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Posted (edited)

@Seeker999

  • What exactly is happening in-game at the moment these stack dumps occur?
  • Do you have a lot of other script-heavy mods?
  • Are you using PapyrusTweaksNG?
    • If you are, what are your PTNG ini settings?
    • If you are not, using PTNG may help.
  • How many Tattoo Slots have you enabled for the Face, Body, Hands, and Feet?
    • Please list each slot limit separately
  • Do you have any mods that frequently replace, edit, or otherwise mess with Tattoo Slots?
  • Are you and/or a mod frequently or rapidly equipping/unequipping items?

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

 

I appreciate the effort gathering this information.

 

Load Order shouldn't matter much in this case, if at all, so that information isn't necessary. SLSFR is relatively independent, and any dependencies it does have require proper load order or your Mod Manager will yell at you and probably refuse to launch the game anyways - so again, the Load Order seems unlikely to be the problem (unless the problem is not with SLSFR itself).

 

The Visibility Manager is a very active script, and it is easy to cause overload if you find a way (intentionally or not) to cause lots of checks and have a lot of tattoo slots. Unfortunately I can't currently think of a better way to handle things because the mod needs to re-check what tattoos are visible whenever you equip or unequip something.

 

I could increase the delay between update checks to help prevent update stacks, but I'm not sure how much that would help if the issue truly is just too many tattoo slots.

 

If the tattoo slots are the problem, then I'm going to be forced to cut the tattoo limit of the mod down again.

Edited by NymphoElf
Posted
13 hours ago, NymphoElf said:
  • What exactly is happening in-game at the moment these stack dumps occur?
  • Do you have a lot of other script-heavy mods?
  • Are you using PapyrusTweaksNG?
    • If you are, what are your PTNG ini settings?
    • If you are not, using PTNG may help.
  • How many Tattoo Slots have you enabled for the Face, Body, Hands, and Feet?
    • Please list each slot limit separately
  • Do you have any mods that frequently replace, edit, or otherwise mess with Tattoo Slots?
  • Are you and/or a mod frequently or rapidly equipping/unequipping items?
  • I don't know exactly what's happening when the stack dumps start. It's more that I notice them when I check the log - not necessarily because of a CTD - and I notice them and they've been going on a lot during my play session.
  • Script-heavy as in something constantly going on? Then I guess I have some. Looting, arousal, fade tats, and gang-rape come to mind
  • From PapyrusTweaks.ini:  
    Spoiler

    •         bFixToggleScriptsCommand = true
    •         bFixScriptPageAllocation = true
    •         bFixIsHostileToActorCrash = true
    •         bFixDelayedScriptBreakage = true
    •         iMaxOpsPerFrame = 500 (will change to 1000 and see how it goes)
    •         iStackDumpTimeoutMS = 15000
    •         bEnableDocStrings = true
    •         bEnableDebugInformation = true
    •         bDisableGetFormFromFileErrorLogs = false
    •         bImproveBaseTypeMismatchLogs = true
    •         bImproveValidateArgsLogs = true
    •         bDisableNoPropertyOnScriptErrorLogs = false
    •         bDisableMissingScriptError = false
    •         bSummarizeStackDumps = true
    •         bSpeedUpNativeCalls = false
    •         sScriptClassExclusions = UI, ConsoleUtil, PO3_SKSEFunctions, MfgConsole, MFGConsoleFunc, Input, Debug, Utility, PapyrusTweaks, Quest
    •         sScriptMethodPrefixesToExclude = Activate, Add, Advance, Allow, Attach, Apply, Block, Cast, Change, Clear, Close, Complete, Create, Damage, Delete, Disable, Disallow, Dismount, Dispel, DoCombatSpellApply, Draw, Drop, Enable, End, Equip, Evaluate, Fade, Fail, Fire, Force, GetAnimation, GetQuest, Hide, Hold, Ignore, Increment, Keep, Kill, Knock, Learn, Load, Lock, Mod, Move, Mute, Open, Place, Play, Pop, Precache, Process, Push, Queue, Quit, Regenerate, Register, Release, RemoteCast, Remove, Request, Reset, Restore, Resurrect, Revert, Save, Say, Send, Serve, Set, Shake, Sheath, Show, Start, Stop, Teach, TempClone, Tether, Toggle, Translate, Trap, Trigger, Try, Unequip, Unlock, UnMute, UnPause, Update, Unregister
    •         bDisableScriptsInPlayroomVR = false
    •         bBypassCorruptSaveMessage = false
    •         bIgnoreMemoryLimit = false

     

  • 58 body, 8 face, 6 hands, 6 feet
  • Rape Tattoos, Fade Tattoos

  • There's a fair amount of equipping/unequipping

Yeah, I can see visibility being difficult.

Spoiler

I think reducing the number of slots you're looking at makes sense. I mean, if you don't have rapetats, is it likely you'll fill up 20 slots? If you do have rapetats, then it's possible that a mod that uses tattoos will have to go beyond the 20 to find an open space. If that tat is permanent but in slot 21 then it won't be counted towards visibility. Hmmm... maybe 2 parts? slots the player determines contribute to specific fame either contribute to that fame regardless of visibility or visibility is calculated for those targeted slots first and then the slot by slot check. Or just add a note to the description under compatibility that if they use rapetats and have a mod that will add permanent tats, then they might want to put in placeholder tattoos until they are ready for that mod to do its thing and they can free up that slot in slavetats. Deviously Accessible, for example, has at least 7 possible permanent tattoos. I have other thoughts. That's one of my problems - lots of ideas and little know-how :classic_rolleyes:🤷‍♂️

 

Posted (edited)

@Seeker999 in your Papyrus Tweaks ini, try turning on "Speed Up Native Calls" as well as your planned Max Ops Per Frame increase.

 

Speed Up Native Calls makes things faster by detaching certain functions of Papyrus from your frame rate and therefore giving the Papyrus engine a lot more time to do what it wants instead of having to wait on a "Frame Schedule".

 

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

 

Also, depending on how frequently things are equipped/unequipped, that COULD be part of the problem, but that mostly applies if things are being equipped and unequipped very rapidly and outside of menus (such as a mod function which equips and unequips a lot of things rapidly, such as Cursed Loot).

 

In 2.11 I've tried to put extra guard rails in place to prevent overload, but they're not fully tested. In theory it should work by preventing the updates from happening too fast, and by spreading them out a little more if multiple are triggered and forcing the next update to wait until the last one was finished. Hopefully this works out and puts a relative end to the problem, otherwise I suspect this may simply be a "fact of life" for this mod and what it does.

(I just realized I forgot an important part of that guardrail function, so the guard rails are actually inactive in 2.11, so I'll need to release another update.)

 

The visibility manager needs to update any time your character's equipment changes, and the MCM needs to spot-check Tattoos and Cum Visibility when viewing certain pages. The former is more intensive because it needs to check EVERYTHING, while the latter only looks at a certain portion as necessary.

 

The only other possible solution is putting the updates on a strict schedule, but that could cause the mod to be less responsive and cause periods of incorrect readings - such as gaining tattoo fame after the tattoo has faded or been covered because the scheduler hasn't re-analyzed it yet. Also, if I set it to the same schedule as the Periodic Fame schedule, then that would make that function slower - especially with high numbers of tattoos.

 

The tattoos and cum visibility are only used for the Periodic Fame updates, but adding the Visibility Manger's main update to that function could still cause some odd behavior from the mod if Periodic Fame doesn't update fast enough. The MCM also won't properly update the status if the Visibility Manager doesn't perform its full update when things change, and people will DEFINITELY complain about that because they can SEE it.

 

So yeah, unfortunately it seems the way the Visibility Manager currently functions is necessary for consistency and overall responsiveness of other functions. I can't do much more to prevent Papyrus overload than reducing how many things it analyzes and forcing the function not to fire again if it's already running.

Edited by NymphoElf
Posted
On 2/11/2025 at 9:40 AM, NymphoElf said:

 

"Creature" fame is Bestiality

 

"Undead" should fall under the Humanoid categories as appropriate (Man, Woman, Orc, Khajiit, and Argonian).

 

I don't see a point in making more specific distinctions. Bestiality is the same as it was in the old SLSF, so I don't get what you mean by saying my mod is "the only one that doesn't split them up". Is there some other fame mod out there? Because I haven't heard of it.

 

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

 

I already have a number of fame types that haven't been utilized by any other mods yet (Tattoo, Bound, Cum Dump, Cuck, and Unfaithful). I'm not going to waste my time adding any more fame types that aren't planned on being used by other mods. If there's an active use for it, then fine. But otherwise, no.

 If that's the case then Draugr are under beasts. Not sure if you intended that or not. If it is intended then makes sense, lol. Honestly its a bit frustrating that I have a couple other mods that only do creature or animal and apparently Draugr are neither of those according to those mods! That's what I meant about no separation between them. There are other sexlab mods that separate them out, and on one hand it's nice... on another its annoying. Honestly I love what you've done with this mod so I'm fine with it how it is, I was just curious. 

Posted
1 hour ago, AnimeHuntress said:

If that's the case then Draugr are under beasts. Not sure if you intended that or not. If it is intended then makes sense, lol. Honestly its a bit frustrating that I have a couple other mods that only do creature or animal and apparently Draugr are neither of those according to those mods! That's what I meant about no separation between them. There are other sexlab mods that separate them out, and on one hand it's nice... on another its annoying. Honestly I love what you've done with this mod so I'm fine with it how it is, I was just curious. 

 

Yes. This is for two reasons:

  1. Draugr sex requires More Nasty Critters, which is a Bestiality mod
  2. Lore-wise, Draugr are more "beast" than man - mindless undead servants of their Dragon Priest master from ages past (though the Dragon Priests themselves are harder to justify). Regardless, the likely perception of sex with Draugr or Dragon Priests would likely be viewed the same as bestiality by the people of Skyrim.

In the interest of full honesty, the 2nd point is more of a happy coincidence than anything I had planned. Also, it seems highly unlikely that you would be in a position to be having sex with Draugr/Dragon Priests in areas where you could actually gain fame unless I overlooked something.

 

But anyways, as I mentioned before, I will make Fame Type updates if they become relevant, but for now they aren't. Glad you're enjoying the mod regardless!

Posted
On 2/13/2025 at 11:00 AM, NymphoElf said:

in your Papyrus Tweaks ini, try turning on "Speed Up Native Calls" as well as your planned Max Ops Per Frame increase.

Just wanted to let you know that I did this and that seemed to solve the stack dump issue, woo-hoo! Thanks for the tip.

Since then I upgraded from 2.10 to 2.13, and so far so good. :)

Can I make a suggestion? It might be helpful to add these settings under Papyrus Tweaks in the Requirements. Sort of a 'if you experience stack dumps try ... ' instead of a 'you must change these settings' since the necessity can change from one setup to the next. 

Anyway, thanks for the help.

Posted
43 minutes ago, Seeker999 said:

Can I make a suggestion? It might be helpful to add these settings under Papyrus Tweaks in the Requirements. Sort of a 'if you experience stack dumps try ... ' instead of a 'you must change these settings' since the necessity can change from one setup to the next. 

 

I was already considering doing that. This issue is more frequent than I expected. However I hope my recent updates solve it. I haven't experienced any negative side effects of the new guardrails in my own playthrough, so hopefully it keeps everything in check.

Posted

Gonna try rollback to 2.13 from 3.0. Skyrim become slow and buggy. Resaver said this

Stack count

There are 8200 stacks and 8246 frames. This may indicate a serious problem, but it can also just mean that Papyrus is overloaded because of low FPS or too many mods doing things at the same time.

Frame count

<a href="script://slsf_reloaded_playerscript">slsf_reloaded_playerscript</a> occurs the most often as a stack frame (8152 occurrences)</p>

Frame count

<a href="script://GlobalVariable">GlobalVariable</a> occurs the second most often as a stack frame (19 occurrences)</p>

 

Just want to let you know. 😀

Posted
4 hours ago, PerFylk said:

Gonna try rollback to 2.13 from 3.0. Skyrim become slow and buggy. Resaver said this

Stack count

There are 8200 stacks and 8246 frames. This may indicate a serious problem, but it can also just mean that Papyrus is overloaded because of low FPS or too many mods doing things at the same time.

Frame count

<a href="script://slsf_reloaded_playerscript">slsf_reloaded_playerscript</a> occurs the most often as a stack frame (8152 occurrences)</p>

Frame count

<a href="script://GlobalVariable">GlobalVariable</a> occurs the second most often as a stack frame (19 occurrences)</p>

 

Just want to let you know. 😀

 

I need more information.

 

What exactly started happening which was causing problems, and when did it start happening? (Immediately after install, or after playing for so long?)

 

Does ReSaver say anything else? Just referencing the Player Script doesn't tell me much.

 

Can you post a Papyrus Log?

Posted

I would like to say a few words about the translation into other languages. The fact is that there are serious gender differences in some languages. For example, in Russian, different versions of the Noun are used for a Man or a Woman. In addition, depending on gender, the endings of verbs and adjectives change.


I want to know the Author's opinion, how would he react to the translation made into Russian for the Female Avatar?


I want to explain that for Russian-speaking Players, rudeness and unnaturalness will be felt in the descriptions of the MCM menu if the gender characteristics of the native language are ignored. What could be the alternative? If you make two separate translations for the Male Avatar and for the Female, it will look silly. Yes, besides the Feminine and Masculine genders, there is also a Neuter gender in Russian, but this version of the translation should not be considered, it will be completely bad.

 

In the event that the respected Author finds this option acceptable, here is the link to the Russian translation file.

For 3.0-BETA

SLSF Reloaded_russian (by Caiena).7z

Posted
9 hours ago, Caiena said:

I would like to say a few words about the translation into other languages. The fact is that there are serious gender differences in some languages. For example, in Russian, different versions of the Noun are used for a Man or a Woman. In addition, depending on gender, the endings of verbs and adjectives change.


I want to know the Author's opinion, how would he react to the translation made into Russian for the Female Avatar?


I want to explain that for Russian-speaking Players, rudeness and unnaturalness will be felt in the descriptions of the MCM menu if the gender characteristics of the native language are ignored. What could be the alternative? If you make two separate translations for the Male Avatar and for the Female, it will look silly. Yes, besides the Feminine and Masculine genders, there is also a Neuter gender in Russian, but this version of the translation should not be considered, it will be completely bad.

 

Thank you for making this!

 

I understand that things might not be perfect. Most of the mods on LL for Skyrim are intended to be used with Female avatars, so as long as those who use Male avatars understand that, then I believe it's possible to be forgiven for using the Female words instead of the Male words. I hope the overall point of most things in the MCM will be the same regardless of which gender you use. I tried to be as generalized as possible.

Posted (edited)
17 hours ago, keymaster1965 said:

been using for like a week and today suddenly I got around 8-9 popup windows saying stuff was missing when it was working fine, removed it. neat mod though

 

...this tells me nothing... Why post about a problem if you're not going to tell me anything about the problem? For all I know you're gaslighting me.

 

Unless you mean Mod Manager errors, SLSF Reloaded has only 1 Error message concerning missing stuff, and that's related to Devious Devices, which means you're missing one of the 3 core DD plugins. Additionally, since you only said "stuff missing" - that means you DID NOT READ THE ERROR and are being lazy, which is your own fault.

 

On top of that, I need the following questions answered if you still want help:

 

1) How do you know SLSF reloaded is the problem?

2) What did the errors say?

3) Have you made any changes to your mod list since installing SLSF Reloaded?

4) Are you 100% sure you installed or updated properly?

 

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

 

I apologize for the aggressive tone, but I'm getting really fed up with these half-assed problem reports that are not even guaranteed to be this mod's fault.

Edited by NymphoElf
Posted
On 2/24/2025 at 12:51 AM, keymaster1965 said:

been using for like a week and today suddenly I got around 8-9 popup windows saying stuff was missing when it was working fine, removed it. neat mod though

I mean, if a large number of mods are used in the Game, it is difficult for the Player to understand which mod this message belongs to. For example, when I make translations into Russian, I mark all available messages on the screen and pop-up windows. The tags are very simple and clear - [Mod name] Message text. Thus, I sometimes have to mark even the beginning of a Dialogue if it is not clear where it comes from.
Of course, I'm not insisting on anything, but if the Authors hear my words, it may help to avoid misunderstandings.

Posted
5 hours ago, Caiena said:

I mean, if a large number of mods are used in the Game, it is difficult for the Player to understand which mod this message belongs to. For example, when I make translations into Russian, I mark all available messages on the screen and pop-up windows. The tags are very simple and clear - [Mod name] Message text. Thus, I sometimes have to mark even the beginning of a Dialogue if it is not clear where it comes from.
Of course, I'm not insisting on anything, but if the Authors hear my words, it may help to avoid misunderstandings.

I had removed it and I dont remember the errors but I will put it back on and if I get them again I will screenshot them and let you know

Posted
9 hours ago, Caiena said:

I'm a little confused about the versions.

 

From Oldest to Newest:

 

3.0-BETA

3.0-BETA 2

3.0-BETA 3

3.0

 

9 hours ago, Caiena said:

This is a translation for a file dated 24.02.2025. I believe this is SLSF Reloaded 3.0, is that so?

 

Most likely

 

8 hours ago, Caiena said:

I mean, if a large number of mods are used in the Game, it is difficult for the Player to understand which mod this message belongs to.

 

I specifically designed my error messages to say they're from SLSF Reloaded. So that shouldn't be a factor.

Posted (edited)

I think something went really wrong with the mod in my game. It used to work fine in Falkreath, I got fame for being naked and all, but by now I do not gain fame for anything and the detailed fame view says I am in Silver-Blood Inn in Markarth constantly, the detected location just doesn't update anymore. I was using version 2.8 for quite a lot time, and upgrading to 3.0 now didn't seem to help.

 

Anything I can do to fix this?

 

I am using this mod with the legacy SLSF for Fame Comments support in case that helps. The "General Information" MCM page also makes the whole MCM lock up until you close it and doesn't ever load.

 

EDIT: Also got a Papyrus Log now!

Papyrus.0.log

Edited by AlyssaAwoo
Posted
2 hours ago, AlyssaAwoo said:

I think something went really wrong with the mod in my game. It used to work fine in Falkreath, I got fame for being naked and all, but by now I do not gain fame for anything and the detailed fame view says I am in Silver-Blood Inn in Markarth constantly, the detected location just doesn't update anymore. I was using version 2.8 for quite a lot time, and upgrading to 3.0 now didn't seem to help.

 

Anything I can do to fix this?

 

I am using this mod with the legacy SLSF for Fame Comments support in case that helps. The "General Information" MCM page also makes the whole MCM lock up until you close it and doesn't ever load.

 

Sounds like you have to perform a Clean Save or start a New Game. A lot of things changed since 2.8, and versions prior to 2.10 are now unsupported.

 

You should be able to export your fame data in 2.8, so you can at least restore your fame after 3.0 is initialized.

Posted (edited)
1 hour ago, NymphoElf said:

 

Sounds like you have to perform a Clean Save or start a New Game. A lot of things changed since 2.8, and versions prior to 2.10 are now unsupported.

 

You should be able to export your fame data in 2.8, so you can at least restore your fame after 3.0 is initialized.

Oh, I read about end of support for 2.1, but I figured 2.8 would be ahead of 2.1(0) and not even that old. Oops... I tried a clean save but doing that and using ReSaver just makes my game crash due to an issue related to SaveStorageWrapper. I think it's gonna have to be the New Game then. Even if I'm level 27.. :classic_wacko:

 

There is actually no fame data to save, as I said the fame system on my 2.8 completely broke. 

Edited by AlyssaAwoo
Posted (edited)
On 3/1/2025 at 3:55 PM, AlyssaAwoo said:

Oh, I read about end of support for 2.1, but I figured 2.8 would be ahead of 2.1(0)

 

No, that's not how versioning works (if you do it properly).

 

2.1 and 2.10 are not the same. 2.10 is 9 versions newer than 2.1

 

2.10 is supposed to be newer than 2.9

 

2.1.0 is supposed to be older than 2.2

 

You have to look for the extra period. Each number before/after a period increments in versions as necessary based on the changes made.

 

Technically versions should have at least 3 numbers (x.y.z) where X is the Major version, Y is the Minor Version, and Z is the Patch number. However I'm just using X and Y for this mod's versioning (which would technically mean Z is always "0"). If Y goes up, Z must be reset to 0. If X goes up, Y AND Z must be reset to 0.

 

[Bonus Info]

Spoiler

Build Numbers are generally for Developer Use only. The build number increases every time you compile the software, even if you're fixing (or accidentally introducing) a bug. That's why you'll sometimes see build numbers 1000s higher than the previous version, if you can even see the build number at all.

 

On 3/1/2025 at 3:55 PM, AlyssaAwoo said:

There is actually no fame data to save, as I said the fame system on my 2.8 completely broke. 

 

If you still have a copy of 2.8 you could load an older save and export what was there. But if you already nuked everything then yeah, sorry.

Edited by NymphoElf
Posted
5 minutes ago, NymphoElf said:

 

No, that's not how versioning works (if you do it properly).

 

2.10 is supposed to be newer than 2.9

 

2.1.0 is supposed to be older than 2.2

 

You have to look for the extra period. Each number before/after a period increments in versions as necessary based on the changes made.

 

Technically versions should have at least 3 numbers (x.y.z) where X is the Major version, Y is the Minor Version, and Z is the Patch number. However I'm just using X and Y for this mod's versioning (which would technically mean Z is always "0")

 

[Bonus Info]

  Reveal hidden contents

Build Numbers are generally for Developer Use only. The build number increases very time you compile the software, even if you're fixing (or accidentally introducing) a bug. That's why you'll sometimes see build numbers 1000s higher than the previous version, if you can even see the build number at all.

I see, interesting! 

 

6 minutes ago, NymphoElf said:

If you still have a copy of 2.8 you could load an older save and export what was there. But if you already nuked everything then yeah, sorry.

Only had a bit of exhibitionist fame in falkreath that already decayed. It's just weird that the mod permanently detects Silver-Blood Inn as my current location. I guess something was pretty wrong with 2.8 if it just does that out of nowhere. Not sure what would have caused this. I did do some Bimbos of Skyrim lewd quest stuff there that could have triggered your mod and broke something but.. that's unlikely I suppose.

 

Anyway, I'll probably make a new save then. Had no idea my version was that old.

Posted (edited)
3 hours ago, Dorabella said:

Is it possible to do something like this for The Ancient profession?

 

 

 

I'm not sure what you're asking. Can you elaborate?

 

If you're asking if SLSF Reloaded has an API you can use, yes. Look at SLSF_Reloaded_ModEventListener

Edited by NymphoElf

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