Veladarius Posted September 16, 2014 Author Posted September 16, 2014 I don't know if I did anything wrong but after accepting the delivery missions and after the package was stolen by bandits, the punishment by the master seems to be endless, I'm not sure how I was suppose to wait, but it sure seems like it won't end anytime soon, I've waited several days and nothing seems to happen. The Mater and Herran seems to watch over my character no matter how long I wait. If you saw no dialogue once it started, Fus Ro D'oh is either not installed or working. If you did see the dialogue don't move the camera until the whipping starts, for whatever reason that can keep it from starting for some people.
LHM Posted September 16, 2014 Posted September 16, 2014 I managed to complete the Costumer Assist quest, thanks for the help. But I have a question: in the Costumer Assist, they equipped me with a CB, Metal Cuffs and a Posture Collar. I guess one of the items also added the "In the nude", which seems to block armors from being equipped, but although not possible to unnequip it, I could throw it away... Could anyone please explain me what is the point of that item? Thanks again.
Veladarius Posted September 16, 2014 Author Posted September 16, 2014 I managed to complete the Costumer Assist quest, thanks for the help. But I have a question: in the Costumer Assist, they equipped me with a CB, Metal Cuffs and a Posture Collar. I guess one of the items also added the "In the nude", which seems to block armors from being equipped, but although not possible to unnequip it, I could throw it away... Could anyone please explain me what is the point of that item? Thanks again. I don't use any of the blocking items from the expansion on the player, my guess is that it was a broken Expansion harness that ended up fixed when you were stripped.
magicrealm Posted September 17, 2014 Posted September 17, 2014 Thank you for responding to my question. i Need to ask you this question again, in another form : do you know mods from this list which must be installed at game start ? defeat, sanguine debouchery+, devious devices, devious hellples, captured and cidhna, hdt.System, Display model, skyrim bound, animal mansion, prison overhaul, sosequipable, puppet master swallow, the new mods skooma whore, misa lair, alicia painslut, milk econonmy. i guess all Framework like sexlab and zaz must be at games s´tart. the Problem to Play a full game with These mods listed above will lead not only to ctd on loadgame, devious devices alone makes it impossible to enter the game by loading a quicksave. also heavy delays in animations occur etc. scripts will overload Memory. i never exoperienced a full functional sexlab too. (for example voice loudnessslider does not work, voice Settings for follower does not work, sexlab often uses lesbian animations on hetero, it never regards agressive animations only in rapes, etc. short to say : generally LL mods do not work as they should. the question is, how much malfunction someone can tolerate. so if you want to Play a game with most LLmods, it will be a short game and not much Content from the original game can be played. a full game may be played with one simple Prostitution mod and one rape mod. thats it. definitely not with devious devices. my idea is to install the mods at the time they appear in the game, using my daedra System. so here is when they appear : defeat 20, puppet master swallow 30, animal mansion 40, skomma whore 50, sanguines debouchery and all DD 60 sosequipable 70. if i can install all DD mods at 60, i will have a good game until then for sure. otherwise the risk is very high to get stuck on the way by script overload.like my last game after 91 hours playtime.
NarcosisElemental Posted September 17, 2014 Posted September 17, 2014 You can try to use BOSS to sort your load order. I know BOSS recognizes all of the DD mods as well as Captured Dreams.
magicrealm Posted September 17, 2014 Posted September 17, 2014 You can try to use BOSS to sort your load order. I know BOSS recognizes all of the DD mods as well as Captured Dreams. thanks, i m not a noob.
greyspammer Posted September 17, 2014 Posted September 17, 2014 I'm sorry if I'm telling you things you already know (not being a noob and all ), but I also had some problems with random loadgame crashes. Not just with DD/SL stuff but other complex mods as well. You know, start Skyrim, hit "Continue" and find yourself back on the desktop after a short peek on the loading screen. And none of the usual tips (use BOSS, tweak the new sheson settings in SKSE, etc.) seemed to help. What usually works for me in these cases is this: When Skyrim starts, first load an early game. One with just a few hours on it. Preferably one in a small interior cell. Like the Riverwood Trader. Most of the time, that will work (because there is not that much data accumulated in that save yet). And then load the actual recent save or quicksave which you want to continue. That works in most cases for me. Unless you really do have a broken script somewhere. I figure it's because it's a memory problem. If a freshly started Skyrim attempts to allocate the memory while loading your game, it may crash. When most of the memory is already allocated and just gets repurposed, then it usually works. As for your question about which specific mods must be enabled on game start: Wouldn't the original authors know better? Maybe you'd be better off asking in those threads. Just saying...
Veladarius Posted September 17, 2014 Author Posted September 17, 2014 If you are having issues getting SexLab / DD mods to start or be stable there are likely repeating errors in your papyrus log that are slowing things down. Check the log for errors and correct them, other than errors from mods that are looking for other installed mods your errors should be minimal. If you can't fix the save (too much broken stuff) then start a new game. Some ways to get SexLab / DD to start up: 1- On starting a new game, only enable the core SexLab / DD mods (basically everything Integration needs to run) and let these start up then save and exit 2- Check your papyrus log for errors, specifically ones that occur over and over again and fix those 3- Enable a group of mods, load your save and let them start up then save and exit 4- Check for errors again 5- Repeat steps 3 and 4 until everything is installed and running If installing on a current game, add them one or two at a time, just make sure that you don't start a mod that has a large amount of scripts at the same time as another script heavy mod (and make sure that one is not dependent on the other, let a master start first then the ones that use it). I use a good number of SexLab / DD mods (over 30 esm/esp's) and a large number overall (250 esm/esp's and 40 with MCM menu's), if you don't have mods that are broken (cause constant errors) you can start up everything on a new game with no issues. When starting a new game all of my mods and MCM menu's are all running and working properly within 2 minutes. As for crashing on loading a save, as you add more mods that run scripts that will happen, it isn't the fault of the mods it is Skyrim. Load a save from a location with very little going on, typically an interior with few actors and scripted objects. Once you have a save loaded then load the one you want to, it should do it with no problems then.
magicrealm Posted September 17, 2014 Posted September 17, 2014 well, first you said i shall only start SL and dd and then groupwise the others. later you say you start your 250esps at once. so you mean i shall check all mods in first step if they are broken and then, when no broken mod is there, i can start a real new game with all mods at once. right ? now how shall i know if a mod is broken and how can a mod be broken ? we all download our mods from here, so why shall one Player get it broken, other Players not ? Papyrus is always full. i think it will be fúll with vanilla skyrim from Bethesda lol. can they get broken from texVtranslator, from Boss / Loot, from saving it on Memory stick ? i find it interesting, that you say that it is possible to have no brioken mod and no full Papyrus. ok lets say i find 20 mods broken. what shall i do then ? delete and new download ? so i attach my Papyrus on my actuial, quite new game, just Level 8. what can you read out of this ?
shadow42 Posted September 17, 2014 Posted September 17, 2014 Veladarius, just want to thank you for an amazing mod. It's even made me try to check out the creation kit myself, but I am much more a consumer than a producer in that regard :/ All the same I know it had to be a lot of time and effort into this and we appreciate it!
magicrealm Posted September 17, 2014 Posted September 17, 2014 Veladarius, just want to thank you for an amazing mod. It's even made me try to check out the creation kit myself, but I am much more a consumer than a producer in that regard :/ All the same I know it had to be a lot of time and effort into this and we appreciate it! Yes, plus Veladarius cares very much about his mod full working plus he really tries to help People in the Support thread here. that what makes him outstanding.
Veladarius Posted September 17, 2014 Author Posted September 17, 2014 well, first you said i shall only start SL and dd and then groupwise the others. later you say you start your 250esps at once. so you mean i shall check all mods in first step if they are broken and then, when no broken mod is there, i can start a real new game with all mods at once. right ? now how shall i know if a mod is broken and how can a mod be broken ? we all download our mods from here, so why shall one Player get it broken, other Players not ? Papyrus is always full. i think it will be fúll with vanilla skyrim from Bethesda lol. can they get broken from texVtranslator, from Boss / Loot, from saving it on Memory stick ? i find it interesting, that you say that it is possible to have no brioken mod and no full Papyrus. ok lets say i find 20 mods broken. what shall i do then ? delete and new download ? so i attach my Papyrus on my actuial, quite new game, just Level 8. what can you read out of this ? I said to start them in groups if you have problems, I can start all of mine as I don't have any problems doing that. I don't know if it is that there are script heavy mods that you use that I don't or if my game or ini setup is making the difference (my ini is heavily edited). Some ways to break a perfectly fine mod: - Updating to a new version during a existing game where properties have changed - none of the existing properties will change and can cause errors in the script - Installing a mod that changes quests / scripts / properties or whatever else. The mod looking for information will either not find it or it will not be what it is expecting and cause errors - Installing a mod that has errors that constantly repeat (20 times a second) and overload papyrus. If papyrus is too overloaded it will take commands that are waiting to be done and throw them away (dump stack error) and usually stop those scripts from running If you have a log that is 500kb + after only a few minutes of play you likely have errors, if it is 1mb or more then you have a lot of errors. My logs for an hour of play with error logging turned on for most all of my mods is about 500kb. If you see things from Bethesda in the log it is because of an error. lOG FROM STARTUPI can start all of mine, I have not had any problems doing that. I don't know if it is that there are script heavy mods that you use that I don't or if my game or ini setup is making the difference (my ini is heavily edited). Some ways to break a perfectly fine mod: - Updating to a new version during a existing game where properties have changed - none of the existing properties will change and can cause errors in the script - Installing a mod that changes quests / scripts / properties or whatever else. The mod looking for information will either not find it or it will not be what it is expecting and cause errors - Installing a mod that has errors that constantly repeat (20 times a second) and overload papyrus. If papyrus is too overloaded it will take commands that are waiting to be done and throw them away (dump stack error) and usually stop those scripts from running If you have a log that is 500kb + after only a few minutes of play you likely have errors, if it is 1mb or more then you have a lot of errors. My logs for an hour of play with error logging turned on for most all of my mods is about 500kb. If you see things from Bethesda in the log it is because of an error. Log from startup: Papyrus.0.zip 3 minutes start to finish with 42 MCM menu's and 251 esp/esm's The log is almost 600 kb due to the initial startup of items and an issue with the weather in ENB Reference, likely due to my location. Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 HearthFires.esm 03 Dawnguard.esm 04 Dragonborn.esm 05 RaceCompatibility.esm 06 Skyrim Project Optimization - Full Version.esm 07 ApachiiHair.esm 08 ApachiiHairFemales.esm 09 ApachiiHairMales.esm 0A SGHairPackBase.esm 0B hdtHighHeel.esm 0C ClimatesOfTamriel.esm 0D Lanterns Of Skyrim - All In One - Main.esm 0E ZaZAnimationPack.esm 0F SexLab.esm [Version 1.59] 10 Schlongs of Skyrim - Core.esm 11 SexLabAroused.esm 12 Devious Devices - Assets.esm [Version 2.8.2] 13 Devious Devices - Integration.esm 14 Devious Devices - Expansion.esm 15 3rdEraWeaponsMoS.esm 16 Omegared99-Compilation.esm 17 FM - HaafingarHall.esm 18 TERAArmors.esm 19 SPIKE.esm 1A JSwords.esm 1B daymoyl.esm 1C Unofficial Skyrim Patch.esp [Version 2.0.5a] 1D Unofficial Hearthfire Patch.esp [Version 2.0.5] 1E Unofficial Dawnguard Patch.esp [Version 2.0.5] 1F Unofficial Dragonborn Patch.esp [Version 2.0.5] 20 FoxHome_X.esm 21 HentaiPregnancy.esm 22 Children+SoulGems.esm 23 HighResTexturePack01.esp 24 HighResTexturePack02.esp 25 HighResTexturePack03.esp 26 Unofficial High Resolution Patch.esp [Version 1.1.7] 27 SMPC.esp 28 SMPC Overwrite Fixes.esp [Version erts] 29 RaceCompatibilityUSKPOverride.esp 2A USKP Patcher for RaceCompatibility.esp 2B SkyUI.esp 2C AOS.esp 2D AOS_DB Patch.esp 2E AOS_DG Patch.esp 2F AOS_CoT 3.1 compatibility patch.esp 30 RelightingSkyrim.esp 31 Relighting Skyrim - Update.esp 32 Relighting Skyrim - Dawnguard.esp 33 Relighting Skyrim - Dragonborn.esp 34 Relighting Skyrim - HearthFire.esp 35 ClimatesOfTamriel-Dawnguard-Patch.esp 36 ClimatesOfTamriel-Dragonborn-Patch.esp 37 ClimatesOfTamriel-Dungeons-Hazardous.esp 38 Moss Rocks.esp 39 SkyFalls - Distant Waterfall Overhaul.esp 3A Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-3.esp 3B Beautiful Cities.esp 3C Purewaters.esp 3D StaticMeshImprovementMod.esp 3E StaticMeshImprovementMod-DragonbornTernFix.esp 3F StaticMeshImprovementMod-FurnitureChestSnowFix.esp 40 BarenziahQuestMarkers.esp 41 Book Covers Skyrim.esp 42 iHUD.esp 43 Auto Unequip Ammo.esp 44 HeadbombsBetterSortingComb.esp 45 BetterQuestObjectives.esp 46 BetterQuestObjectives-Dawnguard.esp 47 mcCampingLite.esp 48 AMatterOfTime.esp [Version 1.00] 49 HearthfireMultiKid.esp 4A HearthfireMultiKid_LastName.esp 4B Brawl Bugs CE.esp 4C FISS.esp 4D FNISspells.esp 4E Map Markers Complete.esp 4F The Dance of Death - Ultimate Edition.esp 50 Convenient Horse Herding.esp 51 Convenient Horses.esp 52 RealisticNeedsandDiseases.esp 53 RND_Dawnguard-Patch.esp 54 RND_Dragonborn-Patch.esp 55 RND_HearthFires-Patch.esp 56 RND_USKP-Patch.esp 57 Nausicaa's Tweaker.esp 58 TTYM - Think to Yourself Messages.esp 59 fFastTravelSpeedMult_4.esp [Version 1.0] 5A TradeBarter.esp 5B MTOH.esp 5C BetterMagic_FULL.esp 5D Uncapped Perks - Combat + Stealth.esp 5E Uncapped Perks - Magic.esp 5F Apocalypse - The Spell Package.esp 60 AmazingFollowerTweaks.esp 61 Alternate Start - Live Another Life.esp [Version 2.5.2] 62 dD - Realistic Ragdoll Force - Reduced.esp 63 Craft, Temper, Smelt.esp 64 Enchanting Freedom.esp 65 UnlockUniqueEnchantments.esp 66 Customizable Camera.esp 67 ajd_domhearthfirestewards.esp 68 ItemRewardsForBounties.esp 69 TravelMounts.esp 6A 360WalkandRunPlus-RunBackwardSpeedAdjust.esp 6B Swift Steeds Replacer.esp 6C NoHelmet.esp 6D no_essential_COs.esp 6E Inconsequential NPCs.esp 6F No more butch females - Vanilla.esp 70 Rebirth Monster.esp 71 Skyrim Immersive Creatures.esp [Version v6.1.1] 72 Skyrim Immersive Creatures - DLC2.esp [Version v6.1.1] 73 DeadlyDragons.esp 74 Animallica.esp 75 CrimeDecay.esp 76 My Home Is Your Home.esp 77 Guard Dialogue Overhaul.esp 78 SleepTight.esp 79 KS Hairdo's.esp 7A HairCombo1.esp 7B OblHairsCombined.esp 7C SGHairPackAIO.esp 7D TheEyesOfBeauty.esp 7E _zzhairscombined.esp 7F ApachiiHelmetWigs.esp 80 Scriptless werewolf bonus.esp 81 LFox No Werewolf Form Cooldown.esp 82 WerewolfPerksExpanded_1.6.esp 83 LaFemmeLycana.esp 84 Better Vampires.esp 85 Vampirelordroyal.esp 86 BVandRB_Formlist.esp 87 Werewolf Loot- Dawnguard version.esp 88 ToL_Core_by_Brevi.esp [Version 1.5] 89 ToL_SKSE_by_Brevi.esp [Version 1.0] 8A When Vampires Attack.esp [Version 1.0.1] 8B Dead Body Collision.esp 8C Run For Your Lives.esp [Version 1.0] 8D ERSO 30 - Better Enemy AI Dawnguard&Dragonborn.esp 8E altvamplord.esp 8F SexLabZaZAnimations.esp 90 mslZaZArachnophobia.esp 91 Schlongs of Skyrim.esp 92 SOS - VectorPlexus Regular Addon.esp 93 SC07SexLabRandomAttack.esp 94 SOS - B3lisario UNP Addon.esp 95 HentaiCreatures.esp 96 MoreNastyCritters.esp 97 MF_RadiantProstitution.esp 98 LoversVictim.esp 99 SexLab Submit.esp 9A SpousesEnhanced.esp 9B SexLabNudeCreatures.esp 9C SexLabNudeCreaturesDB.esp 9D SexLabNudeCreaturesDG.esp 9E SexLab Cumshot.esp [Version 1.5.2] 9F Children+SoulGemsDragonborn.esp A0 GagSFX.esp A1 DD - Interactions.esp A2 Devious Devices - For the Masses II.esp A3 Devious Devices - Males Addon.esp A4 Captured Dreams.esp A5 Devious Devices For Him.esp A6 DD For Him - Captured Dreams patch.esp A7 Aradia Devious Expansion.esp A8 Devious Deviants.esp A9 Deviously Cursed Loot.esp AA DeviouslyHelpless.esp AB SkyrimBound.esp AC sr_FillHerUp.esp AD Sacrificial Spriggan.esp AE Devious Loading Screens.esp [Version 2.7] AF Populated Lands Roads Paths.esp B0 FM - HHall Exterior.esp B1 FM - UNP Merchants.esp B2 Skyrim_Strap_Ons.esp B3 Lanterns.esp B4 Alternate Start - Live A Deviant Life.esp B5 Orc&ElfFix4TBBP.esp B6 Sexy Armor Replacer Patch.esp B7 PrinceandPauper.esp B8 hothtrooper44_ArmorCompilation.esp B9 Hothtrooper44_Armor_Ecksstra.esp BA 3rdEraWeapMoS-lvlList.esp BB 3rdEraWeapMoS-rareCraft.esp BC Skyrim Expanded Loot Tables.esp BD JSwordsDistributionBalancePlugin.esp BE Stormcloaks_n_Guards_with_Face.esp BF ADEC_SuccubusArmor.esp C0 Upgraded Daedric Artifacts.esp C1 Flowing Cape.esp C2 Spriggan Armor 2.esp C3 Gatti14Yumiko.esp C4 Immersive Weapons.esp C5 NewmillerHighHeelsBlck.esp C6 OpulentOutfitsV2Universal.esp C7 kuzak-bodyandstockings.esp C8 LadyKdCirclets.esp C9 R18pn - Shanoa Armors.esp CA TERAArmors.esp CB TERA Weapons.esp CC TERAArmors - Leveled Lists.esp CD XiNafay - Shoes.esp CE AelididPOTW.esp CF zzAharaPOTWHood-Hair.esp D0 zzArmormashups.esp D1 zzTravellerHoods.esp D2 Sweater.esp D3 AsharaElvenKnight.esp D4 Strap.esp D5 Ballet Boots.esp D6 Zipsuit.esp D7 Shiny Catsuits.esp D8 Babette.esp D9 ling_hsa1.esp DA DF_T19.esp DB JackshKasumiArmor3.esp DC KERESECollection.esp DD fox31 Armor.esp DE leia.esp DF Gwelda Armor Pack.esp E0 CombinedArmorWeaponsGen.esp E1 CombinedUNPArmors.esp E2 CombinedUNPArmors2.esp E3 CombinedWeapons.esp E4 Child Armor UNP.esp E5 Misc Jewelry.esp E6 The Snowline.esp ++ LFox Vendors Have Arrows.esp ++ Skyrim Expanded Loot Table merge.esp ++ LFox Blacksmiths Have Metals.esp ++ Headbomb's Better Sorting - Miscellaneous.esp ++ Proper Aiming.esp ++ CD - Skyrim Strapon addon.esp ++ CD-Tera Armors addon.esp E7 DA_Skyship.esp E8 yurica_chevaleresse [HDT].esp E9 yurica_magedress.esp EA Neo's Mandu Armours.esp EB hentai Dark Rose.esp EC P1FlyingRing.esp ED Animated Dragon Wings.esp EE Cloaks - Dawnguard.esp EF Cloaks.esp F0 1nivWICCloaks.esp [Version 2.3] F1 1nivWICSkyCloaksPatch.esp [Version 2.3] F2 DD FtM - Cloaks WIC patch.esp F3 CharacterMakingExtender.esp F4 EnhancedCharacterEdit.esp F5 enb_reference.esp F6 Bashed Patch, 0.esp As for BOSS/LOOT, I don't use them and when I have used them (very few times in the last year) I have made adjustments to my load order every time, usually major changes. Also, I don't clean my mods either, never have. The easiest way to tell if a mod is broken is that you install it on a new game and it has broken properties and constantly errors. I have had several mods like this that I really liked but had to stop using as they were causing crashes (Real Clouds is one of these). As for BOSS/LOOT, I don't use them and when I have used them (very few times in the last year) I have made adjustments to my load order every time, usually major changes. Also, I don't clean my mods either, never have. The easiest way to tell if a mod is broken is that you install it on a new game and it has broken properties and constantly errors. I have had several mods like this that I really liked but had to stop using as they were causing crashes (Real Clouds is one of these).
fred200 Posted September 17, 2014 Posted September 17, 2014 Just a note to magicrealm: a number of the mods you list are what I consider problematic. Prison overhaul and Alicia are two I banned from my load list. For any significant mod I suggest adding it to a clean install and run for awhile. Check the log and look for mod related errors. Uninstall the mod, check the log again and look for mod related errors. Finally, with the mod uninstalled run a good save game editor like SaveTool.exe and look for debris left by the mod. You don't have to like save game editors, you don't have to use the save game output, but they are great at finding problems.
magicrealm Posted September 17, 2014 Posted September 17, 2014 Vela, except DD you dont have any LL mod. that is the difference. i have too many LL mods.
Veladarius Posted September 17, 2014 Author Posted September 17, 2014 Vela, except DD you dont have any LL mod. that is the difference. i have too many LL mods. I have these and I use SOS and SOS for UNP 93 SC07SexLabRandomAttack.esp 95 HentaiCreatures.esp 96 MoreNastyCritters.esp 97 MF_RadiantProstitution.esp 98 LoversVictim.esp 99 SexLab Submit.esp 9A SpousesEnhanced.esp 9B SexLabNudeCreatures.esp 9C SexLabNudeCreaturesDB.esp 9D SexLabNudeCreaturesDG.esp 9E SexLab Cumshot.esp [Version 1.5.2] 9F Children+SoulGemsDragonborn.esp and this uses SexLab quite a bit as well: AA DeviouslyHelpless.esp All were enabled at startup and are always enabled. I use NMM so I use everything all the time.
CliftonJD Posted September 17, 2014 Posted September 17, 2014 (edited) Thank you for responding to my question. i Need to ask you this question again, in another form : do you know mods from this list which must be installed at game start ? defeat, sanguine debouchery+, devious devices, devious hellples, captured and cidhna, hdt.System, Display model, skyrim bound, animal mansion, prison overhaul, sosequipable, puppet master swallow, the new mods skooma whore, misa lair, alicia painslut, milk econonmy. i guess all Framework like sexlab and zaz must be at games s´tart. the Problem to Play a full game with These mods listed above will lead not only to ctd on loadgame, devious devices alone makes it impossible to enter the game by loading a quicksave. also heavy delays in animations occur etc. scripts will overload Memory. i never exoperienced a full functional sexlab too. (for example voice loudnessslider does not work, voice Settings for follower does not work, sexlab often uses lesbian animations on hetero, it never regards agressive animations only in rapes, etc. short to say : generally LL mods do not work as they should. the question is, how much malfunction someone can tolerate. so if you want to Play a game with most LLmods, it will be a short game and not much Content from the original game can be played. a full game may be played with one simple Prostitution mod and one rape mod. thats it. definitely not with devious devices. my idea is to install the mods at the time they appear in the game, using my daedra System. so here is when they appear : defeat 20, puppet master swallow 30, animal mansion 40, skomma whore 50, sanguines debouchery and all DD 60 sosequipable 70. if i can install all DD mods at 60, i will have a good game until then for sure. otherwise the risk is very high to get stuck on the way by script overload.like my last game after 91 hours playtime. of those listed, the only mod that i know specifies its best to run from start is sanguine debouchery, i'll give response to the rest of that below as others here have good advice i'm going to add to You can try to use BOSS to sort your load order. I know BOSS recognizes all of the DD mods as well as Captured Dreams. thanks, i m not a noob. i've read Several places boss is obsolete, if you're having issues with mods loading use loot I'm sorry if I'm telling you things you already know (not being a noob and all ), but I also had some problems with random loadgame crashes. Not just with DD/SL stuff but other complex mods as well. You know, start Skyrim, hit "Continue" and find yourself back on the desktop after a short peek on the loading screen. And none of the usual tips (use BOSS, tweak the new sheson settings in SKSE, etc.) seemed to help. What usually works for me in these cases is this: When Skyrim starts, first load an early game. One with just a few hours on it. Preferably one in a small interior cell. Like the Riverwood Trader. Most of the time, that will work (because there is not that much data accumulated in that save yet). And then load the actual recent save or quicksave which you want to continue. That works in most cases for me. Unless you really do have a broken script somewhere. I figure it's because it's a memory problem. If a freshly started Skyrim attempts to allocate the memory while loading your game, it may crash. When most of the memory is already allocated and just gets repurposed, then it usually works. As for your question about which specific mods must be enabled on game start: Wouldn't the original authors know better? Maybe you'd be better off asking in those threads. Just saying... This method here is pretty much what i use most extended playthru's and you'll find thru out the forums that it comes recommended by many i use alternate start on my games and keep a save of every cleanstart of the prison cell or the newer version in the abandoned prison cell early levels i don't always need that method, but pretty mcu anything past the teens will ctd loading from the intro screen (few exceptions allow it to load regardless) If you are having issues getting SexLab / DD mods to start or be stable there are likely repeating errors in your papyrus log that are slowing things down. Check the log for errors and correct them, other than errors from mods that are looking for other installed mods your errors should be minimal. If you can't fix the save (too much broken stuff) then start a new game. Some ways to get SexLab / DD to start up: 1- On starting a new game, only enable the core SexLab / DD mods (basically everything Integration needs to run) and let these start up then save and exit 2- Check your papyrus log for errors, specifically ones that occur over and over again and fix those 3- Enable a group of mods, load your save and let them start up then save and exit 4- Check for errors again 5- Repeat steps 3 and 4 until everything is installed and running If installing on a current game, add them one or two at a time, just make sure that you don't start a mod that has a large amount of scripts at the same time as another script heavy mod (and make sure that one is not dependent on the other, let a master start first then the ones that use it). I use a good number of SexLab / DD mods (over 30 esm/esp's) and a large number overall (250 esm/esp's and 40 with MCM menu's), if you don't have mods that are broken (cause constant errors) you can start up everything on a new game with no issues. When starting a new game all of my mods and MCM menu's are all running and working properly within 2 minutes. As for crashing on loading a save, as you add more mods that run scripts that will happen, it isn't the fault of the mods it is Skyrim. Load a save from a location with very little going on, typically an interior with few actors and scripted objects. Once you have a save loaded then load the one you want to, it should do it with no problems then. this method here i used before even learning about a log to read thru the bugs, helps even more with an actual log to see what's wrong with it well, first you said i shall only start SL and dd and then groupwise the others. later you say you start your 250esps at once. so you mean i shall check all mods in first step if they are broken and then, when no broken mod is there, i can start a real new game with all mods at once. right ? now how shall i know if a mod is broken and how can a mod be broken ? we all download our mods from here, so why shall one Player get it broken, other Players not ? Papyrus is always full. i think it will be fúll with vanilla skyrim from Bethesda lol. can they get broken from texVtranslator, from Boss / Loot, from saving it on Memory stick ? i find it interesting, that you say that it is possible to have no brioken mod and no full Papyrus. ok lets say i find 20 mods broken. what shall i do then ? delete and new download ? so i attach my Papyrus on my actuial, quite new game, just Level 8. what can you read out of this ? ....i'd 2nd his statement and i load all mine at once error free as well, his explanation above my post is very good about this reading thru your papyrus i can see you have mods broken before you reached LL (unless these are broken scripts from defeat, i doubt that) first error i found repeats alot "dadg_FalmerBehaviorActiveEffectScript" - find the mod related to that and uninstall it (attempt a reinstall after things are fixed and cleared up) if you don't recognize what mod handles that script you'll need to either sift thru scripts in the download files from your mods (thousands of scripts for some mods) or you could post the full load order and hope some1 recognizes something Vela, except DD you dont have any LL mod. that is the difference. i have too many LL mods. very poor excuse, i have most what you listed above, substiting some of yours for different choices of my own preference: "defeat, sanguine debouchery+, devious devices, devious hellples, captured and cidhna, hdt.System, Display model, skyrim bound, animal mansion, prison overhaul, sosequipable, puppet master swallow, the new mods skooma whore, misa lair, alicia painslut, milk econonmy" i use submit DD follower friendly instead of defeat, display model is described as giving the model a follower behavior so i haven't tried that for fear of conflict (i use aft btw), instead of skyrim unbound i use immerslave with alt start and before that i used to use devious start, not into the animality thing so haven't tried animal mansion either substitute that for the older stable version of slaverun (before quests added), no sos, nevver heard of puppet master swallow, or misa lair, and only heard bad news about alicia painslut, aside from her sexy looks and attitude, she's overpowered and reported buggy by many, including many mod authors (bad for conflucts) if i didn't name a mod listed, its either running smoothly in my list without issues Or its 1 of those few mods new enough that i haven't come across those bugs yet (milkmod and skoomawhore are new to my list) on previous playthru's i've run thru the entire questline of slaverun with enforcer running, without major issues, wasn't happy with the ending so i backdated to an older version of slaverun for future gaming, i run all these mods with estrus chaurus, but i got the repack to eliminate the estrus mod from nexus, i'm sure thre's others i'm not thinking of off-hand and my list of mods just gets longer (think i average add 2 or 3 mods a week), sometimes its a sexlab mod other times its a nexus mod, lastnite i add 5 and updated 1 then ctd, went thru the list i added removing 1 at a time before discovering an issue with horrifiedfemaleprisons, removed that and put the others back and things are good again i've also tried it with sexlab random attack on other playthru's, but i'm just coming back from a hard-drive crash, not using it this playthru cuz the drive i'm reverting to is getting Old (wanted to test performance of skyrim before adding that back in, looks like i was overly cautious) sd+ has some recent issues with the past 2 updates used, since dd updated just as he released his update and its a massive mod going to take some time to adjust to the new dd changes, But those issues aren't appearing here next i'm going to add that unless you have a gaming rig Or can start like mine and vel I'd recommend the "coffee method" when starting a fresh game: that means after clicking new game and choosing a character, walk away for 10 15 minutes while things load, that worked best for my old pc manually configured load orders and for a great number of other gamers with an older rig Edit: oh ya and i use psq: player succubus questand dd_restrained Edit 2: i'll add that another safe method of starting a fresh game is to save the gae after the messages have cleared for a few minutes and reload it again after that, its necessary for both estrus chaurus and dd and after choosing to install sd+ from mcm and choosing begin you'll need to save and quit again, notice after each of those reloads the messages from those scripts loading and updating (i've noticed on other playthru's that if i don't remember to use this method the devices won't attach properly when devious start kicks in after "choosing my new life" - even more true with immerslave, but immerslave also adds piercings with a bra which makes things even more buggy so i need to put my devices into the nearest barrel after loading up (yes locked items, they immediately return to my character, but the scripts are reset properly, i'll need to do that again with my piercings once my bra is unlocked) Edited September 17, 2014 by CliftonJD
Veladarius Posted September 17, 2014 Author Posted September 17, 2014 The large quest/scene I was working on is done, just doing some debugging and finishing touches on it. On the 3rd (of 4) quests I have the dialogue written out in word and the scenes laid out in the CK already, that one may be done tomorrow. The last quest has not been started but I have a pretty good idea as to what will happen (this one has the surprise if I can get it to work). I am having an issue with followers still, I need to find a script that identifies followers so I can snag them and put them away for safe keeping during quests. I still have some other things to clean up and scripts to update as well. Overall I am looking at about 2 weeks minimum unfortunately, barring any major issues. This last scene has taken several weeks to put together but takes probably 30 minutes to go through in game (save points are provided).
Srende Posted September 17, 2014 Posted September 17, 2014 I am having an issue with followers still, I need to find a script that identifies followers so I can snag them and put them away for safe keeping during quests. Function FindFollowers() Cell c = player.GetParentCell() int n = c.GetNumRefs(43) Actor a while n > 0 n -= 1 a = c.GetNthRef(n, 43) as Actor if a && a.HasKeyword(actorTypeNPC) && ( a.IsInFaction(CurrentFollowerFaction) || a.IsInFaction(HirelingFaction) || a.IsPlayerTeammate() ) && !a.isDead() && !a.IsDisabled() FormListAdd(none, followerList, a, false) endIf endWhile EndFunction That's what I've used, it goes through every actor in the current cell and adds them to the follower list if the actor hast the right properties. Keep in mind that the cells are rather small outside in the world which might pose issues when this is used outside. I've worked around it by calling it from OnLoad() I believe it was.
greyspammer Posted September 18, 2014 Posted September 18, 2014 I've worked around it by calling it from OnLoad() I believe it was. Judging from the CK wiki, it may have been OnCellAttach(). OnLoad() is not always triggered when you enter a cell (i.e. when it's still in the buffer and is already loaded). Nice script by the way. I'm sure it'll come in handy for me as well.
Veladarius Posted September 18, 2014 Author Posted September 18, 2014 I am having an issue with followers still, I need to find a script that identifies followers so I can snag them and put them away for safe keeping during quests. Function FindFollowers() Cell c = player.GetParentCell() int n = c.GetNumRefs(43) Actor a while n > 0 n -= 1 a = c.GetNthRef(n, 43) as Actor if a && a.HasKeyword(actorTypeNPC) && ( a.IsInFaction(CurrentFollowerFaction) || a.IsInFaction(HirelingFaction) || a.IsPlayerTeammate() ) && !a.isDead() && !a.IsDisabled() FormListAdd(none, followerList, a, false) endIf endWhile EndFunction That's what I've used, it goes through every actor in the current cell and adds them to the follower list if the actor hast the right properties. Keep in mind that the cells are rather small outside in the world which might pose issues when this is used outside. I've worked around it by calling it from OnLoad() I believe it was. I've worked around it by calling it from OnLoad() I believe it was. Judging from the CK wiki, it may have been OnCellAttach(). OnLoad() is not always triggered when you enter a cell (i.e. when it's still in the buffer and is already loaded). Nice script by the way. I'm sure it'll come in handy for me as well. I am looking to use it in specific places, primarily in the shop or other interiors of mine. I am building the framework for controlling who is currently spending time in one of the many dungeon cells I have scattered about the property and want to find players followers and put them into a potential prisoner alias so I can grab them if the player starts a quest. once the expansion is done I am going to put them to work in the mine, possible punish them once in a while as well. I can probably put them in the form list then put them into the prisoner aliases when ready. Edit: once the expansion is done I have 23 beds in various cells / lockups to use, some are reserved for the player though...
CliftonJD Posted September 18, 2014 Posted September 18, 2014 I am having an issue with followers still, I need to find a script that identifies followers so I can snag them and put them away for safe keeping during quests. Function FindFollowers() Cell c = player.GetParentCell() int n = c.GetNumRefs(43) Actor a while n > 0 n -= 1 a = c.GetNthRef(n, 43) as Actor if a && a.HasKeyword(actorTypeNPC) && ( a.IsInFaction(CurrentFollowerFaction) || a.IsInFaction(HirelingFaction) || a.IsPlayerTeammate() ) && !a.isDead() && !a.IsDisabled() FormListAdd(none, followerList, a, false) endIf endWhile EndFunction That's what I've used, it goes through every actor in the current cell and adds them to the follower list if the actor hast the right properties. Keep in mind that the cells are rather small outside in the world which might pose issues when this is used outside. I've worked around it by calling it from OnLoad() I believe it was. don't know if its the same script instance used in sd, but i notice during sd enslavement you get pretty much the same issue with "outside" when it comes to followers, example attacking a group of something in whiterun and get enslaved and watch a follower walk up next to you after the punishment ends "oh, hey, did something happen while i was away" seems like what the follower would say at that moment, tho instead its always random stuff "oh, hey there, i killed a bear yesterday, did you kill anything"
Srende Posted September 18, 2014 Posted September 18, 2014 Judging from the CK wiki, it may have been OnCellAttach(). OnLoad() is not always triggered when you enter a cell (i.e. when it's still in the buffer and is already loaded). Nice script by the way. I'm sure it'll come in handy for me as well. Nah, ended up using OnLoad() as that happens often enough to detect new followers. Oncellattach is more reliable but the lazier approach was good enough here. The downside of adding them to a list is that before actually using the followers, you need to check they still are alive, following you and close enough to be used. I can't remember if the native formlists allowed duplicates, but better check if they are already on the list before adding them if it does.
mrtauntaun Posted September 19, 2014 Posted September 19, 2014 Hi guys. Ive been using this mod for a few weeks now and i love it. however recently the devious effects of the plugs have not been working. no random vibrations or animations. Any idea what can make that just stop working
Veladarius Posted September 19, 2014 Author Posted September 19, 2014 Is it on the player or npc's? If it is the npc's check that you have the number of npc's slotted (in Integration MCM) set to 1 or more.
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