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Posted

@B3juc0 Ok. I'm pretty sure I made the new function trigger too frequently, so I'll tone that down. I didn't think it would be as intense as it apparently is. It seems it just couldn't quite keep up until it eventually got overloaded, based on how long it took until it became a problem.

Posted
7 minutes ago, NymphoElf said:

 

No - or at least it shouldn't be. I'm pretty sure I didn't make it a hard requirement.

It's listed as a master and game crashes at startup without it

Posted
9 minutes ago, lovalter said:

It's listed as a master and game crashes at startup without it

 

Ah. My bad. I'll fix that.

Posted
9 hours ago, NymphoElf said:

@B3juc0 Ok. I'm pretty sure I made the new function trigger too frequently, so I'll tone that down. I didn't think it would be as intense as it apparently is. It seems it just couldn't quite keep up until it eventually got overloaded, based on how long it took until it became a problem.

 

Ok, I see. I loaded from my good save and went about trying to recreate my steps. I didn't get any issues getting to the custom player home but later apparently the papyrus got overwhelm again after the player character saw some "action" and the different fame were trying to distributed. I don't see any errors or slowdown in game it displays that I gain fame but after checking the save, it has suspended stacks. Well I guess Papyrus is to slow to keep up. It's the same with Fertility Mod and Fill her up... it will get overwhelm (but it doesn't get suspended stacks) it just takes forever to catch up. Is there no other way to make this work without papyrus?

Posted (edited)
4 hours ago, B3juc0 said:

Is there no other way to make this work without papyrus?

 

There is, but I don't have the skills to do that. It would have to become an SKSE plugin if I understand correctly.

 

The old SLSF was entirely Papyrus, so SLSF Reloaded can be too.

 

The problem was that the script was starting the same process again before the last one was done. It's mostly a timing problem. I made a mistake. I thought it would be faster.

 

SLSF Reloaded is a "big" mod for me. I understand if you're getting frustrated with the number of bugs and issues, but there was no way I would have caught all of these myself. Please continue to be patient and report issues you run into. There can only be so many bugs with the mod, and I'm fixing them as quickly as I can.

Edited by NymphoElf
Posted

@BugReporter_0x29fda0ed @B3juc0 - Great news! I think I found the solution for the Save Corruption issue!

 

I ran into the same issues you guys did when trying to uninstall SLSF Reloaded, and I experimented with a few different fixes in the code (which didn't work) but I noticed that disabling the plugin (but not actually uninstalling it) allowed me to load the save. Making a save with SLSF Reloaded disabled allows me to clean the save, fully uninstall the mod, then load the cleaned save.

Posted
4 hours ago, NymphoElf said:

@BugReporter_0x29fda0ed @B3juc0 - Great news! I think I found the solution for the Save Corruption issue!

 

I ran into the same issues you guys did when trying to uninstall SLSF Reloaded, and I experimented with a few different fixes in the code (which didn't work) but I noticed that disabling the plugin (but not actually uninstalling it) allowed me to load the save. Making a save with SLSF Reloaded disabled allows me to clean the save, fully uninstall the mod, then load the cleaned save.

great! I still play game with Buggy 1.1, i'll try it, thank you!

Posted

I seem to have made serval mistakes.

 

Firstly I forgot to clean my game before updating, AND then I mistakenly replaced the old version instead of renaming the mod. Now all of the creature sex animations, door opening from Immersive Interactions, and the crawling animation from Naked Defeat just don't play. I have absolutely no idea why those in particular are effected when other animations work just fine.

 

I would just downgrade back to 1.2 since everything worked fine on that version, but since I was dumb, I don't have any prior versions now. So I'd really appreciate it if someone could link me the 1.2 version, thanks :)

Posted
14 minutes ago, Necroboi said:

I seem to have made serval mistakes.

 

Firstly I forgot to clean my game before updating, AND then I mistakenly replaced the old version instead of renaming the mod. Now all of the creature sex animations, door opening from Immersive Interactions, and the crawling animation from Naked Defeat just don't play. I have absolutely no idea why those in particular are effected when other animations work just fine.

 

I would just downgrade back to 1.2 since everything worked fine on that version, but since I was dumb, I don't have any prior versions now. So I'd really appreciate it if someone could link me the 1.2 version, thanks :)

This mod doesn't touch animations, or FNIS, so it shouldn't have any effect on that. Something else has borked those mods.

Rolling back to an earlier version of SLSF-R isn't going to fix your game. By not following the update instructions, you've borked your save. Nuke it, start fresh.

Posted

I managed to replicate the error about dragon bridge. Basically this is a custom location, when I went to go to sleep my character goes to sleep naked, so I assume it triggers fame for exhibitionism but is a custom location that is not being loaded to the mod.  Untitled.thumb.png.c3be255dfbbce42d8fab36d392193938.png

 

 

At what game time does this mod run it scripts so I can avoid trying to save during that time? Is it every 15 mins like 15,30,45,60) I didn't save this time and got no suspended stacks.  

Posted (edited)

@NymphoElf So far so good in my testing, but I would reallllly appreciate it if you could knock some of the logging down a bit. I realize that during development, more is often better, but right now I think a lot of my pending save queue items are from the excessive log spam, adding to the overall stress on papyrus. I played on 1.3 just now for maybe 10 minutes after setting up, and while going through the woods (never reaching a town or a listed location) I generated something like 13mb's of logs.

 

A logger that spits out count values instead of individual lines would be much more appreciated for the debugging process, with possibly a verbose option in the settings for viewing individual locations.

 

FameOverviewCheck - Location: Ivarstead
FameOverviewCheck - Fame categories checked: 51/51
FameOverviewCheck - Fame check errors: 0/51
//something to this check, instead of each fame type check being printed to logs.

 

So far, logs have been really clean, but the excessive papyrus logs (and yeah, I do have logging, debug, trace, profiling enabled) makes it really difficult to check what's going on.
 

Papyrus.0.log

Edited by applesandmayo
Posted (edited)
3 hours ago, applesandmayo said:

So far so good in my testing, but I would reallllly appreciate it if you could knock some of the logging down a bit. I realize that during development, more is often better, but right now I think a lot of my pending save queue items are from the excessive log spam, adding to the overall stress on papyrus. I played on 1.3 just now for maybe 10 minutes after setting up, and while going through the woods (never reaching a town or a listed location) I generated something like 13mb's of logs.

 

This is... weird... The Fame Overview check finished in a single second, but then started up again right away. This could only be happening if the update function was sent immediately again...

 

How fast is your in-game time? The check should run only every 6 Minutes by default, or a half-hour in-game (which by your logs should be FAR MORE than enough time to complete). I don't have any functions that trigger these updates as frequently as your logs suggest, so I'm a bit lost on what's causing it.

 

As for the tracing, I'm not changing that. I need to know if something happens in the middle of a check. Trying to compact the logs only makes things harder for ME to figure out.

Edited by NymphoElf
Posted
4 hours ago, IBAGadget said:

This mod doesn't touch animations, or FNIS, so it shouldn't have any effect on that. Something else has borked those mods.

Rolling back to an earlier version of SLSF-R isn't going to fix your game. By not following the update instructions, you've borked your save. Nuke it, start fresh.


Im fairly certain it was this mod that did it since I didn’t install anything else today. And I’m not so sure if it’s completely borked. I’ve had this issue twice before, with INeeds (which I replaced with Sunhelm) and recently with Billyy’s SLAL animations (which I fixed by going back to the previous version). I think it might have happened before with other mods but can’t remember which.
 

I really don’t get why it happens since it can happen on mods that don’t affect animations at all, and it’s always the same animations that get broken when it happens, and at always carries across saves even if I delete other saves prior.

 

I guess I could just go through the uninstall process and continue without and wait to see if a new update doesn’t break it, but I’d rather just roll back to 1.2 if anyone has one to share. But then maybe I’m just coping because I can’t be assed starting again, lmao

Posted
4 hours ago, B3juc0 said:

I managed to replicate the error about dragon bridge. Basically this is a custom location, when I went to go to sleep my character goes to sleep naked, so I assume it triggers fame for exhibitionism but is a custom location that is not being loaded to the mod.  Untitled.thumb.png.c3be255dfbbce42d8fab36d392193938.png

 

 

At what game time does this mod run it scripts so I can avoid trying to save during that time? Is it every 15 mins like 15,30,45,60) I didn't save this time and got no suspended stacks.  

 

Ok, for some reason it's passing Dragon Bridge as a Fame Category rather than a location. I'm going to double check my functions again. However, it could be an error from script overload passing the wrong variable.

Posted
6 minutes ago, NymphoElf said:

 

This is... weird... The Fame Overview check finished in a single second, but then started up again right away. This could only be happening if the update function was sent immediately again...

 

How fast is your in-game time? The check should run only every 6 Minutes by default, or a half-hour in-game (which by your logs should be FAR MORE than enough time to complete). I don't have any functions that trigger these updates as frequently as your logs suggest, so I'm a bit lost on what's causing it.

 

As for the tracing, I'm not changing that. I need to know if something happens in the middle of a check. Trying to compact the logs only makes things harder for ME to figure out.

 

I'm suggesting a toggle verbose option with the logs, not a complete removal of them. One way could still keep your logging level, the other would just be more compact, especially if I'm trying to figure out what might be causing unexpected behavior.

And my in game time is default, I havent done anything to that one. I've got papyrustweaks.ini set to iMaxOpsPerFrame to 2000, with bSpeedUpNativeCalls = true, then a 120hz refresh rate for the game, with FSMP and CBPC set up to work with that.

Posted (edited)
On 10/5/2024 at 2:47 PM, Necroboi said:


Im fairly certain it was this mod that did it since I didn’t install anything else today. And I’m not so sure if it’s completely borked. I’ve had this issue twice before, with INeeds (which I replaced with Sunhelm) and recently with Billyy’s SLAL animations (which I fixed by going back to the previous version). I think it might have happened before with other mods but can’t remember which.
 

I really don’t get why it happens since it can happen on mods that don’t affect animations at all, and it’s always the same animations that get broken when it happens, and at always carries across saves even if I delete other saves prior.

 

I guess I could just go through the uninstall process and continue without and wait to see if a new update doesn’t break it, but I’d rather just roll back to 1.2 if anyone has one to share. But then maybe I’m just coping because I can’t be assed starting again, lmao

 

Here is 1.2 so you can clean after reverting. Make sure you follow the Clean Save instructions properly.

 

What mod manager are you using? Why are you renaming the mod? - Renaming and Disabling are NOT the same.

 

Download Removed.

 

Edited by NymphoElf
Posted
5 minutes ago, applesandmayo said:

I'm suggesting a toggle verbose option with the logs, not a complete removal of them. One way could still keep your logging level, the other would just be more compact, especially if I'm trying to figure out what might be causing unexpected behavior.

 

I'll consider that. However most people don't play with all logging options on, so this issue is rather niche.

 

I'll send you another patch soon which will tweak the type of functions that run the overview check. This patch shouldn't require a clean save.

Posted
18 minutes ago, applesandmayo said:

 

New game required, or new game to see fresh logs? Your preference - that Maid Menu just made trying out stuff on a fresh game soooo much easier.

 

New game/clean save shouldn't be required, so try without new game first. And papyrus only logs your current session, so it should be a new log regardless.

Posted
10 hours ago, NymphoElf said:

 

Ok, for some reason it's passing Dragon Bridge as a Fame Category rather than a location. I'm going to double check my functions again. However, it could be an error from script overload passing the wrong variable.

I got this in a few places. Dragon bridge, Whiterun and Markarth if memory serves

 

Posted
21 hours ago, NymphoElf said:

@BugReporter_0x29fda0ed @B3juc0 - Great news! I think I found the solution for the Save Corruption issue!

 

I ran into the same issues you guys did when trying to uninstall SLSF Reloaded, and I experimented with a few different fixes in the code (which didn't work) but I noticed that disabling the plugin (but not actually uninstalling it) allowed me to load the save. Making a save with SLSF Reloaded disabled allows me to clean the save, fully uninstall the mod, then load the cleaned save.

This worked, let me clean the save and continue with 1.3. 

 

Would setting the timescale to let say 12... instead of the default 20 would allow the time-based scripts from your mods more time to execute and not get suspended?

 

Posted
12 hours ago, NymphoElf said:

 

Here is 1.2 so you can clean after reverting. Make sure you follow the Clean Save instructions properly.

 

What mod manager are you using? Why are you renaming the mod? - Renaming and Disabling are NOT the same.

SLSF Reloaded 1.2.zip 134.51 kB · 1 download

 

Thanks, I appreciate it :)

 

I use MO2. So the reason the whole rename/replace thing comes up is because when I install it with the mod manger, it doesn't use the full name of the zip file, so instead of being "SLSF Reloaded 1.2" or "SLSF Reloaded 1.3", both would just be "SLSF" because of the spaces (in cases like this it will give you the option to replace, rename, merge, or cancel the install). Usually I do manually put in the full name but sometimes I forget. And in this case I forgot AND clearly need glasses because I mistook rename for replace, which completely wiped 1.2 and replaced it with 1.3 before I could disable or clean anything

Posted
8 hours ago, B3juc0 said:

Would setting the timescale to let say 12... instead of the default 20 would allow the time-based scripts from your mods more time to execute and not get suspended?

 

Yes it would. However I ask that you don't resort to that right away. I need to make sure this mod works on a game as close to vanilla as possible so it's accessible to as many people as possible.

Posted
7 hours ago, Necroboi said:

 

Thanks, I appreciate it :)

 

I use MO2. So the reason the whole rename/replace thing comes up is because when I install it with the mod manger, it doesn't use the full name of the zip file, so instead of being "SLSF Reloaded 1.2" or "SLSF Reloaded 1.3", both would just be "SLSF" because of the spaces (in cases like this it will give you the option to replace, rename, merge, or cancel the install). Usually I do manually put in the full name but sometimes I forget. And in this case I forgot AND clearly need glasses because I mistook rename for replace, which completely wiped 1.2 and replaced it with 1.3 before I could disable or clean anything

 

Ah ok.

 

Well back to your original issue, this mod shouldn't affect animations. If you do a proper clean save and your animations still get broken, then I guarantee something else in your list is messed up. The only way this mod could possibly mess with animations is if your save is corrupted - which is a minor issue with this mod. I can't seem to patch it directly, hence the specific cleaning/uninstalling instructions 

Posted
10 hours ago, osculim said:

I got this in a few places. Dragon bridge, Whiterun and Markarth if memory serves

 

 

What version of the mod were you using when it happened?

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