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1 hour ago, Content Consumer said:

Huh... I've been saying for a long time that EZ2C and Better Dialogue Controls are compatible, but I just checked the documentation, and it says they aren't. I'm not using Better Dialogue Controls, so I hope I haven't given anyone bad advice...

Both replace the same SFW and since EZ2C never mentioned having included BDC or BMbC i never installed it.
So if it's included, please let me know.

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34 minutes ago, CGi said:

Both replace the same SFW and since EZ2C never mentioned having included BDC or BMbC i never installed it.
So if it's included, please let me know.

It's not included - EZ2C and BDC both fix the same engine bug with dialogue, but otherwise they do different things. One mod would simply overwrite and replace the functionality of the other. Use EZ2C if you want to customize colors and text, and BDC if you want to avoid irritating accidental clicks, scrolls, and buggy cursor positioning in dialogue menus.

 

Better Messagebox Controls is different and applies only to messageboxes, so you can use it alongside either.

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32 minutes ago, Mr.House said:

When do you think will you be able to implement the pony girl start. Sorry if someone has already asked this.

You mean the Ponygirl Farm mod? I honestly don't know right now...

 

Unfortunately for ponygirl fans, at first the mod won't have any actual ponygirl stuff - that's on my to-do list for later. At first, the mod will release with a simple CCAS scenario that will replace the current Markarth Dog Chewtoy scenario. It's in beta testing now, and there are several bugs in it that need to be ironed out.

Then I need to get the first part of a long questline set up, which might take a while. As soon as the first part is set up, I'll post the mod.

THEN I'll start work on actual Ponygirl content, finish various questlines and add one (maybe two) new CCAS starts for it, etcetera.

 

Considering my schedule, and the fact that lately I've been having fun just making tattoo mashups and doing no actual development, I really can't say when it'll be done. Plus other scenarios I'm working on, Witch of the Wilds and Bandit Honeypot.

 

Ponygirl Farm will require Devious Devices 4.0 (Assets, Integration, and Expansion) and Riding Styles.

 

I am considering starting up a public beta thread for this stuff - it seems to work well for others.

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I'm having a problem where I see the CCAS option in the alternative start menu but when I click on it nothing appears.

 

Spoiler

[08/13/2018 - 01:57:16AM] FNIS aa GetAAsetList mod: XPMSE nSets: 48
[08/13/2018 - 01:57:16AM] FNIS aa GetAAsetList mod: XPMSE nSets: 48
[08/13/2018 - 01:57:16AM] FNIS aa GetAAsetList mod: XPMSE nSets: 48
[08/13/2018 - 01:57:16AM] FNIS aa GetAAsetList mod: XPMSE nSets: 48
[08/13/2018 - 01:57:16AM] XPMSE MainQuest Initialization successful.
[08/13/2018 - 01:57:17AM] found Sexlab Stories
[08/13/2018 - 01:57:17AM] DLC2InitCrossDLCScript found: [QF_DLC01VQ01_0100352A <DLC1VQ01 (0200352A)>], [byohrelationshipadoptionscript <BYOHRelationshipAdoption (030042B4)>]
[08/13/2018 - 01:57:17AM] Arvak: Adding [WorldSpace <DLC2SolstheimWorld (04000800)>] to [FormList < (0100099B)>]
[08/13/2018 - 01:57:17AM] [DLC2InitCrossDLCScript <alias Player on quest DLC2Init (04016E02)>] found Durnehviir in Dawnguard.esm
[08/13/2018 - 01:57:17AM] FNIS aa (load game) started
[08/13/2018 - 01:57:17AM] [XPMSEMCM <XPMSEMCM (1A000888)>] INITIALIZED
[08/13/2018 - 01:57:17AM] found Sexlab Stories
[08/13/2018 - 01:57:17AM] [daymoyl_monitormeter <binding_BoundMeter (0B05B4F7)>] INITIALIZED
[08/13/2018 - 01:57:18AM] Now updating Hearthfire content.
[08/13/2018 - 01:57:18AM] [[Actor < (0001A66B)>], [Actor < (0001A6AC)>], [Actor < (00019A2D)>], [Actor < (00013484)>], [Actor < (0001C18F)>], [Actor < (000199B4)>], [Actor < (0001348B)>], [Actor < (00019E10)>], [Actor < (0001B08F)>], [Actor < (000198DB)>], [Actor < (000198A4)>], [Actor < (0001A6AE)>], [Actor < (000199D0)>], [Actor < (0001A636)>], None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None] 100
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001A66B)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001A6AC)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (00019A2D)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (00013484)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001C18F)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (000199B4)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001348B)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (00019E10)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001B08F)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (000198DB)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (000198A4)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001A6AE)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (000199D0)>]
[08/13/2018 - 01:57:18AM] Now checking: [Actor < (0001A636)>]
[08/13/2018 - 01:57:18AM] Now checking: None
[08/13/2018 - 01:57:18AM] Done updating Hearthfire content.
[08/13/2018 - 01:57:18AM] [slalmcm <SLAnimLoaderMenu (1E0012C4)>] INITIALIZED
[08/13/2018 - 01:57:19AM] [hydConfigMenu <hyd_d_mcm (2207AEF9)>] INITIALIZED
[08/13/2018 - 01:57:19AM] ERROR: Cannot call GetLeveledActorBase() on a None object, aborting function call
stack:
    [DefeatSexCrimeQST (29118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" Line 17
[08/13/2018 - 01:57:19AM] ERROR: Cannot call GetName() on a None object, aborting function call
stack:
    [DefeatSexCrimeQST (29118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" Line 17
[08/13/2018 - 01:57:19AM] warning: Assigning None to a non-object variable named "::temp8"
stack:
    [DefeatSexCrimeQST (29118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" Line 17
[08/13/2018 - 01:57:19AM] Defeat: Witness type friend/follower found - None / Name -
[08/13/2018 - 01:57:19AM] ERROR: Cannot call HasKeywordString() on a None object, aborting function call
stack:
    [DefeatSexCrimeQST (29118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" Line 18
[08/13/2018 - 01:57:19AM] warning: Assigning None to a non-object variable named "::temp5"
stack:
    [DefeatSexCrimeQST (29118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" Line 18
[08/13/2018 - 01:57:19AM] [Virgin]: New Game Init
[08/13/2018 - 01:57:19AM] [Virgin]: Load Game Init - Shout Like a Virgin v6.5b INITIALIZED
[08/13/2018 - 01:57:19AM] [virginmcmscript0 <VirginMCM (1F008202)>] INITIALIZED
[08/13/2018 - 01:57:28AM] ERROR: Cannot call Delete() on a None object, aborting function call
stack:
    [RaceMenu (15000800)].RaceMenu.OnMenuClose() - "RaceMenu.psc" Line 269
[08/13/2018 - 01:57:29AM] [A Quality World Map] Applying map camera constraint settings on load.
[08/13/2018 - 01:57:29AM] SOS: first time initialization
[08/13/2018 - 01:57:29AM] [Virgin]: upgrading to v6.5b
[08/13/2018 - 01:57:29AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[08/13/2018 - 01:57:29AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[08/13/2018 - 01:57:30AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[08/13/2018 - 01:57:30AM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[08/13/2018 - 01:57:30AM] [DLC2PillarBuilderActorScript < (040177DD)>]OnPackageStart()
[08/13/2018 - 01:57:30AM] [A Quality World Map] Settings applied.
[08/13/2018 - 01:57:31AM] CCAS player alias main function
[08/13/2018 - 01:57:31AM] SOS: first time initialization complete
[08/13/2018 - 01:57:32AM] [slaconfigscr <sla_Config (0701C6E0)>]: Registered SexLab Aroused at MCM.
[08/13/2018 - 01:57:32AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0E000820)>]: Registered SKY UI at MCM.
[08/13/2018 - 01:57:33AM] [XPMSEMCM <XPMSEMCM (1A000888)>]: Registered XPMSE at MCM.
[08/13/2018 - 01:57:33AM] [slalmcm <SLAnimLoaderMenu (1E0012C4)>]: Registered SL Anim Loader at MCM.
[08/13/2018 - 01:57:33AM] [hydConfigMenu <hyd_d_mcm (2207AEF9)>]: Registered Slave Girls at MCM.
[08/13/2018 - 01:57:33AM] [defeatmcmscr <DefeatMCMQst (2906D3D4)>]: Registered Defeat at MCM.
[08/13/2018 - 01:57:33AM] [SLD_MCM <_SLD_QST_MCM (2E042C3F)>]: Registered SexLab Dialogues at MCM.
[08/13/2018 - 01:57:33AM] [SLH_QST_ConfigMenu <_SLH_Config (3300489E)>]: Registered SexLab Hormones at MCM.
[08/13/2018 - 01:57:33AM] [MassMatchMakerMenu <MassMatchMakerMenu (37002302)>]: Registered Mass Match Maker at MCM.
[08/13/2018 - 01:57:33AM] [CRDE] onUpdate
[08/13/2018 - 01:57:34AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[08/13/2018 - 01:57:34AM] [CRDE] Maintenance
[08/13/2018 - 01:57:34AM] [CRDE] Checking player enslave level
[08/13/2018 - 01:57:36AM] [CRDE] Settings: TRUE
[08/13/2018 - 01:57:37AM] [CRDE] EnslaveLevel 0
[08/13/2018 - 01:57:38AM] VM is freezing...
[08/13/2018 - 01:57:38AM] VM is frozen
[08/13/2018 - 01:57:39AM] Saving game...
[08/13/2018 - 01:57:40AM] VM is thawing...
[08/13/2018 - 01:57:40AM] [CRDE] Mods: TRUE
[08/13/2018 - 01:57:41AM] PATCH 1.4 QUEST HAS STARTED
[08/13/2018 - 01:57:41AM] [DLC1_2StateActivatorWithGlobal < (02017D59)>]: SetOpen called with abOpen = False
[08/13/2018 - 01:57:42AM] [CRDE] Player: TRUE
[08/13/2018 - 01:57:42AM] CCAS-SSLV integration initialization
[08/13/2018 - 01:57:42AM] CCAS-SSLV integration initialization done
[08/13/2018 - 01:57:42AM] [DCL1VampireTurnPlayerScript <alias Player on quest DLC1VampireTurn (0200588C)>]OnLocationChange()
[08/13/2018 - 01:57:43AM] CCAS-SSLV integration initialization
[08/13/2018 - 01:57:43AM] CCAS-SSLV integration initialization done
[08/13/2018 - 01:57:43AM] [virginmcmscript0 <VirginMCM (1F008202)>]: Registered Shout Like a Virgin at MCM.
[08/13/2018 - 01:57:43AM] Patch Script is working
[08/13/2018 - 01:57:44AM] [dlc1radiantscript <DLC1Radiant (02004C1C)>]CreateQuestBasedOnLocation([Location < (000ECF4C)>])
[08/13/2018 - 01:57:44AM] [byohhousescript <BYOHHousePale (03010BEE)>]OnInit
[08/13/2018 - 01:57:44AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[08/13/2018 - 01:57:45AM] RNPC: Initiating NPC mental model.
[08/13/2018 - 01:57:45AM] [byohhousescript <BYOHHouseHjaalmarch (0300BE09)>]OnInit
[08/13/2018 - 01:57:45AM] [byohhousescript <BYOHHousePale (03010BEE)>]OnInit
[08/13/2018 - 01:57:46AM] [byohhousescript <BYOHHouseHjaalmarch (0300BE09)>]OnInit
[08/13/2018 - 01:57:46AM] [dlc1radiantscript <DLC1Radiant (02004C1C)>]CreateQuestBasedOnLocation([Location < (000ECF4C)>]) is NOT creating a quest: as Location is neither DLC1HunterHQLocation nor DLC1VampireCastleLocation
[08/13/2018 - 01:57:46AM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]: None, [Location < (000ECF4C)>]
[08/13/2018 - 01:57:46AM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False
[08/13/2018 - 01:57:47AM] warning: Property DLC2RRTeldrynSero on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property DismissedFollower on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessageCompanionsFemale on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessageCompanionsMale on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessageCompanions on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessage on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessageWait on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] warning: Property FollowerDismissMessageWedding on script DLC2HirelingQuestScript attached to DLC2HirelingQuest (04038566) cannot be initialized because the script no longer contains that property
[08/13/2018 - 01:57:47AM] [byohhousescript <BYOHHouseFalkreath (0300305E)>]OnInit
[08/13/2018 - 01:57:47AM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:47AM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:47AM] SEXLAB -- Init [sslSystemConfig <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:47AM] error: Native static function TESTScanCellNPCsByFaction could find no matching static function on linked type MiscUtil. Function will not be bound.
[08/13/2018 - 01:57:47AM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:47AM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] PlayerChangeLocation: oldloc=None, newloc=[Location < (000ECF4C)>]
[08/13/2018 - 01:57:48AM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:48AM] SEXLAB -- Init [sslSystemConfig <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:48AM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:48AM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (05000D62)>]
[08/13/2018 - 01:57:48AM] SEXLAB - NOTICE: [sexlabframework <SexLabQuestFramework (05000D62)>] - Loaded SexLabFramework
[08/13/2018 - 01:57:49AM] ERROR: Element of property ponyGear on script crdeplayermonitorscript attached to crdePlayerMonitor (26001827) cannot be bound because <NULL form> (0A01333F) is not the right type
[08/13/2018 - 01:57:52AM] SEXLAB - NOTICE: Adding Dragonborn beds to formlist...
[08/13/2018 - 01:57:53AM] Updating Orphanables Status: ------------------------
[08/13/2018 - 01:57:53AM] [CRDE] onUpdate
[08/13/2018 - 01:57:53AM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest DONE
[08/13/2018 - 01:57:56AM] [DLC1InitScript <DLC1Init (02002C09)>]: appending explosive gas formlists
[08/13/2018 - 01:57:57AM] [CRDE] Checking player enslave level
[08/13/2018 - 01:57:58AM] [DLC1InitScript <DLC1Init (02002C09)>]: [Form < (0200F1B5)>] is being added to list [FormList < (00082E17)>]
[08/13/2018 - 01:57:58AM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (05078818)>]
[08/13/2018 - 01:57:59AM] CCAS v14 starting mara dialogue
[08/13/2018 - 01:57:59AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[08/13/2018 - 01:57:59AM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (05078818)>]
[08/13/2018 - 01:58:00AM] CCAS has found player base gender to be FEMALE
[08/13/2018 - 01:58:00AM] [CRDE] EnslaveLevel 0
[08/13/2018 - 01:58:00AM] SEXLAB -- Init [sslBenchmark <SexLabDev (05072727)>]
[08/13/2018 - 01:58:00AM] SexLab MCM Loaded CurrentVerison: 0 / 16200
[08/13/2018 - 01:58:00AM] [sslConfigMenu <SexLabConfigurationMenu (05079840)>] INITIALIZED
[08/13/2018 - 01:58:01AM] [DLC1InitScript <DLC1Init (02002C09)>]: [Form < (0200F1B0)>] is being added to list [FormList < (00082E17)>]
[08/13/2018 - 01:58:01AM] SexLab MCM Loaded CurrentVerison: 0 / 16200
[08/13/2018 - 01:58:01AM] SEXLAB -- Init [sslBenchmark <SexLabDev (05072727)>]
[08/13/2018 - 01:58:01AM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False
[08/13/2018 - 01:58:02AM] ERROR: Cannot add a None inventory event filter to this reference alias
stack:
    [alias Player on quest BYOHHouseBuilding (0300305D)].BYOHHouseBuildingPlayerScript.AddInventoryEventFilter() - "<native>" Line ?
    [BYOHHouseBuilding (0300305D)].BYOH_QF_BYOHHouseBuilding_0100305D.Fragment_0() - "BYOH_QF_BYOHHouseBuilding_0100305D.psc" Line 177
[08/13/2018 - 01:58:03AM] [DLC1InitScript <DLC1Init (02002C09)>]: [Form < (0200F1BA)>] is being added to list [FormList < (00082E17)>]
[08/13/2018 - 01:58:04AM] [CRDE] onUpdate
[08/13/2018 - 01:58:05AM] [DLC1InitScript <DLC1Init (02002C09)>]: [Form < (0200F1B5)>] is being added to list [FormList < (00109E7B)>]
[08/13/2018 - 01:58:06AM] [Actor < (00019E10)>] has been orphaned.
[08/13/2018 - 01:58:06AM] Requesting transfer for [Actor < (00019E10)>]
[08/13/2018 - 01:58:10AM] VM is freezing...
[08/13/2018 - 01:58:10AM] VM is frozen
 

 

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On 8/12/2018 at 11:31 AM, Abominus said:

Great to hear. Anything new to your work on SSE?

I haven't done any work on it for quite some time. However, Baron of Hell has got me thinking it's probably a lot easier than I've been making it out to be.

 

13 hours ago, eswimmerr43 said:

I'm having a problem where I see the CCAS option in the alternative start menu but when I click on it nothing appears.

 

  Reveal hidden contents

 

This is strange.

When you talk to the Mara statue, it goes through some basic figuring, detecting your gender and race (which is helpful for figuring out bug reports), and detecting what mods you have installed, that kind of thing.

In your case, it looks like the script got halfway through and then stopped processing. I'd say start over from scratch - new game from the main menu and everything, and try again.

Just out of curiosity - do you wait for all the MCM menus to appear and all debug.notifications to clear the screen before talking to the Mara statue? I believe that problems like this might be caused by immediately talking to the Mara statue before everything else is done processing and fast-clicking through the dialogue.

That's really the only thing I can think of - the script got aborted halfway through because too much else was going on at the time. I recommend using a process like this just to make sure.

Link to comment

Hey seems I'm getting the "sleep in LAL bed, the screen fades to black, and fades back in and nothing appears to have happened" problem. This started today upon starting a new game. The game I had going yesterday worked fine (CCAS anyway) and after solving a few issues with bodyscaling I decided to start a fresh today. The only changes in my mods was a switch from Soulgem Oven 3 to Beeing Female, which i changed yesterday during my previous game. I've spent the last few hours trying to get the mod working again, cleaned my saves as per jdough's fix (didn't work), reinstalled CCAS and related mods (didn't work) and played around with my load order (that didn't work either). LAL and LADLR appear to be working fine.

 

I'll try a uninstall of Beeing Female to see if that is the problem but I can't imagine how it would be. Uninstalled and started new game but the issue persists. I have a copy of the papyrus log for that attempt if needed.

 

The Papyrus log from my last attempt and load order are attached.

Papyrus.0.log

loadorder.txt

Link to comment
On 8/16/2018 at 9:09 AM, Snoopy1181 said:

Hey seems I'm getting the "sleep in LAL bed, the screen fades to black, and fades back in and nothing appears to have happened" problem. This started today upon starting a new game. The game I had going yesterday worked fine (CCAS anyway) and after solving a few issues with bodyscaling I decided to start a fresh today. The only changes in my mods was a switch from Soulgem Oven 3 to Beeing Female, which i changed yesterday during my previous game. I've spent the last few hours trying to get the mod working again, cleaned my saves as per jdough's fix (didn't work), reinstalled CCAS and related mods (didn't work) and played around with my load order (that didn't work either). LAL and LADLR appear to be working fine.

 

I'll try a uninstall of Beeing Female to see if that is the problem but I can't imagine how it would be. Uninstalled and started new game but the issue persists. I have a copy of the papyrus log for that attempt if needed.

 

The Papyrus log from my last attempt and load order are attached.

Papyrus.0.log

loadorder.txt

Line 21 of your papyrus log is essentially saying that the script is either not a quest script and is attached to the quest, or is a quest script and isn't attached to a quest. Which is stupid, because if that was the case it would never work, for anyone. And probably wouldn't even compile properly.

And then the rest of your log has a bunch of those "cannot be initialized because no longer contains that property" errors. Which means...

 

You've got one of those intermittent problems. It's rare, but you're not alone (just one example). And I don't have any real solution for you.

 

I honestly don't know what the cause is, but I'm leaning towards thinking it's because the main quest script has too many properties, and it gets lost in the shuffle with all the other mods initializing on game start. Too many script-heavy mods running all at once, see. It's never happened to me, but I run a very script-light game in comparison to most people.

 

I don't see any really script-heavy mods in your load order though. Beeing Female, Dual Sheath Redux, and FNIS Sexy Move are the worst of them I believe, and those aren't too bad. At least, among those I recognize and have used - one or two others might be a little heavy, but no idea.

 

You could try starting a brand new game from scratch and seeing if that fixes it. Don't disable any of your mods yet - just test a new game first. Maybe even twice, just to make sure.

 

Beyond that? I really can't say. You could try disabling a bunch of mods, particularly those that do stuff on startup (i.e. a lot of the neatest ones ;) ), but I don't want to encourage you to get rid of the good stuff just to make CCAS work.

 

 

NB: I'm basing this all on what the papyrus log says. It's not really reliable though. For example, lines 529 and 531 of your log is basically telling me that you uninstalled CCAS after you started the game, which is ridiculous. I do wonder if it's part of the same problem though - the Skyrim engine knows CCAS is installed when you start the game, but then "forgets" about it because it has too many other things to concentrate on.

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23 hours ago, Content Consumer said:

Line 21 of your papyrus log is essentially saying that the script is either not a quest script and is attached to the quest, or is a quest script and isn't attached to a quest. Which is stupid, because if that was the case it would never work, for anyone. And probably wouldn't even compile properly.

And then the rest of your log has a bunch of those "cannot be initialized because no longer contains that property" errors. Which means...

 

You've got one of those intermittent problems. It's rare, but you're not alone (just one example). And I don't have any real solution for you.

 

I honestly don't know what the cause is, but I'm leaning towards thinking it's because the main quest script has too many properties, and it gets lost in the shuffle with all the other mods initializing on game start. Too many script-heavy mods running all at once, see. It's never happened to me, but I run a very script-light game in comparison to most people.

 

I don't see any really script-heavy mods in your load order though. Beeing Female, Dual Sheath Redux, and FNIS Sexy Move are the worst of them I believe, and those aren't too bad. At least, among those I recognize and have used - one or two others might be a little heavy, but no idea.

 

You could try starting a brand new game from scratch and seeing if that fixes it. Don't disable any of your mods yet - just test a new game first. Maybe even twice, just to make sure.

 

Beyond that? I really can't say. You could try disabling a bunch of mods, particularly those that do stuff on startup (i.e. a lot of the neatest ones ;) ), but I don't want to encourage you to get rid of the good stuff just to make CCAS work.

 

 

NB: I'm basing this all on what the papyrus log says. It's not really reliable though. For example, lines 529 and 531 of your log is basically telling me that you uninstalled CCAS after you started the game, which is ridiculous. I do wonder if it's part of the same problem though - the Skyrim engine knows CCAS is installed when you start the game, but then "forgets" about it because it has too many other things to concentrate on.

 

Thanks for the response. I had a feeling you would say that. I did some digging through this support topic over the last few days and found some of the others with the same issue.

 

Since my last post I've tried many new games and had the same issue with the same errors springing up in the papyrus logs. I've not tried it with any mods disabled though (Apart from Beeing Female) so I may try that next.

 

Based upon what you've said I wonder if disabling certain script heavy mods, starting a new game, saving once i've got the basics setup and then reactivating the heavier mods might work. If the issue is indeed too many scripts firing all at the same time then I would imagine doing it in "stages" might be a possible work around. I can't imagine this would do the stability of my game any favours though haha.

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6 hours ago, Snoopy1181 said:

 

Thanks for the response. I had a feeling you would say that. I did some digging through this support topic over the last few days and found some of the others with the same issue.

 

Since my last post I've tried many new games and had the same issue with the same errors springing up in the papyrus logs. I've not tried it with any mods disabled though (Apart from Beeing Female) so I may try that next.

 

Based upon what you've said I wonder if disabling certain script heavy mods, starting a new game, saving once i've got the basics setup and then reactivating the heavier mods might work. If the issue is indeed too many scripts firing all at the same time then I would imagine doing it in "stages" might be a possible work around. I can't imagine this would do the stability of my game any favours though haha.

You could try something like this: 

 

 

Doesn't work quite the same if you've got a bashed patch or tes5merged patch but otherwise is very good advice.

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Hi , Is there a setstage i can use to finish the 'Escape the maze of oblivion' , my character got defeated by the flaming wolf's and was then dumped in Skyrim afterwards by defeat left for dead and I've only just noticed the quest didn't complete . I did look in TES5Edit and I saw the last stage as ccas_QF_handler_0600591 9999. Just wanted to check if this was correct ?.

Great mod by the way I always hit the random option makes starting a new game non boring ?

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3 hours ago, chubjub said:

Hi , Is there a setstage i can use to finish the 'Escape the maze of oblivion' , my character got defeated by the flaming wolf's and was then dumped in Skyrim afterwards by defeat left for dead and I've only just noticed the quest didn't complete . I did look in TES5Edit and I saw the last stage as ccas_QF_handler_0600591 9999. Just wanted to check if this was correct ?.

Great mod by the way I always hit the random option makes starting a new game non boring ?

Stage 9999 isn't actually used by anything, even though it does set the shutdown flag IIRC. I don't actually know if setstage would work... probably.

You can use "completequest" if setstage doesn't work.

 

Being defeated by a creature is actually a problem. The quest doesn't support being yanked out of the maze prematurely. I don't think there would be any problem with it, except for the quest staying in your journal.

 

The next version of CCAS will prevent Death Alternative from functioning while in the maze, but as far as I know Defeat doesn't let other mods do that. For now, I recommend disabling Defeat, DAYMOYL, and any other mods that might do something like that until you're in Skyrim. This goes for all scenarios, not just the Aspiring Mage one.

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NOTICE TO ALL USERS:

 

There is the possibility in some scenarios of being defeated by a creature or other NPC, and moved out of the scenario.

For example, if Defeat's "Left For Dead" option triggers, or if Death Alternative triggers.

This is generally only possible in the Vampire Larder, Aspiring Mage, Soulgem Incubator, Forsworn Prize, Seeker Slave, and Lurker Lover scenarios (I might have missed one or two though).

 

CCAS does not support premature exits from any scenario. As far as I know, there won't necessarily be any problem if something like that happens, or if you coc somewhere else, but you will end up with an open quest in your journal. If so, you can use completequest to force-finish the ccas_handler quest.

 

For now, I recommend disabling Defeat's "Left for Dead" option, Death Alternative, and any other mods that might eject you from a scenario prematurely. Wait until the CCAS handler quest has completed before turning these back on.

Also, don't use the console to coc or moveto anywhere else until the CCAS handler quest is closed.

 

The next version of CCAS will prevent Death Alternative from functioning while in the Aspiring Mage scenario, and hopefully I'll be able to do that with all the other scenarios too. However, Defeat does not as far as I know allow other mods to stop it from functioning.

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9 minutes ago, chubjub said:

Thank you for fast response , I suspected as much and should have done this that in first place, anyway great mod and thank you for the hard work.

 

ccas_QF_handler_0600591 9999 didnt work just for FYI .

That's the name of the quest script, not the quest itself. You want "ccas_handler" instead.

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There was a discussion on a topic of "Oblivion Trap" start (It's very long dungeon, hour to two, locally incredibly tedious due to the lack of options, like when chipping down some mobs with little to no means of dealing damage/refilling manapool - it's always 1~2 lvl character with no/one baseline perk and no loot except ancient nordic garbage, three basic sprays and two miserable potions, remember? Some people might end in this hole without even a healing spell!) has really, really disappointing ending - wasn't anything picked out of it? Because I just spent a hour and half crawling through this all, and after this end I feel like I should've picked anything, anything, anything else just because after all that all I was left with is a naked character and a poor aftertaste.

 

And claim that "Starting character should be poor" does not work because this character is not starting anymore by the end of it, it was starting before entering that dungeon and player just made it through very long (hour at least, and I had the benefit of "Histskin" from "Imperious" - rapid regeneration of bottom 20% of mana) and hard (there was no way for player to gather any assets before it, no way to prepare and no fallback place to recover and no way resupply whatsoever) dungeon, making in exhausting and unrewarding at the same time.

 

This oblivion trip is not a starting location. Do not treat it as one. Drelas cottage is. This oblivion dungeon is probably biggest challenge player will meet in a while, if ever, in their entire play-through - because there's nowhere to fall back, recover and resupply. Completion of that dungeon must be rewarded, not punished, just like any other Skyrim dungeon. Or even better than usual, if simply because of it's length alone.

 

Generally, it's the ending. I see effort put into everything but the ending. Generally manageable, tolerable difficulty... Puzzles are illogical. I wasn't able to figure out what dwemer-looking halls wanted from me, and heard nothing behind battle music and immortal wolves biting my character bottoms. But ending is bad. I don't want to use console or loopholes to get my stuff back. I want it not to be destroyed in the first place by poor design decisions. (Why? Just why? Why?) I suggest extending starting quest to recover it, and adding some nice prize on top of it. This quest is not hand-guided meadow tutorial. Player worked hard for it.

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On 8/19/2018 at 10:22 PM, Content Consumer said:

You could try something like this: 

 

 

Doesn't work quite the same if you've got a bashed patch or tes5merged patch but otherwise is very good advice.

Just an update on the issue I was having. The culprit was Milk Mod Economy. For whatever reason it appears to break CCAS.

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On 8/30/2018 at 7:13 AM, MstrN said:

There was a discussion on a topic of "Oblivion Trap" start

*snip*

 

Ouch! ;)

Many of these problems are on my to-do list to fix actually.
Lemme respond to some of the other points:

 

incredibly tedious due to the lack of options
-What do you mean by lack of options? What sort of options were you looking for, like more/powerful spells, extra gear, or something like alternate routes?

 

chipping down some mobs with little to no means of dealing damage/refilling manapool
-I tried to balance the enemies so that it would work on all difficulty settings, but enemies are a bit too hard on the harder settings, especially for a low-level player. My own playstyle usually involves sneaking around, not head-on attacks, and I almost always try to run away if I get in over my head rather than stick it out. (the navmesh is broken up so that running away is a viable strategy most of the time - enemies usually won't follow you very far).

 

no loot except ancient nordic garbage
-It's an empty ruin of a maze created by a daedra hundreds of years ago and then forgotten about. There never was any good gear to start with - certainly no enchanted glass greatswords or elven armor or anything like that.

 

three basic sprays and two miserable potions
-Remember you start as a novice wizard, apprenticed to a teacher who really doesn't care that much about actually teaching you anything. The scenario is designed to reinforce the idea that you're in way over your head. There are a couple of minor spells hidden around, but nothing that you'll be using in a few levels when you find something - anything - better.

 

Some people might end in this hole without even a healing spell!
-It sounds like you're using a mod that removes spells when you start? The game starts you out with at least a concentration healing spell and the Flames spell normally. CCAS doesn't remove any spells, so it must be another mod doing that.

 

really disappointing ending
-Yeah... I needed to get the player back to Skyrim, and stay true to the daedra's backstory, so I just plopped you down somewhere. What would you suggest as an alternative? I've thought of making you "rescued" by a mage at the College of Winterhold, maybe.

 

wasn't anything picked out of it?
-Not sure what you're asking here.

 

Puzzles are illogical
-They're supposed to be. I admit that some of them are a bit too obscure - the one that always annoys me when I use this scenario is the one where you appear to be going through doors almost at random before getting ahead.
There is a logic to it - the entire thing is 100% linear, actually - it's just made to look like there isn't any. It all depends on your playstyle I guess... some players find it too railroaded and boring, others find it incomprehensible.

 

heard nothing behind battle music
-That sounds like a bug. It's possible that enemy detection is bugging up somehow. Do you have any mods that alter things like creature warning/aggro radius, creature aggression, or combat overhaul mods?

 

immortal wolves
-Another problem on my to-do list to fix. ;)

 

Why? Just why? Why?
-Originally the idea was that the daedra running the place was a sadistic prick who just wanted to hurt people, and getting rid of your starting and earned equipment was his final "fuck you" to the player. That's changed - he's now more interested in just running his breeding experiments - but he's still an asshole.
At any rate, the thing where all gear is removed at the end is on my list of things to fix.

 

I suggest extending starting quest to recover it
-That's one of my ideas - I was going to remove everything to a container somewhere and send the player off to look for it. Another option is to just not remove it all in the first place.
There are a couple of scripted items I don't want you to have when you exit. The key, for example, has a script attached that would cause unnecessary load on the game if you ever put it in a container and took it out again (not a LOT of load, but every little bit helps).

 

I should've picked anything, anything, anything else
-Then avoid this one from now on. ;)
Others you might want to avoid include pretty much everything from the "no external requirements" menu.

 

16 hours ago, Snoopy1181 said:

Just an update on the issue I was having. The culprit was Milk Mod Economy. For whatever reason it appears to break CCAS.

That's not the first problem people have had with these two mods. I wish I knew why. As far as I can tell, there shouldn't be any conflicts. My fallback guess is just too much script load. :(

 

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7 hours ago, Content Consumer said:

-What do you mean by lack of options? What sort of options were you looking for, like more/powerful spells, extra gear, or something like alternate routes?

Lack of options means that to deal with enemies you hop around them with flame/snowthrowers until they die.

Turn them from grind to puzzle? Hidden scrolls that one-shot them? First ice atronach player meets is the biggest culprit - I've spent noticeable chunk of time just popping in and out back and forth between locations grinding one of them down so I could just proceed. Second one is "boss" flame atronach - mostly just because when I met it, I was really sick of dancing around and showering three of them in previous room with frostbite, so I just ran towards teleport sphere. And then it appeared in the tunnel where I've been dropped after room with book and two thrones. I was so tired of them I've enabled tgm just to get rid of it.

On options. Scrolls? Use them to soften you way through - or hoard to sell them later? Fireball/frost spike staff with enough charge for one-two shots? And some petty soul gems hidden around or dropping from some enemies? Few different one-use staffs - that frenzy spellbook, for example, could be replaced with staff that player could sell after leaving this place.

 

7 hours ago, Content Consumer said:

-I tried to balance the enemies so that it would work on all difficulty settings, but enemies are a bit too hard on the harder settings, especially for a low-level player. My own playstyle usually involves sneaking around, not head-on attacks, and I almost always try to run away if I get in over my head rather than stick it out. (the navmesh is broken up so that running away is a viable strategy most of the time - enemies usually won't follow you very far).

1. Phrase "especially for a low-level player" makes it look like there's a possibility that player can be high-level by that point. There isn't. Player is always there at level 1, with nothing in his pockets but some useless crap he plans to sell at the firs vendor he meets. 100 mana, no mana regen boosts, for example. Slap at least 100% basic mana regen buff on starting robes, it's unbearable.

2. Sneaking? It's a mage start. I'm a mage. I don't know how to sneak. And running away from enemies kind of work if you have means to recover if you retreat, and you know what's ahead if you run forward. First part does not apply to this situation, and second part does not apply to anyone who's new to this alternate start, i.e. people for whom it's actually made for.

 

7 hours ago, Content Consumer said:

-It's an empty ruin of a maze created by a daedra hundreds of years ago and then forgotten about. There never was any good gear to start with - certainly no enchanted glass greatswords or elven armor or anything like that.

 

7 hours ago, Content Consumer said:

-Remember you start as a novice wizard, apprenticed to a teacher who really doesn't care that much about actually teaching you anything. The scenario is designed to reinforce the idea that you're in way over your head. There are a couple of minor spells hidden around, but nothing that you'll be using in a few levels when you find something - anything - better. 

Both of these are design decisions you're absolutely free to alter in any direction. Not that you have to (still, it will be better if you give player some other options) since the glaring problem is the ending.

 

7 hours ago, Content Consumer said:

-It sounds like you're using a mod that removes spells when you start? The game starts you out with at least a concentration healing spell and the Flames spell normally. CCAS doesn't remove any spells, so it must be another mod doing that. 

I didn't said I had that problem. I just said that this is a probability for someone who uses mods that alter starting stuff. Actually, I thought that this was something you thought about - there's "Flames" spell book on the table, after all.

7 hours ago, Content Consumer said:

-Yeah... I needed to get the player back to Skyrim, and stay true to the daedra's backstory, so I just plopped you down somewhere. What would you suggest as an alternative? I've thought of making you "rescued" by a mage at the College of Winterhold, maybe.

Stay true to what? Honestly, you're saying it like you are dealing with something that's not your creation (mostly) in the first place. You can swap that s**tface (no offense, this character having no redeeming features is intended, right?) with nearly anything daedric, or even aedric (there's always an excuse of divine intervention, it's a game where you are a walking one. Although I'd rather avoid doing so.). This entire place looks like a chunk of Nirn fell off and ended in the middle of nobody's Oblivion area. While Molag Bal does that sometimes, it might be something else. Some long-dead mage pocket palace, twisted by time and chaos, for example. Drelas dug up old spell somewhere, and decided to try it on his guinea pig first.

Even then, Molag Bal isn't a god of that kind of rape. He's more about worst forms of seduction and persuasion. His desire is harvest of souls. Look at his creation - vampires. Monsters? No doubt. Do they rape? In a sense. Same for Molag Bal himself. Seduction first. Then rape. Then laugh.

"His forces are legion; his patience is limitless; his ultimate goal is the domination and enslavement of all living things."

The guy is closest thing to modern depictions of Devil, actually.

Options?

1. You cast that spell again, appear in cottage, kill Drelas, pick a key from his corpse, spit at it (corpse, not key) and leave.

2. You just kill Drelas without casting that spell. Key, door, leave. First thing I actually did. Well, tried to do. I expected to find a key on his body. Sad face.

3. Some dried corpse in its bed in the end. You just barged into someone's dusty closet, infested with filthy vermin daeda.

4. Some dried, but talkative corpse. Someone made a flawed plan, and is glad to see a living soul that can use the ritual to carry his phylactery back to Nirn.

5. Daedra.

     A. An actual Molag Bal servant, far less clumsy at persuading you to do what he wants.

     B. Azura's titties. They She could save you from Molag Bal, in exchange dropping DA01Intro stage 10 (Visit Shrine of Azura) into your journal.

     C. Boethiah? This guy is unlikely to notice you, so I don't know.

     D. Barbas wants his dog dead. You look like you could do this errand and not in a position to refuse.

     E. Grandfather Mora? Ehh, unlikely for any plausible reason, I think.

     F. Hircine enjoyed that little hunt. He wants you to participate in another one.

     G. Jyggalag. Ah, I wish there was anything about him in Skyrim. Still. He heard noise in some nearby bubble of nothingness, looked inside:

            - You are not supposed to be here. You are being of Nirn. Return to your place. Comply or be erased.

            - I'd be happy to do exactly that if I would knew how. But I don't.

            - I can return you.

            - Yes! Please!

          Poof. You're ragdolling from the high skies into some body of water.

     H. Malakath might have some pity on you.

     I. Dagon. No way. He's a butcher.

     J. Mephala. Starts her quest. Actually feels to be closer in spirit to what you made. Beth just keep toning her down in games because her actual nastiness might attract unwanted attention from actually existing moral guardians.

     K. Meridia. Ehh. Just like Mora, can't think of a reason.

     L. Namira. Again, don't know.

     M. Nocturnal. I don't really know what she's about. Fitting, huh.

     N. Peryite. "- I will release you if you will carry my blesses through the mortal world." Throws a bunch of diseases at player. Just walking to the nearest temple in the middle of crowded city might be enough to satisfy him. "Although I feel better, I can't shake a feeling that I made this world a slightly more foul just by walking through it."

     O. Sanguine. He's actually a nice guy. Take a seat, have a drink, and cry into his shoulder for a bit. Have one more drink. Then one more. Participate in an orgy or two, and then you'll wake up naked in the middle of nowhere. Some drunkard then tries to sell your stuff to you, and just gives it back when you point that out.

     P. Uncle Sheo. He's busy with his vacation, don't disturb him.

     Q. Vaermina. She just tells you to wake up, and you do exactly that back at Drelas cottage. You stand up from the floor, wipe said floor with Drelas, spit on his corpse and walk away.

Phew.

7 hours ago, Content Consumer said:

-They're supposed to be. I admit that some of them are a bit too obscure - the one that always annoys me when I use this scenario is the one where you appear to be going through doors almost at random before getting ahead.
There is a logic to it - the entire thing is 100% linear, actually - it's just made to look like there isn't any. It all depends on your playstyle I guess... some players find it too railroaded and boring, others find it incomprehensible.

I bruteforced that part in a minute or so. "This door, now this door... Oh, they got new names, I guess I did it." In fact, there's no other way to progress than just poke around until you're too tired not to look up the solution on this thread. Mine was that dwemer halls part. Before and after things were pretty simple to guess.

7 hours ago, Content Consumer said:

-That sounds like a bug. It's possible that enemy detection is bugging up somehow. Do you have any mods that alter things like creature warning/aggro radius, creature aggression, or combat overhaul mods?

Probably. Likely, actually. Maybe something to do with playing on SE. Maybe all those things combined. Or nothing of these and something else. Yes, I've been jumping on tables in that room trying to get around five immortal wolves, involuntary listening to battle music. Stones grinding? Honestly, I don't think that's really reliable way to convey any message. Log message in top left, maybe?

7 hours ago, Content Consumer said:

-Another problem on my to-do list to fix.

...That wasn't intentional?.. Huh. Their bites was tolerable, but I had nearly limitless healing on my hands.

7 hours ago, Content Consumer said:

-Originally the idea was that the daedra running the place was a sadistic prick who just wanted to hurt people, and getting rid of your starting and earned equipment was his final "fuck you" to the player. That's changed - he's now more interested in just running his breeding experiments - but he's still an asshole.
At any rate, the thing where all gear is removed at the end is on my list of things to fix.

If you are hard on leaving that f**kface as is, then that s**thead are better caring about his only chance to get out of this place, as he says. Anyway, that's your design decision. I guess Molag Bal threw that moron into that prison precisely because of how shitty this dremora is at seduction. Huh. Still, I'd rather have something else in his place.

 Also,

7 hours ago, Content Consumer said:

his final "fuck you" to the player

That just as much "fuck you" from the character as it was "fuck you" from developer, since encounter was strictly coded to punish player for playing it and leave player without any means of retaliation, prevention, consolation, anything. Sorry, but that's a cocktail of pure bullshit mixed with even more bullshit.

 

7 hours ago, Content Consumer said:

-That's one of my ideas - I was going to remove everything to a container somewhere and send the player off to look for it. Another option is to just not remove it all in the first place.
There are a couple of scripted items I don't want you to have when you exit. The key, for example, has a script attached that would cause unnecessary load on the game if you ever put it in a container and took it out again (not a LOT of load, but every little bit helps).

Well, there's mods that add stuff to player inventory on the game start, "Haven Bag", for example. And they are all go "Poof!" with no means of recovery but console.

Plus, I can't really add specific examples, (closest thing I know is FNIS Sexy Move coins, but there it's not fatal) but there's probability that some mod adds unplayable item to player first time it's loaded, and it goes haywire all the same at the moment item goes away without player knowing, and kick in hours later. Really, if specific item are better gone, remove just it, not purge everything.

Also, if player got a bunch of DDs equipped somehow (possibilities are many, there's even a mod for that exact purpose of having DDs at the very beginning IIRC), there's a fat chance of everything going down in flames of guaranteed CTD.

 

7 hours ago, Content Consumer said:

-Then avoid this one from now on. ;)
Others you might want to avoid include pretty much everything from the "no external requirements" menu.

Are they all over a hour long unusual misadventures that just end up on a note so sour I won't be able to stop myself from complaining? Sad face.

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  • 3 weeks later...

Adore these starts...but starting with no stats makes escape / killing owner stupidly hard? I want to start of as a slave, but escaping...I just begin dying because of shock collars...can't pick the lock...and I can't pickpocket owner for the key to remove it. How does one actually escape? Any advice, anybody?

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