izzyknows Posted December 14, 2024 Posted December 14, 2024 11 hours ago, MysticDaedra said: no mod like LCC should effectively bar someone from compressing and ESLifying an armor or outfit mod, imo. 2 things.. 1: LCC isn't baring you, YOU are baring LCC. Think of it like this. Everyone you know suddenly changes their phone numbers and are unlisted, and you can only contact them via phone. Compressing a mod to esl does just that. It will effect any mod that is looking for a specific asset aka. formID. The same issue happens when changing the extension from esp to esl. Mods that have soft requirements are looking for xxxxx.esp not xxxxx.esl and thus "appear" to not be working. 2: If you edit a mod, no matter how small, you then own the issues, and it's up to you to fix them. Never ask for help without stating right up front that you edited xxxxx mod. That will not only help folks better assist you, but it will prevent a LOT of wasted time trying to fix something that was self inflected. BTW, not being mean. 2
MysticDaedra Posted December 15, 2024 Posted December 15, 2024 6 hours ago, izzyknows said: 2 things.. 1: LCC isn't baring you, YOU are baring LCC. Think of it like this. Everyone you know suddenly changes their phone numbers and are unlisted, and you can only contact them via phone. Compressing a mod to esl does just that. It will effect any mod that is looking for a specific asset aka. formID. The same issue happens when changing the extension from esp to esl. Mods that have soft requirements are looking for xxxxx.esp not xxxxx.esl and thus "appear" to not be working. 2: If you edit a mod, no matter how small, you then own the issues, and it's up to you to fix them. Never ask for help without stating right up front that you edited xxxxx mod. That will not only help folks better assist you, but it will prevent a LOT of wasted time trying to fix something that was self inflected. BTW, not being mean. I get what you mean, but the best way to keep a modlist from being too big aka full ESP+ESM is to compress and ESLify armor/outfits/weapons, since it is safe to do so (outside of quests obvs). If I were a mod author, I wouldn't touch that if I had a ten-foot pole. I mean, I would avoid at all costs preventing other mods from being compressed. It just seems like a bad practice to me. At the very least, given how common and... dare I say expected? it is to compress and ESLify outfit mods, the description page should really mention which mods need to be in which format. It shouldn't require trial and error to figure that out, since the mod author ( @awesomeSPAS) knows this info. FWIW, I've never ever had a mod break if outfits/armors were compressed or ESLified. I feel like a dynamic solution should be used instead of direct formid calls; what if a mod author of one of the outfit mods decides to change their .esp or update it or something? Then awesomeSPAS will have to keep checking for that and updating their own scripts. Many of the compatible outfit mods are older and not being updated anymore, but some might be. One more thought. There already exists in the scripts a scanning feature that theoretically shouldn't require specific formid calls, right? I mean, it has the ability to scan for outfit mods that have SAKR keywords. Why not remove all specific formid calls and just let the script dynamically scan for the outfit mods, as it already does for mods that are not in the default master list? I get that the default master file is supposed to speed up the process, but I feel like compatibility should take the driver's seat here, over speed. Anyways, I've got everything working (for now), so all's well that end's well, I guess. 1
MysticDaedra Posted December 15, 2024 Posted December 15, 2024 I'm curious how the outfit part of the mod actually works. It seems as if opening the player inventory (pip-boy) has a chance of triggering the outfit curse, is this accurate? I'd personally rather the player inventory was safe.
Heinzelman Posted December 15, 2024 Posted December 15, 2024 (edited) 2 hours ago, MysticDaedra said: I'm curious how the outfit part of the mod actually works. It seems as if opening the player inventory (pip-boy) has a chance of triggering the outfit curse, is this accurate? I'd personally rather the player inventory was safe. It's super safe. The curse is triggered when you loot, but is only executed the next time you open and close your Pipboy. Your inventory itself remains untouched (apart from the cursed items that are added of course). Edited December 15, 2024 by Heinz01 2
MysticDaedra Posted December 15, 2024 Posted December 15, 2024 (edited) 1 hour ago, Heinz01 said: It's super safe. The curse is triggered when you loot, but is only executed the next time you open and close your Pipboy. Your inventory itself remains untouched (apart from the cursed items that are added of course). Ahah, that's it! That makes sense I guess. I had extremely delayed action due to not opening my pipboy for a long time, thought my own inventory was cursed lol. Thanks! Suggestion: cooldown period for cursed outfits, just as cursed restraints have a cooldown after removing all of them. Edited December 15, 2024 by MysticDaedra
awesomeSPAS Posted December 15, 2024 Author Posted December 15, 2024 (edited) 3 hours ago, MysticDaedra said: I'm curious how the outfit part of the mod actually works. It seems as if opening the player inventory (pip-boy) has a chance of triggering the outfit curse, is this accurate? I'd personally rather the player inventory was safe. Thanks for logs. No I don't have any ID hardcoded. At least we got an idea what type of mods could be a problem. So i assume it is SOME esp flagged as esl.... No idea why, need to think and test... In your example DX_FetishFashion_Part1.esp was handled fine. My code does NOT know what mod it is working on (only is it light or not), nothing is hardcoded, so it seems to be some engine thing. So if you can (for the sake of test) disable all esps that are flagged as light and start new game and see what happens. Or just disable mods it stuck with one by one I also suggest to delete 2 files every time someone starts new game IF any cloth mods were added\changed\removed: X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\LCC_SAKR_master.ini X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\LCC_SAKR_exclude_master.ini Also if you open console during scan it will be still processing and it will be much faster. Edited December 15, 2024 by awesomeSPAS 1
awesomeSPAS Posted December 15, 2024 Author Posted December 15, 2024 Additional thing you can do: for problematic mods - open F4Edit and note lowest AND highest ID of armor in this mod, for light mods its just last 3 digits Add them to LCC_SAKR_master.ini like this and then start the scan [FIRSTITEM] IceStormsShoes.esl=3f6 [LASTITEM] IceStormsShoes.esl=98e 1
awesomeSPAS Posted December 15, 2024 Author Posted December 15, 2024 20 minutes ago, MysticDaedra said: Suggestion: cooldown period for cursed outfits, just as cursed restraints have a cooldown after removing all of them. This is possible, I'll think about this
MysticDaedra Posted December 15, 2024 Posted December 15, 2024 Hope my logs were useful! I have a lot of clothing mods installed, and the only two that were problematic were rpampas.esp and ToughGirlAttire.esp. Neither worked, ESPFE or full, it didn't seem to matter. Thanks for your patience! 1
MysticDaedra Posted December 15, 2024 Posted December 15, 2024 Do the plugs have to be locked on to count towards the 18 hours? Or can I manipulate the locks?
Dojo_dude Posted December 15, 2024 Posted December 15, 2024 Alright, starting a new play through with this mod! Let's how this meshes with Harassment, Violate and KO Framework [player character cannot be KO'd in my settings]. 1
awesomeSPAS Posted December 15, 2024 Author Posted December 15, 2024 12 hours ago, MysticDaedra said: Hope my logs were useful! I have a lot of clothing mods installed, and the only two that were problematic were rpampas.esp and ToughGirlAttire.esp. Neither worked, ESPFE or full, it didn't seem to matter. Thanks for your patience! Can you send them to me, i'll try to do some testing 1
awesomeSPAS Posted December 15, 2024 Author Posted December 15, 2024 (edited) 10 hours ago, MysticDaedra said: Do the plugs have to be locked on to count towards the 18 hours? Or can I manipulate the locks? You can unlock but cannot unequip. Check happens on pipboy exit Edited December 15, 2024 by awesomeSPAS 1
RHCElite Posted December 16, 2024 Posted December 16, 2024 On 12/6/2024 at 4:02 PM, awesomeSPAS said: Turn on Verbose Logging in Debug section of LCC MCM then look for C:\Users\YourUserName\Documents\My Games\Fallout4\Logs\Script\User Also please run those two commands and tell me the result: help sakr_kwd_shoesKillerHeels sqv lcc_sakrmanager SAKR_PLUGIN_ID Also you can try to delete this file and try to scan again X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\LCC_SAKR_master.ini Also I am using this robco ini for ASA: check if you are using something else ASA.7z 1.39 kB · 2 downloads I turned on Verbose Logging in the MCM, and also went to the Fallout4.ini and Fallout4Custom.ini to make sure papyrus logging was turned on there. I let the game run for a little while, but I was unable to find the SAKR log file (I didn't even have a Logs folder in C:\Users\MyUsername\Documents\My Games\Fallout4). I ran the commands you listed in the console, and here is the output: I also tried to find the LCC_SAKR_master.ini file you said to delete, but it wasn't on the file path you said I should look at (I'm guessing due to me using Mod Organizer 2). Through Mod Organizer 2, I opened Latex Collar Curse in file explorer and checked the F4SE\Plugins folder, but there was no LCC_SAKR_master.ini file there either.
MysticDaedra Posted December 16, 2024 Posted December 16, 2024 3 hours ago, awesomeSPAS said: Can you send them to me, i'll try to do some testing Here are the light ESP files and the original full ESP files. I added "L" to the lights so you could tell them apart, be sure to remove that before any testing. rpampas_L.esp ToughGirlAttire_L.esp rpampas.esp ToughGirlAttire.esp 1
awesomeSPAS Posted December 16, 2024 Author Posted December 16, 2024 6 hours ago, RHCElite said: I turned on Verbose Logging in the MCM, and also went to the Fallout4.ini and Fallout4Custom.ini to make sure papyrus logging was turned on there. I let the game run for a little while, but I was unable to find the SAKR log file (I didn't even have a Logs folder in C:\Users\MyUsername\Documents\My Games\Fallout4). I ran the commands you listed in the console, and here is the output: I also tried to find the LCC_SAKR_master.ini file you said to delete, but it wasn't on the file path you said I should look at (I'm guessing due to me using Mod Organizer 2). Through Mod Organizer 2, I opened Latex Collar Curse in file explorer and checked the F4SE\Plugins folder, but there was no LCC_SAKR_master.ini file there either. You should turn papyrus logging on in your ini files. If you dont know how I recommend to download "bethini" tool, it can do it for you on one of tabs
awesomeSPAS Posted December 16, 2024 Author Posted December 16, 2024 (edited) Good news, thanks to rpapmpas mod and MysticDaedra persistence I found a bug that was affecting very few mods, but it is 100% guaranteed to lock the scan forever if any of those mods installed So this is the patch: Latex Collar Curse 1.29 SAKR Patch 1.7z It is for 1.29 version, just overwrite when asked Edited December 16, 2024 by awesomeSPAS 2
MysticDaedra Posted December 16, 2024 Posted December 16, 2024 35 minutes ago, awesomeSPAS said: Good news, thanks to rpapmpas mod and MysticDaedra persistence I found a bug that was affecting very few mods, but it is 100% guaranteed to lock the scan forever if any of those mods installed So this is the patch: Latex Collar Curse 1.29 SAKR Patch 1.7z 38.44 kB · 0 downloads It is for 1.29 version, just overwrite when asked Yay, I helped! Thanks for such a speedy patch too lol. Yeet! 3
sickisick123 Posted December 16, 2024 Posted December 16, 2024 I cant seem to trigger the dreams even though I'm aroused and traumatized (and set everything to max chance in mcm). any idea how to trigger it? or, is there a console command to trigger it? I'm anxious to see what happens in the dreams
RHCElite Posted December 16, 2024 Posted December 16, 2024 11 hours ago, awesomeSPAS said: You should turn papyrus logging on in your ini files. If you dont know how I recommend to download "bethini" tool, it can do it for you on one of tabs I used bethini to turn on papyrus logging properly, so I've attached my last 2 LCC_SAKR log files. I also ran the commands again and got a slightly different output in the console. LCC_SAKR.0.log LCC_SAKR.1.log
deathmorph Posted December 16, 2024 Posted December 16, 2024 Is there an optional way to exclude boots? Background: I use High Heel Training and as soon as the boots are on, my character can barely move. If they are cuffs, then it would be okay because my character can still wear her HH.
chaussure69 Posted December 16, 2024 Posted December 16, 2024 (edited) hello, i need help. I have been searching for hours a solution for my bug and you are my last hope. i have no ap, literally. my pipboy tell me "--/--" insted of 45/100. i type a command that tel me my action point is at -30. i look for a command like addactionpoint and i found one but when i type it, my ap go to -80 i also try somthing lilke reset magic effect but i lose all stat like arousal in the pipboy and my ap raise to 50/50 so i think its a bad idea to do this command if its delete all the effect. so i'm here, asking for you're help i'm at -30 ap, can't us vats and can't sprint, dreaming of beeing at 180 ap XD Edited December 16, 2024 by chaussure69
awesomeSPAS Posted December 16, 2024 Author Posted December 16, 2024 (edited) 3 hours ago, RHCElite said: I used bethini to turn on papyrus logging properly, so I've attached my last 2 LCC_SAKR log files. I also ran the commands again and got a slightly different output in the console. LCC_SAKR.0.log 1.07 kB · 0 downloads LCC_SAKR.1.log 6.17 kB · 0 downloads Please make sure you have 1.29, then install the patch I provided yesterday, and start new game. Wait till you see "LCC: Starting SAKR DB Update..." Then open console and see the process updates. When done or stuck for too long go to logs and grab LCC_SAKR and send them to me. Thanks Based on logs you provided so far script is just totally broken, not a code issue. Edited December 16, 2024 by awesomeSPAS
awesomeSPAS Posted December 16, 2024 Author Posted December 16, 2024 6 hours ago, sickisick123 said: I cant seem to trigger the dreams even though I'm aroused and traumatized (and set everything to max chance in mcm). any idea how to trigger it? or, is there a console command to trigger it? I'm anxious to see what happens in the dreams Go to Sleep, Wake Up then grab LCC.log and LCC_AM.log and attach here, I'll take a look
awesomeSPAS Posted December 16, 2024 Author Posted December 16, 2024 (edited) 3 hours ago, deathmorph said: Is there an optional way to exclude boots? Background: I use High Heel Training and as soon as the boots are on, my character can barely move. If they are cuffs, then it would be okay because my character can still wear her HH. If you asking it means it is finally working for you? This is great. Yes it will require some work on your side. Any item you don't want to see you need to add to X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\LCC_SAKR_exclude_master.ini like this: [VtawWardrobe9.esp] Vtaw WD9 Combat Armor Full=183a4 Outfits are only using High Heels btw, so if you got boots then this has to be investigated. Edited December 16, 2024 by awesomeSPAS
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