CEO 0S Posted June 19, 2016 Author Posted June 19, 2016 The UI starts loading a few seconds after your character and the world are visible right around the time the black of the loadscreen fully fades away after loading a game. It is possible we're dealing with a windows 10 issue and in that case our hands are tied pretty much.
migal130 Posted June 19, 2016 Posted June 19, 2016 It is possible we're dealing with a windows 10 issue and in that case our hands are tied pretty much. Windows 10 cannot cause papyrus errors. Only scripting and things done/undone in the CK can cause papyrus errors. The dispel in Actra, is its purpose to dispel Actra on the playerref, or on the playerref and also any other NPC that has actra?
CEO 0S Posted June 19, 2016 Author Posted June 19, 2016 Every case of Actra, Actraga and Actro which includes the player. But Actraga and Actro turn themselves off after the scene so unless the game was saved mid scene these wouldn't be around, Actra would be. A majority of the time it will clear Actra off a few NPCs but always the player since the player gets one automatically.
migal130 Posted June 19, 2016 Posted June 19, 2016 Every case of Actra, Actraga and Actro which includes the player. But Actraga and Actro turn themselves off after the scene so unless the game was saved mid scene these wouldn't be around, Actra would be. I assume this is why you use self.dispel() as opposed to actor-specific dispelling? You have no way of knowing which actors are going to need dispelling when the game loads?
CEO 0S Posted June 19, 2016 Author Posted June 19, 2016 Every case of Actra, Actraga and Actro which includes the player. But Actraga and Actro turn themselves off after the scene so unless the game was saved mid scene these wouldn't be around, Actra would be. I assume this is why you use self.dispel() as opposed to actor-specific dispelling? You have no way of knowing which actors are going to need dispelling when the game loads? Yea exactly, a lot of it is a work around to the fact the the UI forgets everything on load so the papyrus side keeps rolling from where you left off when you saved but it's depending on the UI to control it which has no idea what's happening at that point and has completely forgot about the scene. Actra can most likely just be removed, the DLL solution seems like it will remove the need entirely. A purpose of actra is that I can't get the "Actor" form directly to call it be getFormEx later. Whatever I try gives me the actor base which I can't retrieve the actor itself from to use in actor functions. You might have information on this which relates to the problem. I see that mfg console is getting an ID number both for the actor base and the actor form so with that actra would be very easy to get rid of. As of now it's purpose is to maintain a line of communication with the UI since I can't get the UI to directly point to the Actor form but I can get it to send events to the Actra spell since it's mod events are registered with it's ActorBase id. Unless there's an obvious way to get this form ID in papyrus I'm missing I imagine I can get it with a DLL if I mess around enough to figure out how mfg got the number.
migal130 Posted June 19, 2016 Posted June 19, 2016 Unless there's an obvious way to get this form ID in papyrus I'm missing I imagine I can get it with a DLL if I mess around enough to figure out how mfg got the number. My logs show attempts on the last NPC target, but not on the player. [06/18/2016 - 08:23:36PM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [Active effect 3 on (0803FA71)]._oActra.Dispel() - "<native>" Line ? [Active effect 3 on (0803FA71)]._oActra.OnGameLoaded() - "_oActra.psc" Line 82 [06/18/2016 - 08:23:36PM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [Active effect 3 on (0803FA71)]._oActra.Dispel() - "<native>" Line ? [Active effect 3 on (0803FA71)]._oActra.OnGameLoaded() - "_oActra.psc" Line 82 [06/18/2016 - 08:23:36PM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type stack: [None]._oActra.Dispel() - "<native>" Line ? [None]._oActra.OnGameLoaded() - "_oActra.psc" Line 82 The first line about being unable to call dispel causes the chain reaction. It's trying to dispel three times. The first two times, it's trying to dispel on an NPC from my own mod (I know the NPC's formID). The last time, it tries to dispel on None. Either it never attempts to dispel the player, or the player is successfully being dispelled and thus leaving no error in the log. Edit: A quick google shows that at one time XPMSE was also causing a similar error chain with dispel, but it does not in later versions. In fact, several mods have had this problem at one time or another but were later fixed in one way or another. Some said it was related to the game trying to dispel a magic effect on an actor whose 3D is not loaded. I can't verify this and I'm not sure it makes sense. Magic effects wear off on actors whose 3D is not loaded all the time, but don't cause errors in the logs. Then again, those magic effects are wearing off naturally, not being dispelled.
migal130 Posted June 19, 2016 Posted June 19, 2016 Perhaps before dispelling a check against loaded 3D and None would remove the errors in the logs. Other modders may have done this because an overflow of papyrus errors can crash the game. But, that would only be hiding the error, not fixing the error. Which, I suppose is okay if the crash is a result of error spamming and not the error itself. In actraga, is there a reason why you get the actorbase instead of just the actor? You can get the in game actor's ref ID by just calling the actor itself. For example: Event Oneffectstart (actor tarAct, actor Spot) debug.messagebox("actor ID is: "+tarAct) ; other code blah blah ; not sure if this would have to be cast to a string first, depending on what you're doing with it OAE[0] = tarAct Running that will pop the messagebox up twice on scene start. The first time it will show the playerref (00000014), the second time it will show the target NPC's ref ID. If you know the exact actors involved, you can use DispelSpell() on the actor, which is more targeted. There is also this function: http://www.creationkit.com/index.php?title=GetTargetActor_-_ActiveMagicEffect However, I'm not certain how that would work if more than one actor has the magic effect. Maybe a loop until it returns None. I assume you've tried keeping track of actors via a quest alias? Aliases allow so much. They can automatically apply factions and remove them when the alias is cleared. They can always tell you which actor is currently in the alias across game saves with GetActorRef(). I've tried to do a lot of things with magic effects and ended up using aliases instead, because the magic effects (and anything associated with the magic effect, such as the application of a faction) wouldn't persist when the actor's 3D was unloaded.
sfll Posted June 19, 2016 Posted June 19, 2016 Maybe I am not understanding the issue, but if dispel / actor tracking is actually causing the issue possibly 1. Switch to dispelling by keyword (possibly safer). 2. Quest alias should be able to track involved actors through save-load. 3. If it is only about passing the information back to the UI on load, could that be done with an event? 4. If it is about the dispel / load issues, maybe gate any actions using OnCellLoad which waits until all 3d objects are loaded?
migal130 Posted June 19, 2016 Posted June 19, 2016 1. Switch to dispelling by keyword (possibly safer). Not sure exactly how that would work, but I'm also not sure it's necessary. Simply dispelling on the right actors by active magic effect name or spell name would be fine and is required, which at this time is sometimes failing (as well as a key binding routine throwing errors all over the place). The dispelling issue may be related to the system trying to dispel actors that aren't currently loaded. This error can be trapped easily enough so it stops attempting to dispel those actors and None, but that won't remove the magic effect from the actors. It will still be there the next time their cell is loaded. It's also worth pointing out that until Kinky gets back to us with the results from the test files I sent him, we won't know if conquering these two causes of papyrus errors will help mitigate the game load CTDs. Certainly, the papyrus errors should be dealt with, but finding a solution to the stability issues is the primary goal (for me, anyway). 2. Quest alias should be able to track involved actors through save-load. Yes. Quest aliases are far more powerful and stable than magic effects because they persist, you have complete control over them, they can include automatic faction functions, they can include packages to do things like hold an actor in place or even trigger animations, and they can act as a substitute for attaching a script directly to an actor. For example, all the actor's stats that need to get sent to the UI could be gathered in the alias' script, which would fire automatically every time a new actor was placed in the alias. Adding more aliases would also provide a future multi-NPC/ third party solution. For example, with two aliases in the same quest, you could target two NPCs and leave the player out of it. When the scene is over, clearing the aliases would clean everything up automatically. 3. If it is only about passing the information back to the UI on load, could that be done with an event? It's being done with events now. The questions, when and where, are the issue, IMO. 4. If it is about the dispel / load issues, maybe gate any actions using OnCellLoad which waits until all 3d objects are loaded? Either that or OnLocationChange in the referencealias script: Event OnLocationChange(Location akOldLoc, Location akNewLoc) if (Game.GetPlayer().GetCurrentLocation() != self.GetActorReference().GetCurrentLocation()) Debug.Trace("This NPC's 3D is probably not loaded!") endIf endEvent But in reality, if aliases were being used, there's a lot of stuff currently being handled in magic effect events that could be moved to handling by aliases instead. You could probably just go with a magic effect that dumped the actors into their aliases and then immediately dispel the spell on the actors (I have done this and it isn't quite as simple as it sounds -- for it to be reliable I had to call a ForceRefTo function in the alias' parent quest's main script from the magic effect script). The actors would still be in their aliases after the spell was dispelled. It's also possible the magic effect and spell could be blown off completely and instead simply trap key bind numZero, check the crosshair target and apply the alias directly to that target. An alias could also automatically be applied to PlayerRef (the game already has a ton of PlayerRef aliases -- it harms nothing). If someone saved the game while the scene was still active, those aliases would still be filled when the save was loaded, therefore the involved actor's UI information could be queried and sent to the UI again, because the system would know exactly which actors were in the scene. Otherwise, when the scene was over, your code would clear the aliases at the same time it was reverting their scaling back to original. Heck, you could probably store the scene StageID in the referencealias scripts and then pick up where the scene left off. Although, going that far is certainly not necessary initially. The old scene could just be killed on game load instead and it would be reliable because it was an alias. You can clear aliases during game load and it will not cause a papyrus error, because unlike magic effects, aliases do not require an actor's 3D to be loaded in order for the aliases to still exist. IOW, HornyAlias1.Clear() is going to work whether an actor's 3D is loaded or not, because it operates on the alias, which has no 3D and requires no 3D. The only requirement to operate on an alias is that its parent quest be running. I have no doubt all of this can be dealt with without C++, but I think CEO is interested in developing a C++ solution because he likes challenges and learning, which is perfectly understandable. If that's what he wants to do, he should do it. It's his mod. I'm only offering papyrus suggestions in case he changes his mind.
Kinky Posted June 19, 2016 Posted June 19, 2016 @ migal Ok here are the results: 1st 10 loads on clean save from load game4,8 FootIk9 T-pose crash2nd 10 loads on save save from continue1,2,6,8,9 FootIk7 T-pose crash3rd 10 loads on clean save from continue8 FootIk9,10 T-pose crashFootIk error log ends with:[06/19/2016 - 04:02:32PM] Loading game...[06/19/2016 - 04:02:37PM] VM is thawing...[06/19/2016 - 04:02:37PM] [_oUI <0SA (14000D62)>] INITIALIZED[06/19/2016 - 04:02:37PM] [_oOmni <0SA (14000D62)>] INITIALIZED $ometimes it shows 1 or 2 more lines. T-pose crash happens at different location/time. I will post 2 logs when T-pose crash happened. Log 1 Log2 -------------------------------------------------------------------------------------------------------------------------- I thought you will question how clean that clean save is so i started new game and saved inside inn in whiterun then attempted to load that save. After 10 tries results are: 3,6,8,9,10 FootIk error. Only difference in log is that it ends on this line now: [06/19/2016 - 06:33:53PM] Loading game...[06/19/2016 - 06:33:53PM] VM is thawing...--------------------------------------------------------------------------------------------------------------------------- Looking at this further i tried to check log after everything was ok and it seems i dont have reports of Omni and oUI on loading that new game inside papyrus log... This could mean that my main clean save indeed wasnt cleaned of all previous 0sex scripts but im not sure how that is possible. Anyway its obvious that i get FootIk even on new game, but ill keep on that save to see if i get T-pose as well. -------------------------------------------------------------------------------------------------------------------------- Seems that i cant get T-pose error to show up even after aditional 20+ loads. Whats left to do is remove your scripts and put back original ones and try to get T-pose with them. --------------------------------------------------------------------------------------------------------------------------- And now i cant get T-pose with original scripts either... Also my log when game doesnt crash no longer contains this lines: [] [_oUI <0SA (14000D62)>] INITIALIZED[] [_oOmni <0SA (14000D62)>] INITIALIZED But it does contain papyrus spam i reported before. Questions after all this testing: Why it doesnt show up those lines on new game but it does on my clean save? How do i clean that clean save further so that those lines/scripts are really gone? Also it seems that if those lines are not present i dont get T-pose error.
pipdude Posted June 19, 2016 Posted June 19, 2016 Sucks about all the .DLL's having to be redone, that will take time. And Thats if the modders want to even go through all that. A few months ago I would have thought that all of those files would be redone quickly just based on the over-all popularity of modding. But, now that FO4 has come out it has been slower going than I expected. I don't know anything about the authors of those breakthrough mods. But, sometimes it seems like they built them while they were in college and had time/motivation. Now, they got married, settled down and no longer have time for all that. For the sake of stability I'd personally prefer very much if this change wasn't coming as it rocks the boat quite a bit for not much gain in my eyes but it might go just fine and be awesome! I would be very curious on informed speculation on what this might really mean and what do you guys think would be the best play for OSex in light of this? (Keeping in mind I specifically don't want to dig myself into a hole where all work is lost when remastered comes out). I'd like OSex to be able to make a transition if possible as pre-remastered Skyrim will most likely become obsolete outside of super niche. It's my understanding the the making of a script extender is one thing to allow for DLLs etc but the funcitonality that SKSE brought for example papyrus functions that could only be used with SKSE is a gradual thing that takes time to reach beyond having the script extender usable. It's a big IF. But, if the major mods like SKSE, etc. get converted over, I think it's a great thing. I was ready to give up on Skyrim and move on to FO4. But, with a remaster plus more mods to work from, Skyrim Remastered could turn out to be the better environment to mod from. Building your mod logic in Flash is an advantage. Unless they eventually switch to not using Flash for game UI, you can re-use that work on new versions/games. It minimizes your dependence on new iterations of Papyrus/CK. I strongly believe SKSE will be updated. Anything Expired has done will probably be updated. SkyUI will probably be updated. The rest, I don't know. Whatever the case, I wouldn't change anything about OSex today based on Skyrim Special Edition. Pipdude could tell you more about your Flash stuff, but I believe it will be fine. If the new version of Skyrim is never capable of running the more advanced mods Skyrim users enjoy today, PC users won't buy it. For financial reasons, they'll want to change as little as possible, because it reduces their investment. That means Havok will probably stay if they can get it to work with the 64 bit game, which is quite possible. 64 bit applications can work with 32 bit applications via a method called "thunking". I wish I could be confident that those things will be updated. I hope they are. But, I'm just not sure if the authors are as interested as they were in the past. It's possible that others will need to step forward to make equivalents. That could take time. The Flash side of things should be fine. I would be surprised if they changed much or switched to Actionscript 3.0 since the change would basically be imperceptible to the player. If they switched to Actionscript 3.0 it would be some work. But, pretty painless really. Discouraging though because the motivation here was that Skyrim could be a stable foundation to invest time into an elaborate system for. That's kind of up in the air now, could be optimistic but even then I'm at the whim of other people's interest and desire to make this possible for tools I can't make myself and that's still if Beth implements it as painless as possible. It definitely sucks waiting to see if key mod tools get built. That's the limbo I'm in now with FO4. But, provided that those tools eventually show up, you do have a mod that is as portable as reasonably possible in the Flash. Just have to connect the wires to new game inputs and it's working in a new world. Part of me is burnt out with the endless issues, no matter what I try some bug still exists, I can't get it working for everybody and in trying makes more issues come up, more complaints, motivation like I said was that work was not lost and any progress on this was relatively future safe but the work I do between now and October might be completely meaningless. it's not out of the question that this change might put the nail in somethings. Logically the best play is to focus on simple systems that can survive being remastered without having to depend on when/if other people to make stuff. You need to hire a project manager. Seriously though, I think you may be too generous in entertaining new requests and ideas from people. Coming up with ideas is the fun part. But, for your sanity, I think you should try to keep the goals of the mod a bit more constrained. Maybe try to define realistic dev cycles so that you're dedicating a stretch of time between adding new features just to add content, do QA and stablize things. It's just not realistic for one person to program every fetish in the world. You'd need an army for that. Chances are high that expressions (beyond default expressions) will not return since there's only one plugin in that handles that which would be dead and need redevelopment but no other mod manipulates them directly in animation so the desire and need for that system I don't think is there and we might not see it again. All you should need to do is create new Papyrus functions in place of the old expression functions that cause the same effect in game. That's the beauty of Object Oriented Programming the mod in Flash. The literalness of the code should apply universally. In other words, there are still actors who need to have expressions altered at certain moments. The logic for all of that doesn't change. Just the API for the expressions which is a small amount of code compared to the logic code. Skyrim 64 bit is a good thing. Possibly a holy crap fantastic thing. It will allow us to make mods that simply cannot be made now due to poor memory management. Agreed. Skyrim, even with mods, was starting to feel 32-bittish in comparison to FO4 for example. The baseline of the vanilla game engine matters. On top of that, there are huge breakthroughs in graphics going on. The quality of visuals is going to be amazing with the availability of GTX 1080. Imagine running Skyrim with all 4k textures, etc. at 60+ FPS on 4k. Yes. Quest aliases are far more powerful and stable than magic effects because they persist, you have complete control over them, they can include automatic faction functions, they can include packages to do things like hold an actor in place or even trigger animations, and they can act as a substitute for attaching a script directly to an actor. I see your point. If there is functionality that aliases provide that is impossible without, they should be considered. But, I remember going over this decision when the mod was first moved over to Flash. You can probably find the discussion somewhere in the pre-100 pages. The idea was to minimize using Papyrus as much as possible. The spell approach allows the code to be more elegant and in sync with the event system coming out of Flash. With aliases, you would basically have to code the same logic in two different platforms and have them sync with each other. I just think that we should be completely sure that the spell approach cant be fixed before making that transition.
Grizzly28 Posted June 19, 2016 Posted June 19, 2016 Been playing for a few ( like 20-30 mins ) now, and i can't see it, it's there a cumming/orgasm animations to end ? other than pressing . num pad to end scene into re-dressing ? Awesome work btw, i can't wait see where this thing can go....
Kinky Posted June 19, 2016 Posted June 19, 2016 Been playing for a few ( like 20-30 mins ) now, and i can't see it, it's there a cumming/orgasm animations to end ? other than pressing . num pad to end scene into re-dressing ? Awesome work btw, i can't wait see where this thing can go.... Not yet.
Grizzly28 Posted June 19, 2016 Posted June 19, 2016 Been playing for a few ( like 20-30 mins ) now, and i can't see it, it's there a cumming/orgasm animations to end ? other than pressing . num pad to end scene into re-dressing ? Awesome work btw, i can't wait see where this thing can go.... Not yet. AWWW , at least i won't go crazy trying to find it, thx for the quick reply .
Ballzdip Posted June 19, 2016 Posted June 19, 2016 Hi there, sorry to bother everyone - I can't find the 1.08 version at Skyrim Nexus Osex page , am I looking in the wrong place? Seems there's only 1.06 available, or am I being stupid....
nappilydeestruction Posted June 19, 2016 Posted June 19, 2016 Hey everyone, CEO I just want to say thank you for putting your heart and soul and passion into this wonderful project. You are an inspiration for many people. What you did with this mod is just amazing. I know I said something like this before but hell I don't care because I always creep in this thread to see how progress is going. Its great to see others are contributing as well. Its a small group but to me at least thats progress. Honestly as much as I like sexlab framework. Your OSex framework looks more revolutionary in my book. I hope that you will have enough strength to continue this beautiful work. I would love to help and colaborate with you if I did have enough skills to work with. I have many ideas myself for a new framework other than sexlab and your framework. I will also do this for other games like FO4 and even Dragon Age(knowing that Bioware fucked modders over to the curve selling themselves to greedy hoe EA). Anyways, don't worry about it sweetie. Like many others said. Focus on the now and keep continuing what you are doing. Now going off subject, I do apologize but I couldn't help but overseeing the convo about Skyrim Special Ediition a.k.a. Skyrim Remastered. I did see this video It seems that SKSE is going to be updated which is very good news. I hope SkyUI will get updated too but it looks like it won't reading a few comments about what was said by the author. I dunno if this is true but it could be very devastating for many modders if thats the case. So many mods rely on not just SKSE but SkyUI, most of my fave mods especially. But anyways I just wanna stop by and check on this progress and you guys. And CEO please do try to have fun with this project, its a long progress but at least I hope that you will have fun making it.
migal130 Posted June 19, 2016 Posted June 19, 2016 Building your mod logic in Flash is an advantage. Unless they eventually switch to not using Flash for game UI, you can re-use that work on new versions/games. It minimizes your dependence on new iterations of Papyrus/CK. Agree and disagree. There's no reason to believe Bethesda will be moving away from papyrus or the CK any time soon. Even pre-papyrus CK games had a scripting language, the difference being more procedural. But, converting the code between the two wasn't hard. I think it's kind of a wash. Bethesda dumping papyrus is probably about as likely as them dumping Flash. I doubt either will happen for at least another one or two major TES/FO game releases (which is 3-6 years). That being said, in the case of OSex, Flash has to be there or you don't get the revolutionary interface, which is mind blowing in terms of mod advancement. I personally believe performing interface *and* processing tasks in actionscript complicates matters because you can't get away from papyrus completely, thus making it harder to debug. But that's just my opinion, no better than any other opinion, perhaps not as good. But, I remember going over this decision when the mod was first moved over to Flash. You can probably find the discussion somewhere in the pre-100 pages. The idea was to minimize using Papyrus as much as possible. The spell approach allows the code to be more elegant and in sync with the event system coming out of Flash. With aliases, you would basically have to code the same logic in two different platforms and have them sync with each other. I'll take your word for it. I must not have been following along as closely back then.
Temsie0_4 Posted June 19, 2016 Posted June 19, 2016 I've been following the installation guide numerous time, but I get the same results. I saw those gifs, they are simply amazing, so I jumped right into the guide because I wanted to see on my own skyrim installation how it looks. It doesn't work, at all, the guide says clearly: to start the scene, press numpad 0. I go to a female npc, making sure the "Talk" option appears, then I press numpad 0 annnnnddd...nothing happens. Yes, I made sure the key was working and Numlock was on, still doesn't work. I have the latest SKSE, latest FNIS (6.2), SKYUI and Netimmerse Script. I also have the xp32 body skeleton which works perfectly fine with the SexLab mods, and SoS. I installed the 0sex with NMM, made sure that OSA(dot)esm is activated, then run FNISforusers(dot)exe as admin, clicked Update fnis behavior, it gives no error. I launch a new game so the savefile isn't bloated, but absolutely nothing happens when I try to press numpad 0. Does anyone have any clue what I am doing wrong, this has been going on for days and some people told me that I'm just bulls**tting them because there's no reason for it to not work.
CEO 0S Posted June 19, 2016 Author Posted June 19, 2016 A project on this scale, the fun of it is more complex then just doing exactly what I feel like whenever. I've done as much research as I can and some heavy thinking on this but I'm sure some people will think I'm overreacting. I'm a weird kind of person and tend to go against the grain which makes people upset. in fact this is one of the only forums related to gaming I haven't been banned from yet although my Bliz forum suspension is a badge of honor for me. I'm canceling this project, it's not worth the time for a platform Beth is about to put the nail into. Sorry for the wasted time and energy and support. All I can base this on is my pessimistic view that a revamped Skyrim will not have the draw to make the tools we have available now but it also will be enough to make 32 bit Skyrim relatively obsolete. I personally don't give a damn about Skyrim, I think Beth is a greedy company, has a low level of quality in a lot of senses but has the budget to deliver something impressive simply by throwing money at it. I am here at Skyrim because of the ease of tools and assets of the modding community are here to make Skyrim something that I think is cool and can actually share. This takes a huge amount of time and it's not worth it on a platform that I can't say is stable and has longevity which Skyrim used to have pre this announcement. Yes I could devote the entirety of my free time to make a mod that a few hundred people like but as I said the grey area between what I feel is fun and developing this mod for public stable use go hand in hand with acceptance and reaching an audience.I believe the visual upgrades of remastered will be significant enough to encourage all users including myself to prefer the 64 bit version despite lack of modding tools. I do find Beth's decision greedy not so much in remastery which I appreciate but in their dick mod support that they claim they do so much for. The creation kit is close to a useless tool on it's own, combine that with remastery and I do feel it's a shit play to make. This project does need help and I have some amazing talented helpers here but it just isn't enough if it doesn't draw the attention of more because the scale and skill sets needed to manage the different aspects of this project is more then then handful of people that are actively working on this can do and devote time for. I believe now there has to be a kind of community upkeep to have a system like this actually work and that hasn't come to be, the community will have to settle for a system they deem worthy of their collective time, but it's not enough to have a system like this. I have life obligations and a career as well, if other developers can't make the time to make tools for Skyrim or expand on things then this can't really exist and they can have something more in line with the time that is willing to be invested by the community. My time is valuable too and the overall development for Skyrim and what people are willing to do for it just isn't there anymore and that's pre-remastery. Development from here on out is going to be in the spirit of SkyWind which seems to work for them in development and PR where I'll just be talking about how epic the scale of the project is and how much development it takes with gif teasers. - 1.06 has been returned to Nexus and will be the final public version - 1.08 will be by invitation to people who supported and helped this project. I'm going to wind down development and find a different outlet to practice my hobby, most likely will just do it in UE4 so I don't have to depend on hacks and weird tools and have a proper development palette. I will still work within that circle to an extent to address issues and keep 1.08 something that's interesting and at least complete and possibly bring it to a 2.0 with A.I for the sake of finishing with composure. A lot of these systems I've learned a lot about the basic construction of how to make work through multiple revisions. AI is something I haven't had time to make multiple passes at to really get an understanding for what is best. I'm so close that I'd like to have a foundation in doing that to know what to expect in the future. I also owe Kinky a few animations I promised and will see that those are completed for you. Thank you for the last year and all the development and testing and time on making this something awesome and I am sorry to disappoint all of you. ------------------------------------------------------- 1.06 I believe is entirely bug free and stable with documentation and solutions available on all known issues possible to occur so I will not be troubleshooting further from this point. Anything that can possibly happen is illustrated and documented fully on designated webpages with large buttons to enter so they should be relatively easy to find. if it's not worth a user's time to find a giant button for FAQ then it isn't worth my time to respond.
migal130 Posted June 19, 2016 Posted June 19, 2016 [06/19/2016 - 04:02:37PM] [_oUI <0SA (14000D62)>] INITIALIZED [06/19/2016 - 04:02:37PM] [_oOmni <0SA (14000D62)>] INITIALIZED This is the error I described a few days ago. It indicates the clean save wasn't really clean. In my case, I just kept playing the game until those errors no longer appeared in my logs and afterward, that was the end of the t-pose issue for me. Looking at this further i tried to check log after everything was ok and it seems i dont have reports of Omni and oUI on loading that new game inside papyrus log... This could mean that my main clean save indeed wasnt cleaned of all previous 0sex scripts but im not sure how that is possible. Yeah, this is kind of useful information. It explains why you were still getting t-pose errors when I wasn't. But it does contain papyrus spam i reported before. Right. This is still useful information. My changes would have removed the papyrus spam, but this proves the papyrus spam itself is not the cause of the foot IK errors. Why it doesnt show up those lines on new game but it does on my clean save? Your clean save wasn't really clean. How do i clean that clean save further so that those lines/scripts are really gone? I have no idea. I'm not very experienced at cleaning saves. Also it seems that if those lines are not present i dont get T-pose error. The t-pose error is carry over from a previous build that is still in your game saves somehow. The foot IK error isn't. However, you get the foot IK error more frequently than I do, which makes me believe it is related to memory. Messing with the behaviors some more might help, but it could also be another wild goose chase. I also didn't see you report a loading CTD that wasn't foot IK or the t-pose. Is foot IK now the only kind of loading CTD you get? If that's the case, CEO could just use error trapping to remove the log spam so people don't ask about it, because the log spam isn't really the cause of any of the CTDs and it otherwise seems to be harmless, because full functionality exists.
migal130 Posted June 19, 2016 Posted June 19, 2016 Thank you for the last year and all the development and testing and time on making this something awesome and I am sorry to disappoint all of you. Sorry to hear it, but I understand your decision. I've been there. Epic scale modding projects suck your life away at a rate very similar to Warcraft back when it was popular. The only difference being that with modding, you're learning new things and exercising your mind. Warcraft was just an addiction to competitively endless character improvement and PVP or PVE titles. I sincerely hope I have not pushed you too hard. I have involved myself perhaps too much and I worry I may be at least a partial cause to this.
Trixxxee Posted June 19, 2016 Posted June 19, 2016 in relation to your foot IK error, do you guys have crash fixes by meh321?
Trixxxee Posted June 19, 2016 Posted June 19, 2016 I ask because I had crash fixes and that was the first time I ever saw that error. I have had OSEX in my game pretty much since launch, and never saw that error before. I uninstalled CF and no more foot IK.
Kinky Posted June 19, 2016 Posted June 19, 2016 @migal Well this is weird situation. We just solved one of the 2 biggest bugs (only FootIk remains and minor bug of sub scaling issue) and CEO cancels the project. @CEO Seriously the timing for decision like that couldn't be worse. Now when you have amazing thumblr page, Updated mod description page on both nexus and LL, everything in place, major bug solved and only few minor issues remaining... basicly all you have to do is hit the hotfiles and mod of the month, but instead you decide to cancel it. I understand that working to hard on something can be exausting and this is why i keep saying take it easy, do simple things, but i don't understand the fact that few dumb people and comming of Skyrim Remastered (that could be total failiure) could affect your decision to this scale. Giving up when you are about to triumph is not very reasonable thing to do. I respect your decision but dont really like it or agree with it.
Trixxxee Posted June 19, 2016 Posted June 19, 2016 CEO Im sorry to read your last post, but I understand. What you have done here is incredible, I have watched this mod from the beginning. Good luck in your future projects, I sincerely wish life to treat you well. I also have many reservations about this remaster, and hope the mods I love will survive. I have expressed many comments regarding SkyWind, and wonder what this will do to that project. Or to the modding community in general.
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