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[SSPPAHR] Simple Slavery Auction House Redesign


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Posted
10 hours ago, AtomicGrimDark said:

I was wrong. However the best part of being wrong, is I learned something new:

 

image.png.3e297916a9ddfe5a2e584a0d7d117cb2.png

 

that Visible when distant flag might explain why after running dyndolod it appeared, never mind, keep on keeping on. (for people using the search function: floating terrain, DynDoLod, zero coordinates, draw distance, deleted records, SSEdit)

Ah okay. so from what I'm getting was that I was correct about it be deleted, just that the way I thought it was. However it DynDOLOD still generates a LOD because of the visable when distant flag? so I just have to remove that and it should resolve the issue?

Posted
32 minutes ago, AManNamedNorville said:

Ah okay. so from what I'm getting was that I was correct about it be deleted, just that the way I thought it was. However it DynDOLOD still generates a LOD because of the visable when distant flag? so I just have to remove that and it should resolve the issue?

I had some issues with getting the flag unset in SSEdit, but once it "stuck" it seems to have cleared the thing. It's also odd that the flag was still there after deletion.

 

Maybe hold off on that update, unless a ton of people hassle you about it. Now that I'm thinking about the flag, it might be a bug in the dyndolod alpha, where perhaps it should completely ignore anything with the deleted flag, no matter if any other flag is set.

Anywhoo, futzing about with this stuff a lot right now, I'm going to see if I detect similar problems with other mods.

Also, anyone who's into generating lods should be able to fix it themselves. Also.. also, did I mention your auction house looks fucking amazing? Because it does.

Posted

First. I just want to say that this is a really well done mod.

There is an issue though with horrible harassment whenever there is a slave collar approach and the dialogue choices sends the player to the auction house.  Looks like a shader or a resource is missing. Could a light shader property been included that's from another mod creating a unnamed dependency?

 

	[RSP+0   ] 0x7FF619F3B985     (void* -> SkyrimSE.exe+147B985	mov rdi, rax)
	[RSP+8   ] 0x1E               (size_t) [30]
	[RSP+10  ] 0x1AD0FE79440      (BSUtilityShader*)
		fxpFilename: "Utility"
	[RSP+18  ] 0x1B1176F7A00      (BSLightingShaderProperty*)
		Flags: 0x802182400301
		RTTIName: "BSLightingShaderProperty"
		NiPropertyType: kShade (01)
	[RSP+20  ] 0x7FF619FB4825     (void* -> SkyrimSE.exe+14F4825	test al, al)
	[RSP+28  ] 0x1B0FD313800      (void*)
	[RSP+30  ] 0x4B9377EE88       (void*)
	[RSP+38  ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
	[RSP+40  ] 0x0                (size_t) [0]
	[RSP+48  ] 0x0                (size_t) [0]
	[RSP+50  ] 0x0                (size_t) [0]
	[RSP+58  ] 0x0                (size_t) [0]
	[RSP+60  ] 0x0                (size_t) [0]
	[RSP+68  ] 0x0                (size_t) [0]
	[RSP+70  ] 0x0                (size_t) [0]
	[RSP+78  ] 0x1B1176F7A88      (void*)
	[RSP+80  ] 0x7FF619F6F55C     (void* -> SkyrimSE.exe+14AF55C	mov rcx, rax)
	[RSP+88  ] 0x1E               (size_t) [30]
	[RSP+90  ] 0x20               (size_t) [32]
	[RSP+98  ] 0x1B1176F7A00      (BSLightingShaderProperty*)
		Flags: 0x802182400301
		RTTIName: "BSLightingShaderProperty"
		NiPropertyType: kShade (01)
	[RSP+A0  ] 0x1B025FD8D00      (BSShaderAccumulator*)
	[RSP+A8  ] 0x1B000014046      (void*)
	[RSP+B0  ] 0x1AD002D3100      (void*)
	[RSP+B8  ] 0x0                (size_t) [0]
	[RSP+C0  ] 0x0                (size_t) [0]
	[RSP+C8  ] 0x0                (size_t) [0]
	[RSP+D0  ] 0x0                (size_t) [0]
	[RSP+D8  ] 0x0                (size_t) [0]
	[RSP+E0  ] 0x1AD10C6F1F8      (void*)
	[RSP+E8  ] 0x7FF61BE1BFA0     (BSParabolicCullingProcess*)
	[RSP+F0  ] 0x1B000000020      (void*)
	[RSP+F8  ] 0x1AFD9D6E5C0      (BSBatchRenderer*)
	[RSP+100 ] 0x1AD00123C98      (void*)
	[RSP+108 ] 0x0                (size_t) [0]
	[RSP+110 ] 0x7FF619FB2A8B     (void* -> SkyrimSE.exe+14F2A8B	mov eax, [rsp+0x60])
	[RSP+118 ] 0x1AD00000020      (void*)
	[RSP+120 ] 0x20               (size_t) [32]
	[RSP+128 ] 0x1AD10C6EA90      (void*)
	[RSP+130 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
	[RSP+138 ] 0x0                (size_t) [0]
	[RSP+140 ] 0x0                (size_t) [0]
	[RSP+148 ] 0x7FF61BE1BFA0     (BSParabolicCullingProcess*)
	[RSP+150 ] 0x1B025FD8D00      (BSShaderAccumulator*)
	[RSP+158 ] 0x1B025FD8D00      (BSShaderAccumulator*)
	[RSP+160 ] 0x1B025FD8D00      (BSShaderAccumulator*)
	[RSP+168 ] 0x0                (size_t) [0]
	[RSP+170 ] 0x7FF619F72AE9     (void* -> SkyrimSE.exe+14B2AE9	mov ecx, [0x00007FF61BD4CC6C])
	[RSP+178 ] 0x3                (size_t) [3]
	[RSP+180 ] 0x1B1176F7B80      (BSTriShape*)
		Name: "RifRmSmPartitionFirst043"
		RTTIName: "BSTriShape"
		Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
		Full Name: ""
		File: "Architecture\Riften\Interior\SmallRoomFirst\RifRmSmPartitionFirst01.nif"
		Checking Owner: -----



Crash log attached.

crash-2024-12-18-02-11-01.log

Posted
On 12/9/2024 at 10:59 PM, MissBell said:

Its a nice mod that updates the setting that is nice. You can enter normally and look around but when enslaved you end up here with no one to talk to.

I also installed the patch as well for cutting floor

 

And new save.

New game is that bug you told us.

But I hope to see more of this mod. It is very well done and doesn't feel out of place.
 

20241209225711_1.jpg

20241209225716_1.jpg

20241209225821_1.jpg

 

Console commands "resetinterior <cellID>" & "pcb" (purge cell buffer) may fix this. Not sure what the correct order would be.
 

  • 3 weeks later...
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Posted
On 2/19/2025 at 4:51 PM, The_XXI said:

Is downloading the mod no longer available?

 

Hello.

 

Firstly, sorry for the late reply. I didn't receive a notification for your comment, and only recently saw it after I decided to brave another look at the issues people were reporting.

 

Unfortunately the mod is no longer available. 

 

 

I took the mod down after seeing that everyone was having issues with the mod that I have no idea how to fix, and wasn't comfortable leaving the mod available for download knowing it had these issues.

 

I planned to fix them, but I quickly lost motivation, and still lack the motivation to fix them.

  • 1 month later...
Posted
On 4/5/2025 at 7:35 PM, AManNamedNorville said:

 

Hello.

 

Firstly, sorry for the late reply. I didn't receive a notification for your comment, and only recently saw it after I decided to brave another look at the issues people were reporting.

 

Unfortunately the mod is no longer available. 

 

 

I took the mod down after seeing that everyone was having issues with the mod that I have no idea how to fix, and wasn't comfortable leaving the mod available for download knowing it had these issues.

 

I planned to fix them, but I quickly lost motivation, and still lack the motivation to fix them.


I've found that you can't update an old game and you can't remove it if you started a game with it.

Other than that, the only issue I've had is a conflict with the exterior of Riften with JK Skyrim Riften city 

If you've imported assets from Oldrim, you can use this to convert them to SE. Textures, meshes, etc..
https://www.nexusmods.com/skyrimspecialedition/mods/23316


 

  • 10 months later...
  • 2 months later...

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