Finanzcreeper Posted August 3, 2024 Posted August 3, 2024 (edited) I cannot get the Licenses MCM so show up. My skyrim version is on 1.6.640.0, i have reduced my loadoarder to this:loadorder.txt Spoiler # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl Unofficial Skyrim Special Edition Patch.esp SexLab.esm SkyUI_SE.esp FNIS.esp RaceMenu.esp RaceMenuPlugin.esp CBBE.esp RaceMenuMorphsCBBE.esp 3BBB.esp SOSPhysicsManager.esp Licenses.esp Licenses - Dialogue Patch.esp SOSRaceMenu.esp XPMSE.esp I have waited over 10 min for the MCM to load. Papyrus Log: Papyrus.0.logPapyrus.0.log Spoiler its to long to paste... look at the file i guess. edit: i ran FNIS and BodySlide Edited August 3, 2024 by Finanzcreeper
Nuascura Posted August 3, 2024 Author Posted August 3, 2024 (edited) 1 hour ago, Finanzcreeper said: I cannot get the Licenses MCM so show up. My skyrim version is on 1.6.640.0, i have reduced my loadoarder to this:loadorder.txt Reveal hidden contents # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl Unofficial Skyrim Special Edition Patch.esp SexLab.esm SkyUI_SE.esp FNIS.esp RaceMenu.esp RaceMenuPlugin.esp CBBE.esp RaceMenuMorphsCBBE.esp 3BBB.esp SOSPhysicsManager.esp Licenses.esp Licenses - Dialogue Patch.esp SOSRaceMenu.esp XPMSE.esp I have waited over 10 min for the MCM to load. Papyrus Log: Papyrus.0.logPapyrus.0.log Reveal hidden contents its to long to paste... look at the file i guess. edit: i ran FNIS and BodySlide do you have bees edit: also, your load order contains "_ResourcePack.esl" despite you saying you're on 1.6.640. That file belongs with 1.6.1130 and above. Something's not right with your setup. Edited August 3, 2024 by Nuascura
Finanzcreeper Posted August 4, 2024 Posted August 4, 2024 8 hours ago, Nuascura said: do you have bees edit: also, your load order contains "_ResourcePack.esl" despite you saying you're on 1.6.640. That file belongs with 1.6.1130 and above. Something's not right with your setup. i dont know what acronym bees is, sorry. I see. thanks for pointing that out, i didnt know that. at some point steam updated skyrim once, and i downgraded with these instructions: Spoiler -SOLVED- as always, skyrim updates and breaks everything, i've been trying to downgrade it back to 1.6.640 using the steam console and download_depot command, but no matter what i try, when i try to launch the game through mo2 it gives me an error saying that skse isn't working with it, and im still using 1.6.1130. any help on this would be great. everything was working yesterday, then my game had to validate cus it detected corrupt files, and caused the update. Edit: solution was found, needed to run: download_depot 489830 489831 3660787314279169352 download_depot 489830 489832 2756691988703496654 download_depot 489830 489833 5291801952219815735 in the steam console, then copy and replace the downloaded files into the skyrim root folder. I dont know enough about the Skyrim files to check if that is actually correct but it worked untill trying to install licenses. To get licenses to work, would it be better to try to fix the version to 16.640, or to update everything.
Nuascura Posted August 4, 2024 Author Posted August 4, 2024 (edited) 18 minutes ago, Finanzcreeper said: i dont know what acronym bees is, sorry. I see. thanks for pointing that out, i didnt know that. at some point steam updated skyrim once, and i downgraded with these instructions: Reveal hidden contents -SOLVED- as always, skyrim updates and breaks everything, i've been trying to downgrade it back to 1.6.640 using the steam console and download_depot command, but no matter what i try, when i try to launch the game through mo2 it gives me an error saying that skse isn't working with it, and im still using 1.6.1130. any help on this would be great. everything was working yesterday, then my game had to validate cus it detected corrupt files, and caused the update. Edit: solution was found, needed to run: download_depot 489830 489831 3660787314279169352 download_depot 489830 489832 2756691988703496654 download_depot 489830 489833 5291801952219815735 in the steam console, then copy and replace the downloaded files into the skyrim root folder. I dont know enough about the Skyrim files to check if that is actually correct but it worked untill trying to install licenses. To get licenses to work, would it be better to try to fix the version to 16.640, or to update everything. https://www.nexusmods.com/skyrimspecialedition/mods/106441 You need this mod to use Licenses, or any other mod with file header 1.71, if below 1.6.1130. Even if you followed those instructions, any new files aren't exactly deleted if you're just putting the new files into the newly updated folder. The steps miss the crucial part of wiping your game folder clean. Edited August 4, 2024 by Nuascura 1
Finanzcreeper Posted August 4, 2024 Posted August 4, 2024 1 hour ago, Nuascura said: https://www.nexusmods.com/skyrimspecialedition/mods/106441 You need this mod to use Licenses, or any other mod with file header 1.71, if below 1.6.1130. Even if you followed those instructions, any new files aren't exactly deleted if you're just putting the new files into the newly updated folder. The steps miss the crucial part of wiping your game folder clean. after installing bees it showed up immediately. thanks! maybe it'd be helpful to include bees as a dependency for older version? ( i havent ever seen it mentioned so far)
edinburg Posted August 4, 2024 Posted August 4, 2024 Updated to the latest version. Thanks for implementing an ammo check toggle and spell violations only occurring with the spell readied! I'm still not convinced that cursing/collaring is being applied as intended. The function BM_Licenses.ApplyPunishment contains the following line: ApplyNullifyMagicka((bmlmcm.NullifyMagickaEnforce && isMagicViolation) || force) As best I can tell, the curse/collar will only be applied if ApplyNullifyMagicka is called with true, and force is only true if the player is being jailed. So, unless Active Curse Enforcement is on, the curse/collar will only be applied when going to jail. I don't want to be collared just because I don't have a license (so I leave ACE off), but I do want to be collared if I'm caught with a spell. Changing the line to "ApplyNullifyMagicka(isMagicViolation || force)" appears to do what I want. I do play without enchanted equipment checks, and I could see a desire to not apply the nullify magicka effect if the source of the violation was an enchanted item, but if that is the intent of the code as written it may need to be refactored to allow the effect to apply for a spell violation. On a different note, I'm very excited for the "allow player to buyback confiscated items" todo. I like the idea of my equipment being confiscated, but stealing being the only way to recover them (and thus having the items be considered stolen forevermore) is no fun.
Nuascura Posted August 4, 2024 Author Posted August 4, 2024 2 hours ago, edinburg said: I'm still not convinced that cursing/collaring is being applied as intended. The function BM_Licenses.ApplyPunishment contains the following line: ApplyNullifyMagicka((bmlmcm.NullifyMagickaEnforce && isMagicViolation) || force) As best I can tell, the curse/collar will only be applied if ApplyNullifyMagicka is called with true, and force is only true if the player is being jailed. So, unless Active Curse Enforcement is on, the curse/collar will only be applied when going to jail. I don't want to be collared just because I don't have a license (so I leave ACE off), but I do want to be collared if I'm caught with a spell. Changing the line to "ApplyNullifyMagicka(isMagicViolation || force)" appears to do what I want. You're right: the necessary checks for ACE are being done under BM_Licenses_ViolationCheck_Magic. I feel like your line was how it was originally at one point. But I'm probably hallucinating, or don't remember why I changed it. The logic of your line seems sound based on adjacent scripts, so I'll put it in as is. You'll probably also be happy that the Limited option for device whitelists will limit collars to that single padded variant from 1.17.3 onward.
xtro334 Posted August 5, 2024 Posted August 5, 2024 I am trying out the last version, and I see to have some trouble with guards removing my robe, boots and gloves, that are cloth, as if they were armor. I then ran into the house and put on some miners clothing and went out to see what the guards thought about them. Well, they throw me in jail.... Took me a while to figure out that problem was that bikini armor had a checkbox for clothing that seemed to make my clothing illegal. I assumed that that box only checked clothing for keyword bikini armor, but guess it checked for more then that. Travel permit did not work properly either when I exited Breezehome (my starting point from start another life). Guards told me I needed a travel permit to travel.
Nuascura Posted August 5, 2024 Author Posted August 5, 2024 (edited) 56 minutes ago, xtro334 said: I am trying out the last version, and I see to have some trouble with guards removing my robe, boots and gloves, that are cloth, as if they were armor. I then ran into the house and put on some miners clothing and went out to see what the guards thought about them. Well, they throw me in jail.... Took me a while to figure out that problem was that bikini armor had a checkbox for clothing that seemed to make my clothing illegal. I assumed that that box only checked clothing for keyword bikini armor, but guess it checked for more then that. It took a little deciphering as I can't see your settings or the specificity of your items and mod setup, but I think I see what you've misinterpreted. There are three checkboxes under Bikini License that are relevant to your described issue. The first checkbox causes the Bikini License feature itself to detect and flag all VendorItemArmor items. The second checkbox causes the feature to detect and flag all VendorItemClothing items. These two checkboxes allow the feature to operate without you needing to also enable the Clothing and Armor licenses to take advantage of BL's features. The third checkbox is a flag for whether your chest piece counts as a "bikini item". You're mixing up these three options all together. Try to adjust your settings according to what you want and what I've described. Alternatively, if you can't see the first two options under BL, you're certainly not on the latest version. LMK if you need help adjusting it to your ideal. 56 minutes ago, xtro334 said: Travel permit did not work properly either when I exited Breezehome (my starting point from start another life). Guards told me I needed a travel permit to travel. This may or may not be the issue I've just resolved with an upcoming 1.17.3. Enable LPO's Log Traces and pass me your papyrus log if you can log that scenario. Edited August 5, 2024 by Nuascura
Nuascura Posted August 11, 2024 Author Posted August 11, 2024 (edited) On hold Spoiler Dear users, After exactly five minor updates since the Nexus release and mod rebranding at 1.12, Licenses - Player Oppression will be renamed as Player Licenses with 1.18. This change comes after discussion on Discord and consideration of accessibility. Some factors that have affected this change: "Licenses - Player Oppression" doesn't exactly roll off the tongue well with eight syllables. "Licenses" is a non-unique, generic name that isn't indexed well. "Licenses" occupies a reserved string in SkyUI's MCM, which necessitates a workaround to retain capitalization. This is why the modname string isn't capitalized in BananasManiac's last Licenses update. Mod lists are currently either persistent on an older Licenses version or have removed Licenses from their install list. Licenses still has a relatively high download-to-view ratio. Regardless of the situation now or in the future, the present may be a good time to make any changes before anything unforeseen takes root. Licenses would benefit from a simplifying/reducing of spell forms to compress forms where possible for easier management. This change would need a minor backwards-incompatible update, anyway. "Player Licenses" would offer this mod a more SFW image as a base. With Player Licenses comes the following changes: MCM name will be updated from "Licenses " [sic] to "Player Licenses". Mod prefixes will be updated from "LPO" to "PLI". This change affects mod event names and papyrus trace tags. The following two mods—that I am aware of—will need a very simple update to support Player Licenses: Simple Player Prostitution TDF Enhanced Prostitution Like with the 1.11 to 1.12 transition, no script names will be updated. Form IDs will remain exactly the same. This change is intended to be the second and final name change during my time overseeing this mod. I know that some people are active continuing users of Licenses right now, so I'll try my best to push one more 1.17 version that should bring it to a relatively 'final' state (in its current form, anyway) for existing playthroughs. Nua Paging some people that I know have hooked into Licenses: @Horred @mort65 @kaxat Edited August 12, 2024 by Nuascura
kaxat Posted August 11, 2024 Posted August 11, 2024 Just my opinion. Renaming most of that is fine, but I would not rename the plugin file. For the same reason you are not renaming scripts or changing form IDs. The plugin file is part of your programming API. You are creating a headache for users and those who support them. Including yourself. And what is the virtue of the name change? Is Licenses.esp really so bad? Couldn't that just be a shortened version of Player Licenses? If you look around at other mods you will find a number of them have legacy names in their plugin file, but updated names everywhere else. Those authors did not break compatibility with tie-ins. They did not force users to uninstall a mod/orphan data in their save. And some users will refuse to install that update, because they believe that any change to your load order can break the save. You can save a lot of headache by leaving the plugin name "Licenses.esp" while changing it to Player Licenses everywhere else. But that is just an opinion. Surely you put more thought into it than me. I already wrote a patch for your new plugin name if you ever switch to it. But I can't patch out the inevitable user support. Thanks for the heads up. 1
Nuascura Posted August 11, 2024 Author Posted August 11, 2024 (edited) @kaxat Thanks for the reply! Tbh, I am still on shaky ground even though I may have initially appeared to commit fully in my first post on the topic. So your opinion is really helpful. Back then, when I was still using BananasManiac's original plugin name, I had one or two people confused where the MCM was - because, usually, the MCM name has some alphabetical semblance to the plugin name (which is also most often alphabetically ordered like the mod/marketing name). This is the same reason I wanted to change the plugin name. Although I realize this change is on even shakier ground since it doesn't also have the same reason for helping users differentiate BM vs my plugin for integration with other mods - we don't want people accidentally using the old BM plugin with any of your mods. I agree with what you wrote, especially since Horred hasn't been online since April. That means renaming the plugin file would break integration unless I or someone else went in to fix it. But at the same time, for the reasons I mentioned in the first post, IF there's any change at all, it has to be done now when two of three mod authors with integration in their work are active. I don't believe Licenses is too popular to affect hundreds of active users, and not everyone updates to the latest version all the time. If I commit to this plugin name change, I have to commit to it being the last change. The other reason to change the name is because I regret having done so from BM_licenses to Licenses. If someone else creates a license-related mod, I don't want my plugin to confuse users. Edit: I forgot to mention that one other reason is a more technical one, in that “licenses” can bloat search results if anyone is searching their mod installation file directory. The lang file already depends on the plugin name verbatim, and may be confused as an English License file for something else. “Licenses_English” What do you think? I am still okay with keeping the plugin name as is @mort65 so none of you would have to do anything. Edited August 11, 2024 by Nuascura
mort65 Posted August 11, 2024 Posted August 11, 2024 4 hours ago, Nuascura said: @kaxat Thanks for the reply! Tbh, I am still on shaky ground even though I may have initially appeared to commit fully in my first post on the topic. So your opinion is really helpful. Back then, when I was still using BananasManiac's original plugin name, I had one or two people confused where the MCM was - because, usually, the MCM name has some alphabetical semblance to the plugin name (which is also most often alphabetically ordered like the mod/marketing name). This is the same reason I wanted to change the plugin name. Although I realize this change is on even shakier ground since it doesn't also have the same reason for helping users differentiate BM vs my plugin for integration with other mods - we don't want people accidentally using the old BM plugin with any of your mods. I agree with what you wrote, especially since Horred hasn't been online since April. That means renaming the plugin file would break integration unless I or someone else went in to fix it. But at the same time, for the reasons I mentioned in the first post, IF there's any change at all, it has to be done now when two of three mod authors with integration in their work are active. I don't believe Licenses is too popular to affect hundreds of active users, and not everyone updates to the latest version all the time. If I commit to this plugin name change, I have to commit to it being the last change. The other reason to change the name is because I regret having done so from BM_licenses to Licenses. If someone else creates a license-related mod, I don't want my plugin to confuse users. Edit: I forgot to mention that one other reason is a more technical one, in that “licenses” can bloat search results if anyone is searching their mod installation file directory. The lang file already depends on the plugin name verbatim, and may be confused as an English License file for something else. “Licenses_English” What do you think? I am still okay with keeping the plugin name as is @mort65 so none of you would have to do anything. IMO, renaming plugins is not necessary. But if you wish to rename it, I have no issue with it, I will update my mod to use the new name. I did something similar with SPP, renamed all the scripts and told users that update require new game.
Nuascura Posted August 12, 2024 Author Posted August 12, 2024 I just want to get back to playing the game. The new plugin name also breaks my own playthrough, anyway. So like kaxat said, I'll save everyone and myself the headache and keep the plugin name as Licenses. If you've adjusted for the new name, you can revert your adjustment. @Horred@mort65@kaxat I'll adjust the first post where relevant. As for the actual 'brand' change, just keep an eye on the main page. I'm still waiting on a poll on Discord to decide. 1
Nuascura Posted August 12, 2024 Author Posted August 12, 2024 As always, updates are optional. However, 1.17.4 in particular is an exceptional stopgap. If you're content with the stability of your current playthrough and use the Travel Permit feature, 1.17.4 will improve upon patch 3 (IF you're on a 1.17 version). This is because of several crucial bug fixes for the Travel Permit feature with patch 4. In all other situations - whether you follow a more rapid update cadence or have yet to settle on a long-term playthrough, 1.17.4 doesn't really matter for you.
Dez65 Posted August 13, 2024 Posted August 13, 2024 Hi - just loving this mod! Was wondering, though, if you're planning on a Falskaar patch? No worries if not. Just figured I'd ask. Thanks for your great work!
garniu Posted August 13, 2024 Posted August 13, 2024 (edited) I like the concept of this mod but the kinky dialogue didn't sound right in my head so I decided to spend 10 hours on changing it (I forgot to save the changes and lost all progress once) and all my english knowledge I posses. I touched everything except Bikini dialogue as I don't have any mods for it. Now it sounds really extreme and unforgiving, if you like hardcore comments like that then it's definitely for you. Also I'd be great if anyone would create a voice pack for it. 1st Update: Redone whore dialogue and some spelling fixes. Licenses - Dialogue Patch.esp Edited August 15, 2024 by garniu
Nuascura Posted August 15, 2024 Author Posted August 15, 2024 (edited) On 8/13/2024 at 12:48 PM, Dez65 said: Hi - just loving this mod! Was wondering, though, if you're planning on a Falskaar patch? No worries if not. Just figured I'd ask. Thanks for your great work! Unlikely unless more people express interest. Tbh I don't even use my own Bruma patch, but I've justified updating it to serve as a template for people interested in making their own patches. Hopefully someone will be willing to make a Falskaar patch. On 8/13/2024 at 1:13 PM, garniu said: I like the concept of this mod but the kinky dialogue didn't sound right in my head so I decided to spend 10 hours on changing it (I forgot to save the changes and lost all progress once) and all my english knowledge I posses. I touched everything except Bikini dialogue as I don't have any mods for it. Now it sounds really extreme and unforgiving, if you like hardcore comments like that then it's definitely for you. Also I'd be great if anyone would create a voice pack for it. Not bad! I looked through your first version. Some of your dialogues are a bit long, but you could totally right click on the "Response" category to add a second line. CK sets limits on topicinfo word counts, so anything "illegal" may cause issues inside CK or the game itself. Something else I also try to keep in mind is how often a single word is repeated in one conversation, which is why I consciously varied up my nouns (slut, princess, whore, harlot, slave, cattle etc.). Regardless, if you don't mind, I'd be happy to take inspiration from your dialogue patch when I can work on my own. Edit: also a quick note: your patch is only compatible with 1.17.4. You will need to make many additional changes to accommodate 1.18.0. Edited August 15, 2024 by Nuascura
Raine_Hyd Posted August 15, 2024 Posted August 15, 2024 (edited) So it works to the extent they mark me, I can't use magic, wear clothes, etc but after I buy a license and it expires nothing triggers again. I can buy license but none of the actual events fire off. It works on a new game. (Also if you race change through racemenu with the curse tats it negates that which I assume is supposed to happen.) I'm using the current version and BEES Edited August 15, 2024 by Raine_Hyd
garniu Posted August 15, 2024 Posted August 15, 2024 7 hours ago, Nuascura said: Unlikely unless more people express interest. Tbh I don't even use my own Bruma patch, but I've justified updating it to serve as a template for people interested in making their own patches. Hopefully someone will be willing to make a Falskaar patch. Not bad! I looked through your first version. Some of your dialogues are a bit long, but you could totally right click on the "Response" category to add a second line. CK sets limits on topicinfo word counts, so anything "illegal" may cause issues inside CK or the game itself. Something else I also try to keep in mind is how often a single word is repeated in one conversation, which is why I consciously varied up my nouns (slut, princess, whore, harlot, slave, cattle etc.). Regardless, if you don't mind, I'd be happy to take inspiration from your dialogue patch when I can work on my own. Edit: also a quick note: your patch is only compatible with 1.17.4. You will need to make many additional changes to accommodate 1.18.0. No worries I will keep updating it for the new versions. And I'm still new to using xEdit, when the new version will come out I will take that into account.
Nuascura Posted August 15, 2024 Author Posted August 15, 2024 10 hours ago, Raine_Hyd said: So it works to the extent they mark me, I can't use magic, wear clothes, etc but after I buy a license and it expires nothing triggers again. I can buy license but none of the actual events fire off. It works on a new game. (Also if you race change through racemenu with the curse tats it negates that which I assume is supposed to happen.) I'm using the current version and BEES I did a super quick test: Spawn in AP cell Activate LPO Set Magic License Duration to 1 day Set curse source to collar coc Whiterunorigin Draw spells, get cursed by guard Buy Magic License, get un-cursed Wait 1 day Draw spells, get cursed by guard So I'm unable to replicate your issue. Please enable LPO Log Traces and pass your papyrus log along with a step-by-step process like what I just did. As for the racemenu issue, it's not intentional and I also don't know why that would happen. Changing race mid-game through racemenu isn't an intended feature of the actual game, so I won't accommodate for this issue out.
Raine_Hyd Posted August 15, 2024 Posted August 15, 2024 (edited) 1 hour ago, Nuascura said: I did a super quick test: Spawn in AP cell Activate LPO Set Magic License Duration to 1 day Set curse source to collar coc Whiterunorigin Draw spells, get cursed by guard Buy Magic License, get un-cursed Wait 1 day Draw spells, get cursed by guard So I'm unable to replicate your issue. Please enable LPO Log Traces and pass your papyrus log along with a step-by-step process like what I just did. As for the racemenu issue, it's not intentional and I also don't know why that would happen. Changing race mid-game through racemenu isn't an intended feature of the actual game, so I won't accommodate for this issue out. Idk what the AP cell is unless you mean start a new game because I use Live Another Life. But I'll test this out and see (and then have to figure out where my papyrus log actually is) All of my issues are on a game that's been active for a while and I dont use the collar as the source I use the tattoo. What you had me do uses the collar and worked fine for me. When I start a new game everything triggers like its supposed to, its after buying a license, letting it expire through natural gameplay it doesn't re-trigger. Also I had to coc whiterundragonsreach because when I did origin my game froze (Sound still played but the actual game froze to the extent I couldn't do anything so I had to close it through task manager which doesnt generate a log.) Papyrus.0.log Edited August 15, 2024 by Raine_Hyd
Nuascura Posted August 15, 2024 Author Posted August 15, 2024 (edited) 50 minutes ago, Raine_Hyd said: Idk what the AP cell is unless you mean start a new game because I use Live Another Life. But I'll test this out and see (and then have to figure out where my papyrus log actually is) All of my issues are on a game that's been active for a while and I dont use the collar as the source I use the tattoo. What you had me do uses the collar and worked fine for me. When I start a new game everything triggers like its supposed to, its after buying a license, letting it expire through natural gameplay it doesn't re-trigger. Also I had to coc whiterundragonsreach because when I did origin my game froze (Sound still played but the actual game froze to the extent I couldn't do anything so I had to close it through task manager which doesnt generate a log.) I don't see any log traces from LPO. Relevant traces are tagged by [BM-LPO] Try to follow my instructions again. Start a new game. Don't import any LPO settings. Activate the mod via its MCM option. Then, navigate to Licenses -> Auxiliary -> Log Traces. Enable this option. Try this out on a minimal setup so whiterunorigin doesn't crash your game, and report back with a step-by-step process in a numbered list like I did. Let me know exactly what you expect should happen vs what does happen. I've also tried it out with the Spell source, following my own instructions in my previous post. Still couldn't replicate the issue. Edited August 15, 2024 by Nuascura
Raine_Hyd Posted August 15, 2024 Posted August 15, 2024 11 minutes ago, Nuascura said: I don't see any log traces from LPO. Relevant traces are tagged by [BM-LPO] Try to follow my instructions again. Start a new game. Don't import any LPO settings. Activate the mod via its MCM option. Then, navigate to Licenses -> Auxiliary -> Log Traces. Enable this option. Try this out on a minimal setup so whiterunorigin doesn't crash your game, and report back with a step-by-step process in a numbered list like I did. Let me know exactly what you expect should happen vs what does happen. I've also tried it out with the Spell source, following my own instructions in my previous post. Still couldn't replicate the issue. It wiould/will take a few hours to make minimal load order since there's too many dependencies. But I'll have to get back to you when I do it, as of now this is my most recent one on my current save. It's a lot and I'm not sure what to even look for in a log file. A lot of stuff returns errors. Papyrus.3.log
Nuascura Posted August 15, 2024 Author Posted August 15, 2024 1 hour ago, Raine_Hyd said: It wiould/will take a few hours to make minimal load order since there's too many dependencies. But I'll have to get back to you when I do it, as of now this is my most recent one on my current save. It's a lot and I'm not sure what to even look for in a log file. A lot of stuff returns errors. Papyrus.3.log 923.78 kB · 0 downloads This is the same log as the one you first sent. The latest log is always log 0.
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