Sasaiください Posted July 27 Posted July 27 (edited) I’ve encountered a bug in the latest version: Bailey is invisible until his aroused mesh appears. I can’t quite figure out the reason yet. He’s a Husky, all the other Huskies spawn normally – the problem is only with him, not in SkinHuskyBare "Armored Husky" [ARMO:02018B37]. Julius is not working either. idk, I've tried to roll back on a previous version but the issue persists. Seems like a load order shenanigan Edited July 27 by Sasaiください
alyosh Posted July 27 Posted July 27 37 minutes ago, Sasaiください said: I’ve encountered a bug in the latest version: Bailey is invisible until his aroused mesh appears. I can’t quite figure out the reason yet. He’s a Husky, all the other Huskies spawn normally – the problem is only with him, not in SkinHuskyBare "Armored Husky" [ARMO:02018B37]. Julius is not working either. idk, I've tried to roll back on a previous version but the issue persists. Seems like a load order shenanigan I had a similar problem, all the animals added by the mod were invisible. It was caused by this mod :
Sasaiください Posted July 27 Posted July 27 25 minutes ago, alyosh said: .... That’s not the case for me; I’m on version 1.597 and I’m not using that mod. I’ve just tried it on a clean save – the problem occurred again. On top of that, for some reason the mod spawned a whole bunch of named NPCs (Serana, Vilkas, etc.) – perhaps because I decided esm it, idk, everything was working last week, but now it isn’t, and I haven’t worked out why yet
killer905 Posted July 27 Posted July 27 9 minutes ago, Sasaiください said: That’s not the case for me; I’m on version 1.597 and I’m not using that mod. I’ve just tried it on a clean save – the problem occurred again. That's strange, because I haven't experienced that problem on my LE and SE setups (1.5.97). @MadMansGun can you help pls? 9 minutes ago, Sasaiください said: On top of that, for some reason the mod spawned a whole bunch of named NPCs (Serana, Vilkas, etc.) – perhaps because I decided esm it, idk, everything was working last week, but now it isn’t, and I haven’t worked out why yet That shouldn't happen either. Any screenshots? Or better click on this NPC if check Mod ID if it;s 00/01/02/03 it;s vanilia NPCS but others numbers nean it's come from AMR somehow.
eflat01 Posted July 27 Posted July 27 (edited) 1 hour ago, Sasaiください said: That’s not the case for me; I’m on version 1.597 and I’m not using that mod. I’ve just tried it on a clean save – the problem occurred again. On top of that, for some reason the mod spawned a whole bunch of named NPCs (Serana, Vilkas, etc.) – perhaps because I decided esm it, idk, everything was working last week, but now it isn’t, and I haven’t worked out why yet A question... Why are you making it an esm, and when you did so did you change the header flag or just the extension? An esm is loaded lower but treated slight differently by the game engine than a esl, esp or esl-flagged esp. There are differences between esm and esp beside first being loaded up front and an is available as an automatic master. It's how it processes temporary references. Did you also flag the previous version of AMR also an esm? Can you click on the npcs and see if they're actually from AMR. it's easy to tell if you have More Informative Console. If you click on them it will show the mod it came from. The reason I ask is the mod does not (spawn) nor create ref_id's for any of the npc's you'd mentioned yet. The only one is Aela I believe on "The Way of the Wolf" quest - correct @Gristle. So the only way you'd possibly get Serana or Vilkas spawning in is if you somehow messed up alias's or the base id's of objects in the mod. Yes, AMR does have copies of the base game followers, they've different form Id'S and Editor Id'S - @Gristle uses copies (templates) so his mods do not to mess with the base npcs. Really slick solution because the new base id a inherits all changes of the template, aesthetics', levels, health, clothing, etc... Spoiler If you're familiar persistent objects can get burned into saves. Spoiler Esm is more for performance not stability. An ESM the game will load only the persistent references (game objects) up front and temporary references only when cells are loaded (iow... are 'seeable' by the player) it's for memory heap management; For an ESP the game will load "all references at start up". Also on older versions of the engine the reference handle cap was something just above a million and all mods in a players load order are counted; If it wasn't an ESM and ESL index structure it would add a large chunk towards a players limit. I'd not created a real mod in a long time but a long long time ago on FNV and Skyrim I did write a few dll - hooks expanding on the engine and hooks into skse (plug ins). I'm sure a lot has changed but some of the basics still pertain. Edited July 27 by eflat01
Varsina Posted July 27 Posted July 27 Great mod so far, but I wonder if it's possible to change it so that clothes removal is handled for the npcs by Sexlab. I give the female npcs different hair and clothes such as lingerie but it all gets removed during scenes, including the hair. Then after the scene is done they revert to their original clothes instead of what I gave them. Is that something that would be difficult to do?
killer905 Posted July 27 Posted July 27 25 minutes ago, Varsina said: Great mod so far, but I wonder if it's possible to change it so that clothes removal is handled for the npcs by Sexlab. I give the female npcs different hair and clothes such as lingerie but it all gets removed during scenes, including the hair. Then after the scene is done they revert to their original clothes instead of what I gave them. Is that something that would be difficult to do? As far as I know, it's SexLab that removes clothes during sex scenes. As for hair, set it to “Never Remove” in SexLab. 1
Sasaiください Posted July 27 Posted July 27 (edited) 1 hour ago, killer905 said: That shouldn't happen either. Any screenshots? Or better click on this NPC if check Mod ID if it;s 00/01/02/03 it;s vanilia NPCS but others numbers nean it's come from AMR somehow. 1 hour ago, eflat01 said: Yes, AMR does have copies of the base game followers, they've different form Id and Editor Id - uses them so his mods do not to mess with the base npcs. Unfortunately, I can’t show you any more; I’ve decided to disable all the mods I’ve installed since everything was working properly and gradually try to find the cause. The only thing I’ll say is that by clicking NPCs more informative console displayed that the last change was made by AMR. I toggled the flag via ‘Persistentify Those Plugins’ in the hope that ‘it might fix it’. The only thing I just can’t get my head round is why all the other animals work fine. If I’d broken the NIFs, the huskies from Dawnguard would be invisible too. But here, the mod can’t load the vanilla NIF, yet it loads the one from MNC just fine. up. nah, I've just rebooted the whole thing again and repeated it, lol, no, I just can't, will redo the whole setup Spoiler up.2 No, rolling back didn’t help, or is it some sort of mod I updated afterwards, or something got stuck somewhere Spoiler Edited July 27 by Sasaiください
Varsina Posted July 27 Posted July 27 35 minutes ago, killer905 said: As far as I know, it's SexLab that removes clothes during sex scenes. As for hair, set it to “Never Remove” in SexLab. I do have Sexlab set to Never Remove the hair and all but the torso for the lingerie, but they still get removed, and on redress her original clothes and hair are re-equiped instead of what I assigned the NPC.
Sasaiください Posted July 27 Posted July 27 39 minutes ago, Sasaiください said: Unfortunately, I can’t show you any more; I’ve decided to disable all the mods I’ve installed since everything was working properly and gradually try to find the cause. The only thing I’ll say is that by clicking NPCs more informative console displayed that the last change was made by AMR. I toggled the flag via ‘Persistentify Those Plugins’ in the hope that ‘it might fix it’. The only thing I just can’t get my head round is why all the other animals work fine. If I’d broken the NIFs, the huskies from Dawnguard would be invisible too. But here, the mod can’t load the vanilla NIF, yet it loads the one from MNC just fine. up. nah, I've just rebooted the whole thing again and repeated it, lol, no, I just can't, will redo the whole setup Reveal hidden contents up.2 No, rolling back didn’t help, or is it some sort of mod I updated afterwards, or something got stuck somewhere Reveal hidden contents up. fin? Right, I’ve fixed it by dragging the AMR right to the bottom of the LO. It’s not ideal, but it werks
eflat01 Posted July 27 Posted July 27 (edited) 54 minutes ago, Sasaiください said: Unfortunately, I can’t show you any more; I’ve decided to disable all the mods I’ve installed since everything was working properly and gradually try to find the cause. The only thing I’ll say is that by clicking NPCs more informative console displayed that the last change was made by AMR. I toggled the flag via ‘Persistentify Those Plugins’ in the hope that ‘it might fix it’. The only thing I just can’t get my head round is why all the other animals work fine. If I’d broken the NIFs, the huskies from Dawnguard would be invisible too. But here, the mod can’t load the vanilla NIF, yet it loads the one from MNC just fine. up. nah, I've just rebooted the whole thing again and repeated it, lol, no, I just can't, will redo the whole setup Hide contents Oh? Well don't esm flag it to start, Bailey is 005119, make sure nothing is crossing an override. Spoiler Edited July 27 by eflat01
Sasaiください Posted July 27 Posted July 27 5 minutes ago, eflat01 said: Oh? Well don't esm flag it to start, Bailey is 005119, make sure nothing is crossing an override. Reveal hidden contents Well, that was basically the first thing I checked – that it uses the standard NIF for armor and that nothing is overwriting it. It’s just that, for some reason, it doesn’t load unless it’s at the end of the load order.
eflat01 Posted July 27 Posted July 27 (edited) 2 hours ago, Varsina said: Great mod so far, but I wonder if it's possible to change it so that clothes removal is handled for the npcs by Sexlab. I give the female npcs different hair and clothes such as lingerie but it all gets removed during scenes, including the hair. Then after the scene is done they revert to their original clothes instead of what I gave them. Is that something that would be difficult to do? Is it a wig? Do you know the slot? All my npcs have different hair because I use a vanilla hair replacer and do not have the issue, also most my npcs are aesthetically replaced in some way or another. So I have to ask if it's a wig? 1 hour ago, killer905 said: As far as I know, it's SexLab that removes clothes during sex scenes. As for hair, set it to “Never Remove” in SexLab. @Gristle does have code between "grouped scenes" to undress - so it appears they're undressed the whole time when there's more sex to do... So i.e. what it's doing in AMR_DogRepeat is it starts dog scene 1, undresses npc, starts dog scene 2, undresses npc, then starts dog scene 3, dress npc. @Varsina Even AMR npcs I'd been toying around and experimenting with they keep their hair through scenes and between them. Spoiler i.e. Narayya She stays undressed for the next dialog and the next scene. (of course maybe the furniture animations should be filtered out, though somehow the hay bail is kind of fitting after the horse?) She gets dressed after the horse show quest is done. Edited July 27 by eflat01
Gristle Posted July 27 Author Posted July 27 7 hours ago, Unicom1981 said: My question is more about future versions, when additional staff members are introduced. Will they be assigned specific schedules—such as early and late shifts—to ensure that staff members occupied with shows don't all try to perform them simultaneously? There is a flag set at the beginning of the scene where a guest approaches a worker for a show, and then that flag is cleared at the end of the worker show. And that flag is checked to block guest-to-worker approaches. So, this *should* prevent multiple guest-worker scenes. Meanwhile, there is a separate flag set when a PC approaches a guest or a guest approaches a PC for a show, and then that flag is cleared at the end of the show. This flag is also checked to block guest-to-worker approaches. This *should* prevent overlapping PC and worker scenes, but it seems it's possible (though unlikely) for them to happen - if both scenes start nearly simultaneously before the flag is set. The dog and wolf scenes occur in separate rooms with separate animals, so this wouldn't be even be an issue. But, of course, there's only one horse and one indoor horse location. When a second horse is acquired, we could make a second position for that horse. In the meantime, I would probably just leave it as is. 2
Varsina Posted July 27 Posted July 27 (edited) 22 minutes ago, eflat01 said: Do you know the hair slot? @Gristle has code between "grouped scenes" to undress - so it appears they're undressed when there's more sex to do... So i.e. what it's doing is on AMR_DogRepeat you'll get dog scene, undresses npc, dog scene 2, undresses npc, dog scene 3. In Sexlab it shows the hairslot as 31, 4l, yes it is a wig and I also have the appearance replacer mod recentlly uploaded to LL. This only happens with this mod. In all other situations the clothes and hair that I set for Never Remove in Sexlab are not removed. Edited July 27 by Varsina
MadMansGun Posted July 27 Posted July 27 (edited) 2 hours ago, killer905 said: That's strange, because I haven't experienced that problem on my LE and SE setups (1.5.97). @MadMansGun can you help pls? one thing i can see is that HuskyBareAA [ARMA:02018B35] is being overwritten by Animal Mansion. also a point of warning: DLC1HuskyBareCompanionRace "Dog" [RACE:020122B7] is not normally used in Skyrim/Dawnguard, it has no npcs at all assigned to that race. the dog/s race should probably be DLC1HuskyBareRace "Dog" [RACE:02018B36] (edit: but do note that it can't open doors) Edited July 27 by MadMansGun
killer905 Posted July 27 Posted July 27 (edited) 21 minutes ago, MadMansGun said: one thing i can see is that HuskyBareAA [ARMA:02018B35] is being overwritten by Animal Mansion. also a point of warning: DLC1HuskyBareCompanionRace "Dog" [RACE:020122B7] is not normally used in Skyrim/Dawnguard, it has no npcs at all assigned to that race. the dog/s race should probably be DLC1HuskyBareRace "Dog" [RACE:02018B36] (edit: but do note that it can't open doors) We just chose the DLC1HuskyBareCompanionRace because it can use doors. However, that doesn't explain why I don't have on LE and SE versions problem like Sasai is describing here . There was even an idea to create a new RACE consisting only of bare huskies, but with the ability to use doors (which would be useful even for other creatures), but we weren’t sure if that would cause incompatibility with MNC. So we didn’t even try or test it. Unless MNC is smart enough to change the skin even in the new Husky race? A look in SSEEDIT didn’t suggest that, though. Edited July 27 by killer905
MadMansGun Posted July 27 Posted July 27 34 minutes ago, killer905 said: the HuskyBareAA edit is the only thing i can find on my end, but the only issue that would cause is no balls on non-aroused huskys, so there must be another mod in play causing the issue Eg: ABC or ASOS, or some other mod with creatures/armor edits....maybe even a bash patch, that thing can fuck with the body template flags on creature armors, so it could be that having the edit in Animal Mansion is causing bash to trigger on HuskyBareAA and giving it the wrong flags.
Sasaiください Posted July 27 Posted July 27 33 minutes ago, killer905 said: LE and SE versions problem like Sasai is describing here Yes, it looks like ADog’s Life is to blame. It overwrites the HuskyBareAA armour add-on. I’ll try to restore the lost changes; maybe it’ll work out. Spoiler 1
eflat01 Posted July 27 Posted July 27 (edited) 31 minutes ago, Sasaiください said: Yes, it looks like ADog’s Life is to blame. It overwrites the HuskyBareAA armour add-on. I’ll try to restore the lost changes; maybe it’ll work out. I was just going to ask you to look in xEdit and see what else is touching the HuskyBareAA, I knew AMR plays fine with MNC and ABC, because I use those two. Always comes down to last in wins. Edited July 27 by eflat01
Pavlovian Afterdark Posted July 27 Posted July 27 (edited) Just finished all the available content. Well I am missing some of the horse quest for the stallion seller. I really like the mod far!. Spoiler There's a lot of cucking I must say. Not my cup of tea but it dont get in the way either. I did catch this bug that if you ask the nudist elf about why she doesn't wear clothes. The firt paragrap of dialogue is completely incomprehensible. Like the AI voice said all in a single line and sounds like an alien talking. I also like to thank you for creating a pottery and clutter sellers. I like to decorate my dwemer storage cube with Jaxonz posistioner and all those vases, cups and plates are really good. I also thank you that when you drop them, they all fall horizontal. Its makes is quicker since I dont have to be turning and spinning them into position. Edited July 27 by Pavlovian Afterdark
Unicom1981 Posted July 27 Posted July 27 (edited) 6 hours ago, Sasaiください said: I’ve encountered a bug in the latest version: Bailey is invisible until his aroused mesh appears. I can’t quite figure out the reason yet. He’s a Husky, all the other Huskies spawn normally – the problem is only with him, not in SkinHuskyBare "Armored Husky" [ARMO:02018B37]. Julius is not working either. idk, I've tried to roll back on a previous version but the issue persists. Seems like a load order shenanigan I had the same problem with Shadow. It’s not caused by AMR; try searching in SSEEdit for FormID 02018B37—Baileys SkinHuskyBare "Armored Sled Dog" [ARMO:02018B37]. Here is the issue I encountered with Shadow and the mod *Dragons Keep SE - Classic*; it was causing Shadow to become partially invisible for me as well. By adjusting the entry for one of the horses in Dragon's Keep, I was able to resolve the issue by reverting to the old entries. Too bad—too slow; you already found the error yourself. Edited July 27 by Unicom1981 2
Sasaiください Posted July 27 Posted July 27 21 minutes ago, eflat01 said: what else is touching the HuskyBareAA Yeah, like Dog's life has its own MNC patch, but well. Once I’d added the missing record with the patch, everything worked fine 1
Gristle Posted July 27 Author Posted July 27 4 hours ago, Varsina said: Great mod so far, but I wonder if it's possible to change it so that clothes removal is handled for the npcs by Sexlab. I give the female npcs different hair and clothes such as lingerie but it all gets removed during scenes, including the hair. Then after the scene is done they revert to their original clothes instead of what I gave them. Is that something that would be difficult to do? 3 hours ago, killer905 said: As far as I know, it's SexLab that removes clothes during sex scenes. As for hair, set it to “Never Remove” in SexLab. 2 hours ago, eflat01 said: @Gristle does have code between "grouped scenes" to undress - so it appears they're undressed the whole time when there's more sex to do... So i.e. what it's doing in AMR_DogRepeat is it starts dog scene 1, undresses npc, starts dog scene 2, undresses npc, then starts dog scene 3, dress npc. Sexlab is used to remove the clothes of followers during sex scenes. But, for the mansion workers, I am using special code to strip them and then restore their normal outfits. Why the difference? It's basically because a) Sexlab redresses actors after sex, and b) the game really wants to reset NPC outfits to their default outfit. Whatever Sexlab removed from the actor prior to sex, it restores after sex. Normally, this is great -- except when you want the actor to remain naked after sex. There's really only two ways to keep them naked after sex: (1) use a special script to strip the actor prior to sex AND change their outfit to a naked outfit, or (2) use Sexlab to restrip the actor after sex. The latter works but has limitations: (i) if the actor changes cells, they'll redress to match their outfit setting (even if the outfit is not in their inventory), and (ii) you'll probably see the actor briefly redress and then undress after sex. So, stripping the actor and changing their outfit to a naked outfit prior to sex is best. With inn workers, it was easy to do option (1) with worker-specific scripts (and redress them at the end). For followers, where we don't know what their wearing, it was easier to do option (2). So, if a worker is a follower, Sexlab will be used. But if the worker is not a follower (i.e., for mansion scenes), then the special script is used. I suppose Sexlab could also be used for workers, with a chest or other form to store each inn worker's stripped clothes. I could give it a try. 1
Gristle Posted July 27 Author Posted July 27 42 minutes ago, Pavlovian Afterdark said: Just finished all the available content. Well I am missing some of the horse quest for the stallion seller. I really like the mod far!. Reveal hidden contents Thanks and fair comment. The Darkwater Crossing theme is really just building upon the relationship in the vanilla game.: Annekke calls her husband a "milk drinker", she's always wandering off, he just wants to stay at home, he calls his wife a "bounder" (old British slang for "dishonorable"), he has MaleCoward voice, etc. As for the Battle-Borns, who knows? Maybe the husband ends up glad his wife bought the horse?
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