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Content Consumer's Alternate Starts


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Posted

I think i fixed my problem somehow: after uninstalling jugs and starting a new game your mod worked without problems.

I didn't realize you had JUGS installed. Yes, that's a confirmed conflict.

 

I don't know if you want to do this, but maybe you want to make 'Untamed' a requirement (or at least a possible add on) for some of the animal starts, so that your wolves, bears and so on start out as pack members. I mean .. it'd make sense at least.

I've already put in a request with darkconsole asking about how to use untamed to start the game adding animals to the pack.

I'd really rather not make any mod an actual requirement, though. Which means for some mods out there, it might be just plain impossible. It's bad enough that Hearthfire, Dawnguard, and Dragonborn are inherited prerequisites through LAL. :(

Posted

 

I think i fixed my problem somehow: after uninstalling jugs and starting a new game your mod worked without problems.

I didn't realize you had JUGS installed. Yes, that's a confirmed conflict.

 

I don't know if you want to do this, but maybe you want to make 'Untamed' a requirement (or at least a possible add on) for some of the animal starts, so that your wolves, bears and so on start out as pack members. I mean .. it'd make sense at least.

I've already put in a request with darkconsole asking about how to use untamed to start the game adding animals to the pack.

I'd really rather not make any mod an actual requirement, though. Which means for some mods out there, it might be just plain impossible. It's bad enough that Hearthfire, Dawnguard, and Dragonborn are inherited prerequisites through LAL. :(

 

 

I have 0 experience with modding so I don't know, but maybe you can work around this by doing essentially the same thing through using 'Puppet Master'. I used that mod when I accidentally made the Giants from your start hostile. So maybe you can use Puppet Master as a "soft-soft-requirement" for the animal starts so that they don't become hostile?

As I said I have virtually no understanding if this could work, how it would work or if I am sounding like a moron now. The way I am imagining this is that they would become Puppets at the start IF you have Puppet Master installed, but everything is left as it would normally be if you have not installed Puppet Master.

 

Posted

 

I have 0 experience with modding so I don't know, but maybe you can work around this by doing essentially the same thing through using 'Puppet Master'. I used that mod when I accidentally made the Giants from your start hostile. So maybe you can use Puppet Master as a "soft-soft-requirement" for the animal starts so that they don't become hostile?

As I said I have virtually no understanding if this could work, how it would work or if I am sounding like a moron now. The way I am imagining this is that they would become Puppets at the start IF you have Puppet Master installed, but everything is left as it would normally be if you have not installed Puppet Master.

 

 

 

I've actually redone all of the animal starts (except Dog Chewtoy and Giant Offering) from scratch, in a way that should mean there are no more problems with any faction or AI mods whatsoever. v11 should be a lot more stable in that regard (fingers crossed!).

 

The current changelog for v11 here, with changes that affect animal starts highlighted in green:

 

  • Added a "surprise me" option to the prostitute start subtree. Note that the "enslaved" subtree options are already contained in the normal Surprise Me option, so they didn't need one.
  • Fixed missing goodbye flag on the Surprise Me option.
  • Added some minor graphical stuff to the Aspiring Mage scenario, and added a small section.
  • Redid Dend's Journal so it looks better.
  • Fixed bad conditions for Milk Farm, Brood Maiden, Necromancer Pet, Spriggan Host, Alicia, Dibella Initiate, and Soul Gem Incubator.
  • Added missing mipmaps to many textures.
  • Changed Spider, Troll, and Wolf scenarios around a bit. This *should* fix many issues with creatures being hostile. These scenarios now require SD+ to function properly, and can be found under the "I've been enslaved!" header.
  • Changed Bear scenario around a bit. This *should* fix many issues with creatures being hostile. This scenario, unlike the Spider, Troll, and Wolf (and now Meeko) scenarios, does not require SD+ to function, and is still in its old place.
  • Removed extra dialogue from Troll and Wolf masters as being redundant with new SD+ integration.
  • Removed an unnecessary "female only" check for the Wolf Bitch scenario.
  • Fixed bad facegen data. Somehow the paths got corrupted or altered. No idea how, but it should be fixed now.
  • Vampire door guard should now correctly cast a spell to disable the barrier instead of just sitting there.
  • Removed Grine tattoos to a separate download, because it's already too darn big of an upload for my poor slow internet connection.
  • Added "multiple" to the Mara statue dialogue on prostitute and enslaved topics, so players will know that there are multiple options under those headings.
  • Fixed the Bandit Honeypot scenario issue with the player permanently being friendly to all other bandits. I hope.
  • Moved the starting location and master for the SD+ Enslaved scenario (navmesh problem fixed - now your master should start walking normally).
  • Updated Parasites of Skyrim book with a couple of new parasites.
  • Removed the female-only check on the Angrim's Apprentice scenario.
  • Fixed some bad level geometry in the Red/Undead trapped-in-oblivion cell near the glass dragon. Now it looks a little better (still a bit off but not as bad).
  • Altered the Bandit Honeypot journal entry a bit for the sake of consistency.
  • Moved the start marker for the Arachnophobia scenario a little deeper into the cave.
  • Switched the way the factions are handled in the Giant Offering scenario - you are now considered the property of the giants while you are marked with the Grine Woad. Note that this means you are permanently friendly to giants until you remove the woad. Once you remove the tattoo, you are removed from the faction. Putting the tattoo back on will re-add you to their faction. This also applies to players who do not choose the giant offering scenario. Players who wish to use the tattoo without altering their factions should use one of the other tattoos in the Grine section - just not the "Grine Woad" tattoo. I did not make Slavetats a requirement for the giant offering scenario. Players who do not use slavetats should be warned - the giants will be hostile to you if not tattooed with Grine Woad.
  • Added a Prison Overhaul scenario. NB: This requires the latest XPO patch.
  • Added Trapped In Rubber start. The scenario requires Trapped In Rubber 0.54 (or above). Note that this scenario has been disabled until TIR 0.54 has been released.
  • Added Succubus scenario for both PSQ and Deadly Drain.
  • Added in the Retching Netch prostitute start. NB: Make sure your SKSE.INI file has the appropriate fixes in it, or you might get an infinite loading screen problem with this scenario.
  • Added a second Arachnophobia option for those that are using the newer version. I did <i>not</i> make these two options mutually exclusive. If you are using both versions of Arachnophobia (not recommended), you will have access to both scenarios (and no real way to tell them apart until you actually start the game).
  • Added Things In The Dark scenario (setting for Ibn as a personal slave)
  • Added a new enslaved scenario - Meeko's Bitch. This requires SD+.
  • Added a new enslaved scenario - Drelas. This requires SD+. Note that this scenario will conflict with Interesting NPCs - there will be two copies of Drelas in his cottage, and they will be hostile to one another.
  • Added a new enslaved scenario - Anise. This requires SD+.
  • Added a new enslaved scenario - a Hagraven. This requires SD+.
  • Added a new creature scenario - Sabre cat. This is essentially a duplicate of the Bear scenario, but with a Sabre Cat instead.
  • Fixed a couple of typos and changed some minor bits of Mara statue dialogue.
  • Fixed an issue with the healer in Raven Rock having BF dialogue without BF being installed.
  • Fixed a potential issue with the Dog Chewtoy start, with people leaving the keep in unanticipated ways.
  • Fixed the Orc master's AI data. He shouldn't be quite so suicidal or squishy now.
  • Corrected some bad navmeshes in the new creature den and the Dremora cell(s). Fixed bad patrol marker data in the creature den.
  • Split Parasites of Skyrim into four different volumes. Should be easier on the game to open the book(s) now.
  • A few minor changes and fixes that I can't remember off the top of my head.

 

Technically, the animal starts do not require SD+ to function, but without SD+ you won't actually get any content, so I made those scenarios dependent on SD+ being installed anyway. Note that this all requires the next version of SD+ and thus v11 won't come out until after it updates next.

Posted
Note that this all requires the next version of SD+ and thus v11 won't come out until after it updates next.

On that note, the next version of SD+ is in final stage of testing. 

Unless I run into something really bad during testing, I will release it before this coming Friday (maybe earlier).

Posted

 

Unless I run into something really bad during testing,

 

 

BTW - I found a bug - when starting SD+, my keyboard melted, my left foot fell off, and my wife got pregnant even though I'm not even married. Plz fix b4 relaese!

Posted

 

 

Unless I run into something really bad during testing,

 

 

BTW - I found a bug - when starting SD+, my keyboard melted, my left foot fell off, and my wife got pregnant even though I'm not even married. Plz fix b4 relaese!

 

 

If you aren't married, how is the variable "wife" not a null pointer causing some fatal error? Or is that what melted your keyboard?  :P

Posted

Some users are reporting that no starts are working at all. I believe this has to do with conflicting mod(s) but have not yet tracked down the cause of this issue. If you experience this problem, please post your load order and papyrus log (and see Troubleshooting below). Make sure that CCAS is as low as possible in your load order. Disable JUGS if you are using it. And try moving things around a bit in your load order - sometimes that seems to help for some reason.

About that issue, I believe it may be a conflict with others "Live Another Life Extension", like New Beginnings -- Live Another Life Extension by flo27. It wouldn't hurt to set CCAS as exclusive in this peculiar area.

Posted

the slave to falmer start i managed to escape the falmers, but i forgot there was a quest here to escape completely from the tunnel out to tamriel so i kept thinking it was some death alternative glitch that the creatures in the tunnel were still friendly so i used the reset player state from it to fix the creatues there...

 

anyhow since i goofed up and used da mcm to reset player state, my quest log is stuck for ccas leaving several random bugs thru out skyrim (atleast that's where i assume the bugs are coming from, if not i have other problems i need to deal with...)

 

just wondering if there's any kind of quest stage console command i can use to get things moving along as they would normally have done or do i need to clean the save of ccas or both ccas and alt start mods or is it fubar

Posted

I am not sure where this was discussed (I thought SkyrimLL's Dialogue's mod thread but I cannot find it), but I seem to recall a thread about getting bonuses and penalties for worshiping at various shrines, and of course sexy related perks influenced by the divine's or daedra's portfolios. Since I happened to find a (new) mod over on the Nexus that tied into that I was hoping to find that thread and see if anything had happened that I'd missed.

 

Here's the Patron God's mod

 

http://www.nexusmods.com/skyrim/mods/65607/?

 

and here's the reason I decided to post here instead of someplace else equally irrelevant:

 

http://www.nexusmods.com/skyrim/mods/77027/?

 

Someone did a cutting room floor style overhaul of the Helgen quest sequence and opening video.

Posted

the slave to falmer start i managed to escape the falmers, but i forgot there was a quest here to escape completely from the tunnel out to tamriel so i kept thinking it was some death alternative glitch that the creatures in the tunnel were still friendly so i used the reset player state from it to fix the creatues there...

Pretty sure it's not Death Alternative. It's more likely a conflict between CCAS and SD+ (or rather Stories). IIRC one of the Falmer scenarios just sets a faction, and the other(s) use SD+/EC+. I should really make that mutually exclusive...

  • The Chaurus Egg Breeder start does two things - it adds the player to the Falmer faction, and triggers the Chaurus Queen scenario from Sexlab Stories. It then removes the player from the falmer faction on cell exit. This could introduce any number of bugs with Stories and EC+, and now that you've got me thinking about it, I should really remove that faction thing because it's idiotic. The Egg Breeder scenario originally (back in beta) was a native one like the Vampire Larder or Bandit Honeypot scenarios, and then I slapped on Stories and EC+ functions later without fixing the potential underlying bug.

NB: This is why I've decided to go with SD+ for the animal starts - less potential for conflicts.

  • The Falmer Slave start activates SD+ and the Chaurus Queen scenario from Stories, and doesn't mess with any factions.

For now, I recommend using only the Falmer Slave scenario and ignoring the Chaurus Egg Breeder one. The only thing the Egg Breeder has over the Falmer Slave is some EC+ integration. I'll put in a fix for v11.

I had a third Falmer-style scenario, but deleted it entirely for v11.

 

anyhow since i goofed up and used da mcm to reset player state, my quest log is stuck for ccas leaving several random bugs thru out skyrim (atleast that's where i assume the bugs are coming from, if not i have other problems i need to deal with...)

Hard to see how a stuck quest could result in bugs, but I guess it's possible. More likely you'll be permanently friendly to Falmer or something weird like that. But I'll take a look. In the case of Falmer being friendly, maybe  you could try removing yourself from the falmerfaction...?

 

just wondering if there's any kind of quest stage console command i can use to get things moving along as they would normally have done or do i need to clean the save of ccas or both ccas and alt start mods or is it fubar

I honestly have no idea whether force-closing the quest (completequest ccas_handler) would do anything. My guess would be that cleaning the save from everything related to CCAS *might* fix your problem. Then again, it might not. Since each CCAS start quest only consists of one stage, setting stages to something else won't do anything for you, and might mess things up worse than before.

 

 

I am not sure where this was discussed (I thought SkyrimLL's Dialogue's mod thread but I cannot find it), but I seem to recall a thread about getting bonuses and penalties for worshiping at various shrines, and of course sexy related perks influenced by the divine's or daedra's portfolios. Since I happened to find a (new) mod over on the Nexus that tied into that I was hoping to find that thread and see if anything had happened that I'd missed.

I think that might be the Sisterhood of Dibella you're talking about...?

 

Here's the Patron God's mod

 

http://www.nexusmods.com/skyrim/mods/65607/?

Now that's interesting. I might give that a look when I get some free time to play.

and here's the reason I decided to post here instead of someplace else equally irrelevant:

 

http://www.nexusmods.com/skyrim/mods/77027/?

How the hell did I not know about this? Dammit, it's too late now, because of the mods I'm using, something somewhere (player speed mod I think? More carriages mod? Not sure) makes the starting carriage flip out... literally. I can't play the vanilla start any more. :(

Someone did a cutting room floor style overhaul of the Helgen quest sequence and opening video.

Posted

 

 

How the hell did I not know about this? Dammit, it's too late now, because of the mods I'm using, something somewhere (player speed mod I think? More carriages mod? Not sure) makes the starting carriage flip out... literally. I can't play the vanilla start any more.  :(

 

I had the same problem and managed to fix it with the Touring Carriages mod together with the tc-cfr-patch http://www.nexusmods.com/skyrim/mods/38529/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D38529&pUp=1

and the tc-sos-patch http://www.nexusmods.com/skyrim/mods/46703/?

Posted

 

I had the same problem and managed to fix it with the Touring Carriages mod together with the tc-cfr-patch http://www.nexusmods.com/skyrim/mods/38529/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D38529&pUp=1

and the tc-sos-patch http://www.nexusmods.com/skyrim/mods/46703/?

 

 

I'm not using Touring Carriages - I tried it, but always got about 1/3 of the way to my destination and there would be, I dunno, a bad navmesh triangle? A rock in the road? Something that would cause the carriage to go berserk and start flipping around.

Still... I might try again with that patch.

Posted

 

the slave to falmer start i managed to escape the falmers, but i forgot there was a quest here to escape completely from the tunnel out to tamriel so i kept thinking it was some death alternative glitch that the creatures in the tunnel were still friendly so i used the reset player state from it to fix the creatues there...

 

For now, I recommend using only the Falmer Slave scenario and ignoring the Chaurus Egg Breeder one. The only thing the Egg Breeder has over the Falmer Slave is some EC+ integration. I'll put in a fix for v11.

 

 

 

 

 

The fix is causing more problems than it's fixing. I'm going to have to remove it and figure out something else there.

Posted

 

 

I am not sure where this was discussed (I thought SkyrimLL's Dialogue's mod thread but I cannot find it), but I seem to recall a thread about getting bonuses and penalties for worshiping at various shrines, and of course sexy related perks influenced by the divine's or daedra's portfolios. Since I happened to find a (new) mod over on the Nexus that tied into that I was hoping to find that thread and see if anything had happened that I'd missed.

I think that might be the Sisterhood of Dibella you're talking about...?

 

Here's the Patron God's mod

 

http://www.nexusmods.com/skyrim/mods/65607/?

Now that's interesting. I might give that a look when I get some free time to play.

and here's the reason I decided to post here instead of someplace else equally irrelevant:

 

http://www.nexusmods.com/skyrim/mods/77027/?

How the hell did I not know about this? Dammit, it's too late now, because of the mods I'm using, something somewhere (player speed mod I think? More carriages mod? Not sure) makes the starting carriage flip out... literally. I can't play the vanilla start any more. :(

Someone did a cutting room floor style overhaul of the Helgen quest sequence and opening video.

 

 

I will have to load up a save and go back through, as I went with Ralof first to see what new line the captain had, but nothing new inside. I am not sure if this is part of the AI attacking things miles away or not, but when we got to the torturer he and the helper were dead and the two stormcloaks were waiting there for us.

 

There were some voice files that are changed and some that are missing. The subtitles are not all changed either, as some still have the "old" lines and do not match what is voiced.

 

All in all, I wouldn't say it is something terribly great you're missing, though you could download and install it at any time, and when you get to Korvanjuud or the other civil war quests with Raloff or Hadvar those lines are supposed to be changed too. Hadvar actually has a different voice type. Makes him sound younger.

 

I check the Nexus "new mods" list every few days, and that is where I found this, so its no surprise you did not know about it before.

 

I can look through the Sisterhood thread but since that mod is mostly focused on the one divine and daedra I doubt that is where the thread was. I was thinking about a discussion on affects similar to what the standing stones do in his Stories mod (I see I wrote the wrong one) based on which divine altar you pray at...  or something.

Posted

 

 

 

the slave to falmer start i managed to escape the falmers, but i forgot there was a quest here to escape completely from the tunnel out to tamriel so i kept thinking it was some death alternative glitch that the creatures in the tunnel were still friendly so i used the reset player state from it to fix the creatues there...

 

 

Pretty sure it's not Death Alternative. It's more likely a conflict between CCAS and SD+ (or rather Stories). IIRC one of the Falmer scenarios just sets a faction, and the other(s) use SD+/EC+. I should really make that mutually exclusive...

  • The Chaurus Egg Breeder start does two things - it adds the player to the Falmer faction, and triggers the Chaurus Queen scenario from Sexlab Stories. It then removes the player from the falmer faction on cell exit. This could introduce any number of bugs with Stories and EC+, and now that you've got me thinking about it, I should really remove that faction thing because it's idiotic. The Egg Breeder scenario originally (back in beta) was a native one like the Vampire Larder or Bandit Honeypot scenarios, and then I slapped on Stories and EC+ functions later without fixing the potential underlying bug.

NB: This is why I've decided to go with SD+ for the animal starts - less potential for conflicts.

  • The Falmer Slave start activates SD+ and the Chaurus Queen scenario from Stories, and doesn't mess with any factions.

For now, I recommend using only the Falmer Slave scenario and ignoring the Chaurus Egg Breeder one. The only thing the Egg Breeder has over the Falmer Slave is some EC+ integration. I'll put in a fix for v11.

I had a third Falmer-style scenario, but deleted it entirely for v11.

 

possible fix for this scenario could be to link your quest to the completion stage of sd's falmer enslavement then activate the next stage of alternate start Or even your own quest journal that leads upto that

 

 

 

 

the slave to falmer start i managed to escape the falmers, but i forgot there was a quest here to escape completely from the tunnel out to tamriel so i kept thinking it was some death alternative glitch that the creatures in the tunnel were still friendly so i used the reset player state from it to fix the creatues there...

 

For now, I recommend using only the Falmer Slave scenario and ignoring the Chaurus Egg Breeder one. The only thing the Egg Breeder has over the Falmer Slave is some EC+ integration. I'll put in a fix for v11.

 

 

 

 

 

 

The fix is causing more problems than it's fixing. I'm going to have to remove it and figure out something else there.

 

umm, hold up - that scenario worked when i played it thru (back in may) - as far as i know the problems i eventually received with none player references were unrelated to ccas ( i don't recall having those problems before i left for vacation) and i saw no visible bugs like i do in the current save

 

that scenario i accidentally did something that made me leave the cell and discovered thats what effected the friendlies there so i reloaded to before leaving the cell to finish up there and when i was done there i left the cave and the quest completed as it should and the rest of the game went from there

 

the only thing i'd suggest adding to that scenario is a trigger from your quest to what would normally be seen from the alternate start quests on the journal entries so that alternate start can proceed as it should Or even your own quest journal that leads upto that---i believe that alternate start might be my problem with your quest line stuck for the falmer enslavement

 

 

 

anyhow since i goofed up and used da mcm to reset player state, my quest log is stuck for ccas leaving several random bugs thru out skyrim (atleast that's where i assume the bugs are coming from, if not i have other problems i need to deal with...)

 

Hard to see how a stuck quest could result in bugs, but I guess it's possible. More likely you'll be permanently friendly to Falmer or something weird like that. But I'll take a look. In the case of Falmer being friendly, maybe  you could try removing yourself from the falmerfaction...?

 

after using death alternative to reset the falmer instead of leaving the cave as i should have the bandits in various regions with trigger markers in the wild seem to just stand there looking at the player waiting for the player to make the first move.

i haven't seen that type of behavior since much earlier versions of sd and death alternative with alt start

 

 

 

just wondering if there's any kind of quest stage console command i can use to get things moving along as they would normally have done or do i need to clean the save of ccas or both ccas and alt start mods or is it fubar

 

 

I honestly have no idea whether force-closing the quest (completequest ccas_handler) would do anything. My guess would be that cleaning the save from everything related to CCAS *might* fix your problem. Then again, it might not. Since each CCAS start quest only consists of one stage, setting stages to something else won't do anything for you, and might mess things up worse than before.

 

if i console that in will it register the next stage of alternate start or do i need to find a tavern after that

i was half-ready to give up on it and start over, but i think i may have seen the logs in my thread (same impact coming from these bandits as that other user reported, i haven't investigated yet if it occured the same way) so i'd like to see if its at all possible to fix this or if that's something that will need to be done from the scripts as an update later on

Posted

So far most of the starts work, except Dogs chewtoy and Nord Queen. This is my papyrus log for Nord Queen

 

 

 

[07/13/2016 - 01:14:25AM] Papyrus log opened (PC)
[07/13/2016 - 01:14:25AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[07/13/2016 - 01:14:25AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/13/2016 - 01:14:25AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/13/2016 - 01:14:36AM] Cannot open store for class "follower3dnpc", missing file?
[07/13/2016 - 01:14:36AM] ERROR: Unable to bind script traptriggerbase to TweakTraps (1A00C515) because their base types do not match
[07/13/2016 - 01:14:36AM] ERROR: Unable to bind script TrapBear to TweakTraps (1A00C515) because their base types do not match
[07/13/2016 - 01:14:36AM] Cannot open store for class "SF_TweakP1Hangout_02017201", missing file?
[07/13/2016 - 01:14:36AM] ERROR: Unable to bind script SF_TweakP1Hangout_02017201 to  (1A017201) because their base types do not match
[07/13/2016 - 01:14:36AM] Cannot open store for class "SF_TweakP1Pose_02017788", missing file?
[07/13/2016 - 01:14:36AM] ERROR: Unable to bind script SF_TweakP1Pose_02017788 to  (1A017788) because their base types do not match
[07/13/2016 - 01:14:36AM] Cannot open store for class "mm_WADouseScript", missing file?
[07/13/2016 - 01:14:36AM] Cannot open store for class "sr_QSTHoursMsg", missing file?
[07/13/2016 - 01:14:37AM] ERROR: Unable to bind script sr_QSTHoursMsg to  (640149AF) because their base types do not match
[07/13/2016 - 01:14:56AM] Warning: Property FloppifyMsg on script FloppySOSAlias attached to alias FloppySOSPlayerAlias on quest FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] ERROR: Unable to bind script aaxYPQ02StoreDoorScript to alias StoreDoor on quest aaxYoanaPathQuest02 (66059FF1) because their base types do not match
[07/13/2016 - 01:14:56AM] Warning: Property City on script mf_simplejob_locationchance attached to alias thePlayer on quest mf_Prostitute_SimpleJob (73001D9C) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property Town on script mf_simplejob_locationchance attached to alias thePlayer on quest mf_Prostitute_SimpleJob (73001D9C) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property floppyPreset4 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property floppyPreset1 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property floppyPreset2 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property floppyPreset3 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property floppyPreset5 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] ERROR: Property Pages on script mz_HelmetToggleConfigMenu attached to mz_ScriptSpellQuest (75000D66) cannot be initialized because the value is the incorrect type
[07/13/2016 - 01:14:56AM] ERROR: Property Variables on script pchsWolfclubDAYMOYL attached to pchsWolfclub (5F000D62) cannot be bound because daymoyl_Monitor (13000D62) is not the right type
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C039A5D) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackFoodList on script PotionRackContainerScript attached to  (5C039A5D) cannot be bound because <NULL form> (5C000DC2) is not the right type
[07/13/2016 - 01:14:56AM] Warning: Property bashStart on script DualWieldParryingSKSEQuestScript attached to DualWieldParryingSKSEQuest (55000D62) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] Warning: Property ExitIdle on script SF_pchsWolfclubScene016Custo_0500B6C9 attached to  (5F00B6C9) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackFoodList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC2) is not the right type
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackClutterList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC1) is not the right type
[07/13/2016 - 01:14:56AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C0402B5) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C0402C9) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4D003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type
[07/13/2016 - 01:14:57AM] Warning: Property ThisQuest on script mf_solicitprostitute attached to mf_SoliciteProstitute (7300BA71) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] ERROR: Property Initiate2Alias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias Initiate2Alias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Initiate1Alias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias Initiate1Alias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property CiceroAlias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias CiceroEndGameAlias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Akar on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9CA) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Rakel on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9C9) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Majni on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9C2) is not the right type
[07/13/2016 - 01:14:57AM] VM is freezing...
[07/13/2016 - 01:14:57AM] VM is frozen
[07/13/2016 - 01:14:57AM] Reverting game...
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script SF_TweakP1Pose_02017788 to  (1A017788) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script SF_TweakP1Hangout_02017201 to  (1A017201) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script traptriggerbase to TweakTraps (1A00C515) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script TrapBear to TweakTraps (1A00C515) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script sr_QSTHoursMsg to  (640149AF) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Unable to bind script aaxYPQ02StoreDoorScript to alias StoreDoor on quest aaxYoanaPathQuest02 (66059FF1) because their base types do not match
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C0402B5) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C0402C9) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] Warning: Property City on script mf_simplejob_locationchance attached to alias thePlayer on quest mf_Prostitute_SimpleJob (73001D9C) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property Town on script mf_simplejob_locationchance attached to alias thePlayer on quest mf_Prostitute_SimpleJob (73001D9C) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property ThisQuest on script mf_solicitprostitute attached to mf_SoliciteProstitute (7300BA71) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] ERROR: Property Variables on script pchsWolfclubDAYMOYL attached to pchsWolfclub (5F000D62) cannot be bound because daymoyl_Monitor (13000D62) is not the right type
[07/13/2016 - 01:14:57AM] Warning: Property floppyPreset4 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property floppyPreset1 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property floppyPreset2 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property floppyPreset3 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property floppyPreset5 on script FloppySOSQuest attached to FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] ERROR: Property Pages on script mz_HelmetToggleConfigMenu attached to mz_ScriptSpellQuest (75000D66) cannot be initialized because the value is the incorrect type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackFoodList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC2) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackClutterList on script PotionRackContainerScript attached to  (5C039A5E) cannot be bound because <NULL form> (5C000DC1) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackIngredientsList on script PotionRackContainerScript attached to  (5C039A5D) cannot be bound because <NULL form> (5C000DC4) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property PotionRackFoodList on script PotionRackContainerScript attached to  (5C039A5D) cannot be bound because <NULL form> (5C000DC2) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property NPCTilma on script QF_SkyforgeSteelWeaponsQuest_02003DEF attached to SkyforgeSteelWeaponsQuest (4D003DEF) cannot be bound because <NULL form> (0003BDE9) is not the right type
[07/13/2016 - 01:14:57AM] Warning: Property ExitIdle on script SF_pchsWolfclubScene016Custo_0500B6C9 attached to  (5F00B6C9) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] ERROR: Property Akar on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9CA) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Rakel on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9C9) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Majni on script AFLOLALWerewolfScript attached to AFLOLALWerewolfQuest (7E065C68) cannot be bound because <NULL form> (0401F9C2) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Initiate2Alias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias Initiate2Alias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property Initiate1Alias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias Initiate1Alias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] ERROR: Property CiceroAlias on script uskpretroactive204script attached to USKPRetroactive204 (05012C3A) cannot be bound because alias CiceroEndGameAlias on quest DarkBrotherhood (0001EA5C) is not the right type
[07/13/2016 - 01:14:57AM] Warning: Property FloppifyMsg on script FloppySOSAlias attached to alias FloppySOSPlayerAlias on quest FloppySOSQuest (2B00182B) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:14:57AM] Warning: Property bashStart on script DualWieldParryingSKSEQuestScript attached to DualWieldParryingSKSEQuest (55000D62) cannot be initialized because the script no longer contains that property
[07/13/2016 - 01:15:01AM] Loading game...
[07/13/2016 - 01:15:01AM] VM is thawing...
[07/13/2016 - 01:15:01AM] [sLS_QST_MCM <_SLS_QST_MCM (91027A66)>] INITIALIZED
[07/13/2016 - 01:15:01AM] daymoyl - OnPlayerLoadGame
[07/13/2016 - 01:15:01AM] SEXLAB - LOADED: Version 16200 / 16200
[07/13/2016 - 01:15:01AM] SexLab MCM Loaded CurrentVerison: 16200 / 16200
[07/13/2016 - 01:15:01AM] [CF][Framework] Creature Framework RC12 (10010) is initialising
[07/13/2016 - 01:15:01AM] FNIS AA started (load)
[07/13/2016 - 01:15:01AM] [slamainscr <sla_Main (0F042D62)>]: starting maintenance... Update frequency 120.000000
[07/13/2016 - 01:15:01AM] [Zad]: [Wet Padding] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [blindfold Mystery] Loaded: 1%
[07/13/2016 - 01:15:01AM] [Zad]: [Vibration] Loaded: 25%
[07/13/2016 - 01:15:01AM] [Zad]: [Posture Collar] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [belted Empty] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [bump Pumps] Loaded: 17%
[07/13/2016 - 01:15:01AM] [Zad]: [Chaos Plugs] Loaded: 25%
[07/13/2016 - 01:15:01AM] [Zad]: [Health Drain] Loaded: 50%
[07/13/2016 - 01:15:01AM] [Zad]: [Restrictive Collar] Loaded: 15%
[07/13/2016 - 01:15:01AM] [Zad]: [Periodic Shocks] Loaded: 25%
[07/13/2016 - 01:15:01AM] [Zad]: [Tight Gloves] Loaded: 15%
[07/13/2016 - 01:15:01AM] [Zad]: [Plug Moan] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [Mana Drain] Loaded: 50%
[07/13/2016 - 01:15:01AM] [Zad]: [Armbinder Struggle] Loaded: 15%
[07/13/2016 - 01:15:01AM] [Zad]: [blindfold Trip] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [bra Chafing] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [Nipple Piercings] Loaded: 55%
[07/13/2016 - 01:15:01AM] [Zad]: [Yoke Struggle] Loaded: 20%
[07/13/2016 - 01:15:01AM] [Zad]: [Drip] Loaded: 10%
[07/13/2016 - 01:15:01AM] [Zad]: [Restraints+Armor] Loaded: 7%
[07/13/2016 - 01:15:01AM] [Zad]: DevicesUnderneath::Maintenance()
[07/13/2016 - 01:15:01AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: OnLoadGame() Begin
[07/13/2016 - 01:15:01AM] [FloppySOS] Initialization start
[07/13/2016 - 01:15:01AM] ERROR: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 21
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:01AM] ERROR: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 25
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:01AM] ERROR: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:01AM] ERROR: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [uSLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 33
    [alias Player on quest USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingAliasScript.OnPlayerLoadGame() - "USLEEP_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:01AM] Devious Captures: Defeat events registered
[07/13/2016 - 01:15:01AM] [Zad]: QuestMonitor is now watching for device events.
[07/13/2016 - 01:15:01AM] SLAL: SLAL: OnLoad
[07/13/2016 - 01:15:01AM] SOS Maintenance: loaded version is 300004
[07/13/2016 - 01:15:01AM] SOS Maintenance: 300004 is update
[07/13/2016 - 01:15:01AM] [CF][Framework] JContainers 3.3 is installed
[07/13/2016 - 01:15:01AM] ERROR: File "AncientDraugr.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [backshields (810022F1)].backshieldcustomshields.Load_Custom_Items() - "BackshieldCustomShields.psc" Line 9
    [backshields (810022F1)].backshieldquestscript.Gameload() - "BackshieldQuestScript.psc" Line 147
    [Active effect 4 on  (00000014)].BackshieldEffectScript.OnPlayerLoadGame() - "BackshieldEffectScript.psc" Line 23
[07/13/2016 - 01:15:01AM] ERROR: File "DandelionBarbarian_CBBE.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [backshields (810022F1)].backshieldcustomshields.Load_Custom_Items() - "BackshieldCustomShields.psc" Line 11
    [backshields (810022F1)].backshieldquestscript.Gameload() - "BackshieldQuestScript.psc" Line 147
    [Active effect 4 on  (00000014)].BackshieldEffectScript.OnPlayerLoadGame() - "BackshieldEffectScript.psc" Line 23
[07/13/2016 - 01:15:01AM] [CF][Framework] SexLab 1.62 is installed
[07/13/2016 - 01:15:01AM] SexLab SexBot: Reset SexLab events
[07/13/2016 - 01:15:01AM] SexLab Stories: Reset SexLab events
[07/13/2016 - 01:15:01AM] [Zad]: [stamina Drain] Loaded: 50%
[07/13/2016 - 01:15:01AM] [Zad]: Set Device Hider slot to 61.
[07/13/2016 - 01:15:01AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: DawnGuard esp installed and activated.
[07/13/2016 - 01:15:01AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: DragonBorn esp installed and activated.
[07/13/2016 - 01:15:01AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: OnLoadGame() End
[07/13/2016 - 01:15:01AM] [Zad]: [Mounted] Loaded: 100%
[07/13/2016 - 01:15:01AM] [Zad]: QuestMonitor is now watching for device events.
[07/13/2016 - 01:15:01AM] [Zad]: [belt Chafing] Loaded: 10%
[07/13/2016 - 01:15:02AM] Cannot open store for class "consoleutil", missing file?
[07/13/2016 - 01:15:02AM] [slamainscr <sla_Main (0F042D62)>]: registered for maintenance
[07/13/2016 - 01:15:02AM] ERROR: Unable to obtain function call information - returning None
stack:
    [zadQuest (1100F624)].zadbq00.checkBlindfoldDarkFog() - "zadBQ00.psc" Line 142
    [zadQuest (1100F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 149
    [alias Player on quest zadQuest (1100F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line 13
[07/13/2016 - 01:15:02AM] zbfExternal: Compatibility checking
[07/13/2016 - 01:15:02AM] zbfExternal: -------------------------------------------------------
[07/13/2016 - 01:15:02AM] [Zad]: [Horny] Loaded: 5%
[07/13/2016 - 01:15:02AM] zbfExternal:                    SexLab version: 16200
[07/13/2016 - 01:15:02AM] zbfExternal:                 SlaveTats version:
[07/13/2016 - 01:15:02AM] zbfExternal:                  RaceMenu version: 7
[07/13/2016 - 01:15:02AM] zbfExternal: Non SexLab Animation Pack version: 3010
[07/13/2016 - 01:15:02AM] zbfExternal: -------------------------------------------------------
[07/13/2016 - 01:15:02AM] zbfExternal:                    SexLab support: TRUE
[07/13/2016 - 01:15:02AM] zbfExternal:                   Overlay support: False
[07/13/2016 - 01:15:02AM] zbfExternal:      Non SexLab Animation support: TRUE
[07/13/2016 - 01:15:02AM] zbfExternal: -------------------------------------------------------
[07/13/2016 - 01:15:02AM] [Zad]: Starting update chain.
[07/13/2016 - 01:15:02AM] [Zad]: RebuildSlotmask()
[07/13/2016 - 01:15:02AM] ========== Auto Unequip Ammo: Scanning for supported plugins...
[07/13/2016 - 01:15:02AM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED!
[07/13/2016 - 01:15:02AM] ERROR: File "XFLMain.esm" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [AUA (7400C6C2)].AUAQuestScript.GameLoaded() - "AUAQuestScript.psc" Line 40
    [AUA (7400C6C2)].AUAQuestScript.OnUpdate() - "AUAQuestScript.psc" Line 73
[07/13/2016 - 01:15:02AM] ========== Auto Unequip Ammo: Scan complete.
[07/13/2016 - 01:15:02AM] ===============================[DAYMOYL: Ignore all Warnings start]================================
[07/13/2016 - 01:15:02AM] daymoyl - SkyUI.esp found
[07/13/2016 - 01:15:02AM] daymoyl - Dawnguard.esm found
[07/13/2016 - 01:15:02AM] daymoyl - AmazingFollowerTweaks.esp found
[07/13/2016 - 01:15:02AM] daymoyl - ZaZAnimationPack.esm found
[07/13/2016 - 01:15:02AM] ================================[DAYMOYL: Ignore all Warnings end]=================================
[07/13/2016 - 01:15:02AM] [CF][Framework] SexLab Aroused 20140124 is installed
[07/13/2016 - 01:15:02AM] [Zad]: QuestMonitor is now tracking player.
[07/13/2016 - 01:15:02AM] [Zad]: [Tight Corset] Loaded: 15%
[07/13/2016 - 01:15:02AM] SexLab SexBot: Reset SexLab events
[07/13/2016 - 01:15:02AM] [slamainscr <sla_Main (0F042D62)>]: starting maintenance... Update frequency 120.000000
[07/13/2016 - 01:15:02AM] [Zad]: Devious Devices is now creating animations.
[07/13/2016 - 01:15:02AM] SEXLAB - GetSetAnimation(DDBeltedSolo): Get
[07/13/2016 - 01:15:02AM] SEXLAB - GetSetAnimation(DDArmbinderSolo): Get
[07/13/2016 - 01:15:02AM] SEXLAB - GetSetAnimation(DDYokeSolo): Get
[07/13/2016 - 01:15:02AM] [Zad]: EnableEventProcessing()
[07/13/2016 - 01:15:02AM] [Zad]: Rehooking Mod Events
[07/13/2016 - 01:15:02AM] SexLab Stories: Reset SexLab events
[07/13/2016 - 01:15:02AM] [Zad]: [Harness] Loaded: 10%
[07/13/2016 - 01:15:02AM] [slamainscr <sla_Main (0F042D62)>]: registered for maintenance
[07/13/2016 - 01:15:02AM] ==== LAL: Mod support check - Ignore errors about missing files. ====
[07/13/2016 - 01:15:02AM] ERROR: File "Chesko_Frostfall.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [ARTHLALVersionTracking (7C049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 78
    [alias Player on quest ARTHLALVersionTracking (7C049F33)].ARTH_LAL_VersionTrackingAliasScript.OnPlayerLoadGame() - "ARTH_LAL_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:02AM] ERROR: File "Frostfall.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [ARTHLALVersionTracking (7C049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 83
    [alias Player on quest ARTHLALVersionTracking (7C049F33)].ARTH_LAL_VersionTrackingAliasScript.OnPlayerLoadGame() - "ARTH_LAL_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:02AM] ERROR: File "teg_returntohelgen.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [ARTHLALVersionTracking (7C049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 103
    [alias Player on quest ARTHLALVersionTracking (7C049F33)].ARTH_LAL_VersionTrackingAliasScript.OnPlayerLoadGame() - "ARTH_LAL_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:02AM] ERROR: File "Keld-Nar.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [ARTHLALVersionTracking (7C049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 111
    [alias Player on quest ARTHLALVersionTracking (7C049F33)].ARTH_LAL_VersionTrackingAliasScript.OnPlayerLoadGame() - "ARTH_LAL_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:02AM] ERROR: File "ShezriesOldHroldan.esp" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [ARTHLALVersionTracking (7C049F33)].arth_lal_versiontrackingscript.DLCSupportCheck() - "ARTH_LAL_VersionTrackingScript.psc" Line 120
    [alias Player on quest ARTHLALVersionTracking (7C049F33)].ARTH_LAL_VersionTrackingAliasScript.OnPlayerLoadGame() - "ARTH_LAL_VersionTrackingAliasScript.psc" Line 6
[07/13/2016 - 01:15:02AM] ==== LAL: Mod support check - Done. ====
[07/13/2016 - 01:15:02AM] InitWidgetLoader()
[07/13/2016 - 01:15:02AM] [sLS_QST_MCM <_SLS_QST_MCM (91027A66)>]: Registered SexLab Stories at MCM.
[07/13/2016 - 01:15:02AM] FNIS aa GetAAprefixList mod: XPMSE nMods: 2
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] FNIS aa GetAAsetList mod: XPMSE nSets: 30
[07/13/2016 - 01:15:02AM] [FloppySOS] Initialization complete
[07/13/2016 - 01:15:02AM] XPMSE MainQuest Initialization successful.
[07/13/2016 - 01:15:02AM] SOS RaceMenu plugin found. Skipping ScaleSchlongBones
[07/13/2016 - 01:15:02AM] ERROR: Cannot call SetSlotMask() on a None object, aborting function call
stack:
    [mz_ScriptSpellQuest (75000D66)].mz_HelmetToggleConfigMenu.ShowHelmet() - "mz_HelmetToggleConfigMenu.psc" Line 98
    [mz_ScriptSpellQuest (75000D66)].mz_HelmetToggleConfigMenu.CheckHelmet() - "mz_HelmetToggleConfigMenu.psc" Line 84
    [mz_ScriptSpellQuest (75000D66)].mz_HelmetToggleConfigMenu.OnGameReload() - "mz_HelmetToggleConfigMenu.psc" Line 18
    [alias Player on quest mz_ScriptSpellQuest (75000D66)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6
[07/13/2016 - 01:15:02AM] [Zad]: ZadNpc::DoRegister(1.084087)
[07/13/2016 - 01:15:02AM] [Zad]: RepopulateNpcs()
[07/13/2016 - 01:15:02AM] ERROR: Cannot cast from None to SKI_WidgetBase[]
stack:
    [iHUDControlQuest (48000805)].ihudwidgetscript.initialize() - "iHUDWidgetScript.psc" Line 38
    [iHUDControlQuest (48000805)].ihudcontrolscript.startUp() - "iHUDControlScript.psc" Line 93
    [iHUDMaintainanceQuest (48002853)].iHUDMaintainanceScript.startUp() - "iHUDMaintainanceScript.psc" Line 20
    [alias PlayerAlias on quest iHUDMaintainanceQuest (48002853)].iHUDLoadScript.OnPlayerLoadGame() - "iHUDLoadScript.psc" Line 11
[07/13/2016 - 01:15:02AM] [Zad]: Not repopulating NPC slots: Feature is disabled.
[07/13/2016 - 01:15:02AM] [Zad]: ==========Begin Compatibility Checks==========
[07/13/2016 - 01:15:02AM] [Zad]: Please note that Errors related to missing files should be ignored.
[07/13/2016 - 01:15:02AM] [Zad]: [ Dependency Checks ]
[07/13/2016 - 01:15:02AM] [Zad]: DDi version [3.000000]: OK
[07/13/2016 - 01:15:02AM] [Zad]: assets version [2.900000]: OK
[07/13/2016 - 01:15:02AM] [Zad]: ZaZ Animation Pack version [610.000000]: OK
[07/13/2016 - 01:15:02AM] [Zad]: aroused version [20140124.000000]: OK
[07/13/2016 - 01:15:02AM] [Zad]: SexLab version [16200.000000]: OK
[07/13/2016 - 01:15:02AM] [Zad]: [ Third Party Mod Compatibility Checks ]
[07/13/2016 - 01:15:02AM] [Zad]: [ Sanity Checks ]
[07/13/2016 - 01:15:02AM] [Zad]: Verifying that installation is untainted by an unsupported upgrade: OK
[07/13/2016 - 01:15:02AM] [Zad]: ==========End Compatibility Checks==========
[07/13/2016 - 01:15:02AM] [Zad]: Initializing Events arrays.
[07/13/2016 - 01:15:02AM] [Zad]: zadEventSlots::Maintenance()
[07/13/2016 - 01:15:02AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[07/13/2016 - 01:15:02AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[07/13/2016 - 01:15:02AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[07/13/2016 - 01:15:02AM] [Zad]: [Wet Padding] Registered. Event #0
[07/13/2016 - 01:15:02AM] [Zad]: [Health Drain] Registered. Event #1
[07/13/2016 - 01:15:02AM] [Zad]: [belt Chafing] Registered. Event #2
[07/13/2016 - 01:15:02AM] [Zad]: Maintenance_ABC()
[07/13/2016 - 01:15:02AM] [Zad]: [stamina Drain] Registered. Event #3
[07/13/2016 - 01:15:02AM] [Zad]: [Mounted] Registered. Event #4
[07/13/2016 - 01:15:02AM] [FloppySOS] Hooked into SOS animation events
[07/13/2016 - 01:15:02AM] [Zad]: [blindfold Mystery] Registered. Event #5
[07/13/2016 - 01:15:02AM] daymoyl - Registering custom quest events
[07/13/2016 - 01:15:02AM] [Zad]: [Vibration] Registered. Event #6
[07/13/2016 - 01:15:02AM] [Zad]: [Posture Collar] Registered. Event #7
[07/13/2016 - 01:15:03AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[07/13/2016 - 01:15:03AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[07/13/2016 - 01:15:03AM] [Zad]: [belted Empty] Registered. Event #8
[07/13/2016 - 01:15:03AM] [Zad]: [Tight Corset] Registered. Event #9
[07/13/2016 - 01:15:03AM] [Zad]: Monitoring Camera state.
[07/13/2016 - 01:15:03AM] [Zad]: [bump Pumps] Registered. Event #10
[07/13/2016 - 01:15:03AM] [Zad]: [Horny] Registered. Event #11
[07/13/2016 - 01:15:03AM] [Zad]: [Chaos Plugs] Registered. Event #12
[07/13/2016 - 01:15:03AM] [Zad]: [Plug Moan] Registered. Event #13
[07/13/2016 - 01:15:03AM] [Zad]: [Restrictive Collar] Registered. Event #14
[07/13/2016 - 01:15:03AM] [Zad]: [Harness] Registered. Event #15
[07/13/2016 - 01:15:03AM] [Zad]: [Periodic Shocks] Registered. Event #16
[07/13/2016 - 01:15:03AM] [Zad]: [Tight Gloves] Registered. Event #17
[07/13/2016 - 01:15:03AM] [Zad]: [Mana Drain] Registered. Event #18
[07/13/2016 - 01:15:03AM] [Zad]: [Armbinder Struggle] Registered. Event #19
[07/13/2016 - 01:15:03AM] [Zad]: [blindfold Trip] Registered. Event #20
[07/13/2016 - 01:15:03AM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [item 3 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [item 3 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5
[07/13/2016 - 01:15:03AM] [Zad]: [Yoke Struggle] Registered. Event #21
[07/13/2016 - 01:15:03AM] [Zad]: [bra Chafing] Registered. Event #22
[07/13/2016 - 01:15:03AM] [Zad]: [Nipple Piercings] Registered. Event #23
[07/13/2016 - 01:15:03AM] [Zad]: [Drip] Registered. Event #24
[07/13/2016 - 01:15:03AM] [Zad]: [Restraints+Armor] Registered. Event #25
[07/13/2016 - 01:15:04AM] ERROR: Cannot set the value of a constant GlobalVariable
stack:
    [KillMoveRandom (0005159D)].GlobalVariable.SetValue() - "<native>" Line ?
    [GBT_Main_Menu (4B0458B3)].grimymenumain.localLoadAll() - "GrimyMenuMain.psc" Line 8755
    [GBT_Main_Menu (4B0458B3)].grimymenumain.ImportSettings() - "GrimyMenuMain.psc" Line 9456
    [alias GBT_PlayerAlias on quest GBT_Main_Menu (4B0458B3)].GrimyMenuMainPlayerRef.OnPlayerLoadGame() - "GrimyMenuMainPlayerRef.psc" Line 13
[07/13/2016 - 01:15:05AM] [CF][Framework] Sending register event
[07/13/2016 - 01:15:05AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: OnCreatureFrameworkRegister() Begin
[07/13/2016 - 01:15:05AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: OnCreatureFrameworkRegister() Registering
[07/13/2016 - 01:15:05AM] [slnc] [slncaddondgscript <slncAddonDG (1E002F9A)>]: AddonDG.registerStuff()
[07/13/2016 - 01:15:05AM] [slnc] [slncaddondbscript <slncAddonDB (1D005911)>]: AddonDB.registerStuff()
[07/13/2016 - 01:15:05AM] [slnc] [slncMainQuestScript <slncControllerQuest (1C0110DF)>]: OnCreatureFrameworkRegister() End
[07/13/2016 - 01:15:05AM] [FloppySOS] Cloak effect applied
[07/13/2016 - 01:15:06AM] [FloppySOS] Cloak effect applied
[07/13/2016 - 01:15:07AM] [CF][Framework] Beginning JSON registration
[07/13/2016 - 01:15:07AM] [CF][Framework] Found 5 JSON files in creatures.d
[07/13/2016 - 01:15:07AM] [CF][Framework] Already loaded file slnc-db.json; skipping
[07/13/2016 - 01:15:07AM] [CF][Framework] Already loaded file slnc-dg.json; skipping
[07/13/2016 - 01:15:07AM] [CF][Framework] Already loaded file slnc-mnc-db.json; skipping
[07/13/2016 - 01:15:07AM] [CF][Framework] Already loaded file slnc-mnc-dg.json; skipping
[07/13/2016 - 01:15:07AM] [CF][Framework] Already loaded file slnc.json; skipping
[07/13/2016 - 01:15:07AM] [CF][Framework] Finished JSON registration
[07/13/2016 - 01:15:07AM] [CF][Framework] Forcing active actor restart
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94DE)>]]
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94DD)>]]
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94DC)>]]
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94DE)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94D6)>]]
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94DB)>]]
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94DC)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94DD)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94E9)>]]
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94DB)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E94EE)>]]
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94E9)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000E9524)>]]
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94DD)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Finished on ["Skeleton" [Actor < (000FEBE1)>]]
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94D6)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E9524)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000FEBE1)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94DC)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94D6)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (000E94EE)>]]; restarting
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94DE)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E9524)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94EE)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94DB)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000E94E9)>]] and doing nothing else
[07/13/2016 - 01:15:07AM] [CF][Creature] Removing both API armours from ["Skeleton" [Actor < (000FEBE1)>]] and doing nothing else
[07/13/2016 - 01:15:08AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:15:08AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:15:09AM] [CF][Main Quest] Skipping cloak application; API is restarting active actors
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94DE)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Framework] Cleared log Form DB
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94DC)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94DD)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Framework] Creature Framework is done initialising
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94D6)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94DB)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94E9)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94DE)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94DC)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94D6)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E9524)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000FEBE1)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (000E94EE)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[07/13/2016 - 01:15:09AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94DE)>]]; there is no normal armour
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94DD)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E9524)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94EE)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94E9)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94DC)>]]; there is no normal armour
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000E94DB)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Creature] ["Skeleton" [Actor < (000FEBE1)>]] unaroused
[07/13/2016 - 01:15:09AM] [CF][Main Quest] The cloak is being applied for the first time since game load
[07/13/2016 - 01:15:09AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94D6)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E9524)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94EE)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94DD)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94E9)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000E94DB)>]]; there is no normal armour
[07/13/2016 - 01:15:10AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (000FEBE1)>]]; there is no normal armour
[07/13/2016 - 01:15:12AM] [slamainscr <sla_Main (0F042D62)>]:Defered maintenance...
[07/13/2016 - 01:15:12AM] [slamainscr <sla_Main (0F042D62)>]: found Devious Devices - Assets.esm
[07/13/2016 - 01:15:12AM] [slamainscr <sla_Main (0F042D62)>]: Enabled Desire spell
[07/13/2016 - 01:15:12AM] [slamainscr <sla_Main (0F042D62)>]: Updated notification key to 47
[07/13/2016 - 01:15:12AM] [slamainscr <sla_Main (0F042D62)>]: finished maintenance
[07/13/2016 - 01:15:34AM] VM is freezing...
[07/13/2016 - 01:15:34AM] VM is frozen
[07/13/2016 - 01:15:35AM] Saving game...
[07/13/2016 - 01:15:35AM] VM is thawing...
[07/13/2016 - 01:15:38AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:15:38AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:15:38AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DD)>]]; already has effect
[07/13/2016 - 01:15:38AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DD)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:38AM] [CF][Creature Apply] Failure on ["ghost" [defaultGhostScript < (000590F0)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[07/13/2016 - 01:15:38AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DE)>]]; already has effect
[07/13/2016 - 01:15:38AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:38AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000FEBE1)>]]; already has effect
[07/13/2016 - 01:15:38AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000FEBE1)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:38AM] [CF][Creature Apply] Failure on ["ghost" [defaultGhostScript < (000E94CC)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94EE)>]]; already has effect
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 1 on  (000E94EE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DC)>]]; already has effect
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DC)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DB)>]]; already has effect
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94D6)>]]; already has effect
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94D6)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DB)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E9524)>]]; already has effect
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E9524)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94E9)>]]; already has effect
[07/13/2016 - 01:15:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94E9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:15:39AM] [CF][Creature Apply] Failure on ["ghost" [defaultGhostScript < (000590F1)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[07/13/2016 - 01:15:46AM] CCAS v10 starting mara dialogue
[07/13/2016 - 01:15:46AM] CCAS found Sexlab Stories
[07/13/2016 - 01:15:46AM] CCAS mod locater ending _ beginning start dialogues
[07/13/2016 - 01:15:57AM] CCAS starting 310
[07/13/2016 - 01:15:58AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:15:58AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:16:18AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:16:18AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:16:38AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:16:38AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:16:39AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DC)>]]; already has effect
[07/13/2016 - 01:16:39AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DC)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94D6)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94D6)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000FEBE1)>]]; already has effect
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DD)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DD)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000FEBE1)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94EE)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 1 on  (000E94EE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94E9)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94E9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DB)>]]; already has effect
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DE)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DB)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E9524)>]]; already has effect
[07/13/2016 - 01:16:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E9524)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:16:58AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:16:58AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:17:18AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:17:18AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:17:22AM] slaScanner start time is ....181.972000
[07/13/2016 - 01:17:22AM] Found 0 arousedActors
[07/13/2016 - 01:17:22AM] Found 0 nakedActors
[07/13/2016 - 01:17:23AM] slaScanner After getting actors is ....182.772003, player is naked TRUE, Actor Count 0
[07/13/2016 - 01:17:23AM] slaScanner end time is ....182.972000
[07/13/2016 - 01:17:23AM] Next update in 120.000000
[07/13/2016 - 01:17:38AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:17:39AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:17:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000FEBE1)>]]; already has effect
[07/13/2016 - 01:17:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000FEBE1)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:40AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94EE)>]]; already has effect
[07/13/2016 - 01:17:40AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 1 on  (000E94EE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DB)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DB)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DD)>]]; already has effect
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94E9)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94E9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DD)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DE)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94D6)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94D6)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E9524)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E9524)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:41AM] [CF][Framework] Didn't activate actor ["Skeleton" [Actor < (000E94DC)>]]; already has effect
[07/13/2016 - 01:17:41AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 2 on  (000E94DC)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[07/13/2016 - 01:17:59AM] [sGO] UpdateLoop:Begin
[07/13/2016 - 01:17:59AM] [sGO] UpdateLoop:Done
[07/13/2016 - 01:18:06AM] CCAS Quest: 310 extern Nord Queen
[07/13/2016 - 01:18:07AM] CCAS Quest: 310 extern Nord Queen end
[07/13/2016 - 01:18:18AM] ERROR: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [None].FtM_TokenEffect.GetTargetActor() - "<native>" Line ?
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 14
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsChild() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsDead() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp2"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [None].FtM_TokenEffect.GetTargetActor() - "<native>" Line ?
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 14
[07/13/2016 - 01:18:18AM] ERROR: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [None].FtM_TokenEffect.GetTargetActor() - "<native>" Line ?
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 14
[07/13/2016 - 01:18:18AM] ERROR: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [None].FtM_TokenEffect.GetTargetActor() - "<native>" Line ?
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 14
[07/13/2016 - 01:18:18AM] ERROR: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
    [None].FtM_TokenEffect.GetTargetActor() - "<native>" Line ?
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 14
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsChild() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsDead() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp2"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsChild() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsDead() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp2"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsChild() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp1"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] ERROR: Cannot call IsDead() on a None object, aborting function call
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44
[07/13/2016 - 01:18:18AM] Warning: Assigning None to a non-object variable named "::temp2"
stack:
    [None].FtM_TokenEffect.OnEffectStart() - "ftm_tokeneffect.psc" Line 44

 

Posted

possible fix for this scenario could be to link your quest to the completion stage of sd's falmer enslavement then activate the next stage of alternate start Or even your own quest journal that leads upto that

I think I get what you're saying - instead of using a trigger on exiting the cell, keep a trigger that looks for  the SDEnslavedStop event. Sounds good, and it would prevent some later possible problems, but I'm not sure it wouldn fix your problem (at least what I think your problem is :) ). I'll try it out.

 

umm, hold up - that scenario worked when i played it thru (back in may) - as far as i know the problems i eventually received with none player references were unrelated to ccas ( i don't recall having those problems before i left for vacation) and i saw no visible bugs like i do in the current save

So hang on... is this an intermittent problem, or what?

 

that scenario i accidentally did something that made me leave the cell and discovered thats what effected the friendlies there so i reloaded to before leaving the cell to finish up there and when i was done there i left the cave and the quest completed as it should and the rest of the game went from there

Ah, I get it - that makes sense. Not really a CCAS issue (technically speaking), this is a (sorry) player error. Then yes, listening for enslavement stop event would indeed fix the problem. I'll look into it.

 

the only thing i'd suggest adding to that scenario is a trigger from your quest to what would normally be seen from the alternate start quests on the journal entries so that alternate start can proceed as it should Or even your own quest journal that leads upto that---i believe that alternate start might be my problem with your quest line stuck for the falmer enslavement

Don't even need to worry about LAL in this case - the alternate start quest can trigger whenever it wants, because it's so nonintrusive you won't ever notice it. The problem here is a pair of scripts - one adding you to the falmer faction, and one removing you from it - and that technically can happen any time during the game. The reason I assumed it was a conflict between CCAS and SD+ was that an earlier version of SD+ used the same technique, and force-removing the player from the master's faction can cause Bad Things.

All the LAL quest does is allow the whole main quest to continue after bypassing Helgen. Starting it later makes no difference, since starting it at the same time as CCAS is identical to, say, starting Farengar's quest to deliver frost salts to Arcadia and then walking over to Amren and getting the quest to retrieve his sword. The two have nothing much to do with each other, and if you went and made a script that auto-started Amren's quest whenever you talked to Farengar they still wouldn't have anything much to do with each other. :)

 

after using death alternative to reset the falmer instead of leaving the cave as i should have the bandits in various regions with trigger markers in the wild seem to just stand there looking at the player waiting for the player to make the first move.

 

That's certainly possible. All SD+ masters (and the player) are added to a bandit-friendly faction to avoid being slaughtered when walking outside. What it sounds like you did was essentially remove yourself from enslavement without actually removing yourself from enslavement - you may not have a master, but you're still part of that bandit friendly faction.

 

 

if i console that in will it register the next stage of alternate start or do i need to find a tavern after that

 

Technically, the next stage of Alternate Start is automatically started immediately when you sleep in the LAL bed.

In the case of the Egg Breeder start, here's the exact sequence of events that happens (this is the same for all scenarios with the only differences being some specifics):

  1. Speak to the Mara statue, select the Egg Breeder scenario
  2. Sleep in the LAL bed
  3. A debug trace will show up in your log - CCAS Quest: 130 Chaurus Egg Breeder
  4. Set some globals and quest objectives for this scenario
  5. Set some basic Sexlab stats using some random numbers
  6. Add a bunch of starting items to the player like food, potions, clothing, lockpick, etc
  7. Move the player into the Chillwind Depths cell
  8. Add the player to the Falmer faction
  9. Start EC+ event that triggers chaurus pregnancy (technically optional and only happens if you have EC+ installed)
  10. Start SD+ event that adds a vaginal parasite (technically optional and only happens if you have SD+ installed)
  11. Start Stories event that triggers the Chaurus Queen quest (technically optional and only happens if you have Stories installed)
  12. A debug trace will show up in your log - CCAS Quest: 130 Chaurus Egg Breeder end
  13. Start the next stage of the LAL quest
Then this happens only when you exit the cave:
  • Remove the player from the Falmer faction
The problem occurs in the interaction between #8 and the "exit the cave" thing. By triggering faction removal on exiting the cave, I'm discounting the possibility that other mods (death alternative, or any sort of teleportation mod, or COC-ing to a different cell, etc) will ever happen which can lead to problems like what you're experiencing.
The next LAL stage will always happen no matter what in every possible scenario. The only thing CCAS does is set up some conditions and trigger the next stage, exactly how all vanilla LAL scenarios work. The fault lies in what stuff CCAS does, not when it does it. ;)
 
i was half-ready to give up on it and start over, but i think i may have seen the logs in my thread (same impact coming from these bandits as that other user reported, i haven't investigated yet if it occured the same way) so i'd like to see if its at all possible to fix this or if that's something that will need to be done from the scripts as an update later on
Good luck!
 
EDIT: Wait, never mind, I'm mixing up my scenarios. the SDEnslavedStop event wouldn't do anything because there's no SD enslavement in the Egg Breeder scenario.
I'm thinking that the easiest thing to do would be to force SD+ enslavement on the player in that scenario. I didn't want to do that because it would be duplicating the function of the Enslaved to a Falmer scenario, but maybe I'll just bite the bullet and go for it.

 

 

 

 

 

 

So far most of the starts work, except Dogs chewtoy and Nord Queen. This is my papyrus log for Nord Queen

 

I don't know if it's that the problem is more widespread than I had thought, or if I just have more people posting about it now. I wish I could find the root cause.

In any case, this sounds like a common problem with CCAS - try JDough's fix:

 

What I did to fix it:

Now I opened my save game with 'Save Game Cleaner' v2.0.6, filtered for 'CCAS' scripts and deleted the whole set of script instances (not the listed scripts, only the instances).

Saved the modified save game, loaded and started a random scenario (dog scenario): Success!

Closed and restarted Skyrim, loaded back into the modified save (LAL cell) and chose another scenario (pregnant slave to Kin family): Success!

 

I have then re-activated JUGs and tried to start the Giants pet scenario: fail, landed back in the LAL cell

Disabled JUGs again, loaded back in and launched the Giants pet scenario again: Success!

 

So JUGs definitely interferes with the start.

But the cleaning of the CCAS instances made it all work - for me anyways.

Posted

About the skooma addict start, wouldn't it be best to start with an actual addiction? I'm a bit far in the game right now, but I recall that all I had was just some skooma bottles on me and ... that's it.

Posted

About the skooma addict start, wouldn't it be best to start with an actual addiction? I'm a bit far in the game right now, but I recall that all I had was just some skooma bottles on me and ... that's it.

Addictions are handled differently by different mods.

 

Easiest would be to force feed the player a couple of skooma bottles with equipItem.

Posted

Yeah that never ended well for me, since the skooma whore mod I use has a blackout threshold. If the force feed ever happens, best warn the user then :)

Posted

 

About the skooma addict start, wouldn't it be best to start with an actual addiction? I'm a bit far in the game right now, but I recall that all I had was just some skooma bottles on me and ... that's it.

Addictions are handled differently by different mods.

 

Easiest would be to force feed the player a couple of skooma bottles with equipItem.

 

That's what happens currently. In v10 you get six bottles added and then eat two of them during initial setup (I think it was 6/2). I upped it to three bottles consumed for v11 because addiction wasn't really happening much to me.

 

Yeah that never ended well for me, since the skooma whore mod I use has a blackout threshold. If the force feed ever happens, best warn the user then :)

Not much I can do about that except suggest you keep your blackout threshold above 2 (for v10) or 3 (for v11). Skooma Whore doesn't use storageutil variables, so there are only two ways to force addiction - forcing the player to eat skooma on initial setup, or making Skooma Whore an actual dependency. I don't want to do the second, so we're stuck with how it is now.

Posted

There seems to be a conflict with Devious Devices that makes devices not show up on the player, or they show for a second and then disappear. Something to do with CCAS re-equipping the device.

 

I don't think that's CCAS.

For one thing, CCAS doesn't actually do anything whatsoever with devious devices - that's left up to the mods (IIRC only Captured Dreams and SD+ use them in v10).

For another, I'm sure I've seen this complaint elsewhere too, in multiple threads that use Devious Devices. I can't remember what the problem was exactly, nor if there was a fix.

 

What scenario did you use, and can you provide a papyrus log? And are you using any other mods that may add devices to the player on game start?

Posted

 

 

 

possible fix for this scenario could be to link your quest to the completion stage of sd's falmer enslavement then activate the next stage of alternate start Or even your own quest journal that leads upto that

I think I get what you're saying - instead of using a trigger on exiting the cell, keep a trigger that looks for  the SDEnslavedStop event. Sounds good, and it would prevent some later possible problems, but I'm not sure it wouldn fix your problem (at least what I think your problem is :) ). I'll try it out.

 

umm, hold up - that scenario worked when i played it thru (back in may) - as far as i know the problems i eventually received with none player references were unrelated to ccas ( i don't recall having those problems before i left for vacation) and i saw no visible bugs like i do in the current save

So hang on... is this an intermittent problem, or what?

 

that scenario i accidentally did something that made me leave the cell and discovered thats what effected the friendlies there so i reloaded to before leaving the cell to finish up there and when i was done there i left the cave and the quest completed as it should and the rest of the game went from there

Ah, I get it - that makes sense. Not really a CCAS issue (technically speaking), this is a (sorry) player error. Then yes, listening for enslavement stop event would indeed fix the problem. I'll look into it.

 

the only thing i'd suggest adding to that scenario is a trigger from your quest to what would normally be seen from the alternate start quests on the journal entries so that alternate start can proceed as it should Or even your own quest journal that leads upto that---i believe that alternate start might be my problem with your quest line stuck for the falmer enslavement

Don't even need to worry about LAL in this case - the alternate start quest can trigger whenever it wants, because it's so nonintrusive you won't ever notice it. The problem here is a pair of scripts - one adding you to the falmer faction, and one removing you from it - and that technically can happen any time during the game. The reason I assumed it was a conflict between CCAS and SD+ was that an earlier version of SD+ used the same technique, and force-removing the player from the master's faction can cause Bad Things.

All the LAL quest does is allow the whole main quest to continue after bypassing Helgen. Starting it later makes no difference, since starting it at the same time as CCAS is identical to, say, starting Farengar's quest to deliver frost salts to Arcadia and then walking over to Amren and getting the quest to retrieve his sword. The two have nothing much to do with each other, and if you went and made a script that auto-started Amren's quest whenever you talked to Farengar they still wouldn't have anything much to do with each other. :)

 

after using death alternative to reset the falmer instead of leaving the cave as i should have the bandits in various regions with trigger markers in the wild seem to just stand there looking at the player waiting for the player to make the first move.

 

That's certainly possible. All SD+ masters (and the player) are added to a bandit-friendly faction to avoid being slaughtered when walking outside. What it sounds like you did was essentially remove yourself from enslavement without actually removing yourself from enslavement - you may not have a master, but you're still part of that bandit friendly faction.

 

 

if i console that in will it register the next stage of alternate start or do i need to find a tavern after that

 

Technically, the next stage of Alternate Start is automatically started immediately when you sleep in the LAL bed.

In the case of the Egg Breeder start, here's the exact sequence of events that happens (this is the same for all scenarios with the only differences being some specifics):

  1. Speak to the Mara statue, select the Egg Breeder scenario
  2. Sleep in the LAL bed
  3. A debug trace will show up in your log - CCAS Quest: 130 Chaurus Egg Breeder
  4. Set some globals and quest objectives for this scenario
  5. Set some basic Sexlab stats using some random numbers
  6. Add a bunch of starting items to the player like food, potions, clothing, lockpick, etc
  7. Move the player into the Chillwind Depths cell
  8. Add the player to the Falmer faction
  9. Start EC+ event that triggers chaurus pregnancy (technically optional and only happens if you have EC+ installed)
  10. Start SD+ event that adds a vaginal parasite (technically optional and only happens if you have SD+ installed)
  11. Start Stories event that triggers the Chaurus Queen quest (technically optional and only happens if you have Stories installed)
  12. A debug trace will show up in your log - CCAS Quest: 130 Chaurus Egg Breeder end
  13. Start the next stage of the LAL quest
Then this happens only when you exit the cave:
  • Remove the player from the Falmer faction
The problem occurs in the interaction between #8 and the "exit the cave" thing. By triggering faction removal on exiting the cave, I'm discounting the possibility that other mods (death alternative, or any sort of teleportation mod, or COC-ing to a different cell, etc) will ever happen which can lead to problems like what you're experiencing.
The next LAL stage will always happen no matter what in every possible scenario. The only thing CCAS does is set up some conditions and trigger the next stage, exactly how all vanilla LAL scenarios work. The fault lies in what stuff CCAS does, not when it does it. ;)
 
i was half-ready to give up on it and start over, but i think i may have seen the logs in my thread (same impact coming from these bandits as that other user reported, i haven't investigated yet if it occured the same way) so i'd like to see if its at all possible to fix this or if that's something that will need to be done from the scripts as an update later on
Good luck!
 
EDIT: Wait, never mind, I'm mixing up my scenarios. the SDEnslavedStop event wouldn't do anything because there's no SD enslavement in the Egg Breeder scenario.

I'm thinking that the easiest thing to do would be to force SD+ enslavement on the player in that scenario. I didn't want to do that because it would be duplicating the function of the Enslaved to a Falmer scenario, but maybe I'll just bite the bullet and go for it.

 

 

 

 

 

since the only problem with that scenario is "if" the player accidentally leaves the cell early, rather than duplicating it to the falmer enslavement scenario and using sd to handle it - look into how alternate start prevents the player from leaving the cell on game start its not at all possible to leave the cell until you've talked to the statue And either slept in the bed to progress to the next stage that teleports the player where the quest says to be Or chosen to escape the cell And picked the lock And crossed thru the door. if the player attempts to leave early or even uses a teleport device of any type, the player is automatically sent back to the cell with the statue before they set foot on the ground.

 

after preventing the player from leaving early the detection for leaving the cell that's already in place could instead send a message to the player "that won't work, seems i'll have to find another way out of here". next since there's only 1 exit and there's even a hallway that leads upto the exit with no other creatures to encounter at that point you could use activator markers like trigger plates, but these don't trigger any traps, they just progress to the next stage of the quest. the journal could read something like "oh look there's light coming down that passage there it must be the exit" while the scripts in the background have suddenly allowed the player to exit the cell, but we haven't changed the factions yet incase the player decides to turn around for some reason or other. pretty much the script that prevents the player from leaving should check for the quest stage less than this stage the player has just walked thru(unless you can set this to only allow exit thru that door, then its best to do that).

 

then as the player heads up towards the exit put another quest stage activator marker that says something in the journal like "i hear the falmer now, they must have discovered my escape, i better go quick" and in the background the script would remove the falmer faction at this point. a final safety measure could even be put outside the door that checks for the falmer faction on the player, if exist remove falmer faction. end if, quest complete

Posted

 look into how alternate start prevents the player from leaving the cell on game start

I'm pretty sure that's just a big collision box with an ontriggerleave script that teleports the player back in. And yeah, it's not a bad solution. The problem is that the trigger to remove the player from the faction sits outside the cave, so you get removed when you exit Chillwind Depths. Come to think of it, I'm pretty sure that's similar to how SD+ does it too (I've never checked).

 

So the potential exists for the player to leave the cave, get removed from the faction, and get teleported back in (due to even a millisecond script lag) and now everything inside is hostile. Since small script lags are common even in the cleanest, most stable setup, that would pretty much guarantee some undesirable results.

 

I could move the faction change trigger inside, but the reason I put it outside in the first place was because it made more sense. The Soulgem Oven start works the other way - the trigger is inside instead of outside - and it's a little odd to get a "You've escaped!" message and quest update when you haven't really escaped yet. Still, a bit of nonsense is probably better than the alternative.

 

you could use activator markers like trigger plates

I'm trying to keep the changes CCAS makes to the world to a minimum if possible. Adding new objects to any cell could cause problems if other mods use the cell too - mostly minor ones, like objects floating in midair, but still.

 

And it's not really necessary, if I just "nest" the two trigger boxes properly.

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