Lemurion287 Posted May 20, 2025 Posted May 20, 2025 Just tried it, the initial quest worked fine, as did the video clip. The only issue I had was that my character equipped the Aradia Dress, but it's not showing up on her body and I don't see any way to build it in bodyslide (I'm using CBBE Curvy). The other issue I had, and it was a minor one, was that there's no info on the clips (such as length) and once the video clip started playing (Meddie) I had no way to pause or exit out of it. This is an issue for me because it was a fairly long clip and it would have been nice to know that going in.
nehaberlan Posted May 21, 2025 Author Posted May 21, 2025 (edited) On 5/20/2025 at 3:29 AM, Lemurion287 said: Just tried it, the initial quest worked fine, as did the video clip. The only issue I had was that my character equipped the Aradia Dress, but it's not showing up on her body and I don't see any way to build it in bodyslide (I'm using CBBE Curvy). The other issue I had, and it was a minor one, was that there's no info on the clips (such as length) and once the video clip started playing (Meddie) I had no way to pause or exit out of it. This is an issue for me because it was a fairly long clip and it would have been nice to know that going in. I checked both Pink & Black Aradia Dresses. They appear in the game, and PC can get and wear them without problem. By the way, all of the dresses/outfits and bodies are based on UNP/UNPB. Keep in mind about that. Maybe, because your PC's body is CBBE body, and because it isn't compatible with UNPB and doesn't fit in it, you can't see it. I don't know. Maybe, you would like to try Minou Aradia Lace Dress- -BHUNP 3BBB- -CBBE 3BBB- for your PC. About the videos... Maybe, you haven't read what I said about them. There is no such "Skyrim Media Player". There is no way to stop, pause, fast forward, fast rewind, jump forward/back, exit, see duration. When the scene starts, you have to wait 'til it ends. The keyboard becomes inactive while a video plays. Game creators have never thought to create shortcuts/keys to control videos. I can't do anything about it. Sorry... Edited May 21, 2025 by nehaberlan 1
Lemurion287 Posted May 21, 2025 Posted May 21, 2025 Thanks, I just didn't dig down far enough to see the clip lengths mentioned. As for the outfit, I'll try the mod you suggested. One thing you might want to do is move the reference to the UNP bodies to somewhere more obvious. I'd suggest putting UNP as a soft requirement so the outfits fit. It will just make it easier to find.
nehaberlan Posted May 22, 2025 Author Posted May 22, 2025 11 hours ago, Lemurion287 said: Thanks, I just didn't dig down far enough to see the clip lengths mentioned. As for the outfit, I'll try the mod you suggested. One thing you might want to do is move the reference to the UNP bodies to somewhere more obvious. I'd suggest putting UNP as a soft requirement so the outfits fit. It will just make it easier to find. I didn't understand what you mean by saying "move the reference to the UNP bodies to somewhere more obvious. I'd suggest putting UNP as a soft requirement so the outfits fit. It will just make it easier to find". Can you clarify what are you talking about? What is the reference? What is soft requirement? I didn't understand anything what you've suggested.
Lemurion287 Posted May 22, 2025 Posted May 22, 2025 13 hours ago, nehaberlan said: I didn't understand what you mean by saying "move the reference to the UNP bodies to somewhere more obvious. I'd suggest putting UNP as a soft requirement so the outfits fit. It will just make it easier to find". Can you clarify what are you talking about? What is the reference? What is soft requirement? I didn't understand anything what you've suggested. Speaking in general terms, many mods have what are called hard requirements and soft requirements. A hard requirement is one without which the mod simply will not function. For example, if someone posts a visual replacer for a follower mod, the original follower mod is called a hard requirement because the mod won't function without it. A soft requirement is one that the mod author used when developing the mod, but isn't required to run it. A classic example is when the author puts up images of a follower mod and lists various skin textures they used. These are called soft requirements because they aren't absolutely necessary but if you don't use them you'll get different results. Bringing it back to your mod: The UNP body you used is what I call a soft requirement. I could install and run the mod without it, but I couldn't see the dress your NPCs were selling on my character because I was using a different body mod. I didn't need that body to run the mod, but I did need it to get the same results you got. In many ways your "suggested mods," header is a good example of soft requirements. The reference I am talking about is the line in the "Some Infos, Some Bugs, Some Solutions..." heading where you include the line "All bodies and their outfits modified for UNPB and/or UNP." It's the only place where you let people know they need that body for the outfits, but it's not easy to spot. My suggestion is to put something in your "Suggested Mods," heading that tells people directly "to wear the outfits use the UNPB and/or UNP body," with a link to the body mod you're using. That's a section more people will read, and also the link will make things more obvious.
nehaberlan Posted May 22, 2025 Author Posted May 22, 2025 19 minutes ago, Lemurion287 said: Speaking in general terms, many mods have what are called hard requirements and soft requirements. A hard requirement is one without which the mod simply will not function. For example, if someone posts a visual replacer for a follower mod, the original follower mod is called a hard requirement because the mod won't function without it. A soft requirement is one that the mod author used when developing the mod, but isn't required to run it. A classic example is when the author puts up images of a follower mod and lists various skin textures they used. These are called soft requirements because they aren't absolutely necessary but if you don't use them you'll get different results. Bringing it back to your mod: The UNP body you used is what I call a soft requirement. I could install and run the mod without it, but I couldn't see the dress your NPCs were selling on my character because I was using a different body mod. I didn't need that body to run the mod, but I did need it to get the same results you got. In many ways your "suggested mods," header is a good example of soft requirements. The reference I am talking about is the line in the "Some Infos, Some Bugs, Some Solutions..." heading where you include the line "All bodies and their outfits modified for UNPB and/or UNP." It's the only place where you let people know they need that body for the outfits, but it's not easy to spot. My suggestion is to put something in your "Suggested Mods," heading that tells people directly "to wear the outfits use the UNPB and/or UNP body," with a link to the body mod you're using. That's a section more people will read, and also the link will make things more obvious. Logically, the outfits/dresses have their own body. So, they don't need body. Only, few stockings, gloves they only have their meshes. In my opinion, I said clearly and it's easy to notice in the Few information about Cozy Inn... section, that outfits/dresses/high heels are UNP/UNPB based. So, installing UNP/UNPB is not a soft requirement, or necessary. Why you can't see the Adria Dress, I still couldn't understand. If you did some modification in the files, in the Creation Kit, then if you messed it up, you might get problem. Are you looking for the UNPB femalebody _0 & _1? Check there: \Skyrim Special Edition\Data\Meshes\Cozy\Body\ Cozy_UNPB_femalebody_0.nif Cozy_UNPB_femalebody_1.nif They are originally the same files of UNPB.
nehaberlan Posted May 24, 2025 Author Posted May 24, 2025 I added a new update. Jessa Rhodes' Maid Outfit... The maid outfit had a small bug. It has to be semi-transparent all the time. However, it became non-transparent or full transparent for a moment from time to time. In the LE version, there is no such problem. I couldn't understand the main problem. In NifSkope, in the NiAlphaProperty settings were: Flags: 4847 Threshold: 16 This "4847" number has been selected by NifSkope. Before, I've used 4844/4845, etc... Then, I checked another dress that I use that is semi-transparent also. That one has 4845, 128. So, I tried these numbers. When I used the threshold 128, the dress became full transparent. So, I tried 64. It worked. Finally, I decided to use 4845 and 64 for the maid outfit. I tested it in the game. I didn't see non-transparent/full-transparent problem. I hope these new settings solve this problem, and work. Cheers...
petronius Posted August 28, 2025 Posted August 28, 2025 (edited) While play testing I found that this script logs 231 lines of this sort in just 2 minutes of gameplay: Line 1245: [08/26/2025 - 04:38:54AM] Cannot open store for class "HerBonersVideoQuestBarStoolScript", missing file? Line 1370: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000877C8) because the script does not exist or is not currently loaded Line 1371: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000877CC) because the script does not exist or is not currently loaded Line 1373: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268C) because the script does not exist or is not currently loaded Line 1374: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268B) because the script does not exist or is not currently loaded Line 1375: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268A) because the script does not exist or is not currently loaded Line 1376: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268D) because the script does not exist or is not currently loaded Line 1377: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (FE6F480A) because the script does not exist or is not currently loaded Line 1378: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000CB9A6) because the script does not exist or is not currently loaded Line 1379: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000CB9A5) because the script does not exist or is not currently loaded Line 1380: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (FE6F586F) because the script does not exist or is not currently loaded Line 1392: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (72231EB0) because the script does not exist or is not currently loaded Line 1407: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (00035168) because the script does not exist or is not currently loaded Line 1408: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (DC036B55) because the script does not exist or is not currently loaded I'm no expert in this, does it mean the script failed to initialize? Might not be a problem with it, just my game being too busy at game start. But I find it odd that the script is "sniffing" even when I didn't set foot at, or even near the inn. BTW thanks for the mod, I'm a sucker for good cozy inns to spend those evenings "immersively" Edited August 28, 2025 by petronius
nehaberlan Posted August 28, 2025 Author Posted August 28, 2025 1 hour ago, petronius said: While play testing I found that this script logs 231 lines of this sort in just 2 minutes of gameplay: Line 1245: [08/26/2025 - 04:38:54AM] Cannot open store for class "HerBonersVideoQuestBarStoolScript", missing file? Line 1370: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000877C8) because the script does not exist or is not currently loaded Line 1371: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000877CC) because the script does not exist or is not currently loaded Line 1373: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268C) because the script does not exist or is not currently loaded Line 1374: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268B) because the script does not exist or is not currently loaded Line 1375: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268A) because the script does not exist or is not currently loaded Line 1376: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000D268D) because the script does not exist or is not currently loaded Line 1377: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (FE6F480A) because the script does not exist or is not currently loaded Line 1378: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000CB9A6) because the script does not exist or is not currently loaded Line 1379: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (000CB9A5) because the script does not exist or is not currently loaded Line 1380: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (FE6F586F) because the script does not exist or is not currently loaded Line 1392: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (72231EB0) because the script does not exist or is not currently loaded Line 1407: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (00035168) because the script does not exist or is not currently loaded Line 1408: [08/26/2025 - 04:39:01AM] Error: Script HerBonersVideoQuestBarStoolScript cannot be bound to (DC036B55) because the script does not exist or is not currently loaded I'm no expert in this, does it mean the script failed to initialize? Might not be a problem with it, just my game being too busy at game start. But I find it odd that the script is "sniffing" even when I didn't set foot at, or even near the inn. BTW thanks for the mod, I'm a sucker for good kinky inns to spend those evenings "immersively" Hi, I'm happy that you like it. This "Video Quest Bar Stool Script" was a script that I prepared years ago. I don't use it anymore. It's harmless. It's not active at all. The idea of that script was that to play a porn scene when PC sits on the bar stool. I didn't like idea, and I quit it. Then, I decided to use pictures as activators to start porn scenes.
petronius Posted August 29, 2025 Posted August 29, 2025 (edited) 13 hours ago, nehaberlan said: Hi, I'm happy that you like it. This "Video Quest Bar Stool Script" was a script that I prepared years ago. I don't use it anymore. It's harmless. It's not active at all. The idea of that script was that to play a porn scene when PC sits on the bar stool. I didn't like idea, and I quit it. Then, I decided to use pictures as activators to start porn scenes. Thanks for replying! The script is still being called, though - judging from the logs. If it were just sitting there with the others and never referenced, it wouldn't leave any trace in the log. 200+ entries in 2 minutes isn't the end of the world, but if the script really isn't doing anything, it would be nice to figure out which quest or other trigger is still starting it, and delete any reference to it. Maybe it's still initialized on startup, even if you don't make use of it anymore? I'm just speculating, my knowledge of scripting is patchy at best... Something else I might dare to nag you about... don't stone me. Why not ESPFE? Unless you have plans to expand the mod beyond the 4k records. The idea that "mods with new cells can't be espfe" is a myth - there are issues with light masters (that have both ESL and ESM flags), but none with simple ESL flagged esp's. Eslifier (recent tool available on nexus) will convert all your scripts for you, if needed. More often than no, not needed. Edited August 29, 2025 by petronius
nehaberlan Posted August 29, 2025 Author Posted August 29, 2025 8 hours ago, petronius said: Thanks for replying! The script is still being called, though - judging from the logs. If it were just sitting there with the others and never referenced, it wouldn't leave any trace in the log. 200+ entries in 2 minutes isn't the end of the world, but if the script really isn't doing anything, it would be nice to figure out which quest or other trigger is still starting it, and delete any reference to it. Maybe it's still initialized on startup, even if you don't make use of it anymore? I'm just speculating, my knowledge of scripting is patchy at best... Something else I might dare to nag you about... don't stone me. Why not ESPFE? Unless you have plans to expand the mod beyond the 4k records. The idea that "mods with new cells can't be espfe" is a myth - there are issues with light masters (that have both ESL and ESM flags), but none with simple ESL flagged esp's. Eslifier (recent tool available on nexus) will convert all your scripts for you, if needed. More often than no, not needed. Hi, First of all, my knowledge about Creation Kit, scripting, NifSkope, GIMP, Skyrim and all other programs related to them is really limited. I just did what I could. I have no idea about ESPFE. I still prefer LE. Creating SE version was difficult for me. Right now, there are 1.6+, AE, and all the new versions of other mods. They just make me confuse. I don't understand them. If you want, you can try to create an ESPFE version. I don't mind. Where and how did you see that script? Is there a way to delete it? I have a different question... "How to rename a script's name, via Creation Kit without causing any compiling error?" Someone taught me how to do it years ago. Then, I forgot it how to do it. So, I don't remember at all. I asked someone else, he has no idea and gave me completely different answers that aren't solutions. In the past, there were very experienced/expert/good script writers/modders. Right now, I couldn't find any. So, I can neither learn, nor improve myself. You know what I mean?
petronius Posted August 29, 2025 Posted August 29, 2025 I'm sorry to hear about your struggles! Loverslab used to the the place to go, to learn how to use scripting to do unconventional stuff Alas, I'm not the best person to help you, as I've always been the "mod-to-play" type, but I can let you know what I found. Checking your plugin for errors in xEdit yields this: [00:00] Start: Checking for Errors [00:00] Checking for Errors in [CA] Cozy.esp [00:00] PCReEquipAllTrigger "PC ReEquipAll Trigger" [ACTI:CA02F94B] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA02F94C] <Error: Could not be resolved> [00:00] WoodenBarStool "Wooden Bar Stool" [FURN:00074EC6] [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA012706] <Error: Could not be resolved> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias [3]> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA012706] <Error: Could not be resolved> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias [2]> [00:00] [REFR:CA079E49] (Places SimonyDiamondSceneActivator "Simony Diamond Scene" [ACTI:CA079E48] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D8] (Places Hollie_Mack_Scene_Activator "Hollie Mack Scene" [ACTI:CA02E8D7] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D2] (Places Vanilla_DeVille_Scene_Activator "Vanilla DeVille Scene" [ACTI:CA02E8D1] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D4] (Places Krissy_Lynn_Scene_Activator "Krissy Lynn Scene" [ACTI:CA02E8D3] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02F3A0] (Places Ava_Taylor_Scene_Activator "Ava Taylor Scene" [ACTI:CA02F39F] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D6] (Places Lana_Rhoades_Scene_Activator "Lana Rhoades Scene" [ACTI:CA02E8D5] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02CDD5] (Places Ava_Addams_Scene_Activator "Ava Addams Scene" [ACTI:CA029272] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02D33B] (Places Jessie_Rogers_Scene_Activator "Jessie Rogers Scene" [ACTI:CA02D33A] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D0] (Places Vivian_Scene_Activator "Vivian Scene" [ACTI:CA02E8CF] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [PACK:CA012708] [00:00] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Could not resolve alias [3]> [00:00] Done: Checking for Errors, Processed Records: 2051, Errors found: 14, Elapsed Time: 00:00 The second error seems to be related to the script I noticed was spamming errors in the log: The script you said was removed is still attached to the bar stool record, but its aliases are broken (probably because you intended to remove it, and deleted the quest, but didn't fix the bar stool record. If your intention is to get rid of this script entirely (which does spew out errors continuously) you're probably ok with removing this record from your mod. If you want to attach a different script, I still think it's viable to remove the script in xEdit, then go into the CK and add the new script as if you were starting over. But this is just what common sense and limited experience tell me, check with others if you can. The first error also seems to be related to content you removed - the script PCReEquipAll2Script.pex is not present in the mod assets, and there are no other references to this record, so either it's something you wanted to implement but didn't do it completely (maybe you used the script from another mod, and it requires you to import a few more records (and bundle the script with your other assets) or it's also a leftover, and can be safely removed. The last few errors may be harmless, do you really need to have these activators attached to the player? I don't think it's achieving anything like this and would be inclined to remove the XATR field from these records (which would eliminate the error reported by xEdit), but you'll know better. Maybe this is needed as it is, or maybe you tried to do something that needs to be implemented in another way? Concerning SSE, or even 1.6.1170, it's all the same game, unless your mod includes dlls, porting FORWARD is linear, just load the mod in SSE CK and continue working on it. If you include meshes, textures, animations, tools like Cathedral Assets Optimizer will convert them to SSE format in a couple of clicks. I totally respect your preference for the original, but would point out that modding directly for Skyrim SE these days makes your mods available to 97% of the player base... One of the key differences is indeed ESPFE - in 1.6.1170, you can load up to 4K plugins in your game, while in the 32bit original version you're limited to 250 (base game and DLC excluded). Don't mean to lecture, sorry if it seemed that way. Just trying to avoid that my previous posts discourage you from doing what you like with your mods. I wish I could do more, but this is about as far as my sketchy knowledge can go. Cheers!
nehaberlan Posted August 29, 2025 Author Posted August 29, 2025 3 hours ago, petronius said: I'm sorry to hear about your struggles! Loverslab used to the the place to go, to learn how to use scripting to do unconventional stuff Alas, I'm not the best person to help you, as I've always been the "mod-to-play" type, but I can let you know what I found. Checking your plugin for errors in xEdit yields this: [00:00] Start: Checking for Errors [00:00] Checking for Errors in [CA] Cozy.esp [00:00] PCReEquipAllTrigger "PC ReEquipAll Trigger" [ACTI:CA02F94B] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA02F94C] <Error: Could not be resolved> [00:00] WoodenBarStool "Wooden Bar Stool" [FURN:00074EC6] [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA012706] <Error: Could not be resolved> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias [3]> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [CA012706] <Error: Could not be resolved> [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias [2]> [00:00] [REFR:CA079E49] (Places SimonyDiamondSceneActivator "Simony Diamond Scene" [ACTI:CA079E48] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D8] (Places Hollie_Mack_Scene_Activator "Hollie Mack Scene" [ACTI:CA02E8D7] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D2] (Places Vanilla_DeVille_Scene_Activator "Vanilla DeVille Scene" [ACTI:CA02E8D1] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D4] (Places Krissy_Lynn_Scene_Activator "Krissy Lynn Scene" [ACTI:CA02E8D3] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02F3A0] (Places Ava_Taylor_Scene_Activator "Ava Taylor Scene" [ACTI:CA02F39F] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D6] (Places Lana_Rhoades_Scene_Activator "Lana Rhoades Scene" [ACTI:CA02E8D5] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02CDD5] (Places Ava_Addams_Scene_Activator "Ava Addams Scene" [ACTI:CA029272] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02D33B] (Places Jessie_Rogers_Scene_Activator "Jessie Rogers Scene" [ACTI:CA02D33A] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [REFR:CA02E8D0] (Places Vivian_Scene_Activator "Vivian Scene" [ACTI:CA02E8CF] in aaaCozyInn01 "Cozy Inn" [CELL:CA02F7A3]) [00:00] REFR \ XATR - Attach Ref -> Found a PLYR reference, expected: PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PMIS,REFR [00:00] [PACK:CA012708] [00:00] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Could not resolve alias [3]> [00:00] Done: Checking for Errors, Processed Records: 2051, Errors found: 14, Elapsed Time: 00:00 The second error seems to be related to the script I noticed was spamming errors in the log: The script you said was removed is still attached to the bar stool record, but its aliases are broken (probably because you intended to remove it, and deleted the quest, but didn't fix the bar stool record. If your intention is to get rid of this script entirely (which does spew out errors continuously) you're probably ok with removing this record from your mod. If you want to attach a different script, I still think it's viable to remove the script in xEdit, then go into the CK and add the new script as if you were starting over. But this is just what common sense and limited experience tell me, check with others if you can. The first error also seems to be related to content you removed - the script PCReEquipAll2Script.pex is not present in the mod assets, and there are no other references to this record, so either it's something you wanted to implement but didn't do it completely (maybe you used the script from another mod, and it requires you to import a few more records (and bundle the script with your other assets) or it's also a leftover, and can be safely removed. The last few errors may be harmless, do you really need to have these activators attached to the player? I don't think it's achieving anything like this and would be inclined to remove the XATR field from these records (which would eliminate the error reported by xEdit), but you'll know better. Maybe this is needed as it is, or maybe you tried to do something that needs to be implemented in another way? Concerning SSE, or even 1.6.1170, it's all the same game, unless your mod includes dlls, porting FORWARD is linear, just load the mod in SSE CK and continue working on it. If you include meshes, textures, animations, tools like Cathedral Assets Optimizer will convert them to SSE format in a couple of clicks. I totally respect your preference for the original, but would point out that modding directly for Skyrim SE these days makes your mods available to 97% of the player base... One of the key differences is indeed ESPFE - in 1.6.1170, you can load up to 4K plugins in your game, while in the 32bit original version you're limited to 250 (base game and DLC excluded). Don't mean to lecture, sorry if it seemed that way. Just trying to avoid that my previous posts discourage you from doing what you like with your mods. I wish I could do more, but this is about as far as my sketchy knowledge can go. Cheers! I don't know why these errors appeared in the XEdit. All of the triggers and activators are necessary. Deleting Bar Stool's script can change anything? I don't think so. That bar stool will never need a script. It's never caused any trouble in the game. Right now, the mod works fine without causing any major problem like CTD. I checked if there were any missing meshes/textures/scripts, etc... Everything looks fine to me. If I remove the files that XEdit has said "error", the mod won't work. If you want, you can try to clean the errors. If you succeeded, and make everything run 100%, it's great. I don't want to update any of my projects anymore. It's out of my league. I don't understand. If others want to make updates, let them do.
Tatoine66 Posted February 26 Posted February 26 Hi @nehaberlan can we install it in midgame ? or must have new game ? Thks
BigOnes69 Posted February 27 Posted February 27 You need to stock the inn with customers and patrons.
nehaberlan Posted February 27 Author Posted February 27 10 hours ago, BigOnes69 said: You need to stock the inn with customers and patrons. Nice joke...
nehaberlan Posted February 27 Author Posted February 27 23 hours ago, Tatoine66 said: Hi @nehaberlan can we install it in midgame ? or must have new game ? Thks I always suggest to make a "Clean Save". If you have a "save" that has no problem, with main/required mods, and working properly shouldn't cause any problem while you run Cozy Inn. If you have corrupted/unstable mods, and/or bad saves, Cozy Inn might not work from the beginning. So, be careful. First, be sure that you have a working, (not causing any trouble, not crashing...) save. You can try to use that one. If you concern about achieved levels, you can download and use a "Save Game". Something like: https://www.nexusmods.com/skyrimspecialedition/mods/110885 1
Tatoine66 Posted February 28 Posted February 28 On 2/27/2026 at 6:57 PM, nehaberlan said: I always suggest to make a "Clean Save". If you have a "save" that has no problem, with main/required mods, and working properly shouldn't cause any problem while you run Cozy Inn. If you have corrupted/unstable mods, and/or bad saves, Cozy Inn might not work from the beginning. So, be careful. First, be sure that you have a working, (not causing any trouble, not crashing...) save. You can try to use that one. If you concern about achieved levels, you can download and use a "Save Game". Something like: https://www.nexusmods.com/skyrimspecialedition/mods/110885 Thanks 1
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