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Posted

am i the only one getting massive lag til it crashes on orgasm with this version?

 

edit: appears to be conflicting with deviously enslaved, after removing various mods from the save with the save cleaner.

If you are using DevBuild 2.722 I've uploaded a fix, you'll need to load a save from before 2.722 was installed because I had to make a pretty big backpedal (skyrim doesn't like backpedals >.>). If you're using the official release (2.72) then you may want to either try using the DevBuild or wait till the next version releases.

 

DevBuild 2.723 fixes script hang on orgasm and problems with sex drops.

Posted

New to playing the mod (v. 2.722) and I'm running into an issue where after sex events during combat nothing will be aggressive towards my character. NPC's and creatures (wolves, draugr, and bandits anyway) are acting like I'm part of their faction. I have to deal serious damage to them before they turn aggressive. It's happened once with surrender option enabled (Ralof killed a surrendering NPC, I think) and once using a seduce spell in combat against a draugr (Don't judge me, I was stupid with some spells and was desperate to regain stats).

 

Is this something that should/could be fixed with the 2.723 update? I'm updating anyway, but I'd like to know if this might be related or if I should be looking for other mod conflicts too. (Sexlab 1.6.02, if it matters)

Posted

New to playing the mod (v. 2.722) and I'm running into an issue where after sex events during combat nothing will be aggressive towards my character. NPC's and creatures (wolves, draugr, and bandits anyway) are acting like I'm part of their faction. I have to deal serious damage to them before they turn aggressive. It's happened once with surrender option enabled (Ralof killed a surrendering NPC, I think) and once using a seduce spell in combat against a draugr (Don't judge me, I was stupid with some spells and was desperate to regain stats).

 

Is this something that should/could be fixed with the 2.723 update? I'm updating anyway, but I'd like to know if this might be related or if I should be looking for other mod conflicts too. (Sexlab 1.6.02, if it matters)

For 2.722 I re-wrote a lot of code and I don't yet fully understand how the new implementations work, in 2.723 I fixed around the code a bit which was actually completely breaking the mod (and I assume it could break saves as well) which was caused by 1, a loop I forgot to close and 2, my attachment Faction wasn't tagged correctly. I assume the mis-tagged faction could be the issue here? If updating and loading an older save (before 2.722 was installed) doesn't fix the issue please let me know! (Also note SexLab 1.6 is required for 2.723)

 

EDIT : Just noticed if you load a save from before 2.722 and update, then save and reload you'll still get the error message, this is just a visual error and has no actual impact. Fixed version 2.7231 will be up on my drive folder in a few minutes (Link in Signiture).

Posted

 

New to playing the mod (v. 2.722) and I'm running into an issue where after sex events during combat nothing will be aggressive towards my character. NPC's and creatures (wolves, draugr, and bandits anyway) are acting like I'm part of their faction. I have to deal serious damage to them before they turn aggressive. It's happened once with surrender option enabled (Ralof killed a surrendering NPC, I think) and once using a seduce spell in combat against a draugr (Don't judge me, I was stupid with some spells and was desperate to regain stats).

 

Is this something that should/could be fixed with the 2.723 update? I'm updating anyway, but I'd like to know if this might be related or if I should be looking for other mod conflicts too. (Sexlab 1.6.02, if it matters)

For 2.722 I re-wrote a lot of code and I don't yet fully understand how the new implementations work, in 2.723 I fixed around the code a bit which was actually completely breaking the mod (and I assume it could break saves as well) which was caused by 1, a loop I forgot to close and 2, my attachment Faction wasn't tagged correctly. I assume the mis-tagged faction could be the issue here? If updating and loading an older save (before 2.722 was installed) doesn't fix the issue please let me know! (Also note SexLab 1.6 is required for 2.723)

 

EDIT : Just noticed if you load a save from before 2.722 and update, then save and reload you'll still get the error message, this is just a visual error and has no actual impact. Fixed version 2.7231 will be up on my drive folder in a few minutes (Link in Signiture).

 

 

2.722 is the first version I've installed and it was a new game.... so new game again! I was only 40mins/1hour in so no big loss. I'll be sure to let you know if it happens again, and include a more detailed load order and log file.

 

Edit: Some notes after starting the new game.

-Message in the upper right corner says it just installed v2.722, double checked and I do, in fact, have 2.723 installed. Probably just missed updating the version string.

-According to the help section, everything increases max acts by 1. :P

Posted

Total loss of aggression is still happening.

 

Here's the relevant bit from my log file. I cut out the earlier bits that were first-run configuration spam.

[10/06/2015 - 01:50:19AM] VM is thawing...
[10/06/2015 - 01:51:33AM] SOS Actor Schlongify: new schlong for Stormcloak Soldier got schlong index 0 size 2
[10/06/2015 - 01:51:33AM] SOS Actor Schlongify: new schlong for Stormcloak Soldier got schlong index 1 size 3
[10/06/2015 - 01:51:39AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 0 size 4
[10/06/2015 - 01:51:39AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 1 size 1
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:44AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:51:46AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:46AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:46AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 01:51:51AM] Error: Cannot call lockeddoorsonly() on a None object, aborting function call
stack:
[ (8105DF43)].dcur_onactivatecontainer.Fragment_10() - "dcur_onactivatecontainer.psc" Line 124
[10/06/2015 - 01:51:51AM] Warning: Assigning None to a non-object variable named "::temp33"
stack:
[ (8105DF43)].dcur_onactivatecontainer.Fragment_10() - "dcur_onactivatecontainer.psc" Line 124
[10/06/2015 - 01:52:01AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:52:08AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:56:13AM] Error: (FF000C63): Actor has no AI process, cannot start combat.
stack:
[ (FF000C63)].Actor.StartCombat() - "" Line ?
[MQ101 (0003372B)].QF_MQ101_0003372B.Fragment_269() - "QF_MQ101_0003372B.psc" Line 2450
[10/06/2015 - 01:56:13AM] Error: (FF000C63): Actor has no AI process, cannot start combat.
stack:
[ (000B79BA)].Actor.StartCombat() - "" Line ?
[MQ101 (0003372B)].QF_MQ101_0003372B.Fragment_269() - "QF_MQ101_0003372B.psc" Line 2452
[10/06/2015 - 01:56:30AM] slaScanner start time is ....2041.317993
[10/06/2015 - 01:56:30AM] [slamainscr ] Getting actors for 2 and locked = False
[10/06/2015 - 01:56:30AM] Locking for 2 at position 0
[10/06/2015 - 01:56:31AM] Found 2 arousedActors
[10/06/2015 - 01:56:31AM] Found 0 nakedActors
[10/06/2015 - 01:56:31AM] SOS Actor Schlongify: new schlong for Stormcloak Soldier got schlong index 0 size 3
[10/06/2015 - 01:56:32AM] slaScanner After getting actors is ....2042.701050, player is naked False
[10/06/2015 - 01:56:32AM] Unlocking
[10/06/2015 - 01:56:32AM] UnLocking for 2 at position 0
[10/06/2015 - 01:56:32AM] [slamainscr ]Unlocking scanner
[10/06/2015 - 01:56:32AM] slaScanner end time is ....2042.734009
[10/06/2015 - 01:56:32AM] Next update in 120.000000
[10/06/2015 - 01:56:40AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:56:45AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:58:29AM] [sCP]: Player Race: [Race <DarkElfRace (00013742)>]
[10/06/2015 - 01:58:29AM] [sCP]: Setting defaults for Dunmer.
[10/06/2015 - 01:58:35AM] [sCP]: Setting player shoutrecoverymult to 0.500000
[10/06/2015 - 01:58:37AM] [sCP]: Updating states for Alchemy perks
[10/06/2015 - 01:58:40AM] [sCP]: Adding perk: [Perk < (00058218)>]
[10/06/2015 - 01:58:40AM] [sCP]: Adding perk: [Perk < (00105F2A)>]
[10/06/2015 - 01:58:41AM] [sCP]: Adding perk: [Perk < (00105F2B)>]
[10/06/2015 - 01:58:43AM] [sCP]: Adding perk: [Perk < (00105F2E)>]
[10/06/2015 - 01:58:45AM] [sCP]: Updating states for Enchanting perks
[10/06/2015 - 01:58:47AM] [sCP]: Adding perk: [Perk < (00058F7F)>]
[10/06/2015 - 01:59:30AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 2 size 10
[10/06/2015 - 01:59:30AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 0 size 8
[10/06/2015 - 01:59:30AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 1 size 3
[10/06/2015 - 01:59:31AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 2 size 7
[10/06/2015 - 01:59:35AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 1 size 6
[10/06/2015 - 01:59:48AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:59:50AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:59:54AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 01:59:56AM] slaScanner start time is ....2246.718018
[10/06/2015 - 01:59:56AM] [slamainscr ] Getting actors for 2 and locked = False
[10/06/2015 - 01:59:56AM] Locking for 2 at position 0
[10/06/2015 - 01:59:56AM] Found 3 arousedActors
[10/06/2015 - 01:59:56AM] Found 0 nakedActors
[10/06/2015 - 01:59:57AM] slaScanner After getting actors is ....2248.068115, player is naked False
[10/06/2015 - 01:59:57AM] Unlocking
[10/06/2015 - 01:59:57AM] UnLocking for 2 at position 0
[10/06/2015 - 01:59:57AM] [slamainscr ]Unlocking scanner
[10/06/2015 - 01:59:57AM] slaScanner end time is ....2248.083984
[10/06/2015 - 01:59:57AM] Next update in 120.000000
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[Active effect 4 on (0004E1CB)].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Error: Cannot call HasMagicEffect() on a None object, aborting function call
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:00AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 81
[10/06/2015 - 02:00:01AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:00:09AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:00:11AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:02:53AM] slaScanner start time is ....2424.564941
[10/06/2015 - 02:02:53AM] [slamainscr ] Getting actors for 2 and locked = False
[10/06/2015 - 02:02:53AM] Locking for 2 at position 0
[10/06/2015 - 02:02:54AM] Found 2 arousedActors
[10/06/2015 - 02:02:54AM] Found 0 nakedActors
[10/06/2015 - 02:02:55AM] slaScanner After getting actors is ....2425.964111, player is naked False
[10/06/2015 - 02:02:55AM] Unlocking
[10/06/2015 - 02:02:55AM] UnLocking for 2 at position 0
[10/06/2015 - 02:02:55AM] [slamainscr ]Unlocking scanner
[10/06/2015 - 02:02:55AM] slaScanner end time is ....2425.980957
[10/06/2015 - 02:02:55AM] Next update in 120.000000
[10/06/2015 - 02:03:02AM] SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=, RequireAll=TRUE)
[10/06/2015 - 02:03:02AM] SEXLAB - Found Animations(115)
[10/06/2015 - 02:03:02AM] SEXLAB - Thread[0] - Entering Making State
[10/06/2015 - 02:03:02AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:02AM] SEXLAB - NOTICE: ValidateActor(Melody) -- TRUE -- MISS
[10/06/2015 - 02:03:02AM] SEXLAB - ActorAlias[Melody] SetActor([Actor < (00000014)>]) - [sslActorAlias ]
[10/06/2015 - 02:03:02AM] SEXLAB - NOTICE: ValidateActor(Frostbite Spider) -- FALSE -- He's dead Jim.
[10/06/2015 - 02:03:02AM] Info: SEXLAB - FATAL - Thread[0] AddActor(Frostbite Spider) - AddActor(Frostbite Spider) -- Failed to add actor -- They are not a valid target for animation
stack:
.Debug.TraceStack() - "" Line ?
[sexLabThread00 (10061EEF)].sslThreadController.Fatal() - "sslThreadModel.psc" Line 1099
[sexLabThread00 (10061EEF)].sslThreadController.AddActor() - "sslThreadModel.psc" Line ?
[sexLabThread00 (10061EEF)].sslThreadController.AddActors() - "sslThreadModel.psc" Line ?
[sexLabQuestFramework (10000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 1648
[None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 170
[10/06/2015 - 02:03:03AM] SEXLAB - ActorAlias[Melody] ClearAlias([Actor < (00000014)>] / [sslActorAlias ]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[10/06/2015 - 02:03:03AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:03AM] SEXLAB - NOTICE: StartSex() - Failed to add some actors to thread
[10/06/2015 - 02:03:04AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:11AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:13AM] SEXLAB - NOTICE: ValidateActor(Melody) -- TRUE -- HIT
[10/06/2015 - 02:03:16AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:04:29AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:04:49AM] VM is freezing...
[10/06/2015 - 02:04:49AM] VM is frozen
[10/06/2015 - 02:04:49AM] Saving game...
[10/06/2015 - 02:04:49AM] VM is thawing...
[10/06/2015 - 02:05:05AM] slaScanner start time is ....2556.128906
[10/06/2015 - 02:05:05AM] [slamainscr ] Getting actors for 2 and locked = False
[10/06/2015 - 02:05:05AM] Locking for 2 at position 0
[10/06/2015 - 02:05:05AM] Found 2 arousedActors
[10/06/2015 - 02:05:06AM] Found 0 nakedActors
[10/06/2015 - 02:05:06AM] slaScanner After getting actors is ....2557.479004, player is naked False
[10/06/2015 - 02:05:06AM] Unlocking
[10/06/2015 - 02:05:06AM] UnLocking for 2 at position 0
[10/06/2015 - 02:05:06AM] [slamainscr ]Unlocking scanner
[10/06/2015 - 02:05:06AM] slaScanner end time is ....2557.496094
[10/06/2015 - 02:05:06AM] Next update in 120.000000
[10/06/2015 - 02:05:16AM] VM is freezing...
[10/06/2015 - 02:05:16AM] VM is frozen
[10/06/2015 - 02:05:17AM] Saving game...
[10/06/2015 - 02:05:18AM] VM is thawing...
[10/06/2015 - 02:05:18AM] Error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 02:05:18AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:05:18AM] Error: Unable to call UnregisterForAllMenus - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.UnregisterForAllMenus() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line 280
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 02:05:19AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
[None].XPMSEWeaponStyleScaleEffect.Dispel() - "" Line ?
[None].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 272
[None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[None].XPMSEWeaponStyleScaleEffect.OnUnload() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[10/06/2015 - 02:05:35AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:05:49AM] Info: *Achievement 1 awarded - a winnar is you!*
[10/06/2015 - 02:06:17AM] SOS Actor Schlongify: new schlong for bandit got schlong index 1 size 7
[10/06/2015 - 02:06:23AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:06:26AM] SOS Actor Schlongify: new schlong for bandit got schlong index 1 size 2
[10/06/2015 - 02:06:56AM] SOS Actor Schlongify: new schlong for bandit got schlong index 1 size 1
[10/06/2015 - 02:07:06AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:07:18AM] slaScanner start time is ....2689.393066
[10/06/2015 - 02:07:18AM] [slamainscr ] Getting actors for 2 and locked = False
[10/06/2015 - 02:07:18AM] Locking for 2 at position 0
[10/06/2015 - 02:07:19AM] Found 4 arousedActors
[10/06/2015 - 02:07:19AM] Found 0 nakedActors
[10/06/2015 - 02:07:21AM] slaScanner After getting actors is ....2691.712891, player is naked False
[10/06/2015 - 02:07:21AM] Unlocking
[10/06/2015 - 02:07:21AM] UnLocking for 2 at position 0
[10/06/2015 - 02:07:21AM] [slamainscr ]Unlocking scanner
[10/06/2015 - 02:07:21AM] slaScanner end time is ....2691.729004
[10/06/2015 - 02:07:21AM] Next update in 120.000000
[10/06/2015 - 02:07:21AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].SuH_dyna_effectScript.UnregisterForUpdate() - "" Line ?
[None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:07:37AM] VM is freezing...
[10/06/2015 - 02:07:37AM] VM is frozen

 

 

I'm fairly certain it happened at this bit here with a frostbite spider that submitted (but died before animations could trigger) during combat

 

[10/06/2015 - 02:02:53AM] slaScanner start time is ....2424.564941
[10/06/2015 - 02:02:53AM] [slamainscr <sla_Main (11042D62)>] Getting actors for 2 and locked = False
[10/06/2015 - 02:02:53AM] Locking for 2 at position 0
[10/06/2015 - 02:02:54AM] Found 2 arousedActors
[10/06/2015 - 02:02:54AM] Found 0 nakedActors
[10/06/2015 - 02:02:55AM] slaScanner After getting actors is ....2425.964111, player is naked False
[10/06/2015 - 02:02:55AM] Unlocking
[10/06/2015 - 02:02:55AM] UnLocking for 2 at position 0
[10/06/2015 - 02:02:55AM] [slamainscr <sla_Main (11042D62)>]Unlocking scanner
[10/06/2015 - 02:02:55AM] slaScanner end time is ....2425.980957
[10/06/2015 - 02:02:55AM] Next update in 120.000000
[10/06/2015 - 02:03:02AM] SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=, RequireAll=TRUE)
[10/06/2015 - 02:03:02AM] SEXLAB - Found Animations(115)
[10/06/2015 - 02:03:02AM] SEXLAB - Thread[0]  - Entering Making State
[10/06/2015 - 02:03:02AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:02AM] SEXLAB - NOTICE: ValidateActor(Melody) -- TRUE -- MISS
[10/06/2015 - 02:03:02AM] SEXLAB - ActorAlias[Melody] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (10061EEF)>]
[10/06/2015 - 02:03:02AM] SEXLAB - NOTICE: ValidateActor(Frostbite Spider) -- FALSE -- He's dead Jim.
[10/06/2015 - 02:03:02AM] Info: SEXLAB - FATAL - Thread[0] AddActor(Frostbite Spider) - AddActor(Frostbite Spider) -- Failed to add actor -- They are not a valid target for animation
stack:
    <unknown self>.Debug.TraceStack() - "<native>" Line ?
    [sexLabThread00 (10061EEF)].sslThreadController.Fatal() - "sslThreadModel.psc" Line 1099
    [sexLabThread00 (10061EEF)].sslThreadController.AddActor() - "sslThreadModel.psc" Line ?
    [sexLabThread00 (10061EEF)].sslThreadController.AddActors() - "sslThreadModel.psc" Line ?
    [sexLabQuestFramework (10000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 1648
    [None].SuH_dyna_effectScript.OnHit() - "SuH_dyna_effectScript.psc" Line 170
[10/06/2015 - 02:03:03AM] SEXLAB - ActorAlias[Melody] ClearAlias([Actor < (00000014)>] / [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (10061EEF)>]) - Actor present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[10/06/2015 - 02:03:03AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:03AM] SEXLAB - NOTICE: StartSex() - Failed to add some actors to thread
[10/06/2015 - 02:03:04AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:11AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:03:13AM] SEXLAB - NOTICE: ValidateActor(Melody) -- TRUE -- HIT
[10/06/2015 - 02:03:16AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:04:29AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [None].SuH_dyna_effectScript.UnregisterForUpdate() - "<native>" Line ?
    [None].SuH_dyna_effectScript.OnEffectFinish() - "SuH_dyna_effectScript.psc" Line 46
[10/06/2015 - 02:04:49AM] VM is freezing...
[10/06/2015 - 02:04:49AM] VM is frozen
[10/06/2015 - 02:04:49AM] Saving game...

 

because the next part of Helgen Keep is the bear and it was unresponsive to my presence, even when attacked. Everything before that acted normally as expected.

 

According to Groovtama, the XPMSE spam is expected and part of normal operation.

 

Here's my mod list (trimming out non-scripted armor/weapon mods and SKSE plugins)

 

USKP 2.1.3beta

All 3 DLC and USKPs

Fuz Ro D-oh

NARC - No Animals Report Crimes

FNIS 5.5

FNIS creatures

SkyUI 5.1

Racemenu 3.4

JContainers 3.2.4

Realistic Ragdolls and Force 1.9

XP32 Maximum Skeleton Extended 3.21

Zaz Animation Pack 6.04

Storage Helpers

Skyrim Bachelors and Bachelorettes 1.7

Auto Unequip Ammo

Automatic Perks ASAP 4.2

Campfire 1.3

Schlongs of Skyrim 3.0.4

Sexlab Framework 1.6.02

Sexlab Creature Animations 1.6

Sexlab Aroused v17

Sexlab Eager NPCs

Sexlab Solutions 4.0.2

Deadly Drain 1.5.1

Devious Devices DDa/DDi/DDx 2.9/1.2.1

Captured Dreams 3.84

Deviously Cursed Loot 4.10

Skyrim Community Uncapper

Succubus Heart 2.723

[FNIS generated files]

[Wrye Bash bashed patch]

 

 

Not comprehensive, but that should be everything with scripts, NPCs, or relating to Sexlab, in order of appearance in my Mod Organizer mod list.

 

If you want I can track down where it stores the whole mod/plugin list and post those as well, if you think it would help.

 

Edit: tomorrow I'll try again and avoid using Succubus Hearts combat submit and seduce spells, and see if I can get it to happen with other sex initiators (Cursed Loot, Eager NPCs, Solutions)

Posted

...

I have a feeling the actor dieing before an animation actually begins is probably it, most likely added the Actor to the faction but SexLab never ran the end code since it was never valid in the first place, breaking the chain. I'll try testing for a bit and see if I can move things around or add a time-out to fix it, or just work around it by removing one of the function factions to begin with (will make another addition later a little more difficult, but whatever).

 

About update messages - I generally leave "installed" messages alone in DevBuilds, it's a hassle to run back and change it every time. >.< Purely a cosmetic thing, I'm getting better at remembering tho!

 

About MCM : Accidentally added an extra " on one of the lines.. Happens, will be fixed in the next build

 

EDIT : So DevBuild 2.724 is up, I fixed quite a few issues that were caused simply just from my lack of knowledge, I'll probably add a few more checks to make sure everything runs well before 2.73 release (Still need to get the crafting MCM done too >.>). Turns out SexLab was only using a single tracking method when the player was involved, I found a work around (good'old copy-paste with an if statement).

 

While I haven't tested the fixes much if the faction issue was caused by Succubus Heart it should now be fixed, otherwise I have a feeling it's not caused by Succubus Heart alone. (Note : You may need to initiate an act and let it play through before the factions fix themselves)

Posted

v2.724 seems to have fixed the loss of aggression issue. Now when something dies just as they're submitting their final act is to mount my character then immediately keel over dead before any sex animations have a chance to start (+0 HeartXP and no stat gains). It's a little odd, but better than breaking the AI. The help section fix was more important than I thought, as well. I didn't know HeartXP and stats were gained over time during sex. Now I know after reading the help section. :D

 

Found another bug though. Not sure if it's new, as I hadn't tried the feature before v2.724. Spending SP to increase a skill level doesn't actually increase the skills level. The SP is consumed and I get a message saying the skill has advanced in level, but on both the SP page and on the vanilla perk tree screen it shows that the skill has NOT been leveled up. Everything else on the SP page seems to work, I gain SP and can convert HeartXP to SP.

Posted

v2.724 seems to have fixed the loss of aggression issue. Now when something dies just as they're submitting their final act is to mount my character then immediately keel over dead before any sex animations have a chance to start (+0 HeartXP and no stat gains). It's a little odd, but better than breaking the AI. The help section fix was more important than I thought, as well. I didn't know HeartXP and stats were gained over time during sex. Now I know after reading the help section. :D

 

Found another bug though. Not sure if it's new, as I hadn't tried the feature before v2.724. Spending SP to increase a skill level doesn't actually increase the skills level. The SP is consumed and I get a message saying the skill has advanced in level, but on both the SP page and on the vanilla perk tree screen it shows that the skill has NOT been leveled up. Everything else on the SP page seems to work, I gain SP and can convert HeartXP to SP.

The starting then instantly ending thing has always been a bug, I 'think' it has to do with SexLab and Skyrim animations in general since I use to get that glitch with Defeated as well (Either that or our implementations are/were flawed). And yeah, status is gained the longer you're in an act, and it drains them more as well (They both stack over-time). I really need to completely fill out that Help menu tho, has some missing information (Adding that as a goal for release 2.73).

 

For the SP thing, which one did you try to level? From my testing just a second ago it seems to be working on vanilla. Do you have any mods installed which alter the skill tree or leveling at all? Succubus Heart is set to vanilla values but if you use something like SkyRe they edit level values. I believe the Uncapper can also cause issues if you set experience gain below 100%.

Posted

 

For the SP thing, which one did you try to level? From my testing just a second ago it seems to be working on vanilla. Do you have any mods installed which alter the skill tree or leveling at all? Succubus Heart is set to vanilla values but if you use something like SkyRe they edit level values. I believe the Uncapper can also cause issues if you set experience gain below 100%.

 

 

I just went back and tried again after typing this out, and sure enough it worked. I'm going to leave this info here though, just in case I manage to get it to happen again, for my own future reference.

 

Pickpocket. I'm using the Skyrim Community Uncapper with the .ini you provide in the optional folder, no other alterations.

 

Automatic Perks ASAP, but that just watches your skill levels and gives perks as you meet the level requirement.

Training Dummies Provide XP, it also doesn't directly touch leveling, just grants xp when you hit training dummies.

Pickpocketing Chance Cap , doesn't touch leveling or XP at all, but I don't know how they increased the pickpocket chance cap, either.

Posted

For what it's worth, I've also noticed the bug that spending SP doesn't always raise a skill. Converting Experience to SP also sometimes fails. No idea why this happens, as it's inconsistent. I've been just saving before going into the menu and trying again if it bugs out.

Posted

 ...

Those mods look safe, should be good...

For what it's worth, I've also noticed the bug that spending SP doesn't always raise a skill. Converting Experience to SP also sometimes fails. No idea why this happens, as it's inconsistent. I've been just saving before going into the menu and trying again if it bugs out.

Every bit of information is worth a ton, especially in this case since I was unaware this was happening, never actually seen it happen in my testing. I'm looking around at the code and I don't see any variable that would cause 'inconsistency', every option is only a few lines of if/then. Add in the fact that the Message Box appears means it did run through the code, or at least it should have.

 

For example...

 

 

Skill Leveling

;ent/ Alchemy
elseIf(option == skill_alchemy)
		alchemylvl = playerRef.GetActorValue("alchemy") as int
		alchemycost = Math.Ceiling(alchemylvl*0.1)
	if SP >= alchemycost ; SP is polled at the start of a selection inside Skill Levels
		SP -= alchemycost
		SuH_skill_points.SetValue(SP)
		Game.IncrementSkill("alchemy")
		Debug.MessageBox("Alchemy Increased to "+(alchemylvl+1))
		ForcePageReset()
	endIf
;end/ 

Skill Meter Open

elseif(option == skill_meter)
	XP = SuH_PCSheartXP.GetValue() as int
	x = Math.Floor(XP/10)
	y = x*10
	SetSliderDialogStartValue(0)
	SetSliderDialogDefaultValue(0)
	SetSliderDialogRange(0,y)
	SetSliderDialogInterval(10)
endIf 

Skill Meter Accept

elseif(option == skill_meter)
	x = Math.Floor(value/10)
	y = SuH_skill_essence.GetValue() as int
	z = SuH_PCSheartXP.GetValue() as int
	SuH_PCSheartXP.SetValue(z-value)
	SuH_skill_essence.SetValue(y+x)
	ForcePageReset()
endIf 

 

 

 

Honestly have no clue where the issue would be, but I'll most definitely be looking into it. My initial guess is Skyrim is having some sort of hissy fit over script latency, therefor it could be 'skipping' lines? Or possibly there's something I don't know about the MCM which is causing it. I've added in my notes to add a validity check to the system so if it does fail it will (hopefully) refund points spent.

Posted

 

just updated everything and still no luck im just going to going to wipe it off my save than add it again but a suggestion my be have a debug mode that fixes this problem unless im the only person to fuck this up than my bad :/

There was one other person that had this issue and I was able to replicate it with an alpha version of More Nasty Creatures, so there's definitely something going wrong somewhere. The problem is detecting it, no matter how many 'debug' features I add nothing seems to even find the issue, it just randomly stops working in some load orders and it's not 100% consistent. I may have to go over to the SexLab support thread and see if anyone can find where the problem is.

 

Best case scenario, I screwed up somewhere and it's fixed with ease.

Worst case scenario, it's a bug within other mods and I can't do anything about it. X.x

 

EDIT : Yep, looks like I missed a memo and there's a new way to register animation events, which explains why the problem is only now showing up. It's a fairly simple fix, I'll try and get to it tomorrow and upload a DevBuild.

 

EDIT2 : Rewrote all animation trigger code, this includes everything from Drain and Drop code. Newest DevBuild 2.722 is up with these changes and it 'should' fix the issues some people have been having. If not, then back to the drawing board. (This build may require SexLab 1.6 to fully function)

 

 

ask if he is using requiem thats what im using along with your mod

 

Posted

After upgrading with DevBuild 2.724, I started noticing some weird lag before sex scenes. So, I checked using the Skyrim Script Scalpel. 

Normally, I have about 5-7 active scripts in most save games. With DevBuild 2.724, I was getting 5,072 active scripts in my save. I checked several times, both on saves before and after installing the build. Tried reverting to earlier builds, but that didn't fix the save. So, finally, I uninstalled succubus heart, cleaned a save before installing the devbuild, loaded that, saved, and cleaned it again. I'm now back down to 5 active scripts, even after sex.

This could easily just be a flaw in my install, but I'd suggest checking if anyone is having major lag after initiating sex. 

Posted

 

...

 

ask if he is using requiem thats what im using along with your mod

Was the issue fixed? If not then I will have to, otherwise I'm not sure it's an issue. Either way tho, Succubus Heart is 'technically' better for the re-write.

 

After upgrading with DevBuild 2.724, I started noticing some weird lag before sex scenes. So, I checked using the Skyrim Script Scalpel. 

 

Normally, I have about 5-7 active scripts in most save games. With DevBuild 2.724, I was getting 5,072 active scripts in my save. I checked several times, both on saves before and after installing the build. Tried reverting to earlier builds, but that didn't fix the save. So, finally, I uninstalled succubus heart, cleaned a save before installing the devbuild, loaded that, saved, and cleaned it again. I'm now back down to 5 active scripts, even after sex.

 

This could easily just be a flaw in my install, but I'd suggest checking if anyone is having major lag after initiating sex. 

Did you by chance move from DevBuild 2.722? DevBuild 2.722 had a broken loop which would cause various issues with scripts and installing over it 'should' show a warning message to load a save before it. Other than that I'm not sure what specifically to DevBuild 2.724 would cause this since the only changes was an MCM fix and some player validity checks to the animation triggers. My game is running clean so I'm not 100% sure if I can replicate the issue.

Posted

Yup, I did use DevBuild 2.722 before making the upgrade. So, maybe the increase in active scripts was hanging on from there? 

As always, thanks for the mod. I've used it in a bunch of play throughs now, and it adds a lot to the in game logic of using the other Sexlab mods. 

Posted

Succubus Heart v2.73 is now up!

 

Some note-able changes from 2.72

- New MCM crafting system, no more need of hunting down things in complicated menus X.x

- Under the Crafting / Items MCM you can also find an Items Index!

- Desire Mechanic now replaces the not-so-fun Seduction Points system

- re-wrote all animation trigger code (Should prevent Succubus Heart from breaking with new animation mods)

 

Yup, I did use DevBuild 2.722 before making the upgrade. So, maybe the increase in active scripts was hanging on from there? 

As always, thanks for the mod. I've used it in a bunch of play throughs now, and it adds a lot to the in game logic of using the other Sexlab mods. 

Yeah, hanging scripts and loops were a confirmed issue in DevBuild 2.722, the dangers of code re-writes. >.<

 

Always happy to get compliments! Glad Succubus Heart is improving the game's experience.

Posted

Is there a list of the Desire level buffs/debuffs? My stamina keeps stopping regenerating after upgrading to 2.73. After a sex act which drops my desire my stamina will begin to regen again, albeit slowly, and before long it stops again. Even using the console to edit the regen rate multiplier doesn't make it start to regenerate again.

 

Most recently it stopped at 241 desire. I'm just trying to figure out if this is intended or a bug.

 

Only thing that has changed in my game was directly updating from 2.724 to 2.73.

 

EDIT:

I switched back to v2.724 and loaded a save game from before I installed v2.73 and played up through and past where I did while I had 2.73 installed and have not yet encountered the issue with stamina refusing to regenerate. I'm pretty certain it's something in 2.73.

Posted

Is there a list of the Desire level buffs/debuffs? My stamina keeps stopping regenerating after upgrading to 2.73. After a sex act which drops my desire my stamina will begin to regen again, albeit slowly, and before long it stops again. Even using the console to edit the regen rate multiplier doesn't make it start to regenerate again.

 

Most recently it stopped at 241 desire. I'm just trying to figure out if this is intended or a bug.

 

Only thing that has changed in my game was directly updating from 2.724 to 2.73.

 

EDIT:

I switched back to v2.724 and loaded a save game from before I installed v2.73 and played up through and past where I did while I had 2.73 installed and have not yet encountered the issue with stamina refusing to regenerate. I'm pretty certain it's something in 2.73.

I just noticed upon a quick load that the Desire Effects aren't showing in the the spells menu (which is generally where you should see them) so I'll have to fix that, anyways..

 

The current Desire Levels (I'll add this to the Help Menu for next release)

- Stage 0 [ Below 100 Desire ]

- - - Currently has no effects

- Stage 1 [ Between 100 and 500 Desire ]

- - - Currently Decreases Health/Magicka/Stamina regen by 25%

- Stage 2 [ Above 500 ]

- - Currently Decreases regen by 75%

 

The effects shouldn't stack so regen should never fully stop unless you have another effect which reduces heal rate, you can try disabling desire effects in the Status MCM which will remove all Desire effect from the character.. I'll be changing what effects Desire has in the future.

 

As for the Desire value freezing, no clue what would cause that, do you have a papyrus log you can post? (It's either the function getting stuck in your save or the MCM is having more unexplained issues)

Posted

DL'd the 2.73 version and was doing some checks in TES5Edit and it returned the following errors -

 

[00:03] Checking for Errors in [17] SuccubusHeart.esp
[00:03] [sPEL:17014BBC]
[00:03]     SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:03] SuH_desire_stage0 "Desire [stage 0]" [sPEL:17037792]
[00:03]     SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF

 

Many thanks for your work on this wonderful mod btw :)

Posted

 

Is there a list of the Desire level buffs/debuffs? My stamina keeps stopping regenerating after upgrading to 2.73. After a sex act which drops my desire my stamina will begin to regen again, albeit slowly, and before long it stops again. Even using the console to edit the regen rate multiplier doesn't make it start to regenerate again.

 

Most recently it stopped at 241 desire. I'm just trying to figure out if this is intended or a bug.

 

Only thing that has changed in my game was directly updating from 2.724 to 2.73.

 

EDIT:

I switched back to v2.724 and loaded a save game from before I installed v2.73 and played up through and past where I did while I had 2.73 installed and have not yet encountered the issue with stamina refusing to regenerate. I'm pretty certain it's something in 2.73.

I just noticed upon a quick load that the Desire Effects aren't showing in the the spells menu (which is generally where you should see them) so I'll have to fix that, anyways..

 

The current Desire Levels (I'll add this to the Help Menu for next release)

- Stage 0 [ Below 100 Desire ]

- - - Currently has no effects

- Stage 1 [ Between 100 and 500 Desire ]

- - - Currently Decreases Health/Magicka/Stamina regen by 25%

- Stage 2 [ Above 500 ]

- - Currently Decreases regen by 75%

 

The effects shouldn't stack so regen should never fully stop unless you have another effect which reduces heal rate, you can try disabling desire effects in the Status MCM which will remove all Desire effect from the character.. I'll be changing what effects Desire has in the future.

 

As for the Desire value freezing, no clue what would cause that, do you have a papyrus log you can post? (It's either the function getting stuck in your save or the MCM is having more unexplained issues)

 

 

The desire value wasn't freezing, just stamina regen. I was stating the desire value at which I was witnessing stamina freeze.

 

The only negative status effect displayed in my spells menu was the 20% reduced xp gain from high arousal in SL Aroused.

 

Unfortunately, I didn't think to save a log and I've already rotated through all 4 files. Tonight I'll get my char somewhere I can sit and try to get some clean tests then load up v2.73 and generate some logs.

Posted

DL'd the 2.73 version and was doing some checks in TES5Edit and it returned the following errors -

 

[00:03] Checking for Errors in [17] SuccubusHeart.esp

[00:03] [sPEL:17014BBC]

[00:03]     SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF

[00:03] SuH_desire_stage0 "Desire [stage 0]" [sPEL:17037792]

[00:03]     SPEL \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF

 

Many thanks for your work on this wonderful mod btw :)

This is referencing that the Desire Stage 0 spell has no magic effects attached, which is both true and shouldn't cause any problems, however do not remove the spell as it will break several scripts. I left the spell in there because it's a placeholder, making future edits to the desire system a lot easier. (Unlike my outdated HeartXP system that hasn't been updated yet, Desire runs on a new global function system so everything is 100% consistent and less error prone)

 

Thanks for letting me know tho, will most likely help others who find the error and wonder what it is.

 

 

...

 

The desire value wasn't freezing, just stamina regen. I was stating the desire value at which I was witnessing stamina freeze.

 

The only negative status effect displayed in my spells menu was the 20% reduced xp gain from high arousal in SL Aroused.

 

Unfortunately, I didn't think to save a log and I've already rotated through all 4 files. Tonight I'll get my char somewhere I can sit and try to get some clean tests then load up v2.73 and generate some logs.

 

Oh, sorry, I just mis-read what you said. >.<

 

If your stamina (and just stamina) was freezing at 200 Desire that means the Desire Stage 1 effect would be bringing your recovery below 100%, but since the others are not freezing I have a feeling something else is also reducing your stamina. Do you run any mods or equip any enchantments that damage your recovery rates at all? There may be a stuck spell from another mod which is decreasing your stamina recovery without you knowing it. In the mean time disable Desire Effects in the Status / Settings MCM of Succubus Heart.

Posted

 

 

...

 

/snip

 

Oh, sorry, I just mis-read what you said. >.<

 

If your stamina (and just stamina) was freezing at 200 Desire that means the Desire Stage 1 effect would be bringing your recovery below 100%, but since the others are not freezing I have a feeling something else is also reducing your stamina. Do you run any mods or equip any enchantments that damage your recovery rates at all? There may be a stuck spell from another mod which is decreasing your stamina recovery without you knowing it. In the mean time disable Desire Effects in the Status / Settings MCM of Succubus Heart.

 

 

I didn't enter combat, take damage, or cast spells, so I can't know for certain that it was -only- stamina that froze, when I stop and think on it.

 

I upgraded again to 2.73 and played for the better part of an hour and it hasn't happened again. However I did notice that Succubus Prowl did not automatically deactivate and ended up turning it off manually.

 

What I think happened, because the freeze originally happened in Whiterun (lots of NPCs, events, etc) and Prowl was on, I went from 500+ desire then over/under 100 several times pretty rapidly and effects didn't have time to get cleared properly. I've had vanilla magic effects get 'stuck' before, so I wouldn't be too surprised.

 

Or maybe there's just something in Whiterun, either here or from another mod, as my test just now went through Dawnstar, Solitude, and Markarth.

 

Sorry if this is as clear as mud. Allergies combined with headaches has my head feeling like an over ripe melon.

  • 3 weeks later...
Posted

 

 ...

Those mods look safe, should be good...

For what it's worth, I've also noticed the bug that spending SP doesn't always raise a skill. Converting Experience to SP also sometimes fails. No idea why this happens, as it's inconsistent. I've been just saving before going into the menu and trying again if it bugs out.

Every bit of information is worth a ton, especially in this case since I was unaware this was happening, never actually seen it happen in my testing. I'm looking around at the code and I don't see any variable that would cause 'inconsistency', every option is only a few lines of if/then. Add in the fact that the Message Box appears means it did run through the code, or at least it should have.

 

For example...

 

 

Skill Leveling

;ent/ Alchemy
elseIf(option == skill_alchemy)
		alchemylvl = playerRef.GetActorValue("alchemy") as int
		alchemycost = Math.Ceiling(alchemylvl*0.1)
	if SP >= alchemycost ; SP is polled at the start of a selection inside Skill Levels
		SP -= alchemycost
		SuH_skill_points.SetValue(SP)
		Game.IncrementSkill("alchemy")
		Debug.MessageBox("Alchemy Increased to "+(alchemylvl+1))
		ForcePageReset()
	endIf
;end/ 

Skill Meter Open

elseif(option == skill_meter)
	XP = SuH_PCSheartXP.GetValue() as int
	x = Math.Floor(XP/10)
	y = x*10
	SetSliderDialogStartValue(0)
	SetSliderDialogDefaultValue(0)
	SetSliderDialogRange(0,y)
	SetSliderDialogInterval(10)
endIf 

Skill Meter Accept

elseif(option == skill_meter)
	x = Math.Floor(value/10)
	y = SuH_skill_essence.GetValue() as int
	z = SuH_PCSheartXP.GetValue() as int
	SuH_PCSheartXP.SetValue(z-value)
	SuH_skill_essence.SetValue(y+x)
	ForcePageReset()
endIf 

 

 

 

Honestly have no clue where the issue would be, but I'll most definitely be looking into it. My initial guess is Skyrim is having some sort of hissy fit over script latency, therefor it could be 'skipping' lines? Or possibly there's something I don't know about the MCM which is causing it. I've added in my notes to add a validity check to the system so if it does fail it will (hopefully) refund points spent.

 

I was having the same problem but it also was happening with SL Eager NPC's (SLEN) aswell. I resorted to paying for training and advancing skills manually like blocking which I never do normally and eventually SLEN and your SP started to function normally. I don't believe the bug was this mods fault.

On a side note I loved the varieties of Sperm and Milk in the older version. They were fun to collect and though they remain, the alchemy options have gone (One sad puppy).

One more thing is I feel that the ingredients should be special and rare, so should not be available at vendors. Takes the fun out of collecting.

What I do with the ingredients is by using INeed, categorising Milk as Soup and Sperm as a non alcoholic drink you are never short of sustenance. 

Posted

All this "debug" stuff...  :)  

 

Spirit_Shard - I DL'ed this the other day and think it's a great mod ! Tried others and this one (so far) seems to be the best - or at least the most fun, for me anyway. I like your approach regarding the demon aspect. I personally don't need a transform mode - it's cool visually I guess, but I don't need it. While horns / wings are an integral part of the "stereotypical" succubus, for me, wings just get in the way as I mainly play in 3rd person. And they can always be added with other mods.

 

Suggestions / ideas:

 

- I picked up Minna and went out on a 'hunt" and after being attacked, was surprised to look over and see her "goin' at it" with some bandit. Cracked me up!  I did notice though that see doesn't seem to kill aggressors, which seemed wrong somehow. If she's going to drain 'em, drain 'em dead!

- One thing I did like about PSQ was that one could sneak up and feed on folks when sleeping, etc. Perhaps add something like that in the future? That's what a Succubi does in the 1st place - have intercourse with the victim while sleeping.

- One or two extra "human" Succubus NPC's would be nice as well so one could make a small "army". Not into the beast thing - personal pref.  EDIT: Nvrmd on this one - in my case. Deadly Drain spells give NPCs / followers drain abilities.

 

Anyway, thank you for a fun mod and I'm sure any current "issues" will be worked out in time.  BTW, I do think there is something amiss with the animations running their course & SH. Seems to happen only in combat situations?? The animations start and shortly thereafter, the baddies stand up and as I drain, then stumble, get up, stumble, etc. This doesn't seem to happen with my follower(s) (pretty sure), just the PC.  And to the best of my knowledge, this wasn't an issue when using Deadly Drain and other mods, so I can only assume it's connected with SH...but hey, I'm guessing. Great mod none-the-less, it's a lot of fun.

 

Posted

 

...

I remember there being an issue in another XP mod I used way back where the MCM would randomly fail as well, I've tried searching but I can't find any solid solutions. It's definitely not Succubus Heart causing it but I still feel I need to make a work-around for it.

 

Thanks for the suggestions! I'll be adding more drop types in the future and may bring rare variants back. I dropped the variant system to make things much more consistent and simplify the crafting system which will be expanded upon in the future while also making my transition from my current effects system to a more streamlined global functions system easier.

 

As for Succubus Merchants selling stuff, my goal for 3.0 is to add in the other NPCs, all of which will have unique items they sell at limited quantities based on a few parameters, so rarer drops won't be as easy to obtain as they currently are from Succubus Merchants.

 

 

...

Glad to hear you enjoy Succubus Heart! I always worked on Succubus Heart with compatibility in mind, if someone wants transformations they are free to download a mod for that! Succubus Heart is a complimentary mod which focuses on gameplay and mechanics instead of just visual aspects.

 

- Succubus Heart's NPC drain effects scale off of level so it's possible they didn't drain them far enough to kill them, there's also an option in the MCM to disable drain kills. It's also possible it's broken at the moment since I did change the way effects apply, I'll look into it. =>.<=

- I plan to have an 'activation' system similar to mods like Defeated at some point in the future, I just haven't figured out the code for it yet. I tried replacing the seduction spells with it but I just ended up breaking everything, if you know any tutorials for this sort of thing send them my way!

- More NPCs are coming in the future, you can also use the console to add the spell "SuH_NPCsuccubus" to the NPC. Removing the spell will also remove their succubus status. I initially started with the 3 available because I feel they are under-represented as vanilla followers.

 

Animations still having issues? I probably missed something somewhere, transitioning from version to version has been rough lately, I'll look into it. X.x

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