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Posted

I don't see anything wrong on DEC's end, no errors and SD looks like it should have started:

[01/27/2017 - 01:25:59AM] [CRDE] local roll SD , Maria / Total: 25 , 0 / 25
[01/27/2017 - 01:25:59AM] [CRDE] Starting SD
[01/27/2017 - 01:25:59AM] [CRDE] [CRDE] Clearing Helpless...
[01/27/2017 - 01:25:59AM] [CRDE] sent SD event for [DLC2NelothScript < (040177DA)>]
[01/27/2017 - 01:25:59AM] [_sdras_player] Receiving 'enslave' event - New master: [DLC2NelothScript < (040177DA)>]
...
[01/27/2017 - 01:25:59AM] [_sd_naked] Gender check: Restrictions= 1 [ [DLC2NelothScript < (040177DA)>] / [Actor < (00000014)>] ] 
[01/27/2017 - 01:25:59AM] [_sd_naked] SexLabInTags= Aggressive
[01/27/2017 - 01:25:59AM] [_sd_naked] SexLabOutTags= Solo
...
[01/27/2017 - 01:26:03AM] [SLD] isPCVictim: TRUE isPCRapist: False isAnimCorruption: TRUE isAnimSeduction: False
[01/27/2017 - 01:26:03AM] [SLD] sexCount: 74 rapePCDom: 0 rapePCSub: 72
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5
...
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5
[01/27/2017 - 01:26:03AM] [SLD] _SD_iDisposition: -9 _SD_iTrust: 10 _SD_iSeduction: 0 _SD_iCorruption: 0 _SD_iRelationshipType: -5

I don't know enough about how SD works. There are lots of errors in this log from SD, but SD had thrown errors in my log for ages and I don't always see any issues with them, and I think this error would just affect the kneeling animation while SD is active:

[01/27/2017 - 01:25:49AM] FNIS aa SetAnimGroup BAD PARAMETER(S) mod: DeviousDevices Actor:  group: _sneakmt base: 0 number: 0
[01/27/2017 - 01:25:49AM] ERROR: Cannot call GetBaseObject() on a None object, aborting function call
stack:
	<unknown self>.fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line 65
	[zadQuest (1000F624)].zadboundcombatscript.SetAA() - "zadBoundCombatScript.psc" Line 209
	[zadQuest (1000F624)].zadboundcombatscript.Remove_ABC() - "zadBoundCombatScript.psc" Line 150
	[_SD_controller (43000D64)]._sdqs_fcts_constraints.ResetStanceOverrides() - "_sdqs_fcts_constraints.psc" Line 520
	[_SD_controller (43000D64)]._sdqs_fcts_constraints.UpdateStanceOverrides() - "_sdqs_fcts_constraints.psc" Line 502
	[alias _SDRA_player on quest _SD_controller (43000D64)]._sdras_player._Maintenance() - "_SDRAS_player.psc" Line 227
	[alias _SDRA_player on quest _SD_controller (43000D64)]._sdras_player.OnPlayerLoadGame() - "_SDRAS_player.psc" Line ?
[01/27/2017 - 01:25:49AM] ERROR: Cannot call GetName() on a None object, aborting function call
stack:
	<unknown self>.fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line 65
	[zadQuest (1000F624)].zadboundcombatscript.SetAA() - "zadBoundCombatScript.psc" Line 209
	[zadQuest (1000F624)].zadboundcombatscript.Remove_ABC() - "zadBoundCombatScript.psc" Line 150
	[_SD_controller (43000D64)]._sdqs_fcts_constraints.ResetStanceOverrides() - "_sdqs_fcts_constraints.psc" Line 520
	[_SD_controller (43000D64)]._sdqs_fcts_constraints.UpdateStanceOverrides() - "_sdqs_fcts_constraints.psc" Line 502
	[alias _SDRA_player on quest _SD_controller (43000D64)]._sdras_player._Maintenance() - "_SDRAS_player.psc" Line 227
	[alias _SDRA_player on quest _SD_controller (43000D64)]._sdras_player.OnPlayerLoadGame() - "_SDRAS_player.psc" Line ?

Probably best to ask skyrimll for more help.

 

Posted

 

hey i want to add some more problems to the current "enslaved" topic^^

 

i get the DEC message: "enslaved: deviously cursed loot bondage quest 2", "slave lvl 2"

 

although the quest is already finished a while ago

* getting into the quest again and finish it didnt help, message still shows up

* removing all factions that are unknown didnt help either (i guess its a quest thing and not a faction thing?)

* save cleaning didnt help, cause there are no errors (strange enough)

* using debug function of DCL V5.8 "free me" to stop all quests didnt help

* no DCL Quests are shown on the ingame quest window

 

i am sure its not from DEC, DEC only shows me the status, seems its a problem of DCL and without DEC i would never had kown

 

still i ask here in the hope someone had something similar and found a solution to it,

maybe some console command to stop the DCL quest by force

 

this isnt the first time i saw this with earlier versions of DLC and DEC, but now i am curious

 

This sounds familiar, awhile back a user had a similar issue where one DCL quest was still active, or detected as active, by DEC, and the DCL reset options wouldn't clear the quest. Save cleaning DCL, just byitself, might fix it, but try this first.

 

search console for dcur

find one of the quests that should pop up that contains 'bondage', you're looking for the bondage adventure quest.

'SQV <bondage_quest_name>' should tell you if it's still active after you finish it

'stopquest <bondage_quest_name>' should stop the quest after you've finished it.

 

I thought this issue was resolved though. I thought DCL had added quest resetting to the reset options in the MCM menu to fix this sort of thing. Looks like, even if there is a reset available, I should go back and see if I can't find a better way to detect that the quest is over without relying on the quest completing officially.

 

 

yehaaa

late reply...

...but it worked

and i found out i can slove some other issues ingame with this tactic aswell

 

thx to you, again, i learned something new =D

Posted

The npc finder stops updating itself for me. I saw another guy had the same issue further up, but I didn't see a fix other than load from before it broke. Do you know what causes this issue and how to fix it?

Posted

There are actually two different issues (at least) that look similar, one where the NPC finder gets stuck and won't reset and one where it stops looking for new NPCs and you'll just get empty results.

 

If it sounds like the second, type SQV crdePlayerMonitor in console, scroll up until you see a variable called threadBusy and it's true try this:

 

Startquest crdeNPCMonitor

Stopquest crdePlayerMonitor

Startquest crdePlayerMonitor

 

Or you could just try it anyway, it probably won't hurt DEC if that's not the issue. You can type those three commands into a txt file in skyrim's directory and call it as a batch file in console if you don't want to type them manually ergo "bat fix_dec" if the file is called fix_dec.txt

 

If it's the former, no I haven't found a way to fix it because I'm still not sure how it happens and there doesn't seem to be an easy way to fix from conosle. I haven't seen it recently in my game and I can't load any of my old saves that had it for testing.

 

It's fixable with a save clean though, you can follow my save cleaning instructions on the front page to clean DEC, which should reset the issue.

 

There is a third case that looks like the second case but isn't a real issue: where the debug prints no nearby NPCs but it will still find and check those NPCs, that's a cosmetic bug and doesn't get in the way of the mod working.

 

If you're not sure which bug you have, you could follow this instruction to get me a papyrus log or pass me your save file, that would help understand your problem better.

Posted

Hey i got the Problem that DEC don't find SD+ even if i started the Search option again.

SD+ is running is there maybe some problem with my load order or something like that?

 

I could try and provide a Papyrus log if it is necessary :)

Posted

Are you sure SD+ is turned on in your load order? I've never seen a load order issue with DEC where the sorting was the problem, but just make sure it's lower than SD if you want to be sure.

 

papyrus log would be helpful, the save might be helpful. Not sure, never had this issue before. Normallly if DEC doesn't see SD when it's installed mod detection refresh fixes it, not sure what would cause it to not detect SD at all.

 

 

Posted

First time trying the DEC 13.7.0 mod and I decided to test it with Cursed loot and SLUTS.

As my PC was captured for enslavement (by the cursed loot slaver in whiterun), she got her hands tied behind and directly delivered for SLUTS.

When the carriage triggered and added the yoke, the ropes weren't removed (the anim with bound hands behind back stayed).

 

I ended up reloading.

Can I do something to avoid it? Or this behaviour happened due to SLUTS?

Posted

I've noticed similar, DEC applies one of several animations and at least one doesn't reset if you get armbinder/yoke, and won't reset on it's own over time.

 

I need to fix it from my end, I think you can reset it in your game through console with player.playidle <some soft idle animation> but not sure what animation to use. I think you can get a list of idle animations through TESVEdit in the future.

 

But yeah, I just need to fix it from my end really.

Edit: Looks like they all fail to cancel on movement, although jumping breaks the idle...

Posted

Hi, this is my first playthrough with crde. Things have been going fine (I thought), until I stopped getting viable saves. The last save that loads starts stack dumping and won't stop.

 

The save game has over 125 crdeplayermonitorscript instances.  The stack dumps are almost solely instances of crdeplayermonitorscript.

 

The attached save is the last that will load. If I follow save cleaning procedures, the resulting cleaned save won't load either.

 

In the attached papyrus log, with multiple stack dumps, I undertook the following actions: 1) loaded the game 2) dumped "sqv crdeplayermonitor" into conskrybe.log 3) Fended off a crde approach 4) Exited the game.

 

What went wrong? How can I avoid it in the future?

 

Thanks

 

Papyrus.0.zipConSkrybe.logRose, Discover 2.zip

Posted

Well I'm not sure why it would get stuck, but for some reason you have Tattoo Test debugging turned on in your DEC version, and it's getting stuck so each DEC thread never extinguishes properly and they build up until crash.

 

This debug was never meant to be used in regular gameplay anyway, it was meant for temporary testing of tattoes that you check against specifically in a limited area and limited time. You can turn it off in the MCM:DEC:Debug menu, "Tattoo test", which is under "Useful Fixes/Debug".

 

If it's not turned on then... save cleaning should fix your stack dumps anyway and should reset the tatoo test too.

 

I can't actually offer a way to kill these zombie threads from console anyway, save cleaning is still the only solution I can think of that would fix that stack. I wouldn't clean that last save specifically, try to find the last save before you got any stack dumps, as the stack dumps can break mod code for all processes that get dumped, so continuing with a save that was cleaned, but went through stackdumps, is not a good idea if you like mods to work without weird un-reproducable errors.

 

From the front page as a reminder:

 

 

How do I save clean?

Save tool seems to work perfectly with DEC.

Either:

 

* Make a hard save when DEC is uninstalled

* Load the save in savetool.exe

* go back to the main page and hit "FixScriptInstances" and "Fix all #"

* save your changes

 

Or:

 

* Make a hard save

* Load the save in savetool.exe

* Go to "Mod editor" and check deviouslyenslaved.esp on the list

* Hit both delete forms and delete scripts on the right side,

* go back to the main page and hit "FixScriptInstances" and "Fix all #" <- for good measure

* save your changes

 

Throwing in a "fix broken inactives" might be a good idea too, after everything else, in the past it would cause more problems then solve, but that seems to have been fixed.

If Save cleaning doesn't refresh DEC's MCM, manually search for "crde" in save tools left script search,and delete all scripts that show up with that name, that has fixed that odd bug for me in the past.

 

I'm not an expert with using save tool, but this works really well for DE and DEC. The only part of your save that isn't cleaned are the crde StorageUtil variables, which are only used as time stamps currently anyway, so it shouldn't matter if they are left over

 

 

Posted

Well I'm not sure why it would get stuck, but for some reason you have Tattoo Test debugging turned on in your DEC version, and it's getting stuck so each DEC thread never extinguishes properly and they build up until crash.

 

This debug was never meant to be used in regular gameplay anyway, it was meant for temporary testing of tattoes that you check against specifically in a limited area and limited time. You can turn it off in the MCM:DEC:Debug menu, "Tattoo test", which is under "Useful Fixes/Debug".

 

 

Thanks. Going back to a save before the stack dumps and cleaning appears to have fixed it so far (where "so far" is all of about ten minutes).

 

I vaguely remember turning of the tattoo test. I thought it would run once and be done. As I recall, I was worried about compatibility with the Dibellan Defender tattoos.

Posted

Pretty sure those tattoos shouldn't be detected by DEC. DEC only cares about tattoos that would tell other NPCS that the player is vulnerable, stuff like slave markings. Dibellian marks don't show weakness they grant strength, which should have the opposite effect (I might even add them to the weapon protection system, now that I think about it)

 

The test should have shown you a message box every N seconds while turned on telling you if tattoos are detected. You didn't notice it was still on because it kept getting stuck for some reason I guess.

Posted

Nope, tattoo test never popped up a message box.

 

About two hours of play, and I got another stack dump (I run tail -F on the papyrus log for live updates). I reverted to the save prior to the dump, disabled crde's esp, made a hard save, cleaned it with your recommended tool, and while I can load the saved game, I can't make a new save from there -- the game CTD's just as soon as I tell the game to make a save (either via the GUI or the console window).

 

Reverted back to the save I cleaned previously. Now it does the same when I clean it.  I'm at a loss.

 

Posted

Log?

 

If you re-open that save you've already cleaned, and you search in the top left corner for scripts with "crde", and you see more than 2-4 scripts from the base game, you see crdePlayerMonitor in that list for instance, then the save cleaning didn't work, try method 2 or 3 (where three is deleting those crde scripts manually)

 

The code that got stuck in DEC is tiny and fairly benign, I'm having trouble guessing why it would get stuck in the first place for your save. Maybe if you want to try save cleaning again try save cleaning slavetats too. If savetats was in a broken state (how that can happen I'm not sure) that would explain how looking up slavetat properties could hang.

 

I'm not actually sure what the mechanism is behind why you can't save the game without crashing though. I'm guessing corrupted stack on part of the stack dumps, so maybe you'll have to revert further back into your saves to find a stable save, but that wouldn't explain why you're still getting save dumps, which should have been fixed by DEC. If DEC wasn't the only issue, if something corrupted slavetats too, then you might find there are bigger hidden issues at stake.

 

Kinda wish there was an easier way to see the stack in action, though I had a way to print the stack manually but can't find it at the moment. It's worth noting that stack dumps are not a complete stack trace, only what the manager thinks should be dumped, not the entire stack, so it's not even the whole story if I manually induced stack dumping...

 

Posted

Even rooting around in Savetool for scripts that only have a hex value, not a name (but do resolve back to deviously enslaved.esp), in the first save after I enabled the tattoo test, doesn't result in viable save games. Either I'm using Savetool wrong, or that first stack dump, whenever it was, stomped on something hard.

 

At this point, I know what caused my stack problem and when it started, so hopefully I can avoid repeating it. Looks like I'm reverting back to before I enabled the debug feature.

 

Thanks for all the advice. 

Posted

No activity in the console (~) ? No MCM tab for Deviously enslaved?

 

Did you remember to install UIExtensions?

 

If you did, can you get me a papyrus log?

Posted

No activity in the console (~) ? No MCM tab for Deviously enslaved?

 

Did you remember to install UIExtensions?

 

If you did, can you get me a papyrus log?

yes there is mcm options..

yes i installed UIE

 

and here is my papyrus

 

 

many thanks in advance..

Papyrus.3.log

Posted

Odd case, this.

 

This save suggests that DEC is still working in a broken state in a way I've not seen before. The mod is apparently still stuck in loading mod dependencies, but the main thread is active, but has spent enough time waiting for mods to refresh to suggest that it wasn't manually triggered recently and is in fact stuck.

 

Papyrus engine is complaining that the available variables in the save don't match what the mod uses, did this save get updated from a really old DE version?

 

Save cleaning DEC would be my advised solution (instructions a few posts up or on front page). You might get DEC working right by resetting crdePlayerMonitor and crdeModsMonitor from the console, but looks like you've got at least one part of the mod stuck in race condition, maybe two threads of one class even, and I have no solution to manage the engine thread pool from console.

 

If this save wasn't upgraded from a previous DEC version, the only way I can think that this state could be reached is with a stack dump breaking it, which is worrying. If you're getting stack dumps you should find a way to fix that (uninstalling a heavy mod or two would do it typically, or mods that cause a lot of stack stress at least. Typically mods that have >10 frames in a stack dump are targets, where the stack dump is shown in papyrus when it happens) although there is no dump in this papyrus log, it could have happened earlier in the save history.

 

And yes DEC is a heavy mod, not so heavy on the stack as it is heavy on the engine due to how often it is run, you can reduce that a bit through the MCM options, but there aren't to many ways I can make it much lighter.

 

Edit: Even in broken state it's still trying to get an approach working, but you won't get enslave approach because the mod thinks you're already a slave: Your player is in zbfFactionSlave, why this faction was applied to your character I don't know, any ZAZ using mod can use it, but if you aren't actually enslaved right now you could get away with removing it from the player through console.

Posted

I don't personally play with ME much anymore since I found I have to uninstall lots of mods before skyrim can make saves again.

 

Haven't tested DEC with ME for some time, another user suggested there might have been a bug related to enslavement, but I haven't gotten around to re-testing yet.

Posted

Which method did you use?

 

Only scripts for mods you no longer have (auto detected) and DEC should get cleaned off with the methods I provided. Normally taking too many scripts from the save doesn't result in that much instability. Scripts that get removed from the save are normally just re-initialized if the mod for them is still installed...

 

Method 2, hard save with DEC uninstalled and auto save clean, then reinstall DEC, should be the leash likely to catch other scripts in the cross fire.

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