jbezorg Posted June 2, 2024 Author Posted June 2, 2024 1 hour ago, egonm68 said: bo57:bo57_mcmandtoolsscript.initExternalMods() All this function does the check if a mod file exists and. if it does, load forms using Game.getFormFromFile(). If the form id doesn't exist or isn't compatible with what it's being cast to I'd expect a CTD because I doubt any checking is done.
egonm68 Posted June 2, 2024 Posted June 2, 2024 1 minute ago, jbezorg said: All this function does the check if a mod file exists and. if it does, load forms using Game.getFormFromFile(). If the form id doesn't exist or isn't compatible with what it's being cast to I'd expect a CTD because I doubt any checking is done. Probably. I am not running Commonwealth Moisturizer. Maybe it's crashing because it doesn't find any reference on the save file. As I wrote, it only happens when I load 'all at once', or on "new game" "everything else", then save - activate DD_Enchantings - load - works ok 1
jbezorg Posted June 2, 2024 Author Posted June 2, 2024 6 minutes ago, egonm68 said: Probably. I am not running Commonwealth Moisturizer. Maybe it's crashing because it doesn't find any reference on the save file. As I wrote, it only happens when I load 'all at once', or on "new game" "everything else", then save - activate DD_Enchantings - load - works ok JIC though, I recompiled everything and checked the PEX files to make sure they were not left residing in the PapryusTemp directory.
rilieAP Posted June 2, 2024 Posted June 2, 2024 5 hours ago, jbezorg said: Yes. It's semi-permanent. It uses Wasteland Dairy milking mechanics and morphing if installed. No WDF at this point, I'm just running FPE not the redux so didn't think I could use it and I have issues with FPER. Regardless I'm glad to hear that's what was the probable cause.
jbezorg Posted June 2, 2024 Author Posted June 2, 2024 17 minutes ago, egonm68 said: s I wrote, it only happens when I load 'all at once', or on "new game" "everything else", then save - activate DD_Enchantings - load - works ok I'm getting the same CTD on a new game as well. The original mod did a gender check, threw up a message box for male characters, and shut down the quest. Since all new games start out with Nate now and there's DD for him I'm going to remove that.
egonm68 Posted June 2, 2024 Posted June 2, 2024 (edited) ... and the old savefile I used for the testing earlier was 'male' on first load. So, that would explain why that one crashed, too. Unfortunately, I don't have an unmodded 'female' save. Edited June 2, 2024 by egonm68
vaultbait Posted June 2, 2024 Posted June 2, 2024 31 minutes ago, egonm68 said: ... and the old savefile I used for the testing earlier was 'male' on first load. So, that would explain why that one crashed, too. Unfortunately, I don't have an unmodded 'female' save. https://www.nexusmods.com/fallout4/mods/2383 1
egonm68 Posted June 2, 2024 Posted June 2, 2024 30 minutes ago, vaultbait said: https://www.nexusmods.com/fallout4/mods/2383 that would've been too easy! XD ....aaand, it CTDs same behaviour, same lines in crash log analyzer. deactivated DD_enchantings, loaded, saved, reactivated - and it was ok.
egonm68 Posted June 2, 2024 Posted June 2, 2024 well, one more some vendor items come with ... a potential hidden surprise XD and yes, it does trigger consistently. That perk mag is a mod-added item, and - I think - script-injected into the vendor container. (https://www.nexusmods.com/fallout4/mods/66900) Otherwise, nothing special about it. Just a common 'get it to get the perk' item Other items that are placed via leveled lists or directly into the vendor container do not trigger a roll-for-trap, But these do. (upon 'accept trade') PS: I feel a bit sorry for bombing the thread with issues.... So, I feel the need to say: love the work - thank you! Because overall, "it does the job" - and a good one. Most of these issues, up to recently (before I came out of my years-long lurk'n'leech phase here), I would have just silently accepted them as quirks. Ah, the things we do for good tentacle porn.... ;-D 1
Klobbo Posted June 3, 2024 Posted June 3, 2024 Just a question in between the ongoing troubleshooting, most likely I'm just a little bit dumb... It seems that in my game the installed and supported Mods are not detected - at least MCM shows for all mods in "Supported Mods" "Not installed". But since they work fine in the game I am little lost here. I already checked my plugins, and the correct *.esp / *.esm Files are loaded (I also checked the filenames, just in case) I persume that the file names in "Bo57_MCMandToolsScript.psc" are the relevant ones? sModName = "FPAttributes.esp" FPSAInstalled = Game.IsPluginInstalled( sModName ) Since there are no other posts regarding this I am pretty sure that the problem is on my end - just need some advice what to check. I currently use a downgraded version of Fallout 4 with F4SE 1.10.163 and MCM 1.39. Additionally, I use Address Library for F4SE Plugins AIO Any tips where I could check?
rilieAP Posted June 3, 2024 Posted June 3, 2024 11 hours ago, egonm68 said: Other items that are placed via leveled lists or directly into the vendor container do not trigger a roll-for-trap, But these do. (upon 'accept trade') I thought I saw a roll on a merchant chest, but then couldn't get it to show the message again and I couldn't figure out why, but I'm pretty sure it was a placed item now. So same issue was observed by me as well.
lordsnight Posted June 3, 2024 Posted June 3, 2024 so i stuck on the parasite, it's already sucking nipple, and i try to remove the plug and the nipple sucker but i can't someone help
wareware Posted June 3, 2024 Posted June 3, 2024 I whittled this down as the source of my crashes on starting a new game. Disabling the esp allows me to load into the game just fine.
egonm68 Posted June 3, 2024 Posted June 3, 2024 43 minutes ago, wareware said: I whittled this down as the source of my crashes on starting a new game. Disabling the esp allows me to load into the game just fine. Which version do you have? That issue should be fixed with 1.93.8 I just gave it a try, 'new game' works ok now / no CTDs 2
wareware Posted June 3, 2024 Posted June 3, 2024 51 minutes ago, egonm68 said: Which version do you have? That issue should be fixed with 1.93.8 I just gave it a try, 'new game' works ok now / no CTDs Gave it a try and it worked 1
jbezorg Posted June 3, 2024 Author Posted June 3, 2024 2 hours ago, lordsnight said: so i stuck on the parasite, it's already sucking nipple, and i try to remove the plug and the nipple sucker but i can't someone help Have to remove it before the plugs appear. In MCM under "Tentacle Monster" set "Number of sex events to trigger a transformation" to 4 and it'll auto remove faster.
jbezorg Posted June 3, 2024 Author Posted June 3, 2024 6 hours ago, Klobbo said: Since there are no other posts regarding this I am pretty sure that the problem is on my end - just need some advice what to check. If you sure you have all the supported mods requirements and you are using DD RC9 try a script stop/start to refresh quest properties. stopquest bo57_mcmandutilities stopquest bo57_cursedlootcontroller startquest bo57_mcmandutilities startquest bo57_cursedlootcontroller
lordsnight Posted June 3, 2024 Posted June 3, 2024 9 minutes ago, jbezorg said: Have to remove it before the plugs appear. In MCM under "Tentacle Monster" set "Number of sex events to trigger a transformation" to 4 and it'll auto remove faster. i mean if it's before evolve further, i can remove it with special cream, and i try to make it 4 and having sex 4 times will make it transform. Now it's already tier 4 which is already plug, sucked, and gag, and i want to unequip/remove the parasite but i can't and keep saying that the plug deeply inside, the sucking something like that. then i try to use console to remove it but it keep equip back and can't removed. how to remove it if it's already tier 2-4?
Klobbo Posted June 3, 2024 Posted June 3, 2024 50 minutes ago, jbezorg said: If you sure you have all the supported mods requirements and you are using DD RC9 try a script stop/start to refresh quest properties. stopquest bo57_mcmandutilities stopquest bo57_cursedlootcontroller startquest bo57_mcmandutilities startquest bo57_cursedlootcontroller Thank you for the quick reply, unfortunately that didn't work either. I guess there's nothing left to do but make a backup and start over.
jbezorg Posted June 3, 2024 Author Posted June 3, 2024 (edited) 1 hour ago, Klobbo said: I guess there's nothing left to do but make a backup and start over. With how often I swap out mods and update them, I don't think I've gotten past level 50 before it becomes unplayable. I've created some pretty massive settlements that I can no longer play. Edited June 3, 2024 by jbezorg 1
Nuka Cherry Posted June 4, 2024 Posted June 4, 2024 I guess you know about Transfer Settlements. When save problems start I simply save my settlements and then I load a new game and import. Also, I respect your bravery building that monster next to Boston and the warzone in that area. 1
jbezorg Posted June 4, 2024 Author Posted June 4, 2024 3 hours ago, Nuka Cherry said: I guess you know about Transfer Settlements. I turn off build limits in console so I doom myself from the beginning. I do have them saved but building new settlement with a new layout is interesting. 3 hours ago, Nuka Cherry said: Also, I respect your bravery building that monster next to Boston and the warzone in that area. There's a surprise in the basement (along with the remains of the original settlement) and the perimeter is well defended. Start Me Up raider alternate start for this character. I really wanted to convert the covered hangman's alley into a combat arena If anyone wants to doom themselves to this particular realm of FO4 hell. Homemaker - Expanded Settlements Settlement Border Expansion Project Scrap Everything Settlement Menu Manager Unlimited Settlement Size 1
egonm68 Posted June 4, 2024 Posted June 4, 2024 I was going that route..... but got too annoyed by NPC pathing. And when I see how confused they are by barn doors, yet constantly find their way onto the roof of a one story barn.... wish there was a way to fix navmeshing ingame. In other news: I spent some time removing mods from my game, until basically only most basic stuff was left. So down to body/skeletons + AAF+Animations / TFM and a few mods. Even went so far as to kick out stuff like AutonomyEnhanced, HR, ComCaptives, and reduced all FPE + ressources so only WDF was left. kept script libraries and such, ofc. ok, with all the fixes and stuff - that's still 80-90 mods/plugins. Then using that clean vault-exit save.... ... and I still get that error with the parasite. Damn.... 😕 1
sinola Posted June 5, 2024 Posted June 5, 2024 (edited) is there a way to trigger a the tentacle curse ? i would like to this but somehow it dont trigger by me also i have a strane bug ? the options dont stay on. for Example when i enalbe the Power Armor frame and close the menu go back in it will stand on disabled .the same is whit the installed mods. Ican install them in the menü but as soon as close the menü they are not installed Edited June 5, 2024 by sinola
egonm68 Posted June 5, 2024 Posted June 5, 2024 (edited) On 6/2/2024 at 11:16 PM, jbezorg said: JIC though, I recompiled everything and checked the PEX files to make sure they were not left residing in the PapryusTemp directory. Yay! I was able to narrow it down, and get it working. happy tentacle noises Turns out, there's still a 'hidden dependency' to Commonwealth Moisturizer via the script Bo57_TentacleScript_DD in 1.93.8 Where exactly - I have no idea. But, once I installed CM: no more errors in the script-log, and it worked (Bo57_TentacleIncubation=1) These are the errors thrown without CM into the papyrus log. Error: Unable to link types associated with function "OnTimerGameTime" in state "" on object "Bo57:Bo57_TentacleScript_DD". Error: Unable to link types associated with function "::remote_AAF:AAF_API_OnSceneEnd" in state "" on object "Bo57:Bo57_TentacleScript_DD". [...] warning: Variable ::CUMLib_var on script bo57:bo57_mcmandtoolsscript has an invalid type cmkz:cmkz_libscript loaded from save. This variable will be skipped. [...] error: Unable to bind script Bo57:Bo57_TentacleScript_DD to Active effect 2 on (00000014) because their base types do not match I went as far as throwing out even more mods, and then doing a 'clean redeploy' (clean install files, and then have Vortex deploy everything onto it). I had CM-dependencies on my mind after that previous error, but wanted to do it 'clean' anyway. (done on another PC, btw. I sometimes use a different PC, and mirror games/program settings onto it - I also wanted to use the opportunity to check some mod settings, and see what breaks when I start 'hacking away' at the mod list) I am attaching the logfiles + plugin lists from that 'clean reinstall', both with and without CM - just in case you'd like to have a closer look. FO4 TP tests.7z PS: I also noticed that on first load, the "Supported Mods" page in MCM will show everything as "Not Installed". You have to do a save + load save - and it'll shows the correct information. Maybe add a note on the MCM page? Edited June 5, 2024 by egonm68 1
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