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Posted

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:

uScreen Shot 10-27-19 at 06.12 AM.jpg

Posted
1 hour ago, NothingToAll said:

what should i do about this tip from the mod

image.png.b4f11da26b87ccd213b8c18292f582c7.png

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.

Posted
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
 

 

Posted
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.

Posted
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).

Posted (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 by Karmus
added log
Posted
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

Posted (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 by Karmus
Posted

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.

Posted (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 by leakim
Posted
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.

Posted
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?

Posted
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

Posted (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

image.png.bbde54157858c31103dee8a8fdbe44b4.png

Edited by NothingToAll
Posted
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.

image.png.bbde54157858c31103dee8a8fdbe44b4.png

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

Posted

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

Posted
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.

Posted
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

Posted

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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