Kmjsmith Posted October 10, 2024 Posted October 10, 2024 5 hours ago, Inte said: @Kmjsmith, I cannot see anything in that screenshot. Take a ss by using F12 if on Steam, or [Ctrl] + [PrintScreen] keys on your keyboard and paste it in Paint. hey yeh moving the load order fixed it... but i have ti disable the vip cell in generl settings.
FatKidz Posted October 12, 2024 Posted October 12, 2024 10 hours ago, LeMaxx said: Hi, POP (6.3.2) and DDe (6.11.6) have the same error. Im getting these same pop ups. I have the latest versions of SUM, POP, and DDe. As well as the appropriate versions of required/optional mods. Did you find a fix?
Inte Posted October 12, 2024 Author Posted October 12, 2024 On 10/11/2024 at 12:05 PM, LeMaxx said: Hi, POP (6.3.2) and DDe (6.11.6) have the same error. 19 hours ago, FatKidz said: Im getting these same pop ups. Try the vew versions.
WayneBrooks Posted October 12, 2024 Posted October 12, 2024 I get the massage that pop can´t find it´s System.json file and that it should be in position [6.3.3].
Inte Posted October 12, 2024 Author Posted October 12, 2024 7 minutes ago, WayneBrooks said: I get the massage that pop can´t find it´s System.json file and that it should be in position [6.3.3]. Update SUM to 3.22.6.
LeMaxx Posted October 13, 2024 Posted October 13, 2024 SUM (3.22.6) + DDe (6.11.9) + POP (6.3.3) = All works fine! 1
Stezo_ Posted October 15, 2024 Posted October 15, 2024 Frankly, it's an excellent mod idea and looks really good. But I guess I've got too many mods of my own, and they're breaking all over the place. Among the problems I've had: -Scenes that don't launch or take a long time to load. -the npc that blocks everywhere, making navigation complicated. -osl aroused which could easily be incompatible, could block the character. Once again, I blame MY mod more than this one, this one is really good. Thanks anyway, I'll give it a try with a smaller collection.
LearningNoob Posted October 16, 2024 Posted October 16, 2024 Sorry to bother you again 😅 I recently increased my modlist by a good amount and just now realized that Pop does not arrest anymore. [Pop].:Warning:.xpoOnSurrenderPC-> Player surrenders... Boohoo! [Sum].:Debug:.StopActorScene():-> Start. [Sum].:Debug:.StopActorScene():-> Done. Returned [0]. [Pop].:Debug:.xpopFindCellCaptor():-› Finding a captor... [Pop].:Debug:-xpopFindCellCaptor():-> Done! Got [None]. [Pop].:Debug:.xpopFindCaptor():-› Finding a captor ... i0pt = [1] Radius= [3000.000000]. [Pop].:Debug:.xpopFindCaptor():-> Done! Got [None]. [Pop].:Error:.xpoOnSurrenderPC-> No viable captor found nearby. I trigger the arrest from the debug menu in the middle of any town and its always the same outcome as above. The same with normal story related arrests. I am just looking for a hint where I should start searching. I just now upgraded to the latest version of SUM 3.22.6 and PoP 6.3.3 and I still get the same error. BOOL Function IsActorReady(Actor aActor = None) RETURN (iSUmUtil.IsActorValid(aActor) && !iSUmUtil.IsActorKO(aActor)) EndFunction I think this function always returns false right now but I need to look deeper into iSum. My next step will be to try to compile PoP and Sum and add more debugging output at the relevant places. But this could take a while when I look at all the dependencies lol. But perhaps someone has an idea what might cause this problem? Many thanks!
LearningNoob Posted October 16, 2024 Posted October 16, 2024 6 hours ago, LearningNoob said: My next step will be to try to compile PoP and Sum and add more debugging output at the relevant places. But this could take a while when I look at all the dependencies lol. Ok, I almost got it compiled iDDeMain.psc(1074,10): ReEquipExistingDevice is not a function or does not exist iDDeMain.psc(1135,10): CleanupDevices is not a function or does not exist zadLibs Property ZadLib Auto ZadLib.ReEquipExistingDevice(aActor, Device_Kw) ZadLib.CleanupDevices(aActor, Device_Kw) These two functions do not exist in the recent zadLibs.psc in "Devious Devices [SE][AE][VR] 5.2" or in "Devious Devices NG v0.3.7". But I found it here on https://github.com/DeviousDevices in DDi/00 Core/scripts/Source/zadLibs.psc: Function ReEquipExistingDevice(actor akActor, keyword zad_DeviousDevice) Function CleanupDevices(actor akActor, keyword zad_DeviousDevice, Form skip1=None, Form skip2=None) This is from 2016. Looks like you use the older DDi scripts together with the new DDx stuff. And this one I couldn't figure out: iSUmConfig.psc(5082,35): variable _SDP_Util is undefined sSDPVer = _SDP_Util.GetSemVerStr() Looks like a iSum internal reference is missing. Is it possible that the source script is not up-to-date or maybe another file missing?
Inte Posted October 17, 2024 Author Posted October 17, 2024 13 hours ago, LearningNoob said: I recently increased my modlist by a good amount and just now realized that Pop does not arrest anymore. I need a full log, but the last time I tested (right before I released this last version), the arrest worked fine.
Inte Posted October 17, 2024 Author Posted October 17, 2024 6 hours ago, LearningNoob said: These two functions do not exist in the recent zadLibs.psc I use a custom version of zadLibs that keeps DDe compatible with old versions of DDf. Here it is, My NG zadLibs.7z 6 hours ago, LearningNoob said: And this one I couldn't figure out: iSUmConfig.psc(5082,35): variable _SDP_Util is undefined sSDPVer = _SDP_Util.GetSemVerStr() That is from this mod, You only need the _SDP_Util.psc script.
LearningNoob Posted October 17, 2024 Posted October 17, 2024 (edited) 6 hours ago, Inte said: I use a custom version of zadLibs that keeps DDe compatible with old versions of DDf. That is from this mod, You only need the _SDP_Util.psc script. Thanks so much so far! This is extremely helpful. Although I needed to pull the whole SD+ tree into compilation. I assume your patch is based on SDPlus20220131? I tried to avoid SD+ so far as it looks like another big can of worms but with your patch I might even give it a try in my modlist. I think I'm pretty close now to compile everything without modifiying code. This is what I am still missing, an example: iSUmConfig.psc(5089,35): variable iSDcUtil is undefined sFol = JsonUtil.GetStringValue(iSDcUtil.GetPath(sPath = "Null", sJson = "iSDcGloSystem"), sFolder, sFolder) ;iSDc As a reference this is my current import order for the compiler. Priority for imports is from top to down. I compile only from explicit sources and avoid Data/Scripts/Source or Data/source/scripts completely: Spoiler INC1 = -I "$(MODDIR)/skse64_2_02_06/Data/Scripts/Source" \ -I "$(MODDIR)/CreationKit-Scripts/Scripts" \ -I "$(GITINC)/skyui_5.1_sdk/Scripts/Source" \ -I "$(GITINC)/skyui-schlangster/dist/Data/Scripts/Source" \ -I "$(MODDIR)/XP32 Maximum Skeleton Special Extended-1988-5-06-1707663131/scripts/source" \ -I "$(DEVINC)/racemenu_0.4.19.16" \ -I "$(MODDIR)/PapyrusUtil AE SE - Scripting Utility Functions-13048-4-6-1705639805/Source/Scripts" \ -I "$(MODDIR)/Papyrus Tweaks 4.1.0-77779-4-1-0-1677126184/Scripts/Source" \ -I "$(MODDIR)/Papyrus Extender-22854-5-6-1-1690313666/Source/scripts" \ -I "$(DEVINC)/uiextensions_1.2.0" \ -I "$(MODDIR)/ConsoleUtilSSE NG-76649-1-5-1-1704108553/Scripts/Source" \ -I "$(MODDIR)/MFgFixNG-114095-0-1-5-1710791306/Source/Scripts" \ -I "$(MODDIR)/FNIS Behavior SE 7_6-3038-7-6-1582048023/source/scripts" \ -I "$(MODDIR)/FNIS Creature Pack SE 7.6-3038-7-6-1582049490/source/scripts" \ -I "$(MODDIR)/FNIS Sexy Move SE 7.2-13303-V7-2/Source/Scripts" \ -I "$(MODDIR)/Devious Devices NG v0.3.7/Source/Scripts" \ -I "$(MODDIR)/Devious Devices [SE][AE][VR] 5.2/scripts/Source" \ -I "$(MODDIR)/ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023/Source/Scripts" \ -I "$(DEVINC)/sexlab-1.65AE" \ -I "$(DEVINC)/sexlab_aroused_redux_28b" \ -I "$(DEVINC)/sexlab_inflation_framework_se_1.2.2b" \ -I "$(MODDIR)/SD Patches 3.63.6/Scripts/Source" \ -I "$(MODDIR)/SDPlus20220131/scripts/source" \ -I "$(MODDIR)/Skyrim - Utility Mod 3.22.6 AE/Scripts/Source" \ -I "$(MODDIR)/Devious Devices - Equip 6.11.9 AE/Scripts/Source" \ -I "$(MODDIR)/xazPrisonOverhaul - Patched 6.3.3 AE/Scripts/Source" \ -I "$(MODDIR)/Captured Dreams v4.15 SSE Part 1/scripts/source/" I will get back to the arrest bug as soon as I have a working test environment and try to provide more data. When I'm done with this I need to see a rehabilitation facility lol or write a Skyrim history book 😂 Edited October 17, 2024 by LearningNoob
LearningNoob Posted October 17, 2024 Posted October 17, 2024 (edited) 10 hours ago, Inte said: I need a full log, but the last time I tested (right before I released this last version), the arrest worked fine. Ok, I found the correct logfile now 😅 I see that the call GetNumItems fails a lot on actors. xpo.txt Edited October 17, 2024 by LearningNoob
LearningNoob Posted October 17, 2024 Posted October 17, 2024 (edited) 2 hours ago, LearningNoob said: Ok, I found the correct logfile now 😅 OMG I fixed it. You won't believe it. I went through my modlist and noticed that Ultimate Optimized Scripts Compilation 1.1 overwrites a lot of SKSE core scripts. I removed this mod and arrest works perfectly now. Must have been a dull hour when I installed this mod. I just now realize that the impact was quite larger and affected other mods too which I had no explanation for until now. Many many thanks for your patience and support! Edited October 17, 2024 by LearningNoob
Teamsonik Posted October 19, 2024 Posted October 19, 2024 hi does this mod work on SE or is it AE only?
Someone92 Posted October 19, 2024 Posted October 19, 2024 Works with SE .1170 Dunno if it works with 1.5
Herowynne Posted October 19, 2024 Posted October 19, 2024 3 hours ago, Someone92 said: Works with SE .1170 Dunno if it works with 1.5 This mod works fine for me with Skyrim SE 1.5.97. 1
Openmic Posted October 20, 2024 Posted October 20, 2024 On 10/17/2024 at 7:58 AM, LearningNoob said: OMG I fixed it. You won't believe it. I went through my modlist and noticed that Ultimate Optimized Scripts Compilation 1.1 overwrites a lot of SKSE core scripts. I removed this mod and arrest works perfectly now. Must have been a dull hour when I installed this mod. I just now realize that the impact was quite larger and affected other mods too which I had no explanation for until now. Many many thanks for your patience and support! I just came looking if anyone else had these issues, you're a legend. I've already noticed something that fixed in SL Survival after removing this. Thank you so much! 1
ArguingTea Posted October 22, 2024 Posted October 22, 2024 Welp, I've tried all I can, and I think I'm just an idiot. I cannot get pillory punishments to play at all. I have even tried taking my modlist back to the barebones needed to get sexlab functioning, everything else works fine. punishments in the cage, cells, and parade events have all been functioning properly, everything except the pillory. Character gets walked to the pillory, locked in, and then left for hours (in game) and then taken back to the cell. I'm on 1.6.640 and I have ensured that all requirements are up to date, and even downgraded PO3 back to 5.7 as 5.9 was showing red, just to cover my bases. Any ideas? If more info is needed let me know. Thank you for your help.
SlickyLynx Posted October 28, 2024 Posted October 28, 2024 (edited) Hello xaz, I have the problem that I get arrested and brought to jail. And when the jailor and the guard should start a conversation, nothing happens and I cant do anything. Do you know a fix or a solution to that? Edit: Can it be that I have the wrong version of fuz rod dah installed, since I use the old versions of pop and sum for SE? Edited October 29, 2024 by SlickyLynx
KappaLima Posted October 29, 2024 Posted October 29, 2024 is there a way to add cutsom items to prison outift? I tried using SSEEdit to change the outfit form in the esp and added new lines to DDe outfit json file but they didnt work
ZakkBaker Posted October 31, 2024 Posted October 31, 2024 I have a completely stupid question. How do I set up the language in this mod? I see files for different languages in the Translation folder, but in my game the MCM is still in English. It's not really a problem for me (I understand most of the words and terms), but I'm just curious...how I can change it? xDD
Inte Posted November 2, 2024 Author Posted November 2, 2024 On 10/29/2024 at 1:10 AM, KappaLima said: is there a way to add cutsom items to prison outift? Not to the POP outfit, just the DDe one.
Inte Posted November 2, 2024 Author Posted November 2, 2024 On 10/21/2024 at 10:58 PM, ArguingTea said: Welp, I've tried all I can, and I think I'm just an idiot. I cannot get pillory punishments to play at all. I have even tried taking my modlist back to the barebones needed to get sexlab functioning, everything else works fine. punishments in the cage, cells, and parade events have all been functioning properly, everything except the pillory. Character gets walked to the pillory, locked in, and then left for hours (in game) and then taken back to the cell. I'm on 1.6.640 and I have ensured that all requirements are up to date, and even downgraded PO3 back to 5.7 as 5.9 was showing red, just to cover my bases. Any ideas? If more info is needed let me know. Thank you for your help. Pillory punishments only work for major crimes. Minor crimes trigger just the humiliation part (just locked in).
Inte Posted November 2, 2024 Author Posted November 2, 2024 On 10/28/2024 at 7:00 PM, SlickyLynx said: Edit: Can it be that I have the wrong version of fuz rod dah installed, since I use the old versions of pop and sum for SE? Why yes, it can.
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