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I'll have a look at the flabbergasting situation.

The C++, make sure you check 'Resolve potential CTD on startup' in SL MCM, and reset the animation registry often.

 

e1. You mean the guard patrolling outside the cell? That is vanilla. 

 

e2. Those guards spawn at random, so no. 

 

e3. I've been getting that 'no fighting' bug as well. It usually happens after a DD animation event. See if you can duplicate it there. I've been trying to track that down, not sure if it is in POP, DDi, or ZAP. 

 

EDIT:

I cannot duplicate your belt bug. All generic belts get removed normally and without the 'The belt remains securely locked' message. Perhaps a log of when it happens? 

 

 

I got you a log and screenshot of my beautiful self, where you can see the belt has been removed but the message appears in the top left. This is in Whiterun using the padded chastity belt xx009a7B and using POP 8s as I couldn't be bothered to clean save to go back to 8t.

 

Sorry the next bit is a long read as it's detailed but better to have too much info rather than not enough

 

Now onto e3, it looks like I may have been premature in abandoning that game if you have seen something similar. I'll go though my game steps that led to it as it was slightly unusual for my style of play.

 

I did the mission with Anum-La (the Swamp Knight) which involves having her as a follower for some time (I hate followers so never play with them unless forced like with Mercer Fray). Anyway after completing the mission I got back to Whiterun with Anum-La when a PO Bounty Hunter appeared and took me to Dawnstar Jail (followers were set to "Follow" in POP).

 

That was where I noticed the problem with the female guard and the scripts not firing.

 

After a couple of attempts I got a male guard and the sentence completed normally and I was released and Anum-La rejoined me. We took a carriage to Windhelm (using Touring Carriages - I never fast travel) and that was where I noticed the first glitch which I now think is not related at all where Sigaar would take the fee to go to Riften but the animation wouldn't start. At that point we went to Kynegrove Inn waited an hour for Sigaar to appear and this time TC worked and we got to Riften.

 

I then realised that the NPC I was taking Anum-La to see wasn't there as I hadn't done that mission to activate her so we went back to Whiterun where I released Anum-Ra.

 

I went back to Riften and did the early Thieves Guilds quests and it was in the final room in Goldenglow where the safe is that I got a Flashbang event which causes the problem with drawing weapons. I did find if you triggered another DCL event and got some devices then you could use weapons or spells again.

 

I did some further tests by coc'ing to Whiterun and forced Flashbang events on plants and got exactly the same result.

 

On my current stable game with 8s I can trigger Flashbang events and it causes no problems so I'm not sure what the cause can be. When I have a moment I'll retry with 8t in case the problem is there.

 

EDIT: See message and log below I can reproduce the weapon drawing bug

 

Papyrus.0.log

 

post-237718-0-96009000-1503432628_thumb.jpg

 

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K, I just finished a complete arrest and I now have a walking jailor here in Skyrim. There is an option where you can reset or disable him/her. Should I do that ? Or is killing an "markfordelet" an option too ? I want to play that save even further with more arrests in other towns and don't want to bug something.

 

For bugs:

 

The cage scene is still somewhat unstable, sometimes the jailor is stuck or idles, sometimes the NPC in the cage and maybe sometimes my own player AI. I used "force AI" several times and it seemed to work. In addition I got some 3rd Camera issues (sometimes almost just 1stPV or just a very limited range). Reloading Skyrim and a save fixed it, sometimes certain POP quest steps seems to have fixed it too.

 

In the prison cell sometimes the female jailor does not close the door after a cell scene. To be exact, the jailor opens the door for a cell scene, shuts it again and opens it again, then the cell scene starts and therafter the door remains open. It happens maybe just with the female jailor, no issue watched with the male one. It could be that a scene lasts too long (late morning) and the next event is already called by the quest engine.

 

Otherwise Parade, cell scenes, walking/moving, Pillory etc. worked flawlessly. To be able to sometimes override the old (and sometimes pretty bulky) Zaz sex animations by Sexlab scenes (Leito etc.) is a gem.

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Bug Report - Major 8t

 

Right, I think I've found it. I've attached a log and rather luckily it also contains a whipping scene so you can hopefully check the flabbergasting as well as the weapon lockup. The first 160 lines or so are the game loader to get a stable game going.

 

Testing:

 

1/ Added bounty to Dawnstar

2/ COC to dawnstarexterior01 and got arrested

3/ Once in jail advanced time to release, got I whipping from guard and one sex scene from Jailer

4/ Once released re-equiped weapons and armour.

5/ COC Whiterun

6/ DCL had been set to 100% and Flashbang only

7/ Picked a plant and had sex scene with bandit

8/ Re-equipped armour and weapon LMB and RMB no longer work so cannot draw sword or cast spell

 

Papyrus.0.log

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K, I just finished a complete arrest and I now have a walking jailor here in Skyrim. There is an option where you can reset or disable him/her. Should I do that ? Or is killing an "markfordelet" an option too ? I want to play that save even further with more arrests in other towns and don't want to bug something.

 

For bugs:

 

The cage scene is still somewhat unstable, sometimes the jailor is stuck or idles, sometimes the NPC in the cage and maybe sometimes my own player AI. I used "force AI" several times and it seemed to work. In addition I got some 3rd Camera issues (sometimes almost just 1stPV or just a very limited range). Reloading Skyrim and a save fixed it, sometimes certain POP quest steps seems to have fixed it too.

 

In the prison cell sometimes the female jailor does not close the door after a cell scene. To be exact, the jailor opens the door for a cell scene, shuts it again and opens it again, then the cell scene starts and therafter the door remains open. It happens maybe just with the female jailor, no issue watched with the male one. It could be that a scene lasts too long (late morning) and the next event is already called by the quest engine.

 

Otherwise Parade, cell scenes, walking/moving, Pillory etc. worked flawlessly. To be able to sometimes override the old (and sometimes pretty bulky) Zaz sex animations by Sexlab scenes (Leito etc.) is a gem.

 

Do not 'MarkForDelete' the Jail Master. Just leave them to wander Skyrim, they will slowly make their way back to Windhelm where they live. 

 

Cage scene bugs out because of Skyrim pathing. To fix the camera PoV hit the 'Free Camera' key - configurable in SL MCM. 

 

The cell door remains open during the whipping when your PC is chained as a tease. Other kind of punishments the door should be closed. 

 

That is great.  ^_^

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...

I've been told that disabling logging helps to avoid stack dumps. Which fits my experience of having none of the issues people speak about before I enabled logging for this issue.

And without the log to tell them one occurred they know this how? Answer: They don't, that's just a "if I don't see it then it didn't happen" type answer.

 

What running without Papyrus logging turned on really does is reduce the overhead during regular play (slightly to a lot depending on how much logging the mods you do invoke either directly or by really shitty coding) when a stack dump occurs and otherwise completely hides the problem until mods start acting up in strange ways. often much later leaving people thinking that they did X and bug Y occurred which wastes an incredible amount of time and effort as people try to find and fix non-existing bugs.

 

 

Edit: I wrote before I saw all the drama. If you want to reopen that bit, forget it. This is factual information meant to be helpful, not an attack on anyone except the state of ignorance a state we all suffer from since none of us know everything.

 

I only state drama when it is drama, you've picked a different topic and provided some substance. So I thank you for that.

 

I posted my question and my log on XMPSE's thread and Groovtama told me "this is why I tell people to disable logging" with some further elaboration while also getting annoyed that it seemed like I was blaming XMPSE (I was using an out of date XMPSE in which updating basically removed all of its errors from the log, so I kind of was).

 

But, please understand this as I say this, I've said it a few times and it isn't my "thick headedness" or whatever. Now that I have disabled logging, my game is back to its smooth running self, even POP is working fine again. It's not that it is single-handedly logging by itself, it is the reasonably heavy load that is already there PLUS the new strain of having to output every single little thing that goes on. So when it is running a scene or a bunch of stuff kicks off, if it has to print out every trace of every action on top of the fact that the game that log is from had some misbehaving mods that I have now removed, it basically "NOPE"'s. If my script load was lighter perhaps I may be able to leave logging on. But as it stands I have no plants on shrinking it so it stays off until there is another major problem, which several hours into a new game has yet to happen.

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Ok, I've got a weird one.

 

I recently got arrested in Riften, and things broke, a lot. The jail master came in to give my char my morning punishment. She gave my prisoner the proper gear, and they both started moving to the punishment spot in the center of the cell. They only walk a few steps before the jail master says the line that she ususally gives after punishment, then they both try to start walking out of the cell. When they're just outside the cell, they teleport around back to the center of the cell, and then the punishment happens. After that the jail master walks back outside the cell, and then my logs start bleeding errors, and stack dumps. I won't include the whole thing because it's nearly 500 kb in size, but I'll include the parts of it.

 

Here is the log from when the scene starts until it starts blowing up.

 

 

[08/22/2017 - 10:42:53PM] [POP].::.xpoMain.Heartbeat()-> Start.
[08/22/2017 - 10:42:53PM] [POP].::.xpoMain.Heartbeat()->  Utility.GetCurrentGameTime() = 27.331085, bWillContinue = TRUE, bCanRun = TRUE
[08/22/2017 - 10:42:53PM] xpoScenario (Cell): IsNextHeartbeat - Time:27.331110 Previous:27.321739
[08/22/2017 - 10:42:54PM] [POP].::.xpoCrimeScanner: (Scanning) OnUpdate
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.Heartbeat()-> Start.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.Heartbeat()->  Utility.GetCurrentGameTime() = 27.341080, bWillContinue = False, bCanRun = False
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Start at idx 1.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Done! Returned -1.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Start at idx 3.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Done! Returned -1.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain FindAvailableScenario
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain FindAvailableScenario found ScenarioPillory.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain Queuing scenario (Pillory)
[08/22/2017 - 10:43:01PM] xpoScenario (Cell): EndScenario
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.SetTimeScale()-> To 10
[08/22/2017 - 10:43:01PM] xpoScenario (Cell): LeadOut (Base)
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.StopHeartbeat()-> StopHeartbeat called from (Imprisoned) state.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain Moving
[08/22/2017 - 10:43:02PM] xpoScenario (Cell): Playing scene 
[08/22/2017 - 10:43:02PM] [POP].::.xpoMain_SF_OutOfCell Started
[08/22/2017 - 10:43:03PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 40.587780.
[08/22/2017 - 10:43:14PM] [POP].::.xpoMain OpenCellDoor
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Jail Master arived at marker.
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 30.502079.
[08/22/2017 - 10:43:23PM] [POP].::.xpoMain.BindActor, abGag = TRUE, abHood = False, abHands = TRUE, bRingGag = False.
[08/22/2017 - 10:43:24PM] [POP].::.xpopGoToMarker() -> Jail Master arived at marker.
[08/22/2017 - 10:43:24PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] [POP].::.xpoMain.BindActor, abGag = TRUE, abHood = False, abHands = TRUE, bRingGag = False.
[08/22/2017 - 10:43:24PM] [POP].::.xpoMain PauseSubsProcessing
[08/22/2017 - 10:43:24PM] [POP].::.xpopZbfPause() -> No actor!
[08/22/2017 - 10:43:25PM] [POP].::.xpoMain CloseCellDoor
[08/22/2017 - 10:43:25PM] [POP].::.PunishTime() -> Punishment started at 0 seconds!
[08/22/2017 - 10:43:25PM] [POP].::.PunishTime() -> is now in TimerState
[08/22/2017 - 10:43:25PM] [POP].::.xpopRunSexLab()-> Start!
[08/22/2017 - 10:43:25PM] SEXLAB - Thread[0]  - Entering Making State
[08/22/2017 - 10:43:25PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:25PM] SEXLAB - NOTICE: ValidateActor(Avi) -- TRUE -- MISS
[08/22/2017 - 10:43:25PM] SEXLAB - NOTICE: ValidateActor(Avi) -- TRUE -- HIT
[08/22/2017 - 10:43:25PM] SEXLAB - ActorAlias[Avi] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0B061EEF)>]
[08/22/2017 - 10:43:26PM] SEXLAB - NOTICE: ValidateActor(Jailer) -- TRUE -- HIT
[08/22/2017 - 10:43:26PM] SEXLAB - NOTICE: ValidateActor(Jailer) -- TRUE -- HIT
[08/22/2017 - 10:43:26PM] SEXLAB - ActorAlias[Jailer] SetActor([xpopJailerMaster < (7C024E73)>]) - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0B061EEF)>]
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> SexLab found 2 actors able to partake!
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Animation selected by ~  ~.
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Animation centered around ~ [ObjectReference < (7C0337A8)>] ~.
[08/22/2017 - 10:43:26PM] SEXLAB - GetByType(ActorCount=2, Males=-1, Females=-1, StageCount=-1, Aggressive=TRUE)
[08/22/2017 - 10:43:26PM] SEXLAB - Thread[0] Event Hook - AnimationStarting
[08/22/2017 - 10:43:26PM] SEXLAB - Thread[0] Adjustment Profile - WoodElfRaceF.BretonRaceF
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Done!
[08/22/2017 - 10:43:28PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 345.699280
[08/22/2017 - 10:43:28PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 289.664398
[08/22/2017 - 10:43:28PM] [POP].::.xpoMain ResumeSubsProcessing
[08/22/2017 - 10:43:28PM] [POP].::.xpopZbfPause() -> No actor!
[08/22/2017 - 10:43:29PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 343.983673
[08/22/2017 - 10:43:29PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 243.788101
[08/22/2017 - 10:43:29PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:29PM] [POP].::.xpoMain OpenCellDoor
[08/22/2017 - 10:43:29PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:30PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 199.614044
[08/22/2017 - 10:43:30PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:31PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 160.384277
[08/22/2017 - 10:43:31PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 128.152054
[08/22/2017 - 10:43:32PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 26.935526.
[08/22/2017 - 10:43:32PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 24.858801.
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Waited [1] cycles for MarkerRef[[ObjectReference < (FF00165D)>]]
[08/22/2017 - 10:43:32PM] [POP].::.PunishTime()Had fun for 6 seconds!
[08/22/2017 - 10:43:32PM] [POP].::.PunishTime() -> is now done in TimerState
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Strip: [False, True, True, False, True, False, False, False, False, True, False, True, False, False, False, False, True, False, False, False, False, False, False, False, True, False, True, False, True, False, False, False, True]
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 361.468842
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Avi]  - Equipment: []
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Avi]  - Scales[0.999000/ DISABLED] Voice[Mature (Female)] Expression[Pleasure] BaseEnjoyment[0]
[08/22/2017 - 10:43:34PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 455.757965
[08/22/2017 - 10:43:35PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 558.812256
[08/22/2017 - 10:43:36PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 666.743042
[08/22/2017 - 10:44:34PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 281.302856
[08/22/2017 - 10:44:34PM] SEXLAB - ActorAlias[Jailer]  - Strip: [False, False, True, False, True, False, False, False, False, True, False, False, False, False, False, False, True, False, False, False, False, False, False, False, True, False, True, False, False, False, False, False, False]
[08/22/2017 - 10:44:35PM] SEXLAB - ActorAlias[Jailer]  - Equipment: [[Armor < (0003619E)>]]
[08/22/2017 - 10:44:35PM] SEXLAB - ActorAlias[Jailer]  - Scales[0.966000/ DISABLED] Voice[Mature (Female)] Expression[Pleasure] BaseEnjoyment[0]
[08/22/2017 - 10:44:35PM] SEXLAB - Thread[0] SyncDone(Prepare) - Lag Timer: -17.543991
[08/22/2017 - 10:44:35PM] SEXLAB - Thread[0] Event Hook - AnimationStart
[08/22/2017 - 10:44:36PM] SEXLAB - Thread[0] SyncDone(startUp) - Lag Timer: 8.952011
[08/22/2017 - 10:44:37PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.365997
[08/22/2017 - 10:44:37PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:44:38PM] Found 4 arousedActors
[08/22/2017 - 10:44:38PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:44:42PM] [POP].::.xpopGoToMarker() -> Jail Master got moved to marker.
[08/22/2017 - 10:44:42PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:44:43PM] [POP].::.xpopGoToMarker() -> Avi got moved to marker.
[08/22/2017 - 10:44:43PM] [POP].::.xpopGoToMarker() -> Done with Avi! Successful? TRUE!
[08/22/2017 - 10:44:52PM] [POP].::.xpoCrimeScanner: (Scanning) OnUpdate
[08/22/2017 - 10:45:06PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:07PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.315994
[08/22/2017 - 10:45:07PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:08PM] Found 4 arousedActors
[08/22/2017 - 10:45:08PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0]  - SyncLock(1)
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.298004
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:24PM] Found 3 arousedActors
[08/22/2017 - 10:45:24PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:34PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:35PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.266998
[08/22/2017 - 10:45:35PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:35PM] Found 3 arousedActors
[08/22/2017 - 10:45:36PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:45PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.298004
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] Event Hook - OrgasmStart
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:46PM] SEXLAB - ActorAlias[Jailer]  - Orgasms[1] Enjoyment [11] BaseEnjoyment[-45] FullEnjoyment[56]
[08/22/2017 - 10:45:46PM] SEXLAB - ActorAlias[Avi]  - Orgasms[1] Enjoyment [10] BaseEnjoyment[-46] FullEnjoyment[56]
[08/22/2017 - 10:45:47PM] Found 3 arousedActors
[08/22/2017 - 10:45:47PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:50PM] SEXLAB - Thread[0] Event Hook - OrgasmEnd
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Avi got -20 exposure for being rape victim
[08/22/2017 - 10:45:51PM] SEXLAB - Thread[0] Event Hook - AnimationEnding
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Avi got -44 exposure for having orgasm
[08/22/2017 - 10:45:51PM] SEXLAB - ActorAlias[Avi]  - Resetting!
[08/22/2017 - 10:45:51PM] SEXLAB - ActorAlias[Jailer]  - Resetting!
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Jailer got -44 exposure for having orgasm
[08/22/2017 - 10:45:52PM] SEXLAB - Thread[0] SyncDone(Reset) - Lag Timer: 29.483002
[08/22/2017 - 10:45:52PM] SEXLAB - Thread[0] Event Hook - AnimationEnd
[08/22/2017 - 10:45:52PM] [POP].::.xpopOnSexLabDone()-> Animations Done!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431.
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431.
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431. 

 

 

 

Then there are about 800 lines of

[08/22/2017 - 10:47:10PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!

Then the script dumps start happening and everything grinds to a halt.

Link to comment

Ok, I've got a weird one.

 

I recently got arrested in Riften, and things broke, a lot. The jail master came in to give my char my morning punishment. She gave my prisoner the proper gear, and they both started moving to the punishment spot in the center of the cell. They only walk a few steps before the jail master says the line that she ususally gives after punishment, then they both try to start walking out of the cell. When they're just outside the cell, they teleport around back to the center of the cell, and then the punishment happens. After that the jail master walks back outside the cell, and then my logs start bleeding errors, and stack dumps. I won't include the whole thing because it's nearly 500 kb in size, but I'll include the parts of it.

 

Here is the log from when the scene starts until it starts blowing up.

 

 

[08/22/2017 - 10:42:53PM] [POP].::.xpoMain.Heartbeat()-> Start.
[08/22/2017 - 10:42:53PM] [POP].::.xpoMain.Heartbeat()->  Utility.GetCurrentGameTime() = 27.331085, bWillContinue = TRUE, bCanRun = TRUE
[08/22/2017 - 10:42:53PM] xpoScenario (Cell): IsNextHeartbeat - Time:27.331110 Previous:27.321739
[08/22/2017 - 10:42:54PM] [POP].::.xpoCrimeScanner: (Scanning) OnUpdate
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.Heartbeat()-> Start.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.Heartbeat()->  Utility.GetCurrentGameTime() = 27.341080, bWillContinue = False, bCanRun = False
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Start at idx 1.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Done! Returned -1.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Start at idx 3.
[08/22/2017 - 10:43:01PM] [POP].::.isPCRestrained()-> Done! Returned -1.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain FindAvailableScenario
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain FindAvailableScenario found ScenarioPillory.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain Queuing scenario (Pillory)
[08/22/2017 - 10:43:01PM] xpoScenario (Cell): EndScenario
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.SetTimeScale()-> To 10
[08/22/2017 - 10:43:01PM] xpoScenario (Cell): LeadOut (Base)
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain.StopHeartbeat()-> StopHeartbeat called from (Imprisoned) state.
[08/22/2017 - 10:43:01PM] [POP].::.xpoMain Moving
[08/22/2017 - 10:43:02PM] xpoScenario (Cell): Playing scene 
[08/22/2017 - 10:43:02PM] [POP].::.xpoMain_SF_OutOfCell Started
[08/22/2017 - 10:43:03PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 40.587780.
[08/22/2017 - 10:43:14PM] [POP].::.xpoMain OpenCellDoor
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Jail Master arived at marker.
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:43:14PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 30.502079.
[08/22/2017 - 10:43:23PM] [POP].::.xpoMain.BindActor, abGag = TRUE, abHood = False, abHands = TRUE, bRingGag = False.
[08/22/2017 - 10:43:24PM] [POP].::.xpopGoToMarker() -> Jail Master arived at marker.
[08/22/2017 - 10:43:24PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForModEvent() - "<native>" Line ?
	[None].zbfEffectBondage.RegisterForEvents() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.onBeginState() - "zbfEffectBondage.psc" Line ?
	[None].zbfEffectBondage.GotoState() - "ActiveMagicEffect.psc" Line ?
	[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:24PM] [POP].::.xpoMain.BindActor, abGag = TRUE, abHood = False, abHands = TRUE, bRingGag = False.
[08/22/2017 - 10:43:24PM] [POP].::.xpoMain PauseSubsProcessing
[08/22/2017 - 10:43:24PM] [POP].::.xpopZbfPause() -> No actor!
[08/22/2017 - 10:43:25PM] [POP].::.xpoMain CloseCellDoor
[08/22/2017 - 10:43:25PM] [POP].::.PunishTime() -> Punishment started at 0 seconds!
[08/22/2017 - 10:43:25PM] [POP].::.PunishTime() -> is now in TimerState
[08/22/2017 - 10:43:25PM] [POP].::.xpopRunSexLab()-> Start!
[08/22/2017 - 10:43:25PM] SEXLAB - Thread[0]  - Entering Making State
[08/22/2017 - 10:43:25PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:25PM] SEXLAB - NOTICE: ValidateActor(Avi) -- TRUE -- MISS
[08/22/2017 - 10:43:25PM] SEXLAB - NOTICE: ValidateActor(Avi) -- TRUE -- HIT
[08/22/2017 - 10:43:25PM] SEXLAB - ActorAlias[Avi] SetActor([Actor < (00000014)>]) - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0B061EEF)>]
[08/22/2017 - 10:43:26PM] SEXLAB - NOTICE: ValidateActor(Jailer) -- TRUE -- HIT
[08/22/2017 - 10:43:26PM] SEXLAB - NOTICE: ValidateActor(Jailer) -- TRUE -- HIT
[08/22/2017 - 10:43:26PM] SEXLAB - ActorAlias[Jailer] SetActor([xpopJailerMaster < (7C024E73)>]) - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0B061EEF)>]
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> SexLab found 2 actors able to partake!
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Animation selected by ~  ~.
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Animation centered around ~ [ObjectReference < (7C0337A8)>] ~.
[08/22/2017 - 10:43:26PM] SEXLAB - GetByType(ActorCount=2, Males=-1, Females=-1, StageCount=-1, Aggressive=TRUE)
[08/22/2017 - 10:43:26PM] SEXLAB - Thread[0] Event Hook - AnimationStarting
[08/22/2017 - 10:43:26PM] SEXLAB - Thread[0] Adjustment Profile - WoodElfRaceF.BretonRaceF
[08/22/2017 - 10:43:26PM] [POP].::.xpopRunSexLab()-> Done!
[08/22/2017 - 10:43:28PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 345.699280
[08/22/2017 - 10:43:28PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 289.664398
[08/22/2017 - 10:43:28PM] [POP].::.xpoMain ResumeSubsProcessing
[08/22/2017 - 10:43:28PM] [POP].::.xpopZbfPause() -> No actor!
[08/22/2017 - 10:43:29PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 343.983673
[08/22/2017 - 10:43:29PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 243.788101
[08/22/2017 - 10:43:29PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:29PM] [POP].::.xpoMain OpenCellDoor
[08/22/2017 - 10:43:29PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zbfEffectBondage.RegisterForSingleUpdate() - "<native>" Line ?
	[None].zbfEffectBondage.OnUpdate() - "zbfEffectBondage.psc" Line ?
[08/22/2017 - 10:43:30PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 199.614044
[08/22/2017 - 10:43:30PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:31PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 160.384277
[08/22/2017 - 10:43:31PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 309.733215
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 128.152054
[08/22/2017 - 10:43:32PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 26.935526.
[08/22/2017 - 10:43:32PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Jail Master is 24.858801.
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Waited [1] cycles for MarkerRef[[ObjectReference < (FF00165D)>]]
[08/22/2017 - 10:43:32PM] [POP].::.PunishTime()Had fun for 6 seconds!
[08/22/2017 - 10:43:32PM] [POP].::.PunishTime() -> is now done in TimerState
[08/22/2017 - 10:43:32PM] SEXLAB - ActorAlias[Avi]  - Strip: [False, True, True, False, True, False, False, False, False, True, False, True, False, False, False, False, True, False, False, False, False, False, False, False, True, False, True, False, True, False, False, False, True]
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 361.468842
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Avi]  - Equipment: []
[08/22/2017 - 10:43:33PM] SEXLAB - ActorAlias[Avi]  - Scales[0.999000/ DISABLED] Voice[Mature (Female)] Expression[Pleasure] BaseEnjoyment[0]
[08/22/2017 - 10:43:34PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 455.757965
[08/22/2017 - 10:43:35PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 558.812256
[08/22/2017 - 10:43:36PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 666.743042
[08/22/2017 - 10:44:34PM] SEXLAB - ActorAlias[Jailer]  - Distance From WaitRef[[ObjectReference < (7C0337A8)>]]: 281.302856
[08/22/2017 - 10:44:34PM] SEXLAB - ActorAlias[Jailer]  - Strip: [False, False, True, False, True, False, False, False, False, True, False, False, False, False, False, False, True, False, False, False, False, False, False, False, True, False, True, False, False, False, False, False, False]
[08/22/2017 - 10:44:35PM] SEXLAB - ActorAlias[Jailer]  - Equipment: [[Armor < (0003619E)>]]
[08/22/2017 - 10:44:35PM] SEXLAB - ActorAlias[Jailer]  - Scales[0.966000/ DISABLED] Voice[Mature (Female)] Expression[Pleasure] BaseEnjoyment[0]
[08/22/2017 - 10:44:35PM] SEXLAB - Thread[0] SyncDone(Prepare) - Lag Timer: -17.543991
[08/22/2017 - 10:44:35PM] SEXLAB - Thread[0] Event Hook - AnimationStart
[08/22/2017 - 10:44:36PM] SEXLAB - Thread[0] SyncDone(startUp) - Lag Timer: 8.952011
[08/22/2017 - 10:44:37PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.365997
[08/22/2017 - 10:44:37PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:44:38PM] Found 4 arousedActors
[08/22/2017 - 10:44:38PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:44:42PM] [POP].::.xpopGoToMarker() -> Jail Master got moved to marker.
[08/22/2017 - 10:44:42PM] [POP].::.xpopGoToMarker() -> Done with Jail Master! Successful? TRUE!
[08/22/2017 - 10:44:43PM] [POP].::.xpopGoToMarker() -> Avi got moved to marker.
[08/22/2017 - 10:44:43PM] [POP].::.xpopGoToMarker() -> Done with Avi! Successful? TRUE!
[08/22/2017 - 10:44:52PM] [POP].::.xpoCrimeScanner: (Scanning) OnUpdate
[08/22/2017 - 10:45:06PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:07PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.315994
[08/22/2017 - 10:45:07PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:08PM] Found 4 arousedActors
[08/22/2017 - 10:45:08PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0]  - SyncLock(1)
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.298004
[08/22/2017 - 10:45:23PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:24PM] Found 3 arousedActors
[08/22/2017 - 10:45:24PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:34PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:35PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.266998
[08/22/2017 - 10:45:35PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:35PM] Found 3 arousedActors
[08/22/2017 - 10:45:36PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:45PM] SEXLAB - Thread[0] Event Hook - StageEnd
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.298004
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] Event Hook - OrgasmStart
[08/22/2017 - 10:45:46PM] SEXLAB - Thread[0] Event Hook - StageStart
[08/22/2017 - 10:45:46PM] SEXLAB - ActorAlias[Jailer]  - Orgasms[1] Enjoyment [11] BaseEnjoyment[-45] FullEnjoyment[56]
[08/22/2017 - 10:45:46PM] SEXLAB - ActorAlias[Avi]  - Orgasms[1] Enjoyment [10] BaseEnjoyment[-46] FullEnjoyment[56]
[08/22/2017 - 10:45:47PM] Found 3 arousedActors
[08/22/2017 - 10:45:47PM] [slainternalscr <sla_Internal (0C083137)>]: Sibbi Black-Briar got 2 exposure for  watching sex of Avi
[08/22/2017 - 10:45:50PM] SEXLAB - Thread[0] Event Hook - OrgasmEnd
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Avi got -20 exposure for being rape victim
[08/22/2017 - 10:45:51PM] SEXLAB - Thread[0] Event Hook - AnimationEnding
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Avi got -44 exposure for having orgasm
[08/22/2017 - 10:45:51PM] SEXLAB - ActorAlias[Avi]  - Resetting!
[08/22/2017 - 10:45:51PM] SEXLAB - ActorAlias[Jailer]  - Resetting!
[08/22/2017 - 10:45:51PM] [slainternalscr <sla_Internal (0C083137)>]: Jailer got -44 exposure for having orgasm
[08/22/2017 - 10:45:52PM] SEXLAB - Thread[0] SyncDone(Reset) - Lag Timer: 29.483002
[08/22/2017 - 10:45:52PM] SEXLAB - Thread[0] Event Hook - AnimationEnd
[08/22/2017 - 10:45:52PM] [POP].::.xpopOnSexLabDone()-> Animations Done!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431.
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431.
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!
[08/22/2017 - 10:45:52PM] [POP].::.xpopGoToMarker() -> Start! Travel time for Avi is 25.416431. 

 

 

 

Then there are about 800 lines of

[08/22/2017 - 10:47:10PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!

Then the script dumps start happening and everything grinds to a halt.

 

About the 800 lines warning.
The full explanation for that is quite involved but here is the very short version.
 
That happens when your PC's AI travel package is lost within a scene, stopping your PC from reaching (pathing to) the intended marker.
 
One way for that to happen is if you used the 'Release all AI' feature in POP.
It is an option bound to a (keyboard) key of your choosing in the POP MCM. That was meant for emergency use only, and not while in a scene. If it has to be used in a scene, then you have to use 'Force AI' within a few seconds otherwise you'll get that warning repeatedly until you do. 
Link to comment

About the debug features present in the MCM, would it be possible to include a proper and simple explanation for when and where to use them? At least for the features that are not self explanatory. Before your post, I had no idea of its purpose. Frostfall does that with its in-game documentation, if you ever wonder about a feature of that mod, you can learn about it quite easily that way.

Link to comment

 

.... snip.... 

 

 

 

 

Then there are about 800 lines of

[08/22/2017 - 10:47:10PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!

Then the script dumps start happening and everything grinds to a halt.

 

About the 800 lines warning.
The full explanation for that is quite involved but here is the very short version.
 
That happens when your PC's AI travel package is lost within a scene, stopping your PC from reaching (pathing to) the intended marker.
 
One way for that to happen is if you used the 'Release all AI' feature in POP.
It is an option bound to a (keyboard) key of your choosing in the POP MCM. That was meant for emergency use only, and not while in a scene. If it has to be used in a scene, then you have to use 'Force AI' within a few seconds otherwise you'll get that warning repeatedly until you do. 

 

 

You mean we have a debug option within POP that if used incorrectly will nuke our game? 

Do tell, I've got time.

What's the TL;DR explanation?

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About the 800 lines warning.
The full explanation for that is quite involved but here is the very short version.
 
That happens when your PC's AI travel package is lost within a scene, stopping your PC from reaching (pathing to) the intended marker.
 
One way for that to happen is if you used the 'Release all AI' feature in POP.
It is an option bound to a (keyboard) key of your choosing in the POP MCM. That was meant for emergency use only, and not while in a scene. If it has to be used in a scene, then you have to use 'Force AI' within a few seconds otherwise you'll get that warning repeatedly until you do. 

 

Ok, well I didn't mess with the AI debug features. I think what happens is POP calls SexLab for punishment, then prematurely ends the punishment while SexLab is still running the scene. SexLab then forces my character and the jail master to the center of the cell, overriding POP's AI management, and causing POP to freak out.

 

However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

 

I've also included the papyrus logs that I got when testing this out. The first two papyrus logs have 'POP Animations' and 'POP SexLab' enabled, and end up bugged. The third has those two options disabled, and my character is sent to the pillory properly.

Papyrus.0 1 Bugged.log

Papyrus.0 2 Bugged.log

Papyrus.0 3.log

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However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

Ok, disabling those options doesn't completely remove the sex scenes, and any time the jail master has a sex scene with my character, it bugs out.

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Flabbergasting confirmed and under control for 8u. 

 

Hm, that does not tell me whether it originated in POP or DCL.

After 4 see if you can draw your weapons first, then do 5. Then check again after 7. 

 

Right, you'll not be a happy bunny I'm afraid

 

I have some good new, some bad news and some shitty news

 

I tested 8t after being released as you asked both before and after the coc to Whiterun but before the Flashbang and in both cases the weapon was drawn without a problem. After Flashbang the weapon cannot be drawn - that's the good news.

 

The bad news is that I then removed DDE and POP completely, cleaned the game, coc to Whiterun triggered Flashbang and there was no problem drawing the weapon.

 

Now for the shitty news. I repeated the 8t tests with DDE3.12 and POP 8s was jailed in Dawnstar coc to Whiterun, triggered Flashbang and again there was no problem drawing a weapon.

 

I can't think of anything else to eliminate now, the issue seems to be with POP 8t alone as 8s is working okay so something in 8t is clashing with DCL

 

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However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

Ok, disabling those options doesn't completely remove the sex scenes, and any time the jail master has a sex scene with my character, it bugs out.

 

Ok, now I think I have found a work-around that actually works. It seems that SexLab is taking much longer to find a sex scene than POP expects, so POP abandons the punishment scene and tries to move on to the pillory. However, SexLab is still running in the background and eventually pulls the two back to the cell to complete the scene. I do have SexLab Animation Loader installed, which seems to exacerbate the issue, without it SexLab pulls the two back to the cell quicker, but the bug still persists.

 

The fix I found is to simply pause the game when the ring gag is put on my character (the indication I get that the punishment is starting). Pausing the game for a short while allows SexLab to find the right scene, and moves the two to the center of the cell as soon as I un-pause the game. POP still freaks out a little, and my character's gag switches in the middle of the scene, but the rest of it seems to go on smoothly, without hundreds of lines of errors and stack dumps.

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However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

Ok, disabling those options doesn't completely remove the sex scenes, and any time the jail master has a sex scene with my character, it bugs out.

 

Ok, now I think I have found a work-around that actually works. It seems that SexLab is taking much longer to find a sex scene than POP expects, so POP abandons the punishment scene and tries to move on to the pillory. However, SexLab is still running in the background and eventually pulls the two back to the cell to complete the scene. I do have SexLab Animation Loader installed, which seems to exacerbate the issue, without it SexLab pulls the two back to the cell quicker, but the bug still persists.

 

The fix I found is to simply pause the game when the ring gag is put on my character (the indication I get that the punishment is starting). Pausing the game for a short while allows SexLab to find the right scene, and moves the two to the center of the cell as soon as I un-pause the game. POP still freaks out a little, and my character's gag switches in the middle of the scene, but the rest of it seems to go on smoothly, without hundreds of lines of errors and stack dumps.

 

Do you use HDT high heels? And if so, are you using the option in sexlab to clear heel height? If you are, try disabling that option to see if sexlab starts up faster.

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About the 800 lines warning.
The full explanation for that is quite involved but here is the very short version.
 
That happens when your PC's AI travel package is lost within a scene, stopping your PC from reaching (pathing to) the intended marker.
 
One way for that to happen is if you used the 'Release all AI' feature in POP.
It is an option bound to a (keyboard) key of your choosing in the POP MCM. That was meant for emergency use only, and not while in a scene. If it has to be used in a scene, then you have to use 'Force AI' within a few seconds otherwise you'll get that warning repeatedly until you do. 

 

Ok, well I didn't mess with the AI debug features. I think what happens is POP calls SexLab for punishment, then prematurely ends the punishment while SexLab is still running the scene. SexLab then forces my character and the jail master to the center of the cell, overriding POP's AI management, and causing POP to freak out.

 

However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

 

I've also included the papyrus logs that I got when testing this out. The first two papyrus logs have 'POP Animations' and 'POP SexLab' enabled, and end up bugged. The third has those two options disabled, and my character is sent to the pillory properly.

attachicon.gifPapyrus.0 1 Bugged.log

attachicon.gifPapyrus.0 2 Bugged.log

attachicon.gifPapyrus.0 3.log

 

 

You are partially correct here.

It's not that POP is not waiting for SL to finish, because it is. The problem is that the POP pause function did not find a viable actor so it did not pause the scene properly. 

 

Do this, in console type

sqv xpoMain
and look for the prisoner's alias, it is probably 'None' - which would be bad. 

 

Meanwhile I will check to see why the xpoMain quest started with the prisoner's alias unfilled. 

 

 

 

However, I found that disabling 'POP Animations' and 'POP SexLab' in the general options stops the punishment scene from happening, and allowing my character to go through with her jail term (this is only a minor crime sentence). Unfortunately, that means that my character goes unpunished.

Ok, disabling those options doesn't completely remove the sex scenes, and any time the jail master has a sex scene with my character, it bugs out.

 

Ok, now I think I have found a work-around that actually works. It seems that SexLab is taking much longer to find a sex scene than POP expects, so POP abandons the punishment scene and tries to move on to the pillory. However, SexLab is still running in the background and eventually pulls the two back to the cell to complete the scene. I do have SexLab Animation Loader installed, which seems to exacerbate the issue, without it SexLab pulls the two back to the cell quicker, but the bug still persists.

 

The fix I found is to simply pause the game when the ring gag is put on my character (the indication I get that the punishment is starting). Pausing the game for a short while allows SexLab to find the right scene, and moves the two to the center of the cell as soon as I un-pause the game. POP still freaks out a little, and my character's gag switches in the middle of the scene, but the rest of it seems to go on smoothly, without hundreds of lines of errors and stack dumps.

 

 

Crap, I did not see you posted this, see my reply above.  ^_^ 

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Flabbergasting confirmed and under control for 8u. 

 

Hm, that does not tell me whether it originated in POP or DCL.

After 4 see if you can draw your weapons first, then do 5. Then check again after 7. 

 

Right, you'll not be a happy bunny I'm afraid

 

I have some good new, some bad news and some shitty news

 

I tested 8t after being released as you asked both before and after the coc to Whiterun but before the Flashbang and in both cases the weapon was drawn without a problem. After Flashbang the weapon cannot be drawn - that's the good news.

 

The bad news is that I then removed DDE and POP completely, cleaned the game, coc to Whiterun triggered Flashbang and there was no problem drawing the weapon.

 

Now for the shitty news. I repeated the 8t tests with DDE3.12 and POP 8s was jailed in Dawnstar coc to Whiterun, triggered Flashbang and again there was no problem drawing a weapon.

 

I can't think of anything else to eliminate now, the issue seems to be with POP 8t alone as 8s is working okay so something in 8t is clashing with DCL

 

 

 

You mean good bad and ugly news.  ^_^

 

I tried replicating this in my game but it seems to be gone (POP 8u Dev). So I'll have to rely on your save for a couple of things to make sure it is really gone. 

 

With POP 8t, after step 4 above, look in the ZAP MCM under 'Player Control?' page. How many references are acting on the player? (should be 0).

 

After step 6 reset ZAP.

 

Now check after step 8, and see if you can draw your weapons. If they can then it is fixed in POP 8u, if they cannot then I'll have to look into it some more. 

 

  

 

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The last version of the mod I used was 8q. Looks like I have something to catch up.

 

I decided to visit Skyrim. I like my power armor, but miss the plains (and jails) of Skyrim. ;)

 

 

Well, welcome back! How was Boston? 

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.... snip.... 

 

 

 

 

Then there are about 800 lines of

[08/22/2017 - 10:47:10PM] [POP].::.xpopGoToMarker() -> Warning! Still working on Avi!

Then the script dumps start happening and everything grinds to a halt.

 

About the 800 lines warning.
The full explanation for that is quite involved but here is the very short version.
 
That happens when your PC's AI travel package is lost within a scene, stopping your PC from reaching (pathing to) the intended marker.
 
One way for that to happen is if you used the 'Release all AI' feature in POP.
It is an option bound to a (keyboard) key of your choosing in the POP MCM. That was meant for emergency use only, and not while in a scene. If it has to be used in a scene, then you have to use 'Force AI' within a few seconds otherwise you'll get that warning repeatedly until you do. 

 

 

You mean we have a debug option within POP that if used incorrectly will nuke our game? 

Do tell, I've got time.

What's the TL;DR explanation?

 

 

 

OK, since you asked for it.  ^_^
 
The Problem

PO is using a lot of scenes requiring a lot of traveling through crowded locations. And pathing in Skyrim is not all that good.

Here is how I think pathing works in Skyrim.

(Because, I could not find an official explanation for this anywhere.)

The game engine basically tells a NPC (through an AI travel package) to use the navmesh to travel from point A to point B. Then, it builds a path or a route for the NPC to follow. (If you ever did a ‘pathing test’ in CK you’ll be able to visualize this better.) Next, I believe the game engine will track the NPC’s speed. It probably does this by moving a marker to the NPCs location every 10sec or so, and checking the distance between said marker and the NPC before each move. When it finds that the NPC’s speed falls bellow a certain threshold the game rightfully assumes that the NPC got stuck (obstacle, bad navmesh, stairs, e.t.c) and it then teleports the NPC further down the path.

One problem is when the NPC decides to find a way around the obstacle, but all it does is to just walk back and forth forever. The game engine does not detect this because the speed of the NPC did not drop bellow the threshold since the NPC is still moving around, breaking the scene and halting your game.  

 
My Solution

(Based on @jbezorg’s code from the original SD) ^_^

At the start of the above mentioned travel package I run a script function (xpopGoToMarker()) that will take the distance between your PC or NPC (it works with either one) and the destination marker. It then takes this distance and divides it by 32. This becomes the maximum allotted time for the travel to happen.

If the PC reaches the destination within that time, great - everything worked fine and we’re done. But if the time expires and the PC has not reached the destination - it will then teleport the PC to the destination - not as immersive as the first case but acceptable.

 
The Pros

Your game can continue uninterrupted.

You do not have to reload an earlier save because the NPC became stuck on some stairs - and there are a lot of stairs in POP’s scenes.  ;)

​Game fluidity (you do not have to use the game's wait function to try and get scenes to move along).  

 

The Cons

If your PC looses/unloads that AI travel package your game will stall. 

 
Another TL;DR to explain that statement, ^_^ 

Like I mentioned before that AI travel package is used within a scene. The scenes in Skyrim are staged. An AI package can be added to a stage within the scene.

The way I think the scenes work in Skyrim is this:

(again no official explanation to be found anywhere)

The game engine keeps running the same stage within the scene, until a set of conditions are satisfied. In this case one of the conditions was the ending of that travel package. However, the PC lost/unloaded said package so the scene/stage will try to run that package forever. My script will detect this and spit out that warning.

 
Conclusion

Bottom line is, that scene will never end if the PC looses it’s AI package, so at that point it matters little whether it was my script that killed the play (by spamming the log with that warning) or the game engine itself. (by getting the PC’s AI lost in the first place)

I do think I’ve picked the lesser of the two evils.

However, I could add a MCM option to prevent my script from running at all. You’ll get a lot of stucked scenes without my script, but at least it will be the player’s decision, I guess.

I have to say this tho, in all of my hours playing and testing POP - not once has that happened (PC unloading it’s AI package) without using that POP emergency option key. Not once.

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You are partially correct here.

It's not that POP is not waiting for SL to finish, because it is. The problem is that the POP pause function did not find a viable actor so it did not pause the scene properly. 

 

Do this, in console type

sqv xpoMain
and look for the prisoner's alias, it is probably 'None' - which would be bad. 

 

Meanwhile I will check to see why the xpoMain quest started with the prisoner's alias unfilled. 

 

I loaded up the save I had and went through the scene, and the entire time the prisoner alias was filled with the player reference, so that isn't it. I tried getting a log of my fix in action, but my computer is having a hernia and won't load the save until it cools off.

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...

Ok, now I think I have found a work-around that actually works. It seems that SexLab is taking much longer to find a sex scene than POP expects, so POP abandons the punishment scene and tries to move on to the pillory. However, SexLab is still running in the background and eventually pulls the two back to the cell to complete the scene. I do have SexLab Animation Loader installed, which seems to exacerbate the issue, without it SexLab pulls the two back to the cell quicker, but the bug still persists.

 

The fix I found is to simply pause the game when the ring gag is put on my character (the indication I get that the punishment is starting). Pausing the game for a short while allows SexLab to find the right scene, and moves the two to the center of the cell as soon as I un-pause the game. POP still freaks out a little, and my character's gag switches in the middle of the scene, but the rest of it seems to go on smoothly, without hundreds of lines of errors and stack dumps.

Let me guess, you have a large number of animations?

 

I'd bet the "slowness" in the Sexlab Framework you are seeing is directly related to the total number of animations the framework has to scan through.

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Let me guess, you have a large number of animations?

 

I'd bet the "slowness" in the Sexlab Framework you are seeing is directly related to the total number of animations the framework has to scan through.

 

 

I am using SexLab Animation Loader, with the FunnyBizzness SLAL pack, as well as a few other mods. I'm not using devious devices in this playthrough though, oddly enough. Running FNIS says I have 5329 Animations for characters, and 1212 animations for animals.

 

Ok, then do this just so we can confirm that your PC is loosing her AI package. Hit the POP AI debug key, and 'Force AI'. That should resume the scene. 

 

Ok, the AI debug key seems to be somewhat buggy, I had to reset the key to get access to the menu. But when I actually used Force AI, the player did start following the jailer like normal, and the error spamming stopped. I've included the logs of using my original workaround and the Force AI debug option.

Papyrus.0 Force AI.log

Papyrus.0 Workaround.log

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