DeepBlueFrog Posted November 24, 2018 Author Posted November 24, 2018 2 hours ago, WarsunGames said: Excuse me. But has anyone Talked to Braith lately. Can you see if 3.61 causes braith to think her parents are dead? I will check but I see no reason why Braith would be affected by anything SD does.
Violence6884 Posted November 25, 2018 Posted November 25, 2018 Hi. I've been having a little problem, using the latest release(Not the Beta). It seems some times instead of being approached, even if my PC stands naked right in front of the NPC I test on, for any amount of time, I have to interact(E by default just to be clear) with that NPC for the Submit/Sex Only/Resist enslavement prompt to pop up. I'm sure the NPC is valid, is aroused enough, and that I am vulnerable ETC. Any ideas? Perhaps leave the cell and come back, so that it can kick in, since my saved game loads me right next to them? Edit - The above issue may have been caused by the NPC I was testing on, being a follower to me at that time, or to relatively low SD Dialogues Comment and Attack probabilities. Although about 25% on both shouldn't consistently never enslave me IMHO, especially when the dialogue does show up if I interact first. I also seem to be getting double message box dialogues in some instances but I'm not sure what causes that. As in, the "Fetch/Beg/Whine/ETC" dialogue, or the one about getting pushed down on the ground, in which case if I don't accept one and resist the other, I end up in a duplicated sex scene with the NPC.
genericlogin Posted November 26, 2018 Posted November 26, 2018 On 11/22/2018 at 10:26 AM, DeepBlueFrog said: Install the latest beta version of SD+ (from my beta testing thread) and go drink from the fountain in the secret cave near Kynesgrove or ask Danica Purespring in Whiterun. That should clear off the items. I'm stuck with the hands and feet after the quest is done too. I tried installing the latest beta, but it didn't help. It's been a while since I last saw the Flowering Spriggan quest, but the hands and feet definitely used to go away a day or two after the quest ended, but don't any more.
WarsunGames Posted November 27, 2018 Posted November 27, 2018 On 11/24/2018 at 10:01 AM, DeepBlueFrog said: I will check but I see no reason why Braith would be affected by anything SD does. I think i found the problem. Guess what? Sofia the Follower causes the issue. She is Tied to that house for some reason. I have suggested to the mod Author to move her to the inside of the City in a corner somewhere. That should resolve the issue. On 11/25/2018 at 5:01 AM, Violence6884 said: Hi. I've been having a little problem, using the latest release(Not the Beta). It seems some times instead of being approached, even if my PC stands naked right in front of the NPC I test on, for any amount of time, I have to interact(E by default just to be clear) with that NPC for the Submit/Sex Only/Resist enslavement prompt to pop up. I'm sure the NPC is valid, is aroused enough, and that I am vulnerable ETC. Any ideas? Perhaps leave the cell and come back, so that it can kick in, since my saved game loads me right next to them? Edit - The above issue may have been caused by the NPC I was testing on, being a follower to me at that time, or to relatively low SD Dialogues Comment and Attack probabilities. Although about 25% on both shouldn't consistently never enslave me IMHO, especially when the dialogue does show up if I interact first. I also seem to be getting double message box dialogues in some instances but I'm not sure what causes that. As in, the "Fetch/Beg/Whine/ETC" dialogue, or the one about getting pushed down on the ground, in which case if I don't accept one and resist the other, I end up in a duplicated sex scene with the NPC. I have experienced that as well I was at 100% arousal an so was the other NPC. Went naked..... nothing. Tried getting in front of the NPC..... Nothing. There was no reaction to this. I tried defeat. But defeat only works if you (try to talk to them). Not automatically. in other words. There is no pass around. Like a NPC sees your character an just engages in sex. Auto sex. Which without it makes the game kind of dull. I state this because Aroused Creatures DOES do this. After a period of time. Creatures will try to have sex. But not in-slave automatically. So animals will fuck randomly. But humans? no interested. Sex? HA! I am just gonna keep walking past all these naked people an get my Ale. an walk an walk, back to my table. That's basically the problem here.
Guest Posted November 28, 2018 Posted November 28, 2018 Have you stopped working on this mod? Was waiting for the cage scenario to get reimplemented.
DeepBlueFrog Posted November 28, 2018 Author Posted November 28, 2018 4 hours ago, nightwolf said: Have you stopped working on this mod? Was waiting for the cage scenario to get reimplemented. Still working on it. Progress is slow because work and family are sucking most of my spare time.
Violence6884 Posted November 29, 2018 Posted November 29, 2018 On 11/25/2018 at 12:01 PM, Violence6884 said: I also seem to be getting double message box dialogues in some instances but I'm not sure what causes that. As in, the "Fetch/Beg/Whine/ETC" dialogue, or the one about getting pushed down on the ground, in which case if I don't accept one and resist the other, I end up in a duplicated sex scene with the NPC. Sorry for bumping this, but it's starting to be a bit of a hassle dealing with double messages. Any info would be greatly appreciated. Thanks.
DeepBlueFrog Posted November 29, 2018 Author Posted November 29, 2018 4 hours ago, Violence6884 said: Sorry for bumping this, but it's starting to be a bit of a hassle dealing with double messages. Any info would be greatly appreciated. Thanks. I don't have much of a solution at this time. This is caused by the creature's Hello behavior triggering as you approach them to talk to them. The only thing I can do at this point is add a 'Cancel' option to the Fetch/Whine... and Submit/Resist dialogues to make sure you can exit them without consequences and prevent double animations. 1
Violence6884 Posted November 29, 2018 Posted November 29, 2018 5 hours ago, DeepBlueFrog said: I don't have much of a solution at this time. This is caused by the creature's Hello behavior triggering as you approach them to talk to them. Knowing that it's not specific on my end is enough for me to mentally filter it out. That said any solution, even a band aid fix like you suggest, is welcome.
MK66 Posted November 30, 2018 Posted November 30, 2018 Ran into a problem on one character (the others are fine, for now). Whenever this character get enslaved by a bandit, its dialogue get stuck. I explain: When I try to interact to the owner or whoever of its allies, they will only answer "What? What do you want now?" The master dialogue window will not open, and I can't do anything with them, they wil just repeat that same sentence over and over. I suspect this is the work of a previous ensalvement, or defeat/death alternative (I'm not sure, but it looks like the robber will answer when you try to call to him after he stole your stuff when you wake up from being defeated, if I recall correctly). I tried to make a clean save by deleting SD+ properly, wait 3 days ig, and reinstall it, but it didn't fix the issue. Anyone ran into a similar problem and/or can tell me a way to stop it and clean my save from that running script that doesn't seem to stop?
DeepBlueFrog Posted November 30, 2018 Author Posted November 30, 2018 1 hour ago, MK66 said: Ran into a problem on one character (the others are fine, for now). Whenever this character get enslaved by a bandit, its dialogue get stuck. I explain: When I try to interact to the owner or whoever of its allies, they will only answer "What? What do you want now?" The master dialogue window will not open, and I can't do anything with them, they wil just repeat that same sentence over and over. I suspect this is the work of a previous ensalvement, or defeat/death alternative (I'm not sure, but it looks like the robber will answer when you try to call to him after he stole your stuff when you wake up from being defeated, if I recall correctly). I tried to make a clean save by deleting SD+ properly, wait 3 days ig, and reinstall it, but it didn't fix the issue. Anyone ran into a similar problem and/or can tell me a way to stop it and clean my save from that running script that doesn't seem to stop? I will hav to check if that comment is coming from Dialogue or SD You should load a game before you uninstalled and reinstalled SD though, as that probably created more issues than fixed things.
MK66 Posted November 30, 2018 Posted November 30, 2018 58 minutes ago, DeepBlueFrog said: I will hav to check if that comment is coming from Dialogue or SD You should load a game before you uninstalled and reinstalled SD though, as that probably created more issues than fixed things. Thanks, I can't really look into what mod did that. Except by trying. I keep multiple saves when doing things like that, so I still have the one before I unistalled it. But I'm used to clean things, in a last attempt, I could still clean all script from a save, but that is always long and tricky to do (and if an active mod is doing it, it may be useless in that case).
Mortdecai Posted November 30, 2018 Posted November 30, 2018 Hello! Used this mod frequently on Skyrim but because Special Edition runs a lot better for me, I've been 'moving on over there' and I was wondering if anyone has successfully ported SD to SSE. I saw on the thread it's been marked as possible, but I haven't found anything yet. Thank you!! ❤ Edit** Nevermind, took a day but I got it working in SSE with only minor bugs I'll be trying to fix. 1
Violence6884 Posted November 30, 2018 Posted November 30, 2018 @DeepBlueFrog Forgive the mention, but... Is there any chance SD+, its Add-On or Dialogues are messing with the dialogue system of the game? While being enslaved via SD+ without touching anything in my installation, settings, MCMs or LO, I suddenly lost the ability to activate certain NPCs while in game. So far only noticed it with monsters and animals, and not all. So for some of those, like wolves or Trolls, I stopped getting a name(Well, technically description, they're not named ;3) when hovering the cross hair over them, no "E" prompt to talk(What passes as talking to them in any case)... So no activation as I said. Otherwise they work absolutely fine! Sex, enslavement, rape, combat, taming them via Ordinator, using Nemesis on them via Ordinator(A perk), AI, all fine. Never had that happen before, it started a couple of hours ago and I couldn't figure out what was causing it. Cleaned Save, tried UnBlocker(Found no blocked Ref), I don't use "Animations" which is known to bug out, I don't use Sneak Tools nor was I wearing any weird enchanted stuff that changes interactions with NPCs, nor any bondage gear that could limit my character in any way. And I doubt it has to do with total NPC count because on my main I've participated in Civil War battles with 50-60 soldiers fighting. Enable/Disable didn't work either and the issue persisted in a new game I started, and on previous saved games from 2-3 days ago. I was about to start turning mods off by the dozens but after some discussions I was told that if I manually submit via SD+ to such a problematic NPC, the issue goes away - Even after I released my self via safe word. It worked, albeit only for that one particular NPC, meaning that to fix them all I'd have to go on an enslavement streak. Not really a fix, but it is indication enough that it has at the very least something to do with enslavement and well, DEC wasn't running(Lock-Out from SD) and I was a slave via SD+ when it started happening. Thoughts? Solutions? Suggestions? Please? ❤️ Edit - To be more thorough, after they die I can loot them as well, get "Search [Target]" when hovering cross hair over the corpse. So it's just when they are alive. And I can't figure out what the criteria for this to occur are, as said some creatures work, some don't. I also just now disabled 4-5 LL mods and left SD+ and its components in and it was still happening.
DeepBlueFrog Posted December 1, 2018 Author Posted December 1, 2018 I will need something more specific to test: a speciifc NPC I can find in my game for example.
LinksSword Posted December 1, 2018 Posted December 1, 2018 So i think this has SL defeat compatibility right? then i don't understand how to get enslaved with sl defeat nothing in both menus give me any kind of indication that they work together?
DeepBlueFrog Posted December 1, 2018 Author Posted December 1, 2018 1 hour ago, LinksSword said: So i think this has SL defeat compatibility right? then i don't understand how to get enslaved with sl defeat nothing in both menus give me any kind of indication that they work together? Both SD+ and Defeat use Death Alternative as a 'hub' mod to manage enslavement after defeat. Without DA, Defeat will not trigger SD+ directly (unless Goubo adds a direct call to SD+ mod events, which I don't believe he has).
Kitsudragon Posted December 2, 2018 Posted December 2, 2018 On 11/30/2018 at 2:44 AM, Mortdecai said: Hello! Used this mod frequently on Skyrim but because Special Edition runs a lot better for me, I've been 'moving on over there' and I was wondering if anyone has successfully ported SD to SSE. I saw on the thread it's been marked as possible, but I haven't found anything yet. Thank you!! ❤ Edit** Nevermind, took a day but I got it working in SSE with only minor bugs I'll be trying to fix. Really? Do you think the mod creator would mind if you posted the modified components here? I've been trying to register with the Bethesda site for half a month now so I can use the CK to port unsupported mods, but for some reason, the registration process is borked. So all I can do is sit here and stare through the window. Which makes it worse when someone says there's a fix and all you have to do is open CK and... So, yeah. I'd really appreciate it if you could attach the modified files, assuming that's okay with the mod developer. 1
Mortdecai Posted December 3, 2018 Posted December 3, 2018 9 hours ago, Kitsudragon said: Really? Do you think the mod creator would mind if you posted the modified components here? I've been trying to register with the Bethesda site for half a month now so I can use the CK to port unsupported mods, but for some reason, the registration process is borked. So all I can do is sit here and stare through the window. Which makes it worse when someone says there's a fix and all you have to do is open CK and... So, yeah. I'd really appreciate it if you could attach the modified files, assuming that's okay with the mod developer. I actually did talk with the author and got permission to upload it!! But right now I just wanna test EVERYTHING and make sure it's all good before fully uploading it ;; I have a friend who will also hopefully get time to test it as well. 1
Kitsudragon Posted December 3, 2018 Posted December 3, 2018 13 hours ago, Mortdecai said: I actually did talk with the author and got permission to upload it!! But right now I just wanna test EVERYTHING and make sure it's all good before fully uploading it ;; I have a friend who will also hopefully get time to test it as well. Awesome! Thanks! I'll be waiting with bated breath for it to become available. 1
rikyeun Posted December 6, 2018 Posted December 6, 2018 Game crashes after activating this mod. Not sure what's wrong. Here's my error log: [12/06/2018 - 02:14:33PM] Papyrus log opened (PC) [12/06/2018 - 02:14:33PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [12/06/2018 - 02:14:33PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [12/06/2018 - 02:14:33PM] Memory page: 128 (min) 512 (max) 76800 (max total)
DeepBlueFrog Posted December 6, 2018 Author Posted December 6, 2018 5 hours ago, rikyeun said: Game crashes after activating this mod. Not sure what's wrong. Here's my error log: [12/06/2018 - 02:14:33PM] Papyrus log opened (PC) [12/06/2018 - 02:14:33PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [12/06/2018 - 02:14:33PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [12/06/2018 - 02:14:33PM] Memory page: 128 (min) 512 (max) 76800 (max total) That logs seems to indicate the game crashed on start. Check your requirements. Tes5edit can help identify which mod is missing.
Fuzzy_Fox Posted December 6, 2018 Posted December 6, 2018 9 hours ago, rikyeun said: Game crashes after activating this mod. Not sure what's wrong. Here's my error log: [12/06/2018 - 02:14:33PM] Papyrus log opened (PC) [12/06/2018 - 02:14:33PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [12/06/2018 - 02:14:33PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [12/06/2018 - 02:14:33PM] Memory page: 128 (min) 512 (max) 76800 (max total) You can try these https://www.nexusmods.com/skyrim/mods/78557 https://www.nexusmods.com/skyrim/mods/85443 Also check your ENB settings. It might be a memory problem.
MK66 Posted December 8, 2018 Posted December 8, 2018 On 12/1/2018 at 1:45 AM, DeepBlueFrog said: I will need something more specific to test: a speciifc NPC I can find in my game for example. Were you asking me? If yes I didn't see, sorry. Despite numberous and various attempt, I have not managed to resolve my problem though in game solutions (the bandits being stuck on an answer "What? What do you want now?") I wonder, can I locate the dialogues lines inside a mod file in the CK? If I can find the mod -still suspect either SD, Defeat or YMOYL to be responsible- and all scripts related to this, I might be able to solve it easier. (If yes, do you know the path of dialogues lines?)
DeepBlueFrog Posted December 9, 2018 Author Posted December 9, 2018 1 hour ago, MK66 said: Were you asking me? If yes I didn't see, sorry. Despite numberous and various attempt, I have not managed to resolve my problem though in game solutions (the bandits being stuck on an answer "What? What do you want now?") I wonder, can I locate the dialogues lines inside a mod file in the CK? If I can find the mod -still suspect either SD, Defeat or YMOYL to be responsible- and all scripts related to this, I might be able to solve it easier. (If yes, do you know the path of dialogues lines?) Welcome to Skyrim mod troubleshooting Not being able to identify the mod that is responsible for creating issues is part of the charm of dealing with mods.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now