ugibber Posted January 18, 2019 Posted January 18, 2019 Hi, there's no MCM menu in the latest update.
Verstort Posted January 18, 2019 Author Posted January 18, 2019 1 hour ago, ugibber said: Hi, there's no MCM menu in the latest update. Can I get a papyrus log or a save file with the MCM missing?
Verstort Posted January 18, 2019 Author Posted January 18, 2019 The log suggests that you don't have UIExtensions installed... did you remove it recently?
ugibber Posted January 18, 2019 Posted January 18, 2019 Oh, so it really requires UIExtensions ? (previous versions worked just fine without it). Works fine now, sorry! Thank you very much! Love your mod! Bye!
donttouchmethere Posted January 19, 2019 Posted January 19, 2019 with DEC v13.19.4 and NFF 2.1 (vanilla follower system not overwritten) > DEC "mmmh" gag dialog is back (at least the "mmmh <3") => must have been an NFF issue > DEC adds DDs after DEC follower approach for sex (DEC follower sex is now sometimes flagged as aggressive) > the rescue dialog option "glare at follower" if NPC approaches is still missing (or I was just unlucky) Â
Verstort Posted January 19, 2019 Author Posted January 19, 2019 1 hour ago, donttouchmethere said: > DEC adds DDs after DEC follower approach for sex (DEC follower sex is now sometimes flagged as aggressive) > the rescue dialog option "glare at follower" if NPC approaches is still missing (or I was just unlucky) Â The "glance at follower" dialogue was dependent on the follower being near the player at the start of the approach in 13.18.*. In 13.19.0 I set it so that it should get checked last second, right as the first dialogue goes off. If the follower isn't there and you still don't get the dialogue to show up maybe there was another issue that I need to find. Â You need to be more specific about which dialogue between the player and follower can lead to items/enslavement, because each dialogue has a separate script I haven't found the culprit yet.
Verstort Posted January 19, 2019 Author Posted January 19, 2019 5 hours ago, ugibber said: Oh, so it really requires UIExtensions ? (previous versions worked just fine without it). Works fine now, sorry! Thank you very much! Love your mod! Bye!  Yeah it's been a requirement because the UI is too useful for some MCM options. It's not a heavy mod dependency at least, but it's not optional right now.
donttouchmethere Posted January 19, 2019 Posted January 19, 2019 5 hours ago, Verstort said: The "glance at follower" dialogue was dependent on the follower being near the player at the start of the approach in 13.18.*. In 13.19.0 I set it so that it should get checked last second, right as the first dialogue goes off. If the follower isn't there and you still don't get the dialogue to show up maybe there was another issue that I need to find. Â You need to be more specific about which dialogue between the player and follower can lead to items/enslavement, because each dialogue has a separate script I haven't found the culprit yet. will do setting up a new load order atm INTE was busy and new NFF out too
quickladylove Posted January 28, 2019 Posted January 28, 2019 Hi! I might have found a potential bug with this mod. I have searched this site (and this topic) but no one else seems to have reported this. On my installation, this mod doesn't work when the "Skyrim Utility Mod" is also active. I concluded this by tedious process of elimination.  I started a new game with a minimal set of mods installed: Unofficial Skyrim Legendary Edition Patch FNIS Behavior FNIS Creature Pack SkyUI XP32 Maximum Skeleton SexLabFramework v162 FULL Devious Devices Assets Devious Devices Expansion Devious Devices Integration PapyrusUtil - Scripting Utility Functions SexLabAroused V28b ZazAnimationPackV7 NetImmerse Override v-3-4-4-37481-3-4-4 Alternate Start - Live Another Life Deviously Enslaved Continued(v13.19.4) After starting a new game with the above mods, DE was loaded and I could access the DE MCM. I then tried to add other mods. Eventually I found that if I loaded a new game wth the above listed mods + Skyrim Utility Mod. The DE MCM would not show up. After this I tried enabling all my mods (60+) and removing Skyrim Utility Mod from that list. The result was that the DE MCM once again became available on starting a new game. I therefore feel quite confident that there is some problem with having both loaded at the same time.  I hope this information is of some use. I don't know which mod is the interfering party but this might be worth investigating.  Thanks  Â
donttouchmethere Posted January 28, 2019 Posted January 28, 2019 2 hours ago, quickladylove said: I hope this information is of some use. I don't know which mod is the interfering party but this might be worth investigating. that's interesting I have trouble the other way around like it seems, DEC shows up and all SUM related mods MCMs, but all SUM related mods are somewhat bugged have to try and remove DEC and see what happens  EDIT: dang, without DEC Inte mods still need all a manual reset
donttouchmethere Posted January 28, 2019 Posted January 28, 2019 2 hours ago, quickladylove said: I started a new game with a minimal set of mods installed:  btw your load order is missing UIExtensions
Verstort Posted January 29, 2019 Author Posted January 29, 2019 5 hours ago, quickladylove said: Hi! I might have found a potential bug with this mod. I have searched this site (and this topic) but no one else seems to have reported this. On my installation, this mod doesn't work when the "Skyrim Utility Mod" is also active. I concluded this by tedious process of elimination. Â I started a new game with a minimal set of mods installed: Unofficial Skyrim Legendary Edition Patch FNIS Behavior FNIS Creature Pack SkyUI XP32 Maximum Skeleton SexLabFramework v162 FULL Devious Devices Assets Devious Devices Expansion Devious Devices Integration PapyrusUtil - Scripting Utility Functions SexLabAroused V28b ZazAnimationPackV7 NetImmerse Override v-3-4-4-37481-3-4-4 Alternate Start - Live Another Life Deviously Enslaved Continued(v13.19.4) After starting a new game with the above mods, DE was loaded and I could access the DE MCM. I then tried to add other mods. Eventually I found that if I loaded a new game wth the above listed mods + Skyrim Utility Mod. The DE MCM would not show up. After this I tried enabling all my mods (60+) and removing Skyrim Utility Mod from that list. The result was that the DE MCM once again became available on starting a new game. I therefore feel quite confident that there is some problem with having both loaded at the same time. Â I hope this information is of some use. I don't know which mod is the interfering party but this might be worth investigating. Â Thanks I can't reproduce on my machine. Can I get a papyrus log of DE not starting because of Skyrim Utility mod?
quickladylove Posted January 29, 2019 Posted January 29, 2019 6 hours ago, Verstort said: I can't reproduce on my machine. Can I get a papyrus log of DE not starting because of Skyrim Utility mod?  Sorry, I'm kinda new to Skyrim modding. How do I get the log files from papyrus?  Additional Update: I got DE to work with Skyrim Util Mod after some additional playing around. Here's what I did: * I noticed there was a new version of Skyrim Util Mod released yesterday (103) so I installed it * I installed UiExtensions (as mentioned by Hey!) and set it to a fairly high priority  Here's my current (working) list of mods (the list is sorted by priority)  Unofficial Skyrim Legendary Edition Patch FNIS Behavior FNIS Creature Pack SkyUI XP32 Maximum Skeleton UiExtensions (NEW) SexLabFramework v162 FULL Devious Devices Assets Devious Devices Expansion Devious Devices Integration PapyrusUtil - Scripting Utility Functions Deviously Enslaved (NEW) Skyrim Util Mod (NEW 103) SexLabAroused V28b ZazAnimationPackV7 NetImmerse Override v-3-4-4-37481-3-4-4 Alternate Start - Live Another Life NOTES: * When the above mod list was working, I tried changing the load priority of Skyrim Util Mod and DE, it didn't matter. Both DE and Skyrim Util Mod loaded fine despite their order.  * When the above mod list was working, I tried disabling UiExtensions, then DE would Not load.  It's confirmed that (on my machine): * DE will load without Skyrim Util mod * DE will not load if Skyrim Util mod is enabled and UiExtensions are not loaded
Verstort Posted January 29, 2019 Author Posted January 29, 2019 14 hours ago, quickladylove said: * DE will not load if ... UiExtensions are not loaded This is probably your issue then. UIExtensions is a hard requirement for DEC right now.
stillnofunnylogin Posted January 31, 2019 Posted January 31, 2019 Can anyone offer troubleshooting suggestions for forcegreets not firing? CRDE's not working because none of the forcegreets are working -- the guards can't arrest me, the poor courier can't deliver that oh-so-important missive about the orphans, etc. so of course the crde approaches aren't working. Â I don't think it's CRDE, but I don't know how long it's been this way, so I can't pinpoint which mod update broke things. Â Thanks, all
Verstort Posted January 31, 2019 Author Posted January 31, 2019 22 minutes ago, stillnofunnylogin said: Can anyone offer troubleshooting suggestions for forcegreets not firing? CRDE's not working because none of the forcegreets are working -- the guards can't arrest me, the poor courier can't deliver that oh-so-important missive about the orphans, etc. so of course the crde approaches aren't working. Â I don't think it's CRDE, but I don't know how long it's been this way, so I can't pinpoint which mod update broke things. Â Thanks, all My guess would be that there is a mod applying AI packages recklessly to every NPC. 'Force greet' is a simple AI package, telling the NPC to run up to the player. NPCs can have multiple AI packages, but usually only one is allowed to work at any time, where conditions on the packages help the game decide which ones should be active at any time. Â If a mod made an AI package that was always active, with high priority, it would de-prioritize the Force greet packages to never run, stopping all force greets (and other specific packages)
stillnofunnylogin Posted February 2, 2019 Posted February 2, 2019 On 1/31/2019 at 3:22 PM, Verstort said: My guess would be that there is a mod applying AI packages recklessly to every NPC. 'Force greet' is a simple AI package, telling the NPC to run up to the player. NPCs can have multiple AI packages, but usually only one is allowed to work at any time, where conditions on the packages help the game decide which ones should be active at any time.  If a mod made an AI package that was always active, with high priority, it would de-prioritize the Force greet packages to never run, stopping all force greets (and other specific packages) Shortly after I posted, the mod "Wheels of Lulz" failed to start, giving me a point to start narrowing things down (the first MO profile after loading it successfully started that quest).  I disabled two mods, "Sauna House" off the Nexus, and "Road Inspectors" from LL, one of which applies a high-priority AI package on the fly, and the other of which overrides the forcegreet entry from update.esm to only happen at most once a day. Nine minutes out of the Live Another Life cell, and a CRDE event already fired.  Thanks for your advice!
stillnofunnylogin Posted February 3, 2019 Posted February 3, 2019 On 2/1/2019 at 4:00 PM, stillnofunnylogin said: Shortly after I posted, the mod "Wheels of Lulz" failed to start, giving me a point to start narrowing things down (the first MO profile after loading it successfully started that quest).  I disabled two mods, "Sauna House" off the Nexus, and "Road Inspectors" from LL, one of which applies a high-priority AI package on the fly, and the other of which overrides the forcegreet entry from update.esm to only happen at most once a day. Nine minutes out of the Live Another Life cell, and a CRDE event already fired.  Thanks for your advice! . . . And of course I spoke too soon. I decided to remove another mod, mod order otherwise the same, bashed patch deleted and built new, fnis rebuilt, new game started, and now I get vanilla forcegreets (the courier), but with CRDE noisy failure enabled, I am told that npcs have been stalking the PC but never approaching. Isn't Skyrim fun?
Verstort Posted February 4, 2019 Author Posted February 4, 2019 Yeah and unfortunately I don't have a good solution to help you find the problem faster...  Pretty sure last I checked, asking papyrus to give me the AI package stack to print for debug didn't work as expected, so you can't look at the running state and discover the issue.
Verstort Posted February 4, 2019 Author Posted February 4, 2019 @stillnofunnylogin  This might help a bit.  If you wait until you are approached by an NPC (or more specifically, should be approached but aren't) and open DEC's MCM menu, go to the Debug page, on the right side and all the way at the bottom is a button called "Temporary test" If you turn it on and go back to the game, you should shortly get a debug telling you what package is on every NPC and what quest might be tied to that package. It doesn't seem like the package name look up is any good, but it does tell us the ID, and in skyrim the first two characters of a form ID tell us what mod they belong to (00 through FF in Hex is 0 through 255 in dec). So if you look at an NPC with that isn't approaching but should be, and the package is some mod other than DEC or 00 (base game) you probably have your answer.  Deviously Enslaved Continued(v13.19.6).7z
stillnofunnylogin Posted February 7, 2019 Posted February 7, 2019 On 2/3/2019 at 8:44 PM, Verstort said: @stillnofunnylogin  This might help a bit.  If you wait until you are approached by an NPC (or more specifically, should be approached but aren't) and open DEC's MCM menu, go to the Debug page, on the right side and all the way at the bottom is a button called "Temporary test" If you turn it on and go back to the game, you should shortly get a debug telling you what package is on every NPC and what quest might be tied to that package. It doesn't seem like the package name look up is any good, but it does tell us the ID, and in skyrim the first two characters of a form ID tell us what mod they belong to (00 through FF in Hex is 0 through 255 in dec). So if you look at an NPC with that isn't approaching but should be, and the package is some mod other than DEC or 00 (base game) you probably have your answer.  Deviously Enslaved Continued(v13.19.6).7z If I'm reading the output correctly, the only non-vanilla AI packages are from these mods:       Mod 31 is Populated Skyrim Legendary Edition Nexus ID 73315       pkg 3101AE6A         Can't actually find this package in the esp?       Mod 74 is immersive wenches 1.6.0 Nexus ID 51189        lalawench_falkreath_inn_alldayservice [PACK:7400C3C6]        lalawench_falkreath_vamp_night_flowers [PACK:74063872]       Nether's Follower Framework 2.2.1 Nexus ID 92194         nwsFollowerBoxPackPKG [PACK:B8019664]  The other thing that leaps out at me is :       [CRDE] vuln lvl(clothing/situation/total): (0:0:0) The character, in order to increase vulnerability, is naked and unarmed in the middle of a tavern.  The attached file has my papyrus log, my console log, my plugin order, and a console log filtered for lines with "crde".  Thanks conskrybe_crde.zip
stillnofunnylogin Posted February 7, 2019 Posted February 7, 2019 1 hour ago, stillnofunnylogin said: If I'm reading the output correctly, the only non-vanilla AI packages are from these mods:       Mod 31 is Populated Skyrim Legendary Edition Nexus ID 73315       pkg 3101AE6A         Can't actually find this package in the esp?       Mod 74 is immersive wenches 1.6.0 Nexus ID 51189        lalawench_falkreath_inn_alldayservice [PACK:7400C3C6]        lalawench_falkreath_vamp_night_flowers [PACK:74063872]       Nether's Follower Framework 2.2.1 Nexus ID 92194         nwsFollowerBoxPackPKG [PACK:B8019664]  The other thing that leaps out at me is :       [CRDE] vuln lvl(clothing/situation/total): (0:0:0) The character, in order to increase vulnerability, is naked and unarmed in the middle of a tavern.  The attached file has my papyrus log, my console log, my plugin order, and a console log filtered for lines with "crde".  Thanks conskrybe_crde.zip I loaded up the game after typing the above, you know, to play the game, slapped some clothes on my character, moved over to the Jarl's house, and an event fired!  I have no idea what, if anything, changed.  conskrybe_crde.txt Papyrus.0.log papyrus_crde.log ConSkrybe.log plugins.txt
Verstort Posted February 7, 2019 Author Posted February 7, 2019 12 hours ago, stillnofunnylogin said: If I'm reading the output correctly, the only non-vanilla AI packages are from these mods:       Mod 31 is Populated Skyrim Legendary Edition Nexus ID 73315       pkg 3101AE6A         Can't actually find this package in the esp?       Mod 74 is immersive wenches 1.6.0 Nexus ID 51189        lalawench_falkreath_inn_alldayservice [PACK:7400C3C6]        lalawench_falkreath_vamp_night_flowers [PACK:74063872]       Nether's Follower Framework 2.2.1 Nexus ID 92194         nwsFollowerBoxPackPKG [PACK:B8019664]  The other thing that leaps out at me is :       [CRDE] vuln lvl(clothing/situation/total): (0:0:0) The character, in order to increase vulnerability, is naked and unarmed in the middle of a tavern.  The attached file has my papyrus log, my console log, my plugin order, and a console log filtered for lines with "crde".  Thanks conskrybe_crde.zip  Debug thinks you aren't nude, internally, Nude is checked every time the player's armor changes. Nude logic right now:  (We cannot check if a part of the player's body is rendered (breasts, butt, ect) in papyrus, we need to check slots and keywords instead.)  We check for one armor slot (4) which holds the "chest" armor. If the player is wearing a chest, and it has a "Clothing" keyword and doesn't have the sexlab aroused bypass labeling the armor as nude, then the player is not nude.  Assuming the above is false (no chest or chest with no keywords), if the MCM option is set, DEC will check for a "clothed" keyword on all other slots (some mods have chest armor on other slots)  If neither of the above are detected, then the player is naked.  (I thought I fixed it, but there used to be a bug where starting a new save wouldn't evaluate what the player starts the game with, but you can quickly workaround that by adding/removing one item)  -------------  For some reason a [Citizen] wasn't a valid race for approaching. You might want to open DECs debug menu and add them to the list of acceptable races or they will never approach. Unless they are old, then its fine.  10 hours ago, stillnofunnylogin said: I loaded up the game after typing the above, you know, to play the game, slapped some clothes on my character, moved over to the Jarl's house, and an event fired!  I have no idea what, if anything, changed.  conskrybe_crde.txt Papyrus.0.log papyrus_crde.log ConSkrybe.log plugins.txt  That log has no debug, only errors... did you turn off DEC's debug when you went to play instead of test?  The errors don't make sense either... Sexlab is what is getting errors, from a call DEC made to start sex. [02/07/2019 - 12:40:36AM] Error: Cannot call IsLocked() on a None object, aborting function call stack: [SexLabQuestFramework (0A000D62)].sslthreadslots.PickModel() - "sslThreadSlots.psc" Line ? [SexLabQuestFramework (0A000D62)].sexlabframework.NewThread() - "SexLabFramework.psc" Line ? [SexLabQuestFramework (0A000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line ? [crdePlayerMonitor (B7001827)].crdeplayermonitorscript.doPlayerSex() - "crdeplayermonitorscript.psc" Line ? [topic info B7024E04 on quest crdePlayerMonitor (B7001827)].pf_crde_sexyesgoodslutman.Fragment_0() - "pf_crde_sexyesgoodslutman.psc" Line ? Without having sexlab's code in front of me, my guess is sexlab checking if a thread is busy/locked, but instead of a yes/no it couldn't find the thing that should be locked(None object)... that would suggest it's broken. Not sure how it got broken either.  You might have luck cleaning sexlab off of that save with a save cleaner, but without knowing what broke sexlab I would be worried you have bigger problems. Â
Zorkoso Posted February 7, 2019 Posted February 7, 2019 the mod refuses to start up even after waiting a long time when starting a new game, no features is working and no McM is popping up. Any suggestions? It is activated and it used to work splendidly a week ago, is there maybe a mod that conflicts with its startup?
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