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Cursed Loot MCM stops working after enabling setting


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Posted

After I enable the rape setting in cursed loot, the mod config for cursed loot stops working. Saving and loading doesn't work, but going back to an old save fixes it. I don't know if cursed loot actually stopped working, but not being able to use the mod config anymore seems like enough of a reason to ask for help. Included is my list of mods, thanks for the help!

hentai mod list.txt

Posted

MCM's typically stop responding ("break") when a quest is starting. My guess is whatever that option is, has something to do with a quest, and whatever it does never finishes. Papyrus log might help, otherwise I'd have to analyze the code.

Posted

This is the only thing I could see that was relevant to what was happening. It did not happen before I enabled the rape setting, but it happened every time I opened the setting's menu (pressed escape) after I enabled it.

Screenshot 2023-01-18 113523.png

Posted

OpenConfig is called on the items of an array of SKI_ConfigBase objects which is basically the MCM menus of each mod. Somehow it managed to get itself set to "none". This happens in UnregisterMod and ForceReset. You could try that setstage trick to force SKI to redetect all menus, it's plastered all over the internet, should be easy to find. Otherwise I would have to see the code of the MCM menu of this mod to know more.

Posted
2 hours ago, traison said:

You could try that setstage trick to force SKI to redetect all menus

I tried this several times but it always just removed cursed loot from the list. Strangely, cursed loot continued to work even though it wasn't appearing on the list.

Posted

...and you checked the papyrus log every time and found no errors related to DD, Cursed Loot, SKI, or anything remotely related for that matter?

Posted
7 minutes ago, traison said:

...and you checked the papyrus log every time and found no errors related to DD, Cursed Loot, SKI, or anything remotely related for that matter?

Sorry I misremembered, cursed loot actually stopped working after I stopped being able to access the menu, and after I did setstage ski_configmanagerinstance 1, as least as far as I could tell. I tried to get it to activate but it didn't, so I assume it got deactivated. I'll try running the papyrus log this time and see if I see anything.

Posted (edited)

When I reset using setstage ski_configmanagerinstance 1, devious cursed loot is not among the referenced mods that are registered to MCM as seen below. I walked from riverwood to the nearbye mines, and nowhere during that is is devious cursed loot (which I am pretty sure is dcur in the log) mentioned in the papyrus log. I got a lot of errors that look like this:image.png.b034573608cc771606a8a6a0699220d8.png

but I don't think those are relevant as it happened during loading the game I think. This error and warning showed up after I ran, but nothing was weird with my running.907944758_Screenshot2023-01-18172417.png.3aad6db9a2e8199eaa40a1f1ecb392d8.png

Nothing in particular happened in the mine at the start, but while opening a chest I got something that referenced devious cursed loot (I think) where an explosion happened and the character was equipped with devious items:image.png.e704add8e2077841f956b3cdcb169992.png

(That bottom dumping stack part repeats with different numbers for a while longer). I am not sure that cursed loot actually activated because when I tested it before there was actually an item in the chest that seemed to be from it, but I might be mistaken. I also included the papyrus log in case I missed something. Thank you!

Papyrus.0.log

image.png

Edited by WhutEvar
Posted

Having the first 700 lines be errors about missing scripts and broken properties is not a good start, but considering the MCM does show up *occasionally* I'll ignore those for now.

 

error: Unbound native function "SetPhonemeModifier" called

 

While I don't recall seeing that error before, it does seem like it can't find SetPhonemeModifier, and the line that uses it in MfgConsoleFunc is throwing a "none" error. While this won't be related to your MCM problem. It does appear like your Mfg setup is borked, and most likely facial expressions are only partially working.

 

The reason why the Cursed Loot MCM didn't show up after the first reset at line 3180 is the same OpenConfig() error you've already seen (at line 3247). So issuing that setstage command doesn't actually force SKI to re-enumerate all MCM scripts. Good to know.

 

Suspended stack count is over our warning threshold, dumping stacks

 

My understanding is that mass stack dumps like these occur when the papyrus engine is behaving abnormaly. Maybe in this case you just had way too many instances of some script as the error suggests. This would show up in ReSaver. Worth a check as it may point at the problem with the MCM menu, especially since a lot of them are in dcur_*. This suspended thread specifically is probably the root of the problem why MCM isn't working: dcur_mcmconfig.shutdownmod()

 

You can probably get the MCM to show up again by deleting all instances of dcur_* scripts from the current save with ReSaver. But that won't fix the problem obviously.

 

I'd need to look at that shutdownmod method to tell you why it's freezing the thread.

Posted (edited)
On 1/18/2023 at 6:06 PM, traison said:

Having the first 700 lines be errors about missing scripts and broken properties is not a good start, but considering the MCM does show up *occasionally* I'll ignore those for now.

 

error: Unbound native function "SetPhonemeModifier" called

 

While I don't recall seeing that error before, it does seem like it can't find SetPhonemeModifier, and the line that uses it in MfgConsoleFunc is throwing a "none" error. While this won't be related to your MCM problem. It does appear like your Mfg setup is borked, and most likely facial expressions are only partially working.

 

The reason why the Cursed Loot MCM didn't show up after the first reset at line 3180 is the same OpenConfig() error you've already seen (at line 3247). So issuing that setstage command doesn't actually force SKI to re-enumerate all MCM scripts. Good to know.

 

Suspended stack count is over our warning threshold, dumping stacks

 

My understanding is that mass stack dumps like these occur when the papyrus engine is behaving abnormaly. Maybe in this case you just had way too many instances of some script as the error suggests. This would show up in ReSaver. Worth a check as it may point at the problem with the MCM menu, especially since a lot of them are in dcur_*. This suspended thread specifically is probably the root of the problem why MCM isn't working: dcur_mcmconfig.shutdownmod()

 

You can probably get the MCM to show up again by deleting all instances of dcur_* scripts from the current save with ReSaver. But that won't fix the problem obviously.

 

I'd need to look at that shutdownmod method to tell you why it's freezing the thread.

The solution was actually incredibly underwhelming. I've been using the command "coc" to skip the opening cutscene without clicking "new game". Somehow this meant that the mod wouldn't initialize. So clicking "new game" fixed it. I am going to have to find some other way to skip the opening cutscene now I guess.

Edited by WhutEvar
Posted
On 1/18/2023 at 6:06 PM, traison said:

While I don't recall seeing that error before, it does seem like it can't find SetPhonemeModifier, and the line that uses it in MfgConsoleFunc is throwing a "none" error. While this won't be related to your MCM problem. It does appear like your Mfg setup is borked, and most likely facial expressions are only partially working.

Is there something I should try reinstalling to fix this? The only thing I have called mfg in my mod list is "mfg fix" which is from nexus.

Posted

Making sure nothing is overriding MfgConsoleFunc.pex would be a start. Also maybe there's a newer/older version available? I use MfgFix-11669-1-5-4-1592988142 on 1.5.97.

Posted

I put mfgfix at the bottom mod list (lowest priority) and there doesn't seem to be a plugin for it, but it's not fixed. I tried searching through all of my mods for another file called "MfgConsoleFunc" but nothing came up. Would something be overwriting it while having a different name? If so, how should I go about fixing it?

Posted
46 minutes ago, WhutEvar said:

The solution was actually incredibly underwhelming. I've been using the command "coc" to skip the opening cutscene without clicking "new game". Somehow this meant that the mod wouldn't initialize. So clicking "new game" fixed it. I am going to have to find some other way to skip the opening cutscene now I guess.

 

You have learned in the bad way that make "coc" from the Main Menu NOT make a normal game intialization. We say it for years...

Use "coc" from the Main Menu is valid ONLY when you load a saved game AFTER make "coc" from the Main Menu.

Is NOT valid to start a stable New Game because for that you must click over New Game.

 

As all the people, you not want that long and boring vanila intro and we have a lot of mods to skip it like:

Alternate Start

Unbound

Realm of Lorkan

And another bunk of mods developed, only and exclusivelly, to skip the long and boring vanila intro.

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