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Posted

Mod not working with vanilla setup. Here are the details:

Latest Skyrim Legendary edition on steam, installed SKSE 1.07.02, SkyUI 4.1, FNIS 5.2, SexLabFramework 1.59b, Racemenu 3.1(with NetImmerse override that comes with it), Aroused Redux v16b, and finally BlushWhenAroused v1.2b, all mods installed with Mod Organizer.

Although FNIS and Sexlab framework got updated few hours ago and I haven't updated those yet, all the other mods and utilities are most up-to-date as of now.

 

I started a new game, went through Helgen scene, followed that Imperial guy who just tried to chop my head off, let him uncuff me, and then ran BlushWhenAroused to test modes for both PC and NPC.

 

Problem was, my character, a Nord preset 1, conveniently named "Prisoner"'s face was all white and nothing changed except that Imperial guy's face turned red just fine.

 

I moved onward on the escape sequence and reached Riverwood, and found out all the NPCs regardless of their race, gender and even age got their faces blushing like they've been swimming in pool of Vodka, nothing happened to my character's face at all.

 

Below is a segment of papyrus log which I believe holds the valuable key to unravel the mysteries that lie behind this PC-NPC discrimating nonsense

 

[04/06/2015 - 12:38:30PM] SexLab Loaded CurrentVerison: 15903
[04/06/2015 - 12:38:39PM] ERROR: BWAroused.ALC() being called on an invalid object, aborting function call
stack:
[bWAConfig (070012C5)].blushmcm.OnPageReset() - "BlushMCM.psc" Line ?
[bWAConfig (070012C5)].blushmcm.SetPage() - "SKI_ConfigBase.psc" Line ?
[bWAConfig (070012C5)].blushmcm.OpenConfig() - "SKI_ConfigBase.psc" Line ?
[sKI_ConfigManagerInstance (0B000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line ?
[04/06/2015 - 12:38:39PM] warning: Assigning None to a non-object variable named "::temp144"
stack:
[bWAConfig (070012C5)].blushmcm.OnPageReset() - "BlushMCM.psc" Line ?
[bWAConfig (070012C5)].blushmcm.SetPage() - "SKI_ConfigBase.psc" Line ?
[bWAConfig (070012C5)].blushmcm.OpenConfig() - "SKI_ConfigBase.psc" Line ?
[sKI_ConfigManagerInstance (0B000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line ?
[04/06/2015 - 12:38:49PM] [slamainscr ]:Defered maintenance...
[04/06/2015 - 12:38:49PM] [slamainscr ]Slamain stage 3
[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] [slamainscr ]: Enabled Desire spell
[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call
stack:

[04/06/2015 - 12:38:50PM] [slamainscr ]: Updated notification key to 49
[04/06/2015 - 12:38:50PM] [slamainscr ]: finished maintenance

 

 

What do you think?

What could my problems be?

Posted

[04/06/2015 - 12:38:50PM] ERROR: BWAroused.OnMagicEffectApply() being called on an invalid object, aborting function call

 

What do you think?

What could my problems be?

 

I have a good theory, but no guarantees.  I point you to this helpful post from way back.

 

TLDR: The culprit is likely to be the Papyrus engine having been overburdened specifically at the moment the mod was initialized, resulting in the player's script being "loose", as evidenced by the fact that everything that tries to run on it, or to reference a property on it, comes up empty.  Personally, I have never found this to be an issue, nor was I able to reproduce your problem on my PC.  In any event, the solution, and the recommended procedure for any mod, is to try to initialize them one by one.  Also, a problem like that cannot be rectified after its advent - certainly my mod doesn't have anything in place to do so.  Best bet without question is to try a fresh initialization of the mod, perhaps not from the opening sequence of the game.

Posted

are you by chance an asm or perl coder?

 

i was trying to add my own support to trigger blush into my own mod. all your variables are either single letters or fucked up acronyms. rant aside, some comments about integration would be brilliant.

  • 3 weeks later...
Posted

Blush When Aroused didn't working

 

 

 

 

 

mod set up list

: 1.  NetImmerse Override v3-2-0-37481-3-2-0 + JContainers.3.2.3 + [Optional] JContainers safeguard + Enhanced Character Edit-12951-1-4,  

      or RaceMenu v3-2-0-29624-3-2-0

  2. sex labframework and SexLabAroused_V16b + SLATestMod_02
  3. Blush When Aroused_v1.2b, Blush When Aroused CE_v1.1.7, Blush When Aroused_blushes(alternate)_large

 

 

 

 

 

Setting

1 sex labframework

2 SexLabAroused_V16b

------------------

3 character making extender 

4 enhanced character edit     

-----------------

or 3 racemenu

 

racemenu plugin

 

Blush When Aroused

Blush When Aroused CE

Blush When Aroused_blushes(alternate)_large

 

 

 

but not workking..

not expression brush...

 

 

 

 

why didn't workking????

 

Posted

...

 

why didn't workking????

Read the First Post, especially the hidden text in the section labeled "Issues and Related Info:". Have you checked through any of the items in that list yet?

Posted

This mod is awesome! Really simple and works flawlessly without having to mess with it. Now I just need to figure out how to apply a facial expression which changes based on arousal too...

Posted

i really love this mod !!  :D

so... thank you very much Fredas for creating and sharing it...  ;)

 

i don't know if you plan to add new features... in case you do...  would be nice the possibility to blush when wearing any (visible) devious device...  at least, i would surely blush being forced to go around collared or shackled, or wearing a joke, an armbinder or something like that... :P  maybe you might add this option to blush_when_aroused_CE ?

 

thanks anyway :)

  • 2 weeks later...
Posted

OK, not really a bug, but I did run into a problem when using this mod and slavetats... if you just go into the slavetats menu and select a character, that character no longer blushes. I ran into this with my PC, and looking in showracemenu shows that slavetats removed the blush overlays. Not sure if it's a patch that's needed, or if when you get a chance to fix the reset functionality if you could also add a bit to check and see if the blush overlays need to be applied to the character. I'll mention this to the slavetats author too, as I kind of feel like slavetats shouldn't remove already applied overlays.

Posted

Hi Fredas,

 

I was just wondering, is it possible to made the lite ver of this mod, which means the blush depends solely to sexlab animation stages, so as the stages goes on, the blush increased.

This way we won't need sexlab aroused/redux anymore and decrease scripting. I know that means no blushing when peeing or aroused itself, but it will be performance friendly.

Otherwise, great mod.

 

Thank you,

 

Blitz

Posted

Hi Fredas,

 

I was just wondering, is it possible to made the lite ver of this mod, which means the blush depends solely to sexlab animation stages, so as the stages goes on, the blush increased.

This way we won't need sexlab aroused/redux anymore and decrease scripting. I know that means no blushing when peeing or aroused itself, but it will be performance friendly.

Otherwise, great mod.

 

As far as I know (and my PC is not currently in a state where I could actually check), BWA does not absolutely require SLA.  It was coded to maintain an independent arousal level in the absence of SLA.  I can't think of a reason why SLA's absence might prevent SexLab from triggering a response as normal.  Have you tried this yet?

 

Edit: Blush reactions unrelated to arousal (peeing, etc.) should also work without SLA, provided of course they have been enabled in the menu.  Nakedness is the exception, since, as the menu should inform, nakedness detection is tied to SLA.

 

Posted

 

Hi Fredas,

 

I was just wondering, is it possible to made the lite ver of this mod, which means the blush depends solely to sexlab animation stages, so as the stages goes on, the blush increased.

This way we won't need sexlab aroused/redux anymore and decrease scripting. I know that means no blushing when peeing or aroused itself, but it will be performance friendly.

Otherwise, great mod.

As far as I know (and my PC is not currently in a state where I could actually check), BWA does not absolutely require SLA. It was coded to maintain an independent arousal level in the absence of SLA. I can't think of a reason why SLA's absence might prevent SexLab from triggering a response as normal. Have you tried this yet?

 

Edit: Blush reactions unrelated to arousal (peeing, etc.) should also work without SLA, provided of course they have been enabled in the menu. Nakedness is the exception, since, as the menu should inform, nakedness detection is tied to SLA.

Hi Fredas,

 

Thanks for the reply,

 

I knew your mod didn't require SLA.

What I meant was since "without SLA", the mod can only be used for Pc, while SLA is quite heavy,

it might be lighter if "without SLA" the mod can also work both for Pc and Npc - without dependency to SLA, only SL.

So is it possible to tie the blush for Pc and Npc directly to stages of SL acts instead of to SLA?

 

As in without SLA...

I have tried it out with maximum redness on my male Pc but nothing shows up and I already toggled on the male exception in MCM. Or should it be off instead? What's the correct toggle if I want it on male?

I tried it both with test mode and sex act.

 

Anyway, it's all good for now Fredas, maybe since the next Sexlab will include arousal system by itself it will work better with it both for PC and Npc.

 

Thanks for replying,

 

Blitz

Posted
What I meant was since "without SLA", the mod can only be used for Pc, while SLA is quite heavy,

it might be lighter if "without SLA" the mod can also work both for Pc and Npc - without dependency to SLA, only SL.

 

I just now dragged out my old install, just to be sure.  (And with SLA uninstalled.)  BWA definitely doesn't care whether or not you have SLA.  The player and NPCs respond to SexLab, males included.

 
I have tried it out with maximum redness on my male Pc but nothing shows up and I already toggled on the male exception in MCM. Or should it be off instead? What's the correct toggle if I want it on male?

I tried it both with test mode and sex act.

 

The correct toggle in the exceptions menu is "on", if you want the blushes to appear.  The fact that you're not seeing them means something besides my mod is preventing them from appearing on your player character.  If it's a matter of inadequate empty face slots, BWA should be notifying you about it.  Other than that, once in a while people just randomly can't get overlays to work on their race of choice.  In such cases I tend to recommend that they grab Slavetats so they can use its menu to determine how many face slots their character actually has, and what may be using them.  One person couldn't get blushes to work on their Ningheim race, but I had no such troubles with the same race.  There is never any pattern to these cases.  My mod relies upon NiOverride, and ultimately my troubleshooting stops where NiOverride's inherent mysteries start.

 

One thing to keep in mind is that whenever BWA fails to apply the player's blush overlays and knows it failed, it will force player blushes off in the menu, and you will need to turn them back on if you wish to try again.

 

Anyway, it's all good for now Fredas, maybe since the next Sexlab will include arousal system by itself it will work better with it both for PC and Npc.

 

That's an interesting development - one which I might have been aware of had I not essentially put myself in stasis.  Not sure when I'll feel the modding itch again.

Posted

Hi Fredas,

 

Thank you for the thorough explanation. I will try again.

 

Edit : I had tried it and with or without SLA, it did work for ALL npc, but not to my male pc, I dont know why..., or

maybe it was because I used face complexion changer from Urshi's smooth face, let me try that again.

 

Edit 2 : I tried to use default complexion, no tint and used vanilla hair style (just in case) and I also don't have any face overlays.

I do have SAM body overlay, (but so does all male npc, and it worked on them) and the blush still won't show up on my pc. Hahaha.

Can't win em all. I'm still very happy it worked on the npcs.

 

Btw, I used nord race and used in game notification, but it didn't say anything,

and the blush toggle that you said would turned off if it failed to apply blush, was still on.

(Was it the test one, cos nothing changed both on any pc and npc setting even with different results on both of them).

 

Thanks for your work,

 

Blitz

  • 3 weeks later...
Posted

Does BWA add any script load (in addition to what's already there from SLA)?

 

I thought I'd best ask as I run some quite script heavy mods already.

  • 2 weeks later...
  • 2 weeks later...
Posted

Im getting fatal abort, players face is oversaturated with this.

 

I increased my overlay slots to 15 to be sure. (It says im using 4/15 in racemenu) Still getting error. It's working on vanilla presets but not my personal racemenu preset.

 

Any ideas guys?

 

 

Edit. It's working now. Not sure what I did but it's all good :)

Posted

Love your mod.

Only issue I've ever experienced with the mod is an incompatibility with Player Succubus Quest's skin color transformation.  BWA seems to revert character's skin color back to default when it applies blush, which cancels out the PSQ skin color change shortly after transforming into a succubus.  I'm really hoping there's a way of making the two mods compatible, but if not I think an "exception" for "succubus transformation" in the menu would be a decent quick fix.  That way characters could blush in every other scenario, but when transforming into succubus it would automatically disable blush, preventing it from reverting skin color to default.

Posted

Love your mod.

 

Only issue I've ever experienced with the mod is an incompatibility with Player Succubus Quest's skin color transformation.  BWA seems to revert character's skin color back to default when it applies blush, which cancels out the PSQ skin color change shortly after transforming into a succubus.  I'm really hoping there's a way of making the two mods compatible, but if not I think an "exception" for "succubus transformation" in the menu would be a decent quick fix.  That way characters could blush in every other scenario, but when transforming into succubus it would automatically disable blush, preventing it from reverting skin color to default.

 

I'm using PSQ also but I don't have this problem, I think it must be some other conflict you got.

Posted

 

Love your mod.

 

Only issue I've ever experienced with the mod is an incompatibility with Player Succubus Quest's skin color transformation.  BWA seems to revert character's skin color back to default when it applies blush, which cancels out the PSQ skin color change shortly after transforming into a succubus.  I'm really hoping there's a way of making the two mods compatible, but if not I think an "exception" for "succubus transformation" in the menu would be a decent quick fix.  That way characters could blush in every other scenario, but when transforming into succubus it would automatically disable blush, preventing it from reverting skin color to default.

 

I'm using PSQ also but I don't have this problem, I think it must be some other conflict you got.

 

I'm no modder, but I really don't think so.  When I have BWA set to never blush for player my succubus skin color works fine, only reverts when BWA is turned on for my player.

Posted

 

I'm no modder, but I really don't think so.  When I have BWA set to never blush for player my succubus skin color works fine, only reverts when BWA is turned on for my player.

 

 

I'm no modder either so I really have no idea but I was just in game and tested it, and it works for me.

  • 1 month later...
Posted

i keep having these line, is it problem or its normal? thanks a lot

 

 

[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 416
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 417
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 418
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 419
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 420
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 421
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 429
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 430
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 431
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 432
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForAnimationEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 438
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92

 

 

Posted

i keep having these line, is it problem or its normal? thanks a lot

 

 

[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 416
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 417
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 418
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 419
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 420
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 421
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 429
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 430
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 431
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 432
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForAnimationEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 438
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92

 

 

 

Shouldn't be happening.  What specifically is going on is the mod is trying to register for things on a magic effect on an NPC, but for whatever reason either the NPC has stopped existing or the magic effect has disappeared prematurely.  Considering the fact that I specifically have the script wait until the NPC exists in-game before registering, I don't know what to make of it.  I have to assume that you are also not seeing blushes on NPCs.

Posted

 

i keep having these line, is it problem or its normal? thanks a lot

 

 

[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 416
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 417
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 418
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 419
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 420
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.RegisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 421
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 429
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 430
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 431
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForModEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 432
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92
[07/26/2015 - 09:54:25PM] Error: Unable to call UnregisterForAnimationEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].BWANPC.UnregisterForAnimationEvent() - "<native>" Line ?
	[None].BWANPC.Register() - "BWANPC.psc" Line 438
	[None].BWANPC.OnEffectStart() - "BWANPC.psc" Line 92

 

 

 

Shouldn't be happening.  What specifically is going on is the mod is trying to register for things on a magic effect on an NPC, but for whatever reason either the NPC has stopped existing or the magic effect has disappeared prematurely.  Considering the fact that I specifically have the script wait until the NPC exists in-game before registering, I don't know what to make of it.  I have to assume that you are also not seeing blushes on NPCs.

 

 

thanks for the reply, i notice that npc still having blush though, im using imperious race of skyrim and tania, sofia, maybe they refuse the script or something i suppose?

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