terrorofmorrowind Posted December 8, 2015 Posted December 8, 2015 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.
Kitsone Posted December 8, 2015 Posted December 8, 2015 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.
terrorofmorrowind Posted December 8, 2015 Posted December 8, 2015 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!!! 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).
Kitsone Posted December 9, 2015 Posted December 9, 2015 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!!! 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
terrorofmorrowind Posted December 9, 2015 Posted December 9, 2015 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!!! 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.
Stiffon Posted December 9, 2015 Posted December 9, 2015 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 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!
halotosis Posted December 9, 2015 Posted December 9, 2015 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.
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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.
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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.
halotosis Posted December 9, 2015 Posted December 9, 2015 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.
CliftonJD Posted December 9, 2015 Posted December 9, 2015 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
CliftonJD Posted December 9, 2015 Posted December 9, 2015 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
halotosis Posted December 9, 2015 Posted December 9, 2015 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
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 going bandit hunting @terrorofmorrowind got one! fell right into my trap. drink a jug of imperial milk to calm her down so i can insert gems. it is at this point that i actually figured out what is wrong, but science must be done to make sure.
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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. however, i am determined, plus i already figured out what is wrong.
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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. 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
Kitsone Posted December 9, 2015 Posted December 9, 2015 I'd like to unsee the test bandit's face now.
halotosis Posted December 9, 2015 Posted December 9, 2015 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
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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
halotosis Posted December 9, 2015 Posted December 9, 2015 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?
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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.
halotosis Posted December 9, 2015 Posted December 9, 2015 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....
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 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.
halotosis Posted December 9, 2015 Posted December 9, 2015 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?
darkconsole Posted December 9, 2015 Author Posted December 9, 2015 dude i don't think i can help you. i'm just gonna step back from this for now.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now