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Posted

http://www.loverslab.com/topic/18708-sexlab-framework-development-161-beta-1-nov-19th/page-170?do=findComment&comment=1375824

ok, that's where you need to find out if that'sd been covered or get it in before the full release

 

Yeah I probably should bring this up with Ashal, thing is, I'm not reproducing this bug currently on my machine, meaning If I report the bug, he asks me to try something to fix it I can't tell him if it's working or not since I don't have a way to replicate the bug to see if it's still there. Devs hate that, when a user walks in says "It's broken!" but when you try to help them they can't be helped, it's like trying to help a person sinking in quick sand who won't grab the rope.

 

Was waiting for the same bug to show up in my own logs before bothering ashal about this.

 

but with dec greetings busted i can't test it for sl errors without another game restart

the current version of dec breaks with vanilla game npc's as well as i pointed out last month that priest come to stop the town's nightmare's stands there like a piece of furniture until the player takes his quest and dec can't handle an npc that won't move sends out false positives to the system and stops the mod from working past that point

 

The approach isn't always broken is it? For me, reverting the save to a place where it works fixes it until it breaks again, and it can be hours before the bug resurfaces.

 

Can you not get it working at all? Maybe that's a different issue then?

 

the louder debug message appears to be looking for a false where it should be looking for a true: (did the npc greet the player)=true according to console, player never saw this cuz the npc ai says stay

 

What does "the npc ai says stay" mean? I don't remember adding a debug message in DEC to specific any state of the AI, where are you getting this info?

 

edit: if you're afraid of 

and at the time I was suspecting that the post-sex code was moving too slow on my computer

yes i read about the post sex on the sd thread just before testing this mod had no idea what they were talking about until dec ran or even more so when i told dec to run on all sex: skyrimill and others were experiencing it all of a sudden couldn't figure out why then shortly after we discover he's trying this out as well. but hadn't connected this with that "post sex slowness"

 

You mean that bug where they would get enslaved over and over? I doubt that was a DEC bug since the original user never said they had DE/DEC, only lola, SD and other specific mods.

 

Or are you talking about a different bug in the SD+ forum? I don't lurk every thread, I probably missed it.

 

edit2: if dec wasn't broken would instead have been asking if there were a way to return player controls post sex cause i wasn't the only person to notice it, but when the scene is done if i can't move i pop the console to find out what's going on and see dec still working away

 

DEC is always working, it will still spit some update text even if locked down during slavery/quest stuff, only if you turn it off in the MCM will all debug vanish because the mod is no longer active.

 

But... The player loses control after DEC? I haven't seen this bug before. I mean there was one user who said he got stuck during the approach but he found the problem was something else right? I think... Can you re-enable control through console? I think enableplayercontrols should do it. Otherwise you could try downloading Captured Dreams and using the reset->re-enable player controls option, at the bottom of the options page

 

Next time, if you lose control of the player's controls, can you grab a log?

 

Edit: Oh right, you're the user who is really helpful but his log never shows anything but the errors, no debug messges...

Posted

I found this one a lot of fun just by it's self, I tend to play most mods by them selves, except for required additional mods.

 

It has hung on me in places, CTD'ed sometimes, but I figure much of that is my own fat fingered installation.

 

I hope you continue with this one, It is not quite so over powering that it stops main game play

 

( So many mods just totally hammer your game in such a way that you can never actually contunue with that save Ever, "Most Savery MOds Even after cleaning the game are to screwed to continue, then you have to un install, and go back to and old save" ), Which means that some quest you did while testing that mod will have to be redone. which is or can be rather boring at times.

 

I like little dosages of perverted adult play, mixed with a lot of standard play.

 

This one sort of fits that bill pretty well, I have not ran through all of its in's, and Out's though, so I might be wrong on that.

 

But I still like it a lot.

 

Thx U very much Verstort

Posted

 

http://www.loverslab.com/topic/18708-sexlab-framework-development-161-beta-1-nov-19th/page-170?do=findComment&comment=1375824

ok, that's where you need to find out if that'sd been covered or get it in before the full release

 

Yeah I probably should bring this up with Ashal, thing is, I'm not reproducing this bug currently on my machine, meaning If I report the bug, he asks me to try something to fix it I can't tell him if it's working or not since I don't have a way to replicate the bug to see if it's still there. Devs hate that, when a user walks in says "It's broken!" but when you try to help them they can't be helped, it's like trying to help a person sinking in quick sand who won't grab the rope.

 

Was waiting for the same bug to show up in my own logs before bothering ashal about this.

 

if it's still in history i gave you the npc name who breaks dec from vanilla game in danstar he's a priest come to town to stop the nightmares

 his ai so messed up he can break working girl the same way

first he will greet the player, but he won't move so the player might see his fuz'ro'doh or might just see dec's debug thru the console stating that he did

talk to him and dec should take over

if you miss the approach timer cuz he stood there you'll need the dec enabled for all sex and have sex with him thru other methods

 
but with dec greetings busted i can't test it for sl errors without another game restart

the current version of dec breaks with vanilla game npc's as well as i pointed out last month that priest come to stop the town's nightmare's stands there like a piece of furniture until the player takes his quest and dec can't handle an npc that won't move sends out false positives to the system and stops the mod from working past that point

 

The approach isn't always broken is it? For me, reverting the save to a place where it works fixes it until it breaks again, and it can be hours before the bug resurfaces.

 

Can you not get it working at all? Maybe that's a different issue then?

 

reloading to an earlier save goes back quite a way if it was working in markarth and player escaped her bindings then things happen in-between and player gets to captured dreams shop and more things happen then player gets greeted by a freshly captured slave who hasn't been told he's a slave nor bound yet

the slave ai is to crawl around on the ground or run from the player so by only blocking his bindings from dec the forced-greet was again broken before he could be bound

reloading the game to before the slave could greet the player prevented the slave from breaking dec, but player's wearing captured dreams gear and not getting approached

eventually pull up console and it shows another npc greeting that the player never saw happen

so the player doesn't know where to reload from without going all the way back to markarth and losing game play to fix dec

 

the louder debug message appears to be looking for a false where it should be looking for a true: (did the npc greet the player)=true according to console, player never saw this cuz the npc ai says stay

 

What does "the npc ai says stay" mean? I don't remember adding a debug message in DEC to specific any state of the AI, where are you getting this info?

 

it means i've seen mods that block the npc from moving and i've seen vanilla game characters that won't move until you accept their quest and not dec or working girl can fix that

like asking a tree to greet the player, not going to happen

 

edit: if you're afraid of 

 and at the time I was suspecting that the post-sex code was moving too slow on my computer

yes i read about the post sex on the sd thread just before testing this mod had no idea what they were talking about until dec ran or even more so when i told dec to run on all sex: skyrimill and others were experiencing it all of a sudden couldn't figure out why then shortly after we discover he's trying this out as well. but hadn't connected this with that "post sex slowness"

 

 

 

 

Or are you talking about a different bug in the SD+ forum? I don't lurk every thread, I probably missed it.

i'm talking about just before i started using dec i heard about it taking longer for player controls from sex-lab to return

trying to track down what mods they were using wouldn't help until i could experience it myself

wasn't long after using dec i started noticing as well so i pop open the console to see dec running the post-sex

 

edit2: if dec wasn't broken would instead have been asking if there were a way to return player controls post sex cause i wasn't the only person to notice it, but when the scene is done if i can't move i pop the console to find out what's going on and see dec still working away

 

 

DEC is always working, it will still spit some update text even if locked down during slavery/quest stuff, only if you turn it off in the MCM will all debug vanish because the mod is no longer active.

 

But... The player loses control after DEC? I haven't seen this bug before. I mean there was one user who said he got stuck during the approach but he found the problem was something else right? I think... Can you re-enable control through console? I think enableplayercontrols should do it. Otherwise you could try downloading Captured Dreams and using the reset->re-enable player controls option, at the bottom of the options page

 

Next time, if you lose control of the player's controls, can you grab a log?

 

Edit: Oh right, you're the user who is really helpful but his log never shows anything but the errors, no debug messges...

 

 

ok so it's always working, but rarely functional

no the player doesn't lose control after dec, the player loses control during sex, but sexlab doesn't return control until dec is done running post-sex regardless of the scene being done waiting for dec to decide if it's going to tie the player up with new items or steal the keys or enslave

 

-oh that reminds me the slider for the items being applied needs to be fixed as well, the last update said cursed collar was fixed for dec, but if 100% chance of cursed collar and 0% chance or standard restraints still gives a standard collar something's wrong there

 

as well if sexlab returns player control when it's done like it's supposed to then dec post sex won't run cuz sexlab doesn't have player control anymore

had that happen quite a few times as well 

Posted

not sure if i understood that last one about player controls not being released after sex.

 

But if I did understand it correctly. go to Sexlab auto (TFC auto camera or what ever it is called.) turn it off, assign a key that you can reach easy in the Sexlab key binding menu, and just turn it on your self.  This auto camera has cause that (Locked after sex) for me a lot.

Posted

 

if it's still in history i gave you the npc name who breaks dec from vanilla game in danstar he's a priest come to town to stop the nightmares

 his ai so messed up he can break working girl the same way

first he will greet the player, but he won't move so the player might see his fuz'ro'doh or might just see dec's debug thru the console stating that he did

talk to him and dec should take over

if you miss the approach timer cuz he stood there you'll need the dec enabled for all sex and have sex with him thru other method

 

That NPC breaks DEC everytime? I thought you were just explaining what happened in detail.

 

I didn't realize you meant that one NPC can be a problem all the time, reproducibly. That's useful and should have been said sooner, since it would give me an actual case to test against.

 

reloading to an earlier save goes back quite a way

if it was working in markarth and player escaped her bindings then things happen in-between and player gets to captured dreams shop and more things happen then player gets greeted by a freshly captured slave who hasn't been told he's a slave nor bound yet

 

the slave ai is to crawl around on the ground or run from the player so by only blocking his bindings from dec the forced-greet was again broken before he could be bound

 

reloading the game to before the slave could greet the player prevented the slave from breaking dec, but player's wearing captured dreams gear and not getting approached

eventually pull up console and it shows another npc greeting that the player never saw happen

 

so the player doesn't know where to reload from without going all the way back to markarth and losing game play to fix dec

 

Ah sorry, I'm used to saving more frequently than that, and I stop playing and revert immediately when I spot the bug.

 

the louder debug message appears to be looking for a false where it should be looking for a true: (did the npc greet the player)=true according to console, player never saw this cuz the npc ai says stay

 

What does "the npc ai says stay" mean? I don't remember adding a debug message in DEC to specific any state of the AI, where are you getting this info?

it means i've seen mods that block the npc from moving and i've seen vanilla game characters that won't move until you accept their quest and not dec or working girl can fix that

like asking a tree to greet the player, not going to happen

 

I don't know how to detect when an NPC is waiting for an approach to start a quest, or waiting for some flag/trigger/ect. I don't know how to detect if the NPC is being forced to stand still either.

 

If I had a way to do that I would have no problem with making DEC ignore those NPCs.

 

I missed "(did the npc greet the player)=true" the first time I read your post, I don't remember making such a debug. Are you sure that is from DEC?

 

The only two debug outputs I see that have "greet" are greet failed and greet is incomplete, I don't recall making a debug that says the player successfully met with the approacher...

 

Edit: No... the loud logic is "if MCM.bDebugLoudApproachFail && (forceGreetSex || forceGreetSlave)" which should fire if the approach is still fully active and the MCM is active when the approach fails.

 

I mean, I never tested that, since I didn't have a reproducable case, maybe the loud isn't working for any reason, since I couldn't test it.

 

edit: if you're afraid of 

 and at the time I was suspecting that the post-sex code was moving too slow on my computer

yes i read about the post sex on the sd thread just before testing this mod had no idea what they were talking about until dec ran or even more so when i told dec to run on all sex: skyrimill and others were experiencing it all of a sudden couldn't figure out why then shortly after we discover he's trying this out as well. but hadn't connected this with that "post sex slowness"

 

Or are you talking about a different bug in the SD+ forum? I don't lurk every thread, I probably missed it.

i'm talking about just before i started using dec i heard about it taking longer for player controls from sex-lab to return

trying to track down what mods they were using wouldn't help until i could experience it myself

wasn't long after using dec i started noticing as well so i pop open the console to see dec running the post-sex

 

edit2: if dec wasn't broken would instead have been asking if there were a way to return player controls post sex cause i wasn't the only person to notice it, but when the scene is done if i can't move i pop the console to find out what's going on and see dec still working away

 

 

DEC is always working, it will still spit some update text even if locked down during slavery/quest stuff, only if you turn it off in the MCM will all debug vanish because the mod is no longer active.

 

But... The player loses control after DEC? I haven't seen this bug before. I mean there was one user who said he got stuck during the approach but he found the problem was something else right? I think... Can you re-enable control through console? I think enableplayercontrols should do it. Otherwise you could try downloading Captured Dreams and using the reset->re-enable player controls option, at the bottom of the options page

 

Next time, if you lose control of the player's controls, can you grab a log?

 

Edit: Oh right, you're the user who is really helpful but his log never shows anything but the errors, no debug messges...

 

 

ok so it's always working, but rarely functional

no the player doesn't lose control after dec, the player loses control during sex, but sexlab doesn't return control until dec is done running post-sex regardless of the scene being done waiting for dec to decide if it's going to tie the player up with new items or steal the keys or enslave

 

-oh that reminds me the slider for the items being applied needs to be fixed as well, the last update said cursed collar was fixed for dec, but if 100% chance of cursed collar and 0% chance or standard restraints still gives a standard collar something's wrong there

 

as well if sexlab returns player control when it's done like it's supposed to then dec post sex won't run cuz sexlab doesn't have player control anymore

had that happen quite a few times as well 

 

This is completely new to me... I don't think it has anything to do with DEC.

 

DEC doesn't lock the player during the post sex, and it doesn't steal the post sex away from sexlab, it waits for sexlab to shout "Hey, sex is over" to all mods listening for it, which tells those mods to start. There is no semaphore for mods started by that call, they all start working at the same time and can all work at the same time, unless you have so many working at once that it causes a stack dump, but that's because the engine can't handle too many running at the same time.

 

The last time I ran into the problem where DEC post sex wouldn't finish, and it was sitting there spinning forever in a race condition, I could still move the player and continue playing the game, the character wasn't locked down I don't think your locked character after sex has anything to do with DEC.

 

Maybe sexlab issue?

 

 

-oh that reminds me the slider for the items being applied needs to be fixed as well, the last update said cursed collar was fixed for dec, but if 100% chance of cursed collar and 0% chance or standard restraints still gives a standard collar something's wrong there

 

Will double check.

 

Edit: weird, code looks fine, will need to test in-game Fixed

Posted

not sure if i understood that last one about player controls not being released after sex.

 

But if I did understand it correctly. go to Sexlab auto (TFC auto camera or what ever it is called.) turn it off, assign a key that you can reach easy in the Sexlab key binding menu, and just turn it on your self.  This auto camera has cause that (Locked after sex) for me a lot.

only time i ever don't have player controls restored after sex is when dec is still processing post sex scripts

Posted

 

 

Ah sorry, I'm used to saving more frequently than that, and I stop playing and revert immediately when I spot the bug.

 

 

I already spam save, i'm not going to revert 10 levels of gameplay becuz I suddenly discovered that dec quit working somewhere in there without some indication of how or when it quit working the only last known timeframe was near game start before removing the bindings

we need a reset button, if we can't fix the mod yet we need to atleast be able to reset the mod's scripts to avoid either reloading the game back to start or clean installing the mod

whole lot easier to continue testing things if we can reset it without reinstalling everytime

 

 

I missed "(did the npc greet the player)=true" the first time I read your post, I don't remember making such a debug. Are you sure that is from DEC?

 

The only two debug outputs I see that have "greet" are greet failed and greet is incomplete, I don't recall making a debug that says the player successfully met with the approacher...

 

Edit: No... the loud logic is "if MCM.bDebugLoudApproachFail && (forceGreetSex || forceGreetSlave)" which should fire if the approach is still fully active and the MCM is active when the approach fails.

 

I mean, I never tested that, since I didn't have a reproducable case, maybe the loud isn't working for any reason, since I couldn't test it.

 

 

 

 

I made a screenshot, it's old now, but the output i'm looking for is still the same

 

post-436139-0-71409500-1449891622_thumb.jpg

notice the npc is walking away there, not towards the player, but the console shows he greeted the player "incomplete status true"

not once, but twice

in the middle of that it goes onto say dhlp suspend was active, but that check should have been made before the greeting was ever made and failed to complete

 

now if my photo predates your second check and that covers the dhlp circumstance, that doesn't explain the 2 failed greetings

since we haven't figured out yet how to fix the failed greetings, we need a way to detect when incomplete status is true without opening the console every few minutes

if no gameplay happened since the last working time the player can reload from there, if only a little happened that might be a testing point like wenches was tested and familiar faces cell location also has approach issues tested thru console

 

 

 

This is completely new to me... I don't think it has anything to do with DEC.

 

DEC doesn't lock the player during the post sex, and it doesn't steal the post sex away from sexlab, it waits for sexlab to shout "Hey, sex is over" to all mods listening for it, which tells those mods to start. There is no semaphore for mods started by that call, they all start working at the same time and can all work at the same time, unless you have so many working at once that it causes a stack dump, but that's because the engine can't handle too many running at the same time.

 

The last time I ran into the problem where DEC post sex wouldn't finish, and it was sitting there spinning forever in a race condition, I could still move the player and continue playing the game, the character wasn't locked down I don't think your locked character after sex has anything to do with DEC.

 

Maybe sexlab issue?

sexlab isn't returning player control until all sexlab scripts are done, in fact your scripts are counting on it - your post sex scripts will give a debug error if sl returns control after sex before your scripts are done : "sexlab doesn't have player control......" all post sex dec scripts stop if that error comes up

Posted

Ah sorry, I'm used to saving more frequently than that, and I stop playing and revert immediately when I spot the bug.

I already spam save, i'm not going to revert 10 levels of gameplay becuz I suddenly discovered that dec quit working somewhere in there without some indication of how or when it quit working the only last known timeframe was near game start before removing the bindings

we need a reset button, if we can't fix the mod yet we need to atleast be able to reset the mod's scripts to avoid either reloading the game back to start or clean installing the mod

whole lot easier to continue testing things if we can reset it without reinstalling everytime

 

I would love to reset it, auto or through a button, but I haven't found a way to reset it yet. Back when I had a save that could get stuck all the time, I tried all sorts of AI approach resetting, and nothing worked.

 

Come to think of it though, I'm not sure what happens if you save clean with this bug, I normally just revert since I'm not that far behind. I'm assuming save clean doesn't work?

 

I missed "(did the npc greet the player)=true" the first time I read your post, I don't remember making such a debug. Are you sure that is from DEC?

 

The only two debug outputs I see that have "greet" are greet failed and greet is incomplete, I don't recall making a debug that says the player successfully met with the approacher...

 

Edit: No... the loud logic is "if MCM.bDebugLoudApproachFail && (forceGreetSex || forceGreetSlave)" which should fire if the approach is still fully active and the MCM is active when the approach fails.

 

I mean, I never tested that, since I didn't have a reproducable case, maybe the loud isn't working for any reason, since I couldn't test it.

 

I made a screenshot, it's old now, but the output i'm looking for is still the same

 

attachicon.gifbenor requesting service.JPG

notice the npc is walking away there, not towards the player, but the console shows he greeted the player "incomplete status true"

not once, but twice

in the middle of that it goes onto say dhlp suspend was active, but that check should have been made before the greeting was ever made and failed to complete

 

now if my photo predates your second check and that covers the dhlp circumstance, that doesn't explain the 2 failed greetings

since we haven't figured out yet how to fix the failed greetings, we need a way to detect when incomplete status is true without opening the console every few minutes

if no gameplay happened since the last working time the player can reload from there, if only a little happened that might be a testing point like wenches was tested and familiar faces cell location also has approach issues tested thru console

 

Oh that debug, alright.

 

So, there seems to be a fundamental misunderstanding here. DHLP is supposed to be active during the approach because DEC turns it on. In order for DEC to catch some things happening while the approach is happening, like the player becoming busy through other mods and stuff DEC keeps going even while the approach is rolling. The same lock that stops DEC from starting, once DHLP is active, is re-used to stop DEC from starting a second approach, It's a self inflicted lock.

 

I really should make it so that it doesn't display that message while the approach is already active, since the message was writen to display when a different mod was locking with DHLP, and it's just confusing users when it shows up during the approach, but it's working as intended.

 

The loud effect makes a failed approach pop up a messagebox when it ends, but again I haven't tested it since I haven't gotten this bug in the very recent history, maybe it doesn't work. If I can replicate the bug I'll fix the messagebox.

 

This is completely new to me... I don't think it has anything to do with DEC.

 

DEC doesn't lock the player during the post sex, and it doesn't steal the post sex away from sexlab, it waits for sexlab to shout "Hey, sex is over" to all mods listening for it, which tells those mods to start. There is no semaphore for mods started by that call, they all start working at the same time and can all work at the same time, unless you have so many working at once that it causes a stack dump, but that's because the engine can't handle too many running at the same time.

 

The last time I ran into the problem where DEC post sex wouldn't finish, and it was sitting there spinning forever in a race condition, I could still move the player and continue playing the game, the character wasn't locked down I don't think your locked character after sex has anything to do with DEC.

 

Maybe sexlab issue?

sexlab isn't returning player control until all sexlab scripts are done, in fact your scripts are counting on it - your post sex scripts will give a debug error if sl returns control after sex before your scripts are done : "sexlab doesn't have player control......" all post sex dec scripts stop if that error comes up

 

I really doubt sexlab waits for DEC to finish... Because there should be no way for it to know DEC is even working?

 

Sexlab sends an event into the void, the papyrus engine keeps a list of functions to call when that event is started, but I don't think the list is avialable at the script level, it's internal use only, and even if sexlab could look at the list it's above it's permission list to view the thread status for other functions in other mods. The only way I've seen for sexlab to do such a thing is to dump the whole stack and read it for details, which would be slow as balls.

 

I'll test it tonight, I'll add a 10 second gap to the function and see if my controls stay locked, but I seriously doubt it. Edit: Nope, no lock.

 

I'll admit, I'm not 100% sure what "Thread.HasPlayer()" actually aludes to, I'll see if I can replicate this bug, but testing devices adding to player after sex this afternoon was smooth.

Posted

 

Come to think of it though, I'm not sure what happens if you save clean with this bug, I normally just revert since I'm not that far behind. I'm assuming save clean doesn't work?

 

saveclean works once per game, after that it gets unstable so I try to save it for an update or patch of some kind, "something" to get it working or test why it broke

1 of the things detected with the saveclean is the huge stack heaps that are hidden within dec each time you clean it from a broken state

wish we knew how to turn on logging for dec for more than just console, it's so weird , I haven't seen the logging issue with any other mod, devious devices and cursed loot are the only logs I've disabled

 

right now I've finally obtained a cursed collar from simple slavery so that'll keep me occupied until I leave for the holidays

Posted

saveclean works once per game, after that it gets unstable so I try to save it for an update or patch of some kind

 

?!?!

 

Once?? You only get one use out of it?

 

I used to get 10-15 uses out of it, I used to get to lvl 30ish before it stopped fixing stuff.

 

Hell my main character three version ago got to lvl 60 before it became unsalvageable. That save lasted me months!

 

Edit: Now that I think about it, it wasn't broken nature it was SD+ leaving every faction on the overworld friendly toward my character that made me reset, it still plays.

 

1 of the things detected with the saveclean is the huge stack heaps that are hidden within dec each time you clean it from a broken state

wish we knew how to turn on logging for dec for more than just console, it's so weird , I haven't seen the logging issue with any other mod, devious devices and cursed loot are the only logs I've disabled

 

I remember hearing DEC would leave remnants in the stack way back, but I haven't seen a stack issue from DEC on my side yet, not sure how to replicate.

Posted

Using the latest version, and just wondering if being a slave is supposed to prevent any approaches?

 

Also, I was the slave of Leon, but am no longer (he let me go), but in the debug messages it constantly says something like Cursed Loot Leon Slave 3, and no approaches ever start at all - forcegreet isn't incomplete - it simply never gets attempted.

 

Also - in prior versions I never had the after-sex equip thing ever work, but with this version it's not equipping anything because I'm already a slave (I'm not really, but I think DE thinks I am).

 

The Leon quests are completed in my journal (not hanging around incomplete or anything).

Posted

Using the latest version, and just wondering if being a slave is supposed to prevent any approaches?

 

Also, I was the slave of Leon, but am no longer (he let me go), but in the debug messages it constantly says something like Cursed Loot Leon Slave 3, and no approaches ever start at all - forcegreet isn't incomplete - it simply never gets attempted.

 

Also - in prior versions I never had the after-sex equip thing ever work, but with this version it's not equipping anything because I'm already a slave (I'm not really, but I think DE thinks I am).

 

The Leon quests are completed in my journal (not hanging around incomplete or anything).

 

Oh, right, you can get released from leon.... I thought I allowed for that but I never tested it myself.

 

If you want to be helpful, since I'm done for the night, can you test something for me?

 

Does the debug say "leonGG quest" or "leon quest"? Not the same thing you see.

 

Can you type " sqv dcur_leon_enslave " and "sqv dcur_leon_slavery" into console? I want to double check what the last stage they were on and if they are still running or not. You can use pageup to scroll up if it's not right there at the bottom of the output.

 

Other than one of the quests still running, looks like you can be considered his slave by wearing his slave collar outside of the quests, but I assume it was removed?

 

Or you can leave your save here and I can get the info from it myself (maybe)

 

I mean I'll get around to testing leon's quest eventually, but it's not the quickest thing to test.

 

Edit: Also is it me or do a lot more random NPCs have bondage gear in 5.1? DEC keeps assuming the NPC is a slave because they are wearing items... I need to tighten the number of items or situations where those count without introducing false negatives somehow...

Posted

It says Leon quest (not gg).

 

For sqv dcur_leon_enslave it gives:

 

Enabled - Yes

State - Running

Current Stage - 1000

Priority - 80

 

For sqv dcur_leon_slavery it gives:

 

Enabled - No

State - Stopped

Current Stage - 0

Priority - 99

 

Yeah, I don't have any Leon items on me (he's a follower (AFT) and sitting idle in Breezehome.

 

It could be the quest that allows you to resubmit to him that's still running (once free  you can re-enlist, so I assume Cursed Loot has something running to toggle that dialogue to be on once he frees you).

Posted

 

saveclean works once per game, after that it gets unstable so I try to save it for an update or patch of some kind

 

?!?!

 

Once?? You only get one use out of it?

 

I used to get 10-15 uses out of it, I used to get to lvl 30ish before it stopped fixing stuff.

 

 

1 of the things detected with the saveclean is the huge stack heaps that are hidden within dec each time you clean it from a broken state

wish we knew how to turn on logging for dec for more than just console, it's so weird , I haven't seen the logging issue with any other mod, devious devices and cursed loot are the only logs I've disabled

 

I remember hearing DEC would leave remnants in the stack way back, but I haven't seen a stack issue from DEC on my side yet, not sure how to replicate.

 

some mods can clean more than once like you describe there so i'd guess it's the stack heaps that are both stopping up dec from working and preventing too many cleans of that nature

 

 

Edit: Also is it me or do a lot more random NPCs have bondage gear in 5.1? 

 

i haven't seen more wearing bondage gear since 5.1, but i have found more bondage gear in random loot

as well there's dialog you can use to add bondage gear to the npc's

edit: that's also before going to the party with claudius - don't know if that makes a difference

Posted

It says Leon quest (not gg).

 

For sqv dcur_leon_enslave it gives:

 

Enabled - Yes

State - Running

Current Stage - 1000

Priority - 80

 

For sqv dcur_leon_slavery it gives:

 

Enabled - No

State - Stopped

Current Stage - 0

Priority - 99

 

Yeah, I don't have any Leon items on me (he's a follower (AFT) and sitting idle in Breezehome.

 

It could be the quest that allows you to resubmit to him that's still running (once free  you can re-enlist, so I assume Cursed Loot has something running to toggle that dialogue to be on once he frees you).

 

Huh, I thought the other quest would be the one with the problem...

 

You should be able to get DEC running again with stopquest dcur_leon_enslave and I'll fix it in the next version otherwise. Enslave is the entrance quest, where you go to the party. I didn't think that quest would still be active long after you've left enslavement with leon even.

 

 

some mods can clean more than once like you describe there so i'd guess it's the stack heaps that are both stopping up dec from working and preventing too many cleans of that nature

 

 

Edit: Also is it me or do a lot more random NPCs have bondage gear in 5.1? 

i haven't seen more wearing bondage gear since 5.1, but i have found more bondage gear in random loot

as well there's dialog you can use to add bondage gear to the npc's

edit: that's also before going to the party with claudius - don't know if that makes a difference

 

I meant randomly, NPCs are walking around with ZAZ rope collars and such that I didn't put on them. Maybe a different mod then...

Posted

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

Posted

 

It says Leon quest (not gg).

 

For sqv dcur_leon_enslave it gives:

 

Enabled - Yes

State - Running

Current Stage - 1000

Priority - 80

 

For sqv dcur_leon_slavery it gives:

 

Enabled - No

State - Stopped

Current Stage - 0

Priority - 99

 

Yeah, I don't have any Leon items on me (he's a follower (AFT) and sitting idle in Breezehome.

 

It could be the quest that allows you to resubmit to him that's still running (once free  you can re-enlist, so I assume Cursed Loot has something running to toggle that dialogue to be on once he frees you).

 

Huh, I thought the other quest would be the one with the problem...

 

You should be able to get DEC running again with stopquest dcur_leon_enslave and I'll fix it in the next version otherwise. Enslave is the entrance quest, where you go to the party. I didn't think that quest would still be active long after you've left enslavement with leon even.

 

 

some mods can clean more than once like you describe there so i'd guess it's the stack heaps that are both stopping up dec from working and preventing too many cleans of that nature

 

 

Edit: Also is it me or do a lot more random NPCs have bondage gear in 5.1? 

i haven't seen more wearing bondage gear since 5.1, but i have found more bondage gear in random loot

as well there's dialog you can use to add bondage gear to the npc's

edit: that's also before going to the party with claudius - don't know if that makes a difference

 

I meant randomly, NPCs are walking around with ZAZ rope collars and such that I didn't put on them. Maybe a different mod then...

 

that sounds like hydragon slavegirls

 

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

slaverun has a poverty detector, i'd imagine it could be run in reverse - the original had it anyway, not sure how they work it in reloaded

Posted

that sounds like hydragon slavegirls

 

I meant vanillia NPCs, Ysolda is wearing a DD item, Nazeem is wearing a rope collar.

 

I've seen random NPCs wearing stuff thanks to for the masses before, but never zaz items, and never this commonly.

 

 

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

slaverun has a poverty detector, i'd imagine it could be run in reverse - the original had it anyway, not sure how they work it in reloaded

 

Hmm, might be what I need. Thanks

 

Well... Looks like it's just if the NPC is wearing "Poor people's clothing" or "Rich people's clothing" and I think I want something more comprehensive than that...

 

I mean there are NPCs in the game that own land, which I can't say makes them poor, even if they only wearing farming clothes. Need something that would indicate they have enough money lying around to support a expensive bondage habit.

Posted

 

that sounds like hydragon slavegirls

 

I meant vanillia NPCs, Ysolda is wearing a DD item, Nazeem is wearing a rope collar.

 

I've seen random NPCs wearing stuff thanks to for the masses before, but never zaz items, and never this commonly.

 

 

now it sounds like you're describing whiterun reloaded

 

 

 

 

 

Well... Looks like it's just if the NPC is wearing "Poor people's clothing" or "Rich people's clothing" and I think I want something more comprehensive than that...

 

I mean there are NPCs in the game that own land, which I can't say makes them poor, even if they only wearing farming clothes. Need something that would indicate they have enough money lying around to support a expensive bondage habit.

 

ya, i don't know of any way of detecting that aside from google who's wealthy in skyrim and handpick each npc for your needs

-might be why leon was handmade and added in

Posted

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Sl aroused I think.
Posted

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

 

There is a toggle on the sexlab aroused MCM but i think it only affects chest/bodyslot stuff so if your wearing something else that has the armor keyword (like a helmet) you are still not considered naked

 

 

Posted

 

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

 

There is a toggle on the sexlab aroused MCM but i think it only affects chest/bodyslot stuff so if your wearing something else that has the armor keyword (like a helmet) you are still not considered naked

 

i think that also only affect npc or player's arousal towards that item as being naked tho never tested that for sure

Posted

Does anyone remember which mod lets you set which items you're wearing are considered naked?

 

I thought that was part of sexlab but I don't see it. Hoping it wasn't part of Maria eden...

 

Edit: Is there a reasonable way to detect if an NPC is rich?

 

There is a toggle on the sexlab aroused MCM but i think it only affects chest/bodyslot stuff so if your wearing something else that has the armor keyword (like a helmet) you are still not considered naked

i think that also only affect npc or player's arousal towards that item as being naked tho never tested that for sure

 

Right, but I couldn't look up the implementation of how the item is loaded dynamically into the MCM menu without knowing which mod it was in, and that was what I really wanted.

 

Luckily, doesn't look like I need to put it in the menu. Sexlab aroused redux uses StorageUtil variables on the form itself to remember which chest peices the user specified counts as naked. I can read this really easily, so the next big version should be able to read your settings from aroused directly, means I don't have to make my own interface, I can just piggyback without needing my own specific interface (for now, I might add my own interface for other armors later)

 

Edit: does anyone know of a mod that lets you select a FNIS idle to play on the user that isn't reliant on console and gives the exact name of the animation? I'm tired of manually changing the animations in papyrus to see what each one does/is. ZAZ animation tester requires items, and is slow to navigate, and ZAZ named the animations in a intuitive way unfortunately...

 

Edit: Hey Clifton, what options do you have set for debug papyrus in skykrim.ini? Do you have bEnableTrace=1 and bLoadDebugInformation=1?

 

Posted

 

Edit: does anyone know of a mod that lets you select a FNIS idle to play on the user that isn't reliant on console and gives the exact name of the animation? I'm tired of manually changing the animations in papyrus to see what each one does/is. ZAZ animation tester requires items, and is slow to navigate, and ZAZ named the animations in a intuitive way unfortunately...

 

Do you mean http://www.loverslab.com/files/file/2367-nsl-idlesanim-tester/ with "ZAZ animation tester"?

Posted
Edit: does anyone know of a mod that lets you select a FNIS idle to play on the user that isn't reliant on console and gives the exact name of the animation? I'm tired of manually changing the animations in papyrus to see what each one does/is. ZAZ animation tester requires items, and is slow to navigate, and ZAZ named the animations in a intuitive way unfortunately...

 

Do you mean http://www.loverslab.com/files/file/2367-nsl-idlesanim-tester/ with "ZAZ animation tester"?

I lost this mod a while back, been looking for it to use during sexlab, but didn't realize it has an animation tester.

 

Should make the animations faster to browse though, thanks!

 

Edit: Couldn't reproduce the approach bug for Erandur

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