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Posted
8 hours ago, donttouchmethere said:

Sadly it's just you.

SLdialog MCM still shows up fine, at least if your setup doesn't prevent it from doing so.

Alrighty then, I guess I'll try installing an older version and then install over that? Can't really see any other way of getting the MCM to work again.

Posted
2 hours ago, h311h0und1134 said:

Alrighty then, I guess I'll try installing an older version and then install over that? Can't really see any other way of getting the MCM to work again.

I don't have enough informations to help you there.

I can confirm that all versions of SLdialog since 3 years at least always registered their MCMs.

Although I never tried to add SLdialog on a running game or needed to update during a running game (luckily it evolves slowly enough).

 

I guess if you say it like that you had an older version installed and now you updated to the newest version?

You might be better of with a clean save then, means remove old version, load game, exit and clean save, add new version, back to game.

 

If you started already quests of SLdialog and all worked with the last version, then I don't think an update is badly needed. Just check change log.

 

 

Posted
6 hours ago, donttouchmethere said:

I don't have enough informations to help you there.

I can confirm that all versions of SLdialog since 3 years at least always registered their MCMs.

Although I never tried to add SLdialog on a running game or needed to update during a running game (luckily it evolves slowly enough).

 

I guess if you say it like that you had an older version installed and now you updated to the newest version?

You might be better of with a clean save then, means remove old version, load game, exit and clean save, add new version, back to game.

 

If you started already quests of SLdialog and all worked with the last version, then I don't think an update is badly needed. Just check change log.

 

 

It was a fresh game so that wasn't the issue. Actually there wasn't an issue at all, MCM just refused to register for some unknown reason. I started another game after reinstalling and it was fine so *shrug* working as intended I guess lol.

 

EDIT: Nvm, MCM loading is spotty, and rarely works. I'll just use an older version for now and just hope my game actually likes the next one.

Posted
On 9/16/2019 at 1:57 AM, h311h0und1134 said:

It was a fresh game so that wasn't the issue. Actually there wasn't an issue at all, MCM just refused to register for some unknown reason. I started another game after reinstalling and it was fine so *shrug* working as intended I guess lol.

 

EDIT: Nvm, MCM loading is spotty, and rarely works. I'll just use an older version for now and just hope my game actually likes the next one.

That would be odd if it wasn't all about a modded skyrim ^^

 

Although I sometimes think the same "just hope my game actually likes the next one" and that this tactic often also works - because I changed the LO and some mods on the way - there might be another issue with your setup, if SLdialog doesn't work right.

There could be a LO issue too or conflict.

SLdialog is always above SD+ on all my setups => if you update SLdialog you should also update all related mods like SD+

You can move also the whole SLdialog-SD+-patches combo lower in load order.

 

Important is also how you start your new game.

SLdialog combined with SD+ needs at least one reload after char creation and after SLF registration.

Also do nothing with SLdialog before:

> char creation -> wait for all mods to load

> next activate SLF + creature animations

> save & reload

> wait for mods to update

> wait for estrus + to register

> now activate and register you SLAL packs and modify your SLF MCM settings

> save & reload

> wait for mods to update (HDT sextoys for example)

> start the MCM modification madness for all other mods (or activate mods via MCM)

> remember: some mod MCM need to be closed after changing settings, sadly this isn't always clear. If you modify all mod MCMs without every leaving the ESC-Menu there is a high chance that mods might not update and get stuck.

 

be sure that nothing overwrites your:

PapyrusUtil and other script addons like ConsoleUtil and Jcontainers

ever!!!

(for example SLF, Simple Knock and I guess EFF all have older PapyrusUtil versions included)

 

to give mods enough time load it is wise to start in LAL and not via vanilla start or any start that throws you into a crowded area

 

Also I hope you didn't install the SE version on LE or visa versa^^

 

 

Posted
22 hours ago, h311h0und1134 said:

Is it just me or are the MCM files for this just not included anymore? I noticed the files aren't in the BSA or the Github anymore, so did they just...get absorbed into something else? The MCM isn't showing up at all in-game either.

 

Thanks for the reports. I will look into it when I come back next week.

 

I had to change the name of the MCM script because it interfered with the MCM script of Sexlab Drunk.

 

However I wasnt able to test the change as the old menu still shows in my save game. I will test it against a new game when I return.

 

 

Posted
On 9/16/2019 at 1:09 AM, DeepBlueFrog said:

 

Thanks for the reports. I will look into it when I come back next week.

 

I had to change the name of the MCM script because it interfered with the MCM script of Sexlab Drunk.

 

However I wasnt able to test the change as the old menu still shows in my save game. I will test it against a new game when I return.

 

 

The MCM scripts are there, them running is just spotty for me. Might just be my load order, but downgrading one version launches the MCM perfectly so I'm not really sure.

Posted
On 9/16/2019 at 1:09 AM, DeepBlueFrog said:

 

Thanks for the reports. I will look into it when I come back next week.

 

I had to change the name of the MCM script because it interfered with the MCM script of Sexlab Drunk.

 

However I wasnt able to test the change as the old menu still shows in my save game. I will test it against a new game when I return.

 

 

I have the same no show in the MCM bug, yet the mod is clearly active.

Posted
9 hours ago, RJLbwb said:

I have the same no show in the MCM bug, yet the mod is clearly active.

Something is visibly messed up here. I will look at it in priority this weekend now that I am back.

Posted
On 9/21/2019 at 1:56 PM, DeepBlueFrog said:

Something is visibly messed up here. I will look at it in priority this weekend now that I am back.

Maybe a soft requirement that got "hard"?

Cause the SLdialoges MCM shows up for me, but I have pretty much every possible requirement for all those devious LL mods installed.

Also using the english Skyrim version now.

LE Version (starts to get confusing with all the SE versions out there ^^)

 

EDIT: Also I had SLdialoges Tweak installed ?

Posted
1 hour ago, donttouchmethere said:

Maybe a soft requirement that got "hard"?

Cause the SLdialoges MCM shows up for me, but I have pretty much every possible requirement for all those devious LL mods installed.

Also using the english Skyrim version now.

I managed to get the new dialogue menu to work using the nuclear option: stop/delete the previous script and add a new quest and script. 

2 hours ago, jgold101 said:

so I have bestiality turned off  but I still get the popup menu for a dog follower

That's an old issue I never got to fixing.

I added a check for the menu option when talking to your follower dog. 

That will also be part of the next update, hopefully tomorrow.

Posted
9 hours ago, DeepBlueFrog said:

I added a check for the menu option when talking to your follower dog.

Perfect!

I just got curious and tried that Nixy Mod.

While NFF handles creature followers very nice since newer updates (actually never saw creature followers better handled), SDdialoges decided to spam every message box at its disposal.

Nixy will be happy to hear the news, or at least I will be happy ^^

Spoiler

ScreenShot1313.jpg.10003e0d8e2d772522227a09d76fca0c.jpg

 

 

Posted

I'm trying to use this and SD+ but the game refuses to launch when it's enabled. I tried again following the install instructions and enabling mods in the order specified, but once I get to Step 15 with all the SD+ mods enabled the game refuses to launch. I hit SKSE64 and it tries to open Skyrim for a few seconds then nothing. If I disable SD+ and associated mods the game loads right up again. Am I doing something wrong here?

Posted
4 hours ago, Crush3d_Guide said:

I'm trying to use this and SD+ but the game refuses to launch when it's enabled. I tried again following the install instructions and enabling mods in the order specified, but once I get to Step 15 with all the SD+ mods enabled the game refuses to launch. I hit SKSE64 and it tries to open Skyrim for a few seconds then nothing. If I disable SD+ and associated mods the game loads right up again. Am I doing something wrong here?

I am also experiencing this issue. I tried to download it earlier today, ran FNIS, ran LOOT, everything looked good, but when I hit SKSE start up, it tries for a few seconds, then dies. Doesn't even bring up the game in my task manger so it's just totally failing. I disabled SD+ and got the same, but after disabling this one, it worked so I can only conclude that it's an issue with Dialogues?

Posted
30 minutes ago, Seleia said:

I am also experiencing this issue. I tried to download it earlier today, ran FNIS, ran LOOT, everything looked good, but when I hit SKSE start up, it tries for a few seconds, then dies. Doesn't even bring up the game in my task manger so it's just totally failing. I disabled SD+ and got the same, but after disabling this one, it worked so I can only conclude that it's an issue with Dialogues?

Have tried a earlier version?

Posted
10 hours ago, jlttsmiley said:

Have tried a earlier version?

This is my first time trying the mod, and I have not tried to install the previous version, but I did think that it was important for the modder working on this one to be aware that there is something going on with this version that's not allowing it to work.

 

Edit: I went back and installed the May 2019 version and the game starts up just fine.

Posted

I uploaded a new version of Dialogues with a fix for the missing MCM menu and a blocked popup menu for follower creatures if the option if disabled in the menu.

Posted
21 minutes ago, DeepBlueFrog said:

I uploaded a new version of Dialogues with a fix for the missing MCM menu and a blocked popup menu for follower creatures if the option if disabled in the menu.

thanks for the quick fix!

Posted
1 hour ago, DeepBlueFrog said:

I uploaded a new version of Dialogues with a fix for the missing MCM menu and a blocked popup menu for follower creatures if the option if disabled in the menu.

Just tested for the MCM loading bug, and it is fixed. Thanks for the update and quick turn around!

Posted
2 hours ago, Kingslayer101 said:

Is there a way to completely disable the Magicka system? Its at a point that disabling it wont do anything.

Disabling it works.. .but it does not restore you back to normal levels. That's something I still have to do.

Posted

So....apparently reading the forums would have saved me from some confusion as to why the priest and mage quests ween't working correctly (dumb me).

 

Anyway, got part of the way through the blacksmith using the 20190907 version and liked it so far (a bit tedious if you don't know about certain sidequests that can help like how to become bloodkin). But got completely stuck by the first mage quest where I'm supposed to make and deliver 10 health potions (potion of rejuvenation iirc) to Danica. No matter how many I made, she would never have any dialog option to deliver them. Is that a bug, is there a shadow quest requirement to complete some other sidequest before, or is development that early?

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