Verstort Posted November 7, 2016 Author Posted November 7, 2016 Hello, I am upgrading from Deviously Enslaved v1.04 and I can't seem to make the MCM menu appear in my game, seems the mod isn't recognized ? I'd really like to try this mod out, perhaps someone has a solution for me ? I've tried a clean save and even a new game, and the menu still doesn't appear. I've tried reordering my mods with LOOT as well, v1.04 seemed to work very well but it lacks features I would like to have. I'd be really happy if someone could help me out Thank you! Did you bychance forget to install UIExtensions? It's a requirement now but I keep forgetting to put it in the req listed on the right side of the page. If you did, can you get me a papyrus log from a new save that hasn't had 1.04 on it? The log might tell me what is going wrong.
Maddac Posted November 13, 2016 Posted November 13, 2016 Hi, i just installed DEC V13.6.0 and see that CD and Angrim are greyed out in the Enslave Quest Lockout area of MCM. i have tested with earlier versions back to 13.4.5 and noticed the same problem. I didnt bother going back any further but am wondering if DEC is actually picking up latest version of CD 4.0.7 correctly, and angrim apprentice 2.11 hasnt changed for a long time now. also in Bulding/Testing CD item test is greyed out. i checked loot load order and DEC loads after CD and angrim. could you add a MCM button to show list of supported mods so we know which ones are active in this mod? Defeat 5.3.5 has compatibility buttons in first page under general heading that show the following: 1. List of loaded compatible mods 2. Check for compatible mods this is a great way to know whether the mods we are using are compatible or not your mod upgrade is fun to play with and is much appreciated too, as it adds a real element of surprise for my female PC
Verstort Posted November 13, 2016 Author Posted November 13, 2016 Have you tried refreshing the mods detection? DEC needs to keep track of so many mods that it lags the game when you load from a save, small chance of crash, which is why I removed it automatically detecting mods and put it on a button: In the debug menu is a refresh mods button that resets what mods DEC detects A button to check for compatibility.. that could work, although usually users just tell me when something breaks (if I don't notice first) which is pretty rare. The only mod I don't keep up with much anymore is Maria's eden, which I need to go out of my way to play stably, as it requires removing a lot of conflicting mods.
Maddac Posted November 14, 2016 Posted November 14, 2016 Have you tried refreshing the mods detection? DEC needs to keep track of so many mods that it lags the game when you load from a save, small chance of crash, which is why I removed it automatically detecting mods and put it on a button: In the debug menu is a refresh mods button that resets what mods DEC detects A button to check for compatibility.. that could work, although usually users just tell me when something breaks (if I don't notice first) which is pretty rare. The only mod I don't keep up with much anymore is Maria's eden, which I need to go out of my way to play stably, as it requires removing a lot of conflicting mods. it doesnt have to autodetect mods, just have button to show list of compatible mods would be awesome, and yes i did try refreshing mods detection. I dont know if you updated your mod for Captured Dreams (now 4.0.8), as it just not appear to recognise it in my game at all.
Verstort Posted November 14, 2016 Author Posted November 14, 2016 Works on my end, 4.08 shows as un-greyed in MCM and when I tried an enslave approach CD started fine. You could try save cleaning DEC from your save, maybe it got stuck in some weird corrupted state from a stack dump or something. Or post a papyrus log and I'll see if there are any odd errors.
minibw Posted November 14, 2016 Posted November 14, 2016 Can I ask how the calm mechanic is meant to work? I know the spell, but there's no dialogue option for it when I get approached.
Verstort Posted November 14, 2016 Author Posted November 14, 2016 Calm: the spell, if you cast calm/pacify/tranquility and it hits the attacker before they have a chance to open dialogue, then they should lose interest in appraoching the player The spell is considered non-hostile, you can cast it on NPCs in a town center without anyone complaining about it. I just realized I should cancel the walk away dialogue if the calm spell is active after the dialogue starts, so that you can just walk away even if it's too late and they reached you. I would like to change the dialogue options available when they are calmed, but I'm concerned that wouldn't do much to shift the chance that you cast it too slow, if it doesn't stop the dialogue it won't be fast enough to change the dialogue, at least not at the first level. I thought about adding a way for the player to cast it in-dialogue, but the last time I tried it the spell effect and casting animation wouldn't show, so it felt kinda... unbelievable. Maybe I'll try that again. Edit: In terms of implementation it's kinda slow to process because it detects a spell hit on the attacker and checks if it's a pacify class spell, I tried adding the calm spell to the AI package conditions but it wouldn't reset, almost like the conditions only check when the AI package stack changes and not constantly looking for the conditions.
spyke123 Posted November 18, 2016 Posted November 18, 2016 This mod keep treating any female from a joint leveled list as male.
Verstort Posted November 18, 2016 Author Posted November 18, 2016 Which mod? This has happened before, but it was one mod from which all NPCs were read as the wrong gender. I concluded last time that it wasn't DEC which works fine for vanilla and most mods, just that one mod. Is there another mod that is giving us misgendered NPCs? You can look up what mod that NPC is from by opening console (~) in-game and selecting the NPC with your mouse click. The first two digits of the NPC's ID specify which mod in your load order is it from (00 is the base game, 01,02 is often dragonborn/dawnguard, ect, and the two values are in hex not dec) You could also try changing the mod to using sexlab assigned genders, which is an option one user asked for, but that's only likely to help you if you're trying to interact with a few NPCs, rather than a populated cities kinda mod. Unfortunately I know of no way to fix DEC to get around the mod that presents the game with a wrong gender, although if you think you have a solution or know what is causing the issue I'll fix it if a solution is found.
spyke123 Posted November 18, 2016 Posted November 18, 2016 Which mod? This has happened before, but it was one mod from which all NPCs were read as the wrong gender. I concluded last time that it wasn't DEC which works fine for vanilla and most mods, just that one mod. Is there another mod that is giving us misgendered NPCs? You can look up what mod that NPC is from by opening console (~) in-game and selecting the NPC with your mouse click. The first two digits of the NPC's ID specify which mod in your load order is it from (00 is the base game, 01,02 is often dragonborn/dawnguard, ect, and the two values are in hex not dec) You could also try changing the mod to using sexlab assigned genders, which is an option one user asked for, but that's only likely to help you if you're trying to interact with a few NPCs, rather than a populated cities kinda mod. Unfortunately I know of no way to fix DEC to get around the mod that presents the game with a wrong gender, although if you think you have a solution or know what is causing the issue I'll fix it if a solution is found. Do you remember what mod was causing that issue ? I´m using a mod called "Moar deadly Wenches" that messes with leveled lists. It delete males from the non-genderspecific leveled list and replaces them with females from the mod Immersive Wenches. Tho, I do not think they are misgendered in the mod. In other mods I use, like defeat, lovers Comfort and Scent of sex they are all treated as female. But in this one I only get "XX guard is the wrong gender"... Will try the sexlab assigned gender thing, hopefully thats a valid workaround
merryMalfunctioning Posted November 20, 2016 Posted November 20, 2016 I installed the latest Deviously Enslaved and started a new game. The MCM shows up fine, but the NPC scanner doesn't seem to do anything. I periodically get a console message saying: [CRDE] closest npc(s): , 2:ghost, 3:ghost It's been showing that message ever since I started the game; it seems like CRDE scanned the ghosts in the Alternate Start dungeon, and never scanned anything ever again. Any tips for how to get it working?
Verstort Posted November 20, 2016 Author Posted November 20, 2016 Which mod? This has happened before, but it was one mod from which all NPCs were read as the wrong gender. I concluded last time that it wasn't DEC which works fine for vanilla and most mods, just that one mod. Is there another mod that is giving us misgendered NPCs? You can look up what mod that NPC is from by opening console (~) in-game and selecting the NPC with your mouse click. The first two digits of the NPC's ID specify which mod in your load order is it from (00 is the base game, 01,02 is often dragonborn/dawnguard, ect, and the two values are in hex not dec) You could also try changing the mod to using sexlab assigned genders, which is an option one user asked for, but that's only likely to help you if you're trying to interact with a few NPCs, rather than a populated cities kinda mod. Unfortunately I know of no way to fix DEC to get around the mod that presents the game with a wrong gender, although if you think you have a solution or know what is causing the issue I'll fix it if a solution is found. Do you remember what mod was causing that issue ? I´m using a mod called "Moar deadly Wenches" that messes with leveled lists. It delete males from the non-genderspecific leveled list and replaces them with females from the mod Immersive Wenches. Tho, I do not think they are misgendered in the mod. In other mods I use, like defeat, lovers Comfort and Scent of sex they are all treated as female. But in this one I only get "XX guard is the wrong gender"... Will try the sexlab assigned gender thing, hopefully thats a valid workaround I think it was one of the "Populated X" series mods, specifically the one that adds a lot of NPCs to the roads between cities. I'll see if defeat/LC/SOSex have a different way to get gender, but I use the standard function provided vanilla, although I shouldn't put it past bethesda... I installed the latest Deviously Enslaved and started a new game. The MCM shows up fine, but the NPC scanner doesn't seem to do anything. I periodically get a console message saying: [CRDE] closest npc(s): , 2:ghost, 3:ghost It's been showing that message ever since I started the game; it seems like CRDE scanned the ghosts in the Alternate Start dungeon, and never scanned anything ever again. Any tips for how to get it working? This bug pops up once in awhile on my game, I think the quest DEC uses to get the NPCs gets stuck during the reset but I haven't successfully been able to force it to break, and haven't found the common cause of the bug. Normally I just save clean DEC when it shows up on my game, since for me at least it only shows up every couple weeks. You might be able to force it to reset with stopquest/startquest crdeNPCMonitor, I keep forgetting to test if that fixes it. The only oddity is I don't recall DEC breaking from the start of the game in altstart, normally I don't notice it stopped until 15-60 minutes later during regular gameplay, since it's a quiet failing case. Maybe the papyrus log would have something else, although I'm pretty sure it's the same bug.
Violence6884 Posted November 23, 2016 Posted November 23, 2016 Nice to see a new version I noticed one thing in the MCM however, the SD lock out option is unavailable. It's there, I just can't use it- Is that normal? I seem to remember being able to check mark that option. I may have missed a line or two in the description about this, sorry if it's been answered already.
Verstort Posted November 23, 2016 Author Posted November 23, 2016 Nice to see a new version I noticed one thing in the MCM however, the SD lock out option is unavailable. It's there, I just can't use it- Is that normal? I seem to remember being able to check mark that option. I may have missed a line or two in the description about this, sorry if it's been answered already. Looking at the code I don't see any issue. The MCM option uses the same condition the other SD related options present. The option is only available if you have SD installed, but also only if DEC thinks SD is installed. DEC checks when you install the mod, you have to set the MCM Debug option to reset mod detection for it to check every load cycle (I turned it off because it can cause crashing if too much scripting happens at save loading, even with the delay I added) If that doesn't fix it, save clean might fix the issue, although I'd like to see the papyrus log in case you have some error I've never seen before.
Violence6884 Posted November 23, 2016 Posted November 23, 2016 I'll tell it to check for available mods again a couple of times. Then I'll try cleaning the save. If none of these works I'll send you a log.
Violence6884 Posted November 23, 2016 Posted November 23, 2016 Nope. SD+ is not being detected. I assume for that log you need me to run the game, tell DEC to check for mods, then wait a bit and exit Skyrim?
spyke123 Posted November 23, 2016 Posted November 23, 2016 Nope. SD+ is not being detected. I assume for that log you need me to run the game, tell DEC to check for mods, then wait a bit and exit Skyrim? I can second this. SD+ is not showing in my DEC either. I thought it had to do with the latest update. (New version of SD). Cause thats when it started for me...
Violence6884 Posted November 23, 2016 Posted November 23, 2016 Nope. SD+ is not being detected. I assume for that log you need me to run the game, tell DEC to check for mods, then wait a bit and exit Skyrim? I can second this. SD+ is not showing in my DEC either. I thought it had to do with the latest update. (New version of SD). Cause thats when it started for me... Yup. That's when it started happening for me too. In case it helps, I also installed the new version of the SD add on pack and the SD customization thing for the slave clothes. I thought about trying the previous DEC version with the new SD+ stuff as well as the opposite. Seems like too much hassle though and probably won't tell us much.
Verstort Posted November 23, 2016 Author Posted November 23, 2016 Hmm, maybe I'm still using an older SD+ version, I'll check tonight and see if the latest SD+ is still not being detected. Edit: I was running an older version, and I didn't think the new version would remove a quest which is what it would take to make DEC think SD was missing... But the quest I was looking for was one of the DA quests, which must have gotten removed when he removed DA as a requirement. Should be an easy fix.
macnchz Posted November 26, 2016 Posted November 26, 2016 just tried out 13.6.1 and got forced greets from my follower(s). no orphan scripts.
Verstort Posted November 26, 2016 Author Posted November 26, 2016 You mean you got non-follower forcegreets from your followers? Or did you mean your followers are approaching you instead of waiting for you to approach them? Or did you mean they force greet to you, with no dialogue, and it never goes away? Not sure what I did to break that, I'll check tonight. Can you specify which one you meant and/or provide a log?
minibw Posted November 26, 2016 Posted November 26, 2016 Well I don't know what happened, but all versions of DEC are causing my saves to be corrupted. I recently updated to the latest versions of DD, SD+, Captured Dreams, Cursed Loot, and Devious Framework, but I'm fairly certain DEC is the culprit here because when I uninstall it everything works fine, but when I re-install it and make a new save, it is consistently unloadable. Not sure if it'll help but here are two logs, on cleaned save files, of adding DEC v13.5.3 and v13.6.1, saving, and trying to load the save. Papyrus.0.log Papyrus.1.log The thing is that new games seem to save fine as far as I can tell so I'm sure some random code in my current save just got screwed. It'd be nice to know what exactly got screwed though, and if there's any way to...unscrew...it.
Verstort Posted November 26, 2016 Author Posted November 26, 2016 Well I don't know what happened, but all versions of DEC are causing my saves to be corrupted. I recently updated to the latest versions of DD, SD+, Captured Dreams, Cursed Loot, and Devious Framework, but I'm fairly certain DEC is the culprit here because when I uninstall it everything works fine, but when I re-install it and make a new save, it is consistently unloadable. Not sure if it'll help but here are two logs, on cleaned save files, of adding DEC v13.5.3 and v13.6.1, saving, and trying to load the save. Papyrus.0.log Papyrus.1.log The thing is that new games seem to save fine as far as I can tell so I'm sure some random code in my current save just got screwed. It'd be nice to know what exactly got screwed though, and if there's any way to...unscrew...it. Sounds like what happens to me when I install too many heavy mods, if I install Maria's eden for instance, I have to uninstall something like Mia's lair or some other large mod or I can't save without the save being un-loadable. I think it's the string limit, classic skyrim has a hard limit on the number of available variable names for papyrus variables, 2^16 I believe, and if you go over it you get some really bad errors/bugs. DEC is heavy enough to be the "straw that broke the camels back" pretty easily, plenty of mods fit the bill actually. https://www.loverslab.com/topic/61277-savegames-that-crash-skyrim/ Two solutions: use crash fixes 11 and switch your save cleaner to resaver, or use re-stringer to make some of your mods lighter on the string table, so you can have more mods without crash fixes. If I recall correctly, both compromise your old saves a bit though. I estimate there is a 3% chance that the problem is a broken quest in DEC though, unlikely since that quest was never working and the error shouldn't cause crashing, but I can fix that quickly regardless. Edit: here, try this Deviously Enslaved.esp
minibw Posted November 26, 2016 Posted November 26, 2016 Ohhh, interesting...I'll have to investigate all that when I get the chance. I'm guessing the amount of animations I have may be causing issues, 'cuz I used to run more mods than I do now and didn't run into that problem...buuuut I may have recently gone a bit overboard on the animations. SLAL is just too easy to use! edit: Yeah, saves are still corrupted with the new .esp. I'll just have to start rearranging some of my mod furniture when I get the chance. Thanks for the help though~
That_Dude79 Posted November 27, 2016 Posted November 27, 2016 minibw, try and run a new game, then after its loaded, load your "corrupted" save. If it works, your save is not corrupted, skyrim just has a wonky order that it loads things in, that messes with mods that do checks on startup. New games load the mods after startup one at a time , and stops the game from crashing, so the mods are then somewhat preloaded when loading a later save. I use this mod, http://www.nexusmods.com/skyrim/mods/78557/? It does what I described above by automatically loading a fake "new save", then loading the save you selected. I've had no crashes since I started using it, and loading a save is actually faster now. Give it a try before you delete your old saves.
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