Veladarius Posted April 7, 2015 Author Posted April 7, 2015 Sometimes the strangest things happen during testing... I am testing having travelers wander by when you are bound out by the road but have had some issues with the npc's. Did you know that things like an npc's voice set or combat style can cause them to be hostile? Anyway, the npc I am having issues with wanders up and Herran and her start fighting (this was actually ok this time as I wanted to test the mechanic for ending the scene early). One of the mods I have installed is Defeat so once Herran beat her to near death he decides to rape her, rather hard to do while belted... One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game...
Content Consumer Posted April 7, 2015 Posted April 7, 2015 Did you know that things like an npc's voice set or combat style can cause them to be hostile? Is there some script (vanilla or otherwise) that's doing something stupid, like saying "if this person has a BANDIT voice then this person must be a BANDIT and therefore hostile?" One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game... I've noticed that problem too. It's sort of funny, in a "this is your brain on drugs" kind of way, how Bethesda bakes so much stuff into the save.
abeman Posted April 7, 2015 Posted April 7, 2015 "npc's voice set or combat style can cause them to be hostile?" nothing can be simple right ? I thought it would be somehow related to forsworn since they allways have anger-issues. Traveling smells like trouble since there are number of encounters with force-greets then adding to that mess is bucketful of mods. Good luck and godspeed to us all
greyspammer Posted April 7, 2015 Posted April 7, 2015 One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game... That's probably because what you modify is the ActorBase which is only a template from which the Actor itself is created. Once the actor is in the game, it is saved independently. Which, in general, is a good thing. You want the actor to "remember" the things that happened to it during the game and not reset to default every time you load a game. But when you do want to reset an NPC, the console command 'recycleactor' usually helps. I'm not sure if there are situations where you can't use it but when I had the problem, I was usually able to fix it. Changing outfits might require a 'removeallitems' before that. And when it's quest related, you might want to reset that as well.
Content Consumer Posted April 7, 2015 Posted April 7, 2015 One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game... That's probably because what you modify is the ActorBase which is only a template from which the Actor itself is created. Once the actor is in the game, it is saved independently. Which, in general, is a good thing. You want the actor to "remember" the things that happened to it during the game and not reset to default every time you load a game. But when you do want to reset an NPC, the console command 'recycleactor' usually helps. I'm not sure if there are situations where you can't use it but when I had the problem, I was usually able to fix it. Changing outfits might require a 'removeallitems' before that. My problem with TDM was that the aliases weren't filling correctly.
greyspammer Posted April 7, 2015 Posted April 7, 2015 My problem with TDM was that the aliases weren't filling correctly. Hey, alias filling is some dark art that no one really understands. The problem seems to be that when just one alias fails to fill (e.g. because the actor is disabled and the alias doesn't allow that), the quest will not start and every other alias will show up as "NONE", too. Which makes debugging that mess real fun. Usually, when I have the problem, I first check the aliases which belong to NPCs that a previous quest disabled when it cleaned up after itself. And another thing I do: I never create actors if I intend to use them again! You probably know that the CK allows you create NPCs when a quest is started. But I have learned to never use that on unique actors (which are those that I might need again). Because when I test, I don't always execute quests in the order they're supposed to be played. I test them in the order I make them. And when a quest uses an actor as alias which has not been created yet (because the other quest hasn't started yet) then the alias will fail to fill. I have a nice little "hidden" cell named "Actor Storage" where I place all my NPCs that aren't supposed to officially exist before their time comes. And when I need them, I just do 'enable' and 'moveto'.
Veladarius Posted April 7, 2015 Author Posted April 7, 2015 Did you know that things like an npc's voice set or combat style can cause them to be hostile? Is there some script (vanilla or otherwise) that's doing something stupid, like saying "if this person has a BANDIT voice then this person must be a BANDIT and therefore hostile?" One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game... I've noticed that problem too. It's sort of funny, in a "this is your brain on drugs" kind of way, how Bethesda bakes so much stuff into the save. The thing with the voice type is part of the game engine itself as far as I can tell. The npc's had everything else removed from them (template, factions, equipment, everything) except the voice, sex, race and face. I had the same issue with another npc I made that I was testing earlier and the same thing happened but his voice was MaleBrute I believe, kept starting fights with everyone around him. "npc's voice set or combat style can cause them to be hostile?" nothing can be simple right ? I thought it would be somehow related to forsworn since they allways have anger-issues. Traveling smells like trouble since there are number of encounters with force-greets then adding to that mess is bucketful of mods. Good luck and godspeed to us all The travel distance they are going is about 2 cells, just far enough to start out of sight and end out of sight. One other thing about voice sets and other things like that on npc's, once they are active in game any changes done after that in the CK don't happen to them. Once I find out if the early stop mechanic work it is time to start another new game... That's probably because what you modify is the ActorBase which is only a template from which the Actor itself is created. Once the actor is in the game, it is saved independently. Which, in general, is a good thing. You want the actor to "remember" the things that happened to it during the game and not reset to default every time you load a game. But when you do want to reset an NPC, the console command 'recycleactor' usually helps. I'm not sure if there are situations where you can't use it but when I had the problem, I was usually able to fix it. Changing outfits might require a 'removeallitems' before that. And when it's quest related, you might want to reset that as well. I will have to try the recycleactor command. To change their outfits I assign an outfit and apply it (they have none to start) and once they are done and returned I resurrect them, it seems to be working so far.
Veladarius Posted April 7, 2015 Author Posted April 7, 2015 My problem with TDM was that the aliases weren't filling correctly. Hey, alias filling is some dark art that no one really understands. The problem seems to be that when just one alias fails to fill (e.g. because the actor is disabled and the alias doesn't allow that), the quest will not start and every other alias will show up as "NONE", too. Which makes debugging that mess real fun. Usually, when I have the problem, I first check the aliases which belong to NPCs that a previous quest disabled when it cleaned up after itself. And another thing I do: I never create actors if I intend to use them again! You probably know that the CK allows you create NPCs when a quest is started. But I have learned to never use that on unique actors (which are those that I might need again). Because when I test, I don't always execute quests in the order they're supposed to be played. I test them in the order I make them. And when a quest uses an actor as alias which has not been created yet (because the other quest hasn't started yet) then the alias will fail to fill. I have a nice little "hidden" cell named "Actor Storage" where I place all my NPCs that aren't supposed to officially exist before their time comes. And when I need them, I just do 'enable' and 'moveto'. On most npc's I check the optional and allow disabled flags, at least then if they don't work I know which is the problem and solved a lot of my alias issues. I keep a cell with a number of actors in it as well, most of these are ones that have no 'home' to speak of and are used in various places.
BTAxis Posted April 7, 2015 Posted April 7, 2015 I have a problem with the second quest. I arrive at the Thalmor embassy and walk up to the gate. I then lose control over my character and the quest description updates, but nothing else happens after that. My character just stands there forever. I've tried waiting, but that didn't work. Any idea how to progress past this point? Here's some error output from the Papyrus log that seems relevant. [04/07/2015 - 03:34:42AM] ERROR: Cannot call Enable() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 457 [04/07/2015 - 03:34:42AM] ERROR: Cannot call SetFactionRank() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.SetGuardFactionExt() - "cdxexpquest02.psc" Line 1490 [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 458 [04/07/2015 - 03:34:42AM] ERROR: Cannot call MoveTo() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 459 [04/07/2015 - 03:34:42AM] FNISSexyMove/FNIS Alternate Animation: AnimVar FNISvaa1 set to 10 for [04/07/2015 - 03:34:42AM] [04/07/2015 - 03:34:43AM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (8705326C)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (8705326C)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line ? [Active effect 1 on (8705326C)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? I tried loading a save prior to starting the quest and doing it from scratch, but it just doesn't work. I get stuck at the gate every time. Can anyone tell me how to fix this?
Content Consumer Posted April 7, 2015 Posted April 7, 2015 On most npc's I check the optional and allow disabled flags, at least then if they don't work I know which is the problem and solved a lot of my alias issues. That's what I ended up doing. I keep a cell with a number of actors in it as well, most of these are ones that have no 'home' to speak of and are used in various places. This was suggested to me, but I couldn't figure out how to get it to work properly. So I just placed them in the world and disabled/enabled as needed. TDM is a mishmash of spaghetti under the hood. I should really go back and redo it from the ground up some day.
Veladarius Posted April 7, 2015 Author Posted April 7, 2015 I have a problem with the second quest. I arrive at the Thalmor embassy and walk up to the gate. I then lose control over my character and the quest description updates, but nothing else happens after that. My character just stands there forever. I've tried waiting, but that didn't work. Any idea how to progress past this point? Here's some error output from the Papyrus log that seems relevant. [04/07/2015 - 03:34:42AM] ERROR: Cannot call Enable() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 457 [04/07/2015 - 03:34:42AM] ERROR: Cannot call SetFactionRank() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.SetGuardFactionExt() - "cdxexpquest02.psc" Line 1490 [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 458 [04/07/2015 - 03:34:42AM] ERROR: Cannot call MoveTo() on a None object, aborting function call stack: [CDxExpQuest02 (5D0EEB14)].cdxexpquest02.Fragment_3() - "cdxexpquest02.psc" Line 459 [04/07/2015 - 03:34:42AM] FNISSexyMove/FNIS Alternate Animation: AnimVar FNISvaa1 set to 10 for [04/07/2015 - 03:34:42AM] [04/07/2015 - 03:34:43AM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [Active effect 1 on (8705326C)].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ? [Active effect 1 on (8705326C)].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line ? [Active effect 1 on (8705326C)].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ? I tried loading a save prior to starting the quest and doing it from scratch, but it just doesn't work. I get stuck at the gate every time. Can anyone tell me how to fix this? You can try this: -open the console -click on the gate and unlock -prid 5d0ef618 -moveto player That should move the guard from the scene to you. However, from the looks of the errors there are likely more errors and not just with my mod. On most npc's I check the optional and allow disabled flags, at least then if they don't work I know which is the problem and solved a lot of my alias issues. That's what I ended up doing. I keep a cell with a number of actors in it as well, most of these are ones that have no 'home' to speak of and are used in various places. This was suggested to me, but I couldn't figure out how to get it to work properly. So I just placed them in the world and disabled/enabled as needed. TDM is a mishmash of spaghetti under the hood. I should really go back and redo it from the ground up some day. For the npc's in the holding cell when I place them I set them as 'disabled' and I put a marker for them where they are at so I can move them back when needed. When you want to use them just enable them and move them where you want them, when done move them back and disable them again.
BTAxis Posted April 8, 2015 Posted April 8, 2015 You can try this: -open the console -click on the gate and unlock -prid 5d0ef618 -moveto player That should move the guard from the scene to you. However, from the looks of the errors there are likely more errors and not just with my mod. Yes, I think you're right. I can't prid the guard, the console says it's an invalid reference. By all means the NPC does not exist. I started a new game and did the quest first thing via startquest cdxexpquest02, and it worked then. I can only assume my old game has some issues. Maybe I can try cleaning CD from it or something.
kronnos44 Posted April 8, 2015 Posted April 8, 2015 My problem with TDM was that the aliases weren't filling correctly. Hey, alias filling is some dark art that no one really understands. The problem seems to be that when just one alias fails to fill (e.g. because the actor is disabled and the alias doesn't allow that), the quest will not start and every other alias will show up as "NONE", too. Which makes debugging that mess real fun. Usually, when I have the problem, I first check the aliases which belong to NPCs that a previous quest disabled when it cleaned up after itself. And another thing I do: I never create actors if I intend to use them again! You probably know that the CK allows you create NPCs when a quest is started. But I have learned to never use that on unique actors (which are those that I might need again). Because when I test, I don't always execute quests in the order they're supposed to be played. I test them in the order I make them. And when a quest uses an actor as alias which has not been created yet (because the other quest hasn't started yet) then the alias will fail to fill. I have a nice little "hidden" cell named "Actor Storage" where I place all my NPCs that aren't supposed to officially exist before their time comes. And when I need them, I just do 'enable' and 'moveto'. On most npc's I check the optional and allow disabled flags, at least then if they don't work I know which is the problem and solved a lot of my alias issues. I keep a cell with a number of actors in it as well, most of these are ones that have no 'home' to speak of and are used in various places. Mighty Veladarius please give me another teaser i beg you Everytime you post a picture i'm like OOOMGGGG looks so good! Keep up the good work looking forward to progress on this 1 , since like i always have been.
Veladarius Posted April 8, 2015 Author Posted April 8, 2015 You can try this: -open the console -click on the gate and unlock -prid 5d0ef618 -moveto player That should move the guard from the scene to you. However, from the looks of the errors there are likely more errors and not just with my mod. Yes, I think you're right. I can't prid the guard, the console says it's an invalid reference. By all means the NPC does not exist. I started a new game and did the quest first thing via startquest cdxexpquest02, and it worked then. I can only assume my old game has some issues. Maybe I can try cleaning CD from it or something. In the console type in sqv cdxExpQuest02 and look at how many items say "none" next to them, the only ones that should are ones referencing GuardExt01 and the 2 carriage drivers. The more there are of them the more issues there are, you can try cleaning the save but I have no idea if that would work. Upload a copy of the log.
Veladarius Posted April 8, 2015 Author Posted April 8, 2015 My problem with TDM was that the aliases weren't filling correctly. Hey, alias filling is some dark art that no one really understands. The problem seems to be that when just one alias fails to fill (e.g. because the actor is disabled and the alias doesn't allow that), the quest will not start and every other alias will show up as "NONE", too. Which makes debugging that mess real fun. Usually, when I have the problem, I first check the aliases which belong to NPCs that a previous quest disabled when it cleaned up after itself. And another thing I do: I never create actors if I intend to use them again! You probably know that the CK allows you create NPCs when a quest is started. But I have learned to never use that on unique actors (which are those that I might need again). Because when I test, I don't always execute quests in the order they're supposed to be played. I test them in the order I make them. And when a quest uses an actor as alias which has not been created yet (because the other quest hasn't started yet) then the alias will fail to fill. I have a nice little "hidden" cell named "Actor Storage" where I place all my NPCs that aren't supposed to officially exist before their time comes. And when I need them, I just do 'enable' and 'moveto'. On most npc's I check the optional and allow disabled flags, at least then if they don't work I know which is the problem and solved a lot of my alias issues. I keep a cell with a number of actors in it as well, most of these are ones that have no 'home' to speak of and are used in various places. Mighty Veladarius please give me another teaser i beg you Everytime you post a picture i'm like OOOMGGGG looks so good! Keep up the good work looking forward to progress on this 1 , since like i always have been. New spot for scenes: Emperor's Tower in Solitude A new addition to the tower itself: Can you believe there were no lights at all in that place?
BTAxis Posted April 8, 2015 Posted April 8, 2015 You can try this: -open the console -click on the gate and unlock -prid 5d0ef618 -moveto player That should move the guard from the scene to you. However, from the looks of the errors there are likely more errors and not just with my mod. Yes, I think you're right. I can't prid the guard, the console says it's an invalid reference. By all means the NPC does not exist. I started a new game and did the quest first thing via startquest cdxexpquest02, and it worked then. I can only assume my old game has some issues. Maybe I can try cleaning CD from it or something. In the console type in sqv cdxExpQuest02 and look at how many items say "none" next to them, the only ones that should are ones referencing GuardExt01 and the 2 carriage drivers. The more there are of them the more issues there are, you can try cleaning the save but I have no idea if that would work. Upload a copy of the log. Cleaning the save seems to have worked. That said I did jumpstart the second quest without re-playing the first quest, so I can't be sure if that will cause further problems down the road. Fingers crossed.
Veladarius Posted April 8, 2015 Author Posted April 8, 2015 You can try this: -open the console -click on the gate and unlock -prid 5d0ef618 -moveto player That should move the guard from the scene to you. However, from the looks of the errors there are likely more errors and not just with my mod. Yes, I think you're right. I can't prid the guard, the console says it's an invalid reference. By all means the NPC does not exist. I started a new game and did the quest first thing via startquest cdxexpquest02, and it worked then. I can only assume my old game has some issues. Maybe I can try cleaning CD from it or something. In the console type in sqv cdxExpQuest02 and look at how many items say "none" next to them, the only ones that should are ones referencing GuardExt01 and the 2 carriage drivers. The more there are of them the more issues there are, you can try cleaning the save but I have no idea if that would work. Upload a copy of the log. Cleaning the save seems to have worked. That said I did jumpstart the second quest without re-playing the first quest, so I can't be sure if that will cause further problems down the road. Fingers crossed. If you didn't advance the stages of the main expansion there will be issues, you skipped 10 stages along with the one that starts the timer.
Asian_Ninja1 Posted April 8, 2015 Posted April 8, 2015 The new update is looking good! Do you have an expected release date?
gooberboy9999 Posted April 8, 2015 Posted April 8, 2015 I'm curious, will there be any more of Erani (or whatever the dunmer you rescue is called, its been a while since I did the quest) in the new release? Will there be any differences to how she reacts to you based on your submissive/dominant level? I think it would be a bit odd if you bossed her around with a maxed out sub level.
Veladarius Posted April 8, 2015 Author Posted April 8, 2015 I'm curious, will there be any more of Erani (or whatever the dunmer you rescue is called, its been a while since I did the quest) in the new release? Will there be any differences to how she reacts to you based on your submissive/dominant level? I think it would be a bit odd if you bossed her around with a maxed out sub level. Yes, there will be more of her, at a minimum there will be additional dialogue but I want to do a few quests concerning her background.
Kethrian Posted April 9, 2015 Posted April 9, 2015 I'm loving the mod, but I've recently encountered two bugs in it.1. Tessa (the armour selling assistant if I got the name wrong) does not open a dialogue window at all. She only says basic non-interactive NPC greetings.2. On the quest A Task For Master, after bringing the package to Jarl Siddgeir, when Nenya is supposed to strip, a dagger suddenly equips on her hip, and then she does not animate further. She just stands there, hands behind her back, and idly looks around. The jarl also just idles, and my character cannot move. Other NPCs in the background move about doing their routines, however.I tried uninstalling all mods, getting Steam to fix the game, then reinstalled the mods, and even adjusted load orders, but these two problems persist. I also used a save cleaner, but that did not help, either. I hope I don't have to start over ...
Asian_Ninja1 Posted April 9, 2015 Posted April 9, 2015 I think I have may hit a glitch that's stopping me from advancing. When I'm doing the Thalmor Embassy quest, the animation starts as I wait for the gate to be opened. The guard is approaching but then she pulls out her blade and starts swinging and it won't advance further. Help?
Kethrian Posted April 9, 2015 Posted April 9, 2015 Okay, so a little update: I wanted to test something, so I started a new game. Using Immerslave, I started my character enslaved and indebted to Master. I then got the gag off and talked to Tessa. Her proper dialogue and options came up. So I guess that means that something in my previous game got corrupted and is stored in the saves. And yes, I've tried some earlier saves (I only kept a backlog of about 8 for the character that I cycled through), and they're all affected.
tontoman Posted April 9, 2015 Posted April 9, 2015 Mighty Veladarius please give me another teaser i beg you Everytime you post a picture i'm like OOOMGGGG looks so good! Keep up the good work looking forward to progress on this 1 , since like i always have been. New spot for scenes: Emperor's Tower in Solitude 2015-04-08_00004.jpg2015-04-08_00005.jpg A new addition to the tower itself: 2015-04-08_00006.jpg Can you believe there were no lights at all in that place? Just wondering if that bed is the fixed bed? iirc in Solitude there's a bed with a top like that (a circle of planks on the top) which can trap you inside if you have an animation in it. Had to get a bed 'fix' to get out . Noble bed 02 collision fix.
Veladarius Posted April 9, 2015 Author Posted April 9, 2015 I'm loving the mod, but I've recently encountered two bugs in it. 1. Tessa (the armour selling assistant if I got the name wrong) does not open a dialogue window at all. She only says basic non-interactive NPC greetings. 2. On the quest A Task For Master, after bringing the package to Jarl Siddgeir, when Nenya is supposed to strip, a dagger suddenly equips on her hip, and then she does not animate further. She just stands there, hands behind her back, and idly looks around. The jarl also just idles, and my character cannot move. Other NPCs in the background move about doing their routines, however. I tried uninstalling all mods, getting Steam to fix the game, then reinstalled the mods, and even adjusted load orders, but these two problems persist. I also used a save cleaner, but that did not help, either. I hope I don't have to start over ... Okay, so a little update: I wanted to test something, so I started a new game. Using Immerslave, I started my character enslaved and indebted to Master. I then got the gag off and talked to Tessa. Her proper dialogue and options came up. So I guess that means that something in my previous game got corrupted and is stored in the saves. And yes, I've tried some earlier saves (I only kept a backlog of about 8 for the character that I cycled through), and they're all affected. The issue on Nenya may be a script delay or error. At that point I have an invisible item put on her to keep her clothing from being put back on, it is an invisible version of the blocking harness and uses slot 32. Check your log for errors or upload one here when it happens. There are 3 conditions on her dialogue: You are not wearing a gag (has its own dialogue for her - says come back later) Your rank with her is >= 1 help cdxrankassistant will show you that, you can reset it and everyone else's in the MCM menu or type: setvalue cdxrankassistant to 10 She is in faction CDxAssistant you can try adding her to the faction again: click on her in the console and type: addtofaction xx01452b xx is the load position of the mod I think I have may hit a glitch that's stopping me from advancing. When I'm doing the Thalmor Embassy quest, the animation starts as I wait for the gate to be opened. The guard is approaching but then she pulls out her blade and starts swinging and it won't advance further. Help? Are you using requiem? I have had reports that it is the likely cause with them attacking things for no reason.
Recommended Posts