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Posted

How compatible is this with Devious Devices? What would happen if you was wearing a belt and gave birth etc? 

 

Also, is there any DD addons that support the belly body nodes? its annoying when all the belts and harness clip through the player :(

Posted

How compatible is this with Devious Devices? What would happen if you was wearing a belt and gave birth etc? 

 

Also, is there any DD addons that support the belly body nodes? its annoying when all the belts and harness clip through the player :(

 

You need to BodySlide the devious devices for your body. Or learn how to copy weights from a proper reference body to the devious devices that fit your character. I believe the devious devices are available in both CBBE and UNP variants for bodyslide.

  • 3 weeks later...
Posted

Just wanted to say this seems like a very well done mod, glad I found it.   I'm still trying it out and catching up on all the posts (on about pg 25 as I write this.   I'm sure I'll have my share of ideas and suggestions, maybe a few demands (kidding), but will save them for later.

 

if there are any modelers or people who know modlers following this, i would love to have some help with the cow armor - in particular, i want a muzzle to use as a devious device gag.

 

Saw this, I might be able to help, not sure.  I'm a noob at modding Skyrim but wanting to learn.  I'm a fairly good 3D modeler working mainly in Blender 3D.  I can make items but I've no idea what is involved in importing them to Skyrim.   If it requires rigging and weight mapping I'm less help, those are things I'm still learning and I'm only into basic animations so far.   But I'd be willing to try an help if its still needed.  

Posted

Just wanted to say this seems like a very well done mod, glad I found it.   I'm still trying it out and catching up on all the posts (on about pg 25 as I write this.   I'm sure I'll have my share of ideas and suggestions, maybe a few demands (kidding), but will save them for later.

 

if there are any modelers or people who know modlers following this, i would love to have some help with the cow armor - in particular, i want a muzzle to use as a devious device gag.

 

Saw this, I might be able to help, not sure.  I'm a noob at modding Skyrim but wanting to learn.  I'm a fairly good 3D modeler working mainly in Blender 3D.  I can make items but I've no idea what is involved in importing them to Skyrim.   If it requires rigging and weight mapping I'm less help, those are things I'm still learning and I'm only into basic animations so far.   But I'd be willing to try an help if its still needed.  

 

Gags and such are really easy from a weight painting perspective. All you have to do is paint the whole thing evenly to the head bone.

Posted

 

Any chance of a player only version or something lighter to avoid this kind of thing?:

 

attachicon.gifUntitled.png

 

jesus christ how many people do you have in that room?

 

That was in the Bannered Mare I think which as you know is a very popular spot for every bloody mod. The inn is packed for sure but I'm pretty sure there aren't 300 npcs there. Is it possible scripts are being attached to something other than npcs? The thing seems to be that the script takes a long time to complete. So that by the time one is finished another 2 have started. This is especially true while looking down into the crowd. For Eg: 

 

1. Went inside the bannered mare and up to the top room. stared at the wall at the back and left the console open for a few minutes so new scripts wouldn't start and ones running would finish up. 

2. Saved the game and opened with the cleaner - 2 active scripts from SGO

3. Started saving every 5 seconds: 

Save 1 - 0 active scripts

Save 2 - 83 active scripts, 80 suspended stack

Save 3 - 157 active scripts, 150 suspended stack

Save 4 - 328 active scripts, 322 suspended stack

..

..

..

Save 8 - 838 active scripts, 836 suspended stack. 

 

Note the above figures filtered for SGO only. That's pretty much a worst case scenario and I really must do something about that inn (Lively Inns and Taverns can go) but I just wanted to demonstrate that somethings not quite right but also happens in other towns and cities. SGO just seems to cascade out of control for me in populated areas. 

 

Reran the same test this time without SGO and total active scripts never exceeded 10, usually around 3-6 though.

Looking into the details of the save game cleaner the majority of the active scripts sgo_EffectUpdateCloakHit have Var[1]:  Actor:  xxxxxxxx that references a script instance REQ_NPCData which is Requiem related. Is it possible SGO is attaching scripts to arrays that Requiem uses to store data for all npcs. I will try testing without requiem and it's patches and report back. 

 

Edit: No cigar. Removed requiem. Went back to the inn and sat there for a minute or two. 700ish active scripts bleh.

Tracing the Var[1]:  Actor:  xxxxxxxx variable in each entry of sgo_EffectUpdateCloakHit the scripts seem to get attached to some unexpected things. Like WIDeadBodyCleanupScript (pretty sure there aren't any dead bodies in the inn....), RentRoomScript, though the majority are actors but surely there must be more than one script running for every npc if you have 700 active scripts? 

 

Posted

I have an npc male set with the ring trying to get semen bottles from them but not sure how can anyone help me?

 

Based on the setting in MCM, they drop the bottles periodically as they go about their business.  I have a couple of slave male npc's in Honeyside - I drop in every 10 days or so to clean up the floor lol :)

 

Posted

I have an npc male set with the ring trying to get semen bottles from them but not sure how can anyone help me?

 

If you have the drop bottles setting active, they'll drop them wherever they are when they "milk" themselves. If you don't, they'll have the bottles in their inventory. You'll either have to recruit them as followers and take the bottles from their inventory, steal the bottles from them, or kill them for those bottles.

Posted

alright ill do some profiling. but I've never seen that many stack ever. it already checks a few things like not dead in the condition set.

Posted

So here's a little example. I'm on my laptop at the moment and won't be able to use my main rig to reproduce the number of active scripts I was showing earlier. Here's a more or less vanilla game, load order: 

 

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
SexLab.esm
ZaZAnimationPack.esm
Schlongs of Skyrim - Core.esm
SexLabAroused.esm
hdtHighHeel.esm
SOS - VectorPlexus Regular Addon.esp
RaceMenuOverlays.esp
RaceMenuPlugin.esp
RaceMenu.esp
SOSRaceMenu.esp
SkyUI.esp
Schlongs of Skyrim.esp
FM_FollowerMod.esp
soulgem-oven.esp
Alternate Start - Live Another Life.esp
RaceMenuPluginXPMSE.esp
sr_FillHerUp.esp

I Coced to whiterunorigin and ran to the bannered mare and saved as quick as I could once the inn loaded. 17 active scripts, all of them SGO. I went through each script and picked out var1 Actor. Here are the results:
post-434567-0-28168500-1436561020_thumb.png
Some interesting things here: 
10 scripts attached to WIDeadBodyCleanupScript
1 script attached to TrainerGoldScript
1 script Attached to pAnoriathScript
5 scripts attached to "actors" only one of which would seem to be legitimate.
 
Commander Caius wasn't in the inn + he's male  (scratch that, I forgot there's a male side to this mod too)? Maybe script was leftover from outside. 
00037081 & 0001A676 I couldn't Prid to find out what or where they are. TesEdit lists them as above. References aren't NPCs though?
03003F5E is a bit odd. I Prid it and moved to it. I ended up outside Katlas farm outside Solitude. Tesedit reads it as LuciaREF. Console sees it as hearthfires furniture. Keep in mind that this is a new game on a pretty much vanilla load order. I wonder what else scripts are getting run on with lots of mods installed. 
 
Edit: You should try testing with Lively Inns and taverns. Seems to demonstrate the issue on it's own. Need to go to bed so I just did a quick test. I reached 175 active scripts at one point. Using tfc 1, I hand counted the number of NPCs in the inn. 51 npcs. 
 
Edit 2: Left skyrim running while I brushed the teeth. 1625 active scripts
Posted

 

 

 

So here's a little example. I'm on my laptop at the moment and won't be able to use my main rig to reproduce the number of active scripts I was showing earlier. Here's a more or less vanilla game, load order: 

 

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
SexLab.esm
ZaZAnimationPack.esm
Schlongs of Skyrim - Core.esm
SexLabAroused.esm
hdtHighHeel.esm
SOS - VectorPlexus Regular Addon.esp
RaceMenuOverlays.esp
RaceMenuPlugin.esp
RaceMenu.esp
SOSRaceMenu.esp
SkyUI.esp
Schlongs of Skyrim.esp
FM_FollowerMod.esp
soulgem-oven.esp
Alternate Start - Live Another Life.esp
RaceMenuPluginXPMSE.esp
sr_FillHerUp.esp

I Coced to whiterunorigin and ran to the bannered mare and saved as quick as I could once the inn loaded. 17 active scripts, all of them SGO. I went through each script and picked out var1 Actor. Here are the results:
Some interesting things here: 
10 scripts attached to WIDeadBodyCleanupScript
1 script attached to TrainerGoldScript
1 script Attached to pAnoriathScript
5 scripts attached to "actors" only one of which would seem to be legitimate.
 
Commander Caius wasn't in the inn + he's male  (scratch that, I forgot there's a male side to this mod too)? Maybe script was leftover from outside. 
00037081 & 0001A676 I couldn't Prid to find out what or where they are. TesEdit lists them as above. References aren't NPCs though?
03003F5E is a bit odd. I Prid it and moved to it. I ended up outside Katlas farm outside Solitude. Tesedit reads it as LuciaREF. Console sees it as hearthfires furniture. Keep in mind that this is a new game on a pretty much vanilla load order. I wonder what else scripts are getting run on with lots of mods installed. 

 

 

I can't be positive, but it could be an issue with the order in which your mods have their masters. That probably doesn't make much sense.

 

The following is going by the assumption that you haven't already done it:

 

Open TES5Edit with your load order, and right click on each mod from SexLab.esm down to the end. Each time choose the option to "Sort Masters". Click the + sign next to each of them, or the - to close, then + to refresh, to see if the File Header was altered. It should go bold if it was. If so, then your mods masters are not ordered correctly inside and when the mod does something set to what it thinks is the correct mod, it's actually pointing to another mod because your masters are in a different order than what the mod was created as.

 

By the way, after checking each mod, right click each one that had its masters reordered and then choose "Check for errors". That'll let you see if anything is still pointing to the wrong thing. Usually if it says something like "error: unresolved", or something similar, the mod is pointing to something that is missing from your load order. Some of those errors are just lines that can be removed from within whatever entry they're in. Some will require digging around to find the correct code to put in.

 

Of course, it's also possible that all your mods are fine and there's something bonkers going on with SGO. That's darkconsole's domain, however, not that I could help with it, I haven't a clue how SGO does what it does.

 

Posted

Ah I just threw that load order together to test on my laptop (not my main pc for skyrim). Normally I'll loot it but was in a hurry. 

 

Even so, some mod authors don't use LOOT, or it arranges mods differently for them. I know every time there's an update for LOOT, it alters my load order and I end up having to go through the process of reordering masters every time. And again when an author whose mod I had to reorder, updates their mod. If you have Wrye Bash, it will actually tell you if a mod's masters are out of order.

Posted

loot is junk compared to mark one eyeball.

 

right now all i can say is, "works for me" i haven't yet had time to dig in and see if there is something. 

 

you aren't hookimmersing are you? i see you have fill her up...

Posted

jezus! 209 is a mess. I was happely wandering around skyrim until i came to solitude. 5fps. wow, i mean i have a 4 core and an AMD R7 series but still with only 64

 mods currently and no graphics enhancements at all, that is a big drop. Still going to use 207 like Always. Looks like 209 likes to stick on anything it encounters.

 

edit: you might want add a warning that it might freeze your computer.

edit2: nevermind was a faulty HDT.xml and me forgetting to tell mys computer to use the dedicated graphics card instead of the integrated one. Oops

Posted

Alright, I'll try the sorting thing after work.

Not using hookmmerse there. Fill her up snuck in there before I noticed. Will test without it later.

 

@terrorofmorrowind

number of cores won't matter for gaming in general and SGO won't have much impact on vanilla skyrim either. The main problem seems to come from mods that add lots of npcs. Ie inconsequential npcs, interesting npcs, LIAT, hydra slaves, follower mods, stuff like that.

 

Running sgo on stuff like the cleanup script or references seems a bit odd though.

Posted

So I had a little free time in work here and went through that save with 175 active scripts. Attached is an excel sheet of the var1 variable I pulled from each active script and the corresponding formid. From the look of it there are 3 - 4 scripts running on each formid.Book1.xlsx

 

There are 3 active instances of the SGO_EffectUpdateCloak running. So, how often does the cloak script run? I mean pregnancy is slow right. I think the default is 7 days, whereas I prefer 3 weeks personally. Is there a need for the updates so often?

 

And is a cloak script necessary? Could you hook into sexlab orgasm event to add npcs instead and have a single update on cell load (at least for the female pregnancy side of the mod). Honestly I don't know a lot about modding, I'm just throwing ideas at you here.

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