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Posted

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

edit2: I literally took appart everything from my load order and it still doesn't do it! Are even supposed to be affected? I really hope i don't hve to reinstall skyrim again.

Posted

 

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

 

  Well I didn't mean just Papyrus.  Any requirement not up-to-date could cause issues. Or skeleton/bodymesh the bandits are using but I think you already tried that.?  If they're wearing a bodymesh-replacing armor/clothes as well.

Posted

 

 

 

 

edit: ugh, i'm apperently repeating myelf lol. yes, i know it sounds weard but the sgo 2 seemed to work better for some reason. Btw as said before the normal npc's work (uniques) but not bandits, soldiers, etc. That won't.

 

 

  You've probably heard this but double-check requirements are updated properly.  I remember I tried a beta version of PapyrusUtil a while back that didn't immediately cause issues but eventually caused frequent CTD's that I didn't immediately put together that it was PapyrusUtil beta causing the problem.

 

 

Could this really be the sole reason why it does work o everybody else except bandits?

edit: updated papyrus (which should have been updated with the newest sexlab), still nothing.

 

  Well I didn't mean just Papyrus.  Any requirement not up-to-date could cause issues. Or skeleton/bodymesh the bandits are using but I think you already tried that.?  If they're wearing a bodymesh-replacing armor/clothes as well.

 

nope all cbbe with the bodyslide followers use so everyone uses it.

 

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

Posted

 

nope all cbbe with the bodyslide followers use so everyone uses it.

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

Posted

 

 

nope all cbbe with the bodyslide followers use so everyone uses it.

edit:

YUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!! ("put your party symbol here because loverslab doesn't have one apparently")

 

I found it!!! Yeah!

I turned the .esm into a .esp with Wrye Bash and put it all the damn way down!!! :D

Damn, you can't believe how happy i am. On top of that it even works a hell of a lot faster too! (probably as was intended lol)

 

(sorry for the spamming btw hehe, i had to let off some steam lol)

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

Posted
20 hours ago,
said:

I'm currently trying SG3, I've not seen the breast or belly expansion work with any non-unique so far.  Works fine with followers and unique NPCs but bandits and so forth are a no go.  Heh, also discovered vampire milk no longer has any special properties and that after I went through quite a fight to capture one... kinda like trying to milk a porcupine.  LOL

 

 

Same.  They show everything in the menu, can be milked etc. but no visible signs.  Also just noticed that it is not playing with EC+ - I thought they played together now with Nio but I haven't had time to test.  Appears to be working for my PC, but Rosa was heavily pregnant and reverted to flat belly upon impregnation.  Will have to play around.

 

EDIT: From read only as lost in translation!

 

Posted

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

 

Edit: Per a previous commenters suggestion, I ESPified the ESM (I was always a bit curious why SGO would need to be an ESM) and let LOOT sort it out.  LOOT only moved the mod down a single spot, putting it below cutting room floor.  It's been running longer than it has previously, so you might have a problem with SGO3 when it hits an NPC from cutting room floor.  Not surprising, a number of mods need compatibility patches for CRF.

 

Nevermind... it just crashed, again.  One last try, I'll put it at the absolute end of the load order and see what happens.

Posted

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

Posted

 

 

 

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

 

 

no. don't post the esp. it being an ESM is what makes SGO moddable. i will research this to disprove it or not tonight. i am telling you though there is nothing to do with esm or esp, NiOverride does the scaling, StorageUtil keeps the data. none of which will be effected by where the ESM for Soulgem Oven is in the load order.

 

seriously though, the calls to store data and scale the body are done from script, and nioverride and storageutil has no idea that script is associated with dcc-soulgem-oven-000.esm its just like "someshit happened whatevs"

 

if i am wrong then pick a phallic shaped object and ill post a picture of it up my butt if i have one. actually you might want to pick like 10 to choose because i dont have that many things. if i am right maybe i still will.

 

Posted

 

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

 

 

All of this stuff IS up to date.  And yes, there are problems with 1.6/DD/Zaz, specifically armbinders are screwed up.  Also, since DDi 2.91 animations don't get chosen correctly for bound actors in many situations, so I'm still using 2.90.  I know about SGO2 stack dumping because I fixed it with a half dozen lines of code (mostly, given just the right circumstances, it still will)... I also modified it to use NiO, but the scaling method wasn't a problem, I only did it to run alongside MME/Fill Her Up without node fighting.  The non-NiO version will also run stable (with bomb shielding in place).

 

FYI, if you are curious how I fixed the stack dumping...  I limit it so only 1/6th of the actors should get updated per AOE, unless the gods of RNG aren't happy today.

 

Function UpdateActorData(Actor who)

 

    Int skipCount = GetIntValue(who,"SGO.SkipCount",missing=-1)

    

    if skipCount == -1

        skipCount = Utility.RandomInt(0,5)

    endif

 

    if skipCount > 0 && who != self.Player

        SetIntValue(who, "SGO.SkipCount", skipCount - 1)

        Return

    Endif

 

    SetIntValue(who, "SGO.SkipCount", 5)

 

 

 

It's not cutting room floor, removed it from my load order.  Just to clarify, I do all of my strest testing on nothing but fresh, new characters.  Even without my fixes SGO2 never died on me under light load and only crash dumped after stressing it for a while (the cause of that crash dump was obvious and it ran well enough to get me to want too, so I fixed it quick).  SGO3 I can hardly walk from one end of whiterun to the other before it crashes (exaggeration), it's acting like it's hitting a bad resource, like what happens when a nif is corrupted and the engine tries to load it.

 

 

Posted

Is a little bit weird for me.. initial installing was fine but after restart skyrim and reload the game only inseminate thru menu working but it doesn't works by having sex and the debugging msg not coming out even though debugging is enable.

 

Same issue happen when I start a new game , save and reload again... so I guess doesn't really related to save file

check ALL your pre-requisites and their prerequisites are updated

 

 

Same.  They show everything in the menu, can be milked etc. but no visible signs.  Also just noticed that it is not playing with EC+ - I thought they played together now with Nio but I haven't had time to test.  Appears to be working for my PC, but Rosa was heavily pregnant and reverted to flat belly upon impregnation.  Will have to play around.

  20 hours ago, EinarrTheRed said:

I'm currently trying SG3, I've not seen the breast or belly expansion work with any non-unique so far.  Works fine with followers and unique NPCs but bandits and so forth are a no go.  Heh, also discovered vampire milk no longer has any special properties and that after I went through quite a fight to capture one... kinda like trying to milk a porcupine.  LOL

 

 

 

EDIT: From read only as lost in translation!

 

 

yes, unfortunately even with nilo, other mods modifying the scaled settings tend to make things weird

as for the non-unique scaling just look at terrorofmorrowind's 

he's only been working on it since september

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

 

Edit: Per a previous commenters suggestion, I ESPified the ESM (I was always a bit curious why SGO would need to be an ESM) and let LOOT sort it out.  LOOT only moved the mod down a single spot, putting it below cutting room floor.  It's been running longer than it has previously, so you might have a problem with SGO3 when it hits an NPC from cutting room floor.  Not surprising, a number of mods need compatibility patches for CRF.

 

Nevermind... it just crashed, again.  One last try, I'll put it at the absolute end of the load order and see what happens.

update your skeleton and your fnis, remove fnisn sexymove, if you still have problems check what darkconsole said below here, then if you still have problems post a papyrus log 

 

 

I'm not going to read through the last dozen or so pages to find out if anyone is having similar problems, but SGO3 is way, way less stable than SGO2, despite SGO2's script bombing.  (FYI, I customized the controller script to lighen the load and not process all actors on each AOE) 

 

SGO2 will run forever under heavy script load (I know how to stress an engine to death), though even with my modified script it will still stack dump a few times in a twenty four hour period (yes, I have run a stress test for that long).  But mostly, it's stable.  SGO3, for whatever reason, is very, very unstable and won't even handle a fraction of the punishment.  SGO3 tends to CTD in under thirty minutes, consistently. 

 

Yes, I am using PapyrulUtils 3.1 with SL 1.59 due to the problems with 1.60 and devious devices/zaz animations (6.07).  The only difference being tested here is what version of SGO is running.

 

if you modded SGO2 then you are no longer running SGO2. SGO2 will not run forever under heavy script load. it will stack dump your engine even with very few script mods in solitude unless your PC is baller as hell, and that just means you are getting lucky that your CPU is able to keep up.

 

Update your SKSE, Update your Racemenu/NiOverride, crashes will go away.

 

Also there are 0 problems with Zaz and SL 1.6. I only play tested this mod for 4 months. If you are having problems with the dependencies of this mod then of course it will fuck up, too. You have to get the stage stable before putting on a rock show.

 

you forgot to mention more important than those, the skeleton needs to be updated----i'd been running with sxpmse2.8x thru out the entire beta version, had to update to the latest to get skyrim stable again when sgo3 came out of beta

updating to the latest skeleton also required latest fnis6

Posted

 

 

 

 

 

is it alright for me to upload the .esp here? It's the least i can do for bothering you the whole time. (might be tomorrow though, going to test it a bit more).

 

 

  You sure just the lower load order (higher index) didn't do it?  And congratz

 

 

yeah, i don't really know what i did. i made it an esp so that i could move it down.

 

 

no. don't post the esp. it being an ESM is what makes SGO moddable. i will research this to disprove it or not tonight. i am telling you though there is nothing to do with esm or esp, NiOverride does the scaling, StorageUtil keeps the data. none of which will be effected by where the ESM for Soulgem Oven is in the load order.

 

seriously though, the calls to store data and scale the body are done from script, and nioverride and storageutil has no idea that script is associated with dcc-soulgem-oven-000.esm its just like "someshit happened whatevs"

 

if i am wrong then pick a phallic shaped object and ill post a picture of it up my butt if i have one. actually you might want to pick like 10 to choose because i dont have that many things. if i am right maybe i still will.

 

i think what he's shown here is that the scripts telling nilo what to do need some priority by skyrim law it's going to take the last loaded

Posted

you forgot to mention more important than those, the skeleton needs to be updated----i'd been running with sxpmse2.8x thru out the entire beta version, had to update to the latest to get skyrim stable again when sgo3 came out of beta

updating to the latest skeleton also required latest fnis6

 

 

XPMSE 3.49.  No FNIS Sexy Move.  I'm sure it works well for most modders, but not with sexlab configurations.  nothing sexy about your ladies sliding about the room glitchingly.  Also the most recent FNIS.  In fact, every single one of my mods is current as of last week (with the exception of SL and DDi).  I just ran a twenty four hour stress test yesterday and my engine is very stable.

 

This is the log from the run without cutting room floor.  Be aware, this affected my load order as I had to remove some patches (merged and bashed). 

Papyrus.1.log

Posted

going bandit hunting @terrorofmorrowind

 

LTRlUu9l.png


got one! fell right into my trap. drink a jug of imperial milk to calm her down so i can insert gems.

 

XU9oNeVl.png


it is at this point that i actually figured out what is wrong, but science must be done to make sure.

Posted

so i fill this bitch with gems because bitches love gems. and as reported, her body does not scale?

"what the fuck" darkcee asks herself

 

thankfully, the data is still in there. this validates the main thing in that nio and su dont know or care what mod a script call comes from. so if we have data, something must be buggered with the scaling code itself.

 

czJ7Ebdl.png

 

however, i am determined, plus i already figured out what is wrong.

Posted

so here is the thing about unnamed actors. they are all based on a singular actor deep down. all bandits are based off a bandit. most of those (if not all) are male. soulgem oven was using GetActorBase instead of GetLeveledActorBase which meant it was reporting the male instead of the runtime selected variant, which sometimes happens to be female depending on rng. that is how each time they respawn they are different geared, or sexes, or with variants in the name and strength. i might have pulled a random asshole like a vigilant of stendarr when i tested, who might have some female bases.

 

so some changes to the code were made, in fact just a giant string replace, then we wait a few days for the milks and gems to come in. 

 

0SkrUURl.png

 

she was very displeased at being used in our experiment without so much as even asking, yet alone paying. but as we can see, they are now scaling. as expected, it had nothing to do with the ESP/ESM. bascally if you tell NiO the wrong sex for an actor you dont see the scales.

 

so i owe you half an apology, your struggle is real, but your solution is a myth. try this beta version. beta test version. it also includes half done milk jugs that i was working on but stopped to figure this problem out.


editors note, if anyone wants to record an epic god-like shouting of "CALLLLLLLM UR TIIIIIIIIIITS" ill add it to the imperial milk drinking effect lol.

dcc-soulgem-oven-303a.zip

Posted

 I'd like to unsee the test bandit's face now.

 

LOL.  Unfortunately, that might have made the bandits day (or not)... it did not fix what I'm seeing. 

 

I completely stripped my load order down to just SL, DD, SGO3 and required dependencies.  Still CTD in under fifteen minutes.  All I'm doing is running the random sex mod out in the middle of whiterun.  Keep in mind, my fully loaded list ran without crashing or locking up with SGO2 (w/patch) for 24 hours (I've had it run for hours even without my fix).  I just reinstalled everything from the ground up over the last couple of weeks, nothing is out of date.

 

Here's my load order and logs.

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
SexLabAroused.esm
ZaZAnimationPack.esm
Schlongs of Skyrim - Core.esm
hdtHighHeel.esm
dcc-soulgem-oven-000.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
FNIS.esp
RaceMenuMorphsCBBE.esp
RaceMenuMorphsUUNP.esp
SC07SexLabRandomAttack.esp
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Remodeled Armor - Vanilla Replacer.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Devious Devices - For the Masses II.esp
SOSRaceMenu.esp
XPMSE.esp
Devious Deviants.esp
UIExtensions.esp
RaceMenu.esp
RaceMenuPlugin.esp
SkyUI.esp
Alternate Start - Live Another Life.esp

Papyrus.0.log

Posted

dcc_sgo appears in that log twice, and thats just game initialisation.

 

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Schlongs of Skyrim - Core.esm
dcc-soulgem-oven-000.esm
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
Devious Devices - Assets.esm
Unofficial Skyrim Legendary Edition Patch.esp
ZaZAnimationPack.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
SkyUI.esp
XPMSE.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOSRaceMenu.esp
dD - Realistic Ragdoll Force - Realistic.esp
Schlongs of Skyrim.esp
SOS - VectorPlexus Regular Addon.esp
AutoPV.esp
Blush When Aroused.esp
Brawl Bugs CE.esp
dcc-furious-000.esp
dc-untamed-000.esp
dcc-garden.esp
dcc-onechest-000.esp
12FemaleBrows.esp
Fusax2.esp
KS Hairdo's.esp
KS Hairdos - HDT.esp
The Dance of Death.esp
UIExtensions.esp
TanningSmeltingExp.esp
ShocksCookingSkillHF.esp
dcc-misc.esp
FNIS.esp
MoreNastyCritters.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
ethereal_elven_overhaul.esp
SBF All In One + DLC.esp
Female Orc Walk Only.esp
FemaleHiemskr.esp
Ciceriareplacor.esp
AddItemMenu.esp
Customizable Camera.esp
AutoLockpick.esp
HelmetToggle2.02b.esp
HoodlessDragonpriestMasks1_0.esp
HoodlessDragonpriestMasksPlus1_0.esp
InstantMining.esp
Lieyes_v1.0.esp
MikanEyes All in one.esp
SOS Equipable Schlong.esp
BDOrcSchlong.esp
PinupPoseMCM.esp
SmartCast_1_0.esp
FasterArrows75.esp
Auto Unequip Ammo.esp
FortifyBlock.esp
DualWieldingLikeABoss.esp
Immersive Sounds - Compendium.esp
Alchemical Arrows.esp
dc-display-model-2.esp
AMatterOfTime.esp
Skyrim Carriages - Hearthfire - UHFP.esp
Mystical Illumination.esp
Point The Way.esp
Mystical Illumination for Point the Way.esp
WayshrinesIFT.esp
dc-pony-pack-000.esp
Plush Backpack.esp
dcc-topaz.esp
Ghosu - Horker Bow.esp
UniqueBows.esp
Hermaeus Mora's Caress.esp
PrayAtShrines.esp
No More Glowing Edges.esp
Skysan_SoulGems.esp
Recycling_Unenchanted_Basics_Weapons_1.0.esp
Brevi_MoonlightTales.esp
My Home Is Your Home.esp
Brevi_MoonlightTalesEssentials.esp
Nakrulz's Zipsuit.esp
Nakrulz's Latex Corset.esp
Alternate Start - Live Another Life.esp
dc-untamed-100-tattoos.esp
AK_RM_PubicStyles_All_In_One.esp
StopAttackingToStartBlocking.esp
aMidianborn_Skyforge_Weapons.esp
Breezehome Lolis.esp
FNISSexyMove.esp
Unique Uniques.esp
Weapon Parry Module.esp
Treasures of Tamriel.esp
TKDodge.esp
dcc-soulgem-oven-100-milker.esp
dcc-mse-cowgirl.esp
JemWM.esp
 
Posted

dcc_sgo appears in that log twice, and thats just game initialisation.

 

so.

 

So?  It's only in my load order once... not exactly sure what you're getting at?

Posted

 

dcc_sgo appears in that log twice, and thats just game initialisation.

 

so.

 

So?  It's only in my load order once... not exactly sure what you're getting at?

 

 

meaning its not causing Errors? because thats what Papyrus.log is for, showing errors.

Posted

 

 

dcc_sgo appears in that log twice, and thats just game initialisation.

 

so.

 

So?  It's only in my load order once... not exactly sure what you're getting at?

 

 

meaning its not causing Errors? because thats what Papyrus.log is for, showing errors.

 

 

I'm a software engineer, I know what log files are for... my load order is exactly as listed.  SGO is not listed twice and I get that it should not be initializing twice.

 

I'm looking closely at that log and I don't see any other mod duplicating it's init....

 

Posted

no... you... are you just being overly defensive and missing it?

 

soulgem oven scripts are prefixed dcc_sgo_ so if they were causing errors that were causing crashes, you would see all sorts of shit like "dcc_sgo_QuestController blah blah on a None object" or some shit. that log is completely clean of SGO fuckery, ergo i continue to believe it is not SGO3 from that and from having just spent debugging that other problem for 2 hours without crashing.

 

its not a duplicated init. its MCM saying "i found this shit" and then after "im done loading this shit"


> grep -rn "INITIAL" Papyrus.0.log
10:[12/08/2015 - 11:05:39PM] [dcc_sgo_QuestMenu <dcc_sgo_QuestMenu (0B005E76)>] INITIALIZED
33:[12/08/2015 - 11:05:39PM] [sos_config <SOS_Config (13007F85)>] INITIALIZED
35:[12/08/2015 - 11:05:39PM] [hdtHighHeelMCM <hdtHighHeel_ConfigMenu (0A000804)>] INITIALIZED
36:[12/08/2015 - 11:05:39PM] [sslConfigMenu <SexLabConfigurationMenu (06079840)>] INITIALIZED
39:[12/08/2015 - 11:05:39PM] [zadconfig <zadConfigQuest (0D01A282)>] INITIALIZED
40:[12/08/2015 - 11:05:39PM] [sKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (21000822)>] INITIALIZED
42:[12/08/2015 - 11:05:39PM] [XPMSEMCM <XPMSEMCM (1C000888)>] INITIALIZED
55:[12/08/2015 - 11:05:39PM] [ftmmcmconfigmenu <FtMMenu (1A016E85)>] INITIALIZED
56:[12/08/2015 - 11:05:39PM] [sc07configquest <SC07ConfigQuest (12000D62)>] INITIALIZED
71:[12/08/2015 - 11:05:39PM] [slaconfigscr <sla_Config (0701C6E0)>] INITIALIZED
76:[12/08/2015 - 11:05:39PM] [sKI_ConfigMenu <SKI_ConfigMenuInstance (21000820)>] INITIALIZED
172:[12/08/2015 - 11:05:44PM] [zbfconfig <zbfConfig (0800C243)>] INITIALIZED
176:[12/08/2015 - 11:05:44PM] [sos_config <SOS_Config (13007F85)>] INITIALIZED\

 

 

 
> grep -rn "at MCM" Papyrus.0.log
73:[12/08/2015 - 11:05:39PM] [dcc_sgo_QuestMenu <dcc_sgo_QuestMenu (0B005E76)>]: Registered Soulgem Oven III at MCM.
74:[12/08/2015 - 11:05:39PM] [sc07configquest <SC07ConfigQuest (12000D62)>]: Registered Random Sex at MCM.
75:[12/08/2015 - 11:05:39PM] [sos_config <SOS_Config (13007F85)>]: Registered Schlongs Of Skyrim at MCM.
84:[12/08/2015 - 11:05:39PM] [ftmmcmconfigmenu <FtMMenu (1A016E85)>]: Registered DD - For the Masses at MCM.
86:[12/08/2015 - 11:05:39PM] [hdtHighHeelMCM <hdtHighHeel_ConfigMenu (0A000804)>]: Registered $hdtHighHeel_menuname at MCM.
87:[12/08/2015 - 11:05:39PM] [XPMSEMCM <XPMSEMCM (1C000888)>]: Registered XPMSE at MCM.
127:[12/08/2015 - 11:05:39PM] [zadconfig <zadConfigQuest (0D01A282)>]: Registered Devious Devices at MCM.
477:[12/08/2015 - 11:05:55PM] [slaconfigscr <sla_Config (0701C6E0)>]: Registered SexLab Aroused at MCM.
480:[12/08/2015 - 11:05:55PM] [zbfconfig <zbfConfig (0800C243)>]: Registered ZaZ Animation Pack at MCM.
481:[12/08/2015 - 11:05:55PM] [sos_config <SOS_Config (13007F85)>]: Registered Schlongs Of Skyrim at MCM.
483:[12/08/2015 - 11:05:55PM] [sKI_ConfigMenu <SKI_ConfigMenuInstance (21000820)>]: Registered SKY UI at MCM.
924:[12/08/2015 - 11:06:05PM] [sslConfigMenu <SexLabConfigurationMenu (06079840)>]: Registered SexLab at MCM.

 

 

 

> grep -rn "dcc_sgo_" Papyrus.0.log
10:[12/08/2015 - 11:05:39PM] [dcc_sgo_QuestMenu <dcc_sgo_QuestMenu (0B005E76)>] INITIALIZED
73:[12/08/2015 - 11:05:39PM] [dcc_sgo_QuestMenu <dcc_sgo_QuestMenu (0B005E76)>]: Registered Soulgem Oven III at MCM.

 

 

 

Posted

 

no... you... are you just being overly defensive and missing it?

 

soulgem oven scripts are prefixed dcc_sgo_ so if they were causing errors that were causing crashes, you would see all sorts of shit like "dcc_sgo_QuestController blah blah on a None object" or some shit. that log is completely clean of SGO fuckery, ergo i continue to believe it is not SGO3 from that and from having just spent debugging that other problem for 2 hours without crashing.

 

its not a duplicated init. its MCM saying "i found this shit" and then after "im done loading this shit"

 

Congratz, it successfully initialized.  And then it runs just fine with practically no errors at all.  It's a very clean log file... lots of mods throw errors during init (usually looking for other mods).  You do realize the problem happens while the game engine is running?  That without SGO3 it will run indefintely doing the exact same thing?

 

 

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