Jump to content

Recommended Posts

Posted
23 hours ago, NymphoElf said:

 

I understand the confusion, and I will overhaul the description at some point. But yes this is normal, and yes there is a slight difference.

 

"Registered" mods are mods that aren't inherently recognized SLSF Reloaded (Simple Player Prostitution is an example of a mod that SLSF Reloaded doesn't inherently recognize). The mod author has to register their mod with SLSF Reloaded in order to perform certain functions, but not all of them. I added this page mostly to help mod authors know if they properly registered their mod in testing, but it can also help users understand what other mods are doing things with SLSF Reloaded aside from the ones in "General Info". Users can mostly ignore this page otherwise.

 

The mods listed in the "General Info" page are mods inherently recognized and used by SLSF Reloaded, so they won't show up in the "Registered Mods" page unless their author updates the mod to start messing with certain functions in SLSF Reloaded, but as far as I can tell that shouldn't be necessary for them to do.

gotcha! thanks for the follow up, that makes sense :)

Posted

I am using the latest version. I am missing the MCM and ReSaver says I have zeroed canaries in this mod. It appears two scripts are pointing to the MCM but not finding them. Have I done something wrong?

Posted
4 minutes ago, AnotherCatLady said:

I am using the latest version. I am missing the MCM and ReSaver says I have zeroed canaries in this mod. It appears two scripts are pointing to the MCM but not finding them. Have I done something wrong?

 

You're probably missing Papyrus Tweaks

Posted
4 minutes ago, AnotherCatLady said:

No, I have that. I have other mods that use it.

 

Try cleaning your save. Maybe this most recent update requires that. You're not the only one to report this issue with this update.

Posted

I've got it working now!

 

I actually noticed the problem because I was cleaning my save.  :) I had deleted a bunch of suspended scripts that had been there a looong time. I was having trouble with the associated mods so I decided to see if removing the suspended scripts would help. I also added this mod, and when I checked the new save afterwards that's when I got the warning about zeroed canaries.

 

I removed the mod, loaded the save, made another save, and then cleaned that save of the scripts that had been added by this mod. Added the mod back and it worked! Not sure what the problem was, but it is resolved now. 

 

Thanks so much for your help!

 

Posted (edited)

Hello, thank you for your hard work on remaking one of the coolest mods of all!

I do have two questions though.

 

First, the SL Survival has a begging dialogue that allows you to do various tasks and get fame in the process in exchange for small rewards. The SLSF reloaded is not catching that at all, iirc SL Survival has scripts attached to dialogues adding fame in SLSF, but with Reloaded installed no fame is added at least in my modbuild.

 

Second, I believe the location detection only works with English location names? I was not able to get any fame at all but then I registered Whiterun location manually it worked suddenly. I decided to create a separate esp, renaming Whiterun location to English and it worked properly with that, so that isn't even a problem now. I totally get that you are not supposed to support non-English versions though.

 

Overall, no errors, no CTDs, it just works!

Edited by alexasha
Posted (edited)
10 hours ago, alexasha said:

First, the SL Survival has a begging dialogue that allows you to do various tasks and get fame in the process in exchange for small rewards. The SLSF reloaded is not catching that at all, iirc SL Survival has scripts attached to dialogues adding fame in SLSF, but with Reloaded installed no fame is added at least in my modbuild.

 

I actually didn't know this. Thank you for pointing that out! I'll look into adding those fame increases in the 2.4 update. I'm currently performing optimizations and some final Quality Of Life updates.

 

Speaking of which...

 

10 hours ago, alexasha said:

Second, I believe the location detection only works with English location names? I was not able to get any fame at all but then I registered Whiterun location manually it worked suddenly. I decided to create a separate esp, renaming Whiterun location to English and it worked properly with that, so that isn't even a problem now. I totally get that you are not supposed to support non-English versions though.

 

Yes, this has been reported before. I will be adding Localization files in order for translated versions to be made (or rather, made more easily). I was focused on making sure everything worked properly before doing so.

 

Unfortunately, after some testing, I don't see a way to create Localization without it being extremely tedious. In order for the core scripts to work in other languages I would have to re-write a lot of functions and I simply don't want to do that. Therefore the mod from this page will remain English-only. However, I have updated the permissions to allow anyone to make translations of this mod.

 

-------------------------------------

 

It will probably be a while before the 2.4 update. I'm finally playing Skyrim again, and as I'm doing so I'm testing the optimizations I'm implementing and doing some final debugging.

 

-------------------------------------

 

  

10 hours ago, alexasha said:

it just works!

Todd Howard It Just Works GIF - Todd Howard It Just Works Bethesda ...

 

I've made Todd proud :heart:

Edited by NymphoElf
Posted

@alexasha - I looked into the supposed SLSF increases from begging. I couldn't find any. However, that doesn't mean they don't exist - I just don't know where they might be. Sexlab Survival has A LOT of script fragments and quest objects and that's incredibly difficult to sort through if I don't know where to look. Alternatively, it might be a function within SLSF itself.

 

Either way, those fame increases are more than likely disabled by the "Legacy Overwrite" function I added to SLSF Reloaded in order to prevent fame de-syncs between the two mods while enabled, and unfortunately I don't see a way around that right now. Plus, with all of the other potential fame options available, I don't personally have the desire to inherently add this method. However, anyone who wishes to do so may make a patch for SLSFR to utilize that dialogue.

Posted
15 hours ago, NymphoElf said:

 

I actually didn't know this. Thank you for pointing that out! I'll look into adding those fame increases in the 2.4 update. I'm currently performing optimizations and some final Quality Of Life updates.

 

Speaking of which...

 

 

Yes, this has been reported before. I will be adding Localization files in order for translated versions to be made (or rather, made more easily). I was focused on making sure everything worked properly before doing so.

 

Unfortunately, after some testing, I don't see a way to create Localization without it being extremely tedious. In order for the core scripts to work in other languages I would have to re-write a lot of functions and I simply don't want to do that. Therefore the mod from this page will remain English-only. However, I have updated the permissions to allow anyone to make translations of this mod.

 

-------------------------------------

 

It will probably be a while before the 2.4 update. I'm finally playing Skyrim again, and as I'm doing so I'm testing the optimizations I'm implementing and doing some final debugging.

 

-------------------------------------

 

  

Todd Howard It Just Works GIF - Todd Howard It Just Works Bethesda ...

 

I've made Todd proud :heart:

U can do it simple by using JContainer I think, have a JSON file to contains the translate

Posted (edited)
8 hours ago, NymphoElf said:

I couldn't find any.

I might be wrong cause I do not have any modding experience, but by using Notepad++ with a keyword "fame" in Survival's source folder you can find files like TIF__050201A4:

Spoiler

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__050201A4 Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
Init.PlayerWants = 4
(Game.GetFormFromFile(0x0840A1, "SL Survival.esp") as _SLS_InterfaceSlsf).IncreaseSexFame("Skooma", 5)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

SLS_Init Property Init Auto

All of these call _SLS_InterfaceSlsf and _SLS_IntSlsf it seems? Sorry if I am making no sense here.

Edited by alexasha
Posted
5 hours ago, alexasha said:

All of these call _SLS_InterfaceSlsf and _SLS_IntSlsf it seems? Sorry if I am making no sense here.

 

You're correct, but here's the issue:

 

  1. That calls the old SLSF functions, which I have disabled via my overwrite function in SLSF Reloaded. I can't change the way the overwrite works without introducing desync between the mods
  2. I can't edit the SLS scripts to work with SLSF Reloaded because I need all source scripts that SLS uses, and that will create a very messy development environment for me.
  3. I'm not going to go through the ~100 script fragments to find all instances of this.
9 hours ago, duy123a said:

U can do it simple by using JContainer I think, have a JSON file to contains the translate

 

I'll consider it.

Posted (edited)
3 hours ago, zb123thecat said:

Same!

 

Same, and strange because that may happen when nothing really is going on. I have slsf and slsfr, slsf comments and the new patch for radiant.

 

Most mods push values but some get them and typically in one place.

 

Is pretty inconsistent though.

Edited by eflat01
Posted (edited)
20 minutes ago, NymphoElf said:

 

You're correct, but here's the issue:

 

  1. That calls the old SLSF functions, which I have disabled via my overwrite function in SLSF Reloaded. I can't change the way the overwrite works without introducing desync between the mods
  2. I can't edit the SLS scripts to work with SLSF Reloaded because I need all source scripts that SLS uses, and that will create a very messy development environment for me.
  3. I'm not going to go through the ~100 script fragments to find all instances of this.

 

I'll consider it.

 

So is on a value query, can it translate instead? 

Edited by eflat01
Posted (edited)
13 minutes ago, eflat01 said:

 

Can it translate instead? 

 

What do you mean by this?

 

29 minutes ago, eflat01 said:

 

Same, and strange because that may happen when nothing really is going on. I have slsf and slsfr, slsf comments and the new patch for radiant.

 

Most mods push values but some get them and typically in one place.

 

Is pretty inconsistent though.

 

Unless you're running a version older than 2.3 and I missed a check in the Mod Event Listener somewhere - therefore allowing an external mod to send bad data to SLSFR - then this can only mean that SLSFR had a bad initialization, which so far has always been caused by Papyrus Tweaks not being installed at the time. Even if you installed it after getting the error previously, some of the arrays in your save data might still be improperly initialized and have bad/corrupted data. Therefore you'll need to clean your save or start a new game in order for those arrays to properly initialize.

 

In the worst case it may require re-installing SLSF Reloaded altogether

Edited by NymphoElf
Posted (edited)
1 hour ago, NymphoElf said:

 

What do you mean by this?

 

 

Unless you're running a version older than 2.3 and I missed a check in the Mod Event Listener somewhere - therefore allowing an external mod to send bad data to SLSFR - then this can only mean that SLSFR had a bad initialization, which so far has always been caused by Papyrus Tweaks not being installed at the time. Even if you installed it after getting the error previously, some of the arrays in your save data might still be improperly initialized and have bad/corrupted data. Therefore you'll need to clean your save or start a new game in order for those arrays to properly initialize.

 

In the worst case it may require re-installing SLSF Reloaded altogether

 

Yes, seems I had 2.2... So replaced it with 2.3 and cleaned a save. 

 

. created a save

. replaced it with ver 2.3 

. cleaned the save

. loaded clean save

. created new save 

 

Shouldn't radiant show up in the mod registered list? 

Edited by eflat01
Posted (edited)
52 minutes ago, eflat01 said:

Shouldn't radiant show up in the mod registered list? 

 

Not necessarily. "Registration" is only required for mods to set certain internal flags. This is because I need to separate which plugins are setting flags in order for the logic to work properly. Additionally, if such a mod is uninstalled later, these flags need to be purged or it could cause inconsistencies if one of the flags is still "True".

 

If the mod doesn't need to set these flags, then they don't need to register with SLSF Reloaded and therefore won't appear in the list.

 

  

52 minutes ago, eflat01 said:

. created a save

. replaced it with ver 2.3 

. cleaned the save

. loaded clean save

. created new save 

 

This process is not correct. You need to clean the data BEFORE adding the new version, not after, otherwise the arrays will not initialize properly.

 

  1. Disable old version
  2. Save game
  3. Clean save
  4. Remove old version
  5. Add New version
Edited by NymphoElf
Posted (edited)

@eflat01 @shane400m @zb123thecat I've encountered the issue you reported. I'm working on a fix.

 

Explanation:

Spoiler

I was using "Utility.CreateStringArray" in my code, but apparently that has issues with data inconsistencies, therefore it would sometimes send blank categories to my Data Manger script, causing the error you reported.

 

I'm switching to a more consistent method.

 

Edited by NymphoElf
Posted (edited)
7 hours ago, NymphoElf said:


 I am getting the same error "SLSF Reloaded - Error: Fame Category Invalid". I got the newest Papyrus Tweaks NG 4.1.0 and not seeing anything else in the FAQ that 

What is the issue you're experiencing?
    •••"SLSF Reloaded - Error: Fame Category Invalid"


What version of SLSF Reloaded did the error happen on?
    •••Reloaded 2.3


Are you using any provided patches? If so, which ones?
    •••NymphElf PW Patch v3 for PW 1.2.4 and no patch


Did you install Papyrus Tweaks BEFORE using SLSFR?
    •••Mod Organizer shows nothing overwrites Papyrus Tweaks NG


Did you try performing a Clean Save or start a New Game to attempt to fix the issue? If so, which one(s)?
    •••Started New Game 4 times, always starts happening within the first 15 minutes after being around other NPCs


What were you doing (or trying to do) when the error happened?
    •••Just standing in view of other NPCs and during sex scenes. Getting married to custom NPC might have something to do with it?


Did you confirm that what you attempted in Question 6 is actually a supported feature by SLSFR?
    •••I guess yes


Do you have a Papyrus Log, or can you get one after recreating the error?
    •••Attached. Both 0.log are both newest.


If it was a pop-up message, what did the message say?
    •••"SLSF Reloaded - Error: Fame Category Invalid"

Papyrus.1.log Papyrus.2.log Papyrus.3.log Papyrus.0.log Papyrus.0.log

Edited by Majin Buu

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...