11mazak Posted February 21, 2016 Posted February 21, 2016 Hello, currently doing the thalmor embassy quest. After the soldier took me to the building and Elenwen approached me, nothing is happening. My character is just standing there and looking at Elenwen. I tried to load previous save, also tried to reset the quest or disable/enable player controls trough MCM. No success. I do have all the required mods installed. Help me please
Veladarius Posted February 21, 2016 Author Posted February 21, 2016 Hello, currently doing the thalmor embassy quest. After the soldier took me to the building and Elenwen approached me, nothing is happening. My character is just standing there and looking at Elenwen. I tried to load previous save, also tried to reset the quest or disable/enable player controls trough MCM. No success. I do have all the required mods installed. Help me please edit: found out my papyrus log is absolutely overspammed with this: stack: [ (000BBDB1)].MG07VisionTriggerScript.OnTriggerEnter() - "MG07VisionTriggerScript.psc" Line 69 [02/21/2016 - 06:52:55PM] ERROR: Cannot call Is3DLoaded() on a None object, aborting function call stack: [ (000BBDB8)].MG07VisionTriggerScript.OnTriggerEnter() - "MG07VisionTriggerScript.psc" Line 69 [02/21/2016 - 06:52:55PM] Warning: Assigning None to a non-object variable named "::temp9" That script is part of the quest to get the Staff of Magnus, it controls one of the parts where the ghosts of the mages come together. It isn't something I refer to and the Embassy interior I use is a copy of the original with everything related to other quests stripped out of it.
11mazak Posted February 21, 2016 Posted February 21, 2016 That script is part of the quest to get the Staff of Magnus, it controls one of the parts where the ghosts of the mages come together. It isn't something I refer to and the Embassy interior I use is a copy of the original with everything related to other quests stripped out of it. Yes, should have checked for where the script is from first. I used script cleaner to remove this script from the active ones since I have finished the college questline a long time ago. Now my papyrus log is okay, only a few errors as usual. The embassy quest is still stuck.
Veladarius Posted February 21, 2016 Author Posted February 21, 2016 That script is part of the quest to get the Staff of Magnus, it controls one of the parts where the ghosts of the mages come together. It isn't something I refer to and the Embassy interior I use is a copy of the original with everything related to other quests stripped out of it. Yes, should have checked for where the script is from first. I used script cleaner to remove this script from the active ones since I have finished the college questline a long time ago. Now my papyrus log is okay, only a few errors as usual. The embassy quest is still stuck. At what part of the meeting exactly? There are several things that happen in that first meeting.
11mazak Posted February 21, 2016 Posted February 21, 2016 At what part of the meeting exactly? There are several things that happen in that first meeting. Somehow I made it work after cleaning the scripts a lot. Also I continued from a previous save game. Now it is working.
valcon767 Posted February 21, 2016 Posted February 21, 2016 Christmas is coming when Santa (Veladarius ) finishes the awesome new version of his mod. gonna have to start a new game when it comes out but it will be worth it from the looks its gonna be tons of fun. idea for handing off to other slavery mods would be to have it either hand off to Simple Slavery or DEC (both already have the ability to hand off to other mods). just my $.02 for what its worth. hope you are not hurting to bad Veladarius.
Delzaron Posted February 21, 2016 Posted February 21, 2016 Hi The bug with the thamor quest is repeatible. For example, the gatekeeper, moving to elenwen chamber, the party, etc... Another thing : I was sold to CD master though simple slavery market... or I already performed 10 tasks for her, and a quest task... she doen't care ! (it"s the same scene : it could be nice to made the dialogue change if master know or not the player).
isee Posted February 21, 2016 Posted February 21, 2016 I'm curious what parts of the maid outfit actually clip? This mod is great and I hope everything goes well with your mod and as well as can be with your pain.
renjiabari35 Posted February 22, 2016 Posted February 22, 2016 constant ctd or just nothing happens. when elenwen takes me to her room for the second time after the party it sometimes crashes. other times i get to the stage where she goes that was good blah blah and i get a bar that comes up which fills when i press adadadad then it lets my character stand up and move around and then nothing happens. can anyone tell me why or what is supposed to happen. Edit. Quite likely that it is defeat mod causing this cus I found out that the bar that comes up with is from defeat trying it now with it disabled will let you know what happens 2nd edit. It was defeat so anyone using defeat disable for this quest as it stops certain features activating
Veladarius Posted February 22, 2016 Author Posted February 22, 2016 Hi The bug with the thamor quest is repeatible. For example, the gatekeeper, moving to elenwen chamber, the party, etc... Another thing : I was sold to CD master though simple slavery market... or I already performed 10 tasks for her, and a quest task... she doen't care ! (it"s the same scene : it could be nice to made the dialogue change if master know or not the player). Dialogue expansion is one of the things intended for v4 as well as later releases. Sometimes dialogue can be difficult to add in some places as some have scripts which need duplicated for each dialogue variation Note for everyone------- V3.84 has 838 scripts with it while the version under testing by my first set of testers has 1603 scripts all of which are loaded when the game is started. For those of you who must load a 'safe' save game then the one they want this is part of the issue and it is not caused by just CD but any mod that has a large number of scripts. The reason for the large number of them is that script fragments in dialogue and scenes are all independent of one another, there is nothing I can do about it. I'm curious what parts of the maid outfit actually clip? This mod is great and I hope everything goes well with your mod and as well as can be with your pain. Clipping is surprisingly minimal as the body base is between the UNP and CBBE bodies constant ctd or just nothing happens. when elenwen takes me to her room for the second time after the party it sometimes crashes. other times i get to the stage where she goes that was good blah blah and i get a bar that comes up which fills when i press adadadad then it lets my character stand up and move around and then nothing happens. can anyone tell me why or what is supposed to happen. Edit. Quite likely that it is defeat mod causing this cus I found out that the bar that comes up with is from defeat trying it now with it disabled will let you know what happens 2nd edit. It was defeat so anyone using defeat disable for this quest as it stops certain features activating I know that Defeat events do not always end cleanly, I use it myself and see it happen from time to time. Any time you drop out of a scene and have control go into the MCM menu and disable it again, the scene should restart. Also, you can save the game at any point in the scene except when your character is in direct dialogue with an npc or during a sexlab sex scene, I have tested this dozens of times and it works with no issues (this can be done during ANY scene in any quest). Bit of an update health wise. My back has been doing ok, the Radio Frequency Ablation done in July on the nerves in 6 of the facet joints in my back has worked well but is slowly wearing off. For my anxiety I had one of my medications changed for a different one (if you are keeping score that was med #9 that was stopped and #10 started). Difficult thing with med #10 is that it is a sedative, I have run out of the neurological meds to try as most all either don't work or make things far worse than they were. Mod update: the Manor Slave portion is moving along well. of the 7 initial tasks 4 are working, 1 needs tested (is a multi part but simple) and the last 2 need some finishing up. I still need to check the Manor status system, end of day system and punishment (make sure the interface with the new punishment system works properly).
Tepi Posted February 22, 2016 Posted February 22, 2016 *snip* There is this wonderful skse plugin: http://www.loverslab.com/topic/56084-crash-fixes/ I have yet to crash while loading a save so it might help other ppl as well. You may want to spread the word or mention it in the description during next update .
Veladarius Posted February 22, 2016 Author Posted February 22, 2016 *snip* There is this wonderful skse plugin: http://www.loverslab.com/topic/56084-crash-fixes/ I have yet to crash while loading a save so it might help other ppl as well. You may want to spread the word or mention it in the description during next update . I just tried this as well and it worked, loaded the last save I made straight after starting the game and had no issues. It gets my recommendation.
Verstort Posted February 22, 2016 Posted February 22, 2016 Dialogue expansion is one of the things intended for v4 as well as later releases. Sometimes dialogue can be difficult to add in some places as some have scripts which need duplicated for each dialogue variation Note for everyone------- V3.84 has 838 scripts with it while the version under testing by my first set of testers has 1603 scripts all of which are loaded when the game is started. For those of you who must load a 'safe' save game then the one they want this is part of the issue and it is not caused by just CD but any mod that has a large number of scripts. The reason for the large number of them is that script fragments in dialogue and scenes are all independent of one another, there is nothing I can do about it. What the fuck bethesuda. Surely, it would be acceptable for dialogue fragments to be loaded when the quest becomes active rather than at load time? That way you could keep script load to a minimum at the start, and large mods like yours could just break larger quests into smaller pieces to avoid keeping one time use fragments from 3 hours ago in memory. Their engine can detect which dialogue trees are even available fairly quickly, would it not be prudent to apply this logic to fragment loading as well? How was none of this considered for a game designed around the hardware limitations of last generation consoles? Sheesh
Veladarius Posted February 22, 2016 Author Posted February 22, 2016 Dialogue expansion is one of the things intended for v4 as well as later releases. Sometimes dialogue can be difficult to add in some places as some have scripts which need duplicated for each dialogue variation Note for everyone------- V3.84 has 838 scripts with it while the version under testing by my first set of testers has 1603 scripts all of which are loaded when the game is started. For those of you who must load a 'safe' save game then the one they want this is part of the issue and it is not caused by just CD but any mod that has a large number of scripts. The reason for the large number of them is that script fragments in dialogue and scenes are all independent of one another, there is nothing I can do about it. What the fuck bethesuda. Surely, it would be acceptable for dialogue fragments to be loaded when the quest becomes active rather than at load time? That way you could keep script load to a minimum at the start, and large mods like yours could just break larger quests into smaller pieces to avoid keeping one time use fragments from 3 hours ago in memory. Their engine can detect which dialogue trees are even available fairly quickly, would it not be prudent to apply this logic to fragment loading as well? How was none of this considered for a game designed around the hardware limitations of last generation consoles? Sheesh If you look at the papyrus log you will often see a lot of errors from scripts missing properties or looking for other mods and such, that is the result of all the scripts being loaded AND CHECKED. It would be much easier if each quest had a script that contained all the dialogue fragments and one that had all the scene fragments together, this would also reduce the number of properties associated with all of these scripts. Also, for those that have not built scripts in the CK: All the source scripts are required for all the mods your mod may use to be present so for CD I have to have the source files for SKSE, SkyUI, ZAZ animation, Aroused, DD Integration, DD Expansion and ALL of the source scripts for the mods they use. Why you ask? When you compile something in the CK it will check every source script that the script you are compiling may even remotely connect to.
Verstort Posted February 23, 2016 Posted February 23, 2016 Dialogue expansion is one of the things intended for v4 as well as later releases. Sometimes dialogue can be difficult to add in some places as some have scripts which need duplicated for each dialogue variation Note for everyone------- V3.84 has 838 scripts with it while the version under testing by my first set of testers has 1603 scripts all of which are loaded when the game is started. For those of you who must load a 'safe' save game then the one they want this is part of the issue and it is not caused by just CD but any mod that has a large number of scripts. The reason for the large number of them is that script fragments in dialogue and scenes are all independent of one another, there is nothing I can do about it. What the fuck bethesuda. Surely, it would be acceptable for dialogue fragments to be loaded when the quest becomes active rather than at load time? That way you could keep script load to a minimum at the start, and large mods like yours could just break larger quests into smaller pieces to avoid keeping one time use fragments from 3 hours ago in memory. Their engine can detect which dialogue trees are even available fairly quickly, would it not be prudent to apply this logic to fragment loading as well? How was none of this considered for a game designed around the hardware limitations of last generation consoles? If you look at the papyrus log you will often see a lot of errors from scripts missing properties or looking for other mods and such, that is the result of all the scripts being loaded AND CHECKED. It would be much easier if each quest had a script that contained all the dialogue fragments and one that had all the scene fragments together, this would also reduce the number of properties associated with all of these scripts. Well, to be fair, a lot of those quests are active from the start. Scripts being loaded for active quests isn't as bad, but you made it sound like scripts would be loaded for inactive quests too, fragments included. Now I need to test this, should be easy: Make a quest with a starting condition that starts as false (global value = 0 or something) that has a dialogue fragment that errors on load (maybe that part won't be as easy) Edit: fragments have no init, probably can't just remove the fragment, that might fail at quest init, rather than script init, telling us nothing about if the fragments are loaded but if the fragments are checked, just checking if they exist is reasonable for the game to do, far faster than loading into memory as inactive code and error is presented earlier. Bleh, I need a way to dump stack to see if they exist in memory. Properties exist on the quest object itself, not just in the script, so their presence doesn't tell us anything since they have to exist as empty in memory to maintain memory size anyway while the quest is inactive. Also, for those that have not built scripts in the CK: All the source scripts are required for all the mods your mod may use to be present so for CD I have to have the source files for SKSE, SkyUI, ZAZ animation, Aroused, DD Integration, DD Expansion and ALL of the source scripts for the mods they use. Why you ask? When you compile something in the CK it will check every source script that the script you are compiling may even remotely connect to. That part makes sense from a compiling standpoint. Most compilers need to know details about files/types/classes even if they are absent at runtime. Try compiling some large open source project and you'll eventually run into a missing library or you'll need some dev version which the running program doesn't require which you don't have yet. Not emphasized for interpreted languages, but papyrus is so slow even after compiler optimization I couldn't see that working out well. Would be nice if their compiler was smart enough to use the pex as object files though, there should be enough info in there for the general purpose compatibility information (type look up at least) without needing to re-compile all requirements, I can't defend that.
Veladarius Posted February 23, 2016 Author Posted February 23, 2016 Also, for those that have not built scripts in the CK: All the source scripts are required for all the mods your mod may use to be present so for CD I have to have the source files for SKSE, SkyUI, ZAZ animation, Aroused, DD Integration, DD Expansion and ALL of the source scripts for the mods they use. Why you ask? When you compile something in the CK it will check every source script that the script you are compiling may even remotely connect to. That part makes sense from a compiling standpoint. Most compilers need to know details about files/types/classes even if they are absent at runtime. Try compiling some large open source project and you'll eventually run into a missing library or you'll need some dev version which the running program doesn't require which you don't have yet. Not emphasized for interpreted languages, but papyrus is so slow even after compiler optimization I couldn't see that working out well. Would be nice if their compiler was smart enough to use the pex as object files though, there should be enough info in there for the general purpose compatibility information (type look up at least) without needing to re-compile all requirements, I can't defend that. Also, all the scripts on objects are loaded at startup as well. One of the scripts that was causing an error at startup was one that was not in use but was still loaded.
nymphaspect Posted February 24, 2016 Posted February 24, 2016 I just have to say that the Embassy quest was absolutely incredible! It was by far the best slavery experience I've played through out of any mod. A thorough expansion of that quest (or something like it) would be absolutely wonderful. The biggest problem I have with other slavery mods (SD+ for example) is that the master's don't really do anything. Sure, they have sex with you when they want, but there aren't the kinds of interaction that your embassy quest included. It truly felt as though my character was a proper slave. Bravo!
heehatatt Posted February 24, 2016 Posted February 24, 2016 Even though this question has been asked a couple of times, and the replies were the same, I don't see much harm in spamming a tiny bit, as the last time it was asked was weeks ago. Timeline for 4.0?
Veladarius Posted February 24, 2016 Author Posted February 24, 2016 Even though this question has been asked a couple of times, and the replies were the same, I don't see much harm in spamming a tiny bit, as the last time it was asked was weeks ago. Timeline for 4.0? No set date yet. There are a few parts left to finish but testing on what is done has gone well.
heehatatt Posted February 24, 2016 Posted February 24, 2016 Even though this question has been asked a couple of times, and the replies were the same, I don't see much harm in spamming a tiny bit, as the last time it was asked was weeks ago. Timeline for 4.0? No set date yet. There are a few parts left to finish but testing on what is done has gone well. Well in one case or the other, it'll be worth the wait I'm sure.
fred200 Posted February 24, 2016 Posted February 24, 2016 Veladarius you are making great progress. Please be careful though to avoid the "Winchester House" in San Jose syndrome. Old lady Winchester (of rifle fame) was told by her fortune teller that as long as she kept adding onto her house, she would never die. Did not work - but she does have a lot of staircases going nowhere.
Veladarius Posted February 25, 2016 Author Posted February 25, 2016 Veladarius you are making great progress. Please be careful though to avoid the "Winchester House" in San Jose syndrome. Old lady Winchester (of rifle fame) was told by her fortune teller that as long as she kept adding onto her house, she would never die. Did not work - but she does have a lot of staircases going nowhere. I have actually been there, interesting place to see. As she got older she could not step up very high so she has a staircase going between the first and second floors where the steps are only about 2" high, it takes a while to go up it.
Joomla Posted February 26, 2016 Posted February 26, 2016 after i get that trial time with the chastity belt etc master says she will remove them in about a week.. but does this actually happen? and if so do i talk to master or someone else to get them off? i dont seem to have option and im pretty sure 7 full days have gone past already.
Veladarius Posted February 26, 2016 Author Posted February 26, 2016 after i get that trial time with the chastity belt etc master says she will remove them in about a week.. but does this actually happen? and if so do i talk to master or someone else to get them off? i dont seem to have option and im pretty sure 7 full days have gone past already. She will remove them if you are not submissive, if you are the more submissive you are the less chance of removing them is.
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