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Posted
8 minutes ago, Gyra-ting said:

Sorry, I meant I got it working by installing POP after I saved the game at least once without it.

It seems some scripts from it stall the game, causing any subsequent saves from loading.

 

Might be something in my load order, I don't know.

I would need a log to be able to trace that. 

Posted
13 minutes ago, bicobus said:

Hey Inte, @VirginMarie recently posted something about her mod not playing nice with POP and the reverse. Issue being the two mods competing for the player. Do you think it would be possible to have POP and SLaV talk to each other? This kind of thing can be resolved if both author agree on a common protocol, so I'm hoping for you to reach out. I put this to your attention and kindly ask you to do something based on my understanding of your busy life style, you do spend a long time not on LL which tells me you are busy with real life things. If anything can be done, I assume it would be dependent on your availability before any kind of technical possibility.

@VirginMarie has never brought any of those issues to my attention. I am not even sure what the issues are. However, it is my understanding from the post you linked that @VirginMarie has given up on POP, and that is fine by me. 

Posted
9 minutes ago, Inte said:

@VirginMarie has never brought any of those issues to my attention. I am not even sure what the issues are. However, it is my understanding from the post you linked that @VirginMarie has given up on POP, and that is fine by me. 

Well she is also a mod author (and busy with her own issue), she took the time to investigate POP to try to make things compatible but couldn't resolve any kind of hurdle she faced. Her message is also public. In a way or another, the issue has been brought to your attention. It's fine with me if both mods aren't 100% compatible, as I understand the toll that mod creation and maintenance puts on authors. But please do not dismiss this with a simple "I was never told about it". I would rather hear about you being too pressed by time rather than squabbles. If the work required is too great for both mods to be good friends, that would also be understandable. If it is the case, kindly say so.

 

A great man once said: be excellent to each others. I believe there is truth in those words, and to be excellent also involve respect and understanding.

Posted

I understand that, but if I have a problem with something I go to the source. It's the easiest way to solve it, no?

I don't follow all the mods here and unless a problem with POP is posted here, I will not know about it. 

Posted

Well if you are both unwilling to talk to each other, I' will not try to force the exchange. I'm looking forward to the next patch :smile:

Posted

I was frustrated with the situation (and gave up), not Inte, since, as Inte has said, we've not talked.

 

 

There's two issues to solve for compatibility....

 

Removal of Devices

POP removes quest items (blockGeneric, Virgin is not using the new DD Quest item thing). Not all of them, and sometimes does not remove at the start, but then removes later.

 

In the past they were replaced when released from prison, but they would remain glitched (cannot manually remove) until reset (remove and put back on by script - an option in the MCM). In my most recent test (using not the very latest v of POP, but before that), POP no longer puts devices back on when released.

 

Is there anything I could do differently, like add a keyword?

 

Event Conflicts

Both POP and Virgin trigger lots of events. If at the same time or on top of each other, bad things can happen.

  1. Virgin will not start events under many cases, such as player controls disabled (several are checked), or when is in sexlab faction (Sexlab.IsActorActive(PlayerRef)), and others.
  2. The user can also use an MCM option "Busy Mode" which will turn off all events and is intended to improve compatibly when other mods have long scenes running. If you play POP with Busy Mode on, there are no issues aside from "removal of devices" above. Problem is, user needs to know the option is there and remember to turn it on.
  3. If you don't use Busy Mode, there will occasionally be events that occur on top of each other. I think its POP starting something after a Virgin event has already started, but could sometimes be the other way around, or a race condition.
  4. As an example, to prevent the same with Cursed Loot, I use If StorageUtil.GetIntValue(PlayerRef, "DCUR_SceneRunning"). This stops Virgin from overriding Cursed Loot. And I send SendModEvent("dhlp-Suspend"). This prevents Cursed Loot from overriding Virgin.

Could we do something like #4?

Posted
43 minutes ago, VirginMarie said:

4. As an example, to prevent the same with Cursed Loot, I use If StorageUtil.GetIntValue(PlayerRef, "DCUR_SceneRunning"). This stops Virgin from overriding Cursed Loot. And I send SendModEvent("dhlp-Suspend"). This prevents Cursed Loot from overriding Virgin.

I seem to recall that POP does have a few storageutil values that are set while the player is in jail that could probably be used for this bit.

Posted

Hey, I have a problem, after I am taken to my cell and a sexual interaction happens the guard goes out of the cell and stands there and does nothing and I am stuck there with him cause I get teleported back to his position, been pulling my hair out for a few hours trying to get it to work, please help.

Posted
6 hours ago, LazyBoot said:

I seem to recall that POP does have a few storageutil values that are set while the player is in jail that could probably be used for this bit.

Yes I looked into that long ago and there was a reason, which I forget, that caused me to not be able to use it. It might have been that it was too limiting (i.e. just turn everything off the whole time you are in prison... not sure I want to do that). I'd like Inte's recommendation.

Posted
1 hour ago, VirginMarie said:

I'd like Inte's recommendation.

With a bit of luck, Inte will come back in a timely fashion. If not, that probably means she got back in CK prison for the next month or so. (I say she because of the profile picture, I don't actually know the gender.)

Posted

A strange observation in the course of my updates of DDe and POP:

Whenever I update DDe, it remembers the filename where I saved my MCM settings. POP does not remember the filename.

Nothing serious but still curious about it.

 

I've seen this for the last version updates but can't remember anymore, with which update I noticed this difference first.

Posted

I installed POP 344 and in the MCM it keeps saying something about 'upgrade error'. I don't know what's causing it...

 

EDIT

 

Never mind. I just had to wait a little while for it to update ^^ Great mod.

Posted
On 3/15/2018 at 9:01 AM, Slorm said:

No probs. Thanks for the update :beer:

 

EDIT: See pm on the bugfix

What bug?

Can't be walking around with a buggy POP. :smiley:

Posted

Thank you for this mod.  I appreciate the efforts of hard-working modders.  To borrow a line from Fallout 4, "at least the pay is terrible."

 

I did want to bring to your attention that the list of requirements is not correct.  It says "all DLCs", but actually only Dawnguard and Dragonborn are required.  

 

I realize that most people have them all, but I don't have HearthFires, and upon seeing "all DLCs" I almost walked away.  But I decided to look at the esp in TES5Edit, because sometimes there's a only a minor HearthFires dependency that I can strip out and still play, and I saw that it's not in the list of masters at all.  It makes sense that a mod like this wouldn't need it.  But that's not what the mod's listed requirements says.  Just trying to provide helpful feedback.

Posted

Is POP v344 compatible with ZaZ Animation Pack+ CBBE HDT V.8.0+? or does it require ZazAnimationPackV7.0[2017-05-16]?  I currently have v8.0+ and if I install POP 344 it won't allow the start of a new game (the wagon scene freezes).

Posted
6 hours ago, TsukiDragon said:

Is POP v344 compatible with ZaZ Animation Pack+ CBBE HDT V.8.0+? or does it require ZazAnimationPackV7.0[2017-05-16]?  I currently have v8.0+ and if I install POP 344 it won't allow the start of a new game (the wagon scene freezes).

I use it OK with those

 

FWIW, you might be better running through the initial Helgen scene using the base game only, and then creating a save just before exiting into Skyrim.  Keep that to use every time you want to start a new game.  To that, then add other mods in stages, saving as you go

 

eg

textures;

other basic mods;

Racemenu/preset changes;

then LL mods. 

 

I'm sure you get the idea.  You can vary the order of installation to suit yourself, and maybe create an enhanced 'base save' from further down the line, with your main mods installed in it, if you want.  Just need to be sure to try to avoid making any drastic load order changes as save generations progress, so as to avoid building in related mod order probs right from the off

 

Hope that helps

Posted

Don't know if this just happens to me or anyone else.

I installed POP v344 with a fresh save, the pillories showed up in Whiterun market but no mcm menu, and when I surrender to a guard after hit him, the scene went like follow:

PC surrendered.

Guard:"You've committed Blahblahblah"

PC: choose to go to kail

Then the guard just sheath his sword and do nothing, I wasn't even teleported to the jail like in vanilla skyrim, nothing happened, and when I approach him again, he only responds:"Wait, I know you." And repeats former procedure.

Posted

If you're not seeing the MCM then you have install problems by the sound of it. When you first start are you getting the POP messages top left of the screen (POP resetting, POP Registering etc). It usually takes a little while to set up when you first install.

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