bahamut2119 Posted September 18, 2015 Posted September 18, 2015 @bahamut2119 Didn't quite understand which mod did you mean by "this mod". Captured Dreams can be a bit demanding on hardware, especially when shop expansion starts, although I've seen worse. About memory allocation, you could try this: http://steamcommunity.com/app/72850/discussions/0/540740500921363665/ Might want to tweak memory values a bit. I've had a skse ini setup for months exactly how that guide has it. Maybe tweaking it a bit more might help or tweaking my pap settings currently pap settings are. [Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0
Veladarius Posted September 18, 2015 Author Posted September 18, 2015 @bahamut2119 Didn't quite understand which mod did you mean by "this mod". Captured Dreams can be a bit demanding on hardware, especially when shop expansion starts, although I've seen worse. About memory allocation, you could try this: http://steamcommunity.com/app/72850/discussions/0/540740500921363665/ Might want to tweak memory values a bit. I've had a skse ini setup for months exactly how that guide has it. Maybe tweaking it a bit more might help or tweaking my pap settings currently pap settings are. [Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 This is mine: bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 fUpdateBudgetMS=2.0 fExtraTaskletBudgetMS=2.0 fPostLoadUpdateTimeMS=1000.0 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800
dnoah Posted September 18, 2015 Posted September 18, 2015 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 Change those 3 to bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Then run Skyrim till it crashes, and post your papyrus log here ("\Documents\My Games\Skyrim\Logs\script\Papyrus.0.log").
Reesewow Posted September 18, 2015 Posted September 18, 2015 The issue with Ralof and Haddvir is likely due to changes in a navmesh and the surrounding ones were not refinalized, I had this before I started building CD some time ago. I had the same issue outside the shop where npc's would not pass by and found that unless the surrounding ones are not finalized again then don't link up to the changed one. As far as CD calling on other npc's it only happens on the quests and I don't modify any of them, any conflict would only happen if another mod replaced the original npc with another one and mine would no longer see them. Games not loading when you first start Skyrim is a common issue likely from everything going on when the save was made. When a save is loaded the game has to initialize all the scripts then get them to the same state they were when you saved, if there is a lot going on it can overwhelm it. The common way around this is to load a save in a 'safe place', typically at the start of a new game (especially when using LAL) or in an interior location with few / no people. Once the game starts then load the one you wanted to originally. Whenever you happen to have a game session where it crashes upload the papyrus log here, I will take a look at it for you. Loading another game first did at one point address a different issue I was having, so I was trying it as a matter of principle. Alas, it was no help here. I don't have a great deal of time just at the moment, but I'll try to assemble some Papyrus logs in short order. I'm also curious why I'd be able to load one save but not a subsequent one taken while standing in the same spot; not that I'm doubting your explanation because you clearly know a great deal more about what's going on than I do, I'm just really invested in trying to put to rest as many "whys" as possible because I profoundly dislike not knowing what I'm doing. Also, it's good to know that about Ralof and Hadvar. One less thing to fret over, at least. Thanks for the info! My current fix for first game load problems (which are almost guaranteed for my setup) is to not load a save at all at the start. Order of operations is to wait for the title screen to finish loading -> open console -> type "coc qasmoke" (this is assuming you have the dragonborn dlc obviously). As soon as the game loads and you have control it is safe to open the menu and load your file. The alternative to this method if you don't have dragonborn is to start a new game with LAL - Alternative Start mod every time and just load a game as soon as you the first loading screen is done. Basically if you have alot of data and scripted mods, the Skyrim engine has a tendency to simply choke and die on the first game load, but using one of the above methods give the engine a chance to preload and settle in before it layers all the mod info ontop. If you can't load a save with the above still, then it is possible that the save is corrupted or a mod has been uninstalled that it requires to run.
cecik Posted September 18, 2015 Posted September 18, 2015 Read this for recommended Papyrus settings in skyrim.ini: https://www.reddit.com/r/skyrimmods/comments/22rbk5/whats_the_best_papyrus_tweaks_to_use/cgq4qk0
dnoah Posted September 18, 2015 Posted September 18, 2015 Read this for recommended Papyrus settings in skyrim.ini: https://www.reddit.com/r/skyrimmods/comments/22rbk5/whats_the_best_papyrus_tweaks_to_use/cgq4qk0 What the dev have posted there essentially means that Skyrim engine uses the same thread for papyrus updates and video memory updates. If you ever need a definition of insane, there you have it. It's like poop in the kitchen sink. Since it was a dev who posted it, might also be true.
Tepi Posted September 18, 2015 Posted September 18, 2015 I've had a skse ini setup for months exactly how that guide has it. Maybe tweaking it a bit more might help or tweaking my pap settings currently pap settings are. [Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 Do lower those from 800 immediately. That does nothing but hurt your game. Cba to search for sources now but it has been proven to be very harmful to use those settings. Something around 1.2 - 2.8 should be used. The smaller you have those the better. Only increase if you start getting stack dumps or noticeable script lag.
bahamut2119 Posted September 18, 2015 Posted September 18, 2015 Gonna test cd with vals pap settings ill know right away it the issue pops back up.
GreatCroco Posted September 18, 2015 Posted September 18, 2015 [Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 No, no, no. Those values are absolutely horrible! Reset them back to standard immediately and only increase them to around 1 ms Let me explain why: Papyrus shares its computation time with the graphical engine. This means, if you give Papyrus too much budgelt it will slow down your render. To get a bite more technical: To achieve 60 FPS, each step the engine takes has to be complete in 16 2/3 ms (60 times per second). Since Skyrim can only achieve 60 fps (a leftover as a console port), this is the maximum can absolutely achieve without totally borking the game. Now, your papyrus settings are allocating the engine 800ms, thus you are starving the graphical part of the engine from the resources it needs. The game will run, however on a severliy diminished frame-rate. This was confirmed by a game developer! In the end this means, that you are doing exactly the opposite of the goal you want to achieve. The only real reason to increase the script time is when you have many scripts that absolutely need to execute in real time (AI or Combat mods), most mods are totally fine with being pushed back a few cycles. What is actually even more harmfull are your memory settings, I'll not go into detail, so I'll keep it short: DO NOT TOUCH THEM UNDER ANY CUIRCUMSTANCES! never ever! Sadly most modders don't know about this and put everything they want to into poorly written scripts thus increasing the load by a great margin. Read HERE for more details and a greater in depth explanation.
bahamut2119 Posted September 18, 2015 Posted September 18, 2015 Still there for sure ill post the log and save from that try i haven't started back up though just opened the save in Save Game Cleaner 2.04 beta it crashed that basically confirms what was going on in game for me. Papyrus.0.log CD Test.7z
leprechaun99 Posted September 18, 2015 Posted September 18, 2015 I am having a problem with the quest where I have to take a package to Elenwen. I get to the gate to the embassy, get off my horse, walk up to the quest marker, and control of my character is removed, with my character idling there. i see the elf guard walk up to the other side of the gate, but he just stands there, and i just stand there. I do have a few sex attack mods enabled, but none of them are activating, as far as i can tell. can you help me?
Rubbermatt Posted September 18, 2015 Posted September 18, 2015 Go into the MCM and enable/disable player control, try each one in turn. Otherwise I recall someone mentioning that horses potentially bugger things up, maybe try dismounting further away before approaching?
Veladarius Posted September 18, 2015 Author Posted September 18, 2015 It may have stopped you just outside the force greet distance, try moving forward a bit as well.
leprechaun99 Posted September 19, 2015 Posted September 19, 2015 It may have stopped you just outside the force greet distance, try moving forward a bit as well. I tried the enable/disable and the move forward, but it still wont activate or do anything. it is possible i might need to move even closer to him, but i am pressed against the gate right now. i can unlock the gate via console, but idk what other effects that would have. Also, for some reason when i clicked 'reset player idles' it doubled the speed of all animations, on both the player and npcs.
Rubbermatt Posted September 19, 2015 Posted September 19, 2015 Ok well if you've got Zaz animation pack installed try going to the MCM for that and hit release (bottom right), I've had to use that when the gate sequence worked but the next stage just stopped because the guard didn't follow me through from the gate. Come to think of it I wound up doing that when he wouldn't open the gate. If things go back on track you'll need to go back to the ZAP MCM and force player AI so it carries on from there. I figure it's another mod conflicting with CD but for the life of me I haven't figured out which one yet..
leprechaun99 Posted September 19, 2015 Posted September 19, 2015 Ok well if you've got Zaz animation pack installed try going to the MCM for that and hit release (bottom right), I've had to use that when the gate sequence worked but the next stage just stopped because the guard didn't follow me through from the gate. Come to think of it I wound up doing that when he wouldn't open the gate. If things go back on track you'll need to go back to the ZAP MCM and force player AI so it carries on from there. I figure it's another mod conflicting with CD but for the life of me I haven't figured out which one yet.. Noob question: what is ZAP? Also, none of that seems to help. he doesnt interact with me at all. i tried unlocking the gate via console and talking to him, but he only has default dialogue options. I also tried using console unlock command all the way to elenwen, and again, the quest would not progress.
dnoah Posted September 19, 2015 Posted September 19, 2015 It may have stopped you just outside the force greet distance, try moving forward a bit as well. I tried the enable/disable and the move forward, but it still wont activate or do anything. it is possible i might need to move even closer to him, but i am pressed against the gate right now. i can unlock the gate via console, but idk what other effects that would have. Also, for some reason when i clicked 'reset player idles' it doubled the speed of all animations, on both the player and npcs. Open console, click on the guard to get his RefId, type 'player.moveto [guard's ref id]'. If force greet doesn't start, try manually advancing the stages of the quest, 'setstage cdxexpquest02 60' etc. EDIT: ZAP = Zaz Animation pack
leprechaun99 Posted September 19, 2015 Posted September 19, 2015 found what might be part of the problem. for some reason, the game thinks that that particular thalmor soldier is my master (he says "bend over pet", and the conversation option s include options that indicate as such.) I have no clue when the game decided this. could it be related to the Pet collar mod or the Cursed collar quest from deviously cursed loot? a little side note: is there a way to scroll up in the console? typically, when i use certain 'help' queries i cant see all of the items it returns.
Rubbermatt Posted September 19, 2015 Posted September 19, 2015 I would hazard a guess as to pet collar being the culprit, as far as I'm aware Cursed Loot & Captured Dreams are compatible. Although come to think of it trying to do two dominated/controlled quests at the same time might do unpleasant things to your current game. To scroll in the console use the page up & page down keys.
bahamut2119 Posted September 19, 2015 Posted September 19, 2015 Nobody has any additional clues on the save issue i mentioned yet? I have since started another profile/character with almost the same mods only swapout from hypothermia to frostfall i liked hypo but it dont have the support of addons frost has and i also dropped maria eden i had only added it for the simple slavery event.
AwfulArchdemon Posted September 19, 2015 Posted September 19, 2015 Noob question: I was using the Uchiha race and CD, and when a female raped my girl, she'd grow a (drastically oversized) futa dong. I started a new game as a Redguard, but with this mod disabled. There was no more option to choose between futa and the strapon in SL's MCM, and no futa happens anymore, even with strapons removed. So, I went from SOS Lite to the complete SOS, and installed SOS - Schlongs for Females, but now, every female has a dong at all times. When I get rid of mine, there is nothing to "stick in" these ladies. If I use the strapon with the dong, she'll have a dong and a strapon. Also, her dong will hang out of her shorts when I use Hotpants (pretty funny). Now I really wish I had taken a screenie... So my on-topic question is: Is this the mod that adds (drastically oversized) futa only during sex (like a strapon)? I looked at every single option in every single mod looking for the option, but I saw no such option anywhere, and CD is the only SL mod I disabled for this new game as far as I can remember. However, I did start using the Pregnancy body, which was incompatible with a custom race, as was Pet Collar (results were disastrous). TLDR: Did futa for sex-only come from this mod, or am I forgetting some other mod with my new MO profile? I copied my Naruto profile, active mods and all, and simply deactivated all Naruto mods and CD, and started using the Pregnant body, and full SOS, instead of Lite (Lite didn't have the required .esm), and SOS Schlongs for Females.
Jayleia Posted September 19, 2015 Posted September 19, 2015 TLDR: Did futa for sex-only come from this mod, or am I forgetting some other mod with my new MO profile? I copied my Naruto profile, active mods and all, and simply deactivated all Naruto mods and CD, and started using the Pregnant body, and full SOS, instead of Lite (Lite didn't have the required .esm), and SOS Schlongs for Females. Pretty sure no futa content in CD. I think I would have found it by now.
dnoah Posted September 19, 2015 Posted September 19, 2015 @bahamut2119 You're going to have to isolate the culprit if you ever want to find a solution. Meaning you'll have to use as few mods as possible, i.e. only the mod in question and its requirements. In case it's a mod conflict, with 200+ mods you have 19900+ possible mod conflicts (well, less since it doesn't include eye candy mods, but you get the idea) - aside from a very lucky shot, no one will be able to process that in any reasonable amount of time. Aside from that, like I said, I would recommend doing some hardware diagnostics. It is also noteworthy that your save crashes the Save game Cleaner, which I've never seen before. Might want to ask around for that. Another thing - try using TES5Edit. For starters, just load it up with all the mods you're using, see if it reports any errors. @AwfulArchdemon No.
Guest Posted September 19, 2015 Posted September 19, 2015 I have a "Wrye bash" picture I'm including of the captured dreams addons. Is this OK? This was edited down from a rant to a mumble: Anyone else have Nexus mod manager erase mods yesterday? Mumble 1.2a subparagraph b None of the creature mods work. I wouldn't want them to really, but it's disconcerting when the creatures (mostly, draugrs) mentally seize you and mentally start humping. I'm only doing what mod after endless freaking mod tells me, I'm adding requirements, and (in one case) overwriting part of a compilation mod (MNC) because Nexus mod manager warns me one of the ESP's (it's an esm) is corrupt?? I feel like the more I struggle, the deeper I sink.
Veladarius Posted September 19, 2015 Author Posted September 19, 2015 found what might be part of the problem. for some reason, the game thinks that that particular thalmor soldier is my master (he says "bend over pet", and the conversation option s include options that indicate as such.) I have no clue when the game decided this. could it be related to the Pet collar mod or the Cursed collar quest from deviously cursed loot? a little side note: is there a way to scroll up in the console? typically, when i use certain 'help' queries i cant see all of the items it returns. I would hazard a guess as to pet collar being the culprit, as far as I'm aware Cursed Loot & Captured Dreams are compatible. Although come to think of it trying to do two dominated/controlled quests at the same time might do unpleasant things to your current game. To scroll in the console use the page up & page down keys. Pet Collar and SD+ as well as any other mod that does things to the player when wearing devices will interfere with my quests since most don't bother to see if the items belong to another mod (easily done in dialogue). Cursed Loot is, for the most part, compatible with CD but if you are wearing the collars or other items that require a quest to remove they can interfere with my quests as well. Cursed Loot uses a suspend system used by Deviously Helpless which helps (am testing currently) but so far it looks like it is no longer in effect when reloading a game.
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