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Posted

Hi, CPU,

Congrats, first of all, for your hard work in the mod's development. It's getting better and better and brings so many opportunities for the sexual life in Skyrim. So far I tested SSX with the rules i had downloaded from the exchange thread (which I slightly modified to my liking). All of them worked just fine. I also created one simple rule myself, which also played well.

Unfortunately I have a major problem - I can't load a save with SSX installed. No matter if SSX in on or off while saving, whether I load while the game is already running nor just after restarting the game. My load order is heavy, lots of mods, many of which are heavily scripted so I used the "coc qasmoke" method and also loading a save made just at the very beginning of the game (I'm using Alternate Start). None of these worked. My current playthrough is quite long and I have never had such problems before, neither with the previous versions of SSX (ATM I have the latest one with the 1.3c patch).

Is it possible that your mod's scripts "overloaded" my game's  script capacity, so to speak? Or maybe the culprit is somewhere else? I'd appreciate any suggestions. Thank you.

Posted

...

 

Script capacity is hard to break.

But there is a serious possibility that you are using too many variables in your scripts.

 

There is a tool (a couple) to try this:

One is from (hard name to type, the guy of Skyrim Crashes or SexLab Animation Speed), it allows to check how many strings are you using. If you go over 60K, then you have a load problem.

 

Another one is Restringer, from markdf, this allows reducing the strings in your mods, by using the same string for multiple mods.

 

SSX uses about 5000 variables alone (the exact number depends on how many max rules you allow.)

 

Try to reduce the number of variables. Good luck.

Posted

 

...

 

Script capacity is hard to break.

But there is a serious possibility that you are using too many variables in your scripts.

 

There is a tool (a couple) to try this:

One is from (hard name to type, the guy of Skyrim Crashes or SexLab Animation Speed), it allows to check how many strings are you using. If you go over 60K, then you have a load problem.

 

Another one is Restringer, from markdf, this allows reducing the strings in your mods, by using the same string for multiple mods.

 

SSX uses about 5000 variables alone (the exact number depends on how many max rules you allow.)

 

Try to reduce the number of variables. Good luck.

 

 

Thanks a lot for your answer. I'll try your suggestions, hopefully one of them will allow me to resolve the problem.

Posted

 

 

Thanks a lot for your answer. I'll try your suggestions, hopefully one of them will allow me to resolve the problem.

 

 

Here the links to the two threads:

Crash Fixes

Restringer

Posted

 

 

 

Thanks a lot for your answer. I'll try your suggestions, hopefully one of them will allow me to resolve the problem.

 

 

Here the links to the two threads:

Crash Fixes

Restringer

 

 

Thanks again for your help. My problem is caused by the string overload, you were right. Unfortunately neither of the two applications was able to help me. Crash Fixes doesn't help. Restringer doesn't load any plugins, instead it loads the entire Skyrim/Data folder (it's explorer doesn't view any files, folders only). So I think I'll just try to uninstall some of the srcipt-heaviest mods.

Posted

Hi Guys,

 

I was wondeiring whether my unique issue with creature and human rules, is also connected to script heavy mods. I'm current testing out this theory by , removing all but essential mods and starting a new game. If it is better, I'll add the mods one by one until I track down the cause. Just a theory though ;)

 

Question: I assumed that you were to patch the main 1.3 (28082016) file with each of the patches (a,b & c) overwriting scripts/files as necessary. But I've just noticed in the downloads section,  you only supply patch 1.3c. Do I just need to apply this patch to the main file to be up-to-date?

Posted

Hello CPU - thank you for all your work on Scent! 

 

Continuing along the topic from TSS5062's post about Ysolda, with the current version (and maybe 1.2, I don't know, I never got that version working much), actors will sometimes end up heavily clipping into furniture if the target was sitting or sleeping. (My test rule's "is not sleeping" check doesn't seem to work properly)

 

If the scripts can detect the name of an actor's currently-running animation(s), Scent's future MCM panels might allow the user to build don't-interrupt lists for actors based on their currently-running animations.

 

Taking that a step further, this same check could also be used to filter rule activation with different rules containing sets of animations suitable for the situation. Actor is running a swimming animation? Only the rule that allows for that animation set can fire, and it's built containing a bunch of zero-g style animations or something. (bring extra waterbreathing potions, I guess!)

 

Sorry if this is a duplicate post on a topic already covered in 1.2 discussions!

Posted

Hi Guys,

 

I was wondeiring whether my unique issue with creature and human rules, is also connected to script heavy mods. I'm current testing out this theory by , removing all but essential mods and starting a new game. If it is better, I'll add the mods one by one until I track down the cause. Just a theory though ;)

 

Question: I assumed that you were to patch the main 1.3 (28082016) file with each of the patches (a,b & c) overwriting scripts/files as necessary. But I've just noticed in the downloads section,  you only supply patch 1.3c. Do I just need to apply this patch to the main file to be up-to-date?

I'm fairly sure that each patch contains the fixes made in the previous one.

Posted

 

Do I just need to apply this patch 1.3c  to the main file to be up-to-date?

I'm fairly sure that each patch contains the fixes made in the previous one.

 

 

O.K that makes sense, cheers

Posted

 

I'm fairly sure that each patch contains the fixes made in the previous one.

 

 

Correct. Only last one is needed.

Posted

 

 

Thanks a lot for your answer. I'll try your suggestions, hopefully one of them will allow me to resolve the problem.

 

Here the links to the two threads:

Crash Fixes

Restringer

 

 

Thanks again for your help. My problem is caused by the string overload, you were right. Unfortunately neither of the two applications was able to help me. Crash Fixes doesn't help. Restringer doesn't load any plugins, instead it loads the entire Skyrim/Data folder (it's explorer doesn't view any files, folders only). So I think I'll just try to uninstall some of the srcipt-heaviest mods.

 

You may have to run them under MO if you are using MO or they can't see your mods.

Posted

HI Guys,

 

I started a new game removing all unecessary mods, to test whether or not these were the cause of creature rules not working well with human rules (If I disable human rules, you get notification of creature actors being found, but as soon as human rules are re-enabled only human actors are displayed). and you get the familiar Badrule 6 - no sources found.

 

For those who might be interested, here is a list of mod disabled for the test

 

Alternative  Start - Live Another Life v.3.1.5a

Follower Live Package v7.62

MHIYH v43g

Friendlier Taverns with Baths v2.5

BreezeHome Fully Upgradable v1.7.6

Skyrim Underground v2.6

The Rookery v1.1

Sexlab Util One v17.1

SlaveTats v1.2

Sexlab Defeat v5.3.5

Follower Trap Safety v1.3

Alchemist Compendium Hidden Treasures v1.3

Craftable and Placeable Havoc-enabled Bedrolls v0.94

Time on Loading v5.98

No NPC Greeting v1.1

LetsGetNaked v1

Indefinite Woodcutting v2

 

I can report that the behaviour is exactly the same with the above mods disabled, so it's safe to conclude that these are not the cause of the issue.

 

I include the log showing first the response with human and creature rules enabled

 

[09/16/2016 - 01:11:57AM] SSX: MH 1, FH 1 @ line 576

 

Interestingly stump in Riverwood was removed from the Cell Scanner becuse it's race was not required. I checked ant both dog and dogpanic races were enabled in the race MCM.

 

[09/16/2016 - 01:11:53AM] SSX DEBUG: CellScanner: Actor Stump is removed because its race is not needed @ line 570
 

then with only creature rules

 

[09/16/2016 - 01:13:26AM] SSX: FH 1, MC 2 @ line 619

 

Here stump was rightly excluded because it was invloved in a named scene and I had left the 'skip actors in named scenes' to YES.

 

[09/16/2016 - 01:14:30AM] SSX DEBUG: Actor Stump is removed because it is playing a named scene: SSX Scene Manager @ line 676
 

ironically, the rule Bad Dog! was satisfied and stump was included in the animation :blink:

 

Hope this is helpful
 

Papyrus.0.log

Posted

 

 

 

Thanks a lot for your answer. I'll try your suggestions, hopefully one of them will allow me to resolve the problem.

 

Here the links to the two threads:

Crash Fixes

Restringer

 

 

Thanks again for your help. My problem is caused by the string overload, you were right. Unfortunately neither of the two applications was able to help me. Crash Fixes doesn't help. Restringer doesn't load any plugins, instead it loads the entire Skyrim/Data folder (it's explorer doesn't view any files, folders only). So I think I'll just try to uninstall some of the srcipt-heaviest mods.

 

You may have to run them under MO if you are using MO or they can't see your mods.

 

 

Yeah, I figured that out. I wish I used MO, even though I've been doing quite well without it... so far. Thanks, anyway. I'll try to handle the issue some other way.

 

Posted

EDIT: 

Seems like I'm having some troubles with something affecting my relationship values. This does lead me to the question however;

If selecting Relationship as a Source, and adding Spouse or Boyfriend/Girlfriend. Is that the same as the relationship rank 4 (lover), or does it specifically need to be that particular relationship? 

 

I'm also having an issue with my custom followers showing up as "unknown" after I try to add them to specific actor lists. They show  up as name() with nothing in the brackets in the list, and when clicking add, "unknown" gets added, which produces an error.

 

Quite often when starting up the game I also get the screen that says that Not all Arrays have been loaded. click Here to reinit. Clicking it just makes it say "done" but changes nothing, and no mod menus can be accessed.

Posted

Hi CPU

 

Things are going from bad to worse :blink: The scanner has somehow spit my female follower 'Brynhildr' into two

 

[09/17/2016 - 06:52:08PM] SSX DEBUG: Actors: Whiterun Guard, Brynhildr, Gaia, Brynhildr
[09/17/2016 - 06:52:10PM] SSX DEBUG: Scene Manager is going in inactive state
[09/17/2016 - 06:52:10PM] SSX: FHF 2, MH 1, FH 1
[09/17/2016 - 06:52:10PM] SSX DEBUG: Cell Scan: Passing actor to Rule Checker Whiterun Guard distance=4193.969238
[09/17/2016 - 06:52:10PM] SSX DEBUG: Cell Scan: Passing actor to Rule Checker Brynhildr distance=4096.823730
[09/17/2016 - 06:52:10PM] SSX DEBUG: Cell Scan: Passing actor to Rule Checker Gaia distance=0.000000
[09/17/2016 - 06:52:10PM] SSX DEBUG: Cell Scan: Passing actor to Rule Checker Brynhildr distance=4114.175781
[09/17/2016 - 06:52:13PM] SSX DEBUG: Cell Scanner - Scan completed. Found 4 actors

 

 

Brand new game. Travelled from Whiterun to Riverwood with my female follower (Brynhildr) and the scanner running (mode: By Alias).

 

Most possible reason for this: I have updated to the latest Sexlab (Github), that includes the latest PapyrusUtils (v3.3). I know this code is still in development, but I'm trying out everything to resolve this issue with human/creature rules. I thought you might be interested in the log, as a heads-up in possible conflicts with sexlab 1.63.

 

 

Papyrus.0.log

Posted

Is it normal for NPCs to hang out in groups around the city at night? I found the entire Battle-born clan outside Warmaiden's in that little alley, just standing around. I haven't seen that happen before.

Posted

Is it normal for NPCs to hang out in groups around the city at night? I found the entire Battle-born clan outside Warmaiden's in that little alley, just standing around. I haven't seen that happen before.

 

Kinda off-topic in this thread.. ;)

 

Anyway, I haven't seen that specific thing happen, but I have seen similar things. For example, arriving at Falkreath and, aside from guards, almost the entire population is in Dead Man's Drink. As soon as I went in, their normal packages kicked in, and there was a crush at the door as they all tried to leave at once. :D

 

Posted

New version uploaded (not as patch, it is a full one.)

 

Posted

I've pinpointed the issue I've had with my specific actors showing up as Unknown. It seems that creatures, after being added to the pack via the Untamed mod, somehow stop working.

Beforehand, creatures will show up as "Name(Mod)",  however, after they join the pack they just show up as "Name()". Trying to add them as specific actors after that will cause them to show up as Unknown in the actor list, causing an error. I have no idea what is actually causing this, but am curious if anybody has any idea if there's some way of fixing it. 

 

Another pretty big bug report:

Creature actors do NOT work with Specific Source/Target rules. They get returned as "bad for its humanity" in the rule checker, despite being the only thing that can fill that specific rule. The options for Human/Creature, Male/Female, Follower/Not Follower are greyed out when choosing specific, but it seems that maybe the human/creature rule still is applying its restriction.

Testing the same rule with a specific humanoid works as intended.

 

I also cannot for the life of me get a Relationship Rule to work. I'm trying lots of different angles here, but so far I've been unable to get it to fire reliably. 

While I had it set to Spouse/Girlfriend/Boyfriend, I once had it fire between two unrelated subjects, and I've had it fire once before that randomly. But I can't seem to get it to work reliably.

 

EDIT: I'll do some more testing and see what I can find.

Posted

A quick report on v1.3e related to "scanning". It seems that the default "cell scanning" is different from previous version. That is, the rule will fire correctly and find the right actor, but only one single time per cell. Once any rule managed to trigger a scene...all subsequent scans will fail to find an actor and SSX will spam "Nobody was found" message...until I change cell. If I move to another cell, SSX seems to work fine again. I have much better luck with "Scanning by Alias" though. "Scanning by alias" seems to be able to find actors reliably and can execute rules according. CPU, how is the performance hit comparing "Cell Scanning" and "Scanning by Alias"? Will do more testing and report back.

Posted

I've pinpointed the issue I've had with my specific actors showing up as Unknown. It seems that creatures, after being added to the pack via the Untamed mod, somehow stop working.

Beforehand, creatures will show up as "Name(Mod)",  however, after they join the pack they just show up as "Name()". Trying to add them as specific actors after that will cause them to show up as Unknown in the actor list, causing an error. I have no idea what is actually causing this, but am curious if anybody has any idea if there's some way of fixing it. 

 

Another pretty big bug report:

Creature actors do NOT work with Specific Source/Target rules. They get returned as "bad for its humanity" in the rule checker, despite being the only thing that can fill that specific rule. The options for Human/Creature, Male/Female, Follower/Not Follower are greyed out when choosing specific, but it seems that maybe the human/creature rule still is applying its restriction.

Testing the same rule with a specific humanoid works as intended.

 

I also cannot for the life of me get a Relationship Rule to work. I'm trying lots of different angles here, but so far I've been unable to get it to fire reliably. 

While I had it set to Spouse/Girlfriend/Boyfriend, I once had it fire between two unrelated subjects, and I've had it fire once before that randomly. But I can't seem to get it to work reliably.

 

EDIT: I'll do some more testing and see what I can find.

 

Many creatures are dynamic actors. So the "mod" adding them (also if they are originally from Skyrim.esm) is FF.

That means that there is no way to find them as specific because their ID will change.

 

I will check again the Relationship method. It has been a long while last time I checked it.

A quick report on v1.3e related to "scanning". It seems that the default "cell scanning" is different from previous version. That is, the rule will fire correctly and find the right actor, but only one single time per cell. Once any rule managed to trigger a scene...all subsequent scans will fail to find an actor and SSX will spam "Nobody was found" message...until I change cell. If I move to another cell, SSX seems to work fine again. I have much better luck with "Scanning by Alias" though. "Scanning by alias" seems to be able to find actors reliably and can execute rules according. CPU, how is the performance hit comparing "Cell Scanning" and "Scanning by Alias"? Will do more testing and report back.

 

I did a small change in the Cell Scanning to fix a problem where an actor was added twice.

Maybe I introduced a new bug. I will check this.

 

About performance:

* Alias scan is way lighter than Cell Scan, but it is constant.

* Cell scan is 100% silent while NOT scanning, but at scan time it is way more power consuming than Alias scan.

* Cloak scan is somehow in between then two.

Posted

 

Is it normal for NPCs to hang out in groups around the city at night? I found the entire Battle-born clan outside Warmaiden's in that little alley, just standing around. I haven't seen that happen before.

 

Kinda off-topic in this thread.. ;)

 

Anyway, I haven't seen that specific thing happen, but I have seen similar things. For example, arriving at Falkreath and, aside from guards, almost the entire population is in Dead Man's Drink. As soon as I went in, their normal packages kicked in, and there was a crush at the door as they all tried to leave at once. :D

 

 

 

How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause.

 

About performance:

* Alias scan is way lighter than Cell Scan, but it is constant.

* Cell scan is 100% silent while NOT scanning, but at scan time it is way more power consuming than Alias scan.

* Cloak scan is somehow in between then two.

 

 

Interesting. Is there any reason NOT to use alias scan? 

Posted

 

I've pinpointed the issue I've had with my specific actors showing up as Unknown. It seems that creatures, after being added to the pack via the Untamed mod, somehow stop working.

Beforehand, creatures will show up as "Name(Mod)",  however, after they join the pack they just show up as "Name()". Trying to add them as specific actors after that will cause them to show up as Unknown in the actor list, causing an error. I have no idea what is actually causing this, but am curious if anybody has any idea if there's some way of fixing it. 

 

Another pretty big bug report:

Creature actors do NOT work with Specific Source/Target rules. They get returned as "bad for its humanity" in the rule checker, despite being the only thing that can fill that specific rule. The options for Human/Creature, Male/Female, Follower/Not Follower are greyed out when choosing specific, but it seems that maybe the human/creature rule still is applying its restriction.

Testing the same rule with a specific humanoid works as intended.

 

I also cannot for the life of me get a Relationship Rule to work. I'm trying lots of different angles here, but so far I've been unable to get it to fire reliably. 

While I had it set to Spouse/Girlfriend/Boyfriend, I once had it fire between two unrelated subjects, and I've had it fire once before that randomly. But I can't seem to get it to work reliably.

 

EDIT: I'll do some more testing and see what I can find.

 

Many creatures are dynamic actors. So the "mod" adding them (also if they are originally from Skyrim.esm) is FF.

That means that there is no way to find them as specific because their ID will change.

 

I will check again the Relationship method. It has been a long while last time I checked it.

 

 

Alright. I understand that many creatures are dynamic. Although some of them are Creatures I created in the CK as Unique. Though perhaps I've missed a step there as well.

Either way though. For these specific creatures, creating rules with them is possible without an Unknown error, until Untamed touches them, although I've been unable to get the rules to fire, as when it calls for the rules, it states they are bad for its humanity.

EDIT: The same thing happens with Stump in riverwood. Selecting him as Specific will return bad for its humanity.

 

I reinstalled with 1.3e. After some initial scans I'm not getting any success with subsequent scans. The log talks about Cell Scan, but I have Alias selected. I also don't get any of the debug highlights on anybody, not even myself. 

EDIT: currently getting the "Nobody was found" that was mentioned above.

Standing in the middle of Riverwood and even with a simple  rule like Generic Male on Generic Female, Random trigger, it returns Nobody was found with no mention of any humans.

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