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


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Posted

Plenty of modders have learned how to mod by looking into other ppl work.

 

So if everyone would do it like that there would be a good chance that modding community as a whole would be less developed now.

 

Just my point of view.

I'm not saying that you shouldn't make your projects open source, nothing against that. However I as a studied programmer I strongly advocate against providing your source scripts with a release. There are too many variables involved. As I already said: Make it available on Github (like LL or SkyUi). This provides more hooks for an active community, since everybody can contribute easily and there is only one way to get the source, therefore less pits you can fall in.

Posted

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

Posted

I'm having problems with the expansion quest at the thalmor embassy again. During the sex scene with the guards I keep getting a C++ runtime error R6025 "Pure virtual function call". I've reinstalled visual c++ runtime and it didn't work. Google told me to check the papyrus logs but they make no sense to me. Anyone who could give it a look and see if I'm missing something?

Papyrus.0.log

Posted

 

Plenty of modders have learned how to mod by looking into other ppl work.

 

So if everyone would do it like that there would be a good chance that modding community as a whole would be less developed now.

 

Just my point of view.

I'm not saying that you shouldn't make your projects open source, nothing against that. However I as a studied programmer I strongly advocate against providing your source scripts with a release. There are too many variables involved. As I already said: Make it available on Github (like LL or SkyUi). This provides more hooks for an active community, since everybody can contribute easily and there is only one way to get the source, therefore less pits you can fall in.

 

Even though you are a "studied programmer", I don't know how many mods you have created or how familiar you are with the packaging system used by Bethesda.

Compiled scripts are packaged with the exact version of the source they were compiled from. There is no way to get a mismatch.

I use Github, and consider it a very poor choice for the mod script source. It works out well for SKSE and version control, but even there they

package up the exact source that was used to make a build, with the build.

To keep this sort of on topic, if I want to see how Vel handled the Thalmor Quest, I am confident that the source script I am looking at is indeed the code used to build the mod. No way would that be true if I had to fetch a branch from Github.

Posted

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

I'm having problems with the expansion quest at the thalmor embassy again. During the sex scene with the guards I keep getting a C++ runtime error R6025 "Pure virtual function call". I've reinstalled visual c++ runtime and it didn't work. Google told me to check the papyrus logs but they make no sense to me. Anyone who could give it a look and see if I'm missing something?

 

It is crashing during SexLab's scripts (still). See the above response.

Posted

Plenty of modders have learned how to mod by looking into other ppl work.

 

So if everyone would do it like that there would be a good chance that modding community as a whole would be less developed now.

 

Just my point of view.

I'm not saying that you shouldn't make your projects open source, nothing against that. However I as a studied programmer I strongly advocate against providing your source scripts with a release. There are too many variables involved. As I already said: Make it available on Github (like LL or SkyUi). This provides more hooks for an active community, since everybody can contribute easily and there is only one way to get the source, therefore less pits you can fall in.

 

Putting the source code in a git repo, and removing it from the release, makes it that much more annoying to access without adding any real benefit to users or third party mod makers.

Who thinks cloning a git repo (which is just one command in the console) is too much hassle is probably not fit to be a programmer. Apart from the obvious advantages of version control (version history, diffs, collaboration, bug tracking, etc) it makes the entrance into collaborative programming much more easy. Without VCS like Git you need to get the source scripts from the install folder, then change them, then get them somehow to the person in change and hope the change gets accepted.

With VCS (in this case git, but why would you want to use something else), you clone the repository, change the source and open a PullRequest and then hope it gets accepted.

 

This of course demands from the modder, if he wants his work to be extendable, to provide adequate documentation and the possibilities to extend it in the first place.

 

Also, a lot of modders use Debug.MessageBox() or Debug.Notification() to interact with the user. Technically you shouldn't because it's supposed to be for debugging only, as the name suggests. But sometimes these functions are the only way available for customised messages. The "official" method (the 'Message' script), for instance, has no equivalent of 'sprintf'.

[...]

I really don't see the problem with handing out my sources. It's text, so it compresses well and doesn't take up much space in the package.

This is because Bethesda probably wanted to push the modders into using something else then Text to relay information. If you look at the official/vanilla parts of the game, you'll rarely see an extensive message appear. Most is done via the quest log and visual cues.

 

It's also not about the size, as you said text compresses very well, but more a philosophical point of view. Not everyone uses MO, or (god forbid SteamWorkshop), but just downloads the file and extracts it into the Data directory. Granted most modders will use a mod manager, but that does not prevent them from overriding scripts or doing something similarly bad.

Again: I'm not against making your scripts available to the modding scene, not doing so would prevent mods from referencing each other (as already pointed out). But in my more than a decade as a programmer and modder have taught me anything, it is that most of the time the "short and easy way" only leads to pain and suffering down the road.

 

This is even a bigger problem in Skyrim, since the games support for a more in depth scripting is shit. I hope I can get my Program to run properly to prevent the biggest pits you can fall into while scripting, which mostly have something to do with the lack of version control.

Posted

 

 

 

I need help as I've encountered a problem very early into the Embassy quest.

 

My Dragonborn has just arrived to deliver the package. Elenwen used the amulet on her. Ordered her to strip and then had to go away, so she asked a soldier to prepare the Dragonborn.

 

This is when the problem starts. The soldier gets her ready. The scene fades to black, but instead of loading the next scene, nothing changes. I'm still at the same place with the soldier. The quest just gets stuck there.

 

Here are the last few lines of the log:

 

 

 

 

11083137)>]: Elenwen got 4 exposure for  seeing naked Maxine
[09/21/2015 - 11:15:11PM] RNPC: Periodic update check.
[09/21/2015 - 11:15:19PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:19PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:19PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
[item 6 in container  (720EFC04)].zadHiderScript.Delete() - "<native>" Line ?
[item 6 in container  (720EFC04)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5
[09/21/2015 - 11:15:19PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:19PM] [Zad]: Giving item away. Not last copy.
[09/21/2015 - 11:15:19PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:19PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:19PM] [Zad]: Giving item away. Not last copy.
[09/21/2015 - 11:15:20PM] [Zad]: Giving item away. Not last copy.
[09/21/2015 - 11:15:20PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:20PM] [Zad]: OnUnequipped(Maxine: Captured Dreams Leg Cuffs Red Ebonite)
[09/21/2015 - 11:15:20PM] [Zad]: OnUnequipped(Maxine: RD-Ebonite Collar (Harness))
[09/21/2015 - 11:15:20PM] [Zad]: Caught remove-all. Re-equipping device.
[09/21/2015 - 11:15:20PM] [Zad]: OnUnequipped(Maxine: Captured Dreams Arm Cuffs Red Ebonite)
[09/21/2015 - 11:15:20PM] [Zad]: Caught remove-all. Re-equipping device.
[09/21/2015 - 11:15:20PM] [Zad]: Leg Cuffs is switching containers. Count: 0
[09/21/2015 - 11:15:20PM] [Zad]: Caught remove-all. Re-equipping device.
[09/21/2015 - 11:15:20PM] [Zad]: Collar is switching containers. Count: 0
[09/21/2015 - 11:15:20PM] [Zad]: Arm Cuffs is switching containers. Count: 0
[09/21/2015 - 11:15:20PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:20PM] [Zad]: SyncInventory(): Nothing needs to be done.
[09/21/2015 - 11:15:20PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
[item 2 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
[item 2 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5
[09/21/2015 - 11:15:20PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:20PM] [Zad]: OnContainerChanged()
[09/21/2015 - 11:15:20PM] [Zad]: SyncInventory() called for one Arm Cuffs, while already wearing another.
[09/21/2015 - 11:15:20PM] [Zad]: SyncInventory(): Equipping Collar.
[09/21/2015 - 11:15:30PM] [slainternalscr <sla_Internal (11083137)>]: Thalmor Soldier got 2 exposure for  seeing naked Maxine
[09/21/2015 - 11:15:31PM] [slainternalscr <sla_Internal (11083137)>]: Thalmor Soldier got 4 exposure for  seeing naked Maxine
[09/21/2015 - 11:15:42PM] RNPC: Periodic update check.
[09/21/2015 - 11:15:50PM] [slainternalscr <sla_Internal (11083137)>]: Thalmor Soldier got 2 exposure for  seeing naked Maxine
[09/21/2015 - 11:16:07PM] VM is freezing...
[09/21/2015 - 11:16:07PM] VM is frozen
 

 

 

 

Is there a way to move the quest forward with a console command line?

 

I did a recent test and had the same issue, changing to first person view allowed it to advance (no idea why that worked but it did).

 

hey, i had the same issue. and it worked after i deinstalled firstpersonplugin?! could this be the problem? (Grüße ;):D)

 

 

I don't use that myself but it could have contributed to your issue.

 

 

can you drop the level from 8 to 5 ? 5 doesnt start vampires off 8 does >.<

 

Use the slider in the MCM menu, it goes down to 5.

 

 

my mcm cant go below 8 i tryed same as bandits min is 50%

 

 

Change the Global Variable  CDxExpansionStart  to the level you want it to start at just don't change the value in the MCM menu.

 

 

i looked thats set to 5 but the questline doesnt start until level 8 i changed that to 1 hopefully thatll help

Posted

@Techpriest

 

Everything you're saying makes perfect sense for framework mods like SexLab or Devious Devices, but as of now, almost every end-user adult mod has but a single developer at its core (likely it's the only coder, as the case is with this mod). I can understand that for a professional programmer this may seem a little insane (or grossly inefficient, whichever), but the specifics of this field beg to differ.

 

Consider thinking of end-user mods as a cross between coding and traditional art (as opposed to what is called art for being indeterministic or highly intuitive). At the center of it is a person with a story to tell (hopefully), or with some unique idea - 'vision' of a certain aspect of Skyrim gaming. Development tools for this kind of author are merely restrictions as those imposed on those writing poetry or producing music. Resulting content is expected to be personal (on some level), or at least flavoured to the point that it causes some disputation upon release, and would do much more if suddenly stopped being a 'one-man job'.

Posted

@Techpriest

 

Everything you're saying makes perfect sense for framework mods like SexLab or Devious Devices, but as of now, almost every end-user adult mod has but a single developer at its core (likely it's the only coder, as the case is with this mod). I can understand that for a professional programmer this may seem a little insane (or grossly inefficient, whichever), but the specifics of this field beg to differ.

 

Consider thinking of end-user mods as a cross between coding and traditional art (as opposed to what is called art for being indeterministic or highly intuitive). At the center of it is a person with a story to tell (hopefully), or with some unique idea - 'vision' of a certain aspect of Skyrim gaming. Development tools for this kind of author are merely restrictions as those imposed on those writing poetry or producing music. Resulting content is expected to be personal (on some level), or at least flavoured to the point that it causes some disputation upon release, and would do much more if suddenly stopped being a 'one-man job'.

 

I'd much rather not dispute anything anyone writes (so I must have read this wrong, Sorry about that).

If I knew anything about scripting (I don't) and were one of those people having problems with the game, especially one part, I might want to look at the source.

But I don't, so I just rant about mods overwriting other mods' scripts.

Scripts should be read-only unless they're your own, and I've often wondered why that isn't a rule (at least, speak to the other modder authoring the script?

 

A nice person made a mod I'm supposed to need, and included four other mods in his mod.

See now that makes sense to me, they went and collaborated with other modders and came up with a mod including the requirements.

I think I ranted off somewhere...O yeah, "art".

It can be as personal as you want, just please don't break other mods.

(I feel like I'm writing this three years too late)

 

Posted

 

mods overwriting other mods' scripts

 

That's not what what a good modder would consciously do. Possible mistakes here can be caused by trigger-happiness of CK's packaging system. Besides, mods aren't overwriting anything - a user does. And if a user intends doing so, (s)he must be aware of what those scripts can actually do, otherwise a broken game is to be expected.

Posted

 

 

mods overwriting other mods' scripts

 

That's not what what a good modder would consciously do. Possible mistakes here can be caused by trigger-happiness of CK's packaging system. Besides, mods aren't overwriting anything - a user does. And if a user intends doing so, (s)he must be aware of what those scripts can actually do, otherwise a broken game is to be expected.

 

 

I claim sleepiness for writing such a bad reply, which I came here to delete if you hadn't seen it yet.

I was speaking of mods (biggie ones) that the mod manager says

"yada.bla was already installed by this-and-that mod. Do you wish to overwrite?"

At which case a user with a weak heart might faint.

 or xp32mse and SOS, which appear to be PO'd at each other. One writes a mod, the other writes a blank plugin to overwrite the mod.

But the mod gets updated, is it now the superior mod and undeserving of a blank plugin?

Or realistic ragdolls, which some mod (can't remember which) wishes to overwrite.

I'm not aware, but I suppose it's up to me to keep a log

"Today I overwrote yada with whatever".

Or the mod manager could, but that's too much to ask, I guess.

"trigger happy", :) I had a mod manager delete half of my mods because it felt like it, and a few days later (and many dead mods) it updated itself.

"loot" chooses to commit suicide lately. No reason, it just DIES.

I'm calm, really I am. Let me get back to you, I need to spend some time in the virtual spa....

Posted

That's not what what a good modder would consciously do. Possible mistakes here can be caused by trigger-happiness of CK's packaging system. Besides, mods aren't overwriting anything - a user does. And if a user intends doing so, (s)he must be aware of what those scripts can actually do, otherwise a broken game is to be expected.

Of course no sane modder would willingly overwrite the scripts from another mod, but it sill happens. Thing is: Most of the Skyrim modding community haven't learned the profession of programming, or else stupid recommendations like: "Set your script time to 800ms" (I'm looking at you frostfall...) wouldn't even come up as suggestions.

Many mods are just poorly written *cought* Crimson Tide - Blood *cough* Civil War Overhaul (CWO) before v4 *cough* and not optimised at all. This is even more problematic, since Papyrus by itself is a very slow scripting language and suffers from many internal problems.

 

At the end, most problems are at the users side, but programmers are at fault too. For example: There is no reason, not to pack anything into BSA and ESP files, yet only a subset of modders do this. Not only do do BSA increase speed (if you have a state of the art HDD or even SSD, I could go into detail, but that would be way too long), they greatly reduce storage space (a 4,6GB Texture will become ~2,6GB small). There is a rumour, that scripts will not work with ESP files, but at the end that is only a rumour.

 

@Techpriest

 

Everything you're saying makes perfect sense for framework mods like SexLab or Devious Devices, but as of now, almost every end-user adult mod has but a single developer at its core (likely it's the only coder, as the case is with this mod). I can understand that for a professional programmer this may seem a little insane (or grossly inefficient, whichever), but the specifics of this field beg to differ.

Every programming work profits from version control, I'm not sure why nobody sees it. The amount of additional work you have is negligible for the benefits you reap. You easily can test out new stuff, without breaking your old stuff. You have an automatic version history and you can see the changes you made to files. Those are only the three biggest advantages of version control.

Heck I even used Git for my thesis' in university, the amount of pain I have avoided, made the learning process worth every nick of time.

There is no reason why an amateur project should not benefit from the tools, that make work so much easier.

 

Your post probably describes every video game ever, only that you have a team (and sometimes not even that), that does the work. And even artists have "development" tools, Photpshop, Audition, InDesign/Pagemaker, a digital Wacom board -- heck, even a sheet of paper and a pencil for poetry are tools. I refuse your argument as invalid. Why make the life so much harder? Skyrim Modding is already a pain in the ass, so you should take all the help you can get.

 

If you have a "vision", as you call it, then take the best tools to make that vision reality. Take the paved road instead of the rocky mountain path. It will lead you faster to your goal and makes you more successful. Humankind hasn't evolved because we adhered to the old ways, to tradition you might call it, but because it downright abused everything that was to offer. Do the same here and it'll be more satisfactory.

Posted

 

At the end, most problems are at the users side, but programmers are at fault too.

 

 

 

This editor was made by some well-meaning programmer, but I've only gotten it to work with chrome.

most problems?

Faulting application name: LOOT.exe, version: 0.8.0.0, time stamp: 0x55af7e1b
Faulting module name: LOOT.exe, version: 0.8.0.0, time stamp: 0x55af7e1b
Exception code: 0xc0000005
Fault offset: 0x000dee65
Faulting process id: 0x1b1c
Faulting application start time: 0x01d0f5a97ac19c6a
Faulting application path: C:\Program Files (x86)\LOOT\LOOT.exe
Faulting module path: C:\Program Files (x86)\LOOT\LOOT.exe
Report Id: 6fc5a148-e335-4236-976d-552efebd39d7
Faulting package full name: 
Faulting package-relative application ID: 
 
The other day I recompiled skse and found out "#include <algorithm>" was not included,
but the error message never told me that, some tech person wrote about it way deep in a forum.
 
Posted

Why would you want to recompile SKSE? There is absolutely no reason to do so, except you are working on SKSE itself! Uninstall SKSE and reinstall it from the official package again.

Then I also recommend reinstalling LOOT. If that does not fix the problem, you should contact the LOOT guys over at GitHub

Posted

Why would you want to recompile SKSE? There is absolutely no reason to do so, except you are working on SKSE itself! Uninstall SKSE and reinstall it from the official package again.

Then I also recommend reinstalling LOOT. If that does not fix the problem, you should contact the LOOT guys over at GitHub

I don't know (why to recompile)!! 

I read it somewhere, crashes will magically vanish.

And it is a little like adding oil-treatment, stuff seems to work better for a bit.

Reinstall, thanks.

Posted

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

Posted

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

 

If it is continually freezing it is likely another mod trying to do things with you at the same time. If it continually crashes at the start of a sex scene that is SexLab and it usually does not happen after reloading the save. If you want to post a log from either event I can take a look at them.

Posted

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

 

If it is continually freezing it is likely another mod trying to do things with you at the same time. If it continually crashes at the start of a sex scene that is SexLab and it usually does not happen after reloading the save. If you want to post a log from either event I can take a look at them.

 

How Do I get the Log?

Posted

 

 

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

Hi I have problems with the Captured Dreams. The moment I am led to the solar for the first time. THe game Crashes the moment the sex scene starts... Once it run a bit further but I was placed in front of Elenwen and couldn't move....

 

Typically it will crash during one of the early sex scenes but reloading from a save made sometime after the point the harness is removed will allow it to run normally. As for the stop in the scene in Elenwen's room: http://www.loverslab.com/topic/23844-devious-devices-captured-dreams-shop-updated-2-5-2015/?p=1325691

 

 

 

Tried the save game, works until a second sex scene and game freeze. I have no animations whatsoever during the first sex scene... And if I use the save game where I am on my knees after the sex scene CTD.

 

 

 

 

If it is continually freezing it is likely another mod trying to do things with you at the same time. If it continually crashes at the start of a sex scene that is SexLab and it usually does not happen after reloading the save. If you want to post a log from either event I can take a look at them.

 

 

 

How Do I get the Log?

 

 

Look in the 'General' section on this page: http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!

Posted

 

How's the next update coming along?

Not impatient just curious :)

 

Yup, curious here too...not impatient at all... :P

 

 

Testing is going slowly but I am making progress. I am going through the Player as the Master portion now, the dialogue is rather complex and the main branch of it needs reorganized. There are still several large parts that needs testing as well so I don't have any estimate on release.

Posted

 

 

How's the next update coming along?

Not impatient just curious :)

 

Yup, curious here too...not impatient at all... :P

 

 

Testing is going slowly but I am making progress. I am going through the Player as the Master portion now, the dialogue is rather complex and the main branch of it needs reorganized. There are still several large parts that needs testing as well so I don't have any estimate on release.

 

 

That's fine, there's no rush. But it's good to know progress is being made :)

Posted

i'm having an issue with the elenwen quest, at the part where the guards are supposed to take you to the solar to wait for elenwen. in my game, nothing happens - elenwen just orders her guards to take my pc to the solar, then the screen fades to black only to reveal that nothing happened. i've tried enableplayercontrols but my pc is still stuck.

 

any suggestions? :P

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