fred200 Posted May 5, 2016 Posted May 5, 2016 Hey guys, I'm unsure as to why my problem is persisting.. but here we go. I have been working through the quest line and the trainer down in the Dungeon is "teaching me" how to be a better trainer for my own slaves. The first session has no issues at all, but after the second session if I try to save in anyway. (Waiting..sleeping..etc..) the game CTDs. Any ideas? If I need to give a crash log or anything..let me know..and tell me how..I'm not exactly the best when it comes to this stuff.. You will probably get the most help from posting your load order (between spoiler tags). Your CTD sounds like too many mods, too many script heavy mods, and specifically too many string generating mods (16 bit string table). You are not likely to like any suggested solution, like remove mods and roll back to before you loaded those mods. What I really like, for most "heavy" mods, is give them their own profile in mod Organizer, and run just that mod with a few favorites. I even have a profile called "Mia's Lair", although I don't consider it a "heavy" one. I just don't want other mods messing it up...
aqqh Posted May 5, 2016 Posted May 5, 2016 Hey guys, I'm unsure as to why my problem is persisting.. but here we go. I have been working through the quest line and the trainer down in the Dungeon is "teaching me" how to be a better trainer for my own slaves. The first session has no issues at all, but after the second session if I try to save in anyway. (Waiting..sleeping..etc..) the game CTDs. Any ideas? If I need to give a crash log or anything..let me know..and tell me how..I'm not exactly the best when it comes to this stuff.. You might have too many mods reacting to OnHit events - which gets triggered during whipping scenes.
954560370 Posted May 6, 2016 Posted May 6, 2016 Thanks for your hard work! This is the best mod I have ever seen, may I translate it into Chinese and share it in skycitizen which is a free mod share website, thanks again!
LaVolpe9396 Posted May 6, 2016 Posted May 6, 2016 I am wondering if anyone can help me. I am stuck at the party in Brylings house. Whenever I enter the house to proceed in the quest all the party goers leave the house and I can't continue. Any help would be appreciated.
fishburger67 Posted May 6, 2016 Author Posted May 6, 2016 Thanks for your hard work! This is the best mod I have ever seen, may I translate it into Chinese and share it in skycitizen which is a free mod share website, thanks again! You bet, have fun. I am wondering if anyone can help me. I am stuck at the party in Brylings house. Whenever I enter the house to proceed in the quest all the party goers leave the house and I can't continue. Any help would be appreciated. Make a papyrus log of when you enter the house and post it as an attachment. There are debug statements that will help us.
joebmz98 Posted May 8, 2016 Posted May 8, 2016 Hi, so I have got to the point of which archerone starts 'Punishing' the Dovakhin but he does not do his animation. Furthermore when I enable the quests only for Sexlaves, in console with showquesttargets, the only quest id that shows up is for the college of winterhold and that isn't enabled? I can provide papyrus logs if needed. Btw, when archerone does not do his animation he is in the T model stance.
fishburger67 Posted May 9, 2016 Author Posted May 9, 2016 Hi, so I have got to the point of which archerone starts 'Punishing' the Dovakhin but he does not do his animation. Furthermore when I enable the quests only for Sexlaves, in console with showquesttargets, the only quest id that shows up is for the college of winterhold and that isn't enabled? I can provide papyrus logs if needed. Btw, when archerone does not do his animation he is in the T model stance. You will have mod overload as your problem. Check your load order for heavy papyrus mods and remove the worst offenders. We provide a list of bad mods from our home page.
joebmz98 Posted May 9, 2016 Posted May 9, 2016 If I send you my mods installed and the order can you recommend an order? If not I'll have a go experimenting (after reading what you just said)
joebmz98 Posted May 9, 2016 Posted May 9, 2016 Upon reading what cause heavy papyrus loads, I have FNIS Sexy Moves which is on the list. But I really would not like to remove it. If i completely remove another mod that has high loads would that be okay?
fishburger67 Posted May 9, 2016 Author Posted May 9, 2016 Upon reading what cause heavy papyrus loads, I have FNIS Sexy Moves which is on the list. But I really would not like to remove it. If i completely remove another mod that has high loads would that be okay? This is a matter of too many cars on the freeway and you get a traffic jam. It doesn't really matter which cars stay off the freeway. Lots of people use Sexy Moves successfully. It in fact is not the worst by far. In my opinion, Wet & Cold is 20 cars on the freeway, where Sexy Moves is two or three. You might also try PDT. If your load order is not too heavy, it may be that you have a bunch of vanilla scripts running that are causing you problems. I cannot remember the exact script, but something like mineoresomethingorother.pex had like 20000 instances running on a recent save of mine. I run a pretty limited mod load and I still had Sexlab crashing from time to time till I cleaned up the save with PDT and removed these and many others. Also, the list provided by us is my no means complete. Sadly, I have very little experience and would not be qualified to comment on your load order. Perhaps someone else might though.
LaVolpe9396 Posted May 10, 2016 Posted May 10, 2016 Sorry I took so long, but here is the log. Papyrus.0.rar
Tepi Posted May 10, 2016 Posted May 10, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines.
fishburger67 Posted May 10, 2016 Author Posted May 10, 2016 Sorry I took so long, but here is the log. Your save is totally hosed. You have the dreaded: Dumping stack xxx: peppered throughout your log. This is telling you that your papyrus engine is severely overloaded and on the verge of a CTD. Trim back your mod load to something more reasonable and/or use PDT to clean up your save. You should never have stack dumps. Stack dumps happen because the papyrus engine cannot find the cpu cycles to run all that your mod load wants to run at any given time. Bethesda games simply dump any remaining programs from the execution stack to free up space. Using the analogy I used yesterday, it is like a freeway. If too many cars want to use it at any given time, things slow way down. If things get too bad, Bethesda just comes along with a giant scooper and picks up any cars trying to get on and dumps them in the giant trash heap. In game terms, this means that programs that expected to run did not. You also have tons of these [05/10/2016 - 04:32:45PM] ERROR: Property zzClothesUlfric on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (50004888) cannot be bound because <NULL form> (50003388) is not the right type and [05/10/2016 - 04:32:45PM] warning: Property PlayerRef on script aaxUtilityScript attached to aaxwolfquest (4B0046D6) cannot be initialized because the script no longer contains that property at the top of your log. This generally indicates that your save is based on code that is older than the version you are currently using or the mod itself no longer exists in your load order. This too is bad. Recommend that you evaluate all the warnings and errors at the top of your log and find out which mods are producing them. Bethesda is coming out with the creation kit for Fallout 4. One of its prime rules for Fallout 4 modding is: 1. Never remove or update a mod unless you go back to a save from before the mod was installed. I wish they had made people aware of this for Skyrim because it is sound advice for all modders of all Bethesda games. For you, I would do the following: 1. Post your mod list on Sacremas's forum. Tell them you are having stack dumps and ask for advise on which mods you should remove. You might also take the time to read the first three or so pages (maybe the first 20 posts) of that forum before posting. You might just find your answers there. 2. After removing the mods they suggest, run your save through SaveTool. Then, run your game using the cleaned save with logging turned on. If you are still getting errors like the above, run the save through PDT. Spend some time learning PDT as it takes a while getting used to. OldBook is really good at using PDT. Ask him for advise. 3. If you still can't get a stable save with no papyrus errors, you will have to start a new game. But, remember the yellow rule above. Go through your mod list and keep only those mods you cannot live without. These are the mods you will keep forever. Texture only mods you can have to your hearts content without issue. Then, in the future, make a named save using the console command "save beforeModXXX" and play the new mod you want to try out. If it doesn't give you much or you don't like it for whatever reason, remove the mod and go back to the beforeModXXX save. Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples?
Sospice Posted May 10, 2016 Posted May 10, 2016 Upon reading what cause heavy papyrus loads, I have FNIS Sexy Moves which is on the list. But I really would not like to remove it. If i completely remove another mod that has high loads would that be okay? Are you using it for your character and NPCs or just NPCs? If you don't care about the NPC aspect try using PCEA2.
Tepi Posted May 10, 2016 Posted May 10, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho
fishburger67 Posted May 10, 2016 Author Posted May 10, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho What I meant were examples of the actual dialog you see on the screen. It is not easy for me to find these dialog topics using the ID.
Tepi Posted May 11, 2016 Posted May 11, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho What I meant were examples of the actual dialog you see on the screen. It is not easy for me to find these dialog topics using the ID. Would this picture be of help then?
fishburger67 Posted May 11, 2016 Author Posted May 11, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho What I meant were examples of the actual dialog you see on the screen. It is not easy for me to find these dialog topics using the ID. Would this picture be of help then? Sorry, a picture of TES5Edit is not helpful. What I mean is, can you give me the text that is on the NPC dialog that you would like disableable. For example, one of the dialog options is: Listen to me Slave Give me examples of the in-game dialog you want to disable.
Tepi Posted May 11, 2016 Posted May 11, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho What I meant were examples of the actual dialog you see on the screen. It is not easy for me to find these dialog topics using the ID. Would this picture be of help then? Sorry, a picture of TES5Edit is not helpful. What I mean is, can you give me the text that is on the NPC dialog that you would like disableable. For example, one of the dialog options is: Listen to me Slave Give me examples of the in-game dialog you want to disable. Well, you can see those in tes5edit. "Would you like to get to know me a little better?" "I want you to make love to me." "I find you very attractive." For that "Listen to me Slave", for example, it's not necessary as it won't shop up until at some point (trained a slave?). But those three seem to be active right from the start even if you have not done anything related to this mod. I've managed so far, surely I can manage in the future as well, even with many dozen follower topics
fishburger67 Posted May 11, 2016 Author Posted May 11, 2016 Would it be possible to add a MCM toggle to enable/disable follower topics? Many mods add topics to followers and they already have quite a few vanilla ones so it would be nice to have an option to reduce that list, even if it's just a few lines. Can you give me some examples? Of the follower topics to have behind a toggle? SexSlRamdomSexFollowerTopic SexSlRamdomSexSexTopic SexSlRamdomSexNonFollowerTopic Those at least I've seen many many times and more often than not I'm not using them. Although the last one says NonFollower, and the conditions use GurrentFollowerFaction=0, I bet I've seen it appear on a follower... Might be it was some hacky follower without faction then. But I don't think there's more topics than that? Should be relatively easy to add one more condition and a tickbox to MCM? Hell if I know as I've no idea how MCM stuff is built tho What I meant were examples of the actual dialog you see on the screen. It is not easy for me to find these dialog topics using the ID. Would this picture be of help then? Sorry, a picture of TES5Edit is not helpful. What I mean is, can you give me the text that is on the NPC dialog that you would like disableable. For example, one of the dialog options is: Listen to me Slave Give me examples of the in-game dialog you want to disable. Well, you can see those in tes5edit. "Would you like to get to know me a little better?" "I want you to make love to me." "I find you very attractive." For that "Listen to me Slave", for example, it's not necessary as it won't shop up until at some point (trained a slave?). But those three seem to be active right from the start even if you have not done anything related to this mod. I've managed so far, surely I can manage in the future as well, even with many dozen follower topics The problem is that there are literally thousands of these dialog options. However, they usually are in a tree where the top level is something like Listen to me slave. If you can identify which top level topics you want me to disable, I can look at that. Otherwise, it is way too much work for me. I will however check this in game to see if I can see any of these showing up. I am assuming that they are for generic NPCs. If so, there is already a checkbox to enable or disable NPC dialog.
fishburger67 Posted May 12, 2016 Author Posted May 12, 2016 Version 6.1e is released This is a bug fix release and fixes all the bugs I know about. 6.1e 1. Fixes the cat ears mesh problem. 2. Fixes bug with the Save Tabitha quest for non-English language users. 3. Fixes Vernor training. He will now train a single follower. (It used to be that you had to have two). Note that you must still complete the main quest before Vernor will offer to train a follower and that follower must not already be a sex slave. 4. Fixes Vess/Niri training. It used to be that there were two "I wish to train a companion" dialog options and one would screw things up. There is now a single dialog option to train either of these two. If you have taken both of them with you, leave one in the back and take them one at a time to Volkar for training. He will have the dialog option "I want to train this slut Vess/Niri". 5. You will no longer get Nilheim as a location for the bandit radiant quests. I am no longer supplying the loose version on Lovers Lab. If you want the loose version, get it from the mirror. For that matter, I suggest getting either the loose or bsa version from the mirror to save the recombining step, but make sure you take the "Download with your Browser" option.
sapho888 Posted May 12, 2016 Posted May 12, 2016 Why is this new version 6.1e when there was a 6.1f several months ago? MiasLair_V61fPatch.7z is Available This patch fixes a major bug found by Fred200 where the cell scans in MIa's Castle do not trigger properly. It does this by changing the cell detection method to use the cell ID instead of the cell name. This will also fix this issue for for foreign language versions. In addition, fixed the Bryling's House cell detection in the same way so that it works with foreign language versions
SkyRyder93 Posted May 12, 2016 Posted May 12, 2016 do niri and vess have custom voices if turned int slaves, like jenn and sasha do or do they just use the same voice files that Linda uses?
zhuguannan123 Posted May 12, 2016 Posted May 12, 2016 just noticed i'm playing with version5.2.....and i think i've done half of the mod,so....can i update it to the newest version and apply with my old saves?so that i don't have to replay the whole NO.1 & NO.2 episodes...
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