Talesien Posted December 13, 2024 Posted December 13, 2024 3 hours ago, Lazy Palm said: Well, this was an epic positioning fail on my part. In fairness JK puts stuff pretty much everywhere. I have like six pieces of furniture in that mod that I barely remember exists but probably should do something with. It would be fun to have a kinky skyrim without having to drop stuff at game time. You considered Skypatcher instead of an esp.? Does not prevent problems like this, but makes it easier to fix and probably easier to have different variants.
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 10 minutes ago, Talesien said: You considered Skypatcher instead of an esp.? Does not prevent problems like this, but makes it easier to fix and probably easier to have different variants. I had never head of it before just now 🤣 Will check it out!
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 (edited) 0.2.01 dev preview 2.5 - bug fixes added some additional logging to the dd helper method to get items moved the word wall check to the story manager / quest (hopefully this keeps it from randomly triggering punishments) moved the release dom when dismissing follower to story manager / quest (housekeeping work for performance) adjustments to event keyword tagging on bondage items (harshbondage was not clearing default items) Binding 0.2.01 preview 2.5.7z Edited December 13, 2024 by Lazy Palm
Talesien Posted December 13, 2024 Posted December 13, 2024 (edited) Btw. I might have an idea why items do not get equipped. It appears that for me all devices work ... provided I made a selection for that device type under Bondage Settings in the MCM. Device types where I did not make a selection fail. @Anunya @gollum007 @Kargano01 and everyone else who has problems with Devices not getting equipped. Could you please confirm if you have made a selection in the Bondage Section tab of Bindings or if you left those at default? Edited December 13, 2024 by Talesien 1
Talesien Posted December 13, 2024 Posted December 13, 2024 (edited) 18 minutes ago, Lazy Palm said: I had never head of it before just now 🤣 Like really? Wow, that's a pretty big rock you've been living under the last couple months. ^^ It has definitely become my go-to method if I want to modify something, once you got the hang of it (pretty painless to do) it's much easier and faster than using an override plugin to do the same thing. Edited December 13, 2024 by Talesien
Lazy Palm Posted December 13, 2024 Author Posted December 13, 2024 11 minutes ago, Talesien said: Like really? Wow, that's a pretty big rock you've been living under the last couple months. ^^ Apparently. Hiding from my to-do list 🙂 So in theory I could put a file with a bunch of items in downloads that somebody could use Skypatcher to add a list of furniture? If so, could I distribute that as "mod" that could put the file into whatever folder Skypatcher uses? (assuming it does not just look for files inside of other mods).
Talesien Posted December 13, 2024 Posted December 13, 2024 (edited) 32 minutes ago, Lazy Palm said: Apparently. Hiding from my to-do list 🙂 So in theory I could put a file with a bunch of items in downloads that somebody could use Skypatcher to add a list of furniture? If so, could I distribute that as "mod" that could put the file into whatever folder Skypatcher uses? (assuming it does not just look for files inside of other mods). To be honest, I never tried adding items to the world with it. My use cases are usually more like modifying armor types, adding or removing enchantments, changing outfits, changing appearance of an NPC, that sort of thing. Comming to think of it the positional data might be a problem. Not sure if Skypatcher can do that, need to read up on that. Assuming it works, you would provide an ini file, ideally inside the right folder structure, so people don't need to create the right skypatcher subfolders (i.e. I've a file under Data/SKSE/plugins/SkyPatcher/enchantment/ceds_overrides/ you would likely need something like cell rather than enchantments). That file could for example insert a ZAP furniture into the world as specified and you could make it dependent on specific mods (like overhauls being present or not present, so if JK's Solitude or JK's Skyrim is present, use that list, otherwise use the other). Edited December 13, 2024 by Talesien
Anunya Posted December 13, 2024 Posted December 13, 2024 1 hour ago, Talesien said: Btw. I might have an idea why items do not get equipped. It appears that for me all devices work ... provided I made a selection for that device type under Bondage Settings in the MCM. Device types where I did not make a selection fail. @Anunya @gollum007 @Kargano01 and everyone else who has problems with Devices not getting equipped. Could you please confirm if you have made a selection in the Bondage Section tab of Bindings or if you left those at default? Trying to remember... I'm pretty sure I left it at default, but may have changed one or two.
Anunya Posted December 13, 2024 Posted December 13, 2024 1 hour ago, Lazy Palm said: Apparently. Hiding from my to-do list 🙂 So in theory I could put a file with a bunch of items in downloads that somebody could use Skypatcher to add a list of furniture? If so, could I distribute that as "mod" that could put the file into whatever folder Skypatcher uses? (assuming it does not just look for files inside of other mods). If you do go down that route, I hope someone will write an easy to follow step by step guide for how to use it 1
Kargano01 Posted December 13, 2024 Posted December 13, 2024 9 hours ago, Lazy Palm said: Just wanted to confirm one thing. You have FISSES installed right? I just installed a copy of AE/DD NG/Binding 0.2.01 preview 2 on a new copy of windows yesterday and forgot to add it and I was getting lots of strange mod behavior including DD items not getting equipped in binding. Started a new game after I added it and everything was showing up. I am going to remove it in the next dev version or so, but figured I would check. Also, I am going to add more logging into my next dev version down at the helper level. It is in place, I have just have to fix a few open problems and I will try to get that posted today or tomorrow. Will look like: [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - path: .elbow_list.Ebonite_Elbowbinder [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - fileName: Devious Devices - Expansion.esm [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - item: 0x060415A3 [12/12/2024 - 08:18:19PM] [binding]: bind_DDHelper - GetItem - getformfromfile result: [Armor < (0B0415A3)>] Sure, i use fiss. every update from your mod i must setup the rules in vortex for load order. I added a screenshot. 😀
Kargano01 Posted December 13, 2024 Posted December 13, 2024 6 hours ago, Talesien said: Btw. I might have an idea why items do not get equipped. It appears that for me all devices work ... provided I made a selection for that device type under Bondage Settings in the MCM. Device types where I did not make a selection fail. @Anunya @gollum007 @Kargano01 and everyone else who has problems with Devices not getting equipped. Could you please confirm if you have made a selection in the Bondage Section tab of Bindings or if you left those at default? Yes i have made a change in the bondage tab. Dont like rope cuffs😅
ganhama Posted December 13, 2024 Posted December 13, 2024 Help!!! I used to use a lot of dd based mods, but that was before the anniversary update. I noticed the requirements for this mod, tried to download UIExtensions, but it's obviously broken, and there are countless fixes on the website, it's hard to choose. Also FISSES seems to cause a lot of problems. Is there a way to ignore them?
Talesien Posted December 14, 2024 Posted December 14, 2024 2 hours ago, ganhama said: Help!!! I used to use a lot of dd based mods, but that was before the anniversary update. I noticed the requirements for this mod, tried to download UIExtensions, but it's obviously broken, and there are countless fixes on the website, it's hard to choose. Also FISSES seems to cause a lot of problems. Is there a way to ignore them? Did you actually encounter any problems? Or just going on other people's hearsay? I've not, so far, encountered any problems that I could trace back to UIExtension. However, UIExtensions got (and gets) blamed for a lot of problems caused by mods using it. Especially mods not adapted to the new game versions caused a lot of trouble early one, with people even claiming UIExtension needed to be updated to 1.6.x, rather than the mods they were running that used it. For example a gazillion people became convinced that UIExtension is broken because of some odd pop-up in game when they tried using Add-item menu, the real problem was they had an outdated add-item menu dll, but that fails silently. I'm also not aware of many UIExtension fixes, I know of exactly one, and I'm not sure that fixes any real problems. Given the number of mods that rely on UIExtension, and that it is what 'points to the user' it's to be expected that there is a lot of confusion by not very tech-savvy users, compounded by know-it-alls who instantly and tirelessly repeat such nonsense. Pretty much similar with FISSES, except if you are running 1.6.1130 or (quite likely) 1170 you indeed need a patch that updates FISSES for those game versions. And no, there is no workaround, you need both mods for Bindings (or other mods with such requirements) to work properly. Yes your game might load if you leave them out, but don't expect the mods whose requirements are not fulfilled to play ball.
Talesien Posted December 14, 2024 Posted December 14, 2024 (edited) 2 hours ago, Kargano01 said: Yes i have made a change in the bondage tab. Dont like rope cuffs😅 Yes, but did cuffs also fail to get equipped? And for other devices that did not get equipped, was there also a selection? As stated above, I personally, only get the bug that no device is equipped for those device types where I left it at default, not making a selection. That behavior is repeatable on a new game. I.e. I did leave chastity belts and gags at default, but made a selection for corsets and bondage boots. Testing in game corsets and bondage boots get equipped just fine by Bindings, while chastity belts and gags fail. Edited December 14, 2024 by Talesien
Lazy Palm Posted December 14, 2024 Author Posted December 14, 2024 (edited) 34 minutes ago, Talesien said: Yes, but did cuffs also fail to get equipped? And for other devices that did not get equipped, was there also a selection? As stated above, I personally, only get the bug that no device is equipped for those device types where I left it at default, not making a selection. That behavior is repeatable on a new game. I will take a look at this right away! Interesting that I can’t make it happen but glad you can repeat it. Kind of wondering if this is vortex vs mo2. I still need to try vortex. Edited December 14, 2024 by Lazy Palm
Lazy Palm Posted December 14, 2024 Author Posted December 14, 2024 4 hours ago, ganhama said: Help!!! I used to use a lot of dd based mods, but that was before the anniversary update. I noticed the requirements for this mod, tried to download UIExtensions, but it's obviously broken, and there are countless fixes on the website, it's hard to choose. Also FISSES seems to cause a lot of problems. Is there a way to ignore them? I have a lot of functionality that is build around UIExtensions and being able to build dynamic menus, so it is kind of a must. I have been running it no problem with both 1.5.97 (SE) and LE. And yesterday I installed the latest copy of AE on a new windows install and it seemed to work without a glitch also. SKSE needs to be running, but otherwise it was breeze. https://www.nexusmods.com/skyrimspecialedition/mods/17561 I will be removing FISSES very soon, hopefully the next dev release or two and just using JsonUtil which is used for a bunch of other stuff in here.
Lazy Palm Posted December 14, 2024 Author Posted December 14, 2024 4 hours ago, Kargano01 said: Sure, i use fiss. every update from your mod i must setup the rules in vortex for load order. I added some additional logging in the release today. If you have a chance to try it, send me another copy of the log section and I will keep digging into it. Looking for anything with bind_DDHelper
Kargano01 Posted December 14, 2024 Posted December 14, 2024 4 hours ago, Lazy Palm said: I added some additional logging in the release today. If you have a chance to try it, send me another copy of the log section and I will keep digging into it. Looking for anything with bind_DDHelper Okidoki. Testet again. Short question, i let load Binding before FISSES and before FISSES Patch, because your FISSES scripts are older. Is this ok? Included the Log Spoiler [12/14/2024 - 09:05:33AM] [binding]: ProcessInput() [12/14/2024 - 09:05:33AM] [binding]: ManageEventActionKeyPress() [12/14/2024 - 09:05:33AM] [binding]: DEBUG: manage event action press for: Bondage Test [12/14/2024 - 09:05:33AM] [binding]: BondageTest() [12/14/2024 - 09:05:45AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/14/2024 - 09:05:45AM] WARNING: Assigning None to a non-object variable named "::temp4" stack: [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 43 [12/14/2024 - 09:05:45AM] Error: Cannot add a None spell to the actor stack: [ (00000014)].Actor.AddSpell() - "<native>" Line ? [alias PlayerRefAlias on quest zGoreEffectsPlayerQuest (6E0389EC)].zbloodnpcquestupdatescript.OnUpdate() - "zBloodNPCQuestUpdateScript.psc" Line 40 [12/14/2024 - 09:05:48AM] [binding]: AddBondageItem() add: Ebonite_Harness_Reg_NC [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - path: .body_list.Ebonite_Harness_Reg_NC [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - fileName: devious devices - expansion.esm [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - item: [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - getformfromfile result: None [12/14/2024 - 09:05:48AM] [binding]: AddBondageItem() found: item: Ebonite_Harness_Reg_NC slots: 1 pos: 5 [12/14/2024 - 09:05:48AM] [binding]: AddBondageItem() loaded item: None [12/14/2024 - 09:05:49AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 592 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 726 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8206 <truncated stack> [12/14/2024 - 09:05:49AM] Info: Form is None stack: <unknown self>.PO3_SKSEFunctions.AddKeywordToForm() - "<native>" Line ? [bind_MainQuest (320012C4)].bind_BondageManager._AddBindingKeywords() - "bind_BondageManager.psc" Line 615 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 726 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8206 <truncated stack> [12/14/2024 - 09:05:49AM] Error: Cannot call GetName() on a None object, aborting function call stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 528 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 740 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8206 <truncated stack> [12/14/2024 - 09:05:49AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 379 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 528 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 740 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTest() - "bind_MainQuestScript.psc" Line 8206 <truncated stack> [12/14/2024 - 09:05:49AM] [Zad]: LockDevice called for Devotee Test: ) [12/14/2024 - 09:05:49AM] Error: None is not a valid inventory item stack: [ (00000014)].Actor.GetItemCount() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 386 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 528 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 740 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 <truncated stack> [12/14/2024 - 09:05:49AM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [zadQuest (1300F624)].zadlibs.LockDevice() - "zadLibs.psc" Line 387 <unknown self>.bind_DDHelper.AddBinding() - "bind_DDHelper.psc" Line 528 [bind_MainQuest (320012C4)].bind_BondageManager.AddBondageItem() - "bind_BondageManager.psc" Line 740 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8410 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8493 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestSelectItem() - "bind_MainQuestScript.psc" Line 8401 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestAddItemMenu() - "bind_MainQuestScript.psc" Line 8495 [bind_MainQuest (320012C4)].bind_MainQuestScript.BondageTestTopMenu() - "bind_MainQuestScript.psc" Line 8235 <truncated stack> [12/14/2024 - 09:05:49AM] [binding]: AddBondageItem() blocked: False result: TRUE
Kargano01 Posted December 14, 2024 Posted December 14, 2024 (edited) 6 hours ago, Talesien said: Yes, but did cuffs also fail to get equipped? And for other devices that did not get equipped, was there also a selection? As stated above, I personally, only get the bug that no device is equipped for those device types where I left it at default, not making a selection. That behavior is repeatable on a new game. I.e. I did leave chastity belts and gags at default, but made a selection for corsets and bondage boots. Testing in game corsets and bondage boots get equipped just fine by Bindings, while chastity belts and gags fail. I use the Bondage game to test it. and i also tested with the ebonite_harness_reg that i have also changed. and no. not equipped. Edited December 14, 2024 by Kargano01
Lazy Palm Posted December 14, 2024 Author Posted December 14, 2024 (edited) 6 hours ago, Kargano01 said: Okidoki. Testet again. Short question, i let load Binding before FISSES and before FISSES Patch, because your FISSES scripts are older. Is this ok? The point of failure is really clear: [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - path: .body_list.Ebonite_Harness_Reg_NC [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - fileName: devious devices - expansion.esm (this is coming out of the JSON file, so JsonUtil can find the file and is reading everything OK, so we have data) [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - item: (This is where we are going off the rails, it is not pulling the inventory item out of the JSON file) [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - getformfromfile result: None When you installing updates are you merging or doing a replacement? (and I use MO2, so I am not exactly sure the mechanics of this in Vortex) If you look at binding_dd_items.json (in \SKSE\Plugins\StorageUtilData) Do you see this line? "Ebonite_Harness_Reg_NC" : { "inv":"0x06001E3B", "rend":"0x06057369", "fname":"Devious Devices - Expansion.esm", "iname":"zadx_EboniteHarnessRegNCInventory", "slots":[58] }, That 3rd line should be doing a read for .body_list.Ebonite_Harness_Reg_NC.inv and returning "0x06001E3B", which is very strange because we can clearly see .body_list.Ebonite_Harness_Reg_NC.fileName worked fine. Edited December 14, 2024 by Lazy Palm
Kargano01 Posted December 14, 2024 Posted December 14, 2024 (edited) 21 minutes ago, Lazy Palm said: The point of failure is really clear: [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - path: .body_list.Ebonite_Harness_Reg_NC [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - fileName: devious devices - expansion.esm (this is coming out of the JSON file, so JsonUtil can find the file and is reading everything OK, so we have data) [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - item: (This is where we are going off the rails, it is not pulling the inventory item out of the JSON file) [12/14/2024 - 09:05:48AM] [binding]: bind_DDHelper - GetItem - getformfromfile result: None When you installing updates are you merging or doing a replacement? (and I use MO2, so I am not exactly sure the mechanics of this in Vortex) If you look at binding_dd_items.json (in \SKSE\Plugins\StorageUtilData) Do you see this line? "Ebonite_Harness_Reg_NC" : { "inv":"0x06001E3B", "rend":"0x06057369", "fname":"Devious Devices - Expansion.esm", "iname":"zadx_EboniteHarnessRegNCInventory", "slots":[58] }, That 3rd line should be doing a read for .body_list.Ebonite_Harness_Reg_NC.inv and returning "0x06001E3B", which is very strange because we can clearly see .body_list.Ebonite_Harness_Reg_NC.fileName worked fine. I always Replace it ( Uninstall and remove files and then Install the new one) And yes, i can see the line and the inv and rend code is excact the same as you wrote : on line 53: "Ebonite_Harness_Reg_NC" : { "inv":"0x06001E3B", "rend":"0x06057369", "fname":"Devious Devices - Expansion.esm", "iname":"zadx_EboniteHarnessRegNCInventory", "slots":[58] }, Edited December 14, 2024 by Kargano01
Kargano01 Posted December 14, 2024 Posted December 14, 2024 In Vortex you have an auto Load order. If you have plugins who have the same fie in it, vortex is comming up with a file conflict. After the you can set a rule wich pluging will be loaded first and wich plugin will be loaded second ( and overwrite the conflicting files from the Plugin) In this case FISSFactory.pex and FISSInterface.pex with the corespondending files from FISSES. Normaly Vortex suggest wih file is better to be loaded First. Mostly it is better to load the newer one as second. The Pex files from FISSES are newer than the 2 pex files from Binding. I have added a 2 screenshots for better overview.
Lazy Palm Posted December 14, 2024 Author Posted December 14, 2024 (edited) 1 hour ago, Kargano01 said: In Vortex you have an auto Load order. If you have plugins who have the same fie in it, vortex is comming up with a file conflict. After the you can set a rule wich pluging will be loaded first and wich plugin will be loaded second ( and overwrite the conflicting files from the Plugin) In this case FISSFactory.pex and FISSInterface.pex with the corespondending files from FISSES. Normaly Vortex suggest wih file is better to be loaded First. Mostly it is better to load the newer one as second. The Pex files from FISSES are newer than the 2 pex files from Binding. I have added a 2 screenshots for better overview. I am guessing the problem is not FISSES related, and something quirky with JsonUtil. I am thinking that maybe that .inv node name might be too short, and maybe the scripting engine is changing the case. I will see if I can make those .inv and .ref tags a bit longer and more unique and push out a dev build later today. Edited December 14, 2024 by Lazy Palm 1
Kargano01 Posted December 14, 2024 Posted December 14, 2024 28 minutes ago, Lazy Palm said: I am guessing the problem is not FISSES related, and something quirky with JsonUtil. I am thinking that maybe that .inv node name might be too short, and maybe the scripting engine is changing the case. I will see if I can make those .inv and .ref tags a bit longer and more unique and push out a dev build later today. Many thanks for your work. But do not work to much. Is Weekend 😉
Talesien Posted December 14, 2024 Posted December 14, 2024 52 minutes ago, Lazy Palm said: changing the case While as a Linux user I'm used to that being relevant, shouldn't that be a non-issue with Windows? Might perhaps be different for the game engine than the filesystem, but I've so far not found anything where the case was relevant in Skyrim (at least not that I remember). Perhaps with DLL's, never dived too deep into that.
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