ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Well, let's not get our hopes up prematurely. For now, enjoy it while it lasts. It'd be cool if you could also provide feedback on the auction pole, I had some trouble making NPCs stay in it and maintaining the animation - I think I have it figured out, but cannot be sure until I get feedback from others. I've had no end of trouble getting NPCs to stay on furniture objects. They just seem to leave them whenever the fuck they feel like it, regardless of any other factors. For example, NPCs won't even stay on the stupid Pillory added by the Wasteland Workshop DLC when assigned to it. I've looked at the animations, the furniture object, etc. and nothing I can see would cause them to randomly stop the idle. They just decide to leave it whenever they feel like it, and I can find no correlation between their choices to leave the damn thing and anything else going on around them (i.e. nearby NPCs, time of day, time in the Pillory, etc.). ---------- I even ran a "sterile" test once where I created a mod that added a NPC with ZERO AI packages, faction data, etc. and preset her to ONLY use a SPECIFIC Pillory that I placed with the mod, inside a cell I created for the mod that consisted on ONE room with NO doors - just the single Pillory. And you know what happened? SHE STILL LEFT THE DAMN THING! T_T ---------------------------------------------------------------------- EDIT: *COUGH* Ok so after running a clean save, I crashed again on the next attempt lmfao. I'll enable logging and attach the log here after I go try again. =.=
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Well, let's not get our hopes up prematurely. For now, enjoy it while it lasts. It'd be cool if you could also provide feedback on the auction pole, I had some trouble making NPCs stay in it and maintaining the animation - I think I have it figured out, but cannot be sure until I get feedback from others. I've had no end of trouble getting NPCs to stay on furniture objects. They just seem to leave them whenever the fuck they feel like it, regardless of any other factors. For example, NPCs won't even stay on the stupid Pillory added by the Wasteland Workshop DLC when assigned to it. I've looked at the animations, the furniture object, etc. and nothing I can see would cause them to randomly stop the idle. They just decide to leave it whenever they feel like it, and I can find no correlation between their choices to leave the damn thing and anything else going on around them (i.e. nearby NPCs, time of day, time in the Pillory, etc.). ---------- I even ran a "sterile" test once where I created a mod that added a NPC with ZERO AI packages, faction data, etc. and preset her to ONLY use a SPECIFIC Pillory that I placed with the mod, inside a cell I created for the mod that consisted on ONE room with NO doors - just the single Pillory. And you know what happened? SHE STILL LEFT THE DAMN THING! T_T ---------------------------------------------------------------------- EDIT: *COUGH* Ok so after running a clean save, I crashed again on the next attempt lmfao. I'll enable logging and attach the log here after I go try again. =.= Yeah... seems like the furniture is our smallest problem here. I somehow had a feeling this bug-story wasn't over yet. Send me the log when you can and I'll get working on it.
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Yeah... seems like the furniture is our smallest problem here. I somehow had a feeling this bug-story wasn't over yet. Send me the log when you can and I'll get working on it. Here: Papyrus.0.log I'll save you some trouble since I was bored enough to paw through the entire thing: the last 8 lines are the only ones related to your mod. n.nU Also it really does seem like the inventory manager is the problem. I don't suppose it could have anything to do with using mods that alter the biped slots that vanilla armors use? I mean, if that WAS the case then it could explain why so many people seem to get this CTD bug: so many people use Armorsmith Extended (including me).
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Yeah... seems like the furniture is our smallest problem here. I somehow had a feeling this bug-story wasn't over yet. Send me the log when you can and I'll get working on it. Here: Papyrus.0.log I'll save you some trouble since I was bored enough to paw through the entire thing: the last 8 lines are the only ones related to your mod. n.nU Also it really does seem like the inventory manager is the problem. I don't suppose it could have anything to do with using mods that alter the biped slots that vanilla armors use? Yeah, so it really is the .OpenInventory(Actor akActor) vanilla function that seems to be causing issues. I'll get back to you with a hotpatch in 5 minutes. Edit: I'm among those people using Armorsmith Extended, however I can't reproduce the bug.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8c: Changed: Slave Inventory does not open on .captureNPC() anymore Attempt at bugfixing the bug. If you want to test: use a clean save, enslave an actor and if that doesn't crash you, try opening the inventory from the slave menu. Attempt on one of the actors that gave you CTD previously.
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Changelog for Version 0.8c: Changed: Slave Inventory does not open on .captureNPC() anymore Attempt at bugfixing the bug. If you want to test: use a clean save, enslave an actor and if that doesn't crash you, try opening the inventory from the slave menu. Attempt on one of the actors that gave you CTD previously. Whaaaa, that didn't do it. The error log shows the same debug message as the last one: F4SS Virtual Inventory: removed all remaining items from actor.Me thinks it's time to literally add a debug line after every single line of code. >_< (Also: yes I am making sure to do a "clean save" each time you release a hotfix.) ------ Maybe try just suspending the item removal process? I mean the player can go through and dump their gear if they want to. *Shrug* It DOES always CTD for me directly after all the items are removed (I see em get naked and then it crashes).
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8c: Changed: Slave Inventory does not open on .captureNPC() anymore Attempt at bugfixing the bug. If you want to test: use a clean save, enslave an actor and if that doesn't crash you, try opening the inventory from the slave menu. Attempt on one of the actors that gave you CTD previously. Whaaaa, that didn't do it. The error log shows the same debug message as the last one: F4SS Virtual Inventory: removed all remaining items from actor.Me thinks it's time to literally add a debug line after every single line of code. >_< (Also: yes I am making sure to do a "clean save" each time you release a hotfix.) ------ Maybe try just suspending the item removal process? I mean the player can go through and dump their gear if they want to. *Shrug* It DOES always CTD for me directly after all the items are removed (I see em get naked and then it crashes). Well, adding a trace after every line of code is basically what I did. I think the removal process isn't the issue itself, since the completion trace gets logged - and as you're reporting: you see the actor naked, therefore the item removal gets completed. I was pretty sure it would be the .OpenInventory(Actor akActor) line that caused trouble, since that's the next line after that trace and doesn't get processed. I'll see what the Alias script that runs in parallel does at that time and will then post a new version with extended logging in that direction. Thanks for your feedback, it's very helpful. I'm sure we can figure it out.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8d: Added: guess what? more log traces. yay. I added log traces to all of the live, cycling functions that repeat constantly and basically determine slave behavior. Maybe I was looking at the wrong script this whole time. Let's find out. Edit: If you don't experience CTDs with F4SS ever, then don't use this hotfix. This is going to spam your Papyrus log like it's broken, so ... don't do that unless you have CTDs and want to help fix them.
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Changelog for Version 0.8d: Added: guess what? more log traces. yay. I added log traces to all of the live, cycling functions that repeat constantly and basically determine slave behavior. Maybe I was looking at the wrong script this whole time. Let's find out. Edit: If you don't experience CTDs with F4SS ever, then don't use this hotfix. This is going to spam your Papyrus log like it's broken, so ... don't do that unless you have CTDs and want to help fix them. *SIGH* I really dunno if the papyrus logs are gonna help us figure this one out. I'm still crashing at the same spot each time, and I'm still seeing the same lines in the logs. :X This was, again, all I got last time with the latest hotfix: [02/07/2017 - 05:46:46AM] F4SS Slot Alias: waking up... [02/07/2017 - 05:46:46AM] F4SS Slot Alias: added inventory event filters. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: started timers. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: awake. [02/07/2017 - 05:46:46AM] F4SS Functions: transferToPlayer completed successfully. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: starting function. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: actor [Actor < (D601066D)>] [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: cleaned the VI up. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: removed actor inventory to VI. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: Event-OnItemUnEquipped fired. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: Event-OnItemUnEquipped fired. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: removed all remaining items from actor. I should probably try it on a settler just to be sure, though. I was getting kinda exasperated and just shot the first NPC I saw that time lol... EDIT: Nope. I still think it's worth a quick test to see if it still crashes after you suspend the "removeallitems" part of the script. I mean I've noticed in the past that Fallout 4 has A LOT of problems with previously very stable functions (for example, the "resurrect" function). Going to sleep now, though, so I won't be able to run any further tests for ya for now. :3
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8d: Added: guess what? more log traces. yay. I added log traces to all of the live, cycling functions that repeat constantly and basically determine slave behavior. Maybe I was looking at the wrong script this whole time. Let's find out. Edit: If you don't experience CTDs with F4SS ever, then don't use this hotfix. This is going to spam your Papyrus log like it's broken, so ... don't do that unless you have CTDs and want to help fix them. *SIGH* I really dunno if the papyrus logs are gonna help us figure this one out. I'm still crashing at the same spot each time, and I'm still seeing the same lines in the logs. :X This was, again, all I got last time with the latest hotfix: [02/07/2017 - 05:46:46AM] F4SS Slot Alias: waking up... [02/07/2017 - 05:46:46AM] F4SS Slot Alias: added inventory event filters. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: started timers. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: awake. [02/07/2017 - 05:46:46AM] F4SS Functions: transferToPlayer completed successfully. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: starting function. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: actor [Actor < (D601066D)>] [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: cleaned the VI up. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: removed actor inventory to VI. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: Event-OnItemUnEquipped fired. [02/07/2017 - 05:46:46AM] F4SS Slot Alias: Event-OnItemUnEquipped fired. [02/07/2017 - 05:46:46AM] F4SS Virtual Inventory: removed all remaining items from actor. I should probably try it on a settler just to be sure, though. I was getting kinda exasperated and just shot the first NPC I saw that time lol... EDIT: Nope. I still think it's worth a quick test to see if it still crashes after you suspend the "removeallitems" part of the script. I mean I've noticed in the past that Fallout 4 has A LOT of problems with previously very stable functions (for example, the "resurrect" function). Going to sleep now, though, so I won't be able to run any further tests for ya for now. :3 Worth a shot. I'll get that prepared and will try more to reproduce the bug on my machine (which would make debugging it so much easier...). What bugs me most is that I don't have the issue - otherwise I obviously wouldn't even bother uploading it. For me it works and I only ever had one single CTD with the mod. Annoying. Thanks for your help so far. Edit: "[02/07/2017 - 05:46:46AM]"... Yeah, you should probably go to sleep now... Edit 2: I think I found the culprit. Not 100% sure until it's been tested, but... virtualInventory.RemoveAllItems(Game.GetPlayer()) This is the line it crashes on. Initially, the game CTD when removing the slave inventory to the player inventory. So I wrote the whole virtual inventory thing as a work-around. Turns out, the line that it crashes on is again the moment where it should throw all the stuff over into the players inventory. Getting there...
ZarthonTheVanquished Posted February 7, 2017 Posted February 7, 2017 Edit 2: I think I found the culprit. Not 100% sure until it's been tested, but... virtualInventory.RemoveAllItems(Game.GetPlayer()) This is the line it crashes on. Initially, the game CTD when removing the slave inventory to the player inventory. So I wrote the whole virtual inventory thing as a work-around. Turns out, the line that it crashes on is again the moment where it should throw all the stuff over into the players inventory. Getting there... Hmmmm well I have some rather... eccentric circumstances for my own player inventory. I didn't know that it was trying to move their items directly to me or I woulda mentioned these things before: - I lazily set my carry weight limit to 9001 cuz I hate having to manage what I pick up. - I run DEF_UI with a large series of categorization rollups from Bhaal's Better Sorting, with HUMONGOUS personal additions to the "TAGS" and "TABS" lists on my end (LOTS more tags and categories than even Bhaal's base mod has). - I usually don't have any less than 1.5k carry weight on me at any one time, and that can certainly cause strain on the game's pathetic engine. Gamebryo has never done a good job at managing inventories with large amounts of items in em (just try to open up one of the lockser with all the enchanted items in the game in Skyrim's qasmoke testing hall and see how many minutes it takes before your game unfreezes lmfao). I don't THINK any of the above could cause an issue here, since items get added to my inventory via scripts just fine normally (i.e. like the syringer and pax syringes your mod adds on initialization), but I just thought I'd mention them anyways. *Now I'm gonna stop procrastinating and *actually* go to bed. Later lol. n.nU
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8e: Changed: VirtualInventory Chest now gets moved to player location when in usage to ensure it's loaded. Well, the wiki states that .RemoveAllItems() is dodgy if either the receiver or sender of items isn't loaded. I don't think this is going to fix it, but it's worth a shot. Alternatively, I have one more trick up my sleeve if this doesn't work. And if that also doesn't do it, then I'll probably just handcuff myself and walk into a deathclaw nest.
BiddinWar Posted February 7, 2017 Posted February 7, 2017 Changelog for Version 0.8e: Changed: VirtualInventory Chest now gets moved to player location when in usage to ensure it's loaded. Well, the wiki states that .RemoveAllItems() is dodgy if either the receiver or sender of items isn't loaded. I don't think this is going to fix it, but it's worth a shot. Alternatively, I have one more trick up my sleeve if this doesn't work. And if that also doesn't do it, then I'll probably just handcuff myself and walk into a deathclaw nest. I've read through all the pages for this mod (not tried it myself yet because well, I can wait ), but haven't seen that you've attempted to just get the ensalved NPC to just drop its things on the ground, perhaps that could work? Obviously isnt a "nice" way of doing it. If you've tried this, im sorry for saying it again.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.8e: Changed: VirtualInventory Chest now gets moved to player location when in usage to ensure it's loaded. Well, the wiki states that .RemoveAllItems() is dodgy if either the receiver or sender of items isn't loaded. I don't think this is going to fix it, but it's worth a shot. Alternatively, I have one more trick up my sleeve if this doesn't work. And if that also doesn't do it, then I'll probably just handcuff myself and walk into a deathclaw nest. I've read through all the pages for this mod (not tried it myself yet because well, I can wait ), but haven't seen that you've attempted to just get the ensalved NPC to just drop its things on the ground, perhaps that could work? Obviously isnt a "nice" way of doing it. If you've tried this, im sorry for saying it again. Hmm. That might work. I could possibly integrate a little dialogue on capture where you could tell the slave to drop everything in the inventory. While that would be a lot more immersive than the current system, some NPCs carry an awful amount of things. I'm thinking caravan traders and the like - they'd pile up stuff. I'll have to think about it some more. Thanks for the input, I didn't think of that yet.
BiddinWar Posted February 7, 2017 Posted February 7, 2017 Changelog for Version 0.8e: Changed: VirtualInventory Chest now gets moved to player location when in usage to ensure it's loaded. Well, the wiki states that .RemoveAllItems() is dodgy if either the receiver or sender of items isn't loaded. I don't think this is going to fix it, but it's worth a shot. Alternatively, I have one more trick up my sleeve if this doesn't work. And if that also doesn't do it, then I'll probably just handcuff myself and walk into a deathclaw nest. I've read through all the pages for this mod (not tried it myself yet because well, I can wait ), but haven't seen that you've attempted to just get the ensalved NPC to just drop its things on the ground, perhaps that could work? Obviously isnt a "nice" way of doing it. If you've tried this, im sorry for saying it again. Hmm. That might work. I could possibly integrate a little dialogue on capture where you could tell the slave to drop everything in the inventory. While that would be a lot more immersive than the current system, some NPCs carry an awful amount of things. I'm thinking caravan traders and the like - they'd pile up stuff. I'll have to think about it some more. Thanks for the input, I didn't think of that yet. Well, even with the caravans I got a workaround for you.. The Brahmin carries the things, but the NPC accesses them right? Just make it so that when you enslave the caravan you get a option to kill the brahmin and loot it, or just loot it (Open inv, take stuff you want, leave) Sorry if this maybe causes more issues though
DocClox Posted February 7, 2017 Posted February 7, 2017 There's always the approach some Oblivion mods used of spawning a cheap container and sticking all their stuff in that. Again, not the most elegant solution, but workable.
izzyknows Posted February 7, 2017 Posted February 7, 2017 Or..What about just leaving all items in the NPC's inventory to loot later manually?Just a thought.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 The main issue why I don't want to just leave it is that players can't remove the clothes manually. You may have noticed that on companions - the vanilla system doesn't support removing clothes. Yes, you can replace them by equipping a different set of clothes, but the currently worn clothes aren't showing in the menu. Nevertheless, I've fiddled with it and have rewritten the code in a way that no .RemoveAllItems() is being used. Hopefully that solves the issue. I'll upload the new version in a couple of minutes after I've done some more testing aka have sold this dirty raider off.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Changelog for Version 0.81: Changed: Capture script rewritten to exclude likely source of CTD issue. Changed: Menu -> Details -> [undress] | Fixed. Yet again I attempt to fix the CTD issue people were reporting. Now I have rewritten the script fragment in question to work around the function that most likely caused the issue. Pending testing by people that had the CTD previously. Unless I've been completely on the wrong track, this should resolve the issue finally. If it doesn't, then I'm going to have to take a step back and look at the broader picture - possibly rewriting a lot of code. Please give feedback - if you still have CTDs, attach your Papyrus log and let me know! Right now I got the time to work on the issue, so please give me a hand here.
fred200 Posted February 7, 2017 Posted February 7, 2017 As one of the last users of SX3, I just want to say how happy I am seeing you have time to invest in F4SS! It looks like now is a good time to give it a test run. When you have time to work on it - we all benefit!
ag12 Posted February 7, 2017 Author Posted February 7, 2017 As one of the last users of SX3, I just want to say how happy I am seeing you have time to invest in F4SS! It looks like now is a good time to give it a test run. When you have time to work on it - we all benefit! Thanks mate! I always chuckle when I see you mentioning S³, quite funny that you still run that. Yes, now is the time for test runs. Provided your game doesn't crash, there is the basic features aka enslaving and selling people included now. So, might as well give it a go. Just don't save it with your 200 hour savegame just yet.
fred200 Posted February 7, 2017 Posted February 7, 2017 As one of the last users of SX3, I just want to say how happy I am seeing you have time to invest in F4SS! It looks like now is a good time to give it a test run. When you have time to work on it - we all benefit! Thanks mate! I always chuckle when I see you mentioning S³, quite funny that you still run that. Yes, now is the time for test runs. Provided your game doesn't crash, there is the basic features aka enslaving and selling people included now. So, might as well give it a go. Just don't save it with your 200 hour savegame just yet. With Mod Organizer, F4SS will have it's very own profile F4SS headed by a clean save named "clean". SX3 is part of my default installation on Skyrim - I learned a lot from that mod.
ag12 Posted February 7, 2017 Author Posted February 7, 2017 So did I. It was the best teaching one could hope for - with the knowledge from Sx3 helping me vastly in developing F4SS. I'm looking forward to hear about your results testing the mod. If you should happen to CTD, please attach your papyrus log.
SamFox0815 Posted February 7, 2017 Posted February 7, 2017 Hi, at first - thanks for the mod! I have a little strange problem after the update from 08b to 08e and seconds later to 081. If i try to enslave two 2 slaves in a row (the time between seem not to be imporant) its not possible to activate the second one. It displays the option slavemenu and wait/follow (the toggle works) but he doesnt follow an its not possible to open den slavemenu. he stays friendly but it seems as he is going to his daily routine. The same happend if i enslave one and then i go to another actual slave and retrieve him, the same stuff happens - only the first slave stays commandable the second one is now a free one I tried to store the first (activatable) slave but the other stays unactivatable and is walking around. Maybe you have ha solution for this problem - in worst case: only one at time should be enough Thanks for your time an sorry for my bad english. lg sam
ag12 Posted February 7, 2017 Author Posted February 7, 2017 Hi, at first - thanks for the mod! I have a little strange problem after the update from 08b to 08e and seconds later to 081. If i try to enslave two 2 slaves in a row (the time between seem not to be imporant) its not possible to activate the second one. It displays the option slavemenu and wait/follow (the toggle works) but he doesnt follow an its not possible to open den slavemenu. he stays friendly but it seems as he is going to his daily routine. The same happend if i enslave one and then i go to another actual slave and retrieve him, the same stuff happens - only the first slave stays commandable the second one is now a free one I tried to store the first (activatable) slave but the other stays unactivatable and is walking around. Maybe you have ha solution for this problem - in worst case: only one at time should be enough Thanks for your time an sorry for my bad english. lg sam The magical keyword here is clean save for Version 081.
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