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serious problem with all saves


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Posted

 

Hi, do you still have that cleaned nudecreatures esp? I went hunting for it in the thread and oddly I can't find it, I can see a post quoting the post you must've attached it in but the post itself is nowhere to be seen. I'm trying to diagnose some major issues with my mods and it's not helping to have my papyrus logs spammed with SLNC errors.

 

With every new version of MNC if you disturbed with warnings about removed property you can in CK open slncControllerQuest from SexLabNudeCreatures.esp. Go to Scripts tab and with slncMainQuestScript choosen simply click Properties and close all windows with OK buttons.

For SexLabNudeCreaturesDG.esp procedure is similar (slncAddonDG quest with slncAddonDGScript). With SexLabNudeCreaturesDB.esp a bit complex because script has no properties but you can add to slncAddonDBScript a fake property and remove it.

WARNING: before opening SexLabNudeCreaturesDG.esp or SexLabNudeCreaturesDB.esp in CK do not forget TEMPORARRY with WryeBash esmfy SexLabNudeCreatures.esp for not loosing master dependancy (or use TESVEdit).

Posted

 

 

 

 

i know someone of the forums heroes will come to our rescue (i hope)
 

 

as if someone could fix that by looking at a load order or a papyrus log

 

[07/27/2015 - 05:30:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.

 

broken skse

 

[07/27/2015 - 05:31:00AM] error: Unable to bind script _Arissa_TIF__02027C2F to topic info 21027C2F on <NULL quest> because their base types do not

broken esp

 

[07/27/2015 - 05:31:04AM] Cannot open store for class "MMActivationScript", missing file?

 

uncomplete mod

 

[07/27/2015 - 05:32:00AM] warning: Property Bladesman90 on script DLC1SeranaLevelingScript attached to  (03003BA8) cannot be initialized because the script no longer contains that property

 

a fix of the unof patch is removed by a mod

 

 

 

Thanks for these! Shed some light into all these error types, but what do you mean by broken esp? As in incorrectly updated by the author and would require a new game? Or would it generally be somehow(easily) fixable by the user?

Posted

 

 

 

 

i know someone of the forums heroes will come to our rescue (i hope)

 

 

as if someone could fix that by looking at a load order or a papyrus log

 

[07/27/2015 - 05:30:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.

 

broken skse

 

[07/27/2015 - 05:31:00AM] error: Unable to bind script _Arissa_TIF__02027C2F to topic info 21027C2F on <NULL quest> because their base types do not

 

broken esp

 

[07/27/2015 - 05:31:04AM] Cannot open store for class "MMActivationScript", missing file?

 

uncomplete mod

 

[07/27/2015 - 05:32:00AM] warning: Property Bladesman90 on script DLC1SeranaLevelingScript attached to  (03003BA8) cannot be initialized because the script no longer contains that property

 

a fix of the unof patch is removed by a mod

 

 

 

Thanks for these! Shed some light into all these error types, but what do you mean by broken esp? As in incorrectly updated by the author and would require a new game? Or would it generally be somehow(easily) fixable by the user?

 

esps are never a problem because after edits changes takes effect in game

it's the scripting the major issue any mod installed add script instances to your save

once they're in ur save there's no way to remove them except with using the save tool

which actually could break ur game so back to ur answer as i know esps not a problem once they're fixed

 

 

Posted

 

 

 

 

 

i know someone of the forums heroes will come to our rescue (i hope)

 

 

as if someone could fix that by looking at a load order or a papyrus log

 

[07/27/2015 - 05:30:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.

 

broken skse

 

[07/27/2015 - 05:31:00AM] error: Unable to bind script _Arissa_TIF__02027C2F to topic info 21027C2F on <NULL quest> because their base types do not

 

broken esp

 

[07/27/2015 - 05:31:04AM] Cannot open store for class "MMActivationScript", missing file?

 

uncomplete mod

 

[07/27/2015 - 05:32:00AM] warning: Property Bladesman90 on script DLC1SeranaLevelingScript attached to  (03003BA8) cannot be initialized because the script no longer contains that property

 

a fix of the unof patch is removed by a mod

 

 

 

Thanks for these! Shed some light into all these error types, but what do you mean by broken esp? As in incorrectly updated by the author and would require a new game? Or would it generally be somehow(easily) fixable by the user?

 

esps are never a problem because after edits changes takes effect in game

it's the scripting the major issue any mod installed add script instances to your save

once they're in ur save there's no way to remove them except with using the save tool

which actually could break ur game so back to ur answer as i know esps not a problem once they're fixed

 

 

 

 

I'm aware of that, but from time to time I do get those "base types do not match" and I'm wondering why that is and could I do something about those. If it's caused by updating a mod that has no "update procedure" then I might be even more careful with updating. :P

Posted

 

 

 

 

 

 

i know someone of the forums heroes will come to our rescue (i hope)

 

 

as if someone could fix that by looking at a load order or a papyrus log

 

[07/27/2015 - 05:30:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.

 

broken skse

 

[07/27/2015 - 05:31:00AM] error: Unable to bind script _Arissa_TIF__02027C2F to topic info 21027C2F on <NULL quest> because their base types do not

 

broken esp

 

[07/27/2015 - 05:31:04AM] Cannot open store for class "MMActivationScript", missing file?

 

uncomplete mod

 

[07/27/2015 - 05:32:00AM] warning: Property Bladesman90 on script DLC1SeranaLevelingScript attached to  (03003BA8) cannot be initialized because the script no longer contains that property

 

a fix of the unof patch is removed by a mod

 

 

 

Thanks for these! Shed some light into all these error types, but what do you mean by broken esp? As in incorrectly updated by the author and would require a new game? Or would it generally be somehow(easily) fixable by the user?

 

esps are never a problem because after edits changes takes effect in game

it's the scripting the major issue any mod installed add script instances to your save

once they're in ur save there's no way to remove them except with using the save tool

which actually could break ur game so back to ur answer as i know esps not a problem once they're fixed

 

 

 

 

I'm aware of that, but from time to time I do get those "base types do not match" and I'm wondering why that is and could I do something about those. If it's caused by updating a mod that has no "update procedure" then I might be even more careful with updating. :P

 

 

yes even updating mods can cause issues in some cases i experienced that sometimes

adding more features = more scripts = more esp conflicts which sometimes can cause issues between mods

just like my case i updated alot of mods at once so i never knew which one caused those save problems

Posted

 

 

Hi, do you still have that cleaned nudecreatures esp? I went hunting for it in the thread and oddly I can't find it, I can see a post quoting the post you must've attached it in but the post itself is nowhere to be seen. I'm trying to diagnose some major issues with my mods and it's not helping to have my papyrus logs spammed with SLNC errors.

 

With every new version of MNC if you disturbed with warnings about removed property you can in CK open slncControllerQuest from SexLabNudeCreatures.esp. Go to Scripts tab and with slncMainQuestScript choosen simply click Properties and close all windows with OK buttons.

For SexLabNudeCreaturesDG.esp procedure is similar (slncAddonDG quest with slncAddonDGScript). With SexLabNudeCreaturesDB.esp a bit complex because script has no properties but you can add to slncAddonDBScript a fake property and remove it.

WARNING: before opening SexLabNudeCreaturesDG.esp or SexLabNudeCreaturesDB.esp in CK do not forget TEMPORARRY with WryeBash esmfy SexLabNudeCreatures.esp for not loosing master dependancy (or use TESVEdit).

 

 

I tried following this but the CK just crashes when I try to open SexLabNudeCreaturesDG.esp, your instructions seemed clear but I'm just too much of a noob with CK to do it properly. I don't suppose you have esps that you've performed the edits on lying around?

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