try buy that scrol. shuld first option if you talk to them. Edit: Correted my self. Edited January 2, 2023 by Nonseen
sidfu1 Posted January 4, 2023 Posted January 4, 2023 thought of something. since i think mines have a tag for location couldn't you have where you make groups of slaves with a guard wander the world to different mines like this mod has followers wander
Nonseen Posted January 4, 2023 Author Posted January 4, 2023 47 minutes ago, sidfu1 said: thought of something. since i think mines have a tag for location couldn't you have where you make groups of slaves with a guard wander the world to different mines like this mod has followers wander I not sure i understand you 100% so i write it down how i understand this to check out no missunderstanding: You ask it is possible to make a grup of slaves, with dedicated guards. Wander in skyrim beatwen specified mine locations, and add this functionality to this mod. And evry time the grup visit different mines. My answer, ifi understand corretly: Hmm intresqing question i not tryed specifcly this bit i assume after few trial and error possible to make, if nothing go fataly wrong. I just dont see the moment of writing why player wish to this happen? i not understand i can imagine one good use of this: sending grup of slaves from middle of nowhere mine A to work here or sending slaves from Mine A to go work instead mine B. So player not need manualy put them the places.
sidfu1 Posted January 4, 2023 Posted January 4, 2023 1 hour ago, Nonseen said: I not sure i understand you 100% so i write it down how i understand this to check out no missunderstanding: You ask it is possible to make a grup of slaves, with dedicated guards. Wander in skyrim beatwen specified mine locations, and add this functionality to this mod. And evry time the grup visit different mines. My answer, ifi understand corretly: Hmm intresqing question i not tryed specifcly this bit i assume after few trial and error possible to make, if nothing go fataly wrong. I just dont see the moment of writing why player wish to this happen? i not understand i can imagine one good use of this: sending grup of slaves from middle of nowhere mine A to work here or sending slaves from Mine A to go work instead mine B. So player not need manualy put them the places. yeah thats pretty much what i mean. 1
Nonseen Posted January 4, 2023 Author Posted January 4, 2023 I like the idea. I start thinking on how this things can be made to reality. hmm probably most easy way to do the fallowing: Option A: All work place need own amulet/or other item basicly this is not important what exactly the item is. Ony requierment player need craft this items. if a pahe slave get figted by this item, the slave added a special quest that forces the slave travel the designated work place. upon arrival the amulet get destroyed and slave get added to the work place. ( probably i just wait x in game hours before i consider slave is part the work place and run the adding to it. ) Option B: making a uniqe spell to evry work place that sends the slaves the designated workplace. other part same as option A. Probably option B more easy to do i not sure. what you chose if you can chose any?
sidfu1 Posted January 4, 2023 Posted January 4, 2023 yoou can look at the mos ti posted to see how it does the actaly wander mechanics. but probbaly have where at the mine you tell a guard to take 5 slaves and wander to find ore. you can probaly set it up so you need a min of x slaves and guard sat the time to do it mines should ahve there on loctype to be able to have them look for them
Nonseen Posted January 5, 2023 Author Posted January 5, 2023 7 hours ago, sidfu1 said: yoou can look at the mos ti posted to see how it does the actaly wander mechanics. but probbaly have where at the mine you tell a guard to take 5 slaves and wander to find ore. you can probaly set it up so you need a min of x slaves and guard sat the time to do it mines should ahve there on loctype to be able to have them look for them hmm i see. my idea is send salves to a location where work shop estabilished and working. Yours send slaves with guards a random location where they collect ore and maybe they come back to player? Or where tehi going deposit the ore they mined?if i copy the mod you linked the slaves come back the curent position where they sent away stay here few day then move back to mine more. This case, probably if player miss some point of tur around the inventory of slaves and guards get full of ore. This case maybe wise spawn a chest on the locations from where the slaves sent to mine and let them put that chest the mined ore. Hmm i can do this its realtive easy. Only limitation i wish to add only 1 grup of wandering mining slaves possible at the time. plus this grup production rate need to be the lowest compared other grups becuse they wandering lot of time.
DocClox Posted January 7, 2023 Posted January 7, 2023 I'm having difficulty starting this. I cleared Embeshard, enslaving a few bandits in the process led all the slaves out of the mine, just in case Went to Lakeview Manor to do some transumation and smithing Went to Whiterun to do a spot of business Went back to Embershard. No quest, no chest. Any ideas?
Nonseen Posted January 7, 2023 Author Posted January 7, 2023 37 minutes ago, DocClox said: I'm having difficulty starting this. I cleared Embeshard, enslaving a few bandits in the process led all the slaves out of the mine, just in case Went to Lakeview Manor to do some transumation and smithing Went to Whiterun to do a spot of business Went back to Embershard. No quest, no chest. Any ideas? Intresting. During my test i not faced this error. Fallowing condition need to meet to tigger the Embersahard mine quest: -Embershard mine location need to be cleaned -Need tigger change location event, and this event shuld tigger the quest that inform you about the new options and spawn the chest same time. to tigger the quest i use change location event and SM event node. hmm maybe worth checking out something owerite my sm event node edit. ( i adding new node to the changle location event tree). if debbug enabled to papyrus via skyrim.ini i can check the log for traces if my quest failed to start for some reason. even possible in theory the quest not attempted to start from some unknown reason, not recived location cahnge event. if nothing helps i can make a don that give player option create a scrol if you read it run a script that checks the conditions for all pre determinated location and if requierement meet start the quests. That failed to start.
Pfiffy Posted January 7, 2023 Posted January 7, 2023 This sounds very interesting... One question: Get the slaves removed from the PAHE list or will they still be one of the 127 PAHE Slaves?
Nonseen Posted January 7, 2023 Author Posted January 7, 2023 6 minutes ago, Pfiffy said: This sounds very interesting... One question: Get the slaves removed from the PAHE list or will they still be one of the 127 PAHE Slaves? The slaves that moved to this mod removed from pahe/dom. (tested with dom 3.x ) The slave officaly not part of pahe as working in the mine, thus pahe scripts not running on the slave. this way i hope not add wight to papyrus. Basicly as long as you not in the cell with the slaves they are just stored on the work place. Think it as a storage bin where you can put slaves that curently not need it and leater can come back to use them if need to. added bonus they produce evry 168 hour some resources.
Pfiffy Posted January 7, 2023 Posted January 7, 2023 13 minutes ago, Nonseen said: The slaves that moved to this mod removed from pahe/dom. (tested with dom 3.x ) The slave officaly not part of pahe as working in the mine, thus pahe scripts not running on the slave. this way i hope not add wight to papyrus. Basicly as long as you not in the cell with the slaves they are just stored on the work place. Think it as a storage bin where you can put slaves that curently not need it and leater can come back to use them if need to. added bonus they produce evry 168 hour some resources. That's cool. What recourses do they produce? just the ore that is typical for that mine or is it random? 1
Nonseen Posted January 7, 2023 Author Posted January 7, 2023 9 minutes ago, Pfiffy said: That's cool. What recourses do they produce? just the ore that is typical for that mine or is it random? Good question What they produce change location to location. I tryed set up this by logical ways. A gold mine produce gold, a iron mine produce iron. But they make other things to.. its changes location to location. Player can put a chest a location that not on the pre defined work place location list and this ones produce same things i mean all 3. and same production rate. How many they produce depends on fallowing factors: -the number of slaves working on the work place -the pre defined gold value that they can produce -the pre difined reuiered number of slaves to reach 100% production rate -if you organize slaver orgie in a work place evry participant give 1% production bonus for the current production run.( to organize slave orgie use the illusion spell, and bring up minimum 2 maximum 20 slaves to the work place ) This function support toys.
DocClox Posted January 7, 2023 Posted January 7, 2023 I'm getting a few of these: [01/07/2023 - 04:10:02PM] ERROR: Script WS_QF_Q_01005E51 cannot be bound to WSEmbersahardMineStarterQuest (A8005E51) because the script does not exist or is not currently loaded So that looks like a bad install at my end. I'll dig into this further, but first I have to go be social for a bit 1
Ultima1990 Posted January 9, 2023 Posted January 9, 2023 No quests are starting. I've cleared Embershard Mine, traveled all over the place. Nothing happened. I've talked to Belethor, he has no new dialogue options and no scroll for sale. I've tried re-downloading, re-installing, unpacking the BSA. No luck. ESP every time. I do not have Toys. All other requirements met. Papyrus log says this: [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0600FACB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0600FACB to WSPlayerWorkplaceQuest01 (7D00FACB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WSBelethorScroll_QF_060125DB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WSBelethorScroll_QF_060125DB to WSBelethorScrollQuest (7D0125DB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF8B", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF8B to WSHaltedStreamCampQuest (7D00CF8B) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF8C", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF8C to WSHaltedStreamCampStarterQuest (7D00CF8C) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF91", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF91 to WSSilentMoonCampStarterQuest (7D00CF91) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF92", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF92 to WSSilentMoonCampQuest (7D00CF92) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100A9BD", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100A9BD to WSBilegulchMineQuest (7D00A9BD) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100C4BA", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100C4BA to WSNorthwindMineQuest (7D00C4BA) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF_Q_01005E51", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF_Q_01005E51 to WSEmbersahardMineStarterQuest (7D005E51) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__06011B17", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__06011B17 to WSPlayerWorkplaceQuest03 (7D011B17) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF86", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF86 to WSKolskeggrMineStarterQuest (7D00CF86) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__06010590", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__06010590 to WSPlayerWorkplaceQuest02 (7D010590) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF85", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF85 to WSKolskeggrMineQuest (7D00CF85) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF_WSTestbead_01005E40", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF_WSTestbead_01005E40 to WSEmbersahardMineQuest (7D005E40) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100C4BB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100C4BB to WSNorthwindMineStarterQuest (7D00C4BB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF__0100A9C6", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF__0100A9C6 to WSBilegulchMineStarterQuest (7D00A9C6) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF_06014BEA", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF_06014BEA to WSBelethorScrollQuestStarter (7D014BEA) because their base types do not match Potential conflicts: Belethor is affected by Modpocalypse NPCs, I had to use the script included with Modpocalypse to make a patch otherwise he'd have horrible blackface. No scroll or dialogue before or after the patch. All my mines have had their lighting overhauled by Lux. 1
Nonseen Posted January 9, 2023 Author Posted January 9, 2023 4 hours ago, Ultima1990 said: No quests are starting. I've cleared Embershard Mine, traveled all over the place. Nothing happened. I've talked to Belethor, he has no new dialogue options and no scroll for sale. I've tried re-downloading, re-installing, unpacking the BSA. No luck. ESP every time. I do not have Toys. All other requirements met. Papyrus log says this: [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0600FACB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0600FACB to WSPlayerWorkplaceQuest01 (7D00FACB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WSBelethorScroll_QF_060125DB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WSBelethorScroll_QF_060125DB to WSBelethorScrollQuest (7D0125DB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF8B", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF8B to WSHaltedStreamCampQuest (7D00CF8B) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF8C", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF8C to WSHaltedStreamCampStarterQuest (7D00CF8C) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF91", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF91 to WSSilentMoonCampStarterQuest (7D00CF91) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF92", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF92 to WSSilentMoonCampQuest (7D00CF92) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100A9BD", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100A9BD to WSBilegulchMineQuest (7D00A9BD) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100C4BA", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100C4BA to WSNorthwindMineQuest (7D00C4BA) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF_Q_01005E51", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF_Q_01005E51 to WSEmbersahardMineStarterQuest (7D005E51) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__06011B17", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__06011B17 to WSPlayerWorkplaceQuest03 (7D011B17) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100CF86", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100CF86 to WSKolskeggrMineStarterQuest (7D00CF86) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__06010590", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__06010590 to WSPlayerWorkplaceQuest02 (7D010590) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF__0100CF85", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF__0100CF85 to WSKolskeggrMineQuest (7D00CF85) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "QF_WSTestbead_01005E40", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script QF_WSTestbead_01005E40 to WSEmbersahardMineQuest (7D005E40) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "SW_QF__0100C4BB", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script SW_QF__0100C4BB to WSNorthwindMineStarterQuest (7D00C4BB) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF__0100A9C6", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF__0100A9C6 to WSBilegulchMineStarterQuest (7D00A9C6) because their base types do not match [01/09/2023 - 10:48:02AM] Cannot open store for class "WS_QF_06014BEA", missing file? [01/09/2023 - 10:48:02AM] Error: Unable to bind script WS_QF_06014BEA to WSBelethorScrollQuestStarter (7D014BEA) because their base types do not match Potential conflicts: Belethor is affected by Modpocalypse NPCs, I had to use the script included with Modpocalypse to make a patch otherwise he'd have horrible blackface. No scroll or dialogue before or after the patch. All my mines have had their lighting overhauled by Lux. Thank you for the error report. i checked the files and found the source of problems. To fix it may take some time and require new file upload.
Nonseen Posted January 9, 2023 Author Posted January 9, 2023 New version realised! Both ESL and ESP effected. i maanged find a fix for the bugs get reported. Existing games can be countinued, all can be fixed. To fix it just go tamming rak make a new item: WS Force Start and read the note you made. This one force start all quest if not running. Long story sort: i made the mod for normal esp version. after all tested out and worked i compacted and made ESL flagged version. I not counted during the procces script fragments go get destroyed plus as i compact the esp file i need re compile ALL scripts. This things new to me. This is not a very large mod but hurts. In my build i have scripts outside of the bsa files so in my tests i not noticed the bsa not working. Thank you all the patiance, i learned lot of lessons from this. Primary: before do any testing with scripts need delete evry script and use only the bsa that going to be shiped. Secundary: Compacting quest mod not funy after evrything complited. And finaly: always keep soruce files some safe place. plus always make backup a esp file before compacting it.
DocClox Posted January 9, 2023 Posted January 9, 2023 Good job! I need to turn in now (early start tomorrow) but I'll test that tomorrow when I get a chance. 1
Arthurj650 Posted January 10, 2023 Posted January 10, 2023 I was able to get the quests after the update, but the dialogue isn’t appearing. Any ideas?
jolly2206 Posted January 10, 2023 Posted January 10, 2023 I did something wrong, I had V1-R5 installed the ESP. the quest didn't start for me so I deselected it in MO2. Saw you made a update fixing the problem, and installed V1-1-R6 esp. Loot, and started the game CTD, deselected start game no problem, cleaned save selected-Loot start game, CTD. Am I missing something here. ( I having the same issue with the "damsels in distress" mod.) Anyway thanks for sharing you mods
Nonseen Posted January 10, 2023 Author Posted January 10, 2023 3 hours ago, Arthurj650 said: I was able to get the quests after the update, but the dialogue isn’t appearing. Any ideas? Thank you for reporting issue! Without this reports i not find the bugs i missed. As i started answer your question i re checked the code and spoted a minior bug. So i going to make a new realise, but first let see what can be done with your problem. If you can give me papyrus log its helps a lot to figure out what went wrong. or check your self! WS Belehor Scrols: setup started WS Belehor Scrols: Beelthor dead, stoping quest if any of this line can be seen on papyrus log the quest started, if belethor dead, well the quest stops self. This lines only shown as the quest "setup" self. The setup procces only run as quest get started. ( this tru all of the quest i added this mod, so if you have concern any of my quest not working you can check the logs for it) if you have no papyrus log enabled pls do the fallowing steps to help me find the source of problem and fix it: go any work place you cleared, and find the production chest in it. Very close to the entrance point from entry on your right. Take tha falloing note from the chast: "WS QUIT- Set ALL default" Read the note once. this note upon readin stop all active quest and prepare all quest to reseted. Wait until the message cunami ends and all started quest complited. Change location( fast travel other place) OR read the note i added last update named: "WS Force Start" This steps in this order shuld restart all your quest belethor quest included. After this if you start spek with him the first option or wery first shuld me something like this: "You have something intresting to sell ?" if you can chose this line the quest started and workin! This quest is a mins quest not a normal one, so easy to miss. I made this way becuse basicly the player "just" talking with belethor( 30+response from belethor ) and few possible way how things play out. (if you use toys the ending can be very special , but need installed few anim packs, in my test the stock version not worked becuse no animation found ) 3 hours ago, jolly2206 said: I did something wrong, I had V1-R5 installed the ESP. the quest didn't start for me so I deselected it in MO2. Saw you made a update fixing the problem, and installed V1-1-R6 esp. Loot, and started the game CTD, deselected start game no problem, cleaned save selected-Loot start game, CTD. Am I missing something here. ( I having the same issue with the "damsels in distress" mod.) Anyway thanks for sharing you mods Thank you for reporting the issue. Lett see what can go wrong. This mod require paradise halls ehanced( i hope i spell corret) i tested with 8.1.6 witout this mod my mod not going to work Also my mod require sexlab framework 1.63 pls conform all of this mods working, so if you start the game with this mod enabled in MO2 not get CTD. In my tests i used the fallowing mods: skyrim se 1.5.97 mfg fix console utils addres libary ( for skse 2.0.20 version) skse 2.0.20 JCcontainers USSEP Sky ui Racemenu XP32MSSE FNIS -7.6 +creature, spell addons CBBE SLOS pahe 8.1.6 SexlabFramework 1.63 zaz animation pack 8.0 rev 2-CBBE version alternate start live another life later added to test: ( but i started new test game) Toys framework 2.6 during installation i not unpacked the BSA files. Before my tests i run Fniss to make sure all animation done properly. After installed toys i installed body slide outfit studio to run Toys items trought it and run fnis to! i written here my test setup maybe help you sopt something you missing. To me the strange one you written : V1-R5 NO CTD. With V1.1 - R6 you have CTD. i suggest if you have spare 3 minute to the fallowing test: start the game in start menu open the command console using the '0' key (above tab) type the fallowing line console: coc riverwood this order the game make you a default test nord character and place you near riverwood. if this not cause ctd and you can free to walk around riverwod and no ctd. maybe save file has problems?
Nonseen Posted January 10, 2023 Author Posted January 10, 2023 Here is the current plans: i found 2 minior bug and fixed it: 1-Force Stopp all quest may fail, if more than 1 started, the system fail to shut down half of the quest. This shuld cause no game play issues 2-if toys framework not find corret animation fail to run animation on belethor quest, this break the questline i realse new version after managed to locate and make fix the last 2 reported problems. If any one find any new bug or suspect bug pls report it soon as i able willing to fix it.
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