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OSex+ The Greatest Virtual Sex Ever


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unoffical Skyrim Patches - i don't use unofficial patches, IMHO it itself causes more bugs than it actually fixes. But as i see in TesEdit, OSA.esm has only skyrim.esm in it's master files list, so it obviously not depends from any unofficial patches, and i really grateful to you for this. This is good, that you made it not dependent from it.

 

SafteyLoad - i have stopped to use this thing long time ago, it is very outdated and buggy. Also it can cause corrupt savegames.

OneTweak - sorry, i don't know wtf is this

Also i have the Crash Fix by meh321, as i mentioned before. But i tried to delete it, and without it nothing changes regarding to your mod's CTDs, they still equally happens with or without it.

 

In SKSE.ini i have only this:

 

 

[General]

ClearInvalidRegistrations=1

EnableDiagnostics=1

 

[Display]

iTintTextureResolution=2048

 

[Debug]

WriteMinidumps=1

 

 

The memory settings in SKSE.ini i omitted intentionally, because i use ssme for memory fixes instead of SKSE, so memory settings are in the ssme.ini file, but the block sizes i have exactly the same as yours - 768 and 256. Yes, i know that ssme is a big anachronism, but it does exactly the same memory fixes as SKSE and from my personal experience i noticed, that it still works a little more stable than SKSE built-in memory fix features.

 

From this i struck out the things which i have not installed:

OSA.esm

SkyUI.esp

Realistic Ragdoll Force - just installed this thing today

Birdsofskyrim (Definitely not this)

skyBirds (Yes I like birds) - agree with you, i like them too :)

Unicorn.esp

SGHairPackAIO

DualSheathRedux.esp

Dual Sheath Redux Patch

Racemenu.esp

Morning Fogs.esp

WodersofWeather.esp

MFGConsole

XPMSE - updated today (before i had XPMS)

Here is my full load order (253 mods):

 

 

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

SkyUI.esp

FISS.esp

hdtHighHeel.esm

AMatterOfTime.esp

dovahkiinrelax.esp

AK- Clothe Dead NPCs.esp

GypsyEyesCaravan.V.2.esp

UFO - Ultimate Follower Overhaul.esp

UFO - Dragonborn AddOn.esp

Convenient Horses.esp

Default Teammate Weapon Draw Distance.esp

SBF All In One + DLC.esp

TouringCarriages.esp

Chesko_WearableLantern.esp

Auto Unequip Ammo.esp

BuryTheDead.esp

CP Apple Trees.esp

83Willows_101BUGS_V4_HighRes.esp

BlacksmithForgeWaterFixPack.esp

GetArrowsBack.esp

ApachiiHair.esm

ApachiiHairFemales.esm

ApachiiHairMales.esm

AzarHair.esm

AzarHairPonyTail 03 - Havok.esp

SGHairPackBase.esm

SGHairPackAIO.esp

zzDreadlocks.esp

NUHairstyles.esp

bald hair.esp

MeridaHair.esp

HDT Female Hairstyles.esp

numenume Hair.esp

RTS-Hairpack1.esm

KS Hairdo's.esp

KS Hairdos - HDT.esp

Glowing Eyes.esp

InnovaEyes.esp

_1Unusualeyes.esp

_EyeAnimal.esp

RaceMenu.esp

RaceMenuPlugin.esp

RaceMenuOverlays.esp

RaceMenuMegaPack11.esp (merged pack with 11 various tattoo mods for racemenu)

PubicMeshColorRE.esm

BorderSense.esp

Destructible_bottles.esp

PalistovSpinningArrows.esp

PalistovSpinningArrows_Dawnguard.esp

RealisticNeedsandDiseases.esp

RND_CheckNeedsTranslation.esp

RND_Dawnguard-Patch.esp

RND_Dragonborn-Patch.esp

RND_HearthFires-Patch.esp

RND_DestructibleBottles-Patch.esp

realisticcraftedsoulgems.esp

vinis_transmute.esp

towBlockSteal.esp

The Dance of Death - Ultimate Edition.esp

Dodge Mod.esp

ShieldsDefendYouFromMagic40.esp

DeadlyDragons.esp

EMCompViljaSkyrim.esp

EMViljaInSolstheimAddOn.esp

KhajiitChildren.esp

rt_Arrows.esp

WaterArrowsAndBolts.esp

TorchArrow-Dawnguard.esp

Flare Arrow Brighter.esp

ConvenientCrossbows.esp

Cuteunitized Twohanded Dawnbreaker.esp

Throwing_Weapons_Redux.esp

OdemsAdvCraft.esm

OdemsOnihime.esp

OdemsTomoe.esp

Cloaks.esp

Cloaks - Dawnguard.esp

FS_UltimateAssortment.esp

_GC_Skaal_Outfit_For_Kids_V2.esp

Fullcamprespawn.esp

SwiftPotion.esp

Soulfire.esp

Dogsofskyrim.esp

Catsofskyrim.esp

BirdsHF.esp

skyBirds - Airborne Perching Birds.esp

ChildFollower.esp

WhiterunEnviromentProject.esp

BHTNF.esp

BertsBreezehomeGreenhouse.esp

Terrace Porch.esp

clothes_merchant_wr.esp

Blaze Of Eventide.esp

KWTelescope.esp

GuessDistance.esp

SeeEnchs.esp

Training Dummies XP.esp

A1HeartFires-GiftofCharity.esp

Book Covers Skyrim.esp

Book Covers Dawnguard.esp

Book Covers Hearthfire.esp

Book Covers Dragonborn.esp

On Dragon Tongue.esp

LinguistPack.esp

Summon Dragon Storm.esp

The Paarthurnax Dilemma.esp

LightingOnWhiterunBridges.esp

URW_Enhanced Crossbows Enhanced.esp

Andragorn_Weapons.esp

LostLongSwords.esp

greaves of capirotinho (full).esp

Silverlight Armor.esp

NightHawkEye.esp

HARODATH_ImmersiveSoulgems.esp

Magelight Multi Cast.esp

Candlelight_Toggle.esp

ForcefulBashPerk.esp

Reveal Skills.esp

BoundTools.esp

BoundArmors.esp

spelltomeconjureetherealhorse.esp

nighteyetoggle.esp

ManaBomb.esp

AV1Dragon_Lords.esp

moonpath.esm

moonpath_questdata.esp

BFSEffects.esp

Enchanting Scrolls.esm

Useful Elder Scrolls.esp

Skyrim Flora Overhaul.esp

SFO - Expanded Diversity.esp

KamiTH.esp

proudspiremanortnf.esp

Ayfertehuis.esp

Aspen Manor.esp

HearthfireMultiKid.esp

Remodeled Armor.esp

LadyTrousers.esp

PotemaPack.esp

Improved Poisons.esp

ScopedBows.esp

BagsMegaPack.esp (merged pack with various backpacks)

RadiantDressesPack.esp (merged pack with various clothing)

TorchPack.esp (merged pack with various colored torches)

Statues.esp

lpbards.esp

vwr IdleMarkers.esp

Boken.esp

UIExtensions.esp

SexLab.esm

ZaZAnimationPack.esm

SexLabHoltAnimations.esp

NonSexLabAnimationPack.esp

SLAnimLoader.esp

SexLab Romance.esp

SSv2.esp (SexLab Solutions)

LoveSelf.esp

SexLabTools.esp

SexLabSquirt.esp

Fireworks.esp

Decorator Assistant - Vanilla.esp

Animated Dragon Wings.esp

C3Dlsart-Vol2.esp

Elisdriel.esp

more plants all.esp

RE_RealEstate.esp

CraftingNeedsTools.esp

DA_Skyship.esp

dD - Enhanced Blood Main.esp

dD-Dragonborn-Dawnguard-EBT Patch.esp

Magic of the Magna-Ge.esp

LootParalyzedPeople.esp

MilkSomeCows.esp

dynamic fires.esp

WATER.esp

WhichWay.esp

My Home Is Your Home.esp

AyleidPalace.esp

Campfire.esm

WitchTent.esp

WondersofWeather.esp

SHOT.esp

UsefulDogs.esp

PickupTrap.esp

AlwaysPickUpBooks.esp

LockDoorsWithKeys.esp

GoToBed.esp

HOP - Horses On Patrol - Dawnguard.esp

HorseCloak.esp

Imaginator BETA.esp

Apocalypse - The Spell Package.esp

Apocalypse - More Apocalypse.esp

LostGrimoire.esp

FCO - Follower Commentary Overhaul.esp

Better Dynamic Snow.esp

HeartBreaker.esp

Bathing in Skyrim - Main.esp

Schlongs of Skyrim - Core.esm

Schlongs of Skyrim.esp

SOS - VectorPlexus Regular Addon.esp

notice board.esp

notice board - dragonborn patch.esp

IndividualizedShoutCooldowns.esp

SimplyKnock.esp

Footprints.esp

CS_TagNTrack.esp

Better Stealth AI for Followers.esp

CollegeOfWinterholdImmersive.esp

Wind Destruction.esp

Dr_Bandolier.esp

Davjes_SorceressArmor.esp

NewmillerPiercings2.esp

NewmillerPiercings3.esp

_TweakPack.esp (merged pack with various minor game tweaks like arrow flying distances, respawn rates, etc.)

_RecipesPack.esp (merged pack mostly with recipes of smelting various armors into ingots)

_BuildingsPack.esp (merged pack with various buildings and world objects)

_MagicPack.esp (merged pack with a lot of various magic spells)

_WeaponPack.esp (merged pack with a lot of various weapons and arrows)

_ArmorPack.esp (merged pack with a lot of various armors and clothes)

aaTJMuleSkinner.esp

AsharaMerchantNPC.esm

AsharaRomanticOutfit.esp

BGFairyGlade1.esp

taarie.esp

Mrissi.esp

SofiaFollower.esp

Kate.esp

Azzi.esm

Ajen.esm

Shayla.esm

aIrime_bard.esp

Throthgar Follower.esp

CompanionArissa.esp

adenz_FairyFollowers.esp

OK_HumsnBeast.esp

ukc02.esp

TKMN_MoreAdoptableChildren.esp

JetteCragJumper.esp

Teilani Follower.esp

White River Cottage.esp

Darkwater Lodge.esp

Hopesabandon.esp

FNIS.esp (this appeared after update FNIS to 6.2, old 5.5 needs no esp)

dD - Realistic Ragdoll Force - Realistic.esp

OSA.esm

 

 

 

Sorry you are having trouble here Scorpion,

There might be two things at play. There's a boot crash that can occur if the UI can't get all the information it needs this would be related to having in the past certain mods installed like less intrusive hud II etc. What this will look like is a freeze that happens 2-3 seconds after loading into the game, you'll see your PC and the world but just for an instant then the screen will freeze and you'll have to alt tab delete out of it.

Yes, it happens exactly as you described, an unrecoverable freeze after 2 seconds after loading, i see my character and all around her, then it crashes to desktop or sometimes i need to press Ctrl+Alt+Del and to kill the frozen Skyrim by myself through the Task Manager. Also often it just crashes during loading screen.

 

I never had less intrusive hud. But from the mods, which overwrite the interface files in some way, i have the next ones:

Better MessageBox controls

Better Dialogue Controls

Sleep Menu Extender

Time on loading

and SkyUI of course + the replacement file, which displays the slots of items

Also A Matter Of Time mod can be counted as an interface-intrusive mod

Link to comment

 

 

 

ScopedBows.esp I think might be one of the conflicts. Although that could just be a mesh mod and I'm confusing things. It is most likely causing the freeze if it is what I'm thinking. Check for these files in your data/interface folder: 

hud_menu.gfx or hud_menu.swf

 

If either are there you will freeze a few seconds in any time. This doesn't address the crash on load screen but at least it might be some progress towards sorting this out. I believe we are dealing with a few tiers of troubleshooting here.

 

Sorry if this isn't the case and you've already done this I have a lot going on today due to the launch having a hard time keeping track of everything.

Link to comment
 

 

I doubt it will be anything within our load orders that is making this crashes. (Except maybe scoped bows that CEO mentioned).

Its only important to have all requirements and running loot is not even an issue since esm goes almost to the top of the list.

 

Here is what we have in common:

 

 

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

SkyUI.esp

FISS.esp

hdtHighHeel.esm

AMatterOfTime.esp

dovahkiinrelax.esp

AK- Clothe Dead NPCs.esp

GypsyEyesCaravan.V.2.esp

UFO - Ultimate Follower Overhaul.esp

UFO - Dragonborn AddOn.esp

Convenient Horses.esp

Default Teammate Weapon Draw Distance.esp

SBF All In One + DLC.esp

TouringCarriages.esp

Chesko_WearableLantern.esp

Auto Unequip Ammo.esp

BuryTheDead.esp

CP Apple Trees.esp

83Willows_101BUGS_V4_HighRes.esp

BlacksmithForgeWaterFixPack.esp

GetArrowsBack.esp

ApachiiHair.esm

ApachiiHairFemales.esm

ApachiiHairMales.esm

AzarHair.esm

AzarHairPonyTail 03 - Havok.esp

SGHairPackBase.esm

SGHairPackAIO.esp

zzDreadlocks.esp

NUHairstyles.esp

bald hair.esp

MeridaHair.esp

HDT Female Hairstyles.esp

numenume Hair.esp

RTS-Hairpack1.esm

KS Hairdo's.esp

KS Hairdos - HDT.esp

Glowing Eyes.esp

InnovaEyes.esp

_1Unusualeyes.esp

_EyeAnimal.esp

RaceMenu.esp

RaceMenuPlugin.esp

RaceMenuOverlays.esp

RaceMenuMegaPack11.esp (merged pack with 11 various tattoo mods for racemenu)

PubicMeshColorRE.esm

BorderSense.esp

Destructible_bottles.esp

PalistovSpinningArrows.esp

PalistovSpinningArrows_Dawnguard.esp

RealisticNeedsandDiseases.esp

RND_CheckNeedsTranslation.esp

RND_Dawnguard-Patch.esp

RND_Dragonborn-Patch.esp

RND_HearthFires-Patch.esp

RND_DestructibleBottles-Patch.esp

realisticcraftedsoulgems.esp

vinis_transmute.esp

towBlockSteal.esp

The Dance of Death - Ultimate Edition.esp

Dodge Mod.esp

ShieldsDefendYouFromMagic40.esp

DeadlyDragons.esp

EMCompViljaSkyrim.esp

EMViljaInSolstheimAddOn.esp

KhajiitChildren.esp

rt_Arrows.esp

WaterArrowsAndBolts.esp

TorchArrow-Dawnguard.esp

Flare Arrow Brighter.esp

ConvenientCrossbows.esp

Cuteunitized Twohanded Dawnbreaker.esp

Throwing_Weapons_Redux.esp

OdemsAdvCraft.esm

OdemsOnihime.esp

OdemsTomoe.esp

Cloaks.esp

Cloaks - Dawnguard.esp

FS_UltimateAssortment.esp

_GC_Skaal_Outfit_For_Kids_V2.esp

Fullcamprespawn.esp

SwiftPotion.esp

Soulfire.esp

Dogsofskyrim.esp

Catsofskyrim.esp

BirdsHF.esp

skyBirds - Airborne Perching Birds.esp

ChildFollower.esp

WhiterunEnviromentProject.esp

BHTNF.esp

BertsBreezehomeGreenhouse.esp

Terrace Porch.esp

clothes_merchant_wr.esp

Blaze Of Eventide.esp

KWTelescope.esp

GuessDistance.esp

SeeEnchs.esp

Training Dummies XP.esp

A1HeartFires-GiftofCharity.esp

Book Covers Skyrim.esp

Book Covers Dawnguard.esp

Book Covers Hearthfire.esp

Book Covers Dragonborn.esp

On Dragon Tongue.esp

LinguistPack.esp

Summon Dragon Storm.esp

The Paarthurnax Dilemma.esp

LightingOnWhiterunBridges.esp

URW_Enhanced Crossbows Enhanced.esp

Andragorn_Weapons.esp

LostLongSwords.esp

greaves of capirotinho (full).esp

Silverlight Armor.esp

NightHawkEye.esp

HARODATH_ImmersiveSoulgems.esp

Magelight Multi Cast.esp

Candlelight_Toggle.esp

ForcefulBashPerk.esp

Reveal Skills.esp

BoundTools.esp

BoundArmors.esp

spelltomeconjureetherealhorse.esp

nighteyetoggle.esp

ManaBomb.esp

AV1Dragon_Lords.esp

moonpath.esm

moonpath_questdata.esp

BFSEffects.esp

Enchanting Scrolls.esm

Useful Elder Scrolls.esp

Skyrim Flora Overhaul.esp

SFO - Expanded Diversity.esp

KamiTH.esp

proudspiremanortnf.esp

Ayfertehuis.esp

Aspen Manor.esp

HearthfireMultiKid.esp

Remodeled Armor.esp

LadyTrousers.esp

PotemaPack.esp

Improved Poisons.esp

ScopedBows.esp

BagsMegaPack.esp (merged pack with various backpacks)

RadiantDressesPack.esp (merged pack with various clothing)

TorchPack.esp (merged pack with various colored torches)

Statues.esp

lpbards.esp

vwr IdleMarkers.esp

Boken.esp

UIExtensions.esp

SexLab.esm

ZaZAnimationPack.esm

SexLabHoltAnimations.esp

NonSexLabAnimationPack.esp

SLAnimLoader.esp

SexLab Romance.esp

SSv2.esp (SexLab Solutions)

LoveSelf.esp

SexLabTools.esp

SexLabSquirt.esp

Fireworks.esp

Decorator Assistant - Vanilla.esp

Animated Dragon Wings.esp

C3Dlsart-Vol2.esp

Elisdriel.esp

more plants all.esp

RE_RealEstate.esp

CraftingNeedsTools.esp

DA_Skyship.esp

dD - Enhanced Blood Main.esp

dD-Dragonborn-Dawnguard-EBT Patch.esp

Magic of the Magna-Ge.esp

LootParalyzedPeople.esp

MilkSomeCows.esp

dynamic fires.esp

WATER.esp

WhichWay.esp

My Home Is Your Home.esp

AyleidPalace.esp

Campfire.esm

WitchTent.esp

WondersofWeather.esp

SHOT.esp

UsefulDogs.esp

PickupTrap.esp

AlwaysPickUpBooks.esp

LockDoorsWithKeys.esp

GoToBed.esp

HOP - Horses On Patrol - Dawnguard.esp

HorseCloak.esp

Imaginator BETA.esp

Apocalypse - The Spell Package.esp

Apocalypse - More Apocalypse.esp

LostGrimoire.esp

FCO - Follower Commentary Overhaul.esp

Better Dynamic Snow.esp

HeartBreaker.esp

Bathing in Skyrim - Main.esp

Schlongs of Skyrim - Core.esm

Schlongs of Skyrim.esp

SOS - VectorPlexus Regular Addon.esp

notice board.esp

notice board - dragonborn patch.esp

IndividualizedShoutCooldowns.esp

SimplyKnock.esp

Footprints.esp

CS_TagNTrack.esp

Better Stealth AI for Followers.esp

CollegeOfWinterholdImmersive.esp

Wind Destruction.esp

Dr_Bandolier.esp

Davjes_SorceressArmor.esp

NewmillerPiercings2.esp

NewmillerPiercings3.esp

_TweakPack.esp (merged pack with various minor game tweaks like arrow flying distances, respawn rates, etc.)

_RecipesPack.esp (merged pack mostly with recipes of smelting various armors into ingots)

_BuildingsPack.esp (merged pack with various buildings and world objects)

_MagicPack.esp (merged pack with a lot of various magic spells)

_WeaponPack.esp (merged pack with a lot of various weapons and arrows)

_ArmorPack.esp (merged pack with a lot of various armors and clothes)

aaTJMuleSkinner.esp

AsharaMerchantNPC.esm

AsharaRomanticOutfit.esp

BGFairyGlade1.esp

taarie.esp

Mrissi.esp

SofiaFollower.esp

Kate.esp

Azzi.esm

Ajen.esm

Shayla.esm

aIrime_bard.esp

Throthgar Follower.esp

CompanionArissa.esp

adenz_FairyFollowers.esp

OK_HumsnBeast.esp

ukc02.esp

TKMN_MoreAdoptableChildren.esp

JetteCragJumper.esp

Teilani Follower.esp

White River Cottage.esp

Darkwater Lodge.esp

Hopesabandon.esp

FNIS.esp (this appeared after update FNIS to 6.2, old 5.5 needs no esp)

dD - Realistic Ragdoll Force - Realistic.esp

OSA.esm

 

 

 

For the moment if you want to test the mod i recomend you try to bypass the crash:

when you see skyrim main menu dont load but instead:

1. Open console and type in coc qasmoke

2. After it loads load any game you want.

 

 

 

Speaking of load order i have simply knock that has included papyrus util and that is overwriting 0sex but i also have separate install of papyrus utility with newest version that is overwriting simply knock so even there shouldnt be any issues.

 

Link to comment

Scale is so crazy in Skyrim I might need help making this all clear in how to implement exactly if we are going to pull this off, there's a lot going on so I'm confused where exactly to start on testing to get a 100% perfect solution implemented. Beth really went over the top on scale this could all be so simple, I suppose having a combined race and character scale is the crux or at least the math that applies it combined with not having access and control to both of those floats through papyrus or being able to set them individually.

My unchanged code should work for scaling and reverting scale in any mod that calls target actors Actra and performs the scaling with a spell. The problem is all the other stuff your mod does, not all of which I understand, because I have only been focused on the scaling issue.

 

The way I did it is different enough that it would mean throwing some of your previous work in the trash. I could look at Actraga and deduce which portions of that code I would remove, but I wouldn't know what needed to stay because of other things you do, like the text files, pipelining and actionscript.

 

I'm kind of hoping Pip will jump in with, "you'll have to change this, and this, and watch out for this." Sans Pip intervention, I'm going to need to know some things. It would give me a head start if you could tell me all the files that are currently involved in any of your scaling processes, including the actionscript Arrange function and possibly the Kinky-requested INI role-swapping bonanza I have up to this point ignored. I probably have to add a couple things to my code to accommodate those features.

 

Which files do I need to look at? And, should I be looking at your latest build on the Nexus or one of the previous builds released here?

 

Actually feel free to teach me if I am wrong, no one is perfect  :).

Pfft. I know when I'm outclassed. I try to make up what I lack in talent with tenacity.

Link to comment

Nexus people are funny :D

 

One didnt have sounds and forgot he lowered volume down, other one thinks modders should make completely clean uninstall of their mods that can be started from any mod manager coz he doesnt know how to uninstall old version of mods, one didnt even bother to read what controls are but instead just said he doesnt like this coz arrow keys are not working.

CEO i hope you dont lose your mind over there :D

 

At least here people know how to say thank you.

 

Speaking of "thank yous" since no one except CEO says it i want to say thank you to migal130 and sfll.

You guys are great. I always like to see when someone is talented and especialy when they share that talent to help others.

Im kinda disappointed in some people from unofficail LL chat. I know that expired helped with some things or at least explained them but others who are very talented in all kinds of areas were not really seen (Except when new demo was out. cell Ive seen you! :P).

 

And of course pipdude was great he recognized my UI idea as something good and possible to do so here we are with amazing looking mod (soon to be bug free :D ).

 

So again thanks migal130 and sfll! Without you 2 this would not be what it is and also we would not have Dyndolod compatibility and that would be just... terrible.

Link to comment

The one thing about LL I've always found frustrating is having the files separate from the topic. Never understood the tech details that prevent a nice big download button on the 1st page.

 

Does download button directly above you and below you count? :D

Link to comment

ScopedBows.esp I think might be one of the conflicts. Although that could just be a mesh mod and I'm confusing things. It is most likely causing the freeze if it is what I'm thinking. Check for these files in your data/interface folder:

hud_menu.gfx or hud_menu.swf

 

If either are there you will freeze a few seconds in any time. This doesn't address the crash on load screen but at least it might be some progress towards sorting this out. I believe we are dealing with a few tiers of troubleshooting here.

 

Sorry if this isn't the case and you've already done this I have a lot going on today due to the launch having a hard time keeping track of everything.

I have found in my interface folder only hudmenu.swf file. Then i deleted it and tried to load the game.

Also after Kinky has mentioned PapyrusUtil i have downloaded from the nexus the actual version of PapyrusUtil 3.2 and updated it too in my game to make the experiment more clear. Seems updating PapyruUtil has a little reduced the probability of the loading ctd's, at least from 100% ctd to 90% ctd :D.

Sadly it still continues to crash on loadscreen in 90% of my attempts of loading, but luckily after almost 20 attempts of loading i have finally catched the moment, when it was loaded successfully. The MOST IMPORTANT PROGRESS is, that after successfull loading it no more freezes and actually works, so seems you are right, that the hudmenu.swf file is the reason of this freezes. Sadly i can't exactly remember, what mod had placed this file here, but deleting of it surely helps against the freeze after loading.

 

Also when it worked, i noticed the another bugs:

1. After loading it writes that MCM has registered 1 new menu, but the MCM of OSex not becomes actually visible in SkyUI. I don't know is this a bug or the MCM is just still in development and not ready now. Sorry, if this is a known issue.

2. The OSex menu control keys conflicts with SkyUI quickmenu hotkeys. If you for example have added your weapons to favorites and assigned the hotkeys to them in the quickmenu, then it will equip/unequip the hotkeyed weapons on your character during sex, when you press corresponding keys. Not actually a big issue, but it is very uncomfortable thing. So in result i am forced or completely abandon the usage of the hotkeys for my favorited items, or unbind it each time before starting the OSex. Especially this is much more annoying in conjunction with not working MCM, which means that you can't just rebind OSex menu keys to some other buttons, to the arrows for example instead of numpad 4,5,6,8. But this is a minor issue, because i can rebind the keys manually in the .ini files. But at least i hope, that the MCM is planned in the future...

 

For the moment if you want to test the mod i recomend you try to bypass the crash:

when you see skyrim main menu dont load but instead:

1. Open console and type in coc qasmoke

2. After it loads load any game you want.

Thank you, but this trick seems not works, when i write coc qasmoke in the console right in the skyrim main menu, it just floods the console with many random strings of code, but not actually loads the testing room. It just remains in the main menu and not affects the probability of loading savegames.

 

And about the scoped bows currently i have still not tried disabling it, but i will try it tomorrow, when i will return from my RL work. Sorry, today i must sleep now. And thank you very much for at least trying to fix this bugs.

Link to comment
 

 

It is strange that qasmoke wasnt loaded, but anyway i have some good news for you.

Problem that you have with hotkeys is that skyrim is recognizing 1 and num1 as the same key.

So you can install mod that separates them. I think this one does it but if not it offers a lot of hotkey alternatives.

 

Alternatively you can check my signature and change 0sex hotkeys to something you like.

 

Link to comment

It is strange that qasmoke wasnt loaded, but anyway i have some good news for you.

Problem that you have with hotkeys is that skyrim is recognizing 1 and num1 as the same key.

So you can install mod that separates them. I think this one does it but if not it offers a lot of hotkey alternatives.

 

Alternatively you can check my signature and change 0sex hotkeys to something you like.

Thank you very much. Maybe i will try that mod later. But currently i think i will just rebind the OSex keys to the arrows instead of numpad keys. I have found where it has it's .ini files, so i already know where to rebind them and how to do it even without the MCM. I just wanted to express my hopes, that the MCM will be made in the future updates sometime.
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And you told me if I stopped telling people to SMD it might bring help....

 

This is a victory post, launch went good I think. Thank you everyone that supported this project, tested, gave ideas and feedback, checked in and all the support the community has given OSA and OSex! We'll get these last 2 bugs done and then this should be a complete version.

 

Thank you as well Kinky for everything you do for this project!

 

Yes without Pipdude we'd have no UI and a shitty 1.07 that papyrus would never have been able to handle and without Migal and SF we'd never get these bugs solved and people couldn't use custom followers in an OSA scene since I would never have made that solution in a million years.

 

Thank you to Migal's math stud also!

 

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

 

There's still some core things that people that know their stuff could greatly bring to this table, things I don't feel like I'm going to be able to do alone, I'm not a very computer minded person:

 

In terms of DLL integration to aid in some of the processing this applies to the chat bubbles too which I think would be incredible, Pipdude's start at it is pro and I will be able to use it to allow custom chat bubbles to occur in text and maybe just in general but this idea could grow a lot more. Now that 1.08 is out I'll experiment with some chat bubbles and see what can happen so far. The more papyrus help the better, recently with SF and Migal it's been so nice to have the assist, new eyes and perspectives on coding helps so much. Skeleton aid so we can get OTentacle. 

 

I did make my own tentacles and loaded them into UE4 so I can make tentacle scenes for that but I can't get it into Skyrim. Maybe i'll post it when I'm done it will be an interactive web movie kind of thing like the guy that makes Warcraft porn uses (if you've seen it). Animation assets aren't lost since my UE4 skeleton has a rig for Skyrim animations so if the time comes that a tentacle is possible we can have OTentacle here.

 

Spell Effects also. I need cum that is a magic effect but I need it splashier then the fancy one that can plug into sexlab, which is just like a single cum missle. People make fun of the old cum effect but that's the best I can do, (Charus Spray painted white)

 

 

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

 

SF is there anything we can do about the papyrus line that checks for genital base so it still works on a none xpms skeleton but gets the job done? At this point there's multiple things that all cause the same trouble shooting issue and the XPMS is really hard tto get users to check for since they have to understand load priority and they might say they have it but really it's getting overwrote by some other mod. I think a lot of people use OSex that haven't used Skyrim before since a lot of the time when I check download history there's just FNIS and OSex so it attracts some that really have no idea about Skyrim modding fundamentals.

 

I just mean it's a hard thing to trouble shoot because there's a lot of ways a skeleton can be not setup correctly, so I get a lot of reports of having requirements when I can't really get them to double check the details of their load order easily.

 

 

 

 

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I'm kind of hoping Pip will jump in with, "you'll have to change this, and this, and watch out for this." 

 

I've been following this a bit. But, haven't been able to log in as much lately. So, I sometimes have an idea. But, then see that people are already trying something else in later comments. So I stay out of the way.

 

Anyway, I can take a look at this.  But, need a more concise explanation of the problem.

 

My understanding so far is very simple: In some circumstances, Papyrus sends in an unexpected scale number to Flash. This then scales actors incorrectly.

 

Is that it? I also read something about crashes. Is it confirmed that it crashes due to a scale issue?

 

Is there a limited number of circumstances that cause the scale issue? If so, what are those? Or is it seemingly random?

Link to comment
 

 

They will help they just need to learn about it first :)

Some are already showing up on nexus and they share their experiences.

Or some others are trolling those who are annoying :D

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

For dll part i dont think you will have any trouble, for magic effects i dont know anyone who makes them. People on Unofficial LL chat are mostly programmers, modelers, texturers, skeleton experts or simply artists. But maybe you dont have to create one from scratch. Replacing texture then changing speeds, sizes and amounts of things could give you effect you want. I tried to play with effects once but that was different game and didnt really give me results i wanted. Since you have a lot of exp with modeling and textures this shouldnt be to difficult for you to figure out especialy if you edit existing ones. About tentacles i tried to help but Groovie wasnt really in a helping mood. :D

 

But im sure you will figure it all out. :)

But first fixing this crashes should be priority. Then this mod will have a bright future.

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Green= i have it

White= i dont have

Red= Dangerous

 

 

unoffical Skyrim Patches  ------------> I have combined version USLEEP

SafteyLoad <---------------------   ------> No longer needed with crash fixes v 10 and UseOSAllocators=1 inside crashfixplugin.ini

OneTweak <--------- Could be one of these

MyCustomSKSE.ini <-------- pasted at bottom

OSA.esm

SkyUI.esp

Realistic Ragdoll Force

Birdsofskyrim (Definitely not this)

skyBirds (Yes I like birds) --------> causes save bloat

Unicorn.esp 

SGHairPackAIO

DualSheathRedux.esp

Dual Sheath Redux Patch

Racemenu.esp

Morning Fogs.esp

WodersofWeather.esp

MFGConsole

XPMSE

 

SKSE.ini

 

[Display]

iTintTextureResolution=2048

 

[General]

ClearInvalidRegistrations=1

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

 

 

 

 

I have the same mods as Kinky, I also run the newest Crash fixes which through testing I have concluded that my system runs better with both UseOSAllocators and AlignHeapAllocate to 1. 

 

I am running a 980ti, though I suppose you could say I am running a heavy game load. I try to keep scripted mods to a minimum but I also get T-Pose right before the start of a scene. 

 

I am very careful with regards to mods, so there shouldn't be any mods which adds save bloats in my game. 

Link to comment

 

 

I'm kind of hoping Pip will jump in with, "you'll have to change this, and this, and watch out for this." 

 

I've been following this a bit. But, haven't been able to log in as much lately. So, I sometimes have an idea. But, then see that people are already trying something else in later comments. So I stay out of the way.

 

Anyway, I can take a look at this.  But, need a more concise explanation of the problem.

 

My understanding so far is very simple: In some circumstances, Papyrus sends in an unexpected scale number to Flash. This then scales actors incorrectly.

 

Is that it? I also read something about crashes. Is it confirmed that it crashes due to a scale issue?

 

Is there a limited number of circumstances that cause the scale issue? If so, what are those? Or is it seemingly random?

 

 

Hi Pip,

Two separate things. The crash is on load, no pattern we see and it's unpredictable, even if it is occurring the user can eventually get into Skyrim if they spam load the game but it's obviously not ideal. Results in a T-Pose sometimes of the actors in some reports (Sometimes just females) and then CTDs the game 4-5 seconds after it loads. In other reports a crash on the load screen. It's only for some users which make me think it's a kind of mod conflict but can't really isolate out what could be the cause.

 

It's possible the process is to bursty and to much at start while Skyrim is also doing things but this could have nothing to do with it:

The boot process is a little elaborate it involves over the course of a few seconds loading a couple small inis into the UI and processing them. Here's an example of something that might be expensive and happens at start and if needed I could combine them into a single call but then papyrus would have to still do your split join function

 

 

 

    OKEY[0] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.X")
    OKEY[1] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.M")
    OKEY[2] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.U")
    OKEY[3] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.D")
    OKEY[4] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.L")
    OKEY[5] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.R")
    OKEY[6] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.T")
    OKEY[7] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.Y")
    OKEY[8] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.N")
    OKEY[9] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.I")
    OKEY[10] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.V")
    OKEY[11] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.H")
    OKEY[12] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.O")
    OKEY[13] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.Q")
    OKEY[14] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.B")

An example of the keybind set up. Maybe calling the UI that much makes Skyrim upset on certain setups. That's definitely the most extreme case of UI communication nothing els comes close to that but it does happen at the start.
 
--------------------------------------------------
 
Scale is related to getScale being unreliable and now setting the rootNode bone scale (OHeight) also producing unreliable effects. OHeight is already the result of a ton of failed attempts to apply getScale setScale to make a consistent sized actor. The gist of the problem is this:
 
if you set the actor's root node bone to scale 1.0 you will get different results at different times. There's some kind of flag in Skyrim where it will give scale a priority up to a point but then stops having an inpact on scale. This makes the first time a scene is run different from the second (The first is incorrect because scale can't be accurately calculated in Skyrim with papyrus) There's something that happens during the scene that turns this flag off and after the first time a scene is run the actors can be scaled regularly as intended.
 
The idea is to proc this scale flag change from being set before the measurement occurs so at least it's accurate everytime but nothing is making it happen (Although something in the scene is since at the end it does)
 
It's confusing to explain sorry:
a  Fione set to .5 scale  >  returns a rootBone Node scale of 1.0 but is visually .5 scale
> setting rootNodeBone Scale to 1.0 she stays visually .5 scale
> setting rootNodeBone Scale of 2.0 becomes visually 2 scale which is 4x her size but we only doubled her scale:
(There is a visual double scale happening you can see, meaning you'll see her become the right scale for a frame then click again to the huge scale. I've super confirmed the scale is only being run once, it's as if the flag is getting disabled here to stop using game scale and she's then boosted up to double size. ) 
 
----------------------------- Post scene
 
 setting to rootNodeBone Scale 1.0 when the scene ends and becomes visually 1.0 size (When before it left her at .5 visually)
the next scene she's measured as 1.0 scale and gets set to 1.0 scale and is correct.
 
We're also investigating ways to get out of oheight entirely and resort to just using scale somehow but I'm not sure it's going to be possible. It would be nice to lose the entire oheight process and make the whole start up of a scene much easier and faster. 
Link to comment

 

SF is there anything we can do about the papyrus line that checks for genital base so it still works on a none xpms skeleton but gets the job done?

 

You could replace it with a check for keywords:

if(actra.HasKeywordString("ActorTypeNPC") && !actra.HasKeywordString("ActorTypeCreature") && !actra.HasKeywordString("ActorTypeAnimal") )

That should be mostly as comprehensive.

Link to comment

I've been following this a bit. But, haven't been able to log in as much lately. So, I sometimes have an idea. But, then see that people are already trying something else in later comments. So I stay out of the way.

 

Anyway, I can take a look at this.  But, need a more concise explanation of the problem.

 

My understanding so far is very simple: In some circumstances, Papyrus sends in an unexpected scale number to Flash. This then scales actors incorrectly.

 

Is that it? I also read something about crashes. Is it confirmed that it crashes due to a scale issue?

 

Is there a limited number of circumstances that cause the scale issue? If so, what are those? Or is it seemingly random?

Pip,

 

I posted code yesterday morning that reliably performs both scaling and reversion back to original scale using only GetScale and SetScale. It is very fast and does not require actionscript, netimmerse or a t-pose. I tested it thoroughly. If you look at it, you will think it doesn't work. You would have to read one of my later posts to understand why it works. Assume for the moment it does what I say it does.

 

It is a much less complex papyrus-only solution. Meaning, a whole lot of other stuff currently dedicated to scaling would need to go and other code would need to be modified to work with it. That's where I lack information and I thought you could help.

 

I created the new solution due to an issue with the current scaling whereby a couple versions ago, first attempts at firing a scene typically incorrectly scaled one or both of the actors. Targets taller than the player were made too short and vice versa. CEO wrote some changes to try to fix it, but it made it worse. Instead of just the first attempt being a problem, all attempts were a problem and scaling back to original was permanently altering actor scale due to previous miscalculations. I have been working on the non-netimmerse solution and still haven't downloaded the new Nexus build, so I don't know if that last code change is in there.

 

sfll has come up with a new solution that still does it with bones and netimmerse. As far as I can tell, it is a solution that considers bones in all three dimensions instead of just Z. If that was the source of the scaling issues, it will work. If it doesn't work, then there is probably also an issue on the actionscript side.

 

Incorporating SF's changes and if necessary fixing the acitonscript calculations would definitely be a less severe shift in methodology and require less code alteration overall. Even if it is better and more stable long term to use a papyrus-only solution, it might be wise to implement his code (and if necessary an actionscript fix) in the short term so a patch can be produced quickly.

Link to comment

 

Hi Pip,

Two separate things. The crash is on load, no pattern we see and it's unpredictable, even if it is occurring the user can eventually get into Skyrim if they spam load the game but it's obviously not ideal. Results in a T-Pose sometimes of the actors in some reports (Sometimes just females) and then CTDs the game 4-5 seconds after it loads. In other reports a crash on the load screen. It's only for some users which make me think it's a kind of mod conflict but can't really isolate out what could be the cause.

 

It's possible the process is to bursty and to much at start while Skyrim is also doing things but this could have nothing to do with it:

The boot process is a little elaborate it involves over the course of a few seconds loading a couple small inis into the UI and processing them. Here's an example of something that might be expensive and happens at start and if needed I could combine them into a single call but then papyrus would have to still do your split join function

 

 

 

    OKEY[0] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.X")
    OKEY[1] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.M")
    OKEY[2] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.U")
    OKEY[3] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.D")
    OKEY[4] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.L")
    OKEY[5] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.R")
    OKEY[6] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.T")
    OKEY[7] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.Y")
    OKEY[8] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.N")
    OKEY[9] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.I")
    OKEY[10] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.V")
    OKEY[11] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.H")
    OKEY[12] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.O")
    OKEY[13] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.Q")
    OKEY[14] = UI.GetInt("HUD Menu", "_root.WidgetContainer."+glyph+".widget.cfg.keyConfig.B")

An example of the keybind set up. Maybe calling the UI that much makes Skyrim upset on certain setups. That's definitely the most extreme case of UI communication nothing els comes close to that but it does happen at the start.
 

 

Are there people that never see the crash? For instance, have you ever seen it happen?

 

The only time I've seen frequent random startup crash like this, it ended up being related to ENB.

 

I'm doubtful that the UI activity is the cause. This one is tough to even have a lead because it's probably related to users computer (how powerful their machine is) + some other mod/ENB.

 

 

Scale is related to getScale being unreliable and now setting the rootNode bone scale (OHeight) also producing unreliable effects. OHeight is already the result of a ton of failed attempts to apply getScale setScale to make a consistent sized actor. The gist of the problem is this:
 
if you set the actor's root node bone to scale 1.0 you will get different results at different times. There's some kind of flag in Skyrim where it will give scale a priority up to a point but then stops having an inpact on scale. This makes the first time a scene is run different from the second (The first is incorrect because scale can't be accurately calculated in Skyrim with papyrus) There's something that happens during the scene that turns this flag off and after the first time a scene is run the actors can be scaled regularly as intended.
 
The idea is to proc this scale flag change from being set before the measurement occurs so at least it's accurate everytime but nothing is making it happen (Although something in the scene is since at the end it does)
 
It's confusing to explain sorry:
a  Fione set to .5 scale  >  returns a rootBone Node scale of 1.0 but is visually .5 scale
> setting rootNodeBone Scale to 1.0 she stays visually .5 scale
> setting rootNodeBone Scale of 2.0 becomes visually 2 scale which is 4x her size but we only doubled her scale:
(There is a visual double scale happening you can see, meaning you'll see her become the right scale for a frame then click again to the huge scale. I've super confirmed the scale is only being run once, it's as if the flag is getting disabled here to stop using game scale and she's then boosted up to double size. ) 
 
----------------------------- Post scene
 
 setting to rootNodeBone Scale 1.0 when the scene ends and becomes visually 1.0 size (When before it left her at .5 visually)
the next scene she's measured as 1.0 scale and gets set to 1.0 scale and is correct.
 
We're also investigating ways to get out of oheight entirely and resort to just using scale somehow but I'm not sure it's going to be possible. It would be nice to lose the entire oheight process and make the whole start up of a scene much easier and faster. 

 

 

Have you considered putting this project into Github or something? It's to a complexity now where it's always going to be difficult for people to help without being able to get the project with source set up properly on their side. If people can check out the code as you are using it, they will be in a better position to help troubleshoot.

 

-----

 

Do we know for certain that there is a "flag" related to scale?

 

Could this perceived flag really be caused by the new scale value being relative rather than static? In other words, is the new value a transform from wherever it is currently at rather than a transform from where it is set at game start?

 

 

 

Pip,

 

I posted code yesterday morning that reliably performs both scaling and reversion back to original scale using only GetScale and SetScale. It is very fast and does not require actionscript, netimmerse or a t-pose. I tested it thoroughly. If you look at it, you will think it doesn't work. You would have to read one of my later posts to understand why it works. Assume for the moment it does what I say it does.

 

It is a much less complex papyrus-only solution. Meaning, a whole lot of other stuff currently dedicated to scaling would need to go and other code would need to be modified to work with it. That's where I lack information and I thought you could help.

 

I created the new solution due to an issue with the current scaling whereby a couple versions ago, first attempts at firing a scene typically incorrectly scaled one or both of the actors. Targets taller than the player were made too short and vice versa. CEO wrote some changes to try to fix it, but it made it worse. Instead of just the first attempt being a problem, all attempts were a problem and scaling back to original was permanently altering actor scale due to previous miscalculations. I have been working on the non-netimmerse solution and still haven't downloaded the new Nexus build, so I don't know if that last code change is in there.

 

sfll has come up with a new solution that still does it with bones and netimmerse. As far as I can tell, it is a solution that considers bones in all three dimensions instead of just Z. If that was the source of the scaling issues, it will work. If it doesn't work, then there is probably also an issue on the actionscript side.

 

Incorporating SF's changes and if necessary fixing the acitonscript calculations would definitely be a less severe shift in methodology and require less code alteration overall. Even if it is better and more stable long term to use a papyrus-only solution, it might be wise to implement his code (and if necessary an actionscript fix) in the short term so a patch can be produced quickly.

 

 

Heh. You're right. Looking at that code, it doesn't seem like it would work. But, this is Papyrus. So, you never know. :)

 

It seems like it shouldn't be all that difficult to at least test. Why can't those commands simply be called at the right times in Papyrus and the actionscript routine that isn't needed commented out?

 

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

 

I plan on looking at all of this more closely soon. Hopefully will have time tonight.

 

It sounds like sfll's solution involves adjusting scale on some parts that require adjusting multiple bones. That is sometimes necessary to avoid distortion (see racemenu source for reference). But, I had thought that the main character scale bone was one that just needed one bone changed. Anyway, have to look to understand...

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Scale is related to getScale being unreliable

GetScale is not unreliable but can look unreliable in testing due to MessageBox being slower (and/or having a lower parallel processing priority) than other operations. You must put delays after every GetScale and SetScale operation prior to using messagebox to display the results, or messagebox will display a wrong result. My original code had utility.wait(5.0) after every getscale and setscale to guaranty I was looking at the right numbers. I later learned delays as short as 1.0 were sufficient in most cases and then removed all delays except those after the beginning and end getscale functions so I would know the code still performed as expected with no delays. Finally, before submitting the code here, I removed all delays, all messageboxes and the extra getscale functions that only existed so I could check to make sure everything was working. For example, there used to be a delay, getscale, delay, messagebox after SetScale(1.0) in the revert-to-natural operation. That messagebox is what gets displayed in the third image of each of the screenshot sets I posted to prove it worked. You do not need any of that extra code that existed only for testing, so I tried to save you some time by cutting it out.

 

It seems like it shouldn't be all that difficult to at least test. Why can't those commands simply be called at the right times in Papyrus and the actionscript routine that isn't needed commented out?

Exactly. Except I can't do the actionscript.

 

From a practical standpoint, more would need to be done because of the INI role-swap-on-start setting and the Arrange feature in Flash, but for testing, it doesn't matter if those are temporarily broken.

 

CEO, something just occurred to me. Is there any chance the initial scaling bug was introduced when you added the INI role-swap-on-start feature? That might explain first scaling attempts being bad but additional scaling attempts being good.

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Are there people that never see the crash? For instance, have you ever seen it happen?

 

The only time I've seen frequent random startup crash like this, it ended up being related to ENB.

 

I'm doubtful that the UI activity is the cause. This one is tough to even have a lead because it's probably related to users computer (how powerful their machine is) + some other mod/ENB.

CEO is not getting crashes, also people from nexus are not complaining which is kinda strange.

(i dont have LL mods installed beside SOS and its addons + 0sex but now using nexus version)

 

Im getting crashes on load a lot. I dont have ENB. I use Reshade. First i was suspecting that there is incompatibility with new mod in my setup Skyrim reloaded (imitates enb) and 0sex coz i was getting random crashes with both of them installed, but then i was getting same crashes with only 0sex installed. More about testing results you can find here.

 

Also i suspected it could be about machine power since my machine isnt really powerfull for todays standards but guys with machines that are beasts are also getting same random crashes.

 

Note: my mod setup is super stable without 0sex installed.

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