bicobus Posted March 11, 2017 Posted March 11, 2017 It crashed on launch then, you play at all? If so, you probably are lacking a master. Run LOOT or TES5Edit and they will tell you if you miss something.
Skullered Posted March 11, 2017 Posted March 11, 2017 is this what your looking for? [02/15/2017 - 12:53:43AM] EditorPapyrus log opened (PC) [02/15/2017 - 12:53:43AM] Memory page: 128 (min) 512 (max) 76800 (max total) [02/15/2017 - 12:54:49AM] Log closed You're in the wrong place. The logs you're looking for aren't found in steamapps\common\Skyrim\Logs\Script , the logs you should be looking for are in C:\Users\<YourUserNameHere>\Documents\My Games\Skyrim\Logs\Script
Guest Posted March 11, 2017 Posted March 11, 2017 @ Skullered I did get in in logs/script @bicobus no it doesn't crash on launch like I said I would be playing the game like normal for a good couple of minutes before the game crashes to desktop, the game will also crash on fast travel or when I go near falkreath hold.
DeepBlueFrog Posted March 11, 2017 Author Posted March 11, 2017 @ Skullered I did get in in logs/script @bicobus no it doesn't crash on launch like I said I would be playing the game like normal for a good couple of minutes before the game crashes to desktop, the game will also crash on fast travel or when I go near falkreath hold. Both paths end with 'logs\script'. Make sure you go in the path under 'C:\Users\<YourUserNameHere>', NOT under 'steamapps'. Even just opening up the start menu and not playing, a standard error log should be many lines long initially. Here is what mine looks like at the start menu: [03/11/2017 - 12:34:28PM] Papyrus log opened (PC) [03/11/2017 - 12:34:28PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [03/11/2017 - 12:34:28PM] Update budget: 2.000000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 1000.000000ms) [03/11/2017 - 12:34:28PM] Memory page: 128 (min) 512 (max) 230400 (max total) [03/11/2017 - 12:35:09PM] Cannot open store for class "ddunequiphandlerscript", missing file? [03/11/2017 - 12:35:09PM] Cannot open store for class "ddunequipmcmscript", missing file? [03/11/2017 - 12:35:10PM] Cannot open store for class "HR_LeashedMEScript", missing file? [03/11/2017 - 12:35:10PM] Cannot open store for class "HR_HairColToArmorScript", missing file? [03/11/2017 - 12:35:10PM] Cannot open store for class "TourCartDriverScript", missing file? [03/11/2017 - 12:35:11PM] Cannot open store for class "TIF__0407DC8D", missing file? [03/11/2017 - 12:35:11PM] Error: Unable to bind script TIF__0407DC8D to topic info 1E07DC8D on because their base types do not match [03/11/2017 - 12:35:11PM] Cannot open store for class "tweakfollowerscript", missing file? [03/11/2017 - 12:35:11PM] Cannot open store for class "huntersvisionimodscript", missing file? [03/11/2017 - 12:35:11PM] Cannot open store for class "QF_JIREHealme_02013933", missing file? [03/11/2017 - 12:35:11PM] Error: Unable to bind script QF_JIREHealme_02013933 to JIREHealme (3E013933) because their base types do not match [03/11/2017 - 12:35:12PM] Cannot open store for class "BDBAvernaCombatScript", missing file? [03/11/2017 - 12:35:12PM] Cannot open store for class "defaultAddItemArrowScript", missing file? [03/11/2017 - 12:35:13PM] Cannot open store for class "SF_AQ_Scene7_03283E6C", missing file? [03/11/2017 - 12:35:13PM] Error: Unable to bind script SF_AQ_Scene7_03283E6C to (5F283E6C) because their base types do not match [03/11/2017 - 12:35:14PM] Cannot open store for class "iDDeUtilities", missing file? [03/11/2017 - 12:35:15PM] Cannot open store for class "slenmaincontroller", missing file? [03/11/2017 - 12:35:15PM] Cannot open store for class "pvc_ControlerScript", missing file? [03/11/2017 - 12:35:15PM] Cannot open store for class "SLV_PeriodicCheck", missing file? [03/11/2017 - 12:35:15PM] Cannot open store for class "SLDN_PlayerHouseScript", missing file? [03/11/2017 - 12:35:15PM] Cannot open store for class "DsR__TIF__020253E5", missing file? [03/11/2017 - 12:35:15PM] Error: Unable to bind script DsR__TIF__020253E5 to topic info 910253E5 on because their base types do not match [03/11/2017 - 12:35:15PM] Cannot open store for class "MagicDrain", missing file? [03/11/2017 - 12:35:16PM] Cannot open store for class "DisintiTest", missing file? [03/11/2017 - 12:35:16PM] Cannot open store for class "DawnguardifyScript", missing file? [03/11/2017 - 12:35:16PM] Cannot open store for class "PSQPlayerAliasScript", missing file? [03/11/2017 - 12:35:16PM] Error: Unable to bind script sslExtraVoicesAlias to SexLabExtraVoices (9F00189E) because their base types do not match [03/11/2017 - 12:35:16PM] Cannot open store for class "ypsApplyNailPolishZebraRed", missing file? [03/11/2017 - 12:35:16PM] Cannot open store for class "ypsApplyNailPolishSilver", missing file? [03/11/2017 - 12:35:16PM] Cannot open store for class "ypsApplyNailPolishDarkGreen", missing file? [03/11/2017 - 12:35:17PM] Cannot open store for class "RaceMenuMorphsCBBE", missing file? [03/11/2017 - 12:35:17PM] Error: Unable to bind script RaceMenuMorphsCBBE to RaceMenuMorphsCBBE (C4000800) because their base types do not match [03/11/2017 - 12:35:18PM] Cannot open store for class "tkwraithguardabilityscript", missing file? [03/11/2017 - 12:35:18PM] Cannot open store for class "tkwraithguardscript", missing file? [03/11/2017 - 12:35:18PM] Cannot open store for class "RestrainedScript", missing file? [03/11/2017 - 12:35:18PM] Cannot open store for class "SkeletonEyeGlowController", missing file? [03/11/2017 - 12:35:18PM] Cannot open store for class "racedispatcherscript", missing file? [03/11/2017 - 12:35:18PM] Error: Unable to bind script racedispatcherscript to RaceDispatcher (E6009F27) because their base types do not match [03/11/2017 - 12:35:21PM] Error: Unable to bind script TIF__0407DC8D to topic info E907DC8D on because their base types do not match [03/11/2017 - 12:35:21PM] Cannot open store for class "dcc_sgo_questcontroller", missing file? [03/11/2017 - 12:35:23PM] Error: Unable to bind script RestrainedScript to (E50333B8) because their base types do not match [03/11/2017 - 12:35:23PM] Error: Unable to bind script RestrainedScript to (E500AAC4) because their base types do not match [03/11/2017 - 12:35:23PM] Error: Unable to bind script dunSetRestrainedWhenSeated to (1E0927E0) because their base types do not match [03/11/2017 - 12:35:25PM] Error: Unable to bind script tkwraithguardabilityscript to (E3062AEE) because their base types do not match [03/11/2017 - 12:35:25PM] Error: Unable to bind script tkwraithguardscript to (E3062AEE) because their base types do not match
Guest Posted March 12, 2017 Posted March 12, 2017 I found the correct file you spoke of [03/11/2017 - 07:13:44PM] SexLabDebug log opened (PC) [03/11/2017 - 07:13:44PM] Config Reloading... [03/11/2017 - 07:13:45PM] GetSetAnimation(DDBeltedSolo): Get [03/11/2017 - 07:13:45PM] GetSetAnimation(DDArmbinderSolo): Get [03/11/2017 - 07:13:45PM] GetSetAnimation(DDYokeSolo): Get it was here C:\Users\usernamehere\Documents\My Games\Skyrim is this correct? I meant to paste C:\Users\usernamehere\Documents\My Games\Skyrim\Logs\Script\User
Guest Posted March 12, 2017 Posted March 12, 2017 but the good news is I think it fixed its self, this morning I redownloaded it and the random crash is gone, but I have a few more problems those being 1.game would crash when I go near Falkreath hold, like before my latest crash(the one that spawned the latest log I just showed you) I fast traveled to falkreath city and walked around spoke to the front guard about Barbas the dog and then visited the blacksmith to talk to him about Barbas then boom game crashed. 2. SD+ appears to be conflicting with some idle animation I have, before I installed SD+ I got the mods "YY Mystic Knight" and "Lifelike Idle Animations" (one for cool magic and onehanded animations and the other for the cool idle animations) to work greatly together by loading Lifelike Idle Animations after YY Mystic Knight but when I load up the game it will be normal, my character will play the Lifelike Idle Animations but as soon as I get the notification "Sanguin's Debauchery Loaded" my character will do the idle animations from YY Mystic Knight instead of Lifelike Idle Animations. Help for these to problamos would be greatly appreciated and thanks for trying to help with the "random crash problem".
DeepBlueFrog Posted March 12, 2017 Author Posted March 12, 2017 I found the correct file you spoke of [03/11/2017 - 07:13:44PM] SexLabDebug log opened (PC) [03/11/2017 - 07:13:44PM] Config Reloading... [03/11/2017 - 07:13:45PM] GetSetAnimation(DDBeltedSolo): Get [03/11/2017 - 07:13:45PM] GetSetAnimation(DDArmbinderSolo): Get [03/11/2017 - 07:13:45PM] GetSetAnimation(DDYokeSolo): Get it was here C:\Users\usernamehere\Documents\My Games\Skyrim is this correct? I meant to paste C:\Users\usernamehere\Documents\My Games\Skyrim\Logs\Script\User That looks more like it, but there should be a lot more in it. Did you look at Papyrus.o.log?
DeepBlueFrog Posted March 12, 2017 Author Posted March 12, 2017 I don't have a Papyrus.o.log on my computer. Then you missed something when you edited the .ini file. Make sure you edit the values listed at this article: https://github.com/SkyrimLL/SDPlus/wiki/FAQ#q-you-said-something-about-papyrus-logs-how-do-i-do-that That should enable the logs in that folder.
LibertyPrime Posted March 12, 2017 Posted March 12, 2017 How safe is to uninstall this mid-playthrough with the 'uninstall' option? Bare in mind I've never actually touched this mod even though I have it installed since the very start of my save (meaning I never got enslaved or anything like that).
DeepBlueFrog Posted March 12, 2017 Author Posted March 12, 2017 How safe is to uninstall this mid-playthrough with the 'uninstall' option? Bare in mind I've never actually touched this mod even though I have it installed since the very start of my save (meaning I never got enslaved or anything like that). Uninstall can be flaky but it used to be much worse. I would highly recommend leaving it dormant in your load order and just turn the enslavement options to 0% and switch off all other quests in the mod. Same with Death alternative - instead of uninstalling it, turn off all scenarios. Unless you spend a lot of effort scrubbing your save game with various tools and you really know what you are doing, consider there is no such thing as a safe uninstall of a mod in Skyrim.
LibertyPrime Posted March 12, 2017 Posted March 12, 2017 How safe is to uninstall this mid-playthrough with the 'uninstall' option? Bare in mind I've never actually touched this mod even though I have it installed since the very start of my save (meaning I never got enslaved or anything like that). Uninstall can be flaky but it used to be much worse. I would highly recommend leaving it dormant in your load order and just turn the enslavement options to 0% and switch off all other quests in the mod. Same with Death alternative - instead of uninstalling it, turn off all scenarios. Unless you spend a lot of effort scrubbing your save game with various tools and you really know what you are doing, consider there is no such thing as a safe uninstall of a mod in Skyrim. I suppose you're right. The thing is that I have every quest turned off and enslavement set to 0% and I still get 'approached' by animals randomly, which is really annoying.
DeepBlueFrog Posted March 12, 2017 Author Posted March 12, 2017 How safe is to uninstall this mid-playthrough with the 'uninstall' option? Bare in mind I've never actually touched this mod even though I have it installed since the very start of my save (meaning I never got enslaved or anything like that). Uninstall can be flaky but it used to be much worse. I would highly recommend leaving it dormant in your load order and just turn the enslavement options to 0% and switch off all other quests in the mod. Same with Death alternative - instead of uninstalling it, turn off all scenarios. Unless you spend a lot of effort scrubbing your save game with various tools and you really know what you are doing, consider there is no such thing as a safe uninstall of a mod in Skyrim. I suppose you're right. The thing is that I have every quest turned off and enslavement set to 0% and I still get 'approached' by animals randomly, which is really annoying. That's from SL Dialogues and that may or may not be a bug. Check if you are still approached if you turn off Beast options in Dialogues and let me know if that doesn't work, I will look into it.
shunter Posted March 12, 2017 Posted March 12, 2017 Using the latest version possible and I still can't kneel/crawl outside of enslavement. 'Crawling'/'kneeling' appears at the top left of my screen when I press the hotkey but nothing happens otherwise.
Guest Posted March 13, 2017 Posted March 13, 2017 SD+ appears to be conflicting with some idle animation I have, before I installed SD+ I got the mods "YY Mystic Knight" and "Lifelike Idle Animations" (one for cool magic and onehanded animations and the other for the cool idle animations) to work greatly together by loading Lifelike Idle Animations after YY Mystic Knight but when I load up the game it will be normal, my character will play the Lifelike Idle Animations but as soon as I get the notification "Sanguin's Debauchery Loaded" my character will do the idle animations from YY Mystic Knight instead of Lifelike Idle Animations.
DeepBlueFrog Posted March 13, 2017 Author Posted March 13, 2017 Happy to announce version 3.5.7 is out with this changes: - Added: Heal player when swimming/wet and wearing Spriggan roots Compatibility - Added: Allow changing slave rags configuration during enslavement - Added: Select alternative slave outfit - Added: Missing slave rags when player asks for heat and enslavement is not running - Added: Disable slave pose on sleep if enslaved by beast - Added: Improve performance of enslavement sequence - Added: Make blackout duration after enslavement variable - Added: Disable blackout on enslavement for consensual submission - Added: Replace mod events by function calls in submit/enslave/transfer actions - Added: Sex acts improve slavery allowance - Added: Add SDModMasterTrust mod event - Added: Make earned allowance variable based on value of item given to master - Fixed: Spriggan root armor elements cannot be removed - Fixed: Spriggan root mask is invisible - Fixed: Slider for spriggan infection is broken - Fixed: Check Frostfall updates when master is in combat - Fixed: Earned gold not updated correctly when giving item to master Note: You do not need to start a new game for this update EXCEPT if you are already in the middle of the spriggan quest. The fixes to remove spriggan root armors will not work on a running quest. The fixes to healing effect for a spriggan armor when wet require updating the SDFrostfallAddOn as well. SD+ now allows a different set of slave rags for each level of slavery (not fully tested yet). The new system of custom slave rags is not fully documented in the mod yet either (I forgot to update the MCM description). In order to use your own outfits, you will have to extract the 'Data\meshes\_sd_\custom' folder from the SD+ BSA file and replace the files under each folder.
kralgar1 Posted March 13, 2017 Posted March 13, 2017 Would anyone mind goin over the features of ''allowance''? just wanna make sure im not missing anything. Also posting this before the latest update so i havnt tested the spriggan mask but thank you for making it invisable
Guest Posted March 13, 2017 Posted March 13, 2017 I love that you fixed the slave outfit something ive wanted for awhile, thank you still my favorite mod on LL you're invaluable love all the work you keep putting into this!
donttouchmethere Posted March 13, 2017 Posted March 13, 2017 thx for your mod skyrimll, its one of those mods that always return into my load order, and if its not there, it gives me the feeling to miss something, especially in combination with DEC fun facts: if you want to feel realy helpless during your slavery, equip the bondage mittens from DCL, the master doent even need a cage than to feel save ;D your mod rescued my PC from a lot of missadventures and defeat, that would have otherwise end in death you can use it even tactical to get stuff from bandit chests that would be too hard to reach for my mostly low lvl pc (with a price tho, and i dont mean the bugs^^) i want to drink more mead with sanguine! cheers =D the ooooonly thing that makes me sad is the prison overhaul incompatibility EDIT: SD+ Version 3.5.5
caocaothedeciever Posted March 13, 2017 Posted March 13, 2017 It's really great how you've kept going with the hardwork, thank you so much for all the tweaks and improvements!Just one question though, do you plan on putting gags back on followers soon?I'm also curious if you'd ever work with Devious Equip in any future makes? Lots of good gear there .
Krynn Posted March 13, 2017 Posted March 13, 2017 I have a few questions please:This addon, with which one can adjust which devices to be created does not work, no matter what I adjust since, I am always only this standard Zaz gag created.Do you actually get any other devices than the gag and a blindfold after a failed escape? So belts, boots or anything else?Furthermore, I have a problem, if I should crawl and there comes a punishment scene, my character is standing, only when I reload, the crawl animation is again.Greetings! PS: if i must crawl, then the Owner ask what he want... if i get told to knee, if i am near.. i am waiting 1 hour as example.. Skyrim hangs up. ----------------------------------------------- Ich habe da bitte ein paar Fragen:Dieses Addon, bei dem man einstellen kann welche Geräte angelegt werden sollen funktioniert nicht, egal was ich da einstelle, mir wird immer nur dieser Standart Zaz Knebel angelegt.Bekommt man denn eigentlich auch irgendwann noch andere Geräte angelegt als der Knebel und eine Augenbinde nach einer missglückten Flucht? Also Gürtel, Boots oder sonstiges?Des weiteren habe ich ein Problem, wenn ich kriechen soll und es kommt dann eine Bestrafungsszene, steht mein Charakter wieder, erst wenn ich neu lade, ist die Kriechen Animation wieder an.Grüße!
El_Duderino Posted March 13, 2017 Posted March 13, 2017 ...the ooooonly thing that makes me sad is the prison overhaul incompatibility Hi, if I understood the previous version's (3.56) changelog and the discussions prior to it correctly, the clashes between PO(P) and SD+ should now be fixed. (Please correct me if I misunderstood that). Skyrimll, thank you very much for the latest update! Some very interesting changes and tweaks in the changelog, I look forward to seeing them in action. Luckily (sadly?) my current char has so far been too good in combat, even in low levels. Or rescued by the companion at the last moment.
Guest Posted March 13, 2017 Posted March 13, 2017 ...the ooooonly thing that makes me sad is the prison overhaul incompatibility Hi, if I understood the previous version's (3.56) changelog and the discussions prior to it correctly, the clashes between PO(P) and SD+ should now be fixed. (Please correct me if I misunderstood that). Skyrimll, thank you very much for the latest update! Some very interesting changes and tweaks in the changelog, I look forward to seeing them in action. Luckily (sadly?) my current char has so far been too good in combat, even in low levels. Or rescued by the companion at the last moment. What incompatibility are you guys talking about anyway?
donttouchmethere Posted March 13, 2017 Posted March 13, 2017 dont get me wrong, SD+ and POP can be in the same load order without breaking your game! with pop incompatibility i mean (at least this is the case in my game setup): * if you end up in POP nothing bad happends to SD+ * if you get enslaved by SD and reload, pop will force to reset itself everytime you load the game during SD+ enslavement * if you get enslaved by SD the PC sexlab voice will be reset too on every game load, not sure if that is related to POP, but POP is sticky in my load order so only SD+ makes changes > pop will reset as soon as you reload a save during SD enslavement > if you use pop to modify timescale that will be reset too on every load > if POP bounty hunter hunt you during enslavement, they will be broken on game load, they will just stand around, will be friendly to you, and if your lucky kill your (hostile faction) master \o/ (-> cause: pop mcm reset) > if you get teleported by POP you might get a visit from the SD+ "Gargoyle-fast-travel-police" my work arounds on every game load during SD+ enslavement: - save the pop mcm settings and reload them if needed during SD+ enslavement (wont restart the pop bounty hunter tho) - pop will just reset the mcm to original, if pop isnt needed during enslavement you can just ignore the pop reset and load your mcm settings after enslavement - set timescale thru another mod or console - choose your sexlab voice in sexlab mcm again - delet the gargolye as fast as possible with console/jaxonz (its a bad thing to have such creature in a small cage with you^^, breaks scripted events from pop too) what i still have to test: + pop newest version patch "o" will prevent most teleportations during pop scenes, that will prefent the gargolye issue i hope => the only annoying thing for me is that it breaks immersion for me, i have to play around a lot with MCMs and console, before and after SD+ with POP in my load order EDIT: SD+ 3.5.5
DeepBlueFrog Posted March 13, 2017 Author Posted March 13, 2017 The reset of sexlab voice and Pop variables has been fixed in the previous version already. I still have to detect the player is jailed to prevent teleports to sanguine when the player sleeps. That should be the last bit of incompatibility left with POP.
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