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Posted

Hmm. The "Failed" message was pertaining to the objective "Get the device off before I lose my mind", and should have started a masturbation scene immediately after. Your arousal must've been pretty high!

 

In response to your second question, no, the belt will not automatically unequip if the other party holds the key, at this time. Not a bad idea, though. I might look in to implementing it. Might not though, as it could complicate things in other situations.

Posted

Hmm. The "Failed" message was pertaining to the objective "Get the device off before I lose my mind", and should have started a masturbation scene immediately after. Your arousal must've been pretty high!

 

In response to your second question, no, the belt will not automatically unequip if the other party holds the key, at this time. Not a bad idea, though. I might look in to implementing it. Might not though, as it could complicate things in other situations.

 

Ooh no, she never maturbated until I would tell her to when trying to get the belt off. I figured that was the only way to interact with the belt, click it whilst in inventory? Also the animation would stop about midway and she'd stand there for a while and then start up again and then it would end. I thought it was my fault lol 

 

And yuuus she's at 55 right now after having gotten it off and having had a masturbation session. I put it back on cause of the whole fail thing.. made me mad >.<  lol and I wanted her to get it off properly.  And that would be cool! That why he could keep her all to himself LOL keep her safe from all those rapist bandits out there  :lol:  Which is actually why she's wearing it in the first place.. haven't lost a fight yet tho >.> (Ahh overpowered weapons LOL) but I digress. 

 

It is rather cool. I'm still not sure what else it does, but I rather like the idea of it :) So cool mod! Thanks :D

 

-C

Posted

 

Hmm. The "Failed" message was pertaining to the objective "Get the device off before I lose my mind", and should have started a masturbation scene immediately after. Your arousal must've been pretty high!

 

In response to your second question, no, the belt will not automatically unequip if the other party holds the key, at this time. Not a bad idea, though. I might look in to implementing it. Might not though, as it could complicate things in other situations.

 

Ooh no, she never maturbated until I would tell her to when trying to get the belt off. I figured that was the only way to interact with the belt, click it whilst in inventory? Also the animation would stop about midway and she'd stand there for a while and then start up again and then it would end. I thought it was my fault lol 

 

And yuuus she's at 55 right now after having gotten it off and having had a masturbation session. I put it back on cause of the whole fail thing.. made me mad >.<  lol and I wanted her to get it off properly.  And that would be cool! That why he could keep her all to himself LOL keep her safe from all those rapist bandits out there  :lol:  Which is actually why she's wearing it in the first place.. haven't lost a fight yet tho >.> (Ahh overpowered weapons LOL) but I digress. 

 

It is rather cool. I'm still not sure what else it does, but I rather like the idea of it :) So cool mod! Thanks :D

 

-C

 

 

Yeah, the masturbate option will only ever automatically play if: You're dumped in to it by a sexlab scene, you select the option in the menu ("Masturbate"), or your arousal is >= 75 after legitimately removing the belt.

 

If the belt automatically comes off when using the "Masturbate" menu option, you likely didn't disable stripping of slot 49 in Sexlab. I'm going to re-add the keyword to next version that makes this step unneccessary, though it needs to be set at the moment.

 

Glad you're enjoying it: The current version adds the devices as craftable items to your game (As well as changing sex acts if belted, etc). The version I'm developing now will feature a quest or two, as well as periodic device effects, dependent on what particular device you're wearing (Random vibrations, edging, over-stimulation, etc).

Posted

 

-snip

 

Glad you're enjoying it: The current version adds the devices as craftable items to your game (As well as changing sex acts if belted, etc). The version I'm developing now will feature a quest or two, as well as periodic device effects, dependent on what particular device you're wearing (Random vibrations, edging, over-stimulation, etc).

 

 

OOoo now that sounds like FUN! I can't wait :D Thank you for all your responses!! 

 

-C

Posted

 

 

snip

 

snip

 

Yeah, the masturbate option will only ever automatically play if: You're dumped in to it by a sexlab scene, you select the option in the menu ("Masturbate"), or your arousal is >= 75 after legitimately removing the belt.

 

If the belt automatically comes off when using the "Masturbate" menu option, you likely didn't disable stripping of slot 49 in Sexlab. I'm going to re-add the keyword to next version that makes this step unneccessary, though it needs to be set at the moment.

 

Glad you're enjoying it: The current version adds the devices as craftable items to your game (As well as changing sex acts if belted, etc). The version I'm developing now will feature a quest or two, as well as periodic device effects, dependent on what particular device you're wearing (Random vibrations, edging, over-stimulation, etc).

 

 

Silly question but, where is the masturbate option.

 

btw Love the mod.. its my fav so far, and it keeps on getting better :lol:

 

Posted

 

 

 

snip

 

snip

 

Yeah, the masturbate option will only ever automatically play if: You're dumped in to it by a sexlab scene, you select the option in the menu ("Masturbate"), or your arousal is >= 75 after legitimately removing the belt.

 

If the belt automatically comes off when using the "Masturbate" menu option, you likely didn't disable stripping of slot 49 in Sexlab. I'm going to re-add the keyword to next version that makes this step unneccessary, though it needs to be set at the moment.

 

Glad you're enjoying it: The current version adds the devices as craftable items to your game (As well as changing sex acts if belted, etc). The version I'm developing now will feature a quest or two, as well as periodic device effects, dependent on what particular device you're wearing (Random vibrations, edging, over-stimulation, etc).

 

 

Silly question but, where is the masturbate option.

 

btw Love the mod.. its my fav so far, and it keeps on getting better :lol:

 

 

 

It's in the belt interaction menu, if your current arousal is >= 50 (I think it was 50? Might have been less, idk). It could be more accurately labeled "Attempt to Masturbate", though. :P

Posted

Any actual effects on the cuffs? Like inability to fight, silence(i mean the one that prevents casting spells) on collar?

I'm now using rings enchanted with a slightly modified "silence" mgef i found in "Alchemy Apparatuses" from Nexus. Why? This allows creatures and others to have fun with those horny companions of mine. Without silence rings those weaklings just don't live long enough.

Inability to fight in cuffs would be a great feature too. Maybe something like an item with a fear effect, only applied to the wearer if the battle starts.

Posted

Any actual effects on the cuffs? Like inability to fight, silence(i mean the one that prevents casting spells) on collar?

I'm now using rings enchanted with a slightly modified "silence" mgef i found in "Alchemy Apparatuses" from Nexus. Why? This allows creatures and others to have fun with those horny companions of mine. Without silence rings those weaklings just don't live long enough.

Inability to fight in cuffs would be a great feature too. Maybe something like an item with a fear effect, only applied to the wearer if the battle starts.

 

I'm going to add something to the cuffs (Maybe the collars as well) in the next release, I'm just not sure what exactly. In the current version, they're cosmetic. I don't want anything -too- restrictive, since the player may end up locked in them for quite a while...

Posted

I've dropped in on Zadil's thread before, but I'd figured I do so here as well, just to say that I'm impressed and thankful for the hard work you've both put into Devious Devices!  The speed of development since things started back up a few months ago, along with the general polish and creatively are brilliant to behold!  Great job!

 

I do have a suggestion, however:

Would it be possible to include a change log somewhere, documenting the various things added to the mod?  Not only would it help us uncover some of the lesser functions you may build in, but it also helps the user determine if they wish to upgrade-- and to see when the last version was put out.

 

 

Posted

Hi District1991. It's less "hard work", and more "fun hobby" :P. I'm a programmer by trade, so scripting something up like this in my spare time is a fun deviation from the normal work routine. Though I must admit that Papyrus is not my favorite scripting language ever, and I've had a little bit of a learning curve with this mod (My first for Skyrim). 

 

I already maintain a changelog under the Download page for this mod. The full changelog can be found at  http://www.loverslab.com/index.php?app=downloads&module=display&section=changelog&file=371

Posted

Hi District1991. It's less "hard work", and more "fun hobby" :P. I'm a programmer by trade, so scripting something up like this in my spare time is a fun deviation from the normal work routine. Though I must admit that Papyrus is not my favorite scripting language ever, and I've had a little bit of a learning curve with this mod (My first for Skyrim). 

 

I already maintain a changelog under the Download page for this mod. The full changelog can be found at  http://www.loverslab.com/index.php?app=downloads&module=display&section=changelog&file=371

 

I... I swear that was not just there two minutes.   :s 

 

Haha, great job then!

Posted

In the spirit of integration I've got a suggestion, or maybe I just need some education.

 

Both ZaZ Animations and Devious Devices have collars along with ankle and wrist restraints. ZaZ and DD both use biped slot 45 for the collar, but ZaZ uses slots 48 and 51 for the wrists and ankles, while DD uses 59 and 53 respectively. Is there a particular reason that DD doesn't use the same as ZaZ? The models will conflict if both are worn at the same time, obviously, and the functionality of the two sets of restraints seem to be conflicting as well. To be honest I haven't done enough testing to say more than 'seems'.

 

My selfish concern is I like building outfits for my avatars, and would like to have as many free slots available for piercings, straps and other accessories as possible. Bethesda gave us a limited number of equipable slots and what with SoS taking over slot 52, Frostfall using 46 and 47 and a couple of other accessory mods I'm feeling kinda constricted :)

 

If it turns out that using different equip slots is functionally necessary that's fine with me and I'll adapt, but if you and Master Chris are able to coordinate cuff slot usage I'd be eternally grateful! For me, right now that's two enchantable pieces, an ear clamp and a face piercing I can add to the outfit.

Posted

I'm not aware of any reason that we couldn't change slots to what Zaz uses. I'll talk to Zadil about maybe changing slots for the assets. 

 

 

 

Posted

In the spirit of integration I've got a suggestion, or maybe I just need some education.

 

Both ZaZ Animations and Devious Devices have collars along with ankle and wrist restraints. ZaZ and DD both use biped slot 45 for the collar, but ZaZ uses slots 48 and 51 for the wrists and ankles, while DD uses 59 and 53 respectively. Is there a particular reason that DD doesn't use the same as ZaZ? The models will conflict if both are worn at the same time, obviously, and the functionality of the two sets of restraints seem to be conflicting as well. To be honest I haven't done enough testing to say more than 'seems'.

 

My selfish concern is I like building outfits for my avatars, and would like to have as many free slots available for piercings, straps and other accessories as possible. Bethesda gave us a limited number of equipable slots and what with SoS taking over slot 52, Frostfall using 46 and 47 and a couple of other accessory mods I'm feeling kinda constricted :)

 

If it turns out that using different equip slots is functionally necessary that's fine with me and I'll adapt, but if you and Master Chris are able to coordinate cuff slot usage I'd be eternally grateful! For me, right now that's two enchantable pieces, an ear clamp and a face piercing I can add to the outfit.

 

Hi Pinute,

Slot 48 is used by the belt plugs as it was the only slot that made at least halfway sense following standard modder convention on body slot use - using another would limit our possibilities for future equipment pieces. 51 is already used by bethesda, be it only for decapitation. I decided to avoid it to reduce the likelihood of conflicts.

 

I agree that it would be simpler if mods of similar purpose would share similar slots, but in this case there's a reason behind it.

Posted

 

In the spirit of integration I've got a suggestion, or maybe I just need some education.

 

Both ZaZ Animations and Devious Devices have collars along with ankle and wrist restraints. ZaZ and DD both use biped slot 45 for the collar, but ZaZ uses slots 48 and 51 for the wrists and ankles, while DD uses 59 and 53 respectively. Is there a particular reason that DD doesn't use the same as ZaZ? The models will conflict if both are worn at the same time, obviously, and the functionality of the two sets of restraints seem to be conflicting as well. To be honest I haven't done enough testing to say more than 'seems'.

 

My selfish concern is I like building outfits for my avatars, and would like to have as many free slots available for piercings, straps and other accessories as possible. Bethesda gave us a limited number of equipable slots and what with SoS taking over slot 52, Frostfall using 46 and 47 and a couple of other accessory mods I'm feeling kinda constricted :)

 

If it turns out that using different equip slots is functionally necessary that's fine with me and I'll adapt, but if you and Master Chris are able to coordinate cuff slot usage I'd be eternally grateful! For me, right now that's two enchantable pieces, an ear clamp and a face piercing I can add to the outfit.

 

Hi Pinute,

Slot 48 is used by the belt plugs as it was the only slot that made at least halfway sense following standard modder convention on body slot use - using another would limit our possibilities for future equipment pieces. 51 is already used by bethesda, be it only for decapitation. I decided to avoid it to reduce the likelihood of conflicts.

 

I agree that it would be simpler if mods of similar purpose would share similar slots, but in this case there's a reason behind it.

 

Hi, and thanks for the quick response

 

I wasn't questioning the plug numbers; I agree that they match the standard slots. The question I had was only regarding the wrist and ankle cuffs. Bethesda only uses 51 for decapitation - I think the rationale for ZaZ using it was that if the pc/npc was decapitated it really wouldn't matter what cuff was displaced :)

 

Like I said, if there's a reason for not matching those up with ZaZ I'm good with it. 

Posted

Right. Restraints are purely cosmetic (Aside from the locking functionality) at the moment. I'm probably going to add an effect to them next version (Once I decide exactly what to add to them).

 

EDIT: By that, I meant the arms/legs/full set of cuffs.The other devices all have non-cosmetic effects in the current version, with many more coming next release.

Posted
New Version is up: 2.5.0
 
Assets has updated as well, and you must upgrade it in order for the new plug to work.
 
The "Hardcore effects" option does nothing at the moment. It will control more restrictive restraint effects in the future.
Assets now contains the SexLabNoStrip keyword once again, though it does not seem to work reliably. 
 
[ Changelog ]
  • Added first quest (The Forbidden Tome), along with a new type of plug exclusive to this quest.
  • Changed default key difficulty from "Easy" to "Hard"
  • Added numerous mcm options (SkyRe toggle, event configuration, volume control, quest monitor control, etc).
  • Fixed longstanding device duplication bug on dropping the device.
  • Improved library for my use / third party modding use. Much easier to use now. See zaddForbiddenTomeScript.psc for an example of usage.
  • Added numerous periodic events / messages to belts / plugs / restraints, based on current arousal level / other variables.
  • Added unique events/effects to many of the devices.

In addition, the following magic effect keywords now exist:

  • zad_EffectVibratingVeryStrong
  • zad_EffectVibratingStrong
  • zad_EffectVibrating
  • zad_EffectVibratingWeak
  • zad_EffectVibratingVeryWeak
  • zad_EffectVibratingRandom ( Randomly determine vibrator strength each time effect is proc'ed )
  • zad_EffectVibrateOnCast ( Vibrate on spell cast, duration/intensity dependent on mana cost )
  • zad_EdgeOnly ( Will never let the player achieve release from the vibrator. Edge only )
  • zad_EffectEdgeRandom ( Like above, but functions 75% of the time instead of 100% )
  • zad_EffectHealthDraining ( Periodically damage health from player )
  • zad_EffectManaDraining ( Periodically damage mana of player )
  • zad_EffectStaminaDraining ( Periodically damage stamina of player )
  • zad_EffectsLinked ( Effects are linked: If a mana drain effect occurs and the device has other effect tags, all will execute. Greatly increases chance of effects proc'ing )
  • zad_EffectLively ( Increases chances of effects proc'ing. ) 
  • zad_EffectVeryLively ( Further increases chances of effects proc'ing. Stacks with "Lively" )
  • zad_EffectRemote ( If this flag is set, device will check for ProcessEffects flag in quest before executing. Not used by anything yet )
  • zad_EffectPossessed ( Not used yet )
If you wish to use these with a custom plug/device, simply create an enchantment on the device containing the magic effects that contain these keywords (zad_effVibratingVeryStrong, for example).
 
Posted

Greetings!

 

So I updated to the latest one, I did not do a clean save, I just dropped in the new one (I've read somewhere that clean saving does nothing because the scripts stay in the game anyway) and I did as suggested, dropped the book and picked it up again, and I got an error message that the forbidden tome quest failed to start.

 

Likely something I did wrong as usual lol. As I got the book originally through the console... I didn't go to whitehold. Do you think that might have caused it? Thanks!

 

-C

Posted

Cleansaving does have an effect, though not the same effect it had in oblivion. I don't think I changed enough to require a quicksave in this last update, but it's always a good policy when upgrading a mod anyways.

 

Please post your Papyrus.0.log, and I'll take a look.

Posted

Oooh ok. I'll try to do a clean save then. One sec and here's my log:

 

============================================================
[11/05/2013 - 03:35:43PM] [Zad] (((ERROR))): zaddForbiddenTomeQuest failed to start.
[11/05/2013 - 03:35:43PM] ============================================================
[11/05/2013 - 03:36:00PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:00PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:08PM] [slaCloakEffScr <Active effect 2 on  (A602D6E7)>]: Got +2 arousal to Gorr by Swift Wind
[11/05/2013 - 03:36:18PM] [Zad]: QuestMonitor: OnItemAdded()
[11/05/2013 - 03:36:18PM] [Zad]: ShouldStartNewQuest(): TRUE
[11/05/2013 - 03:36:19PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:19PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:19PM] ============================================================
[11/05/2013 - 03:36:19PM] [Zad] (((ERROR))): zaddForbiddenTomeQuest failed to start.
[11/05/2013 - 03:36:19PM] ============================================================
[11/05/2013 - 03:36:24PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:24PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:27PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:27PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:36PM] VM is freezing...
[11/05/2013 - 03:36:36PM] VM is frozen
[11/05/2013 - 03:36:36PM] Saving game...
[11/05/2013 - 03:36:37PM] VM is thawing...
[11/05/2013 - 03:36:39PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:39PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:44PM] VM is freezing...
[11/05/2013 - 03:36:44PM] VM is frozen
[11/05/2013 - 03:36:45PM] Log closed
 

 

 

 

-C

 

Posted

 

Oooh ok. I'll try to do a clean save then. One sec and here's my log:

 

============================================================
[11/05/2013 - 03:35:43PM] [Zad] (((ERROR))): zaddForbiddenTomeQuest failed to start.
[11/05/2013 - 03:35:43PM] ============================================================
[11/05/2013 - 03:36:00PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:00PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:08PM] [slaCloakEffScr <Active effect 2 on  (A602D6E7)>]: Got +2 arousal to Gorr by Swift Wind
[11/05/2013 - 03:36:18PM] [Zad]: QuestMonitor: OnItemAdded()
[11/05/2013 - 03:36:18PM] [Zad]: ShouldStartNewQuest(): TRUE
[11/05/2013 - 03:36:19PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:19PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:19PM] ============================================================
[11/05/2013 - 03:36:19PM] [Zad] (((ERROR))): zaddForbiddenTomeQuest failed to start.
[11/05/2013 - 03:36:19PM] ============================================================
[11/05/2013 - 03:36:24PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:24PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:27PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:27PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:36PM] VM is freezing...
[11/05/2013 - 03:36:36PM] VM is frozen
[11/05/2013 - 03:36:36PM] Saving game...
[11/05/2013 - 03:36:37PM] VM is thawing...
[11/05/2013 - 03:36:39PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGShrineDescriptionQuest (C400A9CF)]._SAGShrineDescriptionPlayerScript.OnCrosshairRefChange() - "_SAGShrineDescriptionPlayerScript.psc" Line 28
[11/05/2013 - 03:36:39PM] Error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
[alias PlayerReference on quest _SAGUsableWindMillQuest (C400AF33)]._SAGUsableWindmillPLayerScript.OnCrosshairRefChange() - "_SAGUsableWindmillPLayerScript.psc" Line 17
[11/05/2013 - 03:36:44PM] VM is freezing...
[11/05/2013 - 03:36:44PM] VM is frozen
[11/05/2013 - 03:36:45PM] Log closed
 

 

 

 

-C

 

 

Interesting. I don't think your upgrade procedure had anything to do with it. The only thing that I know of that would cause that to happen, would be one or more of my quest aliases not filling. I had to go check my code to find out where that message came from, as I never once saw it during testing.

Posted

Oh another quick question, how does one go about quick loading? I know quick saving is F5, but I usually load up the game the usual way and crash 3 or 4 times till it will load. So I figure the quick loading will be faster and perhaps I won't go through the ctd when I am doing a clean save.

 

-C

Posted

Quickloading from the menu won't be any faster than loading a normal save. The in-game hotkey for it is f9, though.

 

Though your "Crash on load" problem is not related to this mod, there are a few techniques that I know of to improve stability upon game load for heavily modded games. Firstly, loading an old save from a very minimalistic cell (Like alternate start's prison cell) prior to loading your game will significantly reduce your chance of crashing on load. Secondly, you can modify your fPostLoadUpdateTimeMS to give the game more time to process scripts on game startup. http://www.creationkit.com/INI_Settings_(Papyrus)

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