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Devious Devices - For the Masses v3.04 - Files removed


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Posted

I've attached the log the excerpt was from, though there isn't much more in there that I didn't describe. There are some mentions of the colour settings not being within range that I think trigger on opening the MCM page for the first time.

 

There's an FtM-related dump stack in another log (with different slider settings) if that's of use to you.

 

Yes, the notifications work, and everything except the sliders I mentioned work as expected.

Papyrus.1.log

Posted

I've attached the log the excerpt was from, though there isn't much more in there that I didn't describe. There are some mentions of the colour settings not being within range that I think trigger on opening the MCM page for the first time.

 

There's an FtM-related dump stack in another log (with different slider settings) if that's of use to you.

 

Yes, the notifications work, and everything except the sliders I mentioned work as expected.

 

You have a cascade of errors leading up to the dump stack errors.

 

SOS is the first one that hits with repeating errors.

Lightweight Potions is next

Cursed Loot is third

FtM is fourth

ZAD Gag Effects errors start showing up

XPMSE starts the Dump Stack errors (1/2 of the log is just this)

Back to Ftm errors with a bit of XPMSE tossed in

After that is PBGear Ring

DDi (ZAD scripts) are next

Simply Knock starts tossing errors

The DDi ZAD Bra and Belly effect starts throwing errors

And it goes back ad forth between PBGear Ring, Simply Knock, WizBarrelMarkerscript (?), XPMSE then ends out with FtM.

 

Basically you have a log from about 40 minutes of play that is nothing but errors, 14661 lines of errors.

 

XPMSE always generates dump stack errors for me, I stopped them by disabling all of the styles crap in its MCM menu. From what I understand you don't have to use the esp unless another mod requires it.

 

As for the rest, you likely had issues that started happening long before this but it finally hit the point that it made an impact in your game for you to notice. There are a lot of errors at the start about missing properties either from damaged scripts or mods that were removed mid play.

 

You can try a save cleaner and hope it can fix things, go to an earlier save (much earlier) or start a new game.

Posted

 

I've attached the log the excerpt was from, though there isn't much more in there that I didn't describe. There are some mentions of the colour settings not being within range that I think trigger on opening the MCM page for the first time.

 

There's an FtM-related dump stack in another log (with different slider settings) if that's of use to you.

 

Yes, the notifications work, and everything except the sliders I mentioned work as expected.

 

You have a cascade of errors leading up to the dump stack errors.

 

SOS is the first one that hits with repeating errors.

Lightweight Potions is next

Cursed Loot is third

FtM is fourth

ZAD Gag Effects errors start showing up

XPMSE starts the Dump Stack errors (1/2 of the log is just this)

Back to Ftm errors with a bit of XPMSE tossed in

After that is PBGear Ring

DDi (ZAD scripts) are next

Simply Knock starts tossing errors

The DDi ZAD Bra and Belly effect starts throwing errors

And it goes back ad forth between PBGear Ring, Simply Knock, WizBarrelMarkerscript (?), XPMSE then ends out with FtM.

 

Basically you have a log from about 40 minutes of play that is nothing but errors, 14661 lines of errors.

 

XPMSE always generates dump stack errors for me, I stopped them by disabling all of the styles crap in its MCM menu. From what I understand you don't have to use the esp unless another mod requires it.

 

As for the rest, you likely had issues that started happening long before this but it finally hit the point that it made an impact in your game for you to notice. There are a lot of errors at the start about missing properties either from damaged scripts or mods that were removed mid play.

 

You can try a save cleaner and hope it can fix things, go to an earlier save (much earlier) or start a new game.

 

 

I have 590 hours of play time with this character - I know there are a lot of errors at the start of the log.

 

I've ditched a lot of the things that were throwing constant errors and my log is much less busy, but FtM is still not working correctly.

 

The error below appears to be causing the preferred materials problem I'm having. As soon as I open the Additional Options page there's a suite of "Cannot access an element of a None array" errors which are related to the drop down boxes for the material preferences, but clicking on rescan for mods populates these. On a save where FtM is the only thing loaded the mod then functions as expected.

 

On my main character the below error also occurs and the option doesn't function. Do you know what it refers to?

 

[06/26/2016 - 05:24:56PM] Error: Array index 2 is out of range (0-1)

stack:

    [FtM_Menu (1E000D62)].ftm_optionals.SetMaterialLists() - "ftm_optionals.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_optionals.CheckAvailMods() - "ftm_optionals.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_menu.OnOptionSelect() - "ftm_menu.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_menu.SelectOption() - "ski_configbase.psc" Line ?

    [sKI_ConfigManagerInstance (3B000802)].SKI_ConfigManager.OnOptionSelect() - "ski_configmanager.psc" Line ?

 

Is it simply that my game has too much history and is too busy, and if I want to continue with it I'll have to put up with what I get?

 

Even on a game where FtM is the only mod loaded the catsuit and hood options aren't appearing.

 

Posted

 

 

I've attached the log the excerpt was from, though there isn't much more in there that I didn't describe. There are some mentions of the colour settings not being within range that I think trigger on opening the MCM page for the first time.

 

There's an FtM-related dump stack in another log (with different slider settings) if that's of use to you.

 

Yes, the notifications work, and everything except the sliders I mentioned work as expected.

 

You have a cascade of errors leading up to the dump stack errors.

 

SOS is the first one that hits with repeating errors.

Lightweight Potions is next

Cursed Loot is third

FtM is fourth

ZAD Gag Effects errors start showing up

XPMSE starts the Dump Stack errors (1/2 of the log is just this)

Back to Ftm errors with a bit of XPMSE tossed in

After that is PBGear Ring

DDi (ZAD scripts) are next

Simply Knock starts tossing errors

The DDi ZAD Bra and Belly effect starts throwing errors

And it goes back ad forth between PBGear Ring, Simply Knock, WizBarrelMarkerscript (?), XPMSE then ends out with FtM.

 

Basically you have a log from about 40 minutes of play that is nothing but errors, 14661 lines of errors.

 

XPMSE always generates dump stack errors for me, I stopped them by disabling all of the styles crap in its MCM menu. From what I understand you don't have to use the esp unless another mod requires it.

 

As for the rest, you likely had issues that started happening long before this but it finally hit the point that it made an impact in your game for you to notice. There are a lot of errors at the start about missing properties either from damaged scripts or mods that were removed mid play.

 

You can try a save cleaner and hope it can fix things, go to an earlier save (much earlier) or start a new game.

 

 

I have 590 hours of play time with this character - I know there are a lot of errors at the start of the log.

 

I've ditched a lot of the things that were throwing constant errors and my log is much less busy, but FtM is still not working correctly.

 

The error below appears to be causing the preferred materials problem I'm having. As soon as I open the Additional Options page there's a suite of "Cannot access an element of a None array" errors which are related to the drop down boxes for the material preferences, but clicking on rescan for mods populates these. On a save where FtM is the only thing loaded the mod then functions as expected.

 

On my main character the below error also occurs and the option doesn't function. Do you know what it refers to?

 

[06/26/2016 - 05:24:56PM] Error: Array index 2 is out of range (0-1)

stack:

    [FtM_Menu (1E000D62)].ftm_optionals.SetMaterialLists() - "ftm_optionals.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_optionals.CheckAvailMods() - "ftm_optionals.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_menu.OnOptionSelect() - "ftm_menu.psc" Line ?

    [FtM_Menu (1E000D62)].ftm_menu.SelectOption() - "ski_configbase.psc" Line ?

    [sKI_ConfigManagerInstance (3B000802)].SKI_ConfigManager.OnOptionSelect() - "ski_configmanager.psc" Line ?

 

Is it simply that my game has too much history and is too busy, and if I want to continue with it I'll have to put up with what I get?

 

Even on a game where FtM is the only mod loaded the catsuit and hood options aren't appearing.

 

 

FtM_Menu is the MCM menu and holds all of the variables, a lot of it has been broken and is why items are not being selected. At this point I would suggest removing it, load, save then reload so it can reinitialize, you may want to use a save cleaner to remove its scripts (very few of them). Do this in an interior location, preferably with no other npc's. I believe the quest that runs it is FtM_Menu (only 1 quest in the mod), you can stop it before you do the above and it should stop any scripts that are currently trying to do anything.

Posted

I have a problem. Everytime i try to update the settings (item spawn chances and such) the preset generator doesnt show any changes. Any solutions? 

Posted

I have a problem. Everytime i try to update the settings (item spawn chances and such) the preset generator doesnt show any changes. Any solutions? 

 

The preset generator is meant to be used initially and won't update as you make changes on other pages as it pulls info from array's and not the values themselves.

Posted

 

FtM_Menu is the MCM menu and holds all of the variables, a lot of it has been broken and is why items are not being selected. At this point I would suggest removing it, load, save then reload so it can reinitialize, you may want to use a save cleaner to remove its scripts (very few of them). Do this in an interior location, preferably with no other npc's. I believe the quest that runs it is FtM_Menu (only 1 quest in the mod), you can stop it before you do the above and it should stop any scripts that are currently trying to do anything.

 

 

That result was from already doing as you've suggested, up to and including cleaning every instance of FtM* scripts from that save.

I've been quite thorough in attempting to get it to work to it's full potential in my game, but the only thing I didn't do was stop the quest prior to trying any cleaning or reinitialising as I'd assumed it was a Run Once And Done kind of thing.

 

I'll give that a try. I'll see about monitoring the status of the quest while it's initialising as it may be that I'm not giving my taxed papyrus engine enough time to work on it before I start trying to change the settings in the MCM.

 

Failing that, it seems the only solution for full functionality would be to get it working correctly in a new game before I add other things to make it so busy. In 9 days I'll have been playing the same character for 24.5 man days over a calendar year thanks to the Take Notes journal mod so I'm a little reluctant to start again...

  • 1 month later...
Posted

Hey there, got a question regarding the distribution of Devious items.

 

I have FtM3 w/ CCOR (latest) set up to distribute at 25% base chance, and between 15-20% chance for the various other items to be distributed .  All this seems fine and dandy except for what actually happens with the distribution ingame (on a new game).

FtM seems to correctly distribute devices to 1 in 4 npcs (even males although i have not selected that option, but whatevs)...

 

what seems off is that once FtM has selected any npc to receive the devices, it pretty much dumps 5-6 devices on that npc despite the fairly low chance I have selected in the menu.  It's more like the percentage to distribute chance is acting like a distribution weight.  I dont remember this mod acting in such a manner in the last version I used (FtM3 1.01, i believe), and the ONLY mod I have added since starting a new game is gamefevers book of uunp steel and iron. ( i have tried this mashup including gamefevers mod with bashed leveled lists, and excluding that mod from the leveled lists in the bash patch). Load order, and the removal of book of uunp show no difference in behavior.

 

 

I also seem to receive no errors in the logs regarding either FtM or book of uunp.

 

I should also note, I dont really find this to be a problem (more devices is fine, I can always drop the %s even more), more of a .... curiosity.

 

 

 

Posted

There are 2 types of values, chance to get an item and weight for the style of the item. It will calculate first if the item type is to be added then uses the weights to determine which style is added.

Posted

Do you remember which sliders controls restricting collar? I like seeing collars in the game, but that one is a bit distracting with any clothed person. Not actually a problem, just a bit weird.

  • 3 weeks later...
Posted

great mod, i used the old version for a long time

 

my only query is why it adds devices to men even though i have not selected it, and unless i install DD for Him 8 i cannot see the devices on the men.

 

I have tried playing a new game without using this mod and using it, just to be sure.

I am using the updated captured dream shop 4.01 and cursed loot 5.6 as well with no problems, it is just when i use this mod the issue happens.

 

it was happening before with CDS 3.8.4 and CL 5.5 though. i use FTM-CCOR, but dont have OBIS installed *always causes problems*

 

there has to be a way to make sure that devices arent added to men unless i choose the option in MCM, as the only other option is to go around offering restraints to females using the function in kimys cursed loot mod. that is alot of fun though, with all sorts of consequences

 

its probably a simple fix, but i have no idea about modding scripts

 

 

Posted

One thing I'd like to know is I've set cuffs and piercings to spawn in the preset but I have yet to see any piercings on the npcs. Yes I've enabled "all npcs" to wear items. Should I just keep looking?

  • 1 month later...
Posted

There's an error in the ftm_optionals script that was the source of the array index out of range error I was getting.

 

In the function SetMaterialLists the very first entry isn't counting right.

 

There are 3 MaterialTypes but the array is configured to only extend to 2.

 

The line MaterialTypes = new String[2] should read MaterialTypes = new String[3].

 

Only material type 0 and type 1 get to the array, which happen to be Random and Leather, which may be why on my old game ebonite items never turned up as that material is the third item on the array.

 

I've highlighted the line on the attached screenshot.

post-666701-0-29514600-1475269967_thumb.png

Posted

great mod, i used the old version for a long time

 

my only query is why it adds devices to men even though i have not selected it, and unless i install DD for Him 8 i cannot see the devices on the men.

 

I have tried playing a new game without using this mod and using it, just to be sure.

I am using the updated captured dream shop 4.01 and cursed loot 5.6 as well with no problems, it is just when i use this mod the issue happens.

 

it was happening before with CDS 3.8.4 and CL 5.5 though. i use FTM-CCOR, but dont have OBIS installed *always causes problems*

 

there has to be a way to make sure that devices arent added to men unless i choose the option in MCM, as the only other option is to go around offering restraints to females using the function in kimys cursed loot mod. that is alot of fun though, with all sorts of consequences

 

its probably a simple fix, but i have no idea about modding scripts

 

It is supposed to check the target's sex via SexLab to determine if it should proceed, not sure why it isn't.

 

 

One thing I'd like to know is I've set cuffs and piercings to spawn in the preset but I have yet to see any piercings on the npcs. Yes I've enabled "all npcs" to wear items. Should I just keep looking?

 

I will take a look into this.

 

 

There's an error in the ftm_optionals script that was the source of the array index out of range error I was getting.

 

In the function SetMaterialLists the very first entry isn't counting right.

 

There are 3 MaterialTypes but the array is configured to only extend to 2.

 

The line MaterialTypes = new String[2] should read MaterialTypes = new String[3].

 

Only material type 0 and type 1 get to the array, which happen to be Random and Leather, which may be why on my old game ebonite items never turned up as that material is the third item on the array.

 

I've highlighted the line on the attached screenshot.

 

I will get this corrected.

 

 

Edit: I am looking to do an overhaul to the scripting to make it more efficient and hopefully speed it up a bit.

Posted

By any chance Veladarius, do you know which mod adds Zaz items to every single npc in skyrim? They all get a zaz collar for some reason and I'm puzzled as to why.

Posted

By any chance Veladarius, do you know which mod adds Zaz items to every single npc in skyrim? They all get a zaz collar for some reason and I'm puzzled as to why.

 

Likely a slavery mod of some sort or another, FtM3 equips a belt on everyone it affects so they would have that and a collar. If FtM3 is still working and you are seeing people with items from it then whatever mod it is did not do it by changing the outfits and is likely script driven.

Posted

Seems like you're as clueless than I am. Thanks for the answer. I know FtM isn't the culprit, though I don't have a mod that is supposed to add collars on every npc.

Posted

Are the items DD scripted items? If so I would start with the DD mods you have installed. Post a log of you wandering around and seeing the items being added to the different npc's, there may be a clue there as to what is doing it.

Posted

They are not DD items - I thought I had written that, but didn't. They've been always there, on multiple playthrough.
 

I just thought about something crazy, but I need to confirm it: collars could be listed a jewelry and added to the leveled list that assign items to NPC. However, even dead bodies or burned dead bodies gets those collars so it might not be that.

Posted

By any chance Veladarius, do you know which mod adds Zaz items to every single npc in skyrim? They all get a zaz collar for some reason and I'm puzzled as to why.

 

Sex Lab - Sexual Fame 'Framework' is doing this. I am currently expecting a reply from Versh about how to control a bit better.

 

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