izzyknows Posted December 11, 2024 Posted December 11, 2024 1 hour ago, 4nln415 said: 1.28 Stuck in double leg amputated animation after a dream (KFT leg). Tried some suggested fix but nothing so far (what would be a console command for something like an animation reset?). Will try the patch if it still works. I think I'm just gonna load a previous save lol This issue is just like Devious Devices, and the solution is the same. IF the item isn't in your inventory, craft another one, equip it, wait for a few seconds then remove it correctly. Don't use the MCM to force remove it, but you can set the Debug global unlock to On, so you can struggle out in one try. If all else fails, just load the save that was made when sleeping. You'll run another Dreams.... If you use the console to clear the animation it will just return again in a few seconds (or instantly) because the "restraint" script hasn't been terminated correctly. I got in the habit when returning from a dream to not move until the screen flashes and the Sexperience points are applied. The flash is a good indication that everything has finished and you're good to go. 2
izzyknows Posted December 11, 2024 Posted December 11, 2024 9 hours ago, awesomeSPAS said: can be disabled=disappear after a dream if they participated in AAF scene I've seen this recently out of Dreams. Had about 1/3 of the settlement NPC's and my companion/followers go poof. The showed up a little later out of nowhere, companions that is. I have noticed that if a companion/follower participated in a normal Dream scene, they would be stuck in place doing the 2 step. Manually running a scene, after waking up, will clear that and they're good to go. 1
awesomeSPAS Posted December 11, 2024 Author Posted December 11, 2024 (edited) 1.28 and 1.29 Patch 1 notes Released. If you have 1.28 or 1.29 version installed and using Dreams please install patch 1. It fixes critical bug that may cause NPCs including your companions to get disabled (if they participated in a scene). This issue has a chance to occur in both regular and nested dreams. Chances in regular dreams are slim but not 0, but nested dreams are highly likely to have this issue. Overwrite LCC when asked. Safe to update, only 1 line of code is changed. 1.27 does not have this issue Edited December 11, 2024 by awesomeSPAS
awesomeSPAS Posted December 11, 2024 Author Posted December 11, 2024 11 hours ago, deathmorph said: And this time the scan stopped at 246 instead of 217. hope you saved LCC_SAKR.log, please share
awesomeSPAS Posted December 11, 2024 Author Posted December 11, 2024 5 hours ago, 4nln415 said: I think I'm just gonna load a previous save lol Yes i made a lot of hoops to fix issues like this, it does not happen on my setup at all. But this is timing related, so i assume if game has more lag (e.g some heavy scripts from some mods) it may still happen. Reload is best way if possible... Or try the trick above from izzy 1
awesomeSPAS Posted December 11, 2024 Author Posted December 11, 2024 (edited) 13 hours ago, deathmorph said: Dogmeat can be addressed at the gas station like a companion, but neither follows Nora nor can he be fired. It happened to me after RCA abduction. I think i got abducted again to clear it. But somehow dogmeat gets broken often in this game. I don't think its LCC related to be honest, But try this: 0001D162.setrestrained 0 Edited December 11, 2024 by awesomeSPAS 1
awesomeSPAS Posted December 11, 2024 Author Posted December 11, 2024 4 hours ago, izzyknows said: I have noticed that if a companion/follower participated in a normal Dream scene, they would be stuck in place doing the 2 step. Manually running a scene, after waking up, will clear that and they're good to go. Yes same function i've added in 1.28! i just re uploaded the patch to include this fix too. Only clones will get restrained (that's when they do 2 steps dance) in dreams 1
deathmorph Posted December 12, 2024 Posted December 12, 2024 2 hours ago, awesomeSPAS said: hope you saved LCC_SAKR.log, please share If I need papyrus for this too, then I guess I'll have to try again. LCC_SAKR.0.log
awesomeSPAS Posted December 12, 2024 Author Posted December 12, 2024 3 hours ago, deathmorph said: If I need papyrus for this too, then I guess I'll have to try again. LCC_SAKR.0.log 299 B · 0 downloads Unfortunately this is not the log from first run since its empty...
deathmorph Posted December 12, 2024 Posted December 12, 2024 3 hours ago, awesomeSPAS said: Unfortunately this is not the log from first run since its empty... Okay, those are all I have now. LCC_SAKR.zip
deathmorph Posted December 12, 2024 Posted December 12, 2024 21 hours ago, awesomeSPAS said: It happened to me after RCA abduction. I think i got abducted again to clear it. But somehow dogmeat gets broken often in this game. I don't think its LCC related to be honest, But try this: 0001D162.setrestrained 0 Negative, unfortunately unsuccessful.
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 I haven't had a single outfit event trigger, chance is set to 3.5, and out of all the various boxes and things I've opened at least one (statistically at 3.5%) should have had a cursed outfit in it. Wondering if I am having a similar issue as one of the folks on the previous page. Turned on papyrus logging and running a full scan just in case (nothing is showing up in console, not sure if that is correct or if that means something is borked. Running 1.29.1.
Heinzelman Posted December 13, 2024 Posted December 13, 2024 23 minutes ago, MysticDaedra said: I haven't had a single outfit event trigger, chance is set to 3.5, and out of all the various boxes and things I've opened at least one (statistically at 3.5%) should have had a cursed outfit in it. Wondering if I am having a similar issue as one of the folks on the previous page. Turned on papyrus logging and running a full scan just in case (nothing is showing up in console, not sure if that is correct or if that means something is borked. Running 1.29.1. From my observations it triggers very likely if it is running correctly (you will get the outfit when you open the pipboy next time after the event is triggered). The initial setup takes a while (in my case about 1 hour). Check the F4SE/plugins/ directory. While running the game it should create a LCC_SAKR_master.ini and an additional LCC_SAKR folder with several .ini files inside it for your various outfit mods. I would also check that you have the latest version of SAKR installed (in my first try I had an older version, and the process didnt start at all). 1
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 (edited) 29 minutes ago, Heinz01 said: From my observations it triggers very likely if it is running correctly (you will get the outfit when you open the pipboy next time after the event is triggered). The initial setup takes a while (in my case about 1 hour). Check the F4SE/plugins/ directory. While running the game it should create a LCC_SAKR_master.ini and an additional LCC_SAKR folder with several .ini files inside it for your various outfit mods. I would also check that you have the latest version of SAKR installed (in my first try I had an older version, and the process didnt start at all). I'll check the SAKR version right now. I do have the .ini files, a lot of them, so something worked right at some point. As a note, sqv lcc_sakrmanager shows initialScanningCompleted = False. So maybe it didn't finish? IDK. 1 hour real time is... well, I'd call that broken. That function should take 30 seconds max. Or that part of initialization should be removed from in-game scripts and relegated to a robco patcher or xEdit script or Synthesis or something. Running a script in-game for that long almost guarantees save file corruption, because that script will be interrupted, or the game saved while the script is running, etc. That is like the #1 cause of corrupted saves, and why (at least over in Skyrim) autosaves and quicksaves are verboten. I'm going to go check the SAKR thing. I hope that it doesn't actually take 1 hour of time... that's bad design. EDIT: Checked, running the latest version of SAKR which... is from April 2023. There really was no chance I was using an older version of the mod lol. 1.1.2. Is there any way to enable some sort of console print out while the initialization script is running? I have to say, I'm so spoiled by the Skyrim console functionality, I'm really missing all the mod information that usually gets printed to console. Edited December 13, 2024 by MysticDaedra
Heinzelman Posted December 13, 2024 Posted December 13, 2024 2 hours ago, MysticDaedra said: I'll check the SAKR version right now. I do have the .ini files, a lot of them, so something worked right at some point. As a note, sqv lcc_sakrmanager shows initialScanningCompleted = False. So maybe it didn't finish? It was worth a shot, since in my case it didnt work before i updated SAKR Looks like the scan is just not completed.
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 I just put my character in a small, empty cell (Fenway Flat modded player home, fwiw), and let it sit there for an hour after toggling the Outfit feature. Nothing, I'm still getting InitialScanningCompleted = false in console when I query. Something is broken here with the scripts. There's no way it is safe to uninstall and re-install, the mod has too many scripts to do that, the save would be instantly corrupted, most likely. Any other methods of fixing script issues like this? For the record, I had LCC installed from the beginning of this save, so this isn't an "added to a playthrough" issue. Likely a bug in the code caused the script (is causing) to not fire at all to begin with. It would be infinitely easier to troubleshoot if the mod printed to console as it did stuff, or at least had an option to do that for bugfixing. I cannot find any log files with LCC in their name, either. It doesn't seem to be writing log files.
izzyknows Posted December 13, 2024 Posted December 13, 2024 11 minutes ago, MysticDaedra said: I cannot find any log files with LCC in their name, either. It doesn't seem to be writing log files. Then you have a bad install. You can uninstall/reinstall at any time with any mod as long as you keep it in the exact same load order slot. It's changing the slot that can fuck shite up. Or uninstalling it then opening the game before reinstalling it... which is just dumb as hell. LOL Better Console will give you a crap ton of "extra" info. Just hit the control key. If you're not already using it. Also make sure you have at least one of the SAKR tags mod installed, that matches your outfits of course. Otherwise nothing will happen since the outfits are missing tags. 2
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 42 minutes ago, izzyknows said: Then you have a bad install. You can uninstall/reinstall at any time with any mod as long as you keep it in the exact same load order slot. It's changing the slot that can fuck shite up. Or uninstalling it then opening the game before reinstalling it... which is just dumb as hell. LOL Better Console will give you a crap ton of "extra" info. Just hit the control key. If you're not already using it. Also make sure you have at least one of the SAKR tags mod installed, that matches your outfits of course. Otherwise nothing will happen since the outfits are missing tags. I've tried reinstalling, even re-downloaded the mod files (including the patch), I'm not finding a log file anywhere for this mod. I wish there was a way to actually test if it were working, like how you can use the MCM to equip a cursed device.
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 Started a brand-new save, I have no idea what to do. I need to go to bed, and thus I need to turn off my computer, but I think the scanning may still be running? IDK. The .ini files are present and appear to be populated, not sure what else there is for the script to do, but initialscanningcompleted and issmready both = false. Can't afford to just leave the game running while I'm asleep, electricity is too expensive for that lol.
MysticDaedra Posted December 13, 2024 Posted December 13, 2024 (edited) I had a thought: I have (had, trying without it installed right now fingers crossed) the RC9 DD Enchantings Redux2 installed. I am not a coder, but... could that have been causing a script conflict somehow? Again... doesn't really make sense to me, but that mod also triggers on using inventories. Not sure if it's working or not, I'm off to work. Here's a screenshot, however, showing that it appears to be getting hung up on the scan. Edited December 13, 2024 by MysticDaedra
awesomeSPAS Posted December 14, 2024 Author Posted December 14, 2024 2 hours ago, MysticDaedra said: I had a thought: I have (had, trying without it installed right now fingers crossed) the RC9 DD Enchantings Redux2 installed. I am not a coder, but... could that have been causing a script conflict somehow? Again... doesn't really make sense to me, but that mod also triggers on using inventories. Not sure if it's working or not, I'm off to work. Here's a screenshot, however, showing that it appears to be getting hung up on the scan. Please start new game and look at your console. You will start seeing the status as you show above. Wait. When nothing is happening for 1 minute go to logs and find LCC_SAKR.log. For this verbose logging should (LCC MCM Debug sections) be on. Please share it and we can try to see whats going on. Everyone who complained about issue like this never sent me that log so I cant fix it since most of the time everything works fine. First scan is taking may be 5 minutes or so. Progress is reported in console.
awesomeSPAS Posted December 14, 2024 Author Posted December 14, 2024 Also if it says initial scan is not completed and nothing in console it means scan failed and feature is not active.
bholt917 Posted December 14, 2024 Posted December 14, 2024 I like the idea of the violent sex dreams in the mod. I would like to see a version of this mod that just has the violent dreams mechanic and the MCM settings. It would pair well with other mods like Sanity Framework. Imagine the player character having crazy sexual dreams more often as sanity decreases. It would add a consequence. 1
MysticDaedra Posted December 14, 2024 Posted December 14, 2024 (edited) 5 hours ago, awesomeSPAS said: Please start new game and look at your console. You will start seeing the status as you show above. Wait. When nothing is happening for 1 minute go to logs and find LCC_SAKR.log. For this verbose logging should (LCC MCM Debug sections) be on. Please share it and we can try to see whats going on. Everyone who complained about issue like this never sent me that log so I cant fix it since most of the time everything works fine. First scan is taking may be 5 minutes or so. Progress is reported in console. Thanks for your help. Unfortunately I cannot find any LCC_SAKR.log file anywhere. I tried looking for the directory you mentioned earlier in the thread, but that directory doesn't even exist on my PC. All my other F4SE logs can be found under F4SE (this is My Games>Fallout4), but there is no Logs>Script>User folder there. I looked in my overwrite directory, no log file. Tried searching through MO2 to see if it was anywhere in my data folder, nothing. EDIT: I had papyrus logging disabled. Not sure if that makes a difference or not, but I'm trying to start a new game with papyrus logging enabled, fingers crossed. EDIT 2: @awesomeSPAS Turns out I had to enable papyrus logging in two separate .ini files? I forgot how incredibly dumb Bethesda's configuration scheme is. Anyhoo, see attached. As I suspected, stopped at ASA.esp. I'm wondering if this is due to the fact that I compacted and ESLified ASA.esp... could that be breaking things? EDIT 3: So the mod that it seems to be consistently getting "stuck" on is rpampas.esp, which is flagged ESL. Maybe I should try blacklisting that file? EDIT 4: IDK what is going on, but I started a new game from a new game. The mods loaded differently than what I'm used to from starting from the Main Menu (on first loading FO4), and I actually got notifications from LCC that it was doing SAKR database stuff. One thing I did change was I made sure that the SAKR outfits function was Off before starting the new game. However, the end result appears to be the same: it starts working on rpampas.esp (or completes it?), and then nothing else happens and it appears to be hung/broken. LCC_SAKR.0.log LCC.0.log Edited December 14, 2024 by MysticDaedra
MysticDaedra Posted December 14, 2024 Posted December 14, 2024 (edited) Here is the rpampas.esp.ini file that LCC created. I noticed that the final entry, the gloves, has the full hex code printed instead of just 3 digits, which seems unusual, it looks like normally it only uses 3 digits? Could be related? EDIT: Here's my conclusion after at least 12 hours of testing. The scanner code simply isn't flexible when it comes to ESL flagged files, it seems to really hate working with a lot of them, even if the mods themselves work just fine in-game. After going back to the regular non-compressed rpampas.esp, the scanner was able to progress further than it did before. It seems to have gotten stuck on another mod though, Tough Girl Attire this time. I'd be willing to bet that it's another case of needing the non-compressed .esp vs the ESL flagged .esp. IMO, this is blocking. This effectively (since it isn't a matter of ignoring mods that it doesn't like, the script actually gets stuck during processing) increases the full ESP cost of LCC by a ton; instead of just a single full .ESP (lcc.esp), it now requires an unknown number of additional unnecessary full .esp files. Edit 2: Conclusion: LCC has hardcoded formids for several (many? All?) outfit mods. This is highly problematic for the reason I stated in the above paragraph; no mod like LCC should effectively bar someone from compressing and ESLifying an armor or outfit mod, imo. I had to reinstall and use non-compressed and non-ESPFE versions of rpampas.esp and ToughGirlAttire for LCC to mostly work. As a note, it looks like I'm still hanging on rpampas.esp, but at least now it looks like progress is being made. Take a look at the log, not sure it'll show much though. Edit 3: I've now had two separate instances of the scanning script hanging on "processing form 507ff of *modname.esp* ..." The first was rpampas, I added an exclusion to the master.ini because I was just sick and tired of dealing with that mod. Now ToughGirlAttire is causing a problem. Unlike Pampas, TGA is a smaller mod so I have zero qualms of excluding it, but thought I'd mention here. Losing Pampas is a bit of a blow, but I think I have enough outfit mods that it won't be too noticeable. LCC_SAKR.0.log Edited December 14, 2024 by MysticDaedra
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