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Devious Devices - Captured Dreams Shop v4.15 - files removed


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Posted

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.

Posted

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.  :lol:

Posted

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.  :lol:

 

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.

Posted

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.

 

Posted

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...

Posted

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.

Posted

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 ?

Posted

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!

Posted

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.

Posted

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).

Posted

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.

Posted

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.
Posted (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 by CliftonJD
Posted

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).

Posted

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.

Posted

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.

Posted

 

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...

Posted

 

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"

Posted

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.

Posted

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

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