pinky6225 Posted January 16, 2017 Posted January 16, 2017 Is there any plan for how slaves will act at the high levels of submission as i think there should be some different behaviour when you've had slaves for quite a long time especially considering the life styles you take them from if you are enslaving hostile npcs, i.e. would a bandit that you took from a freezing cave really welcome a return to freezing and starvation (if pickings are slim/well armed) if you gave them freedom after spending the last year (in game time) at lakeview manor? Would depend on how you treated them (i.e. not a totally evil bastard all the time) but for the ones that don't have a skyrim "good life" to return to i think they would seek a way to remain with the devil they now know Little confused at the question here. you start out talking behavior patterns for high submission, but then you're talking previous life. sounds more like you're asking about their behavior after release. here's the current code Function releaseSlave() Actor releasedSlave = actor_alias.the_actor if ((releasedSlave.GetFactionRank(PAHSubmission) >= 100) && (releasedSlave.GetFactionRank(PAHTrainRespect) >= 64)) Release() releasedSlave.RemoveFromFaction(PAHPlayerSlaveFaction) releasedSlave.RemoveFromFaction(PAHPersEvenToned) releasedSlave.AddToFaction(DunPlayerAllyFaction) releasedSlave.AddToFaction(PotentialFollowerFaction) else Release() releasedSlave.RemoveFromAllFactions() ;releasedSlave.PathToReference(ReleaseMarker.GetReference(), 1) releasedSlave.DeleteWhenAble() EndIf EndFunction sounds like you're asking something more for past life and how well the slave is treated. i can get relationship ranks, but no way to determine they've been kept warm At the simplest level i'm talking about the behaviour of the slave when you use the "I've decided to let you go" dialogue line, if submission is to high/max i don't think it should work (slave is unwilling or unable to return to former life), if its lower maybe it should work based on location (i.e. someone is happy to be made free in a town/village but not out in the wilds where they will die) and if its at zero then they should leap at the chance regardless of submission/location or any other factor Other variables might be the training they have received, whether you have increased relationship rank via another mod, whether you've fed them (ever), whether you've given them clothes or made them walk around naked all the time (dunno what you are and are not able to track)
CliftonJD Posted January 16, 2017 Author Posted January 16, 2017 Is there any plan for how slaves will act at the high levels of submission as i think there should be some different behaviour when you've had slaves for quite a long time especially considering the life styles you take them from if you are enslaving hostile npcs, i.e. would a bandit that you took from a freezing cave really welcome a return to freezing and starvation (if pickings are slim/well armed) if you gave them freedom after spending the last year (in game time) at lakeview manor? Would depend on how you treated them (i.e. not a totally evil bastard all the time) but for the ones that don't have a skyrim "good life" to return to i think they would seek a way to remain with the devil they now know Little confused at the question here. you start out talking behavior patterns for high submission, but then you're talking previous life. sounds more like you're asking about their behavior after release. here's the current code Function releaseSlave() Actor releasedSlave = actor_alias.the_actor if ((releasedSlave.GetFactionRank(PAHSubmission) >= 100) && (releasedSlave.GetFactionRank(PAHTrainRespect) >= 64)) Release() releasedSlave.RemoveFromFaction(PAHPlayerSlaveFaction) releasedSlave.RemoveFromFaction(PAHPersEvenToned) releasedSlave.AddToFaction(DunPlayerAllyFaction) releasedSlave.AddToFaction(PotentialFollowerFaction) else Release() releasedSlave.RemoveFromAllFactions() ;releasedSlave.PathToReference(ReleaseMarker.GetReference(), 1) releasedSlave.DeleteWhenAble() EndIf EndFunction sounds like you're asking something more for past life and how well the slave is treated. i can get relationship ranks, but no way to determine they've been kept warm At the simplest level i'm talking about the behaviour of the slave when you use the "I've decided to let you go" dialogue line, if submission is to high/max i don't think it should work (slave is unwilling or unable to return to former life), if its lower maybe it should work based on location (i.e. someone is happy to be made free in a town/village but not out in the wilds where they will die) and if its at zero then they should leap at the chance regardless of submission/location or any other factor Other variables might be the training they have received, whether you have increased relationship rank via another mod, whether you've fed them (ever), whether you've given them clothes or made them walk around naked all the time (dunno what you are and are not able to track) right now its set up that proper trained slaves become friends, allied potential followers of the player. i could add relationship rank as a factor for that to happen, but if we set it so higher training reduces the chances for them to leave, then they'd never receive the training the script is looking for and always get deleted. unless we set an additional value at the top level so they will still leave if their training is high enough to become friends with the player. food i can't track at all (odd how there's so much food in skyrim that nobody needs to eat) and the slaves don't like to stay clothed long enough or often enough to use that information ps. all that aside, i could probably check the locations when i look into fixing those dialogs - atm, the checks they use based on voice type need an overhall
ragnam Posted January 16, 2017 Posted January 16, 2017 Is there any plan for how slaves will act at the high levels of submission as i think there should be some different behaviour when you've had slaves for quite a long time especially considering the life styles you take them from if you are enslaving hostile npcs, i.e. would a bandit that you took from a freezing cave really welcome a return to freezing and starvation (if pickings are slim/well armed) if you gave them freedom after spending the last year (in game time) at lakeview manor? Would depend on how you treated them (i.e. not a totally evil bastard all the time) but for the ones that don't have a skyrim "good life" to return to i think they would seek a way to remain with the devil they now know Little confused at the question here. you start out talking behavior patterns for high submission, but then you're talking previous life. sounds more like you're asking about their behavior after release. here's the current code Function releaseSlave() Actor releasedSlave = actor_alias.the_actor if ((releasedSlave.GetFactionRank(PAHSubmission) >= 100) && (releasedSlave.GetFactionRank(PAHTrainRespect) >= 64)) Release() releasedSlave.RemoveFromFaction(PAHPlayerSlaveFaction) releasedSlave.RemoveFromFaction(PAHPersEvenToned) releasedSlave.AddToFaction(DunPlayerAllyFaction) releasedSlave.AddToFaction(PotentialFollowerFaction) else Release() releasedSlave.RemoveFromAllFactions() ;releasedSlave.PathToReference(ReleaseMarker.GetReference(), 1) releasedSlave.DeleteWhenAble() EndIf EndFunction sounds like you're asking something more for past life and how well the slave is treated. i can get relationship ranks, but no way to determine they've been kept warm At the simplest level i'm talking about the behaviour of the slave when you use the "I've decided to let you go" dialogue line, if submission is to high/max i don't think it should work (slave is unwilling or unable to return to former life), if its lower maybe it should work based on location (i.e. someone is happy to be made free in a town/village but not out in the wilds where they will die) and if its at zero then they should leap at the chance regardless of submission/location or any other factor Other variables might be the training they have received, whether you have increased relationship rank via another mod, whether you've fed them (ever), whether you've given them clothes or made them walk around naked all the time (dunno what you are and are not able to track) right now its set up that proper trained slaves become friends, allied potential followers of the player. i could add relationship rank as a factor for that to happen, but if we set it so higher training reduces the chances for them to leave, then they'd never receive the training the script is looking for and always get deleted. unless we set an additional value at the top level so they will still leave if their training is high enough to become friends with the player. food i can't track at all (odd how there's so much food in skyrim that nobody needs to eat) and the slaves don't like to stay clothed long enough or often enough to use that information ps. all that aside, i could probably check the locations when i look into fixing those dialogs - atm, the checks they use based on voice type need an overhall I was thinking about asking that all day to include become a follower like advanced slave. wonder, if.... Like they have relationship scores, where the player is seen as a mean master or a loving master. Mean Master (Fear mongor) , a slave would not leave in fear of punishment or get fed up with the mean master and always attempt to leave. Loving Master (casanova), Such like my master feeds me why leave? my master is not that bad, I get all that I need! so when you click "I decide to let you go", they request to stay as a follower or a pet Good master + they request to stick around as a follower , or you say no! fear master + they gravel to stick around as a pet , or you say begone!!! if they don't fall under either they run off or curse you as they leave, lol. If you can score their anger management, and stuff, depending on the scores in whole could give different outcomes or interactive response outcomes. (if done players would change master habits to achieve future results from slaves in game play) you all ready capture them when angry, happy, neutral and stuff Food for thought Maybe a future addon or something called "My Master is...."
CliftonJD Posted January 17, 2017 Author Posted January 17, 2017 Is there any plan for how slaves will act at the high levels of submission as i think there should be some different behaviour when you've had slaves for quite a long time especially considering the life styles you take them from if you are enslaving hostile npcs, i.e. would a bandit that you took from a freezing cave really welcome a return to freezing and starvation (if pickings are slim/well armed) if you gave them freedom after spending the last year (in game time) at lakeview manor? Would depend on how you treated them (i.e. not a totally evil bastard all the time) but for the ones that don't have a skyrim "good life" to return to i think they would seek a way to remain with the devil they now know Little confused at the question here. you start out talking behavior patterns for high submission, but then you're talking previous life. sounds more like you're asking about their behavior after release. here's the current code Function releaseSlave() Actor releasedSlave = actor_alias.the_actor if ((releasedSlave.GetFactionRank(PAHSubmission) >= 100) && (releasedSlave.GetFactionRank(PAHTrainRespect) >= 64)) Release() releasedSlave.RemoveFromFaction(PAHPlayerSlaveFaction) releasedSlave.RemoveFromFaction(PAHPersEvenToned) releasedSlave.AddToFaction(DunPlayerAllyFaction) releasedSlave.AddToFaction(PotentialFollowerFaction) else Release() releasedSlave.RemoveFromAllFactions() ;releasedSlave.PathToReference(ReleaseMarker.GetReference(), 1) releasedSlave.DeleteWhenAble() EndIf EndFunction sounds like you're asking something more for past life and how well the slave is treated. i can get relationship ranks, but no way to determine they've been kept warm At the simplest level i'm talking about the behaviour of the slave when you use the "I've decided to let you go" dialogue line, if submission is to high/max i don't think it should work (slave is unwilling or unable to return to former life), if its lower maybe it should work based on location (i.e. someone is happy to be made free in a town/village but not out in the wilds where they will die) and if its at zero then they should leap at the chance regardless of submission/location or any other factor Other variables might be the training they have received, whether you have increased relationship rank via another mod, whether you've fed them (ever), whether you've given them clothes or made them walk around naked all the time (dunno what you are and are not able to track) right now its set up that proper trained slaves become friends, allied potential followers of the player. i could add relationship rank as a factor for that to happen, but if we set it so higher training reduces the chances for them to leave, then they'd never receive the training the script is looking for and always get deleted. unless we set an additional value at the top level so they will still leave if their training is high enough to become friends with the player. food i can't track at all (odd how there's so much food in skyrim that nobody needs to eat) and the slaves don't like to stay clothed long enough or often enough to use that information ps. all that aside, i could probably check the locations when i look into fixing those dialogs - atm, the checks they use based on voice type need an overhall I was thinking about asking that all day to include become a follower like advanced slave. wonder, if.... Like they have relationship scores, where the player is seen as a mean master or a loving master. Mean Master (Fear mongor) , a slave would not leave in fear of punishment or get fed up with the mean master and always attempt to leave. Loving Master (casanova), Such like my master feeds me why leave? my master is not that bad, I get all that I need! so when you click "I decide to let you go", they request to stay as a follower or a pet Good master + they request to stick around as a follower , or you say no! fear master + they gravel to stick around as a pet , or you say begone!!! if they don't fall under either they run off or curse you as they leave, lol. If you can score their anger management, and stuff, depending on the scores in whole could give different outcomes or interactive response outcomes. (if done players would change master habits to achieve future results from slaves in game play) you all ready capture them when angry, happy, neutral and stuff Food for thought Maybe a future addon or something called "My Master is...." we don't have a system in pahe for pets and if i look towards the skyrim system for pets, its more like a creature follower... i can set up the mean masters using the fear and anger training levels with the loving masters from the sex training and relationship values. if i combine the 2 ideas, that means instead of using the submission to judge a slave's worth as a follower - the new system would use sex and relationship values against fear and anger. then high anger and submission values make the slave afraid to leave using the location based system, the slave would tell off the mean master... ...dunno yet, both very good ideas, i'll have to put some thought into it
ragnam Posted January 17, 2017 Posted January 17, 2017 just a dumb thought, I never tried doing a mod or even how to call animations or dance to work IN CK. Idea, Just like how they make idels in taverns and stuff, or spell create a sitting spot, chair, stand or ledge. Would it seem popular if someone made a mod where you have spells that make dance spots or pole idles? cast them in player home mods in game or in game around campfire locations. If a player has a home or camp site, a player could cast an idle spot on the ground to dance, if a slave or follower was in relax or stay here mode, the NPC could just use that idle as easy as sitting in a chair? if used could call on dance music and animations if installed. If do-able that would be very popular for many to make a single spot or multiple spots in game anywhere. If made as a resoucre idle, many might use that idle in CK too I always wish I walked into a house or home location and see them idle dancing already, not run around asking them too , lol I kind of see like how water objects can strip or make a NPC to float, not sure if it can be made like a trigger, and stretch a object over a dance stage area in a tavern or under ground club area in CK to use as a resource idle.. *** about that advance slave idea or actual followers , what about training your highest slaves/followers on a enslave or bind and gag spell, to round up a bunch of NPCs on a mass attack mission, then you go around and enslave them, kill them, or set them free. something how you command combat styles on followers, what about combat styles for advance slave/followers, Kill all, enslave all, or other all. When I raid, I feel like I am doing all the work and my group just slaughters everything before I can weaken an npc, or they kill the NPC as I am enslaving it. Dont mind me, these are just ideas I have had over the years playing/testing mods and just remembered them since the last post or two. If it gets off topic I can restrict myself ... I hope... lmao
CliftonJD Posted January 17, 2017 Author Posted January 17, 2017 just a dumb thought, I never tried doing a mod or even how to call animations or dance to work IN CK. Idea, Just like how they make idels in taverns and stuff, or spell create a sitting spot, chair, stand or ledge. Would it seem popular if someone made a mod where you have spells that make dance spots or pole idles? cast them in player home mods in game or in game around campfire locations. If a player has a home or camp site, a player could cast an idle spot on the ground to dance, if a slave or follower was in relax or stay here mode, the NPC could just use that idle as easy as sitting in a chair? if used could call on dance music and animations if installed. If do-able that would be very popular for many to make a single spot or multiple spots in game anywhere. If made as a resoucre idle, many might use that idle in CK too I always wish I walked into a house or home location and see them idle dancing already, not run around asking them too , lol I kind of see like how water objects can strip or make a NPC to float, not sure if it can be made like a trigger, and stretch a object over a dance stage area in a tavern or under ground club area in CK to use as a resource idle.. *** about that advance slave idea or actual followers , what about training your highest slaves/followers on a enslave or bind and gag spell, to round up a bunch of NPCs on a mass attack mission, then you go around and enslave them, kill them, or set them free. something how you command combat styles on followers, what about combat styles for advance slave/followers, Kill all, enslave all, or other all. When I raid, I feel like I am doing all the work and my group just slaughters everything before I can weaken an npc, or they kill the NPC as I am enslaving it. Dont mind me, these are just ideas I have had over the years playing/testing mods and just remembered them since the last post or two. If it gets off topic I can restrict myself ... I hope... lmao read up and try out home sweet home from the recommended mods section to see slaves dancing in your home in her latest updates....making it a a spell isn't bad either if somebody still wants to try that. slave and follower ability to enslave others as well isn't bad idea either. i've thought about it as well, but don't quite know how that'd be possible. there's a paradise halls addon that allowed that, but i never was around when it worked to say if the player still had to enslave them or if it worked on its own. now on the other hand if you're looking to have your slaves and followers help in the enslavement process without killing them, you can give them low damage weapons with paralysis enchantments. if i remember right the merchant at the upgraded felglow slave camp sells those bows and paralysis is already set as a means of enslavement.
ragnam Posted January 17, 2017 Posted January 17, 2017 just a dumb thought, I never tried doing a mod or even how to call animations or dance to work IN CK. Idea, Just like how they make idels in taverns and stuff, or spell create a sitting spot, chair, stand or ledge. Would it seem popular if someone made a mod where you have spells that make dance spots or pole idles? cast them in player home mods in game or in game around campfire locations. If a player has a home or camp site, a player could cast an idle spot on the ground to dance, if a slave or follower was in relax or stay here mode, the NPC could just use that idle as easy as sitting in a chair? if used could call on dance music and animations if installed. If do-able that would be very popular for many to make a single spot or multiple spots in game anywhere. If made as a resoucre idle, many might use that idle in CK too I always wish I walked into a house or home location and see them idle dancing already, not run around asking them too , lol I kind of see like how water objects can strip or make a NPC to float, not sure if it can be made like a trigger, and stretch a object over a dance stage area in a tavern or under ground club area in CK to use as a resource idle.. *** about that advance slave idea or actual followers , what about training your highest slaves/followers on a enslave or bind and gag spell, to round up a bunch of NPCs on a mass attack mission, then you go around and enslave them, kill them, or set them free. something how you command combat styles on followers, what about combat styles for advance slave/followers, Kill all, enslave all, or other all. When I raid, I feel like I am doing all the work and my group just slaughters everything before I can weaken an npc, or they kill the NPC as I am enslaving it. Dont mind me, these are just ideas I have had over the years playing/testing mods and just remembered them since the last post or two. If it gets off topic I can restrict myself ... I hope... lmao read up and try out home sweet home from the recommended mods section to see slaves dancing in your home in her latest updates....making it a a spell isn't bad either if somebody still wants to try that. slave and follower ability to enslave others as well isn't bad idea either. i've thought about it as well, but don't quite know how that'd be possible. there's a paradise halls addon that allowed that, but i never was around when it worked to say if the player still had to enslave them or if it worked on its own. now on the other hand if you're looking to have your slaves and followers help in the enslavement process without killing them, you can give them low damage weapons with paralysis enchantments. if i remember right the merchant at the upgraded felglow slave camp sells those bows and paralysis is already set as a means of enslavement. 1. yep I have a year of mod upgrades to test ok 2. I been using the "bind and gag" mod spell for over a year, (i am spoiled) I been trying to get followers to cast it but not avail. that's where I USE TO USE knockemout overhaul, so my followers and slaves would not completely kill all the NPCs in an area. but I have to see what modders have done with their new versions with the work they added to them. 3. true, I still had the memory how the bows and arrows really never worked in the past mods, but there is not a lot of paralyzing sticks or spells in game play to teach or give follower/slaves, I most time have to cheat them into inventory to test. Your right, I need to look over CK and see if I can use some low dam weapons, but not so low that my team gets wiped out with whips and spoons while the NPC's has a two handed swords and fire blasts, slaves/followers die too quick leaving me out to hang. I will have to think about a fair balance and chance. Maybe I can drum some idea up, work around. lol idea, active bear traps that paralyze and set on roads and trails
CliftonJD Posted January 17, 2017 Author Posted January 17, 2017 just a dumb thought, I never tried doing a mod or even how to call animations or dance to work IN CK. Idea, Just like how they make idels in taverns and stuff, or spell create a sitting spot, chair, stand or ledge. Would it seem popular if someone made a mod where you have spells that make dance spots or pole idles? cast them in player home mods in game or in game around campfire locations. If a player has a home or camp site, a player could cast an idle spot on the ground to dance, if a slave or follower was in relax or stay here mode, the NPC could just use that idle as easy as sitting in a chair? if used could call on dance music and animations if installed. If do-able that would be very popular for many to make a single spot or multiple spots in game anywhere. If made as a resoucre idle, many might use that idle in CK too I always wish I walked into a house or home location and see them idle dancing already, not run around asking them too , lol I kind of see like how water objects can strip or make a NPC to float, not sure if it can be made like a trigger, and stretch a object over a dance stage area in a tavern or under ground club area in CK to use as a resource idle.. *** about that advance slave idea or actual followers , what about training your highest slaves/followers on a enslave or bind and gag spell, to round up a bunch of NPCs on a mass attack mission, then you go around and enslave them, kill them, or set them free. something how you command combat styles on followers, what about combat styles for advance slave/followers, Kill all, enslave all, or other all. When I raid, I feel like I am doing all the work and my group just slaughters everything before I can weaken an npc, or they kill the NPC as I am enslaving it. Dont mind me, these are just ideas I have had over the years playing/testing mods and just remembered them since the last post or two. If it gets off topic I can restrict myself ... I hope... lmao read up and try out home sweet home from the recommended mods section to see slaves dancing in your home in her latest updates....making it a a spell isn't bad either if somebody still wants to try that. slave and follower ability to enslave others as well isn't bad idea either. i've thought about it as well, but don't quite know how that'd be possible. there's a paradise halls addon that allowed that, but i never was around when it worked to say if the player still had to enslave them or if it worked on its own. now on the other hand if you're looking to have your slaves and followers help in the enslavement process without killing them, you can give them low damage weapons with paralysis enchantments. if i remember right the merchant at the upgraded felglow slave camp sells those bows and paralysis is already set as a means of enslavement. 1. yep I have a year of mod upgrades to test ok 2. I been using the "bind and gag" mod spell for over a year, (i am spoiled) I been trying to get followers to cast it but not avail. that's where I USE TO USE knockemout overhaul, so my followers and slaves would not completely kill all the NPCs in an area. but I have to see what modders have done with their new versions with the work they added to them. 3. true, I still had the memory how the bows and arrows really never worked in the past mods, but there is not a lot of paralyzing sticks or spells in game play to teach or give follower/slaves, I most time have to cheat them into inventory to test. Your right, I need to look over CK and see if I can use some low dam weapons, but not so low that my team gets wiped out with whips and spoons while the NPC's has a two handed swords and fire blasts, slaves/followers die too quick leaving me out to hang. I will have to think about a fair balance and chance. Maybe I can drum some idea up, work around. lol idea, active bear traps that paralyze and set on roads and trails so disenchant the bow, then enchant you whip and head to the forge with some materials to make more whips to enchant about the only drawback to this would be if you complete the first main mission to kill the dragon at whiterun causing dragons to roam in search of the dragonborn -that and the dawnguard vampire attacks...
ragnam Posted January 17, 2017 Posted January 17, 2017 so disenchant the bow, then enchant you whip and head to the forge with some materials to make more whips to enchant about the only drawback to this would be if you complete the first main mission to kill the dragon at whiterun causing dragons to roam in search of the dragonborn -that and the dawnguard vampire attacks... HAHA, so other ppl play without triggering dragons and vamps either, I get like 30 traveling custom face NPCs in my party without any PC hit, but if dragons and vamps are loose I have to keep my active traveling group under 8-10 in my party and park the other 50. Think I will fire up CK and move my personal player mod and followers around, and look at weapons and enchantments. maybe look at spells too. I was trying a slave camp, put slaves or follower to work in mines and fields, the more you have working on idles the more money your farm, quarry prison earns, trying to get idles to link to scripts and earn inventory for sale/money.
CliftonJD Posted January 17, 2017 Author Posted January 17, 2017 so disenchant the bow, then enchant you whip and head to the forge with some materials to make more whips to enchant about the only drawback to this would be if you complete the first main mission to kill the dragon at whiterun causing dragons to roam in search of the dragonborn -that and the dawnguard vampire attacks... HAHA, so other ppl play without triggering dragons and vamps either, I get like 30 traveling custom face NPCs in my party without any PC hit, but if dragons and vamps are loose I have to keep my active traveling group under 8-10 in my party and park the other 50. Think I will fire up CK and move my personal player mod and followers around, and look at weapons and enchantments. maybe look at spells too. I was trying a slave camp, put slaves or follower to work in mines and fields, the more you have working on idles the more money your farm, quarry prison earns, trying to get idles to link to scripts and earn inventory for sale/money. sounds good
Tal6745 Posted January 17, 2017 Posted January 17, 2017 Running 7.1.4 on a clean install, does anyone else have the new voice types silent at initiation of a conversation? The other voice types give the dialogue normally, but FemaleYoungEager just gives me Fuz Ro Doh text. Other dialogues for the voice type work as expected.
CliftonJD Posted January 18, 2017 Author Posted January 18, 2017 Running 7.1.4 on a clean install, does anyone else have the new voice types silent at initiation of a conversation? The other voice types give the dialogue normally, but FemaleYoungEager just gives me Fuz Ro Doh text. Other dialogues for the voice type work as expected. that's a known bug of the new voices after it was discovered i had to make greetings for them, before that they still had their original voices, but they need greetings to prevent some npc's from having greetings of their own that prevent them from speaking to the player. basically the problem is that i copied the nord dialogues to the new voice types so they end up silent becuz the dialogues don't match the voice types - already on my list to fix
Tal6745 Posted January 18, 2017 Posted January 18, 2017 Ok, thanks. Just wanted to make sure there wasn't something wrong with my setup.
CliftonJD Posted January 18, 2017 Author Posted January 18, 2017 (edited) Ok, thanks. Just wanted to make sure there wasn't something wrong with my setup. so far that i can tell, the nord voice type doesn't have those issues in 7.1.8 If I perform the removal of all pahe stuff and install the new 7.1.4, will my slaves stats stay the same when I re enslave them ? I have all slaves moved to a home and they are all being controlled by Home Sweet Home, is it really necessary to remove Home Sweet Home also ? I am currently using PAHE 6.2.2 Full with 7.0.0 hotfix applied and Home Sweet Home 1.0.1. unfortunately, the slave stats are lost when you uninstall paradise halls, if you fail to remove home sweet home as well, you'll ctd at game start - its a hard requirement for home sweet home and any mod that uses a hard requirement will ctd at game start the 7.0 hotfix was released before i was aware of the bug that requires a clean start on version 7.0 or later - not cleaning the save of previous versions will prevent the mod from rebooting should the need arise and several functions and behavior changes of the update won't take effect until the mod is rebooted from the mcm. either follow the instructions provided on the first page of the support thread for making a clean save or hold off for the next update. i can't give a due date on when that is yet, but the nord voice type and relevant data will be coming back soon allowing a full upgrade without cleaning(already in beta) Yeah Ill just hold off for now untill your next update is ready. There is nothing currently game breaking for me with what I got. Looking forward to it. pahe_lives_on-7.1.8 update: resurrects layam's nord quest from its last status in beta and adds all the functional dialogs that have been given to other new voices---no longer requires a clean save to upgrade additional dialog changes for responses in other voice types removed the eventoned faction from the reset button - should prevent users from inadvertantly causing a double dialog issue when resetting a slave doubled the size of the arrays from 64 to 128 - with testing this should effectively raise the slave cap to that number - currently being testing in beta(actual slave count is still at 63 until that's finished) happy slaving Edited January 18, 2017 by CliftonJD
Sladen2019 Posted January 18, 2017 Posted January 18, 2017 Good to see this update arrive so soon. Thanks for all your hard work. A few questions. What is the friendly bandit bug ? All bandits are aggresive towards me. How do we start this new Nord quest ? Do I need the 2 devious devices patches if I have the latest versions of assets/integration/expansion already ?
CliftonJD Posted January 18, 2017 Author Posted January 18, 2017 Good to see this update arrive so soon. Thanks for all your hard work. A few questions. What is the friendly bandit bug ? All bandits are aggresive towards me. How do we start this new Nord quest ? Do I need the 2 devious devices patches if I have the latest versions of assets/integration/expansion already ? friendly bandits bug is when you run into another bandit that looks like 1 of your slaves, but its not your slaves, but for some strange reason its still friendly - fixed on any version newer than 7.1.1 in your current save the nord quest is already started or if you chose to start a new game its still autostarts - nord quest is already i your game, that's why you would have needed a clean save to upgrade to before 7.1.8 the devious devices patches are still optional addons for additional leash collars.i'll try to get screenshots next in the unlikely event you were running an old enough version that didn't autostart the quest, you would need to reboot from the mcm to fix it - anybody using version 7.0 or newer will also need to restart the mod after upgrading
edtide25 Posted January 18, 2017 Posted January 18, 2017 I seem to have a issue with a dialogue after enslaving a NPC.. it just says nothing after selecting "Be quiet and put this on"..
CliftonJD Posted January 18, 2017 Author Posted January 18, 2017 I seem to have a issue with a dialogue after enslaving a NPC.. it just says nothing after selecting "Be quiet and put this on".. is this for every slave or just certain npc's if its an upgraded save from an older version, try a reboot from the mcm. if its only certain npc's, what's the voice type from the mcm and what version are you using.
edtide25 Posted January 19, 2017 Posted January 19, 2017 It was a fresh new game after installing 7.1.8 and it was a level 1 female Breton Novice Necromancer but it works on some NPC and others don't. The other time it worked on High Elf Novice Necromancer. I was thinking it might a race issue?
blueballbob Posted January 19, 2017 Posted January 19, 2017 Hey thanks for continuing support on this! Hit a possible issue with the paradise_halls.bsa Since I use Everybodys Different Redone and it doesn't play well with BSA files I extract them usually in MO. However the paradise_halls.bsa throws a error about a invalid hash and some files possibly being corrupted. Can you try extracting the bsa and see what the problem is? Thanks!
fred200 Posted January 19, 2017 Posted January 19, 2017 Hey thanks for continuing support on this! Hit a possible issue with the paradise_halls.bsa Since I use Everybodys Different Redone and it doesn't play well with BSA files I extract them usually in MO. However the paradise_halls.bsa throws a error about a invalid hash and some files possibly being corrupted. Can you try extracting the bsa and see what the problem is? Thanks! I have always gotten that error on PAHE. Seems safe to ignore. Appears to be part of the old original package.
edtide25 Posted January 19, 2017 Posted January 19, 2017 Ok after I turned all the mods off in my load order except SKSE, SkyUI, Sexlab, Zaz, and FNIS and it works fine. Something is conflicting with 7.1.8. The MO tells me that PAHE only overwrites Defeat and Sexlab Tools and its the top priority in MO and I still get issues with dialogue.
CliftonJD Posted January 19, 2017 Author Posted January 19, 2017 It was a fresh new game after installing 7.1.8 and it was a level 1 female Breton Novice Necromancer but it works on some NPC and others don't. The other time it worked on High Elf Novice Necromancer. I was thinking it might a race issue? we don't disciminate against races, only voice types. why have you not given me the voice type Hey thanks for continuing support on this! Hit a possible issue with the paradise_halls.bsa Since I use Everybodys Different Redone and it doesn't play well with BSA files I extract them usually in MO. However the paradise_halls.bsa throws a error about a invalid hash and some files possibly being corrupted. Can you try extracting the bsa and see what the problem is? Thanks! already have, try this: http://www.nexusmods.com/fallout3/mods/34/? Hey thanks for continuing support on this! Hit a possible issue with the paradise_halls.bsa Since I use Everybodys Different Redone and it doesn't play well with BSA files I extract them usually in MO. However the paradise_halls.bsa throws a error about a invalid hash and some files possibly being corrupted. Can you try extracting the bsa and see what the problem is? Thanks! I have always gotten that error on PAHE. Seems safe to ignore. Appears to be part of the old original package. use a different bsa extractor Ok after I turned all the mods off in my load order except SKSE, SkyUI, Sexlab, Zaz, and FNIS and it works fine. Something is conflicting with 7.1.8. The MO tells me that PAHE only overwrites Defeat and Sexlab Tools and its the top priority in MO and I still get issues with dialogue. i understand there's a conflict, but your mo isn't going to tell us a dialogue conflict
edtide25 Posted January 19, 2017 Posted January 19, 2017 Ok after I turned all the mods off in my load order except SKSE, SkyUI, Sexlab, Zaz, and FNIS and it works fine. Something is conflicting with 7.1.8. The MO tells me that PAHE only overwrites Defeat and Sexlab Tools and its the top priority in MO and I still get issues with dialogue. i understand there's a conflict, but your mo isn't going to tell us a dialogue conflict Ok I understand.. I don't know how to figure it out what causes it. I will post my load order and the papyrus log. Thanks for helping out and I really love your mod. Can't play without it.
CliftonJD Posted January 19, 2017 Author Posted January 19, 2017 I seem to have a issue with a dialogue after enslaving a NPC.. it just says nothing after selecting "Be quiet and put this on".. is this for every slave or just certain npc's if its an upgraded save from an older version, try a reboot from the mcm. if its only certain npc's, what's the voice type from the mcm and what version are you using. Ok after I turned all the mods off in my load order except SKSE, SkyUI, Sexlab, Zaz, and FNIS and it works fine. Something is conflicting with 7.1.8. The MO tells me that PAHE only overwrites Defeat and Sexlab Tools and its the top priority in MO and I still get issues with dialogue. i understand there's a conflict, but your mo isn't going to tell us a dialogue conflict Ok I understand.. I don't know how to figure it out what causes it. I will post my load order and the papyrus log. Thanks for helping out and I really love your mod. Can't play without it. closest i could find from your load order is: http://www.nexusmods.com/skyrim/mods/31264/? but i see you have a bashed patch, if load orders weren't hard enough to go thru already, you have some mods merged... if we went according to your log, the first problem i see is this mod dealing with clouds: [01/18/2017 - 09:36:41PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:41PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:42PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:42PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:43PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:43PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:44PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:44PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:45PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:45PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:46PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:46PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:47PM] error: Property Slots on script xpoanimation attached to xpoAnimation (3102BB0B) cannot be bound because (1203CE6C) is not the right type [01/18/2017 - 09:36:48PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:48PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:49PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:49PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:50PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:50PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:51PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:51PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:52PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:52PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:53PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:53PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:54PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:54PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:55PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:55PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:55PM] [sGO] UpdateLoop:Begin [01/18/2017 - 09:36:55PM] [sGO] UpdateLoop:Done [01/18/2017 - 09:36:56PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:56PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:57PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:57PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:58PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:58PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:58PM] xpoPatches.::. xpoConfig.xpopUpdateMCM()-> Update superseded. [01/18/2017 - 09:36:58PM] xpoConfig Initialized [01/18/2017 - 09:36:59PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:36:59PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:00PM] Prison Overhaul: OnBeginState (updating) [01/18/2017 - 09:37:00PM] xpoPatches.::. xpoConfigStartup: xpoPatchRegEvents() [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Captured Dreams.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> sanguinesDebauchery.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Deviously Cursed Loot.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Integration.esm - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Expansion.esm - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> SexLabSkoomaWhore.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Equip.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> SimpleSlavery.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> xpopEquipDDsFromList() -> Devious Devices - Equip.esp - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. xpopGotMod():-> ManipulateDDByKeyword() -> Devious Devices - Integration.esm - not found! [01/18/2017 - 09:37:00PM] xpoPatches.::. RegisterForModEvent's: POP -:- Ready! [01/18/2017 - 09:37:00PM] Prison Overhaul: OnEndState (updating) [01/18/2017 - 09:37:00PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:00PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:01PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:01PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:02PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:02PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:04PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:04PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:04PM] xpoPatches.::. xpoConfig.StartAllQuests() -> POP -:- MCM ... Ready! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Captured Dreams.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> sanguinesDebauchery.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Deviously Cursed Loot.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Integration.esm - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Expansion.esm - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> SexLabSkoomaWhore.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> Devious Devices - Equip.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> CheckForMods() -> SimpleSlavery.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> xpopEquipDDsFromList() -> Devious Devices - Equip.esp - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpopGotMod():-> ManipulateDDByKeyword() -> Devious Devices - Integration.esm - not found! [01/18/2017 - 09:37:08PM] xpoPatches.::. RegisterForModEvent's: POP -:- Ready! [01/18/2017 - 09:37:08PM] xpoPatches.::. xpoCrimeScanner: (Scanning) StartScanning. [01/18/2017 - 09:37:08PM] [xpoconfig ] INITIALIZED [01/18/2017 - 09:37:19PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:19PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:20PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:20PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:21PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:21PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:22PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:22PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:23PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:23PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:24PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:24PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:26PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:26PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:27PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:27PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:28PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:28PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:29PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:29PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:30PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:30PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:30PM] [sGO] UpdateLoop:Begin [01/18/2017 - 09:37:30PM] [sGO] UpdateLoop:Done [01/18/2017 - 09:37:31PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:31PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:32PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:32PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:33PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:33PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:33PM] [xpoconfig ]: Registered Prison Overhaul at MCM. [01/18/2017 - 09:37:34PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:34PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:35PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:35PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:36PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:36PM] warning: Assigning None to a non-object variable named "::temp11" stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 [01/18/2017 - 09:37:37PM] VM is freezing... [01/18/2017 - 09:37:37PM] VM is frozen [01/18/2017 - 09:37:37PM] Saving game... [01/18/2017 - 09:37:38PM] VM is thawing... [01/18/2017 - 09:37:39PM] error: Cannot call GetFormID() on a None object, aborting function call stack: [CloudLayerQuest (8A000D62)].CloudLayerScript.OnUpdate() - "CloudLayerScript.psc" Line 168 very spammy, practically flooding your log for dialog issues, the only thing going to help us here is the voice type from the mcm and the list of mods that you use that alter voice types in skyrim
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