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Posted
On 2/8/2019 at 9:12 PM, Bane Master said:

You game is dumping stacks, this is very bad - I'm afraid this is not a problem with BF but a symptom of your game being seriously broken

How can you understand papyrus when a game is broken or not?Im trying to fix my papyrus errors but idk how to interpret it.

Posted
31 minutes ago, XarisZ said:

How can you understand papyrus when a game is broken or not?Im trying to fix my papyrus errors but idk how to interpret it.

No need for that iin this case.

If Papyrus is "stack dumping" it means it is out of order, lost and internal values and behaviour are not coherent anymore. You have left the defined states and are now in in "undefined" territory => broken game. Unfortunetly , in too many cases it is not recoverable.

See uncle's procedure above. If you are lucky, it will save your day.

 

Many reasons can lead to it, but the most common is loading too many tasks onto your Skyrim. Bad programming style might be the second most common reason.

 

Back to your "Im trying to fix my papyrus errors" => You would

  1. need to know which mod caused which error
  2. not all papyrus lines are real errors
  3. not att papyrus errors are able to be fixed by you
  4. need to understand the mod that is writing the "error" to your log
  5. ask the mod author, or
  6. seek help in the technical support section, when you can't figure it out at all. :classic_smile:

 

Posted
23 hours ago, worik said:

No need for that iin this case.

If Papyrus is "stack dumping" it means it is out of order, lost and internal values and behaviour are not coherent anymore. You have left the defined states and are now in in "undefined" territory => broken game. Unfortunetly , in too many cases it is not recoverable.

See uncle's procedure above. If you are lucky, it will save your day.

 

Many reasons can lead to it, but the most common is loading too many tasks onto your Skyrim. Bad programming style might be the second most common reason.

 

Back to your "Im trying to fix my papyrus errors" => You would

  1. need to know which mod caused which error
  2. not all papyrus lines are real errors
  3. not att papyrus errors are able to be fixed by you
  4. need to understand the mod that is writing the "error" to your log
  5. ask the mod author, or
  6. seek help in the technical support section, when you can't figure it out at all. :classic_smile:

 

 

1st of all which log do i check 1st?Is there a specific order?

I also see alot of warnings in my logs from some mods i know(Footprint and TDF aroused idles).I get a CTD outside of markarth but its irrelevant to beeing female.I really wanna learn how to understand my papyrus issues 1st.Sorry for posting this here.

Can you show me how a "normal"log would look like?

edit:removed the wrong pap log

 

 

Posted

Ah i thought the logs go 0>1>2>3 not the opposite way and yeah i have.Does merging mods create issues in papyrus?

Here's the latest one.

I started a new game just to see if i still get the CTD in markarth and this log is untill that crash.

I notice alot of footprint related logs,are those a bad thing?I have this mod merged with a couple of other mods could that be the issue that causes the logs or the merge doesnt matter?

Papyrus.0.log

Posted
10 minutes ago, XarisZ said:

Does merging mods create issues in papyrus? 

No, at least

  • none if you merged it correctly and didn't mess it up
  • merging doesn't introduce new ones, that wouldn't have been there with all the standalone mods of te merge.

 

Suggestion: to help keep the BF thread on purpose, could you open your own thread in the technical support section for your "cleaning up" topic, please?

At least for all those questions that are not dedicated to BF

Posted
9 minutes ago, worik said:

No, at least

  • none if you merged it correctly and didn't mess it up
  • merging doesn't introduce new ones, that wouldn't have been there with all the standalone mods of te merge.

 

Suggestion: to help keep the BF thread on purpose, could you open your own thread in the technical support section for your "cleaning up" topic, please?

At least for all those questions that are not dedicated to BF

Sure

Posted

So I'm using several mods that have pregnancy systems: Untamed, Beeing Female, and Player Succubus...Untamed and Beeing Female played together just fine and the BF system worked including belly scaling.

 

After introducing the Succubus Quest mod belly scaling has stopped and I get the negative phase timer glitch...I can deal with having to manually refresh the phases in game but the whole reason I downloaded was for the belly part. Any ideas on how to get them to work together?

Posted
50 minutes ago, expertgamer said:

How do you even uninstall this? Clicked the Uninstall option in the MCM option. Save then uninstalled in the Mod Manager. Open up save gives me a corrupted message.

This is one of the mods that you cant remove from your game, you will break your save, you need to start one new game.

Why do you want to remove it?

You can turn it off. But you cant remove it.

Posted
12 hours ago, Uncle64 said:

Why do you want to remove it?

You can turn it off. But you cant remove it.

I test mods that I use. Try out every option and such. See if it can be uninstalled mid game.

Posted

@expertgamer
The fact is that you cant remove this mod and more then 80% of them, or so safe. You dont see the issues until later when it is to late.

The only safe way is to rollback your save to one BEFORE you installed the mod.

 

Safe mods are often clothes, bodys and textures. As soon one mod add scripts and packages to your game you are doomed, all is about how Skyrim saves data in your save.

You cant safe clean out scripts from your save even if you use one "cleaner" there is limitations.

Posted

@Uncle64

 

I know all that stuff already. No need to tell me again. The reason for my question and issue in the first place is the fact there is an option to uninstall when in fact it cannot be uninstalled.

 

Also the issue with scripts in your save file can be easily fixed with Fallrim tools. No issues with it after uninstalling a lot of script 'heavy' mods mid-game and cleaning the save with Fallrim Tools. Then again, those mods usually have an uninstall feature.

Posted

Sorry to say but you are wrong.

It is well known that you cant remove all scripts from your save. You can terminate them, some can be removed, but you cant fully remove one mod.

 

It is all about how Skyrim saves. Even if you remove the script, you still cant remove all settings it have done. There is no going back in skyrim.

 

Or do you try to edit new settings in your save whit FallrimTools? If so you need to know all values that you did have in your save before you did add this mod.

 

The uninstall in this mod is more or less only for terminate the scripts so you can update the mod it self.

You do as you wish.

 

 

 

 

Posted
On 2/15/2016 at 9:39 PM, milzschnitte said:

Thanks, ok it seems I've misunderstood a feature in FNIS or it's a mistake from FNIS.. dunno... it seems the "variable" I'm fetching from the Animation file is only handled, when the player is drawn. In First Person, without any special mods, the character isn't drawn so the variable is unavailable.

I've an first person mod installed so my character is always drawn and the variable is always available.

Thank you uncle, you are a hero :)

For me this would take ages to figure out the problem, because of the first person mod.....

But I've used the same things to check the animation, SexLab is using (the old version I'm using... I think it's SSL 1.59).

 

Ok, now we know where the problem i, and ifyou want to enable animations, you need to be in third person whenever you are loading the game, or you having a third person mod installed.

I will fix this for sure as soon as I know where this MCM bug cames from.

Don't know if I've already changed some script parts in FWSystem, otherwise I would upload a hot fix for this, too.

 

Maybe someone else can upload a fix.

In FWSystem.psc just delete Line 358 - 378

This should be:


if FNIS.VersionCompare(5, 4, 2) < 0
if animationsOK==true
Debug.Notification(Content.FNISNotInstalled)
endif
cfg.PlayAnimations=false
animationsOK = false
LoadState=10
elseif FWVersion.GetAnimationVersion() < FWVersion.GetAnimationVersionRequired()
if animationsOK==true
Debug.Notification(Content.FNISOverdue)
endif
cfg.PlayAnimations=false
animationsOK = false
LoadState=11
else
if animationsOK==false || bFirstRun==true
Debug.Notification(Content.FNISUsing)
endif
animationsOK=true
LoadState=12
endif

And instead you must write it:

 


animationsOK=true

 

This should do the job

 

I noticed that while using the patch Bane Master's made you can't apply this fix,is there another way to fix this issue?

Posted

Im getting a papyrus  error that's related with Beeing Female

Spoiler

 Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 8 on  (84061084)].FWAbilityBeeingFemale.RegisterForSingleUpdate() - "<native>" Line ?
    [Active effect 8 on  (84061084)].FWAbilityBeeingFemale.OnUpdate() - "FWAbilityBeeingFemale.psc" Line 156

 

and

 

Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 11 on  (7F03194C)].FWAbilityBeeingFemale.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [Active effect 11 on  (7F03194C)].FWAbilityBeeingFemale.OnUpdateGameTime() - "FWAbilityBeeingFemale.psc" Line 235

 

The active effect swaps between 4-6-7-8-10-11 for both errors/

Is this something i should be concerned about?

Posted
On 2/24/2019 at 7:29 PM, XarisZ said:

Im getting a papyrus  error that's related with Beeing Female

  Reveal hidden contents

 Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 8 on  (84061084)].FWAbilityBeeingFemale.RegisterForSingleUpdate() - "<native>" Line ?
    [Active effect 8 on  (84061084)].FWAbilityBeeingFemale.OnUpdate() - "FWAbilityBeeingFemale.psc" Line 156

 

and

 

Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 11 on  (7F03194C)].FWAbilityBeeingFemale.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [Active effect 11 on  (7F03194C)].FWAbilityBeeingFemale.OnUpdateGameTime() - "FWAbilityBeeingFemale.psc" Line 235

 

The active effect swaps between 4-6-7-8-10-11 for both errors/

Is this something i should be concerned about?

 

Nobody else encountered this error?

Posted

Since you've been watching this thread longer than me could you shed some light?I found that you also had that problem so could you just tell me how you solved it or just point me to the post since there's more than a dozen for this matter.

Has it even been fixed?I didnt see milzschnitte saying anything about fixing it.

edit:nvm it hasnt been fixed yet.

Posted

it looks i have a bit of a problem with the belly

 

when wearing nothing or light armors and such it works but when wearing heavy armor it stays flat even throughout multiple mods

 

but using the slides on bodyslide and racemenu it works fine?

 

is it supposed to be like this? is there a fix?

Posted
3 hours ago, doopdoo said:

it looks i have a bit of a problem with the belly

 

when wearing nothing or light armors and such it works but when wearing heavy armor it stays flat even throughout multiple mods

 

but using the slides on bodyslide and racemenu it works fine?

 

is it supposed to be like this? is there a fix?

Try to set Pregnancy & Birth >> Visual Scaling type *Skeleton (NIOVERRIDE) save and load save. If not try to type bf:test in console.

In bodyslide set to -Zeroed Sliders- when building the default body.

Check if meshes\actors\BodyGenData\XPMSE.esp\morphs.ini and templates.ini is ok.

Posted
10 hours ago, Swe-DivX said:

Try to set Pregnancy & Birth >> Visual Scaling type *Skeleton (NIOVERRIDE) save and load save. If not try to type bf:test in console.

In bodyslide set to -Zeroed Sliders- when building the default body.

Check if meshes\actors\BodyGenData\XPMSE.esp\morphs.ini and templates.ini is ok.

nope no dice :c

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