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Posted

Welp, my MO2 corrupted or something yesterday while trying to fix a different mod so it will be awhile before I can try the new version you put out today LOL that sucks, I should have just left it alone

Posted
48 minutes ago, Kenalhai said:

Ecelli Script Extender error upon launching.

 

Mod Version: 0.4.0

Skyrim Version: 1.6.640


Do you have BEES?

Posted (edited)
3 hours ago, Ursur1major said:

So just looking at SSEEdit I can confirm it has zad_Lockable.

 

I am noticing in the KID file for AND keywords for Devious Devices it is giving the AND_ThongT_Low Keyword to both the Rendered and Inventory device, but since the zad_Lockable is only on the Rendered device that might be causing an issue, since I am technically wearing both the Rendered and Inventory device?

 

Tested again with another Chastity Belt, this one also had the Thong Keyword on both rendered and inventory, similarly got accosted for wearing clothes.

 

Just for clarity, tried another armour that sits in slot 32 but has the AND_ArmorTop_NoCover Keyword just to make see if it was working properly.

But that one was not classified as a crime correctly.

 

If it's the fact the covering keyword is on both instances of the device that's causing the issue (Which is done because the script device does not show up in your inventory, so you need the keywords on the device you see in your inventory if you want to see what keywords it has) then I assume the easiest way of solving it is to also add the zad_InventoryDevice keyword to the whitelist perhaps?


I don't think that quite does it, but I'm a little confused - are you using AND or not. 

The keyword check only happens if you aren't using AND. If you are using AND, I check for the bottomless and topless faction - if either of them are active you are considered "nude" for the nudity crime. 

So check your AND MCM - it should tell you if it thinks you are showing breasts or showing genitals. If it says you are showing genitals and you are wearing a chastity belt, then it might be a situation where I need to add a specific check for that. but if you just have a chastity belt on and are topless that is intentional if you are getting confronted for being nude. 

Without AND ThongT_Low is not something this mod considers bottomless, it considers it covered, but AND may be more strict than I am. I do think if its like a transparent chastity belt though i get why the guards would consider you nude. you are still showing genitals, which is the crime. Other people can see it being the crime. 

ArmorTop_NoCover is considered nude in my keyword checking, but may not be in AND. 

Keyword checking and AND checking are mutually exclusive. With AND its specifically designed so you can check the AND MCM to see what you are being marked nude for 


Actually, to clarify - are you getting in trouble for being nude, or for NOT being nude. (nudity is a crime vs it is a crime to not be nude)

Edited by Thoraag
Posted
20 minutes ago, Thoraag said:

Actually, to clarify - are you getting in trouble for being nude, or for NOT being nude. (nudity is a crime vs it is a crime to not be nude)

I am getting into trouble for Not being nude.

 

Mandatory nudity is in effect in my current game.

Posted (edited)
21 minutes ago, Ursur1major said:

I am getting into trouble for Not being nude.

 

Mandatory nudity is in effect in my current game.


I think I did find this - I pushed up a minor update with a fix to this. https://skyrim-lmao.gitlab.io/LMAO-Mod/download/2026/09/01/alpha-builds/ (I'm going  to just put on the mod description page that minor updates and bug fixes can be found at this link, where the LL link is just gonna be updated when larger sets are there. LL is too annoying to update)

What this update does is it adds a device specific check after the normal topless/bottomless checks. If the slots are consumed by only devices, the slot won't be considered in violation of a crime. 

So if you are required to be nude and are only wearing devices, you are fine. If nudity is a crime and you are wearing a chastity bra and belt only - you will be fine. if nudity is a crime and you are only wearing a belt and no top, you are still a criminal. (cause you need to have both coverings)

Let me know if it fixes the issue! People that report bugs that I can find and fix get a happy little wink and a memory to take their recommendations more seriously

Edited by Thoraag
Posted
Just now, Kenalhai said:

 

I do.


hmmmm are you on latest latest? I think it’s compiled for 1.6.770 or whatever before the latest Bethesda nonsense patch. 
 

I can likely force back my weight fix and make the skse pieces optional for now. I’ll look into that. 

Posted
1 hour ago, Thoraag said:


I think I did find this - I pushed up a minor update with a fix to this. https://skyrim-lmao.gitlab.io/LMAO-Mod/download/2026/09/01/alpha-builds/ (I'm going  to just put on the mod description page that minor updates and bug fixes can be found at this link, where the LL link is just gonna be updated when larger sets are there. LL is too annoying to update)

Let me know if it fixes the issue! People that report bugs that I can find and fix get a happy little wink and a memory to take their recommendations more seriously

From my quick test just now it seems to have fixed the issue!

 

Tested first with only Chastity Belt otherwise completely naked: Did not get accosted and MCM menu does not detect a Crime.

 

Tested putting on a regular top: Immediately got accosted and MCM menu detects a Nudity Crime.

 

Very much appreciate it!

Posted
1 hour ago, Thoraag said:


hmmmm are you on latest latest? I think it’s compiled for 1.6.770 or whatever before the latest Bethesda nonsense patch. 
 

I can likely force back my weight fix and make the skse pieces optional for now. I’ll look into that. 

 

I was in fact not on latest BEES version, but even after updating BEES from 1.2 to 1.4, it still has the same error.
Thank you for looking into it.

Posted (edited)
26 minutes ago, Kenalhai said:

 

I was in fact not on latest BEES version, but even after updating BEES from 1.2 to 1.4, it still has the same error.
Thank you for looking into it.


I have a fix up for that now https://skyrim-lmao.gitlab.io/LMAO-Mod/download/latest/


the zip will now be a fomod, you can disable the skse tools and then it should work for you. I re-enabled the carry capacity with skse off so everything should still work, just like 1% worse. its just a polish feature currently that the skseless version loses.

Edited by Thoraag
Posted (edited)
14 hours ago, Edzio said:

Error loading EcelliPapyrusExtender.dll on new v0.4.0
Does it not support Older version of Skyrim AE? I use 1.6.353 with lvl 97 character.

Previous version worked fine.

I hope it gets fixed soon if possible. One of my favorite mod!

 

---------------------------
SKSE Plugin Loader
---------------------------
A DLL plugin has failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates.

EcelliPapyrusExtender.dll: disabled, unsupported version independence method

Continuing to load may result in lost save data or other undesired behavior.
Exit game? (yes highly suggested)
---------------------------
Yes   No   
---------------------------

 

 

11 hours ago, selenia56 said:

“Same issue on SE 1.5.970”


Fix is up on the site - https://skyrim-lmao.gitlab.io/LMAO-Mod/download/latest/

Edited by Thoraag
Posted
11 minutes ago, Thoraag said:


I have a fix up for that now https://skyrim-lmao.gitlab.io/LMAO-Mod/download/2026/09/01/alpha-builds/ 


the zip will now be a fomod, you can disable the skse tools and then it should work for you. I re-enabled the carry capacity with skse off so everything should still work, just like 1% worse. its just a polish feature currently that the skseless version loses.

 

Game launches normally, it seems to work.

Do I keep this build or will you upload a "official" SKSEless file here on LL at another time?

Posted
22 minutes ago, Kenalhai said:

 

Game launches normally, it seems to work.

Do I keep this build or will you upload a "official" SKSEless file here on LL at another time?


Keep that build, i'll update the LL one when i get to a 0.4.1. The link provided will always have the latest stable build (I only publish a new version when I think its good enough for people to test). Its just FAR easier than updating LL (I have a command that builds it and then i just need to push to git) - LL is slow I have to download and manage the file, pain in the ass. 

Posted
16 minutes ago, Thoraag said:


Keep that build, i'll update the LL one when i get to a 0.4.1. The link provided will always have the latest stable build (I only publish a new version when I think its good enough for people to test). Its just FAR easier than updating LL (I have a command that builds it and then i just need to push to git) - LL is slow I have to download and manage the file, pain in the ass. 

 

I see, that makes sense.

Well then, thank you again for looking into it and being quick with the fix. 😄

Posted
9 hours ago, Thoraag said:

 


Oh shoot! I forgot about that TBH. Stupid skyrim versions. Not used to having SKSE stuff. Have you tried BEES yet? https://www.nexusmods.com/skyrimspecialedition/mods/106441 

 

I don't know for sure if that will fix it, but can you try and report back? 

edit: added BEES to the required mods - Sorry I missed it initially, let me know if it fixes the issue for you!

I have BEES installed already.

From what I know, DLL error occurs if you compile the dll mod for specific Skyrim version.

I think if you can use CommonlibSSE-NG as dependency for the dll, then all version of Skyrim will support the dll.

 

https://github.com/alandtse/CommonLibSSE-NG

Posted
9 minutes ago, Edzio said:

I have BEES installed already.

From what I know, DLL error occurs if you compile the dll mod for specific Skyrim version.

I think if you can use CommonlibSSE-NG as dependency for the dll, then all version of Skyrim will support the dll.

 

https://github.com/alandtse/CommonLibSSE-NG


Sadly, I don't have the source code to do that. They were contributions by arkbar. and asdt123123 - frankly I haven't even dipped my toes into SKSE yet programming wise. 

That being said at the provided link the version will work without it. 

Posted

I hate to ask, but is there a way to make it so when the world or a city becomes a slave city, it requires nudity, but if the requirements arent met the nudity requirement goes away and it turns into nudity being a crime? so far I can only get it to be Nudity being legal to Nudity being required.

Posted
58 minutes ago, BugSoup said:

I hate to ask, but is there a way to make it so when the world or a city becomes a slave city, it requires nudity, but if the requirements arent met the nudity requirement goes away and it turns into nudity being a crime? so far I can only get it to be Nudity being legal to Nudity being required.


So to clarify, you basically always want nudity to be a crime - either its a crime to be naked, or its a crime to not be naked, but never where both are tolerated? 

Posted
16 hours ago, Thoraag said:

Exact dialogue lines. Screenshots. Details of what mods you think may be conflicting. 

 

 

O no worries then. I guess there's no use in trying to fit it into my load order then. But I only use one other mod that has other crimes, and the search bugs seem to be rampant whenever I get a bounty mid-dialogue with your mod, and I'm not using any kind of dialogue mods that would change dialogue with this mod, but I do have forcegreets from other mods that ruin any guard dialogue immediately, but if what I'm saying is that crazy, and it's the only experience I can seem to ever have with this, even with a minimal 46-mod test order, then I'm not going to bother anymore. But good luck

Posted (edited)
17 hours ago, Thoraag said:


I'll look at that. I have confront/punish detection so if you run away the guard gives chase, but I don't know if I have escape detection on searches (which is where the force greet toll skipping comes from)

That particular change might take a hot minute though, and may wait for general crime takeover (when i kill the "wait i know you" dialogue once and for all) cause there are a couple very related features I want to build to support this:
1. With the new escort system + leash framework - if the player is collared, the guards can cast a spell to auto leash you. This is an obvious way to stop the player from running away, but only works with a collared player.
2. TAZER WHIPS - my insane love child is going to happen - guards will use these instead of swords to subdue criminals, and if hit enough, will paralyze the player and knock them down for a forcegreet. From there they can collar and leash the player forcing compliance.

I have that about 3/4 built, but not sure an ETA on when it will actually go out, cause i have a lot more things I want to do for escorts first.

 

The mods fixing walking out of the vanilla crime dialogue do it by adding the vanilla "I'd rather die than go to prison" dialogue topic as the "exit" topic for that dialogue tree so it simply starts combat and the guard says their pay with ur blood line.

Edited by Ikwydls
edit
Posted

@Thoraag

 

Thanks very much for this update.  Some nice features!

 

Just a quick query, though.  I don't want to jeopardise my current game, so can you say if 0.4.0 requires a new game, or is it safe to update on a current save file?  (Apologies if that is said somewhere and I've just missed it)

 

Reason for asking is that installing on MO2, and placing it below 0.3.7.4.9, on activating the new version below the old one, MO2 shows that there are a whole heap of files from the earlier version that are not overwritten.   So can you pls confirm that none of those will be baked into the last current savefile in a way that might cause problems later?

 

TIA for any help on that 

 

DQW

Posted
6 hours ago, LynErso666 said:

 

 

O no worries then. I guess there's no use in trying to fit it into my load order then. But I only use one other mod that has other crimes, and the search bugs seem to be rampant whenever I get a bounty mid-dialogue with your mod, and I'm not using any kind of dialogue mods that would change dialogue with this mod, but I do have forcegreets from other mods that ruin any guard dialogue immediately, but if what I'm saying is that crazy, and it's the only experience I can seem to ever have with this, even with a minimal 46-mod test order, then I'm not going to bother anymore. But good luck


Well I am sorry to hear that - I would be more than happy to help patch the issue, but I just need to be able to track it down. As I have noted before - I am one person working on this mod. So I need actionable details that I can trace down. You described a bunch of unconnected things resulting in behaviors I simply cannot replicate. I prioritized search updates in large parts because of what you reported earlier. Those updates made for a large improvement in searches, but what you are experiencing is not something I have encountered, and none of my players are reporting. 

Exact lines allow me to trace where the break might be happening. Screenshots or gameplay videos can clarify the behavior you are seeing. Papyrus logs can show me if I am causing errors that are making things break, etc. I CANNOT act on basically anything you said - I need to be able to replicate it or at least see where it is coming from. Since I can't replicate in my own game, any attempted fix would be just throwing spaghetti at the wall and seeing what sticks. Since you can't give me something direct to track down, I have nothing to trace. 

I have to prioritize bug fixes I can track down, so the better bug reports get handled immediately (hence the 2 updates I did yesterday fixing bugs from this very LL thread), and the worse ones get put in the backburner as something I keep in mind until I get better details I can act on. No one else has reported this type of issue but you. Many people reported search bugs pre alpha 15 that were resolved, and I am sure there are more bugs I need to fix, but im waiting for more reports I can act on. 

The one thing I am seeing from yours that could be a problem is you keep bringing up bounties. Bounties are not something I work in often specifically because the base game handling of them is both annoying and lacking gameplay. You noted Sexy Adventures, which I did strongly suggest disabling their crime handling, cause all it is is adding bounties. If you are getting a ton of bounties, this could lead your guards to forcegreet and interrupt things in a way I can't actually prevent yet. 

Since Sexy Adventures crimes does the same sorts of events, I am not going out of my way to make them play nice together. Its the same situation with sexlab survival. At a certain point of overlap, we are simply competing for the same thing, and i'm not going to nerf my mod to support it. 


My recommendation: If you are still interested - check back in a major version or 2 and look for a note that says I'm handling general crimes. When I do that I am going to fully hijack bounty handling behavior and will be able to prevent the bounty forcegreets. That or just finding the pieces in your modlist that are pushing bounties on you and disabling those. Or, since searches are one feature out of like 2 dozen, you could simply disable searches in lmao. But I suspect if you are getting hammered by bounties it will cause issues with other features as well. 

Posted
3 hours ago, DonQuiWho said:

@Thoraag

 

Thanks very much for this update.  Some nice features!

 

Just a quick query, though.  I don't want to jeopardise my current game, so can you say if 0.4.0 requires a new game, or is it safe to update on a current save file?  (Apologies if that is said somewhere and I've just missed it)

 

Reason for asking is that installing on MO2, and placing it below 0.3.7.4.9, on activating the new version below the old one, MO2 shows that there are a whole heap of files from the earlier version that are not overwritten.   So can you pls confirm that none of those will be baked into the last current savefile in a way that might cause problems later?

 

TIA for any help on that 

 

DQW


I did everything I could to make the update save save. use the new version, update pandora, load in, refresh mod objects in the mcm, and save and reload, and hopefully it just works! 

No full promises, but I did do my best. 

Posted
5 hours ago, Ikwydls said:

 

The mods fixing walking out of the vanilla crime dialogue do it by adding the vanilla "I'd rather die than go to prison" dialogue topic as the "exit" topic for that dialogue tree so it simply starts combat and the guard says their pay with ur blood line.


I am planning on fully altering the behavior, not just adding lines to the vanilla. 

"Wait...I know you" will die and burn in hell where it always belonged

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