BattenK Posted January 3, 2014 Posted January 3, 2014 I installed the new version and now it's not in MCM... wha happened
Min Posted January 3, 2014 Author Posted January 3, 2014 I installed the new version and now it's not in MCM... wha happened I didn't design a "Fail to upgrade for BattenK" switch in to the code, so I don't know why it broke for you. Upload a copy of your log, and we'll find out happened.    Help! i installed everything and then i went to the shop and everything was fine, but after i bought a ballgag and an armbinder i noticed that i can't use it... when i equip it it marks it as equiped but it happens nothing, the armbinder and the ballgag doesn't show nor the animation... the shop assistants with the cuffs seem to work fine with the arms tied in their backs but i can't make my armbinder to work (or the gag) is there a special keybord key or what? i tried to open the devios devices settings in mcm but it doesn't either work... What version are you running? If you're running 2.6.3, you may have hit a bug that was fixed in 2.6.4. If you're not running 2.6.3, upload a copy of your log, and I'll take a look.  I think i had 2.6.4 but to be sure i re-writed it and it's still not working.. and call me stupid but... where do i check the log? P.D there is a bug that when shop assistants sit down their bound animation break...  http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#My_Script_compiles.2C_but_doesn.27t_work.21_How_can_I_debug_this.3F
volfin Posted January 3, 2014 Posted January 3, 2014    That issue was fixed several versions ago: I had neglected to recompile zadPlayerScript after making changes to the maintenance function.   Yes, that was with 2.6.1. I hadn't had an opportunity to upgrade for awhile. Just upgraded to 2.6.4 and that seems to work fine. I probably should have tried that first, sorry.
Min Posted January 3, 2014 Author Posted January 3, 2014     That issue was fixed several versions ago: I had neglected to recompile zadPlayerScript after making changes to the maintenance function.   Yes, that was with 2.6.1. I hadn't had an opportunity to upgrade for awhile. Just upgraded to 2.6.4 and that seems to work fine. I probably should have tried that first, sorry.   No worries, thanks for the report regardless.
jbezorg Posted January 4, 2014 Posted January 4, 2014 It'd fall under the "Hardcore Effects" category, if I were to figure out a way of implementing that feature (So, you could opt out of that feature if you wanted). I would suggest just throwing all food in the player's inventory into a container somewhere when the item is equipped and as food items are added to the inventory with a magic effect. Rather than prevent the foods use and having to deal with compatibility with various needs mods.  Scriptname noFood extends activemagiceffect zadConfig property zad auto ObjectReference kTarget = none bool bFoodInTheFridge = false event OnEffectStart(Actor akTarget, Actor akCaster) kTarget = akTarget as ObjectReference if zad.HardcoreEffects GoToState("hardcore") else GoToState("normal") endIf endEvent event OnEffectFinish(Actor akTarget, Actor akCaster) if bFoodInTheFridge zad.Refrigerator.RemoveItem(akBaseItem, aiItemCount, true, kTarget) endIf endEvent state hardcore event OnBeginState() bFoodInTheFridge = true int idx = kTarget.GetNumItems() while idx > 0 idx -= 1 Form nthForm = kTarget.GetNthForm(idx) if nthForm.HasKeyword(zad.FoodKeyword) kTarget.RemoveItem(nthForm, kTarget.GetItemCount(nthForm), true, zad.Refrigerator) endIf endWhile endEvent event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if akBaseItem.HasKeyword(zad.FoodKeyword) kTarget.RemoveItem(akBaseItem, aiItemCount, true, zad.Refrigerator) endIf endEvent endState state normal event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) endEvent endState
Min Posted January 4, 2014 Author Posted January 4, 2014  It'd fall under the "Hardcore Effects" category, if I were to figure out a way of implementing that feature (So, you could opt out of that feature if you wanted). I would suggest just throwing all food in the player's inventory into a container somewhere when the item is equipped and as food items are added to the inventory with a magic effect. Rather than prevent the foods use and having to deal with compatibility with various needs mods.  Scriptname noFood extends activemagiceffect zadConfig property zad auto ObjectReference kTarget = none bool bFoodInTheFridge = false event OnEffectStart(Actor akTarget, Actor akCaster) kTarget = akTarget as ObjectReference if zad.HardcoreEffects GoToState("hardcore") else GoToState("normal") endIf endEvent event OnEffectFinish(Actor akTarget, Actor akCaster) if bFoodInTheFridge zad.Refrigerator.RemoveItem(akBaseItem, aiItemCount, true, kTarget) endIf endEvent state hardcore event OnBeginState() bFoodInTheFridge = true int idx = kTarget.GetNumItems() while idx > 0 idx -= 1 Form nthForm = kTarget.GetNthForm(idx) if nthForm.HasKeyword(zad.FoodKeyword) kTarget.RemoveItem(nthForm, kTarget.GetItemCount(nthForm), true, zad.Refrigerator) endIf endWhile endEvent event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if akBaseItem.HasKeyword(zad.FoodKeyword) kTarget.RemoveItem(akBaseItem, aiItemCount, true, zad.Refrigerator) endIf endEvent endState state normal event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) endEvent endState Ah, that would indeed be a good approach. Thanks!
jbezorg Posted January 4, 2014 Posted January 4, 2014 Ah, that would indeed be a good approach. Thanks! Actually, the state selection needs to be tweaked to also detect if it's the player. Otherwise there could be a lot of food in the 'fridge if zad.HardcoreEffects && akTarget == Game.GetPlayer() GoToState("hardcore") else GoToState("normal") endIf
Min Posted January 4, 2014 Author Posted January 4, 2014  Ah, that would indeed be a good approach. Thanks! Actually, the state selection needs to be tweaked to also detect if it's the player. Otherwise there could be a lot of food in the 'fridge if zad.HardcoreEffects && akTarget == Game.GetPlayer() GoToState("hardcore") else GoToState("normal") endIf  Already done in my local copy,
di3golo Posted January 4, 2014 Posted January 4, 2014  I installed the new version and now it's not in MCM... wha happened I didn't design a "Fail to upgrade for BattenK" switch in to the code, so I don't know why it broke for you. Upload a copy of your log, and we'll find out happened.    Help! i installed everything and then i went to the shop and everything was fine, but after i bought a ballgag and an armbinder i noticed that i can't use it... when i equip it it marks it as equiped but it happens nothing, the armbinder and the ballgag doesn't show nor the animation... the shop assistants with the cuffs seem to work fine with the arms tied in their backs but i can't make my armbinder to work (or the gag) is there a special keybord key or what? i tried to open the devios devices settings in mcm but it doesn't either work... What version are you running? If you're running 2.6.3, you may have hit a bug that was fixed in 2.6.4. If you're not running 2.6.3, upload a copy of your log, and I'll take a look.  I think i had 2.6.4 but to be sure i re-writed it and it's still not working.. and call me stupid but... where do i check the log? P.D there is a bug that when shop assistants sit down their bound animation break...  http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#My_Script_compiles.2C_but_doesn.27t_work.21_How_can_I_debug_this.3F  well.. here it is:  [01/03/2014 - 09:10:35PM] Papyrus log opened (PC) [01/03/2014 - 09:10:35PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [01/03/2014 - 09:10:35PM] Memory page: 128 (min) 512 (max) 76800 (max total) [01/03/2014 - 09:10:49PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote02 on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote03 on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote01 on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] ERROR: Property Pages on script o3dDevBondageSKImenu attached to o3dBondageQuestGlobal (171065E8) cannot be initialized because the value is the incorrect type [01/03/2014 - 09:10:49PM] VM is freezing... [01/03/2014 - 09:10:49PM] VM is frozen [01/03/2014 - 09:10:51PM] Reverting game... [01/03/2014 - 09:10:51PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote02 on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote03 on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] ERROR: Property Pages on script o3dDevBondageSKImenu attached to o3dBondageQuestGlobal (171065E8) cannot be initialized because the value is the incorrect type [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote01 on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:54PM] Loading game... [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 53970 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 47301 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39525 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39525 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39512 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39514 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39514 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 52702 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39516 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39516 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39510 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39510 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 72423 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 53666 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] VM is thawing... [01/03/2014 - 09:10:54PM] InitWidgetLoader() [01/03/2014 - 09:10:54PM] [slamainscr ]: Enabled Desire spell [01/03/2014 - 09:10:54PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (16002AE9)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (16002AE9)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 36 [Active effect 1 on (16002AE9)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line 53 [01/03/2014 - 09:10:54PM] [slamainscr ]: Enabled cloak effect [01/03/2014 - 09:10:54PM] [slamainscr ]: Updated notification key to 49 [01/03/2014 - 09:10:54PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (16002AE7)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (16002AE7)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 36 [Active effect 1 on (16002AE7)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line 53 [01/03/2014 - 09:11:53PM] VM is freezing... [01/03/2014 - 09:11:53PM] VM is frozen [01/03/2014 - 09:11:53PM] Log closed  Â
Min Posted January 4, 2014 Author Posted January 4, 2014   I installed the new version and now it's not in MCM... wha happened I didn't design a "Fail to upgrade for BattenK" switch in to the code, so I don't know why it broke for you. Upload a copy of your log, and we'll find out happened.    Help! i installed everything and then i went to the shop and everything was fine, but after i bought a ballgag and an armbinder i noticed that i can't use it... when i equip it it marks it as equiped but it happens nothing, the armbinder and the ballgag doesn't show nor the animation... the shop assistants with the cuffs seem to work fine with the arms tied in their backs but i can't make my armbinder to work (or the gag) is there a special keybord key or what? i tried to open the devios devices settings in mcm but it doesn't either work... What version are you running? If you're running 2.6.3, you may have hit a bug that was fixed in 2.6.4. If you're not running 2.6.3, upload a copy of your log, and I'll take a look.  I think i had 2.6.4 but to be sure i re-writed it and it's still not working.. and call me stupid but... where do i check the log? P.D there is a bug that when shop assistants sit down their bound animation break...  http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#My_Script_compiles.2C_but_doesn.27t_work.21_How_can_I_debug_this.3F  well.. here it is:  [01/03/2014 - 09:10:35PM] Papyrus log opened (PC) [01/03/2014 - 09:10:35PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [01/03/2014 - 09:10:35PM] Memory page: 128 (min) 512 (max) 76800 (max total) [01/03/2014 - 09:10:49PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote02 on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote03 on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDPlayer on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] warning: Property CDKaraNote01 on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:49PM] ERROR: Property Pages on script o3dDevBondageSKImenu attached to o3dBondageQuestGlobal (171065E8) cannot be initialized because the value is the incorrect type [01/03/2014 - 09:10:49PM] VM is freezing... [01/03/2014 - 09:10:49PM] VM is frozen [01/03/2014 - 09:10:51PM] Reverting game... [01/03/2014 - 09:10:51PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote02 on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote2forKeys attached to (160190F6) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote03 on script CDNote3forKeys attached to (160190F7) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] ERROR: Property Pages on script o3dDevBondageSKImenu attached to o3dBondageQuestGlobal (171065E8) cannot be initialized because the value is the incorrect type [01/03/2014 - 09:10:51PM] warning: Property CDPlayer on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:51PM] warning: Property CDKaraNote01 on script CDNote1forKeys attached to (160190F8) cannot be initialized because the script no longer contains that property [01/03/2014 - 09:10:54PM] Loading game... [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 53970 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 47301 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39525 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39525 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39512 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39514 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39514 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 52702 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39516 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39516 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadBeltScript..OnEquippedPost in stack frame 1 in stack 39510 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadlibs..RepopulateNpcs in stack frame 2 in stack 39510 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 72423 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] warning: Function zadbq00..Maintenance in stack frame 1 in stack 53666 differs from the in-game resource files - using version from save [01/03/2014 - 09:10:54PM] VM is thawing... [01/03/2014 - 09:10:54PM] InitWidgetLoader() [01/03/2014 - 09:10:54PM] [slamainscr ]: Enabled Desire spell [01/03/2014 - 09:10:54PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (16002AE9)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (16002AE9)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 36 [Active effect 1 on (16002AE9)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line 53 [01/03/2014 - 09:10:54PM] [slamainscr ]: Enabled cloak effect [01/03/2014 - 09:10:54PM] [slamainscr ]: Updated notification key to 49 [01/03/2014 - 09:10:54PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (16002AE7)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (16002AE7)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line 36 [Active effect 1 on (16002AE7)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line 53 [01/03/2014 - 09:11:53PM] VM is freezing... [01/03/2014 - 09:11:53PM] VM is frozen [01/03/2014 - 09:11:53PM] Log closed    Yeah, you were running 2.6.3 prior to this update, and hit the bug (The reason I released 2.6.4). Sorry about that. I discovered a pitfall with papyrus scripting that I had been unaware of previously. Try performing a clean save, and reinstalling DD.
Johnny05 Posted January 4, 2014 Posted January 4, 2014    Help! i installed everything and then i went to the shop and everything was fine, but after i bought a ballgag and an armbinder i noticed that i can't use it... when i equip it it marks it as equiped but it happens nothing, the armbinder and the ballgag doesn't show nor the animation... the shop assistants with the cuffs seem to work fine with the arms tied in their backs but i can't make my armbinder to work (or the gag) is there a special keybord key or what? i tried to open the devios devices settings in mcm but it doesn't either work... What version are you running? If you're running 2.6.3, you may have hit a bug that was fixed in 2.6.4. If you're not running 2.6.3, upload a copy of your log, and I'll take a look.  I think i had 2.6.4 but to be sure i re-writed it and it's still not working.. and call me stupid but... where do i check the log? P.D there is a bug that when shop assistants sit down their bound animation break...  http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#My_Script_compiles.2C_but_doesn.27t_work.21_How_can_I_debug_this.3F   I can confirm this. It seems to be connected to the same problem I was trying to solve now for a while. Together with the animation breaking on an npc when adding more than 1 item through dialog+inventory. (checking for various kinds of mod conflicts) And I'm becoming more and more certain, that it is a problem with one or some of the scripts.  Usually the pc can equip a ball gag, armbinder etc. withouth problem. But if the pc has been or still is at a place where another npc was/is wearing those items the pc can't equip them anymore. (they don't lock, don't show up on the pc and no messagebox appears) A similar thing happens when equipping one of your followers with those items. But they usually work again on the pc, as soon as you have unequipped that followers items. (Although it was buggy after that. The pc couldn't unequip it anymore.) Not so, if it's another npc wearing them. Like the slaves in the captured dreams shop for example. (As you can't unequip their items)  Ever tried equipping a ball gag and armbinder while at the same time your follower had exactly the same items already equipped? It doesn't work for me. :/  edit: Just tried it with 2.6.4 and a completely new game. Still there. :/
Min Posted January 4, 2014 Author Posted January 4, 2014     Help! i installed everything and then i went to the shop and everything was fine, but after i bought a ballgag and an armbinder i noticed that i can't use it... when i equip it it marks it as equiped but it happens nothing, the armbinder and the ballgag doesn't show nor the animation... the shop assistants with the cuffs seem to work fine with the arms tied in their backs but i can't make my armbinder to work (or the gag) is there a special keybord key or what? i tried to open the devios devices settings in mcm but it doesn't either work... What version are you running? If you're running 2.6.3, you may have hit a bug that was fixed in 2.6.4. If you're not running 2.6.3, upload a copy of your log, and I'll take a look.  I think i had 2.6.4 but to be sure i re-writed it and it's still not working.. and call me stupid but... where do i check the log? P.D there is a bug that when shop assistants sit down their bound animation break...  http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#My_Script_compiles.2C_but_doesn.27t_work.21_How_can_I_debug_this.3F   I can confirm this. It seems to be connected to the same problem I was trying to solve now for a while. Together with the animation breaking on an npc when adding more than 1 item through dialog+inventory. (checking for various kinds of mod conflicts) And I'm becoming more and more certain, that it is a problem with one or some of the scripts.  Usually the pc can equip a ball gag, armbinder etc. withouth problem. But if the pc has been or still is at a place where another npc was/is wearing those items the pc can't equip them anymore. (they don't lock, don't show up on the pc and no messagebox appears) A similar thing happens when equipping one of your followers with those items. But they usually work again on the pc, as soon as you have unequipped that followers items. Not so, if it's another npc wearing them. Like the slaves in the captured dreams shop for example. (As you can't unequip their items)  Ever tried equipping a ball gag and armbinder while at the same time your follower had exactly the same items already equipped? It doesn't work for me. :/  Could both of you try your issues on new characters, and see if it persists? Most/All of my testing involved multiple actors wearing the devices. A large amount of Veladarius's testing was in the CD shop. Safe to say that your circumstance has been tested, and works for others (Not that I'm saying there's nothing wrong, just that it's a bit more than "The items don't work on multiple actors")
Johnny05 Posted January 4, 2014 Posted January 4, 2014 Could both of you try your issues on new characters, and see if it persists? Most/All of my testing involved multiple actors wearing the devices. A large amount of Veladarius's testing was in the CD shop. Safe to say that your circumstance has been tested, and works for others (Not that I'm saying there's nothing wrong, just that it's a bit more than "The items don't work on multiple actors")Â Â I did create a new game/char. And yes the bug was still there. Â The only other thing I might try by now is to just deactivate every other mod that is not absolutely necessary for Devious Devices and check again with a new game. Just in case it was a mod that I absolutely did not suspect to be the cause for that bug. I might try that now. Â edit: Â This time the ball gag did not stop me from starting a conversation for some reason. Unequipping the gag didn't work either after a while. Even without an npc around wearing it. Just told me, that I could not equip an item twice instead of opening the messagebox where I could unlock it. Â Indeed it does not seem to be a multiple actors issue as I just found out. There's other strange stuff going on. :/ Â Deactivated almost every other mod and started an new char with the same result. If it really is a problem on my end, then I have absolutely no idea what's causing this. I'll leave it at that for the moment. Going to sleep now. Will try again tomorrow. Â
Min Posted January 4, 2014 Author Posted January 4, 2014 Â Could both of you try your issues on new characters, and see if it persists? Most/All of my testing involved multiple actors wearing the devices. A large amount of Veladarius's testing was in the CD shop. Safe to say that your circumstance has been tested, and works for others (Not that I'm saying there's nothing wrong, just that it's a bit more than "The items don't work on multiple actors")Â Â I did create a new game/char. And yes the bug was still there. Â The only other thing I might try by now is to just deactivate every other mod that is not absolutely necessary for Devious Devices and check again with a new game. Just in case it was a mod that I absolutely did not suspect to be the cause for that bug. I might try that now. Â edit: Â This time the ball gag did not stop me from starting a conversation for some reason. Unequipping the gag didn't work either after a while. Even without an npc around wearing it. Just told me, that I could not equip an item twice instead of opening the messagebox where I could unlock it. Â Indeed it does not seem to be a multiple actors issue as I just found out. There's other strange stuff going on. :/ Â Deactivated almost every other mod and started an new char with the same result. If it really is a problem on my end, then I have absolutely no idea what's causing this. I'll leave it at that for the moment. Going to sleep now. Will try again tomorrow. Â Okay, post a log of you duplicating your issue on a new game, and we'll figure it out!
FlyingLemon Posted January 4, 2014 Posted January 4, 2014 Hi I have a really weird bug that just started occuring on my character's save. Whenever I deeuip any of the devious devices on my character from the forbidden tome quest no menu pops up. The mcm menu in the game also suddenly stopped working. Â I checked my logs after this problem and they were huge compared to previous papyrus logs. Anyway, I'll attach my papyrus log from my recent game. Thanks for the help in advance! Papyrus.0.rar
Skeuomorph Posted January 4, 2014 Posted January 4, 2014 Hey Min--I've noticed an incompatibility (sort of) with Amazing Follower Tweaks (AFT).  If you manage the followers' outfits so that they change based on location (Standard, Home, City) the devices do not remain with the followers, but are assigned to the follower's backpack, and Skyrim thinks the backpack is wearing them rather than the follower.  This can be circumvented by disabling "outfit management" in AFT.  So long as the follower is always wearing the same thing, the devices are not removed  Â
Johnny05 Posted January 4, 2014 Posted January 4, 2014   Could both of you try your issues on new characters, and see if it persists? Most/All of my testing involved multiple actors wearing the devices. A large amount of Veladarius's testing was in the CD shop. Safe to say that your circumstance has been tested, and works for others (Not that I'm saying there's nothing wrong, just that it's a bit more than "The items don't work on multiple actors") I did create a new game/char. And yes the bug was still there.  The only other thing I might try by now is to just deactivate every other mod that is not absolutely necessary for Devious Devices and check again with a new game. Just in case it was a mod that I absolutely did not suspect to be the cause for that bug. I might try that now.  edit:  This time the ball gag did not stop me from starting a conversation for some reason. Unequipping the gag didn't work either after a while. Even without an npc around wearing it. Just told me, that I could not equip an item twice instead of opening the messagebox where I could unlock it.  Indeed it does not seem to be a multiple actors issue as I just found out. There's other strange stuff going on. :/  Deactivated almost every other mod and started an new char with the same result. If it really is a problem on my end, then I have absolutely no idea what's causing this. I'll leave it at that for the moment. Going to sleep now. Will try again tomorrow.  Okay, post a log of you duplicating your issue on a new game, and we'll figure it out!  Ok, I've got the papyrus log now. As a short description what I did during the test.  Description: new game, start in breezhome added 1 ball gag and 10 restraints keys with console no other npc's present  equipped the gag waited a few seconds unequipped it again waited a few seconds I did repeat this a few times. about 5 or 6 times. it worked as it should.  I then added 2 more ball gags with the console. (the same of course. they stacked in the inventory)  equipped the gag again waited a few seconds unequipped it again did this about twice I think  On the third or second try after haveing added 2 more gags I could not unequip the gag anymore. It told me instead I could not wear more than 1 gag simultanously.  edit:  This looks like the moment when the script breaks.  [Zad]: OnEquipped(Test01: Ball Gag) [01/04/2014 - 12:45:40PM] [Zad]: OnEffectStart(gag) [01/04/2014 - 12:45:40PM] [Zad]: SyncInventory(): Equipping gag. [01/04/2014 - 12:45:55PM] [Zad]: OnUnequipped(Test01: Ball Gag) [01/04/2014 - 12:45:55PM] [Zad]: Detected removal token. Done. [01/04/2014 - 12:46:07PM] [Zad]: OnEquipped(Test01: Ball Gag) [01/04/2014 - 12:46:07PM] [Zad]: Actor attempted to equip multiple gags simultaneously ([Keyword <zad_DeviousGag (11007EB8)>]). [01/04/2014 - 12:46:07PM] [Zad]: OnUnequipped(Test01: Ball Gag) [01/04/2014 - 12:46:22PM] [Zad]: OnEquipped(Test01: Ball Gag) [01/04/2014 - 12:46:22PM] [Zad]: Actor attempted to equip multiple gags simultaneously ([Keyword <zad_DeviousGag (11007EB8)>]). [01/04/2014 - 12:46:23PM] [Zad]: OnUnequipped(Test01: Ball Gag) [01/04/2014 - 12:46:30PM] VM is freezing... [01/04/2014 - 12:46:30PM] VM is frozen  hmm.. perhaps the script has trouble with managing multiple gags in the inventory. As I usually had 3 gags and 3 armbinders in my inventory to play around with. This would explain why it worked a few times in my test until adding more gags. Or the script just couldn't catch up with equipping and unequipping at some point causing it to break. Hard to tell.  edit2:  Looks like I finally solved the problem. Papyrus.0.rar
xiaomiza Posted January 4, 2014 Posted January 4, 2014   hmm.. ok I misunderstood you. This is definitely not working as intened. I don't have this problem so it must be something caused by one of your mods or perhaps a corrupted savegame.  Did you try starting a new game to check if it still happens? If yes, the only other option that comes to mind might be to check possible mod conflicts. Deactivate some mods and see what happens. It's a bit strange that only the gags seem to be unable to unlock while the other DD items still work though.  Perhaps Min can help you better with possible mod conflicts as my knowledge about his mod is very limited compared to him.   I also started a new game to test it.but the result is same.there is no ways to take the gag off if put it on.   Post a copy of your log, and I'll take a look. Ok,it's my fault.the gags works well if I wait enough time to wait the MOD finish its install. I used the Control Panel to test the gags caused this result when I just installed this mod. Â
Johnny05 Posted January 4, 2014 Posted January 4, 2014 I did some more testing. Everything worked well. Apart from the phoneme modifier not working on the follower when the gag is equipped before the armbinder and vice versa with the armbinder pose. This doesn't seem to be an issue with the slaves in the captured dreams shop though. (phoneme modifier and armbinder pose working fine together on them) Might be the way of equipping it on them. Â The rest was working fine. Looks like I have to give the script some time after unequipping an item, before I reequip it again. Or else the script might break. And if the script broke once, the savegame is fucked. ^^ Â So, no bug as it seems. Just a script you have to be a bit careful with. Â edit: Is there another way of equipping an npc with those items? Â Tried equipitem <ItemID> while targeting my follower to look if that makes a difference. Didn't work as intended though. Items are in the inventory, but didn't show up on my follower at all. Â Â After all this I just feel like I have to mention this here. Thanks for your hard work on this mod and sorry for the trouble I might have caused.
SeqFault Posted January 4, 2014 Posted January 4, 2014 active effects from devious devices given to followers are removed when entering a new location (like a building) and then reloading the autosafe that is generated when entering the location. after that the devices no longer react to spells. can this be fixed? probably the same for non follower npcs.
KestrelSky Posted January 4, 2014 Posted January 4, 2014 New to SL mods player here. Just wanted to say thanks for all the work that's gone into this mod, it ah...suits my playstyle. I had a quick quesiton - char had the normal soulgem plugs equiped during the whirlwind sprint sequence and after vibrating for 2 minutes real time and several orgasms later I clued in that something might be wrong. Â "The Whirlwind sprint thing was a bug: For whatever reason, GetEffectiveMagickaCost for whirlwind sprint returns 500+, whereas most other shouts are 0-1. It's fixed in 2.5.6 already" Â I saw this after searching the thread trying to find out if that length of time was normal. I haven't done the whole papyrus thing before so I don't have a log for you, sorry!
Band_Geek3 Posted January 4, 2014 Posted January 4, 2014 I wanna step in and echo kaytara's thanks for this mod. It's really great stuff and I wanted to say thanks amidst the flurry of error logs and troubleshooting. I haven't run into any problems so far (not very far in the quest) but I'm loving it. Thanks a ton Min! Your continued support and expansion means a ton to us.
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