Jump to content

Fever Dreams - Vaermina's Curse


Recommended Posts

Posted

@goonerbomzh, sorry about the delay in following up.  Just had one of the dreams fail, this one was the Riften one with Aerin and Mjoll, the full error message it returns is as follows:

 

"Failed to start animation with player and actors"

Don't know if that helps with anything or not.

Posted (edited)

An interesting situation with the translation of the latest version. This time the "Morning routine" started to crash. I again blamed the title in the message, but no - the culprit was the size of the text in the message box. I had 580 characters there, I cut it to 514 and the crashes stopped. Although it seems like "Message boxes have a 1023 character limit, any longer and Skyrim will crash to desktop when attempting to display the message"🙄

 

So, the latest version works well overall - all dreams run without failures and all animations work, but there are a couple of nuances...
In each repetition of the dream with the Argonian, another lizard is added. There are already five of them and four are just standing.

image.thumb.jpeg.6e668175438e2e2ad87a7586b5ed35a9.jpeg


Sometimes in the dream with the Nazims, the scene is placed like this...image.thumb.jpeg.b41196b4d361a10c002894b6a05f7746.jpeg

 

Edited by vjnmrf
Posted

1.16 causes crash to desktop when making new character or loading a old save i looked at mcm psc at line 77 1.15 had 1 gap between line 77 the debug line 1.16 has 3 line gap could that be causing the crash to desktop ?

Posted (edited)
On 10/20/2024 at 1:27 AM, nunyabidnez said:

@goonerbomzh, sorry about the delay in following up.  Just had one of the dreams fail, this one was the Riften one with Aerin and Mjoll, the full error message it returns is as follows:

 

"Failed to start animation with player and actors"

Don't know if that helps with anything or not.

Weird, it should always pair the player with either Aerin, Mjoll, or both. If you try in 1_1_6_hotfix2, the error message should also print the variation number. Alternatively, maybe sexlab can give us clues on why it failed. We can try @nb097's suggestion:

Quote

If you check Debug / Development Mode under Rebuild & Clean in SexLab's MCM, you will see more messages in the console about the whole process of finding/selecting animations.

 

This does add overhead, so you should only have this on when you need it on.



 

 

On 10/20/2024 at 8:56 PM, vjnmrf said:

An interesting situation with the translation of the latest version. This time the "Morning routine" started to crash. I again blamed the title in the message, but no - the culprit was the size of the text in the message box. I had 580 characters there, I cut it to 514 and the crashes stopped. Although it seems like "Message boxes have a 1023 character limit, any longer and Skyrim will crash to desktop when attempting to display the message"🙄

 

So, the latest version works well overall - all dreams run without failures and all animations work, but there are a couple of nuances...
In each repetition of the dream with the Argonian, another lizard is added. There are already five of them and four are just standing.

image.thumb.jpeg.6e668175438e2e2ad87a7586b5ed35a9.jpeg


Sometimes in the dream with the Nazims, the scene is placed like this...image.thumb.jpeg.b41196b4d361a10c002894b6a05f7746.jpeg

 


Lizards: nice catch! I fixed it for 1_1_6_hotfix2. To delete the already existing lizards, you will need to click and "disable" them in console.

Nazeems: I suspect it happens because the nazeems move a lot before the scene starts, so they push the player. This is a general problem with this mod (but for this dream it's the worst), I'll try to see if there is a good way to make the NPCs stand in place for the next version.

 

 

On 10/21/2024 at 1:22 AM, plaguebringer458 said:

Would it be safe to ESMify this mod? It adds quite a sizeable amount of references to the reference count, and I'd like to know if it's safe to ESMify it to try and keep my reference count low.


Should be safe, can you try and see if there are any problems?
 

 

9 hours ago, badbat111 said:

1.16 causes crash to desktop when making new character or loading a old save i looked at mcm psc at line 77 1.15 had 1 gap between line 77 the debug line 1.16 has 3 line gap could that be causing the crash to desktop ?


Weird. Doesn't happen for me. Can anyone reproduce?
 

 

3 hours ago, R4ThM0R3 said:

The mod makes some edits to Ralof character which makes the opening scene (Helgen) to bug itself


This mod doesn't edit any vanilla records - you can check in xEdit. So I am not sure what causes the problem and whether it's this mod.

Edited by goonerbomzh
Posted

Does the mod include CCF, FFC, MMMMF and FFFFM dreams? Also, have you played Adventure with Balazar? It has some hot message box descriptions that might give you some new ideas.

Posted (edited)
11 hours ago, badbat111 said:

1.16 causes crash to desktop when making new character or loading a old save i looked at mcm psc at line 77 1.15 had 1 gap between line 77 the debug line 1.16 has 3 line gap could that be causing the crash to desktop ?

 

1 hour ago, goonerbomzh said:

Weird. Doesn't happen for me. Can anyone reproduce?

 

How many times have you tried in a row? Does it only happen once?

 

I have the same issue when installing new mods all the time. Not just this one. I think it's because I have almost 300 mods active in my list. Ever since I hit around 200 or so I usually cannot add or remove mods and then either load a save or start a new game without crashing to desktop.

 

However, this only happens once. I change my mods, load/start a character, crash to desktop, reload the game, reload/start the save/character without touching the mods again, and I'll pretty much always get in on the second try. If you cannot get in on a second try, you have a totally different issue than me.

 

 

On 10/20/2024 at 10:56 AM, vjnmrf said:

Sometimes in the dream with the Nazims, the scene is placed like this...image.thumb.jpeg.b41196b4d361a10c002894b6a05f7746.jpeg

 

 

1 hour ago, goonerbomzh said:

Nazeems: I suspect it happens because the nazeems move a lot before the scene starts, so they push the player. This is a general problem with this mod (but for this dream it's the worst), I'll try to see if there is a good way to make the NPCs stand in place for the next version.

 

Are you sure that is a Fever Dreams problem and not a problem with the animation? I had that exact issue with what looks like the exact same threesome on a bed animation long before FD came out. I believe it was something from Anub or Billyy from one of their InvisFurn packs. I can't remember exactly. I disabled/unregistered it long ago because there was no way to fix it. It could happen on any bed. Not just FD beds.

 

Check what animation that is and try using a different one in the same dream. As I recall, when I had that problem happening and I would hit H to change the animation, somehow that one you have pictured would be the only one in my list. All my other proper-working threesome animations were nowhere to be seen.

 

Then, at a later time when I had a proper-working threesome animation going and I hit H to bring up the list, the faulty animation was nowhere to be seen. It was somehow in it's own category list. I feel 90% sure it was an Anub animation. Just looking at that image gives me deja vu.

 

Maybe you are just having the same problem I did, maybe not. If you are, there is nothing goonerbomzh can do about it. You should really disable that animation.

Edited by Donuts4me
Posted
1 hour ago, Donuts4me said:

 

 

 

Are you sure that is a Fever Dreams problem and not a problem with the animation? I had that exact issue with what looks like the exact same threesome on a bed animation long before FD came out. I believe it was something from Anub or Billyy from one of their InvisFurn packs. I can't remember exactly. I disabled/unregistered it long ago because there was no way to fix it. It could happen on any bed. Not just FD beds.

 

Possibly, but unlikely. It was with this bed in the mare that I always had similar problems with other animations on invisible furniture - displacement somewhere in the wrong place. I then replaced it and everything returned to normal, and in this mod the vanilla cell is copied.

Posted (edited)
22 hours ago, goonerbomzh said:

This mod doesn't edit any vanilla records - you can check in xEdit. So I am not sure what causes the problem and whether it's this mod.

I too have a problem with the Helgen opening scene. For me it makes changes with Hadvar causing him to bug out soon after leaving the cave. He just stands there doing nothing. Waiting any amount of time in game causes another Hadvar to appear that is also bugged. Hadvar is labeled to have changes from this mod in console. I have alternate start installed if that makes any difference.

Edited by creepycream
Posted (edited)

After downloading the latest hotfix, I can no longer fast travel to Solitude. Disabling FD restores it. Not sure how.

 

Also, when I am out in the open world, the map icon for Solitude is gone. All the other cities seem to be ok.

Edited by Donuts4me
Posted
On 10/22/2024 at 9:19 AM, vjnmrf said:

Possibly, but unlikely. It was with this bed in the mare that I always had similar problems with other animations on invisible furniture - displacement somewhere in the wrong place. I then replaced it and everything returned to normal, and in this mod the vanilla cell is copied.

Does it happen randomly or for specific animations? Before the dream starts, if you disable black screen, does your character get pushed around?

 

 

7 hours ago, creepycream said:

I too have a problem with the Helgen opening scene. For me it makes changes with Hadvar causing him to bug out soon after leaving the cave. He just stands there doing nothing. Waiting any amount of time in game causes another Hadvar to appear that is also bugged. Hadvar is labeled to have changes from this mod in console. I have alternate start installed if that makes any difference.

 

1 hour ago, Donuts4me said:

After downloading the latest hotfix, I can no longer fast travel to Solitude. Disabling FD restores it. Not sure how.

 

Also, when I am out in the open world, the map icon for Solitude is gone. All the other cities seem to be ok.


All of this might be connected. When duplicating world spaces, I choose as "parent worldspace" the already existing worldspace I duplicated from, for LOD data. Creation kit might do more than just copy LOD data. It could also explain the Helgen scene. It could also be related to the fact copying worldspaces in creation kit is maybe not the best idea.

I'll look into all of this.

Posted (edited)
On 10/22/2024 at 3:09 AM, R4ThM0R3 said:

The mod makes some edits to Ralof character which makes the opening scene (Helgen) to bug itself

Also @creepycream@Donuts4me: please take a look at this version, it should fix the helgen scene + solitude marker problem (might need to load an earlier save for the solitude marker, not sure)
Fever Dreams 1_1_6_hotfix3_test.rar

If it works I'll upload it as hotfix3 (and later do a similar scan for other duplicated worldspaces to avoid similar potential problems)

 

 

On 10/22/2024 at 7:20 AM, waiyan said:

Does the mod include CCF, FFC, MMMMF and FFFFM dreams? Also, have you played Adventure with Balazar? It has some hot message box descriptions that might give you some new ideas.


CCF - yes

FFC - no, what animations of this kind are there and in which packs?

MMMMF,FFFFM - no, is it a common type of animation? If not, I prefer to not add it since it's not very crucial IMO, and could make the mod not work out of the box for some people

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

Also @creepycream@Donuts4me: please take a look at this version, it should fix the helgen scene + solitude marker problem (might need to load an earlier save for the solitude marker, not sure)
Fever Dreams 1_1_6_hotfix3_test.rar

If it works I'll upload it as hotfix3 (and later do a similar scan for other duplicated worldspaces to avoid similar potential problems)

Solitude is fixed. I did not need to load an earlier save.

 

I'm having a lot of issues with Helgen. But it has nothing to do with FD. Even when FD is disabled, Helgen is so buggy for me. I have not tried using the vanilla start in so long there could be so many potential causes.

 

I'd say that hotfix3 is ready for upload.

 

3 hours ago, goonerbomzh said:

FFC - no, what animations of this kind are there and in which packs?

 

Anubs has two animation packs with FFCs:

 

-Anubs Creature (werewolf, bear, riekling, troll)

-Anubs Creature 2 (horse, wolf, dog)

 

 

Billyy also has two:

 

-Billyy_CreatureBeasts (boar, canine, horse, skeever)

-Billyy_CreatureHumanoids (draugr, falmer, riekling, 

Edited by Donuts4me
Posted (edited)

About bugs...
Here are two handsome guys messing around in Helgen's yard, instead of quietly lying in a cave (alternate start) They categorically do not want to communicate.

 

 

image.thumb.jpeg.ee590fad2b93b0365257cf5ac2b4428f.jpeg

 

There were a few more little things from side quests. For example, in Winterhold the steward does not offer to steal the staff, and it himself is absent. Well, etc.

 

What else "new" did I notice...
Non-standard behavior of some NPCs. For example, the Khajiit in Windhelm just stood in front of the bridge without pitching tents. And in Solitude, they disappeared after some time, leaving the camp in place. It seems that those hundreds of markers that remained in the cells you copied still have some effect.

Oh yeah, two Captains Kjar appeared on the ship in Windhelm.

Edited by vjnmrf
Posted (edited)
4 hours ago, vjnmrf said:

About bugs...
Here are two handsome guys messing around in Helgen's yard, instead of quietly lying in a cave (alternate start) They categorically do not want to communicate.

 

 

image.thumb.jpeg.ee590fad2b93b0365257cf5ac2b4428f.jpeg

 

There were a few more little things from side quests. For example, in Winterhold the steward does not offer to steal the staff, and it himself is absent. Well, etc.

 

What else "new" did I notice...
Non-standard behavior of some NPCs. For example, the Khajiit in Windhelm just stood in front of the bridge without pitching tents. And in Solitude, they disappeared after some time, leaving the camp in place. It seems that those hundreds of markers that remained in the cells you copied still have some effect.

Oh yeah, two Captains Kjar appeared on the ship in Windhelm.

Really weird, I'll take a look. In hotfix3 I deleted all persistent references from the duplicated Skyrim worldspace (used in the "morning routine" dream), so I am not sure why all of this should happen. It could be that version 1.1.6 before hotfix3 screwed things over, so loading a save before upgrading to 1.1.6 is necessary

Also, did the same things happen in version 1.1.5?

Edited by goonerbomzh
Posted
14 minutes ago, goonerbomzh said:

Really weird, I'll take a look. In hotfix3 I deleted all persistent references from the duplicated Skyrim worldspace (used in the "morning routine" dream), so I am not sure why all of this should happen. It could be that version 1.1.6 before hotfix3 screwed things over, so loading a save before upgrading to 1.1.6 is necessary

Also, did the same things happen in version 1.1.5?

 

Well, you didn't delete all the markers. Of the 419 I wrote about, 56 remained. And there were also a bunch of unnecessary patrol markers, sandbox markers, etc. Actually, absolutely all vanilla markers (except for those built into furniture) should have been deleted in the copied cells. They are not used in your mod, but, as we can see, they have a detrimental effect.

Posted
10 minutes ago, vjnmrf said:

 

Well, you didn't delete all the markers. Of the 419 I wrote about, 56 remained. And there were also a bunch of unnecessary patrol markers, sandbox markers, etc. Actually, absolutely all vanilla markers (except for those built into furniture) should have been deleted in the copied cells. They are not used in your mod, but, as we can see, they have a detrimental effect.

Those are coming from the other world spaces (solstheim, solitude, sovngarde, and 3 others). I will remove them when I get the chance.

Originally I didn't delete markers because I though these are duplicates, but as it seems things are not so simple. I agree, I will try to delete all markers in the next version.

Posted
12 hours ago, goonerbomzh said:

Those are coming from the other world spaces (solstheim, solitude, sovngarde, and 3 others). I will remove them when I get the chance.

Originally I didn't delete markers because I though these are duplicates, but as it seems things are not so simple. I agree, I will try to delete all markers in the next version.

 

But now I've encountered a fairly serious bug in the latest - the graybeards don't react to shouting, and continue to pester "show off your shouting"

Posted (edited)
6 hours ago, vjnmrf said:

 

But now I've encountered a fairly serious bug in the latest - the graybeards don't react to shouting, and continue to pester "show off your shouting"

Thanks for finding this! To remove all "leftovers" from duplicating cells, I went in a different route than painstakingly removing all markers and attached scripts manually. I used this xEdit script to remove all scripts and linked references from records, which hopefully should "neutralize" all side effects:

 

Spoiler

// called for every record selected in xEdit
function Process(e: IInterface): integer;
begin
  Result := 0;

  // comment this out if you don't want those messages
  AddMessage('Processing: ' + FullPath(e));

  // processing code goes here
  if ElementExists(e, 'VMAD') then
    RemoveElement(e,'VMAD');
  if ElementExists(e, 'Linked References') then
    RemoveElement(e,'Linked References');
  if ElementExists(e, 'XNDP') then
    RemoveElement(e,'XNDP');
  if ElementExists(e, 'Ownership') then
    RemoveElement(e,'Ownership');
  if ElementExists(e, 'XLRT') then
    RemoveElement(e,'XLRT');
end;

 


Uploaded a new version, can you tell me if it works in your setup?

(I worry that if you got the greybeard dream, the save file is ruined, and only if a new save is made then this new version will be OK)

Edited by goonerbomzh
Posted
1 hour ago, goonerbomzh said:

Thanks for finding this! To remove all "leftovers" from duplicating cells, I went in a different route than painstakingly removing all markers and attached scripts manually. I used this xEdit script to remove all scripts and linked references from records, which hopefully should "neutralize" all side effects:

 

  Reveal hidden contents

// called for every record selected in xEdit
function Process(e: IInterface): integer;
begin
  Result := 0;

  // comment this out if you don't want those messages
  AddMessage('Processing: ' + FullPath(e));

  // processing code goes here
  if ElementExists(e, 'VMAD') then
    RemoveElement(e,'VMAD');
  if ElementExists(e, 'Linked References') then
    RemoveElement(e,'Linked References');
end;

 


Here is the new version, can you tell me if it works in your setup?

Fever Dreams 1_1_6_cleanuptest.rar

(I worry that if you got the greybeard dream, the save file is ruined, and only if a new save is made then this new version will be OK)

 

Unfortunately, even creating a "clean save" didn't help. So I can't say how much the new version has fixed the situation.

Posted (edited)
8 minutes ago, vjnmrf said:

 

Unfortunately, even creating a "clean save" didn't help. So I can't say how much the new version has fixed the situation.

By "clean save" do you mean a new character, or just uninstalled FD?

I think actually creating a new character is needed in this case, or to fix it with console (if the player experienced the greybeard dream). I will speedrun to this point with a new character to check if the new version fixed it.

Edited by goonerbomzh
Posted
2 minutes ago, fumos said:

So are there any of the dreams that I should disable until later updates?

yes, "Ysmir", although I think it *should* work now

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...