zeelok Posted February 13, 2025 Author Posted February 13, 2025 11 hours ago, PoisonGC said: I converted the PEX file to PCS and I see the problem, both have the same "number", I don't know what the number means but I deduce that it is the object to be delivered, I would correct it but I don't know what the number of the vial of the bears is jdb.solveFormSetter(Prefix + ".Bears", game.GetFormFromFile(2088, CumAlchemy), true) jdb.solveFormSetter(Prefix + ".Ash Spawn", game.GetFormFromFile(2088, CumAlchemy), true) This was indeed the problem, I had for some reason put the ash spawn vial ID in the bears spot - no idea why. Converting the pex files isn't necessary, the original psc files are included in the Source/Scripts/ directory in the zip file.
PoisonGC Posted February 15, 2025 Posted February 15, 2025 On 13/2/2025 at 9:46, zeelok said: De hecho, ese era el problema. Por alguna razón, había colocado el ID del frasco de generación de cenizas en el lugar de los osos (no tengo idea de por qué). No es necesario convertir los archivos PEX, los archivos PSC originales están incluidos en el directorio Fuente/Scripts/ en el archivo zip. If there is a similar problem, how can I know the ID of the vials?
PoisonGC Posted February 15, 2025 Posted February 15, 2025 Just now, PoisonGC said: Si hay un problema similar, ¿cómo puedo saber el ID de los viales? There is no existing problem at the moment but I would like to know
zeelok Posted February 15, 2025 Author Posted February 15, 2025 3 hours ago, PoisonGC said: If there is a similar problem, how can I know the ID of the vials? The easiest way to probably to open up xEdit and look for them. Just find the Cum Alchemy mod, look under ingredients because that's what the vials are, and use the last 3 digits of the form id as I've highlighted here. 1
PoisonGC Posted February 23, 2025 Posted February 23, 2025 Hi, its me again, I have a question, is there a way to prevent the mod from detecting wolves as a "Canine" race? This is causing me to receive the Dog vial.
zeelok Posted February 23, 2025 Author Posted February 23, 2025 14 hours ago, PoisonGC said: Hi, its me again, I have a question, is there a way to prevent the mod from detecting wolves as a "Canine" race? This is causing me to receive the Dog vial. When I have a scene with a wolf, I get this: [CA_VialCollection]: Actor has race 'Wolves' [CA_VialCollection]: Found vial for actor race, giving to player [CA_VialCollection]: Giving 1 vial(s) Vial of Wolf Cum(-33542809) to actor (20) from path .CARace.Wolves I'm not positive why it is detecting them as a canine for you. Perhaps another mod is altering wolves to change what race they have?
PoisonGC Posted February 24, 2025 Posted February 24, 2025 (edited) 9 hours ago, zeelok said: When I have a scene with a wolf, I get this: [CA_VialCollection]: Actor has race 'Wolves' [CA_VialCollection]: Found vial for actor race, giving to player [CA_VialCollection]: Giving 1 vial(s) Vial of Wolf Cum(-33542809) to actor (20) from path .CARace.Wolves I'm not positive why it is detecting them as a canine for you. Perhaps another mod is altering wolves to change what race they have? I highly doubt it. The game was just detecting the wolf race as "Wolves" normally, then suddenly it detected it as "Canines" Also I haven't installed any mods recently. Edited February 24, 2025 by PoisonGC
PoisonGC Posted February 24, 2025 Posted February 24, 2025 11 hours ago, zeelok said: When I have a scene with a wolf, I get this: [CA_VialCollection]: Actor has race 'Wolves' [CA_VialCollection]: Found vial for actor race, giving to player [CA_VialCollection]: Giving 1 vial(s) Vial of Wolf Cum(-33542809) to actor (20) from path .CARace.Wolves I'm not positive why it is detecting them as a canine for you. Perhaps another mod is altering wolves to change what race they have? 1 hour ago, PoisonGC said: I highly doubt it. The game was just detecting the wolf race as "Wolves" normally, then suddenly it detected it as "Canines" Also I haven't installed any mods recently. NVM Apparently it was just a temporary error, today when I started playing again, the game changed the race back to "Wolves", thanks for answering anyway.
Fraying9981 Posted March 29, 2025 Posted March 29, 2025 (edited) Hi, I have the same issue regarding vial collection. I did replace with ESPFE version and just retried, it didn't work though I get the console messages. See papyrus log attached and my SL triggers config below. The log shows apparently that a container is not found. Mods: Complete Alchemy & Cooking Overhaul 1190904793_CumAlchemyRemasteredv1.6.6ESPFE CumAlchemyVialCollection-v1.4 Thanks in advance for your help/tips! Papyrus.0 - Copy (4).log Edited March 29, 2025 by Fraying9981
zeelok Posted March 30, 2025 Author Posted March 30, 2025 18 hours ago, Fraying9981 said: Hi, I have the same issue regarding vial collection. I did replace with ESPFE version and just retried, it didn't work though I get the console messages. See papyrus log attached and my SL triggers config below. The log shows apparently that a container is not found. Mods: Complete Alchemy & Cooking Overhaul 1190904793_CumAlchemyRemasteredv1.6.6ESPFE CumAlchemyVialCollection-v1.4 Thanks in advance for your help/tips! This mod is intended to replace the SL triggers config, having them is not necessary and will likely result in you receiving double vials. From your log file I see [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Actor Jorleif with gender 0 and FormID 110900 being checked [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Actor has race 'NordRace' [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Found vial for actor race, giving to player [03/30/2025 - 03:06:03AM] [CA_VialCollection]: No vial found for path .CARace.NordRace It is saying that ".CARace.NordRace" doesn't correspond to an existing item. The error under that isn't saying a container can't be found, it's "Error: Cannot add None to a container" because it received None instead of the Nord vial, and tried to add that to the players inventory container. string Property Prefix = ".CARace" Auto string Property CumAlchemy = "Cum Alchemy.esp" Auto ... JDB.solveFormSetter(Prefix + ".NordRace", Game.GetFormFromFile(0x82A, CumAlchemy), true) This should give an item from Cum Alchemy.esp with ID 0x82A. In my copy of the espfe version this is the Vial of Nord Cum. Can you check what the ID of that item is in your version?
Fraying9981 Posted March 30, 2025 Posted March 30, 2025 (edited) 2 hours ago, zeelok said: This mod is intended to replace the SL triggers config, having them is not necessary and will likely result in you receiving double vials. From your log file I see [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Actor Jorleif with gender 0 and FormID 110900 being checked [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Actor has race 'NordRace' [03/30/2025 - 03:06:03AM] [CA_VialCollection]: Found vial for actor race, giving to player [03/30/2025 - 03:06:03AM] [CA_VialCollection]: No vial found for path .CARace.NordRace It is saying that ".CARace.NordRace" doesn't correspond to an existing item. The error under that isn't saying a container can't be found, it's "Error: Cannot add None to a container" because it received None instead of the Nord vial, and tried to add that to the players inventory container. string Property Prefix = ".CARace" Auto string Property CumAlchemy = "Cum Alchemy.esp" Auto ... JDB.solveFormSetter(Prefix + ".NordRace", Game.GetFormFromFile(0x82A, CumAlchemy), true) This should give an item from Cum Alchemy.esp with ID 0x82A. In my copy of the espfe version this is the Vial of Nord Cum. Can you check what the ID of that item is in your version? thanks "This mod is intended to replace the SL triggers config, having them is not necessary and will likely result in you receiving double vials." -> does this mean i can safely disable SL triggers, which I only use for this? What else should I disable? Currently enabled: CACO 1190904793_CumAlchemyRemasteredv1.6.6ESPFE with SL survival cum alchemy patch CumAlchemyVialCollection-v1.4 sl triggers 1.2 "This should give an item from Cum Alchemy.esp with ID 0x82A. In my copy of the espfe version this is the Vial of Nord Cum. Can you check what the ID of that item is in your version?" I just checked my simple item/console mod. Nord race cum has form ID fe01182a When I add nord cum vial to my inventory via the console: item is usable, effects work after using it. So I'm not a pro but my hypothesis is that there is a formID mismatch somewhere. wdyt? Would you suggest to test/check anything else? edit: just tried without sl triggers 1.2 - deactivated -> nothing happens. no on screen notification anymore, no vial in the inventory. see the log attached: apparently it's trying to call vial mod, without success. Papyrus.0.log Edited March 30, 2025 by Fraying9981
zeelok Posted March 30, 2025 Author Posted March 30, 2025 6 hours ago, Fraying9981 said: thanks "This mod is intended to replace the SL triggers config, having them is not necessary and will likely result in you receiving double vials." -> does this mean i can safely disable SL triggers, which I only use for this? What else should I disable? Currently enabled: CACO 1190904793_CumAlchemyRemasteredv1.6.6ESPFE with SL survival cum alchemy patch CumAlchemyVialCollection-v1.4 sl triggers 1.2 If you are only using SL triggers for Cum Alchemy, then if you get this mod working you can disable SL triggers. Do remember that disabling mods mid playthrough is generally not advised. 6 hours ago, Fraying9981 said: "This should give an item from Cum Alchemy.esp with ID 0x82A. In my copy of the espfe version this is the Vial of Nord Cum. Can you check what the ID of that item is in your version?" I just checked my simple item/console mod. Nord race cum has form ID fe01182a When I add nord cum vial to my inventory via the console: item is usable, effects work after using it. So I'm not a pro but my hypothesis is that there is a formID mismatch somewhere. wdyt? That form ID does end 82a which matches, so it should be able to find the vial correctly. You mentioned that you switched from the esp to espfe version, was that on a new game or mid game? If during an ongoing game, did you do that before or after installing this mod? If it was after, could you try going back to an earlier save and switching to the espfe before installing this mod? Maybe it cached some data from the original version of cum alchemy before switching to the espfe one? The log is the same error that it was before. It's trying to load the form from "Cum Alchemy.esp" with id 0x....82A and it claims no such form exists even though it should.
Fraying9981 Posted March 31, 2025 Posted March 31, 2025 3 hours ago, zeelok said: If you are only using SL triggers for Cum Alchemy, then if you get this mod working you can disable SL triggers. Do remember that disabling mods mid playthrough is generally not advised. yes I just loaded and tried without SL triggers. didn't save after that. 3 hours ago, zeelok said: That form ID does end 82a which matches, so it should be able to find the vial correctly. You mentioned that you switched from the esp to espfe version, was that on a new game or mid game? If during an ongoing game, did you do that before or after installing this mod? If it was after, could you try going back to an earlier save and switching to the espfe before installing this mod? Maybe it cached some data from the original version of cum alchemy before switching to the espfe one? i switched to ESPFE mid game, after installing this mod...I was trying every option since non ESPFE version without your mod didn't work either. I'm not sure I can find a save that's before switching that easily. Is there a way I can use save cleaner to try on my current save?
Turracil Posted August 26, 2025 Posted August 26, 2025 Anyone know patch for fill her up baka? Want to be able to integrate cum alchemy with that 1
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