NothingToAll Posted December 31, 2024 Posted December 31, 2024 what should i do about this tip from the mod
NothingToAll Posted December 31, 2024 Posted December 31, 2024 Just now, NothingToAll said: what should i do about this tip from the mod i have installed the toast
VenomousOuroboros Posted December 31, 2024 Posted December 31, 2024 As much as I hate looking like the idealist who just adds to the pile of work, I wanted to toss in another idea for a specific outcome: Death by Dwemer Constructs If the player has @AVS's Dwarven Modular Automaton installed, then any Dwemer construct could consider the PC's corpse a worthwhile frame for becoming a Dwemer sentry... or perhaps just a fixture of the ruin. She would patrol a sector of a particular Dwemer city, servicing the constructs with "lube". I imagine it wouldn't be too difficult to integrate; rather similar to the Necromancer or Thalmor endings. And the visual aspects are already handled: 1
LittleWhiteNeko Posted December 31, 2024 Author Posted December 31, 2024 1 hour ago, NothingToAll said: what should i do about this tip from the mod It is not a problem, it is just mean that there are less Bandits than the mod handles (5) If the mod is not running, then something else must have gone wrong.
Malkone Posted December 31, 2024 Posted December 31, 2024 5 hours ago, LittleWhiteNeko said: Papyrus log can be helpful in some cases, but not always. This issue is something I haven't been able to determine as well for the longest of time. Papyrus Necromancer.txtPapyrus Imperial.txt I've attached the above two logs, they were done on my 'fresh' test save after I installed a bunch of other LL and Nexus mods for a new playthrough. I loaded in, and spawned in a Necromancer and the Imperial event, and closed the game shortly after the events didn't trigger. I've read through the previous posts and see you've asked about load orders to, see below. Hopefully this provides some insight. Spoiler # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccbgssse001-fish.esm ccbgssse002-exoticarrows.esl ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccbgssse006-stendarshammer.esl ccbgssse007-chrysamere.esl ccbgssse010-petdwarvenarmoredmudcrab.esl ccbgssse011-hrsarmrelvn.esl ccbgssse012-hrsarmrstl.esl ccbgssse014-spellpack01.esl ccbgssse019-staffofsheogorath.esl ccbgssse020-graycowl.esl ccbgssse021-lordsmail.esl ccmtysse001-knightsofthenine.esl ccqdrsse001-survivalmode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccqdrsse002-firewood.esl ccbgssse018-shadowrend.esl ccbgssse035-petnhound.esl ccfsvsse001-backpacks.esl cceejsse002-tower.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccbgssse037-curios.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccbgssse036-petbwolf.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccvsvsse001-winter.esl cceejsse003-hollow.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse052-ba_iron.esl ccbgssse054-ba_orcish.esl ccbgssse058-ba_steel.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse064-ba_elven.esl ccbgssse063-ba_ebony.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse056-ba_silver.esl ccbgssse055-ba_orcishscaled.esl ccbgssse053-ba_leather.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse066-staves.esl ccbgssse067-daedinv.esm ccbgssse068-bloodfall.esl ccbgssse069-contest.esl ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccbgssse025-advdsgs.esm ccffbsse002-crossbowpack.esl ccbgssse013-dawnfang.esl ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl cccbhsse001-gaunt.esl ccafdsse001-dwesanctuary.esm _ResourcePack.esl unofficial skyrim special edition patch.esp Lightpower.esl RaceCompatibility.esm Acheron.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm ZaZAnimationPack.esm PamaFurnitureScr.esp PamaPrisonAlternative.esm SkyUI_SE.esp modernscroll_plus_monster.esp Dolomite Weathers.esp SD Cages.esp Relationship Dialogue Overhaul.esp Skyrim is Luminous.esp RedguardShip.esp sanguinesDebauchery.esp Lit Road Signs.esp SkyrimSewers.esp COR_AllRace.esp RaceCompatibilityUSKPOverride.esp RaceMenu.esp RaceMenuPlugin.esp TheEyesOfBeauty.esp CBBE.esp RaceMenuMorphsCBBE.esp Colorful_Magic_SE.esp PrisonAlternative_Executions_Riften.esp PaPunishmentPack1.esp SimpleSlavery.esp PrisonAlternative_Executions_WindHelm.esp Missives.esp Koralina's COTR Details.esp Koralina's COtR Makeup Female.esp Brows.esp KSHairdosSMP.esp FSMPM - The FSMP MCM.esp SimpleItemSpawner.esp Archmage SE - Johnskyrim.esp SIL - Ominous.esp COTR - Eye Fixes.esp 3BBB.esp SOSPhysicsManager.esp KXT-GuliExtensions.esp The Adventurer's Armor-Miallmi.esp PaOutdoorEventPack.esp OrkishBountyHunters.esp NeoHorus.esp ahzWaywardKnight.esp RaceMenuHH.esp Precision.esp ESO Altmer Armor by NewrMind43.esp NyghtfallMM.esp AcheronExtensionLibrary.esp KxtGuliExDD.esp Devious Devices SE patch.esp FNIS.esp XPMSE.esp UIExtensions.esp AddItemMenuSE.esp PhotoMode.esp [Caenarvon] Plegian Dark Mage.esp NeoInpouArmour.esp DemonHunterArmor.esp CrimsonTwilightArmor.esp DemonHunterV2.esp ScarletDawnArmor.esp Cathedral Weathers.esp shadowman_ballroomdancing.esp Lap Sitting.esp FabulousFollowersAIO.esp [full_inu] Queen Marika's Dress.esp TrissDress.esp [Ashtoreth] Ahlanna Armor.esp KSA_vdk.esp Viridian Armor - Color Variations.esp StormcloakWarmaidenArmor.esp HIMBO.esp RaceMenuMorphsHIMBO.esp [Ashtoreth] Co Sheppard.esp [Ashtoreth] Spartacus Slave.esp [Ashtoreth] Queen of the Nile.esp [Ashtoreth] Lydia Replacer.esp [Ashtoreth] Daughters of Dimitrescu.esp [Ashtoreth] Medieval Dress.esp Vanilla Hair Replacer - VHR.esp PC Head Tracking - MCM.esp PC Head Tracking - Patch.esp [Caenarvon] Sangria.esp CustomLight.esp [Ashtoreth] Night Queen.esp [Ashtoreth] Sinclair Outfit.esp Skyland Watercolor - Slow Green-Vanilla.esp Poser Hotkeys.esp Poser Merged Module.esp opmfgconsole.esp Practical Defeat.esp JaxonzEnhGrab.esp Player Death Aftermath.esp SD Addons.esp SlaveTatsEventsBridge.esp ToastGuroOutfits.esp ToastPoses.esp NiOverridePoseAdjustments.esp Bad Endings - Addon.esp PDA Acheron Patch.esp SLAnimLoader.esp alternate start - live another life.esp nwsFollowerFramework.esp
LittleWhiteNeko Posted December 31, 2024 Author Posted December 31, 2024 2 hours ago, Malkone said: Papyrus Necromancer.txtPapyrus Imperial.txt I've attached the above two logs, they were done on my 'fresh' test save after I installed a bunch of other LL and Nexus mods for a new playthrough. I loaded in, and spawned in a Necromancer and the Imperial event, and closed the game shortly after the events didn't trigger. I've read through the previous posts and see you've asked about load orders to, see below. Hopefully this provides some insight. Reveal hidden contents # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccbgssse001-fish.esm ccbgssse002-exoticarrows.esl ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccbgssse006-stendarshammer.esl ccbgssse007-chrysamere.esl ccbgssse010-petdwarvenarmoredmudcrab.esl ccbgssse011-hrsarmrelvn.esl ccbgssse012-hrsarmrstl.esl ccbgssse014-spellpack01.esl ccbgssse019-staffofsheogorath.esl ccbgssse020-graycowl.esl ccbgssse021-lordsmail.esl ccmtysse001-knightsofthenine.esl ccqdrsse001-survivalmode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccqdrsse002-firewood.esl ccbgssse018-shadowrend.esl ccbgssse035-petnhound.esl ccfsvsse001-backpacks.esl cceejsse002-tower.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccbgssse037-curios.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccbgssse036-petbwolf.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccvsvsse001-winter.esl cceejsse003-hollow.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse052-ba_iron.esl ccbgssse054-ba_orcish.esl ccbgssse058-ba_steel.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse064-ba_elven.esl ccbgssse063-ba_ebony.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse056-ba_silver.esl ccbgssse055-ba_orcishscaled.esl ccbgssse053-ba_leather.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse066-staves.esl ccbgssse067-daedinv.esm ccbgssse068-bloodfall.esl ccbgssse069-contest.esl ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccbgssse025-advdsgs.esm ccffbsse002-crossbowpack.esl ccbgssse013-dawnfang.esl ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl cccbhsse001-gaunt.esl ccafdsse001-dwesanctuary.esm _ResourcePack.esl unofficial skyrim special edition patch.esp Lightpower.esl RaceCompatibility.esm Acheron.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm ZaZAnimationPack.esm PamaFurnitureScr.esp PamaPrisonAlternative.esm SkyUI_SE.esp modernscroll_plus_monster.esp Dolomite Weathers.esp SD Cages.esp Relationship Dialogue Overhaul.esp Skyrim is Luminous.esp RedguardShip.esp sanguinesDebauchery.esp Lit Road Signs.esp SkyrimSewers.esp COR_AllRace.esp RaceCompatibilityUSKPOverride.esp RaceMenu.esp RaceMenuPlugin.esp TheEyesOfBeauty.esp CBBE.esp RaceMenuMorphsCBBE.esp Colorful_Magic_SE.esp PrisonAlternative_Executions_Riften.esp PaPunishmentPack1.esp SimpleSlavery.esp PrisonAlternative_Executions_WindHelm.esp Missives.esp Koralina's COTR Details.esp Koralina's COtR Makeup Female.esp Brows.esp KSHairdosSMP.esp FSMPM - The FSMP MCM.esp SimpleItemSpawner.esp Archmage SE - Johnskyrim.esp SIL - Ominous.esp COTR - Eye Fixes.esp 3BBB.esp SOSPhysicsManager.esp KXT-GuliExtensions.esp The Adventurer's Armor-Miallmi.esp PaOutdoorEventPack.esp OrkishBountyHunters.esp NeoHorus.esp ahzWaywardKnight.esp RaceMenuHH.esp Precision.esp ESO Altmer Armor by NewrMind43.esp NyghtfallMM.esp AcheronExtensionLibrary.esp KxtGuliExDD.esp Devious Devices SE patch.esp FNIS.esp XPMSE.esp UIExtensions.esp AddItemMenuSE.esp PhotoMode.esp [Caenarvon] Plegian Dark Mage.esp NeoInpouArmour.esp DemonHunterArmor.esp CrimsonTwilightArmor.esp DemonHunterV2.esp ScarletDawnArmor.esp Cathedral Weathers.esp shadowman_ballroomdancing.esp Lap Sitting.esp FabulousFollowersAIO.esp [full_inu] Queen Marika's Dress.esp TrissDress.esp [Ashtoreth] Ahlanna Armor.esp KSA_vdk.esp Viridian Armor - Color Variations.esp StormcloakWarmaidenArmor.esp HIMBO.esp RaceMenuMorphsHIMBO.esp [Ashtoreth] Co Sheppard.esp [Ashtoreth] Spartacus Slave.esp [Ashtoreth] Queen of the Nile.esp [Ashtoreth] Lydia Replacer.esp [Ashtoreth] Daughters of Dimitrescu.esp [Ashtoreth] Medieval Dress.esp Vanilla Hair Replacer - VHR.esp PC Head Tracking - MCM.esp PC Head Tracking - Patch.esp [Caenarvon] Sangria.esp CustomLight.esp [Ashtoreth] Night Queen.esp [Ashtoreth] Sinclair Outfit.esp Skyland Watercolor - Slow Green-Vanilla.esp Poser Hotkeys.esp Poser Merged Module.esp opmfgconsole.esp Practical Defeat.esp JaxonzEnhGrab.esp Player Death Aftermath.esp SD Addons.esp SlaveTatsEventsBridge.esp ToastGuroOutfits.esp ToastPoses.esp NiOverridePoseAdjustments.esp Bad Endings - Addon.esp PDA Acheron Patch.esp SLAnimLoader.esp alternate start - live another life.esp nwsFollowerFramework.esp Yeah I found out there is a theme to these kind of issue, mainly: Error: pdaNecromancerPlayerScript.ForceRefTo() being called on an invalid object, aborting function call stack: [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.StartNecromancerScene() - "pdaPlayerScript.psc" Line 330 [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.CheckKiller() - "pdaPlayerScript.psc" Line 228 [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.OnDying() - "pdaPlayerScript.psc" Line 192 I still don't know what causing this, but from testing, it seems like this is not mod side issue, but user side issue. I have a tester who has the same issue (out of nowhere), and we are now investigating this. Hopefully we can find the root cause. 1
guliguliradish Posted January 1, 2025 Posted January 1, 2025 On 12/31/2024 at 6:52 PM, LittleWhiteNeko said: Toast Guro outfit is a necessary plugin, hard requirement (but does not show up in ESP requirement list) I dont know what or how APD works. I will need to check it out first. I would be happy to briefly introduce it to you. Firstly, it is also one of the many deafeatmods in Skyrim, characterized by 1. exceptionally smooth and high-quality animations to fill in various stages. 2. There is badend (I blindly speculate that this is the only one among all deafeatmods in Skyrim, but it requires the badend plugin, which will then consider "beheading" as one of the consequences of the event ending. Unfortunately, its author Ponzi has already retired, otherwise it would have included more ways to execute PCs and followers). 3. It takes Acheron as a prerequisite. And, it's here: This is its badend plugin: That's why I thought the PDA would trigger after the PC was executed (so I'm a bit puzzled why I need other 'toast costumes', although I can't fully accept it, I don't reject it either). Furthermore, it's a bit complicated to say. I'm thinking about how to combine my PDA and my mod in the most reasonable way (for example, to have the PC wear my KXT even after being beheaded while wearing my KXT and starting the PDA scene).
Karmus Posted January 1, 2025 Posted January 1, 2025 (edited) 23 hours ago, LittleWhiteNeko said: Yeah I found out there is a theme to these kind of issue, mainly: Error: pdaNecromancerPlayerScript.ForceRefTo() being called on an invalid object, aborting function call stack: [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.StartNecromancerScene() - "pdaPlayerScript.psc" Line 330 [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.CheckKiller() - "pdaPlayerScript.psc" Line 228 [alias playerAlias on quest pdaMainQuest (4C000D62)].pdaPlayerScript.OnDying() - "pdaPlayerScript.psc" Line 192 I still don't know what causing this, but from testing, it seems like this is not mod side issue, but user side issue. I have a tester who has the same issue (out of nowhere), and we are now investigating this. Hopefully we can find the root cause. Hi, been using the mod since 2.2.1b, updated a few times in between by making clean saves and it worked perfectly each time, since last update i have the same problem, scene doesn't start and the npcs just stand there looking at the player, so there is something going on. Edit: Here is the last minute of the papyrus file: Spoiler [01/01/2025 - 03:20:29PM] Info: Actor is None stack: <unknown self>.PO3_SKSEFunctions.PreventActorDetection() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 341 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Info: Actor is None stack: <unknown self>.PO3_SKSEFunctions.PreventActorDetecting() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 342 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot call StopCombat() on a None object, aborting function call stack: [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 343 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot call StopCombatAlarm() on a None object, aborting function call stack: [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 344 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.CheckForDecapitation() - "pdautilityscript.psc" Line 414 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 43 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:31PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:31PM] SEXLAB - AnimCache: MISS -- 2:["Guro", "Necro", "Snuff", "sleeping"]:[]:False [01/01/2025 - 03:20:31PM] SEXLAB - AnimCache: Using slot: 0 [01/01/2025 - 03:20:32PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:32PM] [Zad]: RebuildSlotmask() [01/01/2025 - 03:20:32PM] [_BF] UpdateEstrusAbility val=1.134397 [01/01/2025 - 03:20:32PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.GetDecapitationStatus() - "pdautilityscript.psc" Line 404 [pdaMainQuest (CF000D62)].pdaNecroScript.startNecro() - "pdanecroscript.psc" Line 28 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 56 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:32PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.GetDecapitationStatus() - "pdautilityscript.psc" Line 404 [pdaMainQuest (CF000D62)].pdaNecroScript.startNecro() - "pdanecroscript.psc" Line 34 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 56 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:32PM] SEXLAB - AnimCache: HIT[0] -- 2:["Guro", "Necro", "Snuff", "sleeping"]:[]:False -- Count[4] [01/01/2025 - 03:20:34PM] WARNING: Property IsSleeping on script MAG_InfectionTimer_Script attached to Active effect 15 on (00000014) cannot be initialized because the script no longer contains that property [01/01/2025 - 03:20:34PM] [_BF] FillAlias akTarget=[Actor < (FF009334)>], r=29.404926, ForcegreetChance=0.000000 [01/01/2025 - 03:20:34PM] [_BF] FillAlias akTarget=[Actor < (FF009335)>], r=44.615227, ForcegreetChance=0.000000 [01/01/2025 - 03:20:35PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:35PM] [Zad]: RebuildSlotmask() [01/01/2025 - 03:20:38PM] DF - CheckForNewFollowers - followerCount 0 [01/01/2025 - 03:20:41PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:41PM] [Zad]: RebuildSlotmask() Edited January 1, 2025 by Karmus added log
LittleWhiteNeko Posted January 1, 2025 Author Posted January 1, 2025 2 hours ago, Karmus said: Hi, been using the mod since 2.2.1b, updated a few times in between by making clean saves and it worked perfectly each time, since last update i have the same problem, scene doesn't start and the npcs just stand there looking at the player, so there is something going on. Edit: Here is the last minute of the papyrus file: Reveal hidden contents [01/01/2025 - 03:20:29PM] Info: Actor is None stack: <unknown self>.PO3_SKSEFunctions.PreventActorDetection() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 341 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Info: Actor is None stack: <unknown self>.PO3_SKSEFunctions.PreventActorDetecting() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 342 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot call StopCombat() on a None object, aborting function call stack: [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 343 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot call StopCombatAlarm() on a None object, aborting function call stack: [pdaMainQuest (CF000D62)].pdautilityscript.CalmActor() - "pdautilityscript.psc" Line 344 [pdaMainQuest (CF000D62)].pdautilityscript.CalmActorRefs() - "pdautilityscript.psc" Line 350 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 40 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:29PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.CheckForDecapitation() - "pdautilityscript.psc" Line 414 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 43 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:30PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:31PM] SEXLAB - NOTICE: ValidateActor(Bandit Marauder) -- TRUE -- MISS [01/01/2025 - 03:20:31PM] SEXLAB - AnimCache: MISS -- 2:["Guro", "Necro", "Snuff", "sleeping"]:[]:False [01/01/2025 - 03:20:31PM] SEXLAB - AnimCache: Using slot: 0 [01/01/2025 - 03:20:32PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:32PM] [Zad]: RebuildSlotmask() [01/01/2025 - 03:20:32PM] [_BF] UpdateEstrusAbility val=1.134397 [01/01/2025 - 03:20:32PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.GetDecapitationStatus() - "pdautilityscript.psc" Line 404 [pdaMainQuest (CF000D62)].pdaNecroScript.startNecro() - "pdanecroscript.psc" Line 28 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 56 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:32PM] Error: Cannot check to for a None item to be equipped stack: [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [pdaMainQuest (CF000D62)].pdautilityscript.IsDecapitated() - "pdautilityscript.psc" Line 396 [pdaMainQuest (CF000D62)].pdautilityscript.GetDecapitationStatus() - "pdautilityscript.psc" Line 404 [pdaMainQuest (CF000D62)].pdaNecroScript.startNecro() - "pdanecroscript.psc" Line 34 [alias playerAlias on quest pdaBanditQuest (CF00AF72)].pdaBanditPlayerScript.StartBanditNecro() - "pdabanditplayerscript.psc" Line 56 [ (CF00AF73)].pdaBanditSceneScript.Fragment_30() - "pdabanditscenescript.psc" Line 96 [01/01/2025 - 03:20:32PM] SEXLAB - AnimCache: HIT[0] -- 2:["Guro", "Necro", "Snuff", "sleeping"]:[]:False -- Count[4] [01/01/2025 - 03:20:34PM] WARNING: Property IsSleeping on script MAG_InfectionTimer_Script attached to Active effect 15 on (00000014) cannot be initialized because the script no longer contains that property [01/01/2025 - 03:20:34PM] [_BF] FillAlias akTarget=[Actor < (FF009334)>], r=29.404926, ForcegreetChance=0.000000 [01/01/2025 - 03:20:34PM] [_BF] FillAlias akTarget=[Actor < (FF009335)>], r=44.615227, ForcegreetChance=0.000000 [01/01/2025 - 03:20:35PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:35PM] [Zad]: RebuildSlotmask() [01/01/2025 - 03:20:38PM] DF - CheckForNewFollowers - followerCount 0 [01/01/2025 - 03:20:41PM] [Zad]: Set Device Hider slot to 41. [01/01/2025 - 03:20:41PM] [Zad]: RebuildSlotmask() Can you try installing the old version and see if it still works? From current observation, whenever this issue occurs, the previous version also broken, hence why I highly suspect this is more of the user side issue, and we are still looking for the root cause
Karmus Posted January 1, 2025 Posted January 1, 2025 (edited) 1 hour ago, LittleWhiteNeko said: Can you try installing the old version and see if it still works? From current observation, whenever this issue occurs, the previous version also broken, hence why I highly suspect this is more of the user side issue, and we are still looking for the root cause It seems so, rolling back to 2.2.1b the bandits/thugs still dont work, not even in a new savegame, neither rebuilding FNIS/Nemesis Interestingly, the necromancer scene does work for me in all variations Maybe there is another mod interacting with pda indirectly, but im not sure what could it be, will try uninstalling some stuff. Edited January 1, 2025 by Karmus
Jkx__1 Posted January 2, 2025 Posted January 2, 2025 The Imperial ending seems to be bugged for me. Everything works fine until the part he's supposed to start shooting. He just stands there looking at me. 1
leakim Posted January 2, 2025 Posted January 2, 2025 (edited) First of all, thanks for the excellent mod! I've been having some odd problems with this mod that I have been investigating. In the process of investigating these issues I have found a bug. I also have some questions that I'd like to ask, that perhaps(?) you are able to answer. The odd problems that I had are the following: The mod seems very inconsistent in detecting when a correct actor is your killer and therefore, for me, often does not trigger even when it should. However, the behavior is "random". Sometimes it does, while other times it simply exits out. To solve the problem, I looked into the code. Firstly, I recognized that for some reason, in my game (1.5.97) with Acheron, the `OnDying` event in `pdaPlayerScript` does not receive a killer, even when I am killed. `akKiller` remains none/null when the event is fired. I do not know if this is caused by some deeper underlying problem in my setup (perhaps caused by the "old" Acheron for 1.5.97?) or some other mod, as I have not fully investigated this yet. Is this something you know anything about? However, I also recognized that this mod has a fallback mechanism in case akKiller is not received in the `OnDying` event. However, this logic also does not work properly. There are two problems with it: First, the method call `Game.FindClosestActorFromRef(PlayerRef, 1000)` in my game, always simply returns the player character itself. I do not know if this is intended behavior or something in my game is broken, but this is what it does for me. This means that no matter what, the logic ALWAYS falls back to the random selection, which sometimes fails and other times works (which explains the randomness I have experienced). I believe you'd do well in replacing this method call `Game.FindClosestActorFromRef(PlayerRef, 1000)` with `PO3_SKSEfunctions.GetClosestActorFromRef(PlayerRef, true)` (https://github.com/powerof3/PapyrusExtenderSSE/wiki/Object-Reference#getclosestactorfromref) For me, this actually returns the closest actor that is not the player. However, when I made this change, the mod would still randomly not work for me. This is because your loop after the initial actor detection is ALWAYS executed and always overrides the actor that `Game.FindClosestActorFromRef(PlayerRef, 1000)` or `PO3_SKSEfunctions.GetClosestActorFromRef(PlayerRef, true)` finds. Your loop: `While(!temporaryActor.HasKeyword(ActorTypeNPC) || scanCount < maxScanTries)` should be `While(!temporaryActor.HasKeyword(ActorTypeNPC) && scanCount < maxScanTries)`. OR Should be replaced with AND here, otherwise it always iterates the loop `maxScanTries`. When I made these changes and compiled them, the mod always successfully detects the killer. Returning to my question: Does your `OnDying` event ever receive an actor? Mine doesn't. I know this, because the mod ALWAYS outputs `Player died, not killed`, and not `Player is killed by <ACTOR>`. Due to this, I am a bit worried something is severely broken in my game. Of course, if this is not intended, it is probably caused by some native code mod, such as Acheron, NGDecap, or Precision. I guess anything that deals with player damage/dying behavior is sus. Anyways, thanks for the excellent mod. Now that it has Acheron integration, I am sure it will be a constant part of my mod setup. Edited January 2, 2025 by leakim 1
LittleWhiteNeko Posted January 2, 2025 Author Posted January 2, 2025 11 hours ago, leakim said: Firstly, I recognized that for some reason, in my game (1.5.97) with Acheron, the `OnDying` event in `pdaPlayerScript` does not receive a killer, even when I am killed. `akKiller` remains none/null when the event is fired. I do not know if this is caused by some deeper underlying problem in my setup (perhaps caused by the "old" Acheron for 1.5.97?) or some other mod, as I have not fully investigated this yet. Is this something you know anything about? I do not know why it happens sometimes, but the OnDying function is the vanilla function so it should be really rare if it bugged out. So far I only had it happened when I was testing creature. And yes, this means Creature is included in the next version 11 hours ago, leakim said: First, the method call `Game.FindClosestActorFromRef(PlayerRef, 1000)` in my game, always simply returns the player character itself. I do not know if this is intended behavior or something in my game is broken, but this is what it does for me. This means that no matter what, the logic ALWAYS falls back to the random selection, which sometimes fails and other times works (which explains the randomness I have experienced). Good catch, and I also only just noticed it not long ago. The next version already fixed it. 11 hours ago, leakim said: Returning to my question: Does your `OnDying` event ever receive an actor? Mine doesn't. I know this, because the mod ALWAYS outputs `Player died, not killed`, and not `Player is killed by <ACTOR>`. Due to this, I am a bit worried something is severely broken in my game. Of course, if this is not intended, it is probably caused by some native code mod, such as Acheron, NGDecap, or Precision. I guess anything that deals with player damage/dying behavior is sus. Something must have been broken, or other mod may have interfered. I know Acheron does not prevents it as I have tested PDA with it and it works fine. 1
leakim Posted January 2, 2025 Posted January 2, 2025 45 minutes ago, LittleWhiteNeko said: Something must have been broken, or other mod may have interfered. I know Acheron does not prevents it as I have tested PDA with it and it works fine. Thanks for the response. Happy to hear about the new features. Sounds excellent. Regarding your response to my last point, I'd like a bit of clarification. I took a look at your Acheron integraiton, and it looks very simple, as all you do is use a native skyrim function to kill the player, providing the killer as a parameter. Can I take it that what you mean is the following: When you kill the player in your Acheron integration, providing the actor that killed the player as a parameter: Do you receive that actor as an argument in the OnDying event in your mod in your game with your mod setup? When this happens does your mod output `Player is killed by <ACTOR>` in your game. The reason I ask, is because if it does, I will probably need to do some deeper inspection of my mod setup, as clearly something weird is going on. Also: Are you on 1.5.97 SE or the latest AE version?
LittleWhiteNeko Posted January 3, 2025 Author Posted January 3, 2025 29 minutes ago, leakim said: Thanks for the response. Happy to hear about the new features. Sounds excellent. Regarding your response to my last point, I'd like a bit of clarification. I took a look at your Acheron integraiton, and it looks very simple, as all you do is use a native skyrim function to kill the player, providing the killer as a parameter. Can I take it that what you mean is the following: When you kill the player in your Acheron integration, providing the actor that killed the player as a parameter: Do you receive that actor as an argument in the OnDying event in your mod in your game with your mod setup? When this happens does your mod output `Player is killed by <ACTOR>` in your game. The reason I ask, is because if it does, I will probably need to do some deeper inspection of my mod setup, as clearly something weird is going on. Also: Are you on 1.5.97 SE or the latest AE version? Yes, the actor who defeated the player is passed as the killer in that function, and so it should works I am on 1.5.97 1
NothingToAll Posted January 3, 2025 Posted January 3, 2025 (edited) is this tip me something error of the mod? Edited January 3, 2025 by NothingToAll
LittleWhiteNeko Posted January 3, 2025 Author Posted January 3, 2025 10 minutes ago, NothingToAll said: is this tip me something error of the mod? No, it is normal behavior
NothingToAll Posted January 3, 2025 Posted January 3, 2025 (edited) I can't start any scene of the actor do nothing after death,and every time I enter my save i have to reset the death cam time to activity the cam of death,what should i do to found out the reason of the mod inactivity. 52 minutes ago, LittleWhiteNeko said: No, it is normal behavior Edited January 3, 2025 by NothingToAll
ryonabox Posted January 3, 2025 Posted January 3, 2025 My character still moans when getting necro'd. How do I prevent this? Is it a bug?
LittleWhiteNeko Posted January 3, 2025 Author Posted January 3, 2025 5 hours ago, NothingToAll said: I can't start any scene of the actor do nothing after death,and every time I enter my save i have to reset the death cam time to activity the cam of death,what should i do to found out the reason of the mod inactivity. Those are optional mods, but judging from your language, do make sure the esp names are not changed from the original, as they look for the forms in the respective esp. 1 hour ago, ryonabox said: My character still moans when getting necro'd. How do I prevent this? Is it a bug? I'm not sure, but I think those are handled by the animation itself. IIRC the animations can set to have the sex actors to not moan. May be wrong on this though
S0mple Posted January 3, 2025 Posted January 3, 2025 I have a question: whether in test scenarios or intentionally seeking death, the character's body parts remain intact in the end, with no decapitation or dismemberment I installed all the Hard Requirements and Soft Requirements, but the final result is that the corpse remains intact What should I do
LittleWhiteNeko Posted January 4, 2025 Author Posted January 4, 2025 Possible fix to scenes not running properly, e.g. Bandit scenes where the bandits just walks away after first dialogues/curator box Keyword: Possible, as this may not actually works after all. Player Death Aftermath 2.3.1c.zip Not gonna be published to main page yet since this is unconfirmed fix and no new feature.
leakim Posted January 4, 2025 Posted January 4, 2025 On 1/3/2025 at 1:26 AM, LittleWhiteNeko said: Yes, the actor who defeated the player is passed as the killer in that function, and so it should works I am on 1.5.97 Thanks! Did some debugging and found the culprit. Apparently Proteus 3.4 causes this behavior. Removing it immediately fixed it. Happy times. Was only using it to control the weather anyway.
ryonabox Posted January 5, 2025 Posted January 5, 2025 On 1/3/2025 at 2:13 PM, LittleWhiteNeko said: I'm not sure, but I think those are handled by the animation itself. IIRC the animations can set to have the sex actors to not moan. May be wrong on this though I doubt it's the animation itself because they're all necro animations that don't make a sound when I don't have PDA installed
leakim Posted January 5, 2025 Posted January 5, 2025 Got a weird problem with this mod. Likely somehow related to my own mod setup in one way or another, but I should probably mention it anyway. Basically if I start a new game with "Papyrus Tweaks" enabled, PDA scenes will fail to initialize properly. For example bandits will do their dialogs before the scene should start, but then they just do nothing. On the other hand, if I start the game without "Papyrus Tweaks" PDA scenes will start just fine. NOTE: I am only talking about disabling "Papyrus Tweaks" while clicking the "new game" button. I always enable it once I have setup my mods. I've tested both the "negative" and "positive" case multiple times and this behavior never fails. No other mods has this type of broken behavior. Finally, if I add PDA into an existing game, it also works just fine. Usually, I start new games without papyrus tweaks enabled because I find the game can often get a bit "crashy" if it's enabled during startup, since my setup is quite script heavy during initialization. I believe there could be an initialization issue in this mod that can surface itself during these circumstances. But I have no idea how such a thing can happen, so unlike the "random actor" issue I mentioned earlier, I am not about to dive headfirst into this to determine the underlying cause.
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