Jump to content

Recommended Posts

  • 4 weeks later...
On 10/29/2019 at 6:25 PM, Durante said:

The MCM says there's 0 badass npc's but they're riddled in forts, like 10 or more of them. If I install the badassless patch, can I add them through MCM?

To prevent misunderstandings you could make a screenshot of your SDcages MCM and post it here.

For the badass NPCs to appear you have to tick the checkbox and rise the number on the left side in MCM for every type of SDcages NPC you want to be added to the Spawnlists.

On the right side of the MCM you can see how many got loaded already.

 

The badassless patch should -in theory- remove all badass NPCs.

 

Also: I guess the SDcages MCM shows only the BadassNPC that are loaded in the cell your are in

Link to comment
On 10/29/2019 at 8:20 PM, donttouchmethere said:

To prevent misunderstandings you could make a screenshot of your SDcages MCM and post it here.

For the badass NPCs to appear you have to tick the checkbox and rise the number on the left side in MCM for every type of SDcages NPC you want to be added to the Spawnlists.

On the right side of the MCM you can see how many got loaded already.

 

The badassless patch should -in theory- remove all badass NPCs.

 

Also: I guess the SDcages MCM shows only the BadassNPC that are loaded in the cell your are in

 

This is what I'm talking about. It's 0 but the forts are always full of them.

Link to comment
1 hour ago, Durante said:

 

This is what I'm talking about. It's 0 but the forts are always full of them.

Hope Inte has a good answer for this.

Not sure if other mods would add those too, you could check one with console and see what mod had an influence.

If you want to be super sure that SDcages doesn't spawn badass bandits, than you need the badlesspatch I guess.

Link to comment
On 10/29/2019 at 2:20 PM, donttouchmethere said:

Also: I guess the SDcages MCM shows only the BadassNPC that are loaded in the cell your are in

... and only while you are in that cell. It gets reset once you leave that cell. Also, it only shows newly loaded NPCs. 

 

The reason I did it per cell instead of per location is because outside, most bandit camps are in one location, aka 'Wilderness'. So the mod would fill the camp closest to you full of bandits limited by the number set in the MCM and that is it. No more bandits until you go inside and come back out again.  

Link to comment
17 hours ago, donttouchmethere said:

Hope Inte has a good answer for this.

Not sure if other mods would add those too, you could check one with console and see what mod had an influence.

If you want to be super sure that SDcages doesn't spawn badass bandits, than you need the badlesspatch I guess.

You have to make your MCM selection before you get to that cell.

Once the badass NPCs are loaded, they are there to stay*, unless you kill them, then the new NPCs that replace them will respect your MCM settings. 

 

Also, the number set in the MCM is the NPCs per cell not per camp. So if you leave the cell and then come back, the NPCs will double (up to the max No of NPC/cell which is a max of 10). This feature can be turned off in the MCM. (Uncheck the option 'Badass NPCs Spawn with Every Cell Load' something like that.)

 

*- For safety reasons, to make sure your Master will not de-spawn mid enslavement. 

Link to comment
  • 2 weeks later...
  • 1 month later...

I made a new game with the latest SD+ and SD Patches, and using the current SD Cages (which I was using before without this spam).

I also added DEC, which I didn't use previously.

 

Unlike my old game, I am getting a log absolutely full of spam from SD Cages. Thousands, and thousands of lines of spam.

 

Some is like this:

 

Spoiler

Dumping stack 2877:
[12/26/2019 - 02:21:01PM]     Frame count: 5 (Page count: 1)
[12/26/2019 - 02:21:01PM]     State: Waiting on other stack for call (Freeze state: Freezing)
[12/26/2019 - 02:21:01PM]     Type: Initialization Event
[12/26/2019 - 02:21:01PM]     Return register: None
[12/26/2019 - 02:21:01PM]     Has stack callback: No
[12/26/2019 - 02:21:01PM]     Stack trace:
[12/26/2019 - 02:21:01PM]         [ (EA0C311A)].iSDcGetActorReady.iSDcActorBusy() - "iSDcGetActorReady.psc" Line 229
[12/26/2019 - 02:21:01PM]             IP: 231    Instruction: 4    Line: 229
[12/26/2019 - 02:21:01PM]             [::temp51]: True
[12/26/2019 - 02:21:01PM]             [::NoneVar]: None
[12/26/2019 - 02:21:01PM]             [::temp52]: True
[12/26/2019 - 02:21:01PM]             [::temp56]: ""
[12/26/2019 - 02:21:01PM]             [iTimeout]: 1
[12/26/2019 - 02:21:01PM]             [::temp53]: False
[12/26/2019 - 02:21:01PM]             [::temp55]: 1
[12/26/2019 - 02:21:01PM]             [::temp54]: False
[12/26/2019 - 02:21:01PM]         [ (EA0C311A)].iSDcGetActorReady.onBeginState() - "iSDcGetActorReady.psc" Line 38
[12/26/2019 - 02:21:01PM]             IP: 0    Instruction: 0    Line: 38
[12/26/2019 - 02:21:01PM]             [::NoneVar]: None
[12/26/2019 - 02:21:01PM]             [::temp4]: 0.000000
[12/26/2019 - 02:21:01PM]             [::temp5]: 0.000000
[12/26/2019 - 02:21:01PM]             [::temp6]: False
[12/26/2019 - 02:21:01PM]             [::temp7]: False
[12/26/2019 - 02:21:01PM]             [::temp8]: 0
[12/26/2019 - 02:21:01PM]             [::temp9]: 0
[12/26/2019 - 02:21:01PM]         [ (EA0C311A)].iSDcGetActorReady.GotoState() - "Form.psc" Line ?
[12/26/2019 - 02:21:01PM]             IP: 70    Instruction: 2
[12/26/2019 - 02:21:01PM]             [newState]: "GetReady"
[12/26/2019 - 02:21:01PM]             [::NoneVar]: None
[12/26/2019 - 02:21:01PM]         [ (EA0C311A)].iSDcGetActorReady.LoadState() - "iSDcGetActorReady.psc" Line 247
[12/26/2019 - 02:21:01PM]             IP: 657    Instruction: 14    Line: 247
[12/26/2019 - 02:21:01PM]             [sThatState]: "GetReady"
[12/26/2019 - 02:21:01PM]             [::temp57]: "iSDcGetActorReady.["
[12/26/2019 - 02:21:01PM]             [::temp58]: "iSDcGetActorReady.[].LoadState():-> "
[12/26/2019 - 02:21:01PM]             [::NoneVar]: None
[12/26/2019 - 02:21:01PM]             [::temp59]: True
[12/26/2019 - 02:21:01PM]             [sThisState]: ""
[12/26/2019 - 02:21:01PM]         [ (EA0C311A)].iSDcGetActorReady.OnInit() - "iSDcGetActorReady.psc" Line ?
[12/26/2019 - 02:21:01PM]             IP: 0    Instruction: 0
[12/26/2019 - 02:21:01PM]             [::temp0]: False

I have thousands of these frozen stacks from SD Cages.

 

 

And some is like this:

 

Spoiler

[12/26/2019 - 02:26:00PM] warning: Property slaNaked on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property whiterunSpace on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ValidAttacker7 on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property PlayerMon on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property solitudeSpace on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ValidAttacker9 on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ActorTypeNPC on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property NPCSearchScript on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ValidAttacker8 on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property SexLab on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ValidAttacker1 on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property ValidAttacker5 on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property aroused on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property
[12/26/2019 - 02:26:00PM] warning: Property crdeSearchRange on script crdenpcmonitorscript attached to crdeNPCMonitor (ED021827) cannot be initialized because the script no longer contains that property

Which appears to be from DEC failing big-time. This could be unrelated.


 

The game appears less hosed than the log suggests (SD appears to function), but it clearly is hosed with all those frozen stacks.

No big deal as it's a new game, but I'd like to get it working.

The DEC MCM never shows up. I'm guessing this is not normal DEC behaviour either.

 

I also got top-left notification messages about failure to find cage markers when enslaved in SD+.

 

Does cages work OK with the latest SD and DEC? (DEC in particular?)

 

The tail end of my LO looks like this:

  • SD Cages.esp (v 360)
  • Deviously Enslaved.esp (v13.25.00)
  • sanguineDebauchery.esp (20191031)
  • SD - SexlabNoStrip Keyword Patch.esp (For SD May 2019)
  • SD Patches.esp (341)

 

And my MO left pane matches this order.

 

Removing everything after DEC doesn't appear to help.

I'm just about to try with Cages and no DEC.

Link to comment

Hi,

i am currently doing a fresh install, checking if the game works after each mod installed (starting in the wildernes, doing Helgen, the Cave and Blackrock to see if everything is stable. Also starting fresh game after every mod.

So now i tried to install SD Cages. Here i either freeze on the way towards the mines close to helgen or when i try to enter these.

Here is my current mod order, maybe one of your got an idea.

 

Unoffical Skyrim LE patch

SKSE

FNIS XXL

FNIS Creature

JContainers

DA YMOYL

DA Captured

DA LAL

Fuz Ro Doh

SKY UI

UIExtensions

SOS

Falskaar

ShowRaceMenue PreCacheKiller

Summerset Isle

Joy of Perspective

Run for your Lives

AS - LAL

HDT High Heel

Netimmersive OVerride

RaceMenu

Random Vampire Attacks in Towns Disabled

XP32

HDT Physics

BodySlide and Outfit

SL Framework

Ordinator

Immersive College of Winterhold

SL More Animations

ZAZ V7

SL Aroused

DD Assets

DD Inegration

DD Expanison

SLDialogues

SlaveTats

SDPlus

SDResources

Skyrim Utility Mod

SD patches 341


Looked in the forums, but didnt find a clue to why it CTDs or freezes.

Hope i find some help here.

Thanks in advance.

 

Link to comment
On 12/27/2019 at 6:35 PM, DonKalim said:

So now i tried to install SD Cages. Here i either freeze on the way towards the mines close to helgen or when i try to enter these.

Here is my current mod order, maybe one of your got an idea.

Which mines exactly? 

Link to comment
19 minutes ago, Inte said:

I'll take a look, thanks for the bug report. :classic_happy:

You can definitely ignore the stuff relating to DEC. 

 

Whether or not the broken DEC caused the problem with Cages, I don't know.

 

It's quite possible there's no problem in Cages, as I later established that DEC was causing a billion stack dumps due to missing UI Extensions (my fault).

I thought I had UI Extensions in, but I'd covertly removed it, along with EFF.

 

I decided to dump SD+ and go with Slaverun for a bit of novelty, so I didn't go back and repeat the experiment.

Alas, Slaverun makes no use of all those beautiful cages.

 

 

Possibly the only lesson of value here is that if Cages is broken, it could be due to a broken DEC install :) 

Sorry. I meant to come back and explain this sooner ... but I can hardly get near my computer just now.

 

 

DEC is awful; it's beyond saving. Easier to rewrite than fix that rat's nest. I'm not surprised that Verstort has reached the limit of patience with it.

It's doing a job ... working perfectly in a sense ... but so much room for unexplained behaviour in there.

Link to comment

Would it be feasible to add markers for the entry point to the cages?

 

Code Serpent declared the lack of markers to be a big obstacle to him using the mod for DiD.

While CS and I are not what you'd call on "speaking terms", I still think it's a huge shame he doesn't leverage SD Cages for DiD - even if I don't use it.

 

 

Also, how about putting the doors (and any markers) in a form list (or split over a couple of form lists if need be)?

Maybe organized by location type or something?

 

Markers, and the lists might make it easier for more mods to easily make use of the cages.

 

Or if you disagree with the approach, maybe put a spoiler on the front page that explains how to use the cages without reading the SD Patches source?

 

 

I have some vague scheme for using them in DF. Basically, if you go in a cage, the follower goes to the door and locks you in for a laugh.

Only lets you out if you agree to a deal or something. Or maybe leaves you there, fetches some buddies to play with you. I may never get around to it.

Link to comment
On 12/26/2019 at 3:02 AM, Lupine00 said:

I made a new game with the latest SD+ and SD Patches, and using the current SD Cages (which I was using before without this spam).

Bug confirmed and squashed. :classic_blush:

It seems to only happen on a heavy script LO... like this one, for example. 

 

00  Skyrim.esm
01  Update.esm
02  Dawnguard.esm
03  HearthFires.esm
04  Dragonborn.esm
05  Unofficial Skyrim Legendary Edition Patch.esp  [Version 3.0.14]
06  TERAArmors.esm
07  ApachiiHair.esm
08  ApachiiHairFemales.esm
09  Schlongs of Skyrim - Core.esm
0A  CreatureFramework.esm  [Version 1.1.0]
0B  daymoyl.esm
0C  SexLab.esm  [Version 1.62]
0D  SexLabAroused.esm  [Version 2.8]
0E  ZaZAnimationPack.esm
0F  Amputator.esm
10  Heretical Resources.esm
11  Devious Devices - Assets.esm  [Version 2.8.3]
12  Devious Devices - Integration.esm
13  Devious Devices - Expansion.esm
14  Skyrim - Utility Mod.esm  [Version 1.41]
15  DeviousFramework.esm
16  SanguinesDebauchery.esp  [Version 1.02]
17  HighResTexturePack01.esp
18  HighResTexturePack02.esp
19  HighResTexturePack03.esp
1A  Unofficial High Resolution Patch.esp  [Version 1.2.1]
1B  AzarHairPonyTail 03 - Havok.esp
1C  3DNPC.esp  [Version 3.4.2]
1D  SlaveTats.esp
1E  Earrings Set1.esp
1F  Gatti12Jewelry.esp
20  TERAArmors_CBBE.esp
21  anklet.esp
22  Pentagram.esp
23  BlackLaceMiniDress.esp
24  zarias_restraints.esp
25  tentacleArmor.esp
26  Remodeled Armor - Underwear.esp
27  Remodeled Armor - Vanilla Replacer - Dawnguard.esp
28  Remodeled Armor - Vanilla Replacer - Dragonborn.esp
29  Remodeled Armor - Vanilla Replacer.esp
2A  S&D shadow walker.esp
2B  mcgDwarvenDeviousCuirass.esp
2C  hydra_slavegirls.esp
2D  SD Cages.esp  [Version 3.61]
2E  Captured Dreams.esp
2F  Inconsequential NPCs.esp
30  Cira Follower.esp
31  dD - Enhanced Blood Main.esp
32  dD - Realistic Ragdoll Force - Realistic.esp
33  SOS - Smurf Average Addon.esp
34  dD-Dragonborn-Dawnguard-EBT Patch.esp
35  dD-Larger Splatter Size.esp
36  Immersive Patrols II.esp
37  Extra Cells.esp  [Version 1.00]
38  SD Patches.esp  [Version 3.33]
39  Devious Devices - Equip.esp  [Version 4.42]
3A  FNIS.esp
3B  FNISspells.esp
3C  Headtracking.esp
3D  SLAnimLoader.esp
3E  SLAL_AnimationByBakaFactory.esp
3F  MoreNastyCritters.esp
40  RohZima_AnimObjects.esp
41  NibblesAnimObjects.esp
42  RaceMenu.esp
43  RaceMenuMorphsCBBE.esp
44  RaceMenuPlugin.esp
45  Schlongs of Skyrim.esp
46  SDpatch - dawnguard.esp
47  SDpatch - dragonborn.esp
48  sextoys-calyps-2.esp
49  SkyUI.esp
4A  UIExtensions.esp
4B  SLAL_AnimationsByLeito.esp
4C  SLAL_SHanimAnimObj.esp
4D  SLALAnimObjBillyy.esp
4E  Hydra Devious Devices Patch.esp
4F  DfwSupport.esp
50  Deviously Cursed Loot.esp
51  SimpleSlavery.esp
52  DeviouslyPink.esp
53  TreasureHunterWhore.esp
54  Deviously Enslaved.esp
55  Devious Lore.esp
56  Devious Devices - Lore Patch.esp
57  Devious Devices - Struggle Idles Patch.esp
58  Werewolves.esp
59  Stuff Patch.esp
5A  Skyrim 2017 TPTC - Parallax Maps.esp
5B  xazPrisonOverhaulPatched.esp  [Version 4.42]
5C  Alternate Start - Live Another Life.esp  [Version 3.1.7]
5D  Deviously Cursed Loot LAL AddOn.esp


 

54 minutes ago, Lupine00 said:

Would it be feasible to add markers for the entry point to the cages?

There are a lot of cages... 

 

54 minutes ago, Lupine00 said:

Code Serpent declared the lack of markers to be a big obstacle to him using the mod for DiD.

While CS and I are not what you'd call on "speaking terms", I still think it's a huge shame he doesn't leverage SD Cages for DiD.

Markers are not needed to detect and use cages. 

 

54 minutes ago, Lupine00 said:

Markers, and the lists might make it easier for more mods to easily make use of the cages.

I think dynamic placement of markers is easier. 

 

54 minutes ago, Lupine00 said:

Or if you disagree with the approach, maybe put a spoiler on the front page that explains how to use the cages without reading the SD Patches source?

I failed miserably to convince @zaira to use dynamic cage markers in ME. (language barrier, maybe?) 

Perhaps when a mod is using just a few cages, it is better to use static markers? However, I still think dynamic markers are the way to go no matter how many cages are being used.  

 

The biggest disadvantage of using dynamic markers of course, is that it all depends on the way the door opens. If the door opens the wrong way then the master will end up in the cage and the slave free. :classic_happy:

But, there is no denying that the advantages far outweigh that one disadvantage.

  • The dynamic markers will work with all the new worlds/mods right out of the box. 
  • There is no need to keep/maintain a list. 
  • Once the code is in place there is very little maintenance.  
  • etc.

 

I could move the SDP cage code to SUM as a global function that other mods could call. 

Link to comment
4 hours ago, Inte said:

It seems to only happen on a heavy script LO... like this one, for example. 

Currently 550+ mods in my game. Some are just graphics of course. A lot of merges. I recently ran out of LO slots, but after a serious bout of merging I'm down to 223 at the moment. Lots more room to grow!

 

DEC was exploding badly; not sure I'd see "heavy loading" otherwise.

 

SD+ gets more stable as time goes by, but it's still ... Owner wanders up to the edge of the river. Stands there forever trying to path across river and failing. Or you get enslaved to a troll, and that's it. You belong to the troll. Forever. Because now everything is magically the troll's friend, and it hasn't enough smarts to ever free you. Some creatures are hostile, but the troll can easily kill them. Dragons not so much. Took me a long time to discover the only way to get free was to get the troll to meet a dragon. Difficult. Strange, when trolls and falmer are welcome in the local inn.

Link to comment
On 12/29/2019 at 7:27 AM, Inte said:

I failed miserably to convince @zaira to use dynamic cage markers in ME. (language barrier

As far as I remember I tried out different solutions from several mods and no solution worked without severe issues. My intention is to use the vanilla jail doors in jails and in forts. 
I ended up in placing static markers as the only reliable solution.

If you found  a working solution with dynamic markers I will happily retry it immediately...

Link to comment
21 hours ago, Inte said:

Trolls and Draugr in the other hand... 

Well yes! Everybody loves draugr! They come to the inn all the time to buy all that food they keep lying about in their "tombs".

 

Which maid outfit is that one? Is it the old CD one? I don't recall it looking so high-resolution.

 

Wow, Zaria is still doing stuff. I never knew.

Link to comment
  • 2 weeks later...

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use