Olmech Posted November 5, 2023 Posted November 5, 2023 12 minutes ago, Kanlaon said: never make a test with hardship, sometimes the 'Reset to stand button' in the maintenance page helps. Since it does not only reset to standing position also resets the 'bed quest' I would think that as long as your mod is really just a transportation vessel for possible outcomes, anything that happens after that transport should be fine. One thing I would suggest is to implement compatibility with Rogg's No Strip Item Manager and Rogg's Devious Device Manager. I really, really like the premise of this mod and it has a lot of potential. I do hope you will continue its development.
Olmech Posted November 5, 2023 Posted November 5, 2023 12 minutes ago, Kanlaon said: never make a test with hardship, sometimes the 'Reset to stand button' in the maintenance page helps. Since it does not only reset to standing position also resets the 'bed quest' I would think that as long as your mod is really just a transportation vessel for possible outcomes, anything that happens after that transport should be fine. One thing I would suggest is to implement compatibility with Rogg's No Strip Item Manager and Rogg's Devious Device Manager. I really, really like the premise of this mod and it has a lot of potential. I do hope you will continue its development.
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 1 hour ago, ChandraArgentis said: You should repost these. Pretty hard to know if you'd want to adopt them if you can't preview them or see the description. The descriptions are still available here on loverslab - guest content ! Only for the Oblivion mod, nothing is available because it was available only for members in (my) club. I will look what versions are available on my computer, sometimes I had already changed things.
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 (edited) 20 minutes ago, Olmech said: I would think that as long as your mod is really just a transportation vessel for possible outcomes, anything that happens after that transport should be fine. One thing I would suggest is to implement compatibility with Rogg's No Strip Item Manager and Rogg's Devious Device Manager. I really, really like the premise of this mod and it has a lot of potential. I do hope you will continue its development. For Bound in public, and Commonwealth slavers I can agree. But the kidnap scenario and also for RSE CSA which also uses AAF Violate more things are done in my scripts (otherwise the player would not lie on the ground !) The bed quest is still running and wait for 2 callbacks ! to finish. If the first callback fires the timeout in the bedquest is switched off. If the second timeout does not fire for some unknown reason the bedquest will never finish without reset from the MCM. What do you mean with compatibility with Roggvir's mod. I know the Roggvir's Devious Device manager quite well, while the other one I has never used until now. Edited November 5, 2023 by Kanlaon
Kalamaki22 Posted November 5, 2023 Posted November 5, 2023 Hi Brilliant idea, but I am having a number of issues., I have installed the 1.01 update over the original version. Firstly if I set unpleasant to anything but 0 it always triggers and I end up being kidnapped etc. Also, please note I have only tested this in Home Plate atm, when I restart my game and then leave home plate the PC is always wearing a mask from DD when she exits into the Market. It only happens that one time, but everytime I have restarted the game. I will see if it happens again, now the PC is in the market place to start with, will let you know. When the PC is taken for violate she is gagged with tape and bound at the start, unsure why as both the gag (DD I assume set to 10%) and the bindings (real handcuffs set to 100%) are put on at the end of violate not that start as it makes the animations look strange to me. For bound in public, the mod has initiated that twice and in both cases the PC is never wearing a blindfold, whereas I have it set to 80% as I have tats after rape installed. I guess from that there are standard setting within the mod for when you are taken and it doesn't use the PCs setting in MCM? Finnaly I have both lady killer and my bed mods installed. Go to sleep cannot identify them, the PC takes her clothes off lies down and then immediately gets up. GOS then askes if you want to block the bed and if you say yes, the bed then becomes vanilla with the standard sleep countdown. I hope all of that makes sense and it is helpful.
Kalamaki22 Posted November 5, 2023 Posted November 5, 2023 My game crashed when I went to the save in DC Market. So went back to the save when she was getting up (unpleasant set to 0) and when she got up she was bound and gagged whilst she dressed and then I got 'there is no-one here to surrender to'.
Kalamaki22 Posted November 5, 2023 Posted November 5, 2023 (edited) Finally from me for now, I restarted, the PC is in bed, I let her sleep for another hour and when she gets up she is bonud, gagged and wearing a cloth mask. My game saves on sleep, so back to the one before the extra hour in bed and she gets up and has no restraints, so it appears to be the first action that the PC does that is cauisng the bindings. Hope that helps. Edited November 5, 2023 by Kalamaki22 Missed the last word!
sen4mi Posted November 5, 2023 Posted November 5, 2023 2 hours ago, Kanlaon said: Ok, when an outcome triggers in survival mode the game itself does not make a save game, since the Sleep Menu was not opened. So I thought it would be a good idea if my mod itself will make a save game, so that no save would be missed. But I forgot the savegame was done after the script decided, that something unpleasant should trigger. Now if you load this save an unpleasant event will always come up, since it was already stored. The shown thumbnails are always a little bit behind the actual game status and may still show the player lying in bed. I have no idea how it can be possible to solve it. The best thing would be to kick the save call out from the script. I guess you should try loading a save game from an earlier game state, creating a new character surely has no effect. Maybe you could make the save call when lying down, before the decisions are made? Also, ... playing in (bethesda) survival, it looks like the sleep call you make does not let me sleep for 8 hours - I get a message about how I can only sleep for 8 hours if I sleep in a bed (but, I was sleeping in a bed I had constructed).
Kalamaki22 Posted November 5, 2023 Posted November 5, 2023 Hi Well good news I think. I disabled your mod as I wanted to finish a quest. Then activated it and disabled devious devices (plus FG BS; Roog MCM and bench unlocker) and that fixed nearly all the issues. No mask etc. on a restart, set unpleasant to 1%, nothing bad happend and so on. So it is a conflict with DD somehow. Still having to block my bed/my lady killer, which is a shame. If it helps these are the 2 mods on nexus: https://www.nexusmods.com/fallout4/mods/7399 https://www.nexusmods.com/fallout4/mods/7400 And haven't tested what happens when you get an unpleasant result with the lack of mask in Bound in Public or the items being fitted before violate, but I would think Violate won't be a problem as those were DD devices. I let you know when the PC finds out more.
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 44 minutes ago, sen4mi said: Maybe you could make the save call when lying down, before the decisions are made? Also, ... playing in (bethesda) survival, it looks like the sleep call you make does not let me sleep for 8 hours - I get a message about how I can only sleep for 8 hours if I sleep in a bed (but, I was sleeping in a bed I had constructed). Lol, hahaha. I have already experienced the result of your idea during developing. As the unpleasant effect maybe triggers in 10 percent, for the remaining 90 percent my mod will than make a save and the Game itself in survuval will make a save too. Double saving will take a lot of unnecessary time and when I experienced it I searched Nexus for a possibility to disable the saving on the Game when in survival mode. Unfortunately there seems not to exist something like that, if yes it would solve one of the problems. Regarding the time restriction, I do not remember that this mod has one. On the other side, if you have Nude Basics installed there is a feature like that and if it is active it will kick the player out of bed !
Olmech Posted November 5, 2023 Posted November 5, 2023 2 hours ago, Kanlaon said: What do you mean with compatibility with Roggvir's mod. I know the Roggvir's Devious Device manager quite well, while the other one I has never used until now. I noticed when I was kidnapped that I was stripped and bound at the wrists with DD ropes. This indicated that the No Strip Item Manager was bypassed as well as the DD Manager. My character wears heels with nude body on slot 33. All other clothes are on different slots. I set 33 to not be stripped in No Strip Item Manager. Everything else can be stripped. But, everything gets stripped in this mod. Also have DD wrist bonds turned off in DD Item Manager in favor of Real Handcuffs. None of that is a big deal to me. It is more of a down the road thing after you have the mod functionality where you want it.
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 2 hours ago, Kalamaki22 said: Hi Brilliant idea, but I am having a number of issues., I have installed the 1.01 update over the original version. Firstly if I set unpleasant to anything but 0 it always triggers and I end up being kidnapped etc. Also, please note I have only tested this in Home Plate atm, when I restart my game and then leave home plate the PC is always wearing a mask from DD when she exits into the Market. It only happens that one time, but everytime I have restarted the game. I will see if it happens again, now the PC is in the market place to start with, will let you know. When the PC is taken for violate she is gagged with tape and bound at the start, unsure why as both the gag (DD I assume set to 10%) and the bindings (real handcuffs set to 100%) are put on at the end of violate not that start as it makes the animations look strange to me. For bound in public, the mod has initiated that twice and in both cases the PC is never wearing a blindfold, whereas I have it set to 80% as I have tats after rape installed. I guess from that there are standard setting within the mod for when you are taken and it doesn't use the PCs setting in MCM? Finnaly I have both lady killer and my bed mods installed. Go to sleep cannot identify them, the PC takes her clothes off lies down and then immediately gets up. GOS then askes if you want to block the bed and if you say yes, the bed then becomes vanilla with the standard sleep countdown. I hope all of that makes sense and it is helpful. This is something I always want to test, but did not do until now. I thought DD will automatic replace equipments or at least block new equipments. For now I only tested the outcomes when the player does not wear any devious devices. Than in most cases there is no problem. Maybe the easiest way is to check if a gag, wristcuffs or blindfold is already equipped before trying to equip new ones. Usually my mod should only equip devious devices for the Kidnap scenario or RSE abductions. Both with AAF violate realized. Real handcuffs, Devious devices are disabled when the scenarion starts, but there is plenty of time to reenable them using MCM and I do not know what happens then. With Real handcuffs wearing or with bound hands from Devious Devices it should not be possible to Lie down on a bed. (Because the animation is not really good)
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 1 hour ago, Kalamaki22 said: Hi Well good news I think. I disabled your mod as I wanted to finish a quest. Then activated it and disabled devious devices (plus FG BS; Roog MCM and bench unlocker) and that fixed nearly all the issues. No mask etc. on a restart, set unpleasant to 1%, nothing bad happend and so on. So it is a conflict with DD somehow. Still having to block my bed/my lady killer, which is a shame. If it helps these are the 2 mods on nexus: https://www.nexusmods.com/fallout4/mods/7399 https://www.nexusmods.com/fallout4/mods/7400 And haven't tested what happens when you get an unpleasant result with the lack of mask in Bound in Public or the items being fitted before violate, but I would think Violate won't be a problem as those were DD devices. I let you know when the PC finds out more. I do not know what is the problems with this beds, is there no possibility to lie down ? I usually tested with vanilla beds, but when no settler can use a bed from this mods, than the player also cannot use them for an animation because settlers (raiders) and now the player are using the same animation files. Only the AI package running on the player is modified so that it works. If you have expierience with XEdit you can add the required keywords to the lady killer bed.
sen4mi Posted November 5, 2023 Posted November 5, 2023 (edited) 1 hour ago, Kanlaon said: Lol, hahaha. I have already experienced the result of your idea during developing. As the unpleasant effect maybe triggers in 10 percent, for the remaining 90 percent my mod will than make a save and the Game itself in survuval will make a save too. Double saving will take a lot of unnecessary time and when I experienced it I searched Nexus for a possibility to disable the saving on the Game when in survival mode. Unfortunately there seems not to exist something like that, if yes it would solve one of the problems. Regarding the time restriction, I do not remember that this mod has one. On the other side, if you have Nude Basics installed there is a feature like that and if it is active it will kick the player out of bed ! Oh... Maybe make double save an mcm option, for people whose ssds make saves fast enough? For single save... maybe make the save after the unpleasant event finishes? And, you are right about my sleep problems - it looks like they are caused by https://www.loverslab.com/files/file/12380-crackle-comforting-fires-for-the-discerning-hobo/ Edited November 5, 2023 by sen4mi
Kanlaon Posted November 5, 2023 Author Posted November 5, 2023 1 hour ago, sen4mi said: Oh... Maybe make double save an mcm option, for people whose ssds make saves fast enough? For single save... maybe make the save after the unpleasant event finishes? And, you are right about my sleep problems - it looks like they are caused by https://www.loverslab.com/files/file/12380-crackle-comforting-fires-for-the-discerning-hobo/ Fine ?, tomorrow I will remove the call for making the savegame. No save is better than a save which will execute the unpleasant event immediate. Today it is too late. For the Bethesda survival players, there is the tool Unlimited survival mode, which I have installed too. It makes it possible too save any time, like with normal playstyle. Bye bye bed restrictions !
sen4mi Posted November 6, 2023 Posted November 6, 2023 1 hour ago, Kanlaon said: Fine ?, tomorrow I will remove the call for making the savegame. No save is better than a save which will execute the unpleasant event immediate. Today it is too late. For the Bethesda survival players, there is the tool Unlimited survival mode, which I have installed too. It makes it possible too save any time, like with normal playstyle. Bye bye bed restrictions ! Wait! I had an actual thought. Maybe even a better idea! Instead of having the unpleasant event happen instantly, you could have it happen on wakeup. (It would be even better if you could interrupt the sleep on some random hour.)
Kanlaon Posted November 6, 2023 Author Posted November 6, 2023 7 hours ago, sen4mi said: Wait! I had an actual thought. Maybe even a better idea! Instead of having the unpleasant event happen instantly, you could have it happen on wakeup. (It would be even better if you could interrupt the sleep on some random hour.) Yes that was my first idea too, but I was not able to get it run stabil. There were always problems with the automatic generated save games and even sometimes the generated savegames will produce a CTD immediately when you try to load them. That is why I decided to make a more simple solution. The player does not know what happens before he clicked the sleep button - will the vanilla sleep menu open or will something unpleasant occur.
Kanlaon Posted November 6, 2023 Author Posted November 6, 2023 If it is for interest, I think of making an option to always use the fast method for showing the vanilla sleep menu. The saved games created by the game itself after sleeping will than have a black thumbnail. I think with the unlimited survival options also the players in Bethesda survival can use it. It will be a small change only.
sen4mi Posted November 6, 2023 Posted November 6, 2023 6 hours ago, Kanlaon said: Yes that was my first idea too, but I was not able to get it run stabil. There were always problems with the automatic generated save games and even sometimes the generated savegames will produce a CTD immediately when you try to load them. That is why I decided to make a more simple solution. The player does not know what happens before he clicked the sleep button - will the vanilla sleep menu open or will something unpleasant occur. Huh... this sounds like the sleep event handler of the mod interfering with the loaded game. I guess the way I would try tackling that is by putting a papyrus logging line between every line that does something in the sleep event handler. (This way if the save loads the script I can see if it's restarting the handler from the beginning or somehow thawing it out part-way-through. But... that's based on a guess, and my guess might be wrong. I guess none of this would matter all that much if the chance of unpleasant events had not been bugged.
Kanlaon Posted November 6, 2023 Author Posted November 6, 2023 24 minutes ago, sen4mi said: Huh... this sounds like the sleep event handler of the mod interfering with the loaded game. I guess the way I would try tackling that is by putting a papyrus logging line between every line that does something in the sleep event handler. (This way if the save loads the script I can see if it's restarting the handler from the beginning or somehow thawing it out part-way-through. But... that's based on a guess, and my guess might be wrong. I guess none of this would matter all that much if the chance of unpleasant events had not been bugged. I think I don't really understand what you're trying to say. The game engine loads a save game automatically and independant from the scriptsright? For me, there seems no possibility of doing anything. However, I know for sure that there are a few ways to create an unusable save file. (Creation Kit description !) One of them probably also is to change a script state when the game is currently saving. In any case, I changed it for normal handling and got rid of the CTDs. In the script itself you do not know the exact time when a save is done and when it is finished. Savin a game from the engine itself must be shortly after the Vanilla sleep menue closes.
Kanlaon Posted November 6, 2023 Author Posted November 6, 2023 (edited) A small changing that will remove the gamesaving from my mod. The script must be placed in ... scripts/GTS Changes included in version 1.02 The source file is only there for the sake of completeness. PLAYERS using the SURVIVAL mode, I recommend to install UNLIMITED SURVIVAL MOD, available on the 'NEXUS'. This mod enables saving independant from beds. Edited November 7, 2023 by Kanlaon
sen4mi Posted November 6, 2023 Posted November 6, 2023 (edited) 1 hour ago, Kanlaon said: I think I don't really understand what you're trying to say. The game engine loads a save game automatically and independant from the scriptsright? For me, there seems no possibility of doing anything. However, I know for sure that there are a few ways to create an unusable save file. (Creation Kit description !) One of them probably also is to change a script state when the game is currently saving. In any case, I changed it for normal handling and got rid of the CTDs. In the script itself you do not know the exact time when a save is done and when it is finished. Savin a game from the engine itself must be shortly after the Vanilla sleep menue closes. Yes, the game engine loads the game automatically. It also fires off special load-time events so that scripts can cancel or restart things that need that. But I am not sure what it does about the script calls which were running while the game was being saved. My impression (from reading about save file corruption) is that something about the running scripts gets saved in the save file. This has to include event handlers, and quest states. But https://www.creationkit.com/index.php?title=Wait_-_Utility means that running scripts which have not finished must also wind up in save files. The saved game would have to pick those up where they left off. Either that, or running routines might get silently interrupted and never finish... Either way, logging between every line of a routine is the only way I know of to inspect and see what the game is actually doing. Edit: Also... I do not know if I am right... but I am thinking of this mod being in three parts, and maybe some of that thinking crept into my posts unnecessarily? (If it matters, my assuption was that those three parts were the "see you sleep" functionality, which is sort of like an AAF scene (and maybe could be handled by AAF with an xml file listing the animations? I don't ) And then there's the unpleasant events functionality which is sort of like the "sleepless nights" mod. And, then there's a "sleep anywhere" aspect.) ... Anyways, I don't know enough about how save file corruption happens, nor whether AAF breaks the save file if an autosave kicks in during a scene. But there is that canary save file check mod which provides some clues about these things, and I guess I should go study it. Edited November 6, 2023 by sen4mi
Kanlaon Posted November 6, 2023 Author Posted November 6, 2023 59 minutes ago, sen4mi said: Yes, the game engine loads the game automatically. It also fires off special load-time events so that scripts can cancel or restart things that need that. But I am not sure what it does about the script calls which were running while the game was being saved. My impression (from reading about save file corruption) is that something about the running scripts gets saved in the save file. This has to include event handlers, and quest states. But https://www.creationkit.com/index.php?title=Wait_-_Utility means that running scripts which have not finished must also wind up in save files. The saved game would have to pick those up where they left off. Either that, or running routines might get silently interrupted and never finish... Either way, logging between every line of a routine is the only way I know of to inspect and see what the game is actually doing. Edit: Also... I do not know if I am right... but I am thinking of this mod being in three parts, and maybe some of that thinking crept into my posts unnecessarily? (If it matters, my assuption was that those three parts were the "see you sleep" functionality, which is sort of like an AAF scene (and maybe could be handled by AAF with an xml file listing the animations? I don't ) And then there's the unpleasant events functionality which is sort of like the "sleepless nights" mod. And, then there's a "sleep anywhere" aspect.) ... Anyways, I don't know enough about how save file corruption happens, nor whether AAF breaks the save file if an autosave kicks in during a scene. But there is that canary save file check mod which provides some clues about these things, and I guess I should go study it. I do not think to place additionally Lines for logging is really helpful, sometimes i have already done this, when I want to find out why some function does not work, and until to which line it works as expected. In case of the corrupted save game it is not really helpful, because the script runs normally up to the end ! Only after you load the Savegame you get a crash immediate and keep in mind if a game crashes only in seldom cases the papyrus log is complete. Everything that was stored in the Buffers of windows you will not see in the log. I'had formerly tried some CTD loggers (in skyrim) but i found the delivered result not very helpful. Some general information about it is done. About the three parts you are partially right, but when I start with the mod I thought if i should try to make it with the AAF framework. I decided against these feature, because the AAF framework can not deliver a seamless transition as it is now realized with an AI package directly running on the player. (In skyrim and oblivion that was dome more often, but in Fallout 4 I am not aware of any mod doing this) AAF framework is using a clone of the player and always requires a black screen, something that I absolutely does not want for my mod. Lateron the Game itself forces me to make the workarounds and here comes AAF into action. As you cannot open the vanilla sleep game as long as the player is lying is bed my mod now also requires usage of a clone. I really hate that behaviour and everything accompanying. When the sleepmenu opens the player is no longer in bed (!), instead now a clone is placed there. To make the clone I use some already existing functions from AAF, that is why AAF is required. ABout the 'parts' So one part of the mod basically is to run the AI package on the player, since this is only possible using a scene and the scene of coarse requires a quest. This (bedcontrol) quest than is started and stopped when necessary. The second big part is the sleepcontrol quest mainly containing the variables for the MCM and a lot of helpful functions for dressing/undressing, camera view and so on. The third part was the quest to handle the unpleasant event. An own quest wasn't absolutely necessary, but it makes the whole thing much clearer and better divided. The feature sleep anywhere is just a simple idea, that i had when making the mod. Spoiler Basically it is a special bed that was placed near to the player, but uses an invisible mesh and is slighty positioned a little bit deeper than an ordinary mattrace. The main part is the same as with a regular bed. And the features of the invisible bed are also used in the kidnapping outcome. ThereforeSleep everywhere is not a standalone part. Meanwhile on the Nexus exist a new animation framework, which comes without clone for the player (like in skyrim) It could be an idea, but when i started with this mod more than one year ago (!) it was not yet available. Time flies. 1
sen4mi Posted November 7, 2023 Posted November 7, 2023 (edited) That is good to know. Thanks for going into the details like that for me. Edit - I forgot to ask - is it possible to sleep on a bed that has a clone on it? Edited November 7, 2023 by sen4mi
sen4mi Posted November 7, 2023 Posted November 7, 2023 (edited) And.... I just now went to sleep, after dark, so I guess I triggered on the +5% from night time (my base unpleasant events chance is 0), and got sent to a locked room in Grandchester Mansion (two doors, both required a key to go through - though one "looked open"). And, I got a "no one to surrender to" message. (Edit: I had set the base unpleasant events chance to 0. However, today, I noticed that it had been set to 5%. So... something happened to my settings, and I do not know if that was relevant for this problem report from yesterday.) Loading the save from when I went to sleep dropped me into another unpleasant event. Hopefully this will be one I can get out of. If nothing else, I think this is evidence that an option that keeping a save before unpleasant events can trigger is good thing. Edit: it looks like I will have to roll back that game to before I went to sleep. After four play throughs, I have wound up in Grandchester Mansion again, once, and the other two times I wound up in a bound in public scene (once on an X facing away, the other time on an X facing towards the X). But when the X scene finishes, I am unable to move - I am left floating in the air where the X was and enableplayercontrols does not let me move. I have tried using TortureDevices stop animation debug, but that does nothing (and if I play an anim, then stop it, "I" go back to floating in the air on a now non-existent cross). I am presuming that this is not a BiP bug, but is instead a mod interaction bug. I am imagining that if people had hit this bug with raw BiP that we would be hearing about that already. (But maybe I have an over-active imagination?) Further Edit: I am still struggling with beds which are not supposed to be dirty (like the one in the dugout inn) giving me the "dirty mattress" behavior. So now I am wondering, after the animation plays,, and I hit R, what determines which bed I am sleeping on? How can I verify that the bed that is in front of me is actually the bed I am sleeping on? Here are the GTS lines (with a few other "main event" lines thrown in) from trying to sleep for 8 hours on the rented bed in the dugout inn, where it kicked me out after 5 hours: [11/07/2023 - 01:39:44AM] Error: Unable to link types associated with function "::remote_RaiderPet:DialogueQuestScr_TakenCaptive" in state "" on object "GTS:GTS_UepCtrl_RP_Script". [11/07/2023 - 01:39:44AM] Error: Unable to link types associated with function "OnTimer" in state "" on object "GTS:GTS_UepCtrl_RP_Script". [11/07/2023 - 01:40:18AM] GTS S Devious devices Enchantings detected : None [11/07/2023 - 01:40:18AM] GTS S custom camera detected None [11/07/2023 - 01:40:18AM] GTS S FO4 NudeBasics detected: None [11/07/2023 - 01:42:40AM] GTS P location: [Location <DiamondCityDugoutInnLocation (0000395C)>] WS-owned False [11/07/2023 - 01:42:40AM] GTS P bed owned by faction None [11/07/2023 - 01:42:43AM] GTS S rh with player bound detected False [11/07/2023 - 01:42:43AM] GTS S Playerclone found = [Actor < (FF0014AA)>] [11/07/2023 - 01:42:44AM] GTS B GTB_Quest_Init, Playerclone = [Actor < (FF0014AA)>] [11/07/2023 - 01:42:44AM] GTS B Start Ph1_AnimationSleep [11/07/2023 - 01:42:44AM] GTS Begin Bed Package [11/07/2023 - 01:42:44AM] GTS B Phase1 Endfragment executed [11/07/2023 - 01:42:45AM] GTS B Clonevisibles start [11/07/2023 - 01:42:46AM] GTS B Clonevisibles end [11/07/2023 - 01:42:46AM] GTS B unpleasant event possible [11/07/2023 - 01:42:46AM] GTS B Start Phase2_AnimationSleep None [11/07/2023 - 01:42:49AM] error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ? [FPA_Main (3F000F99)].fpa:fpa_main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1133 [FPA_Main (3F000F99)].fpa:fpa_main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 576 [FPA_Main (3F000F99)].fpa:fpa_main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 214 [11/07/2023 - 01:42:49AM] error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ? [FPA_Main (3F000F99)].fpa:fpa_main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1133 [FPA_Main (3F000F99)].fpa:fpa_main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 576 [FPA_Main (3F000F99)].fpa:fpa_main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 214 [11/07/2023 - 01:42:49AM] error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ? [FPA_Main (3F000F99)].fpa:fpa_main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1133 [FPA_Main (3F000F99)].fpa:fpa_main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 576 [FPA_Main (3F000F99)].fpa:fpa_main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 214 [11/07/2023 - 01:42:49AM] FPA: New self esteem value: 100.000000 [11/07/2023 - 01:42:59AM] GTS B phase2 finished [11/07/2023 - 01:42:59AM] GTS B begin PlayerlyinginBedState old: Phase2_AnimationSleep [11/07/2023 - 01:43:26AM] error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ? [FPSH_Player (60000F99)].FPSH:FPSH_RestraintHelper.IsPlayerWearingRestraints() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_RestraintHelper.psc" Line 750 [FPSH_Player (60000F99)].FPSH:FPSH_RestraintHelper.GetVulnerabilityFromDD() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_RestraintHelper.psc" Line 64 [FPSH_Player (60000F99)].FPSH:FPSH_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 400 [FPSH_Player (60000F99)].FPSH:FPSH_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 309 [11/07/2023 - 01:43:33AM] GtS U CurrUEChance = 5 [11/07/2023 - 01:43:33AM] GTS B end PlayerlyinginBedState New: SleepMenuState [11/07/2023 - 01:43:33AM] GTS B Heading Angle 4.022790 [11/07/2023 - 01:43:33AM] GTS B start wait load 3d [11/07/2023 - 01:43:35AM] GTS B end wait load 3d [11/07/2023 - 01:43:38AM] GTS B Triggerreferenz [ObjectReference < (FF0013D1)>] [11/07/2023 - 01:43:44AM] GTS B SleepStart detected [11/07/2023 - 01:43:50AM] GTS B onmenuopenclose event SleepWaitMenu Basically, I am trying to figure out what Pl_Ref in GTS_BedCtrlQuestScript would have been here, because it does not seem to be the right bed... Edited November 8, 2023 by sen4mi
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