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Which version is most stable and working? 

 

9.8.2 should be reasonably stable, if not try 9.2.1 or 9.1. 10(f/h/o) are stable for me, but as you can see some users are having issues with those versions, some of them even have the issue with 9.8.2.

 

Bet you hate papyrus/skyrim idiocracies. Anyway tried 10O, (because well it's a nice number). MCM installed fine, (even with Pay Sex Crime). Everything was ticking. Loaded game a couple of times after it was installed, (due to you know undesirable outcomes in actual game play), and it was fine/doing what it should/ticking over. Then suddenly it stopped on a load never to run again. Pap log excerpts :-

 

 

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::DistanceEnslave_var" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "DistanceEnslave" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "Maintenance" in state "" on object "crdestartquestscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::playerScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "playerScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "OnInit" in state "" on object "crdenpcmonitorscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitor_var" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitor" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Cannot open store for class "dcur_library", missing file?

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::Monitor_var" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "Monitor" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] ERROR: Unable to bind script crdetopicstartfragment to  (FB0022F1) because their base types do not match

 

 

 

And later in paplog

 

 

 

[09/24/2015 - 03:15:14PM] Loading game...

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::PlayMonScript_var on script crdemodsmonitorscript has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::SlaverunScript_var on script crdemodsmonitorscript has an invalid type crdeslaverunscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable dcurLibs on script crdemodsmonitorscript has an invalid type dcur_library loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayermonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::Monitor_var on script crdevars has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdetopicstartfragment referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdestartquestscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeslaverunscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdenpcmonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayerscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Could not find type crdedistantenslavescript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdetopicstartfragment in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdenpcmonitorscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdestartquestscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeslaverunscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayermonitorscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 0 in stack 201301 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201301 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201301 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.OnInit in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201301 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201301 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdeplayermonitorscript is flagged as invalid. Stack frame 0 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdeplayermonitorscript.OnUpdate in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 1 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 1 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 1 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.printNearbyValidActors in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 1 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Failed to read suspended stack from save game

[09/24/2015 - 03:15:15PM] Errors occurred while loading the Papyrus save game data

[09/24/2015 - 03:15:15PM] VM is thawing...

 

 

 

Now I admit I'm really just using this mod for naked/bonded detection - don't really care about the enslavement thing and, apart from Devious Cidhna & Captured Dreams, I don't have any of the other mods, (although it does say the others aren't actually requirements). I'm just wondering if binding scripts to properties from mods which arn't actually installed is causing this on a random basis?

 

Bet you hate papyrus/skyrim idiocracies. Anyway tried 10O, (because well it's a nice number). MCM installed fine, (even with Pay Sex Crime). Everything was ticking. Loaded game a couple of times after it was installed, (due to you know undesirable outcomes in actual game play), and it was fine/doing what it should/ticking over. Then suddenly it stopped on a load never to run again. Pap log excerpts :-

 

 

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::DistanceEnslave_var" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "DistanceEnslave" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "Maintenance" in state "" on object "crdestartquestscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::playerScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "playerScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "OnInit" in state "" on object "crdenpcmonitorscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitor_var" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitor" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Cannot open store for class "dcur_library", missing file?

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::Monitor_var" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "Monitor" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] ERROR: Unable to bind script crdetopicstartfragment to  (FB0022F1) because their base types do not match

 

 

 

And later in paplog

 

 

 

[09/24/2015 - 03:15:14PM] Loading game...

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::PlayMonScript_var on script crdemodsmonitorscript has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::SlaverunScript_var on script crdemodsmonitorscript has an invalid type crdeslaverunscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable dcurLibs on script crdemodsmonitorscript has an invalid type dcur_library loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayermonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::Monitor_var on script crdevars has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdetopicstartfragment referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdestartquestscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeslaverunscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdenpcmonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayerscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Could not find type crdedistantenslavescript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdetopicstartfragment in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdenpcmonitorscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdestartquestscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeslaverunscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayermonitorscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 0 in stack 201301 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201301 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201301 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.OnInit in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201301 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201301 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdeplayermonitorscript is flagged as invalid. Stack frame 0 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdeplayermonitorscript.OnUpdate in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 1 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 1 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 1 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.printNearbyValidActors in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 1 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Failed to read suspended stack from save game

[09/24/2015 - 03:15:15PM] Errors occurred while loading the Papyrus save game data

[09/24/2015 - 03:15:15PM] VM is thawing...

 

 

 

Now I admit I'm really just using this mod for naked/bonded detection - don't really care about the enslavement thing and, apart from Devious Cidhna & Captured Dreams, I don't have any of the other mods, (although it does say the others aren't actually requirements). I'm just wondering if binding scripts to properties from mods which arn't actually installed is causing this on a random basis?

 

Had the same experience where the mod works and then stops working when a save is reloaded. I deactivated the unofficial patches before testing.

 

This bug has plagued users since 9.2.1, maybe even eariler. I have no idea why, for some users, sometimes, the mod fails to load certain script types, which depending on where it happens, has different symptoms on different parts of the mod (Distance enslave not working, MCM not showing up, enslave not working, and the core not working)

 

I have never got this bug to show up on my end, at any version. I don't know if it's caused by too heavy of papyrus load, certain mod configuration, skse settings or any other difference between my setup and the setup used by the users that suffer from this bug. I don't think it's caused by those typed soft mods, since Maria's eden and wolfclub were part of the mod before I even started working on it, the other two being slaverun and cursed loot. I might end up removing slaverun completely now that someone else is trying to rebuild the whole mod anyway, cursed loot functionality can probably be removed as a library call, and we can see if that changes anything for users in the next release.

 

So far the MCM issue seems fixed, however now I don't get the message telling me deviously enslaved 1.04 is starting, it used to do that and work even if the MCM was broken, but now the MCM works but the mod doesn't.

 

Yeah, intermittence is one of the symptoms as well.

 

I see you've also declared the string Modname in the script crdemcm and while that seems to work fine, it's also possible to declare it in the .esp file proper and leave it on auto in the script. It's possible other scripts expect to get that string from the esp and that may not be playing very well with them. It's also possible you made changes to a different script and that's the issue.

 

Couldn't edit the property from creation kit for the 5-10 minutes I tried. it didn't show up as a property that already existed, probably because it was inherrited. Couldn't make a new one from creation kit, the compiler complains that the variable has already been previously declared (from ski_configbase that it inherits from) and manually setting it had the same effect. I tried assigning it in the init, because it should have been in the symbol table at that point anyway, and it worked so I published it to see if would fix that bug for other users.

 

I'll double check, but I didn't see a way to assign it through the creation kit. Pretty sure the name isn't being changed on old saves because it's being assigned in the init, which should only ever get called once at mod start, not on save load.

 

Had the same experience where the mod works and then stops working when a save is reloaded. I deactivated the unofficial patches before testing.

 

Can you be a bit more specific about each log? Are you saying that in all 3 DE stopped working? The description in each log is lacking some detail.

 

In ENSLAVEMENT you mentioned that you were sent off to simpleslavery but the log suggests SD+ was started, did you mean to write that local was set to 1 but still triggered or.... ? Actually, I have no idea what "the player and owner are transported to the slave auction outside of the cage." means, is this new to simple slavery or is this a different mod?

 

In rape enslavement, you meant to say you got enslaved by DE after the rape caused by sexlife right? But you're saying DE still stopped working? Bleedout? DE has no bleedout are you saying defeat was a factor? I don't use sexlife and haven't tested it yet, will save this log for when I test it I guess...

 

In the DE stopped log, you got a traditional "Error: Unable to link types associated with function "enslaveWC" in state "" on object "crdedistantenslavescript"." error, which I haven't found a fix for yet. This bug stops the whole mod from working because if disitanceenslave fails to load, then mods fails to load, which stops MCM from loading. The oddity here is there are 3-6 messages from skyui saying DE has been loaded into the MCM listing. Did you use that other mod that can kick start MCM menu's alive or was that skyui trying to start it over and over again?

Link to comment

 

Which version is most stable and working? 

 

9.8.2 should be reasonably stable, if not try 9.2.1 or 9.1. 10(f/h/o) are stable for me, but as you can see some users are having issues with those versions, some of them even have the issue with 9.8.2.

 

Bet you hate papyrus/skyrim idiocracies. Anyway tried 10O, (because well it's a nice number). MCM installed fine, (even with Pay Sex Crime). Everything was ticking. Loaded game a couple of times after it was installed, (due to you know undesirable outcomes in actual game play), and it was fine/doing what it should/ticking over. Then suddenly it stopped on a load never to run again. Pap log excerpts :-

 

 

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::DistanceEnslave_var" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "DistanceEnslave" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "Maintenance" in state "" on object "crdestartquestscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::playerScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "playerScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "OnInit" in state "" on object "crdenpcmonitorscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitor_var" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitor" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Cannot open store for class "dcur_library", missing file?

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::Monitor_var" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "Monitor" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] ERROR: Unable to bind script crdetopicstartfragment to  (FB0022F1) because their base types do not match

 

 

 

And later in paplog

 

 

 

[09/24/2015 - 03:15:14PM] Loading game...

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::PlayMonScript_var on script crdemodsmonitorscript has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::SlaverunScript_var on script crdemodsmonitorscript has an invalid type crdeslaverunscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable dcurLibs on script crdemodsmonitorscript has an invalid type dcur_library loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayermonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::Monitor_var on script crdevars has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdetopicstartfragment referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdestartquestscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeslaverunscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdenpcmonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayerscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Could not find type crdedistantenslavescript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdetopicstartfragment in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdenpcmonitorscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdestartquestscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeslaverunscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayermonitorscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 0 in stack 201301 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201301 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201301 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.OnInit in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201301 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201301 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdeplayermonitorscript is flagged as invalid. Stack frame 0 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdeplayermonitorscript.OnUpdate in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 1 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 1 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 1 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.printNearbyValidActors in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 1 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Failed to read suspended stack from save game

[09/24/2015 - 03:15:15PM] Errors occurred while loading the Papyrus save game data

[09/24/2015 - 03:15:15PM] VM is thawing...

 

 

 

Now I admit I'm really just using this mod for naked/bonded detection - don't really care about the enslavement thing and, apart from Devious Cidhna & Captured Dreams, I don't have any of the other mods, (although it does say the others aren't actually requirements). I'm just wondering if binding scripts to properties from mods which arn't actually installed is causing this on a random basis?

 

Bet you hate papyrus/skyrim idiocracies. Anyway tried 10O, (because well it's a nice number). MCM installed fine, (even with Pay Sex Crime). Everything was ticking. Loaded game a couple of times after it was installed, (due to you know undesirable outcomes in actual game play), and it was fine/doing what it should/ticking over. Then suddenly it stopped on a load never to run again. Pap log excerpts :-

 

 

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::DistanceEnslave_var" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "DistanceEnslave" on object "crdeplayermonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdeplayerscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "Maintenance" in state "" on object "crdestartquestscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::playerScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonScript_var" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "playerScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonScript" on object "crdenpcmonitorscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link types associated with function "OnInit" in state "" on object "crdenpcmonitorscript".

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::PlayerMonitor_var" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "PlayerMonitor" on object "crdeslaverunscript"

[09/24/2015 - 03:14:03PM] Cannot open store for class "dcur_library", missing file?

[09/24/2015 - 03:14:03PM] Error: Unable to link type of variable "::Monitor_var" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] Error: Unable to link type of property "Monitor" on object "crdetopicstartfragment"

[09/24/2015 - 03:14:03PM] ERROR: Unable to bind script crdetopicstartfragment to  (FB0022F1) because their base types do not match

 

 

 

And later in paplog

 

 

 

[09/24/2015 - 03:15:14PM] Loading game...

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::PlayMonScript_var on script crdemodsmonitorscript has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable ::SlaverunScript_var on script crdemodsmonitorscript has an invalid type crdeslaverunscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable dcurLibs on script crdemodsmonitorscript has an invalid type dcur_library loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayermonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Variable ::Monitor_var on script crdevars has an invalid type crdeplayermonitorscript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdetopicstartfragment referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdestartquestscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeslaverunscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdenpcmonitorscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Unable to get type crdeplayerscript referenced by the save game. Objects of this type will not be loaded.

[09/24/2015 - 03:15:14PM] warning: Could not find type crdedistantenslavescript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdetopicstartfragment in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdenpcmonitorscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdestartquestscript in the type table in save

[09/24/2015 - 03:15:14PM] warning: Could not find type crdeslaverunscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayermonitorscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Could not find type crdeplayerscript in the type table in save

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 0 in stack 201301 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201301 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201301 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.OnInit in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201301 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201301 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdeplayermonitorscript is flagged as invalid. Stack frame 0 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 0 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 0 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdeplayermonitorscript.OnUpdate in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 0 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] warning: Object crdenpcmonitorscript is flagged as invalid. Stack frame 1 in stack 201263 will not be resumed

[09/24/2015 - 03:15:15PM] warning: Variable 0 in stack frame 1 in stack 201263 loaded from save doesn't match compiled type - this function will be prevented from running

[09/24/2015 - 03:15:15PM] ERROR: Failed to read stack frame 1 in stack 201263 from save

[09/24/2015 - 03:15:15PM] warning: Function crdenpcmonitorscript.printNearbyValidActors in the empty state differs since this save game was made - function will not be resumed

[09/24/2015 - 03:15:15PM] ERROR: Failed to load frame 1 data for stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Unable to load stack 201263 from save game

[09/24/2015 - 03:15:15PM] ERROR: Failed to read suspended stack from save game

[09/24/2015 - 03:15:15PM] Errors occurred while loading the Papyrus save game data

[09/24/2015 - 03:15:15PM] VM is thawing...

 

 

 

Now I admit I'm really just using this mod for naked/bonded detection - don't really care about the enslavement thing and, apart from Devious Cidhna & Captured Dreams, I don't have any of the other mods, (although it does say the others aren't actually requirements). I'm just wondering if binding scripts to properties from mods which arn't actually installed is causing this on a random basis?

 

Had the same experience where the mod works and then stops working when a save is reloaded. I deactivated the unofficial patches before testing.

 

This bug has plagued users since 9.2.1, maybe even eariler. I have no idea why, for some users, sometimes, the mod fails to load certain script types, which depending on where it happens, has different symptoms on different parts of the mod (Distance enslave not working, MCM not showing up, enslave not working, and the core not working)

 

I have never got this bug to show up on my end, at any version. I don't know if it's caused by too heavy of papyrus load, certain mod configuration, skse settings or any other difference between my setup and the setup used by the users that suffer from this bug. I don't think it's caused by those typed soft mods, since Maria's eden and wolfclub were part of the mod before I even started working on it, the other two being slaverun and cursed loot. I might end up removing slaverun completely now that someone else is trying to rebuild the whole mod anyway, cursed loot functionality can probably be removed as a library call, and we can see if that changes anything for users in the next release.

 

So far the MCM issue seems fixed, however now I don't get the message telling me deviously enslaved 1.04 is starting, it used to do that and work even if the MCM was broken, but now the MCM works but the mod doesn't.

 

Yeah, intermittence is one of the symptoms as well.

 

I see you've also declared the string Modname in the script crdemcm and while that seems to work fine, it's also possible to declare it in the .esp file proper and leave it on auto in the script. It's possible other scripts expect to get that string from the esp and that may not be playing very well with them. It's also possible you made changes to a different script and that's the issue.

 

Couldn't edit the property from creation kit for the 5-10 minutes I tried. it didn't show up as a property that already existed, probably because it was inherrited. Couldn't make a new one from creation kit, the compiler complains that the variable has already been previously declared (from ski_configbase that it inherits from) and manually setting it had the same effect. I tried assigning it in the init, because it should have been in the symbol table at that point anyway, and it worked so I published it to see if would fix that bug for other users.

 

I'll double check, but I didn't see a way to assign it through the creation kit. Pretty sure the name isn't being changed on old saves because it's being assigned in the init, which should only ever get called once at mod start, not on save load.

 

Had the same experience where the mod works and then stops working when a save is reloaded. I deactivated the unofficial patches before testing.

 

Can you be a bit more specific about each log? Are you saying that in all 3 DE stopped working? The description in each log is lacking some detail.

 

In ENSLAVEMENT you mentioned that you were sent off to simpleslavery but the log suggests SD+ was started, did you mean to write that local was set to 1 but still triggered or.... ? Actually, I have no idea what "the player and owner are transported to the slave auction outside of the cage." means, is this new to simple slavery or is this a different mod?

 

In rape enslavement, you meant to say you got enslaved by DE after the rape caused by sexlife right? But you're saying DE still stopped working? Bleedout? DE has no bleedout are you saying defeat was a factor? I don't use sexlife and haven't tested it yet, will save this log for when I test it I guess...

 

In the DE stopped log, you got a traditional "Error: Unable to link types associated with function "enslaveWC" in state "" on object "crdedistantenslavescript"." error, which I haven't found a fix for yet. This bug stops the whole mod from working because if disitanceenslave fails to load, then mods fails to load, which stops MCM from loading. The oddity here is there are 3-6 messages from skyui saying DE has been loaded into the MCM listing. Did you use that other mod that can kick start MCM menu's alive or was that skyui trying to start it over and over again?

 

I wrote a brief description at the top of each log. Two of them had de active. One was a regular "you're a slave" and the other was an enslavement after rape. The enslavement after rape started, then da took over and rescued the player who could access inventory and take potions, but not move.

 

Sd+ started and completed the enslavement. Then the owner and new slave were sent to the auction house.

 

Jaxon's mcm kicker.

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Here are a couple more logs. Since Skyrim has been goofy since I upgraded to window 10, I decided to try running it in a window. Early on, when Skyrim was young, that helped keep it from crashing. It seems to have worked with windows 10 as well; running more smoothly without crashing than when full-screen. That caused me to go back to a test save and try de10o. The first five or six times I ran it, it started nicely and did most of what it is supposed to do. Distance enslavement didn't work despite setting the chance of local to 1, but enslavement did work.

 

I finally got one example of DE not running despite running through load doors and reloading save repeatedly, but it was followed on loading the same game after shutting Skyrim down, by working properly. Enslavement after rape (set to 100%) worked once in that session accompanied by a statement that the rapist decided to keep my player for himself.

 

 

 

De with tattoos logs.zip

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Here are a couple more logs. Since Skyrim has been goofy since I upgraded to window 10, I decided to try running it in a window. Early on, when Skyrim was young, that helped keep it from crashing. It seems to have worked with windows 10 as well; running more smoothly without crashing than when full-screen. That caused me to go back to a test save and try de10o. The first five or six times I ran it, it started nicely and did most of what it is supposed to do. Distance enslavement didn't work despite setting the chance of local to 1, but enslavement did work.

 

I finally got one example of DE not running despite running through load doors and reloading save repeatedly, but it was followed on loading the same game after shutting Skyrim down, by working properly. Enslavement after rape (set to 100%) worked once in that session accompanied by a statement that the rapist decided to keep my player for himself.

 

I'm surprised DE worked with the following errors found:

 

[09/26/2015 - 02:42:53PM] warning: Could not find type crdedistantenslavescript in the type table in save
[09/26/2015 - 02:42:52PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.
[09/26/2015 - 02:42:52PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.
[09/26/2015 - 02:42:53PM] warning: Could not find type crdedistantenslavescript in the type table in save
...
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectUnequipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectEquipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectUnequipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectEquipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
...
[09/26/2015 - 03:10:39PM] ERROR: crdenpcmonitorscript.getClosestRefActor() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 551
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 153
[09/26/2015 - 03:10:39PM] ERROR: alias masterAlias on quest crdePlayerMonitor (5E001827): Cannot force the alias's reference to a None reference.
stack:
	[alias masterAlias on quest crdePlayerMonitor (5E001827)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.clear_force_variables() - "crdeplayermonitorscript.psc" Line 239
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.resetDHLPSuspend() - "crdeplayermonitorscript.psc" Line 1394
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.tryDebug() - "crdeplayermonitorscript.psc" Line 1534
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 157
[09/26/2015 - 03:10:39PM] ERROR: crdenpcmonitorscript.printNearbyValidActors() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 158
[09/26/2015 - 03:10:39PM] [CRDE] OnUpdate time:0.122070
[09/26/2015 - 03:10:42PM] RNPC: Periodic update check.
[09/26/2015 - 03:10:52PM] ERROR: crdenpcmonitorscript.getClosestRefActor() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 551
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 153
[09/26/2015 - 03:10:52PM] ERROR: alias masterAlias on quest crdePlayerMonitor (5E001827): Cannot force the alias's reference to a None reference.
stack:
	[alias masterAlias on quest crdePlayerMonitor (5E001827)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.clear_force_variables() - "crdeplayermonitorscript.psc" Line 239
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.resetDHLPSuspend() - "crdeplayermonitorscript.psc" Line 1394
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.tryDebug() - "crdeplayermonitorscript.psc" Line 1534
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 157
[09/26/2015 - 03:10:52PM] ERROR: crdenpcmonitorscript.printNearbyValidActors() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 158

 

Some of these errors are new, and with npcmon, distanceenslave, and several elements of playermon all out of commission I'm surprised you got anything out of it. I guess because enslave after sex/rape is called by a hook it could skip some of the early checks, although I expected it to get stuck checking if player is already enslaved...

 

Still looks like the stardard missing type bug though, just from a different angle.

 

The only thing odd about your not working log is that it has pretty similar bugs to your working log, except you had sex enough times I expected to see some debug from running postsex, which leads to enslavement/items after sex, but I don't see any of it. Once, it throws an error for trying to check if the attacker is a valid actor, so that could explain it not working, but the same thing happens in your working log and it still works.

 

Can I just give up and blame bethesda yet?

 

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Here are a couple more logs. Since Skyrim has been goofy since I upgraded to window 10, I decided to try running it in a window. Early on, when Skyrim was young, that helped keep it from crashing. It seems to have worked with windows 10 as well; running more smoothly without crashing than when full-screen. That caused me to go back to a test save and try de10o. The first five or six times I ran it, it started nicely and did most of what it is supposed to do. Distance enslavement didn't work despite setting the chance of local to 1, but enslavement did work.

 

I finally got one example of DE not running despite running through load doors and reloading save repeatedly, but it was followed on loading the same game after shutting Skyrim down, by working properly. Enslavement after rape (set to 100%) worked once in that session accompanied by a statement that the rapist decided to keep my player for himself.

 

I'm surprised DE worked with the following errors found:


[09/26/2015 - 02:42:53PM] warning: Could not find type crdedistantenslavescript in the type table in save
[09/26/2015 - 02:42:52PM] warning: Unable to get type crdedistantenslavescript referenced by the save game. Objects of this type will not be loaded.
[09/26/2015 - 02:42:52PM] warning: Variable ::DistantEnslaveScript_var on script crdemodsmonitorscript has an invalid type crdedistantenslavescript loaded from save. This variable will be skipped.
[09/26/2015 - 02:42:53PM] warning: Could not find type crdedistantenslavescript in the type table in save
...
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectUnequipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectEquipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectUnequipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
[09/26/2015 - 02:42:59PM] ERROR: crdeplayerscript.OnObjectEquipped() being called on an invalid object, aborting function call
stack:
	<empty stack>
...
[09/26/2015 - 03:10:39PM] ERROR: crdenpcmonitorscript.getClosestRefActor() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 551
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 153
[09/26/2015 - 03:10:39PM] ERROR: alias masterAlias on quest crdePlayerMonitor (5E001827): Cannot force the alias's reference to a None reference.
stack:
	[alias masterAlias on quest crdePlayerMonitor (5E001827)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.clear_force_variables() - "crdeplayermonitorscript.psc" Line 239
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.resetDHLPSuspend() - "crdeplayermonitorscript.psc" Line 1394
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.tryDebug() - "crdeplayermonitorscript.psc" Line 1534
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 157
[09/26/2015 - 03:10:39PM] ERROR: crdenpcmonitorscript.printNearbyValidActors() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 158
[09/26/2015 - 03:10:39PM] [CRDE] OnUpdate time:0.122070
[09/26/2015 - 03:10:42PM] RNPC: Periodic update check.
[09/26/2015 - 03:10:52PM] ERROR: crdenpcmonitorscript.getClosestRefActor() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 551
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 153
[09/26/2015 - 03:10:52PM] ERROR: alias masterAlias on quest crdePlayerMonitor (5E001827): Cannot force the alias's reference to a None reference.
stack:
	[alias masterAlias on quest crdePlayerMonitor (5E001827)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.clear_force_variables() - "crdeplayermonitorscript.psc" Line 239
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.resetDHLPSuspend() - "crdeplayermonitorscript.psc" Line 1394
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.tryDebug() - "crdeplayermonitorscript.psc" Line 1534
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 157
[09/26/2015 - 03:10:52PM] ERROR: crdenpcmonitorscript.printNearbyValidActors() being called on an invalid object, aborting function call
stack:
	[crdePlayerMonitor (5E001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 158

Some of these errors are new, and with npcmon, distanceenslave, and several elements of playermon all out of commission I'm surprised you got anything out of it. I guess because enslave after sex/rape is called by a hook it could skip some of the early checks, although I expected it to get stuck checking if player is already enslaved...

 

Still looks like the stardard missing type bug though, just from a different angle.

 

The only thing odd about your not working log is that it has pretty similar bugs to your working log, except you had sex enough times I expected to see some debug from running postsex, which leads to enslavement/items after sex, but I don't see any of it. Once, it throws an error for trying to check if the attacker is a valid actor, so that could explain it not working, but the same thing happens in your working log and it still works.

 

Can I just give up and blame bethesda yet?

 

 

 

In "working" we only had sex one time with Mercutio raping the player do to Horrible. The main difference was that debug was showing up in the console with "workin." Earlier with a different save with a player who had just escaped from slavery, local enslavement worked repeatedly, but rape enslavement didn't work. I was trying the mod with different saves, and moved over to a save with the unofficial patches removed to keep a log. Of course, that is when the console stayed empty.

 

My current game with the unofficial patches installed shows it not running once again. It is annoying, because it loaded an worked five or six times with no problems before it didn't.

 

Just to be perverse, I reloaded saves where 10o worked perfectly, every time, and this evening nothing ever happened. If it starts working, I'll grab another log, but this one will be one of my usual large ones.

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

I do recall having to go to steam and "verify integrity" a few times since it came out. Not so often as with the game, but it has happened. After the first time or two I learned to back up the ini before I had it verify anything.

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

I do recall having to go to steam and "verify integrity" a few times since it came out. Not so often as with the game, but it has happened. After the first time or two I learned to back up the ini before I had it verify anything.

You weren't wrong about the file verification failing, but fixing both creation kit and skyrim didn't solve the issue.

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

I do recall having to go to steam and "verify integrity" a few times since it came out. Not so often as with the game, but it has happened. After the first time or two I learned to back up the ini before I had it verify anything.

You weren't wrong about the file verification failing, but fixing both creation kit and skyrim didn't solve the issue.

 

 

Oh, joy. I do remember running both of them a second time shortly after running once and finding more errors, but I did have Mod Organizer set so that I could compile scripts for a little while. It worked one day, it worked for a couple of weeks, and then it didn't work the next. I gave up and just went back to modding in the vanilla directory. At the time I felt like crying.

 

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

I got that earlier in the week when I was being nosy - so not just your CK. I thought it might have been down to not having some of the non-required mods installed, so just left it at that. I assume you have everything installed, so it's probably something actually horrible.

 

(ps 10O - worked all day yesterday with no problems at all - in my limited usage of it -  which isn't actually helpful either).

 

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

Ok this is an edit to my previous message, (but actually a different message obviously).

 

Yesterday the only change I made was that I was still running with the idea that the stopping problem was a binding issue from scripts which are implicitly binding properties from other scripts which don't exist, (probably bollox - but once I get a stupid idea I generally run with it. My reasoning was that if one of the non required mods was causing the problem and I had the scripts installed from one particular mod, that mod wouldn't be displayed in the pap log as being a problem when it crapped out but the other non installed non requirements would be). So I had WolfClub 20150226 Alpha (loose) activated in MO with it's esp shoved into the 'Optional ESP's' folder. (i.e. the scripts were 'active' in MO terms but no esp). So after seeing your problem and the fact 10O was working yesterday without the previous problems, thought to myself "I wonder if it's actually showing the script properties in CK?". So without the Wolfclub scripts .pex scripts in MO, (and also not the esp, or anything Wolfclub related), I get :-

 

 

 

gBroken1.png

 

 

 

With Wolfclub scripts enabled in MO, (not the esp though) :-

 

 

 

Broken_Not.png

 

 

 

No idea if this is helpful, just an observation. (pseduo compiled interpreted languages - don't you just love them?).

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

Ok this is an edit to my previous message, (but actually a different message obviously).

 

Yesterday the only change I made was that I was still running with the idea that the stopping problem was a binding issue from scripts which are implicitly binding properties from other scripts which don't exist, (probably bollox - but once I get a stupid idea I generally run with it. My reasoning was that if one of the non required mods was causing the problem and I had the scripts installed from one particular mod, that mod wouldn't be displayed in the pap log as being a problem when it crapped out but the other non installed non requirements would be). So I had WolfClub 20150226 Alpha (loose) activated in MO with it's esp shoved into the 'Optional ESP's' folder. (i.e. the scripts were 'active' in MO terms but no esp). So after seeing your problem and the fact 10O was working yesterday without the previous problems, thought to myself "I wonder if it's actually showing the script properties in CK?". So without the Wolfclub scripts .pex scripts in MO, (and also not the esp, or anything Wolfclub related), I get :-

 

 

 

gBroken1.png

 

 

 

With Wolfclub scripts enabled in MO, (not the esp though) :-

 

 

 

Broken_Not.png

 

 

 

No idea if this is helpful, just an observation. (pseduo compiled interpreted languages - don't you just love them?).

 

 

This would explain complaints I have seen in logs about scripts on quests which aren't running and have aliases which aren't filled.

 

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

Ok this is an edit to my previous message, (but actually a different message obviously).

 

Yesterday the only change I made was that I was still running with the idea that the stopping problem was a binding issue from scripts which are implicitly binding properties from other scripts which don't exist, (probably bollox - but once I get a stupid idea I generally run with it. My reasoning was that if one of the non required mods was causing the problem and I had the scripts installed from one particular mod, that mod wouldn't be displayed in the pap log as being a problem when it crapped out but the other non installed non requirements would be). So I had WolfClub 20150226 Alpha (loose) activated in MO with it's esp shoved into the 'Optional ESP's' folder. (i.e. the scripts were 'active' in MO terms but no esp). So after seeing your problem and the fact 10O was working yesterday without the previous problems, thought to myself "I wonder if it's actually showing the script properties in CK?". So without the Wolfclub scripts .pex scripts in MO, (and also not the esp, or anything Wolfclub related), I get :-

 

 

 

Broken1.png

 

 

 

With Wolfclub scripts enabled in MO, (not the esp though) :-

 

 

 

Broken_Not.png

 

 

 

No idea if this is helpful, just an observation. (pseduo compiled interpreted languages - don't you just love them?).

 

I didn't double check that all required mods are installed because I compiled most scripts without the compiler complaining that the mods are absent, which normally happens first.

 

I didn't really think the creation kit was so poorly built to give me such a worthless opaque error for something as simple as a unknown type, normally an IDE would show you the variable and just hilight it as red or something, with an error in the console, not hide the whole script from you.

 

I'm pretty sure it wouldn't have compiled without all the mods installed, but I'll definitally double check tonight, at least now I know creation kit can behave like this.

 

This would explain complaints I have seen in logs about scripts on quests which aren't running and have aliases which aren't filled.

 

Yes and no. I expected those missing types to show up in the log if the mod is missing, but not when the mod is present (which isn't uncommon when I ask if they have the mod installed). The mod missing should fail the type table, but not stop the whole script from loading either, which I cannot verify since no debugger.

 

I suggested to some users that they could try downloading all the semi-hard dependency mods (Maria's eden, wolfclub, slaverun, cursed loot, ect) as a possible solution but in memory only one user came back and said the mod was fixed by installing extra dependency mods, which is why that isn't my go-to solution until I figure out why they don't work as soft dependencies for some people, and work for everyone else.

 

I was going to cut out wolfclub, cursed loot libs, slaverun, and maria eden from the mod last night and post the modified version to see if it helped anyone, but got stuck in the process. I don't actually expect that will do anything, since wolfclub and maria's eden have been in the mod since I started, and these complaints have only really been active since 9.X, but I thought it might be worth a shot.

 

Slaverun is dead anyway, the old mod is abandoned and the new one has different quests planned, so unless I hear users still use the old version I might end up commenting it out permanently anyway. Same could probably be said about wolfclub, since it only ever got a few releases and all of them are bug ridden alpha quality.

 

I wanted to swap one of them out for slave town, but that looks like a false start too at this point, no activity in a month.

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New and interesting bump in the road, creation kit won't let me look at script properties of crdemodsmonitorscript for any version of DE.

 

Error "Errors encountered while attempting to reload the script" which is really impressive in it's descriptive capacity.

 

Happens for all versions back to 9.1, probably even earlier, and came out of nowhere, so It's not something I changed, probably mod organizer screwing with me again.

 

Ok this is an edit to my previous message, (but actually a different message obviously).

 

Yesterday the only change I made was that I was still running with the idea that the stopping problem was a binding issue from scripts which are implicitly binding properties from other scripts which don't exist, (probably bollox - but once I get a stupid idea I generally run with it. My reasoning was that if one of the non required mods was causing the problem and I had the scripts installed from one particular mod, that mod wouldn't be displayed in the pap log as being a problem when it crapped out but the other non installed non requirements would be). So I had WolfClub 20150226 Alpha (loose) activated in MO with it's esp shoved into the 'Optional ESP's' folder. (i.e. the scripts were 'active' in MO terms but no esp). So after seeing your problem and the fact 10O was working yesterday without the previous problems, thought to myself "I wonder if it's actually showing the script properties in CK?". So without the Wolfclub scripts .pex scripts in MO, (and also not the esp, or anything Wolfclub related), I get :-

 

 

 

Broken1.png

 

 

 

With Wolfclub scripts enabled in MO, (not the esp though) :-

 

 

 

Broken_Not.png

 

 

 

No idea if this is helpful, just an observation. (pseduo compiled interpreted languages - don't you just love them?).

 

I didn't double check that all required mods are installed because I compiled most scripts without the compiler complaining that the mods are absent, which normally happens first.

 

I didn't really think the creation kit was so poorly built to give me such a worthless opaque error for something as simple as a unknown type, normally an IDE would show you the variable and just hilight it as red or something, with an error in the console, not hide the whole script from you.

 

I'm pretty sure it wouldn't have compiled without all the mods installed, but I'll definitally double check tonight, at least now I know creation kit can behave like this.

 

This would explain complaints I have seen in logs about scripts on quests which aren't running and have aliases which aren't filled.

 

Yes and no. I expected those missing types to show up in the log if the mod is missing, but not when the mod is present (which isn't uncommon when I ask if they have the mod installed). The mod missing should fail the type table, but not stop the whole script from loading either, which I cannot verify since no debugger.

 

I suggested to some users that they could try downloading all the semi-hard dependency mods (Maria's eden, wolfclub, slaverun, cursed loot, ect) as a possible solution but in memory only one user came back and said the mod was fixed by installing extra dependency mods, which is why that isn't my go-to solution until I figure out why they don't work as soft dependencies for some people, and work for everyone else.

 

I was going to cut out wolfclub, cursed loot libs, slaverun, and maria eden from the mod last night and post the modified version to see if it helped anyone, but got stuck in the process. I don't actually expect that will do anything, since wolfclub and maria's eden have been in the mod since I started, and these complaints have only really been active since 9.X, but I thought it might be worth a shot.

 

Slaverun is dead anyway, the old mod is abandoned and the new one has different quests planned, so unless I hear users still use the old version I might end up commenting it out permanently anyway. Same could probably be said about wolfclub, since it only ever got a few releases and all of them are bug ridden alpha quality.

 

I wanted to swap one of them out for slave town, but that looks like a false start too at this point, no activity in a month.

 

 

Re: -"I didn't really think the creation kit was so poorly built to give me such a worthless opaque error for something as simple as a unknown type, normally an IDE would show you the variable and just hilight it as red or something, with an error in the console, not hide the whole script from you."

 

My considered opinion over many years of tinkering, but not doing anything useful, is that the CK/GECK 'We' get isn't actually what 'They' use. If it was so I suspect they couldn't get the developers because there are way easier ways to make money than learn the idocyracies and actually produce something for a very specific product - mind that would probably explain the five year product rotation cycle. (Probably would be cheaper/less hassle to teach their aquired staff the ins and outs of a proper compiled language/ide and have a sort of plugin dll system(*). At least you'd know when it goes tits up and be able to trace it properly).

 

ps :- "opinion over many years" - not in real time or to any purpose but in the exaggerated view of the elderly for which time is abridged.

 

(*) Not saying an open type access to a Win32/64 api style dll system, (because you know security and cross platform stuff), just you know the type of plugin system you develop for a vm which actually has a debugger. (i.e. the sort of thing people did for one of the modules in their 3rd year comp science degree if you didn't do the light weight business bollocks stuff -  I assume they still do this sort of thing?).

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Edit: Those of you who have had this issue please try 10O. Looks fixed from where I'm sitting.

 

Sorry if I interrupt, I have returned playing skyrim recently and wanted to give another try to this mod.

 

I have installed just the enclosed file 10O. is it sufficient? ingame it seems to work but I have no MCM and the harrassment from NPC ingame is too heavy, every 30 seconds somebody approaches. and it never led to SD+ enslavement.

 

I remember the thrill for the risk of enslavement (from anybody) as the best part of this mod.

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Edit: Those of you who have had this issue please try 10O. Looks fixed from where I'm sitting.

 

Sorry if I interrupt, I have returned playing skyrim recently and wanted to give another try to this mod.

 

I have installed just the enclosed file 10O. is it sufficient? ingame it seems to work but I have no MCM and the harrassment from NPC ingame is too heavy, every 30 seconds somebody approaches. and it never led to SD+ enslavement.

 

I remember the thrill for the risk of enslavement (from anybody) as the best part of this mod.

 

You tried this with a new save right? Without a log I'm guessing, but it doesn't sound like the same issue most users are facing right now, which stops MCM and the mod from working except in specific cases. Installing 10O on an old uncleaned save could have strange behavior though.

 

If it is the missing type issue after all, all I can offer you is the suggestion to try 9.8.2 or 9.7.5 instead as stable, again with save clean or new save.

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Now that you mention it I added it to an old save, then I disable it.

 

Started a new game and added it only after the first SD+ enslavement. (30 minutes gameplay) I will try to start a new game and see what happens. 

 

Thank you for the feedback.

 

EDIT: for the older version: do you mean the 1.04 in the download page? where do I find the 9.8.2 or 9.7.5???

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Now that you mention it I added it to an old save, then I disable it.

 

Started a new game and added it only after the first SD+ enslavement. (30 minutes gameplay) I will try to start a new game and see what happens. 

 

Thank you for the feedback.

 

EDIT: for the older version: do you mean the 1.04 in the download page? where do I find the 9.8.2 or 9.7.5???

 

All of my unofficial versions are posted in this thread, but here are direct links since searching for them can be annoying.

 

http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/page-32?do=findComment&comment=1267518<- 9.8.2

http://www.loverslab.com/topic/40916-deviously-enslaved-v104-1715/?p=1251594<- 9.7.5

 

If you still have issues with those versions, you could try 9.1 or 9.2.1, which I don't recall anyone complaining about, but since I still don't know what causes the bug I can't pinpoint what version it really started, most users seem to say 9.7.5 was their last working version.

 

There is no MCM setting right now to add a cooldown to being approached. There may or may not be a feature to reduce being approached for enslavement, but I haven't touched that feature's code and I don't know if it's working. "30 minutes gameplay" sounds like it could be that previously mentioned feature or the setting for how long the approach is given to work before it gives up, in gametime (as time flows for the character). If you want fewer attacks lower the percentage and the frequency of checking.

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I confirm that starting a new game with 9.7.5 it works and I have MCM. 

 

Tonight I will try to start a new game with 10O.

 

the slavers of Hydra slave girls should approach naked PC on sight right? The MCM setting for slavers is referred to those characters? (0 no slaver, 1 same, 2 0,5. etc... so if I want them to always ask for enslavement, shoud I set 15?). It is not clear how to set them trying to enslave while vanilla npc just to abuse. In my test I ran around one of them for a lot in riften even setting 100% enslavement dialogue chance but then I got enslaved by helga! :D They always proposed standard sex dialogue: Yes sir, I'm not a slave, my master would not approve. 

 

 

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Just tried 10O there with a new game. MCM seems fine except for the odd name - "longer name edition"? Mod didn't seem to start though. No output in the console. SO I quit the game and reloaded several times which usually, eventually the mod will start but not this time. Tried this 6 or 7 times but nothing. 

 

Exited, deactivated DE mod in the left pane of MO. Loaded my game, saved & exited. Reactivated DE and loaded my game and got the message "Deviously enslaved v1.04000 started" and CRDE output in console. Perhaps it's just a timing issue? If you added a delayed initialization to the mod like Devious Devices Integration does would it help? DDi starts for me after loading for the first time when starting a new game (may also start on a cell transition, I've not checked that). 

 

Or maybe the fact that DDi hasn't yet initialized while DE is trying to start is throwing it off? 

I'm just making some observations and thinking out loud here...

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I confirm that starting a new game with 9.7.5 it works and I have MCM. 

 

Tonight I will try to start a new game with 10O.

 

the slavers of Hydra slave girls should approach naked PC on sight right? The MCM setting for slavers is referred to those characters? (0 no slaver, 1 same, 2 0,5. etc... so if I want them to always ask for enslavement, shoud I set 15?). It is not clear how to set them trying to enslave while vanilla npc just to abuse. In my test I ran around one of them for a lot in riften even setting 100% enslavement dialogue chance but then I got enslaved by helga! :D They always proposed standard sex dialogue: Yes sir, I'm not a slave, my master would not approve. 

 

Hydra slave slavers should count under that slaver classification, yes. I never actually tested it however, most users don't use hydra slaves it seems and haven't reported a problem (maybe one person did months ago...).

 

My memory is terrible, can't check right now, but I assume that MCM setting modifies the change slavers should approach you, and setting it to higher than 1 should increase the chance of being approached, slavers can demand sex as well as slavery, never put in the MCM to turn that off for slavers.

 

I'll put hydra slave testing on my list, since 100% enslave should never result in sex (enslave is checked first, if value it skips checking sex entirely.)

 

Just tried 10O there with a new game. MCM seems fine except for the odd name - "longer name edition"? Mod didn't seem to start though. No output in the console. SO I quit the game and reloaded several times which usually, eventually the mod will start but not this time. Tried this 6 or 7 times but nothing. 

 

Exited, deactivated DE mod in the left pane of MO. Loaded my game, saved & exited. Reactivated DE and loaded my game and got the message "Deviously enslaved v1.04000 started" and CRDE output in console. Perhaps it's just a timing issue? If you added a delayed initialization to the mod like Devious Devices Integration does would it help? DDi starts for me after loading for the first time when starting a new game (may also start on a cell transition, I've not checked that). 

 

Or maybe the fact that DDi hasn't yet initialized while DE is trying to start is throwing it off? 

I'm just making some observations and thinking out loud here...

 

It already is delayed, but I did reorder it and might have dropped one of the waits so I'll try extending it further (when my build env is fixed).

 

Unless you meant some other way to delay the script from loading, because the standard type error suggests the script engine couldn't find the script to associate with the type, which suggests it happens at type lookup which happens at declaration, which I can't delay. Variable definition should happen before the first line of logic is run, so adding wait time shouldn't do anything.

 

Edit: I normally try to keep DE at the bottom of my load order so I can find it easier when searching the load order in CK/TES5edit, but I've run it with soft dependencies behind it before without issue. I recommend putting it last, and not relying on loot, since loot only cares about hard dependencies. I don't believe it would affect the mod, but it's the only way I know to affect script sequence load timing.

 

It doesn't matter on my end, but I've never run into the issue you guys face so....

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I confirm that starting a new game with 9.7.5 it works and I have MCM. 

 

Tonight I will try to start a new game with 10O.

 

the slavers of Hydra slave girls should approach naked PC on sight right? The MCM setting for slavers is referred to those characters? (0 no slaver, 1 same, 2 0,5. etc... so if I want them to always ask for enslavement, shoud I set 15?). It is not clear how to set them trying to enslave while vanilla npc just to abuse. In my test I ran around one of them for a lot in riften even setting 100% enslavement dialogue chance but then I got enslaved by helga! :D They always proposed standard sex dialogue: Yes sir, I'm not a slave, my master would not approve. 

 

I've always used hydra and they do seem to be affected properly by the slaver multiplier. This was v 9.82 though, but unless something has changed since I think it works ok. Sometimes arousal isn't high enough, sometimes sexual preference of the slaver can stop enslavement (if you have it checked) and sometimes they won't enslave you because....they just won't because skyrim :P. The majority of the time though the mod has worked pretty flawlessly.

 

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Yesterday I changed some more options in the MCM and it worked pretty well for me too.

 

I have also tried the Play submissive + petcollar mod and luckily DE events were stopped. I was afraid that being naked and collared the PG would have been constantly harrassed by everybody.

 

EDIT: Whoops... I am still running 9.7.2 i forgot to update it before starting a new game.

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