Thoraag Posted August 2 Author Posted August 2 8 hours ago, LynErso666 said: O that's super good to know. Im glad then it's just a variable thing. As for Alternate Start, I like it much more than Alternate Perspective; I was also annoyed with the "you modified the cell" or whatever. I removed all of that. There are no warnings or popups, the quest auto-completes in my version and all necessary refs that need to be removed just become disabled. I rarely download a mod I don't edit like mad. But that's great! Thanks so much Thor, ur a great help No probs! hopefully in the next couple weeks when I release the next update it fixes the issues for you! I want more players interested in updating/expanding the mod themselves, cause it would help me figure out what to prioritize for the documentation: https://skyrim-lmao.gitlab.io/LMAO-Mod/ 1
LynErso666 Posted August 6 Posted August 6 (edited) On 8/1/2026 at 9:14 PM, thor3222 said: No probs! hopefully in the next couple weeks when I release the next update it fixes the issues for you! I want more players interested in updating/expanding the mod themselves, cause it would help me figure out what to prioritize for the documentation: https://skyrim-lmao.gitlab.io/LMAO-Mod/ O wow! Jeez, that's an impressive amount of features to aspire to dev. Good grief. I've been involved in minor ways in a very large Vermitide 2 Warhammer mod series for like a year and it's getting...so huge, so much new content it's impossible to keep track of dev progress without extensive notes and expensive AI. I can't imagine doing all that lol Thanks very much for that work. Wish I could help, unless you don't want to pay $400 a month for an AI that writes scripts for you, including SKSE64 dlls, just let me know what scripts you need and give me a source base for GLM and/or Claude to munch on, and I can send you them and their sources back to you to use as a rough draft that would need testing. I haven't used it to mess with LMAO (yet) but I have used it to optimize scripts from mods and fix bugs and it's...very shockingly good at learning how to write brilliant scripts. Edited August 6 by LynErso666
Thoraag Posted August 6 Author Posted August 6 (edited) 12 hours ago, LynErso666 said: O wow! Jeez, that's an impressive amount of features to aspire to dev. Good grief. I've been involved in minor ways in a very large Vermitide 2 Warhammer mod series for like a year and it's getting...so huge, so much new content it's impossible to keep track of dev progress without extensive notes and expensive AI. I can't imagine doing all that lol Thanks very much for that work. Wish I could help, unless you don't want to pay $400 a month for an AI that writes scripts for you, including SKSE64 dlls, just let me know what scripts you need and give me a source base for GLM and/or Claude to munch on, and I can send you them and their sources back to you to use as a rough draft that would need testing. I haven't used it to mess with LMAO (yet) but I have used it to optimize scripts from mods and fix bugs and it's...very shockingly good at learning how to write brilliant scripts. Fortunately shouldn't need too much help on the coding front - its my favorite (and easiest) part. I have been a professional software engineer for over a decade so the code stuff is the easy part for me. I haven't used AI much for the project thus far, but I have gone through several refactoring revisions on my own to improve performance. (One of my professional specialties is improving my clients code bases for performance actually) One of the most recent updates was a large scale refactor specifically for performance, so it should be cherry right now. That being said I am dipping into AI coding more, and for the escape game especially it was heavily AI coded with me berating it constantly when it messes up EDIT: ACTUALLY you know what - if you are comfortable with AI coding stuff - since you are having issues that I can't personally replicate - open up the mod in your claude code or whatever, run a test so you can get those variable log issues, show it your log, detail the issues. MAYBE it can look through your modlist, those errors, see if maybe something is messed up in the pex files for you, or maybe something in your modlist is making it have issues or something. Basically just make sure it knows the missing variable issue is a install specific issue so it can see if it can track down why it is happening. Who knows if it will be able to figure out, but might be worth a shot. If it gives me a good suggestion (other than just recompiling and rezipping, which seems hit or miss for this case) I'd be willing to try it! I would have done that already if I could replicate this issue Edited August 6 by thor3222 2
LynErso666 Posted August 7 Posted August 7 6 hours ago, thor3222 said: Fortunately shouldn't need too much help on the coding front - its my favorite (and easiest) part. I have been a professional software engineer for over a decade so the code stuff is the easy part for me. I haven't used AI much for the project thus far, but I have gone through several refactoring revisions on my own to improve performance. (One of my professional specialties is improving my clients code bases for performance actually) One of the most recent updates was a large scale refactor specifically for performance, so it should be cherry right now. That being said I am dipping into AI coding more, and for the escape game especially it was heavily AI coded with me berating it constantly when it messes up EDIT: ACTUALLY you know what - if you are comfortable with AI coding stuff - since you are having issues that I can't personally replicate - open up the mod in your claude code or whatever, run a test so you can get those variable log issues, show it your log, detail the issues. MAYBE it can look through your modlist, those errors, see if maybe something is messed up in the pex files for you, or maybe something in your modlist is making it have issues or something. Basically just make sure it knows the missing variable issue is a install specific issue so it can see if it can track down why it is happening. Who knows if it will be able to figure out, but might be worth a shot. If it gives me a good suggestion (other than just recompiling and rezipping, which seems hit or miss for this case) I'd be willing to try it! I would have done that already if I could replicate this issue HAHA! Yaaaaaaas, feeding the logs to Claude is exactly what I'm going to do. I'm planning on reacreating the type of LO I had before and getting a nice fat log for it. With debugging on? Idk, I can make LMAO log more and mess with the scripts to make it log more if I need too. If I remember correctly the MCM Debugging option for LMAO just unticked itself when ticked or something. I do remember it just not functioning for some reason, maybe it was taken out and I missed that when reading your changelog. I'm a AI Tech for a private contracting firm, so I hear ya! lol I was going into a software engineering job in college but veered off to cyber-security. So thaz very kewl! I'll let u know if we find something interesting looking into this. Cuz now a few friends on Discord using LMAO also want me to look at their logs and help with something. One person I know was inisiting to me that approach mods ruin LMAO by forcing exits from its dialogues, but Idk, I'm pretty confident LMAO has checks for that, or at least maybe, but then there are ultra-aggressive approach mods like Baka's Approach. Idk, but I'll be testing a lot of things later tonight with some friends and Claude ofc.
LynErso666 Posted August 9 Posted August 9 (edited) On 8/6/2026 at 3:49 PM, Thoraag said: Fortunately shouldn't need too much help on the coding front - its my favorite (and easiest) part. I have been a professional software engineer for over a decade so the code stuff is the easy part for me. I haven't used AI much for the project thus far, but I have gone through several refactoring revisions on my own to improve performance. (One of my professional specialties is improving my clients code bases for performance actually) One of the most recent updates was a large scale refactor specifically for performance, so it should be cherry right now. That being said I am dipping into AI coding more, and for the escape game especially it was heavily AI coded with me berating it constantly when it messes up EDIT: ACTUALLY you know what - if you are comfortable with AI coding stuff - since you are having issues that I can't personally replicate - open up the mod in your claude code or whatever, run a test so you can get those variable log issues, show it your log, detail the issues. MAYBE it can look through your modlist, those errors, see if maybe something is messed up in the pex files for you, or maybe something in your modlist is making it have issues or something. Basically just make sure it knows the missing variable issue is a install specific issue so it can see if it can track down why it is happening. Who knows if it will be able to figure out, but might be worth a shot. If it gives me a good suggestion (other than just recompiling and rezipping, which seems hit or miss for this case) I'd be willing to try it! I would have done that already if I could replicate this issue Okay so I definitely need to know if there's a way to turn debugging on for this mod? Cuz my AI isn't getting this at all. It's tripping over these strange errors like: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:46AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:47AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:48AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:52AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:53AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:54AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:58AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:52:06AM] Error: Cannot call IsInFaction() on a None object, aborting function call I'm not sure why, but I think it's tripping over this trying to say LMAO is conflicting possibly with a later version of SLSF, I don't get this. But I am going to have an expert helping me tomorrow who is much better with AI than me and has pointed out there may be something wrong with how I'm giving source code to Claude so Claude can understand how things are supposed to function. So we'll see. But maybe you can identify this possible error here so I can write it off or something. Idk why Claude is insisting that this error is what renders guards unable to allow me to enter the city, specifically qouting: stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 05:01:38AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 05:01:43AM] Error: Cannot access an element of a None array (There's a flood of about 200 of these in the log) Anyways, I did try the same thing I did last time (the ALternate Start Quest) and maybe that information is drawing Claude's attention towards this error as the reason things are failing regarding Whiterun Guards being gate guards. Edited August 9 by LynErso666
Thoraag Posted August 9 Author Posted August 9 2 hours ago, LynErso666 said: Okay so I definitely need to know if there's a way to turn debugging on for this mod? Cuz my AI isn't getting this at all. It's tripping over these strange errors like: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:46AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:47AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:48AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:52AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:53AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:51:54AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 04:51:58AM] SLSF Reloaded - Location $NoneText does not exist or was not registered as a Custom Location [08/09/2026 - 04:52:06AM] Error: Cannot call IsInFaction() on a None object, aborting function call I'm not sure why, but I think it's tripping over this trying to say LMAO is conflicting possibly with a later version of SLSF, I don't get this. But I am going to have an expert helping me tomorrow who is much better with AI than me and has pointed out there may be something wrong with how I'm giving source code to Claude so Claude can understand how things are supposed to function. So we'll see. But maybe you can identify this possible error here so I can write it off or something. Idk why Claude is insisting that this error is what renders guards unable to allow me to enter the city, specifically qouting: stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 05:01:38AM] Error: Cannot access an element of a None array stack: [LMAO_City_Whiterun (120048AC)].lmao_city_script.IsHomeOwned() - "LMAO_City_Script.psc" Line 1133 [LMAO_Utility (12000807)].lmao_utility_script.CellChange() - "LMAO_Utility_Script.psc" Line 533 [None].LMAO_PlayerStalkerEffect.OnEffectStart() - "LMAO_PlayerStalkerEffect.psc" Line 10 [08/09/2026 - 05:01:43AM] Error: Cannot access an element of a None array (There's a flood of about 200 of these in the log) Anyways, I did try the same thing I did last time (the ALternate Start Quest) and maybe that information is drawing Claude's attention towards this error as the reason things are failing regarding Whiterun Guards being gate guards. a “debug mode” in this case won’t really help you - this isn’t a papyrus issue exactly it’s an interpretation issue. those errors are symptoms to the problem, the actual problem is the unfounded variables that are being reassigned to “NONE”. since they are none, the functions that require them are failing, thus you have those error messages. your llm is looking for an issue in the mod and getting distracted by the symptoms instead of something more directly related to the Skyrim install. It’s like a doctor treating a guy with no lungs and going “well the problem here is he can’t breathe” I’d start by pointing out the unmapped variables to your llm, letting it know that doesn’t happen for others, it’s something with your install. See if it can maybe compare the pex files to the psc files and see if something is mismatched, maybe some compiler thing that might be interpreting wrong on your end. ultimately if it’s trying to get you to play the game and get MORE logs it’s going down the wrong direction, cause the problematic ones show up immediately first thing in your logs on load. but again, flying a little blind on this issue cause it is so inscrutable. It’s possible the best thing to do is just to wait for the next update and hope it fixes it. If not it might still be better to check then, cause you could potentially just download the repo and try to compile itself and see if that fixes it (right now since I’m in active development I mean you could try but it will be messed up for sure without the updated esm) 1
LynErso666 Posted August 10 Posted August 10 20 hours ago, Thoraag said: a “debug mode” in this case won’t really help you - this isn’t a papyrus issue exactly it’s an interpretation issue. those errors are symptoms to the problem, the actual problem is the unfounded variables that are being reassigned to “NONE”. since they are none, the functions that require them are failing, thus you have those error messages. your llm is looking for an issue in the mod and getting distracted by the symptoms instead of something more directly related to the Skyrim install. It’s like a doctor treating a guy with no lungs and going “well the problem here is he can’t breathe” I’d start by pointing out the unmapped variables to your llm, letting it know that doesn’t happen for others, it’s something with your install. See if it can maybe compare the pex files to the psc files and see if something is mismatched, maybe some compiler thing that might be interpreting wrong on your end. ultimately if it’s trying to get you to play the game and get MORE logs it’s going down the wrong direction, cause the problematic ones show up immediately first thing in your logs on load. but again, flying a little blind on this issue cause it is so inscrutable. It’s possible the best thing to do is just to wait for the next update and hope it fixes it. If not it might still be better to check then, cause you could potentially just download the repo and try to compile itself and see if that fixes it (right now since I’m in active development I mean you could try but it will be messed up for sure without the updated esm) I got u and ur very right lol Thaz basically what a tech friend said to me about the issue. I'll definitely follow and try again next update and see what happens.
SA_m Posted August 14 Posted August 14 (edited) 08/14/2026 - 06:10:55PM] ERROR: alias Follower02 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower02 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower03 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower03 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower04 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower04 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower05 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower05 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower06 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower06 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower07 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower07 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower08 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower08 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower09 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower09 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower10 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower10 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 No dialogue related to this mod shows up (can't pay gate toll, no begging options) and guards don't respond to crimes related to this mod (like sneaking is a crime in this, guards will run up to me and stare at me, that's it). This is all I can find related to the mod in the papyrus logs. I don't plan on using this anymore as it's caused way too many problems but I figured I should post this in case it helps with debugging. modlist.txt Edited August 14 by SA_m clarification
Thoraag Posted August 16 Author Posted August 16 On 8/14/2026 at 2:29 PM, SA_m said: 08/14/2026 - 06:10:55PM] ERROR: alias Follower02 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower02 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower03 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower03 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower04 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower04 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower05 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower05 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower06 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower06 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower07 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower07 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower08 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower08 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower09 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower09 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 [08/14/2026 - 06:10:55PM] ERROR: alias Follower10 on quest LMAO_Follower_Controller (180320B5): Cannot force the alias's reference to a None reference. stack: [alias Follower10 on quest LMAO_Follower_Controller (180320B5)].ReferenceAlias.ForceRefTo() - "<native>" Line ? [LMAO_Follower_Controller (180320B5)].lmao_follower_script.OnUpdate() - "LMAO_Follower_Script.psc" Line 101 No dialogue related to this mod shows up (can't pay gate toll, no begging options) and guards don't respond to crimes related to this mod (like sneaking is a crime in this, guards will run up to me and stare at me, that's it). This is all I can find related to the mod in the papyrus logs. I don't plan on using this anymore as it's caused way too many problems but I figured I should post this in case it helps with debugging. modlist.txt 76.22 kB · 1 download well if that’s the only thing in the papyrus logs my only thought is that something else is the blocking mod for you. I assume you did turn on the mod in the mcm, and set things how you felt you need them? i will say I think I have those error messages found and cleared in the stuff I’m working towards pushing, but they shouldn’t be blocking at all. But if that’s the only thing in your papy logs I don’t think it’s my mod, I think some other mod is causing you problems that is bleeding into mine.
LynErso666 Posted August 18 Posted August 18 Heyyyy! I juz wanted to let u know, a one of a few of my friends whom I recommended this mod to told me they had the same thing happen to them where the "I need to enter the city" dialogues stopped appearing. They, like me, mess with the settings for the mod a lot, and also changed global variables manually which I said was a bad idea--anyways! I told them to reset the mod and activate it again; didn't work. Then they took the initiative to wait 3 in-game days. Suddenly the dialogues started functioning again perfectly, all toll stuff, and error messages that were in their logs were no longer in their logs, after waiting 3 in-game days. Weird. lol. Just wanted to let say that tho just in case it comes in handy.
Thoraag Posted August 18 Author Posted August 18 8 hours ago, LynErso666 said: Heyyyy! I juz wanted to let u know, a one of a few of my friends whom I recommended this mod to told me they had the same thing happen to them where the "I need to enter the city" dialogues stopped appearing. They, like me, mess with the settings for the mod a lot, and also changed global variables manually which I said was a bad idea--anyways! I told them to reset the mod and activate it again; didn't work. Then they took the initiative to wait 3 in-game days. Suddenly the dialogues started functioning again perfectly, all toll stuff, and error messages that were in their logs were no longer in their logs, after waiting 3 in-game days. Weird. lol. Just wanted to let say that tho just in case it comes in handy. Interesting...3 days is weird, but waiting does make sense. many of the functions of this mod refresh behavior daily, so its possible something was toggled off and the refresh hit it. Glad its working again! if it comes up again let me know, more detail the better I can likely fix it. And im getting much closer to the next update, so i'll be better equipped to bugfix then. (but it will hit discord first while i iron out bugs) 1
FierryFarwander Posted Friday at 11:34 AM Posted Friday at 11:34 AM Greetings. This awesome project of a mod is too good to wait on. Having no way to lower slavery levels other than to manually lower it in the MCM is painful even if its only temporary. Did I miss something, Are these slaver targets in game already and I haven't noticed? Are there other mods I could load whose slavers would count for now? This is my only gripe. I want more and I want it now. So, any temporary work-arounds while I wait for the Iron Consulate to make their appearance?
Thoraag Posted Friday at 06:07 PM Author Posted Friday at 06:07 PM 6 hours ago, FierryFarwander said: Greetings. This awesome project of a mod is too good to wait on. Having no way to lower slavery levels other than to manually lower it in the MCM is painful even if its only temporary. Did I miss something, Are these slaver targets in game already and I haven't noticed? Are there other mods I could load whose slavers would count for now? This is my only gripe. I want more and I want it now. So, any temporary work-arounds while I wait for the Iron Consulate to make their appearance? hydra slavegirls is your best bet for that now, and it also dynamically spawns them in. After the escort system comes out (discord in a couple weeks first) I’m going to be doing a bunch of small content things so I recommend popping in the discord at that time and maybe I’ll be able to add some things as I’m working on the consulate 1
JohnSmith2000a Posted Saturday at 05:21 AM Posted Saturday at 05:21 AM Posted just now · Hidden - This content must be approved before it can be edited. 11 hours ago, Thoraag said: hydra slavegirls is your best bet for that now, and it also dynamically spawns them in. After the escort system comes out (discord in a couple weeks first) I’m going to be doing a bunch of small content things so I recommend popping in the discord at that time and maybe I’ll be able to add some things as I’m working on the consulate Again, this is a strong mod and the Iron Consulate will add a whole new level. The Iron Consulate Could Hold the Balance of Power: Both sides in the Skyrim Civil War are weak and cannot get much help from outside Skyrim. So if a third party like the consulate comes in, they can hold the balance. If one side starts selling them captives or criminals as slaves, the consulate can reward that with support. That forces the other side to match that. In this way, slavery spreads and civil war actually reinforces that. Each side needs to enslave more people to get more weapons and support to prevent the other side from doing the same to them. Once a cycle like that starts, it can be hard to shut down. You can decide how the Thalmor will react to all of this (assuming they are not behind the consulate). Probably they would be fine with it as the consulate would logically keep the war going. 1
Thoraag Posted Saturday at 02:04 PM Author Posted Saturday at 02:04 PM 8 hours ago, JohnSmith2000a said: Posted just now · Hidden - This content must be approved before it can be edited. Again, this is a strong mod and the Iron Consulate will add a whole new level. The Iron Consulate Could Hold the Balance of Power: Both sides in the Skyrim Civil War are weak and cannot get much help from outside Skyrim. So if a third party like the consulate comes in, they can hold the balance. If one side starts selling them captives or criminals as slaves, the consulate can reward that with support. That forces the other side to match that. In this way, slavery spreads and civil war actually reinforces that. Each side needs to enslave more people to get more weapons and support to prevent the other side from doing the same to them. Once a cycle like that starts, it can be hard to shut down. You can decide how the Thalmor will react to all of this (assuming they are not behind the consulate). Probably they would be fine with it as the consulate would logically keep the war going. well if you are interested, I had a lot of questions on the iron consulate plans so I wrote up a couple pages of stuff on my goals for them are, the justifications for them, etc https://skyrim-lmao.gitlab.io/LMAO-Mod/mod-details/2026/08/10/the-iron-consulate/ I worked with a lore guru on the discord to try to build a plausible excuse for them without butchering the existing organizations they are linked to in the lore 2
JohnSmith2000a Posted Sunday at 04:06 PM Posted Sunday at 04:06 PM On 8/22/2026 at 10:04 AM, Thoraag said: well if you are interested, I had a lot of questions on the iron consulate plans so I wrote up a couple pages of stuff on my goals for them are, the justifications for them, etc https://skyrim-lmao.gitlab.io/LMAO-Mod/mod-details/2026/08/10/the-iron-consulate/ I worked with a lore guru on the discord to try to build a plausible excuse for them without butchering the existing organizations they are linked to in the lore It was very interesting and thank you for sharing it. I need to watch that page of yours which is also well put together. Thank you again. 1
Matt44 Posted Monday at 08:52 AM Posted Monday at 08:52 AM I'm having a compatibility issue with this and dse-soulgem-oven vbeta8. The sliders from SGO and SKSE slider settings do not seem to work while I have this mod active. I can't seem to find what causes of the issue. I only really found this mod to appear to cause it after disabling most of my mods and finding this one causing it once active.
Thoraag Posted Monday at 11:37 PM Author Posted Monday at 11:37 PM 13 hours ago, Matt44 said: I'm having a compatibility issue with this and dse-soulgem-oven vbeta8. The sliders from SGO and SKSE slider settings do not seem to work while I have this mod active. I can't seem to find what causes of the issue. I only really found this mod to appear to cause it after disabling most of my mods and finding this one causing it once active. very odd, but i haven't tried the mod. So to clarify - this issue shows up in SGO's mcm? does it cause other issues with LMAO or soulgem oven? If you could, I would ask you to replicate the behavior and send me papyrus logs, and i can see if there is anything weird going on in there.
HereBeTentacles Posted Tuesday at 12:01 AM Posted Tuesday at 12:01 AM (edited) 23 minutes ago, Thoraag said: very odd, but i haven't tried the mod. So to clarify - this issue shows up in SGO's mcm? does it cause other issues with LMAO or soulgem oven? If you could, I would ask you to replicate the behavior and send me papyrus logs, and i can see if there is anything weird going on in there. FWIW I know GoToBed can cause the same issue, it's even listed on the mod page that it sometimes breaks the sliders. No idea what mod involving sleeping and LMAO could both be doing that would have any effect on that though. Edited Tuesday at 12:02 AM by HereBeTentacles 1
Matt44 Posted Tuesday at 12:36 AM Posted Tuesday at 12:36 AM (edited) 1 hour ago, Thoraag said: very odd, but i haven't tried the mod. So to clarify - this issue shows up in SGO's mcm? does it cause other issues with LMAO or soulgem oven? If you could, I would ask you to replicate the behavior and send me papyrus logs, and i can see if there is anything weird going on in there. Yes, the issue appears in the SGO mcm menu, I do have quite a bit of other mods installed too, but I did by best to get rid of any issues prior to installing any sexlab related mod. I attached two images with and without LMAO installed. I took the papyrus file from a fresh save. Papyrus.1.log Edited Tuesday at 12:38 AM by Matt44
Thoraag Posted yesterday at 04:09 AM Author Posted yesterday at 04:09 AM On 8/24/2026 at 5:36 PM, Matt44 said: Yes, the issue appears in the SGO mcm menu, I do have quite a bit of other mods installed too, but I did by best to get rid of any issues prior to installing any sexlab related mod. I attached two images with and without LMAO installed. I took the papyrus file from a fresh save. Ok, gave the logs a look, downloaded the mod to look at the scripts. (curse darkconsole - this is the second mod of theirs with a coincidental issue I have to deal with come back and fix your shit) I think line 478/484 shows the issue: [SGO] Aborting Config Init: Controller is not running. [SGO] Aborting UpdateLoop Init: Controller is not running. it seems related to this on line 215: error: Native static function GetNodeTransformScaleMode does not match existing signatureon linked type NiOverride. Function will not be bound. or this (467/479) error: Unbound native function "GetMinLibidoValue" called so it might be a racemenu issue or an on ostim/sexlab issue - and by that i mean an incompatibility between this older soulgem oven and the other mods being recently updated. It seems pure coincidence that removing lmao fixes it - there is no interaction whatsoever between the two mods, and lmao doesn't do anything really until its installed anyway, so its not a script performance interference thing. You could try loading up without lmao, making sure sgo works, saving, and installing lmao after, and seeing if its still working - since the controller isnt loading here for sgo, if you get it to load on the save beforehand it might fix it. However, my recommendation is simple: Drop the old mod that no one is supporting, and grab the newer version thats being actively updated: it looks like it doesn't require the base mod anymore, so I think it would just be a feature/performance update with no downside. but I haven't used either so IDK for sure.
Matt44 Posted 13 hours ago Posted 13 hours ago (edited) 16 hours ago, Thoraag said: Ok, gave the logs a look, downloaded the mod to look at the scripts. (curse darkconsole - this is the second mod of theirs with a coincidental issue I have to deal with come back and fix your shit) I think line 478/484 shows the issue: [SGO] Aborting Config Init: Controller is not running. [SGO] Aborting UpdateLoop Init: Controller is not running. it seems related to this on line 215: error: Native static function GetNodeTransformScaleMode does not match existing signatureon linked type NiOverride. Function will not be bound. or this (467/479) error: Unbound native function "GetMinLibidoValue" called so it might be a racemenu issue or an on ostim/sexlab issue - and by that i mean an incompatibility between this older soulgem oven and the other mods being recently updated. It seems pure coincidence that removing lmao fixes it - there is no interaction whatsoever between the two mods, and lmao doesn't do anything really until its installed anyway, so its not a script performance interference thing. You could try loading up without lmao, making sure sgo works, saving, and installing lmao after, and seeing if its still working - since the controller isnt loading here for sgo, if you get it to load on the save beforehand it might fix it. However, my recommendation is simple: Drop the old mod that no one is supporting, and grab the newer version thats being actively updated: it looks like it doesn't require the base mod anymore, so I think it would just be a feature/performance update with no downside. but I haven't used either so IDK for sure. Thanks for looking over it, I didn't realize that about sgo4if. I did try it and ran into the same issue, even after fully loading it first before installing LMAO, but I'll go over there to troubleshoot it. Edited 13 hours ago by Matt44
Thoraag Posted 11 hours ago Author Posted 11 hours ago 1 hour ago, Matt44 said: Thanks for looking over it, I didn't realize that about sgo4if. I did try it and ran into the same issue, even after fully loading it first before installing LMAO, but I'll go over there to troubleshoot it. Oh, you know what? check for mods that overwrite racemenu, and update your racemenu. I vaguely remember some mod coming with its own version of some of the scripts or something and causing issues in other mods. If not, thats the only suggestion I have! hope you can fix it! good luck!
Matt44 Posted 3 hours ago Posted 3 hours ago 7 hours ago, Thoraag said: Oh, you know what? check for mods that overwrite racemenu, and update your racemenu. I vaguely remember some mod coming with its own version of some of the scripts or something and causing issues in other mods. If not, thats the only suggestion I have! hope you can fix it! good luck! I didn't see anything in MO2 that is overwriting racemenu, and I am currently using the most recent version. I'm not sure if this would help but I went through every script through trial and error to figure out which ones specifically are causing the issue, where when they are removed the issue is no longer present. I'm not sure if the other scripts are dependant on them but these are removed the issue is no longer present for SGOIF4. I hope this helps because it was a pain to narrow it down to these 5 scripts. LMAO_Crime_Nudity.pex LMAO_Devices_Script.pex LMAO_MCM_Script.pex LMAO_Updater_Script.pex LMAO_Utility_Script.pex
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