Twengal Posted November 23, 2018 Posted November 23, 2018 Hello everyone, I have a little concern about this mod: no matter my settings, the chests never give loot or cursed loot. The mod has worked well a few times, but most often this problem comes back and I do not know how to solve it. I did not change or add anything to my game when it started to work (or don't). I also have a concern about another mod that does not load properly, an idea? Thank you for your help, and forgive me for my English.
blu3mania Posted November 24, 2018 Posted November 24, 2018 1 hour ago, Twengal said: Hello everyone, I have a little concern about this mod: no matter my settings, the chests never give loot or cursed loot. The mod has worked well a few times, but most often this problem comes back and I do not know how to solve it. I did not change or add anything to my game when it started to work (or don't). I also have a concern about another mod that does not load properly, an idea? Thank you for your help, and forgive me for my English. Check your arousal level in SLA's MCM, and see if it's above the threshold you configured in DCL's MCM.
Twengal Posted November 24, 2018 Posted November 24, 2018 23 minutes ago, bluring said: Check your arousal level in SLA's MCM, and see if it's above the threshold you configured in DCL's MCM. I've watched this before, and no matter how I configure it, nothing works. In the menu "debug" I activated the log, and it shows me the rate of luck that there is a cursed loot, but the answer is still no. In addition I never loot non cursed equipment even if I set my chance rate to 100%. Thanks anyway for your response
Lupine00 Posted November 24, 2018 Posted November 24, 2018 18 minutes ago, Twengal said: I've watched this before, and no matter how I configure it, nothing works. In the menu "debug" I activated the log, and it shows me the rate of luck that there is a cursed loot, but the answer is still no. In addition I never loot non cursed equipment even if I set my chance rate to 100%. Thanks anyway for your response There certainly are a few things that legitimately block events, like the arousal test, or being on one of the included bondage quests, or wearing too many items, or the events being on cooldown, or the chances mis-configured. However, I've found that sometimes DCL just stops firing events. For no apparent reason. I'd guess that the actual reason is nothing at all to do with DCL, but is down to some other mod stack-dumping and leaving DCL in some blocked state. What I found in the past, was that using the FREE ME!!! option in the DCL Debug menu, then waiting a while and using it again, seemed to restart events. You can also get more information by turning on the on screen messages in the debug menu. If you enable that, and then don't see lots of messages when looting things, a DCL "perk" has got broken and your events will never work. As it sounds like you did this, and saw messages, it would suggest that DCL is working correctly. Try the FREE ME!!! voodoo ritual anyway, there's no risk to it unless you're half way through a DCL quest (in which case that's probably why you aren't seeing any cursed events).
Twengal Posted November 24, 2018 Posted November 24, 2018 19 minutes ago, Lupine00 said: There certainly are a few things that legitimately block events, like the arousal test, or being on one of the included bondage quests, or wearing too many items, or the events being on cooldown, or the chances mis-configured. However, I've found that sometimes DCL just stops firing events. For no apparent reason. I'd guess that the actual reason is nothing at all to do with DCL, but is down to some other mod stack-dumping and leaving DCL in some blocked state. What I found in the past, was that using the FREE ME!!! option in the DCL Debug menu, then waiting a while and using it again, seemed to restart events. You can also get more information by turning on the on screen messages in the debug menu. If you enable that, and then don't see lots of messages when looting things, a DCL "perk" has got broken and your events will never work. As it sounds like you did this, and saw messages, it would suggest that DCL is working correctly. Try the FREE ME!!! voodoo ritual anyway, there's no risk to it unless you're half way through a DCL quest (in which case that's probably why you aren't seeing any cursed events). Hello ! Thanks a lot for your answer. Indeed DCL runs from time to time barely. I'm in the middle of the first quest for Captured Dreams, but DCl worked very well with this quest until now for no reason. The excitement works very well next door. I'm going to try the "FREE ME !!!", and I'll see if that solves my problem. I will answer you tomorrow early in the day!
Twengal Posted November 24, 2018 Posted November 24, 2018 4 minutes ago, Twengal said: Hello ! Thanks a lot for your answer. Indeed DCL runs from time to time barely. I'm in the middle of the first quest for Captured Dreams, but DCl worked very well with this quest until now for no reason. The excitement works very well next door. I'm going to try the "FREE ME !!!", and I'll see if that solves my problem. I will answer you tomorrow early in the day! The "FREE ME !!!" seems to work well and restart the mod! Everything works very well !! A big thank you to Lupine00, you are my god tonight!
Lupine00 Posted November 24, 2018 Posted November 24, 2018 1 hour ago, Twengal said: I'm going to try the "FREE ME !!!", and I'll see if that solves my problem. Rarely, using it once was enough. Mostly I found using it, changing cell, the using it again seemed to work. Possibly on one occasion I had to do it three times. It might be something different for you, but it's easy to try.
Gameplayer Posted November 24, 2018 Posted November 24, 2018 On 11/20/2018 at 11:35 PM, jahera said: I keep getting a strange error message that says I have a mod that removes/changes tags to child characters. The problem is that I don't. I'm only using the required mods. I'm at my wits end. Kill everything mods tend to remove child tags. I think killable children is a mod that removes child tag.
Lupine00 Posted November 24, 2018 Posted November 24, 2018 2 hours ago, Gameplayer said: Kill everything mods tend to remove child tags. I think killable children is a mod that removes child tag. But the OP said they didn't have anything except the minimal requirements. I think they'd have thought of Killable Children - it's a bit obvious? If Jehara is an NMM user, odds are it's a lingering mod that is supposed to be uninstalled, but isn't completely gone. But in an MO install, you just won't have that sort of thing. In any case, loading your entire mod stack in TES5Edit it probably the way to find the issue. Basically, if you can find any edited child actor form in TES5Edit, you'll be able to see what mod did it, and problem solved. Another cause, is if something has corrupted DCL's own list of "childraces", which is a formlist.
Gameplayer Posted November 24, 2018 Posted November 24, 2018 3 hours ago, Lupine00 said: But the OP said they didn't have anything except the minimal requirements. I think they'd have thought of Killable Children - it's a bit obvious? If Jehara is an NMM user, odds are it's a lingering mod that is supposed to be uninstalled, but isn't completely gone. But in an MO install, you just won't have that sort of thing. In any case, loading your entire mod stack in TES5Edit it probably the way to find the issue. Basically, if you can find any edited child actor form in TES5Edit, you'll be able to see what mod did it, and problem solved. Another cause, is if something has corrupted DCL's own list of "childraces", which is a formlist. You know how often I have had a person tell me that they had only the min and then later say hey I didn't think of that? If they knew how to use TES5edit they wouldn't be asking for help to find which mod in their load order was the issue they would have found it already. If its DCL that is corrupted they could simply redownload and reinstall a fresh copy to fix that. Anyway, since we know that the base line mods wont change the child actors it stands to reason that the real and more likely issue is that there is a mod in the load order that is interfering with DCL and as you said it could be that there are "left overs" however since the left overs will still appear in the Load Order the poster would know that they were there. There are few things that could potentially interfere as left overs when uninstalled and the manner in which they interfere is also quite specific. As an example. He could have had Killable children installed....Been playing with it for a while. Since all the child actors are now spawned in the game without the child tag than basically after the removal of the mod guess what.... They don't have the tag anymore and thus DCL wont work. The only viable solution becomes go back to a save game from before the installation of said mod that did something to the child actors. There are a lot of Vampire mods, some of them change Babete a child vampire actor. Meaning that quite a few of those mods may indeed remove the child tag, and thus break compatibility with DCL. IT would be quite easy to overlook such a mod as the cause. Speaking of which often when people report this as an issue they assume that since the list of offending mods doesn't include the mod causing the issue that of course there shouldn't be a problem. The issue is of course that there are likely a whole lot of mods that don't keep child tags when said authors make changes. Do you know how often people remove a mod from their load order to "make" their load out compatible only to find that there are indeed lingering effects from mods that are no longer present in the LO? Happens all the time.
twsnider1138 Posted November 24, 2018 Posted November 24, 2018 Ok quick question, if I release Chloe from service, where is her home base? I would assume the Dollmaker’s shop? Thanks bunches.
yosi2000 Posted November 24, 2018 Posted November 24, 2018 I constantly get CTD when I loot a dead body during Chloe's quest. (after fighting with spiders) Is there any good load order reference for this mod? or fix for this? I've attached my papyrus log + Load order Thank you advance Papyrus.0.log loadorder.txt
Lupine00 Posted November 24, 2018 Posted November 24, 2018 3 hours ago, Gameplayer said: You know how often I have had a person tell me that they had only the min and then later say hey I didn't think of that? I do not! Is it a lot? 3 hours ago, Gameplayer said: If they knew how to use TES5edit they wouldn't be asking for help to find which mod in their load order was the issue they would have found it already. If its DCL that is corrupted they could simply redownload and reinstall a fresh copy to fix that. But not knowing how to use it, he wouldn't know that it could help him. And letting him know that might empower him to look up a tutorial that shows him how to make the very limited use of it that he needs without too much pain? 3 hours ago, Gameplayer said: Anyway, since we know that the base line mods wont change the child actors it stands to reason that the real and more likely issue is that there is a mod in the load order that is interfering with DCL and as you said it could be that there are "left overs" however since the left overs will still appear in the Load Order the poster would know that they were there. Not if he only looks at his list of installed mods rather than at the actual plugins list. 3 hours ago, Gameplayer said: He could have had Killable children installed....Been playing with it for a while. Since all the child actors are now spawned in the game without the child tag than basically after the removal of the mod guess what.... They don't have the tag anymore and thus DCL wont work. Indeed. But why not bring up the issue of persistent changes in saves - which is a super-useful point - right away, instead of saving it for a response to me. Choosing to make the oddly-specific about killable children suggests you had some reason to believe he was running that in particular, maybe? I don't know. Is there something I'm missing? Is there some reason you suspect he would most likely be running KC, and not one of the vampire mods you refer to later. Did he ask you about it in the past? Surely, KC would stand out like a sore thumb, while the vampire mods would be easy for anyone to overlook? 3 hours ago, Gameplayer said: Speaking of which often when people report this as an issue they assume that since the list of offending mods doesn't include the mod causing the issue that of course there shouldn't be a problem. The issue is of course that there are likely a whole lot of mods that don't keep child tags when said authors make changes. I'll take your word for it that so many mods edit children. But I've used a few mods here and there, and never once tripped DCL's alarm, unexpectedly, or otherwise. But I guess it never occurred to me to install a mod so I could kill friendly NPCs, let alone children. 3 hours ago, Gameplayer said: Do you know how often people remove a mod from their load order to "make" their load out compatible only to find that there are indeed lingering effects from mods that are no longer present in the LO? Happens all the time. It does? I can imagine somebody doing it, maybe. Most of the problems I see people bring up with say ... DCL ... don't seem to be due to this. In fact, if there was one problem people have with DCL, it's that they didn't run Bodyslide, and if there was a second problem, it's that something stack-dumped and broke their game, and if there's a third it would be Devious Devices doing something odd. In fact, removed a mod during a playthrough would probably be around number twenty-two in my top twenty of things that people do to break DCL, but I guess if you go looking for that issue you probably find more cases of it. It may well be that many times, people have removed a mod and it has broken their game, and they never mentioned it because they believe removing mods is simple and harmless. I hadn't considered it that common. I guess everything is relative, in that respect. I don't see it being spoken of that much, but I guess I don't read reddit either.
LazyBoot Posted November 24, 2018 Posted November 24, 2018 3 hours ago, twsnider1138 said: Ok quick question, if I release Chloe from service, where is her home base? I would assume the Dollmaker’s shop? Thanks bunches. She should have told you at some point... But if I recall, it should be the inn in Dawnstar. 1
DavidWillers Posted November 24, 2018 Posted November 24, 2018 For some reason the "sex attacks" feature does not work as it should. My character gets pushed too the ground, but then nothing happens... they just look at my character and then move away.
Twengal Posted November 24, 2018 Posted November 24, 2018 11 hours ago, Lupine00 said: Rarely, using it once was enough. Mostly I found using it, changing cell, the using it again seemed to work. Possibly on one occasion I had to do it three times. It might be something different for you, but it's easy to try. I tried and everything works perfectly! I think it was in conflict with the quest "Chloe", worries solved: D
Lupine00 Posted November 24, 2018 Posted November 24, 2018 1 hour ago, DavidWillers said: For some reason the "sex attacks" feature does not work as it should. My character gets pushed too the ground, but then nothing happens... they just look at my character and then move away. It's most likely due to SexLab failing to play the animations. Check they are installed, enabled, and registered. Try playing them with a matchmaker tool or Zaz to check they work.
DonQuiWho Posted November 24, 2018 Posted November 24, 2018 1 hour ago, DavidWillers said: For some reason the "sex attacks" feature does not work as it should. My character gets pushed too the ground, but then nothing happens... they just look at my character and then move away. I've also asked up thread if @Kimy can give us an explanation as to how animation firing works, given that it seems to start off with the DD library, and then default to others installed in SexLab. It's how that fall back to SL is sequenced that I'm uncertain about. I also have anims registerd in SL that I expected that DCL would 'fall back to', which I haven't been able to get to kick in, or even see available mid event using SL's anim options function key It may be that I've been a klutz in how I configured the MCM, but it would be good to know, especially as others seem to find similar issues :-)
DavidWillers Posted November 24, 2018 Posted November 24, 2018 1 hour ago, Lupine00 said: It's most likely due to SexLab failing to play the animations. Check they are installed, enabled, and registered. Try playing them with a matchmaker tool or Zaz to check they work. well, my animations seem to work. It is just for cursed loot, "defeat" for example works fine. Do you have any other ideas?
DavidWillers Posted November 24, 2018 Posted November 24, 2018 1 hour ago, donkeywho said: I've also asked up thread if @Kimy can give us an explanation as to how animation firing works, given that it seems to start off with the DD library, and then default to others installed in SexLab. It's how that fall back to SL is sequenced that I'm uncertain about. I also have anims registerd in SL that I expected that DCL would 'fall back to', which I haven't been able to get to kick in, or even see available mid event using SL's anim options function key It may be that I've been a klutz in how I configured the MCM, but it would be good to know, especially as others seem to find similar issues ? so you have a similar problem? could it have something to do with the loadorder?
DonQuiWho Posted November 24, 2018 Posted November 24, 2018 3 minutes ago, DavidWillers said: well, my animations seem to work. It is just for cursed loot, "defeat" for example works fine. Do you have any other ideas? @Lupine00 Same here
hexenhaus Posted November 25, 2018 Posted November 25, 2018 7 hours ago, donkeywho said: @Lupine00 Same here Does your character wear DDs? Check animation filters in Zaz, DD and SL. Try to deactivate some. Especially the yoke and armbinder filters can block almost all animations. Defeat isn't as picky about DDs restrictions or animation filters in general (a bit outdated). Another guess would be stackdump. Do you use SD?
DonQuiWho Posted November 25, 2018 Posted November 25, 2018 1 hour ago, hexenhaus said: Does your character wear DDs? Using DDi 4.1 and with ZAP 8+ also installed in, let's call it, Game 1. DDs work fine. zbf devices work fine in PAHE, HSH, AYGAS, and also on player, as they did since forever Using DDi 4.2 and with ZAP 8+ also installed in, say Game 2. Check animation filters in Zaz, DD and SL. Try to deactivate some. Especially the yoke and armbinder filters can block almost all animations. In Game 1, using Defeat to handle combat defeat with DCL 6.4 Combat Rape switched off, as Hardcore Outcomes were unreliable In Game 2, which has fall back uncertainties, No Defeat, just DCL 7.1 with Hardcore Outcome options active Defeat isn't as picky about DDs restrictions or animation filters in general (a bit outdated). In Game 1, Defeat handles the business pretty well just fine, with either type of restraint, and range of valid options apear using the SL Anim Option key In Game 2, never got as far as restraints being applied. Attacked and beaten by a bunch of Reiklings within 200 yds of the Helgen cave exit. As I wrote above, Combat loss under DCL generated no rape scenario - which is the whole basis for the query as there are registered in SL, via SLAL, what should be valid anims - and the game went straight to 'enemies beat you unconscious', blackout, and then a straight t/f to Simple Slavery, and then trussed up fully in S.L.U.T.S. Another guess would be stackdump. Do you use SD? Yep; But only in game 1 and the logs seem to show that as behaving OK. Not in Game 2 So, thanks for the tips, but I still would like to know how anim selection is done in DCL 1 hour ago, hexenhaus said: 1 hour ago, hexenhaus said: 1 hour ago, hexenhaus said: 1 hour ago, hexenhaus said:
Lupine00 Posted November 25, 2018 Posted November 25, 2018 10 hours ago, DavidWillers said: well, my animations seem to work. It is just for cursed loot, "defeat" for example works fine. Do you have any other ideas? The only idea I have is that the problem is specific to particular animations. DCL plays a defined set of bound animations, and you may not see these in non-bound situations. When the animation goes to play it should put spam in the console window. Open your console after the failure, and see if it did. There may be clues there as to why it failed. You should at least be able to identify the specific animation and test it outside of DCL. Also, the old adage, "check your FNIS" But if the exact same animations that DCL tries to play work elsewhere, then your DCL sexlab integration has broken. Sometimes properties seem to get corrupted in quest scripts and that can include important things like references to other mods. To test if this is a problem, make a completely new game and test there.
twsnider1138 Posted November 25, 2018 Posted November 25, 2018 15 hours ago, LazyBoot said: She should have told you at some point... But if I recall, it should be the inn in Dawnstar. She very well could have and I just don’t remember. I’ll putz around Dawnstar and see what happens. Thank you kindly as always.
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