Pfiffy Posted January 25, 2017 Posted January 25, 2017 I have tested it with all availeble Scanners. but concentrated on the cloak scan. About SGO: It was my fasult, because for the new Version i had to enable pregnancy for the actors. About deadly drain: This was the main reason to try out this mod. I wanted to skip all the fighting, and let my enemies have some last moments of fun with my followers before they get a sweet death. Well, the draining effect is triggering. but the victim doesnt die and the effect lingers on after the Animation stops. Is it just a setting Problem?
reikiri Posted January 25, 2017 Posted January 25, 2017 I have tested it with all availeble Scanners. but concentrated on the cloak scan. About SGO: It was my fasult, because for the new Version i had to enable pregnancy for the actors. About deadly drain: This was the main reason to try out this mod. I wanted to skip all the fighting, and let my enemies have some last moments of fun with my followers before they get a sweet death. Well, the draining effect is triggering. but the victim doesnt die and the effect lingers on after the Animation stops. Is it just a setting Problem? A bit tricky. On bleedout rules the actor must be placed on protection to avoid death. After rule has played, the actor will get healed (actually I think it was before animation starts, because trying to do animations on zero or negative health has problems). I think this applies to npcs as well. There should be a setting... "Protect on Health rules", which governs whether actors are also protected on health rules (because frequently the damage piles up so fast the target dies before health rule kicks in to stop the combat). If you disable that, then only actors that are potential participants in bleedout rule should be protected from death. Basically restrict bleedout rules to player and followers at most, use health rules for other NPCs. You'll get some accidental deaths though since rules (especially when companions are involved) are not instant. If I remember right, player is always protected on both health and bleedout rules - the principle being that if you set a health rule for yourself to stop combat, then you aren't planning to die anyway. But this has changed between versions so I'm not certain of it.
Knightcorax Posted January 25, 2017 Posted January 25, 2017 So after updating to 1.4d with the addition of the fixes given by CPU for SLAL and Reikiri for some issue relating to races. I've started to CTD after closing the MCM if I even OPEN the Scent of sex's menu, same thing happens if i change any settings etc. Is this a known issue or have I got to go sifting through some logs? Second is an issue with the whole armors menu, I open a list to try and add something and no options are given, I point at a container and it's the same thing. Am I missing something? Last is more of a little query, the whole using cell as a reference for factions etc. I've found if there's too many NPCs in a cell it wont show them or their factions. Getting around to dealing with that or if it's even a problem or was just delay is for a later day. But what I'm asking is if there's a way to just show all or maybe search factions instead of using the NPCs in a cell, gets a tad mundane spawning NPCs of certain groups to get their factions then sending them back off to oblivion. All in all, great mod and thanks for any help. I'm using the patch from CPU on SLAL along with HDoS and it's animation pack, as well as of course my own changes to SSX itself. I haven't had any CTDs, so I can say at least that it's not a constant behavior from the patches. I have however seen a couple times in log a huge spam of 'index out of range' type errors when closing MCM menu, which could very well be related - it causes a rapid dumping of over a hundred papyrus traces, which I understand can sometimes result in CTD (it hasn't happened to me, which might be partially related to running the whole game on SSD so disk operations are near instant). Papyrus logs can be of limited use in CTD because the actual cause may not be clear from the logs - but if you have the log and trace both enabled, it might give some clarity if you can find trace dumps from the log (think I posted some examples on earlier post). I avoid dealing with the MCM part of SSX myself, because - like I told CPU on one occasion, "It confuses the heck out of me". About armors menu, I had similar issue myself. I've only once seen a piece of armor actually listed in it. I sent a note about it to CPU earlier, but haven't looked further into it myself. I think I recall that issue having been around for a while now (C version, possibly earlier). I think papyrus has to pick up the factions from actors - by extracting their whole faction list. It's not very clean, and not very cheap option. Technically it should be possible to save the faction list internally, and perhaps provide MCM option to 'scan actors for factions' which could populate the list with factions from actors currently around player. Perhaps another option to clear the list in case it grows too long. I am having the same problem with the MCM Menu. Skyrim crashes after closing the menu once I make any changes. If I restart the mod i can close the menu just fine, but after that again, any change crashes the game. If have cleaned the save removed Scent and installed it again, with the same Problem. The weird thing is, that at the very begin of me using it, it worked like a charm. I remember turning it off while going into Bleakfalls and trying to turn in back on later in Whiterun, there the Hotkey wouldnt work and I had the first crash when looking at the MCM. There may be incompatible mods in my load order, as I am using Aroused Animals, SL Defeat, SLEN and SexLife simultaniously (so far with no problems).... But that Scent started out working fine for a few hours of play, as well as several saves and loads, made me wonder what might be wrong. I attached the Papyrus for your reference. Papyrus.0.log
Yuuen Posted January 25, 2017 Posted January 25, 2017 So after updating to 1.4d with the addition of the fixes given by CPU for SLAL and Reikiri for some issue relating to races. I've started to CTD after closing the MCM if I even OPEN the Scent of sex's menu, same thing happens if i change any settings etc. Is this a known issue or have I got to go sifting through some logs? Second is an issue with the whole armors menu, I open a list to try and add something and no options are given, I point at a container and it's the same thing. Am I missing something? Last is more of a little query, the whole using cell as a reference for factions etc. I've found if there's too many NPCs in a cell it wont show them or their factions. Getting around to dealing with that or if it's even a problem or was just delay is for a later day. But what I'm asking is if there's a way to just show all or maybe search factions instead of using the NPCs in a cell, gets a tad mundane spawning NPCs of certain groups to get their factions then sending them back off to oblivion. All in all, great mod and thanks for any help. I'm using the patch from CPU on SLAL along with HDoS and it's animation pack, as well as of course my own changes to SSX itself. I haven't had any CTDs, so I can say at least that it's not a constant behavior from the patches. I have however seen a couple times in log a huge spam of 'index out of range' type errors when closing MCM menu, which could very well be related - it causes a rapid dumping of over a hundred papyrus traces, which I understand can sometimes result in CTD (it hasn't happened to me, which might be partially related to running the whole game on SSD so disk operations are near instant). Papyrus logs can be of limited use in CTD because the actual cause may not be clear from the logs - but if you have the log and trace both enabled, it might give some clarity if you can find trace dumps from the log (think I posted some examples on earlier post). I avoid dealing with the MCM part of SSX myself, because - like I told CPU on one occasion, "It confuses the heck out of me". About armors menu, I had similar issue myself. I've only once seen a piece of armor actually listed in it. I sent a note about it to CPU earlier, but haven't looked further into it myself. I think I recall that issue having been around for a while now (C version, possibly earlier). I think papyrus has to pick up the factions from actors - by extracting their whole faction list. It's not very clean, and not very cheap option. Technically it should be possible to save the faction list internally, and perhaps provide MCM option to 'scan actors for factions' which could populate the list with factions from actors currently around player. Perhaps another option to clear the list in case it grows too long. It's not an issue with my rig or my disk operations, I can guarantee that lol I don't think the same can be said for the papyrus engine itself, I have a fair amount of scripted mods so perhaps that trace dump is just "too much" for the game to deal with. I disabled logging 2-3 setups ago purely because of all the spam, not exactly "errors" just spam and it would cause some visible lag. I'll re-enable it and see if I can dig anything up other than the surge causing the game to "nope". Good to know at least something wasn't just me, guess we'll see what happens with the armors menu. A scan and save function would be perfect.
reikiri Posted January 25, 2017 Posted January 25, 2017 I am having the same problem with the MCM Menu. Skyrim crashes after closing the menu once I make any changes. If I restart the mod i can close the menu just fine, but after that again, any change crashes the game. If have cleaned the save removed Scent and installed it again, with the same Problem. The weird thing is, that at the very begin of me using it, it worked like a charm. I remember turning it off while going into Bleakfalls and trying to turn in back on later in Whiterun, there the Hotkey wouldnt work and I had the first crash when looking at the MCM. There may be incompatible mods in my load order, as I am using Aroused Animals, SL Defeat, SLEN and SexLife simultaniously (so far with no problems).... But that Scent started out working fine for a few hours of play, as well as several saves and loads, made me wonder what might be wrong. I attached the Papyrus for your reference. First of all: after looking at the log, I still can't say with any certainty what's going on there. There's a huge number of empty stack dumps from 'type mismatch for argument 1' which I don't like at all. I don't know where they come from, either - might not be related to SSX at all. I see a bit of SSX activity, not much, but the actual MCM registration I see only near the end of that log at line 2097. Question - when you did cleansave for SSX, did you make sure the old SSX was fully gone from MCM menu before installing the new one? Also on cleansave, did you do double save before installing new SSX? Like.. - save the game (this is to be cleaned) - clean the save with tool - uninstall SSX - load save (it complains about missing mods) - wait until SSX is gone from MCM menu - save the game again (this would be the actual 'cleansave') - now install new SSX - load the game with new version - wait until SSX appears in MCM menu - now you can start using the mod One thing you can try is, load your save, and wait for a while without opening MCM, until you see notice about 1.4D finished initializing (probably along with either stopping, or forced starting). If the mod seems to be running, try stopping it with hotkey. After that, open console and do command: setstage ski_configmanagerinstance 1 wait until MCM has finished re-registering mods. open SSX MCM config, open debug tab, and do forced actor cache clean, and after it finishes, forced mod restart.. (I don't remember the exact names of those option) then close MCM - and assuming it didn't crash, wait for a while for the mod to finish restarting.
Knightcorax Posted January 25, 2017 Posted January 25, 2017 I am having the same problem with the MCM Menu. Skyrim crashes after closing the menu once I make any changes. If I restart the mod i can close the menu just fine, but after that again, any change crashes the game. If have cleaned the save removed Scent and installed it again, with the same Problem. The weird thing is, that at the very begin of me using it, it worked like a charm. I remember turning it off while going into Bleakfalls and trying to turn in back on later in Whiterun, there the Hotkey wouldnt work and I had the first crash when looking at the MCM. There may be incompatible mods in my load order, as I am using Aroused Animals, SL Defeat, SLEN and SexLife simultaniously (so far with no problems).... But that Scent started out working fine for a few hours of play, as well as several saves and loads, made me wonder what might be wrong. I attached the Papyrus for your reference. First of all: after looking at the log, I still can't say with any certainty what's going on there. There's a huge number of empty stack dumps from 'type mismatch for argument 1' which I don't like at all. I don't know where they come from, either - might not be related to SSX at all. I see a bit of SSX activity, not much, but the actual MCM registration I see only near the end of that log at line 2097. Question - when you did cleansave for SSX, did you make sure the old SSX was fully gone from MCM menu before installing the new one? Also on cleansave, did you do double save before installing new SSX? Like.. - save the game (this is to be cleaned) - clean the save with tool - uninstall SSX - load save (it complains about missing mods) - wait until SSX is gone from MCM menu - save the game again (this would be the actual 'cleansave') - now install new SSX - load the game with new version - wait until SSX appears in MCM menu - now you can start using the mod One thing you can try is, load your save, and wait for a while without opening MCM, until you see notice about 1.4D finished initializing (probably along with either stopping, or forced starting). If the mod seems to be running, try stopping it with hotkey. After that, open console and do command: setstage ski_configmanagerinstance 1 wait until MCM has finished re-registering mods. open SSX MCM config, open debug tab, and do forced actor cache clean, and after it finishes, forced mod restart.. (I don't remember the exact names of those option) then close MCM - and assuming it didn't crash, wait for a while for the mod to finish restarting. For the first clean save I did everything as you described, but nevertheless tried it again. It registers in the MCM, i get the Initialised message, the hotkey works as well, and just going to the menu and restarting works. But again, as soon as I make changes, create rules and then close the menu it crashes. Tried it on new game as well, there for whatever reason it wont even initalise. The MCM Menu is there, but wont start the configuration. I will try some more, but it seems like I cant replicate the conditions it worked under. Sucks, because its an awesome and complex piece of work.
Pfiffy Posted January 25, 2017 Posted January 25, 2017 I have tested it with all availeble Scanners. but concentrated on the cloak scan. About SGO: It was my fasult, because for the new Version i had to enable pregnancy for the actors. About deadly drain: This was the main reason to try out this mod. I wanted to skip all the fighting, and let my enemies have some last moments of fun with my followers before they get a sweet death. Well, the draining effect is triggering. but the victim doesnt die and the effect lingers on after the Animation stops. Is it just a setting Problem? A bit tricky. On bleedout rules the actor must be placed on protection to avoid death. After rule has played, the actor will get healed (actually I think it was before animation starts, because trying to do animations on zero or negative health has problems). I think this applies to npcs as well. There should be a setting... "Protect on Health rules", which governs whether actors are also protected on health rules (because frequently the damage piles up so fast the target dies before health rule kicks in to stop the combat). If you disable that, then only actors that are potential participants in bleedout rule should be protected from death. Basically restrict bleedout rules to player and followers at most, use health rules for other NPCs. You'll get some accidental deaths though since rules (especially when companions are involved) are not instant. If I remember right, player is always protected on both health and bleedout rules - the principle being that if you set a health rule for yourself to stop combat, then you aren't planning to die anyway. But this has changed between versions so I'm not certain of it. I have not specified any Bleedout rules for my ssx rules. Ist a simple set. Whenever Followers are in combat, they try to start sex with their enemies and then they are supposed to drain them to death.
reikiri Posted January 25, 2017 Posted January 25, 2017 I have tested it with all availeble Scanners. but concentrated on the cloak scan. About SGO: It was my fasult, because for the new Version i had to enable pregnancy for the actors. About deadly drain: This was the main reason to try out this mod. I wanted to skip all the fighting, and let my enemies have some last moments of fun with my followers before they get a sweet death. Well, the draining effect is triggering. but the victim doesnt die and the effect lingers on after the Animation stops. Is it just a setting Problem? A bit tricky. On bleedout rules the actor must be placed on protection to avoid death. After rule has played, the actor will get healed (actually I think it was before animation starts, because trying to do animations on zero or negative health has problems). I think this applies to npcs as well. There should be a setting... "Protect on Health rules", which governs whether actors are also protected on health rules (because frequently the damage piles up so fast the target dies before health rule kicks in to stop the combat). If you disable that, then only actors that are potential participants in bleedout rule should be protected from death. Basically restrict bleedout rules to player and followers at most, use health rules for other NPCs. You'll get some accidental deaths though since rules (especially when companions are involved) are not instant. If I remember right, player is always protected on both health and bleedout rules - the principle being that if you set a health rule for yourself to stop combat, then you aren't planning to die anyway. But this has changed between versions so I'm not certain of it. I have not specified any Bleedout rules for my ssx rules. Ist a simple set. Whenever Followers are in combat, they try to start sex with their enemies and then they are supposed to drain them to death. And I assume no health rules either.. that's curious then, because those should be the only ones to make NPCs protected. Can't see a reason why SSX would prevent them from getting killed. It's a bit roundabout and extreme, but you could try setting options in SSX to NOT stop scenes when mod is stopped.. then try stopping SSX once a scene has started - that should remove any quest aliases SSX has possibly put onto those NPCs.. and generally take away it's hold on them (although if there are any more NPCs observing, they might also attack at that point). Do you have a reason to assume that it's SSX that prevents them from dying? You could also stop or disable SSX and try initiating sex with sexlab matchmaker instead, and see if the drain works then. I am having the same problem with the MCM Menu. Skyrim crashes after closing the menu once I make any changes. If I restart the mod i can close the menu just fine, but after that again, any change crashes the game. If have cleaned the save removed Scent and installed it again, with the same Problem. The weird thing is, that at the very begin of me using it, it worked like a charm. I remember turning it off while going into Bleakfalls and trying to turn in back on later in Whiterun, there the Hotkey wouldnt work and I had the first crash when looking at the MCM. There may be incompatible mods in my load order, as I am using Aroused Animals, SL Defeat, SLEN and SexLife simultaniously (so far with no problems).... But that Scent started out working fine for a few hours of play, as well as several saves and loads, made me wonder what might be wrong. I attached the Papyrus for your reference. First of all: after looking at the log, I still can't say with any certainty what's going on there. There's a huge number of empty stack dumps from 'type mismatch for argument 1' which I don't like at all. I don't know where they come from, either - might not be related to SSX at all. I see a bit of SSX activity, not much, but the actual MCM registration I see only near the end of that log at line 2097. Question - when you did cleansave for SSX, did you make sure the old SSX was fully gone from MCM menu before installing the new one? Also on cleansave, did you do double save before installing new SSX? Like.. - save the game (this is to be cleaned) - clean the save with tool - uninstall SSX - load save (it complains about missing mods) - wait until SSX is gone from MCM menu - save the game again (this would be the actual 'cleansave') - now install new SSX - load the game with new version - wait until SSX appears in MCM menu - now you can start using the mod One thing you can try is, load your save, and wait for a while without opening MCM, until you see notice about 1.4D finished initializing (probably along with either stopping, or forced starting). If the mod seems to be running, try stopping it with hotkey. After that, open console and do command: setstage ski_configmanagerinstance 1 wait until MCM has finished re-registering mods. open SSX MCM config, open debug tab, and do forced actor cache clean, and after it finishes, forced mod restart.. (I don't remember the exact names of those option) then close MCM - and assuming it didn't crash, wait for a while for the mod to finish restarting. For the first clean save I did everything as you described, but nevertheless tried it again. It registers in the MCM, i get the Initialised message, the hotkey works as well, and just going to the menu and restarting works. But again, as soon as I make changes, create rules and then close the menu it crashes. Tried it on new game as well, there for whatever reason it wont even initalise. The MCM Menu is there, but wont start the configuration. I will try some more, but it seems like I cant replicate the conditions it worked under. Sucks, because its an awesome and complex piece of work. That suggets it crashes when it's trying to save the config. You could try saving your SSX config file somewhere (so you can restore it later), then exporting all rules, and then wiping all the rules - and then exiting MCM. If that works, then try importing rules back one by one to see if one of them in particular crashes the game. If it still crashes without the rules, try deleting the whole config file to make SSX generate a fresh one. Config is shared between characters, so if it's messing things up, it's entirely possible it'll mess them up for new characters as well.
Pfiffy Posted January 25, 2017 Posted January 25, 2017 Well, I tested it with different Animals and Creatures: the draining effect starts. Deadly drain offers an Option to drain the victim to a draugr. And this never happens. I tested also a 4 on one with Ashmen and a Follower and one of the Ashmen was killed during the Animationn (happened only onceand I think it was with 1.4c) I will test this a bit more tonight, and Play around with the different options. And maybe with editing the rules.
endersgame Posted January 26, 2017 Posted January 26, 2017 Is the location filtering fixed? I had issues with location back in 1.4c (had a post earlier on this) where I always get invalid location no matter what location type I set. Gave it a quick try, and it doesn't seem to work. Locations are not recognized - if I put it in inclusive mode then rule will never play regardless of if the current location is on the list or not. If I put it in exclusive mode then rule will always play regardless of if the location is on the list or not. So it recognizes that there are some locations on the list, but just never matches them. --- edit --- Ok, after some checking... there's function that's supposed to update player's location information, but on the quick test I ran it was never called, and internal player location was kept at <NULL>. I added a call to location update for start of actor scan (alias, cell and cloak scans), and after that the location filter seemed to work. I'm adding 'experimental patch 2' as attachment. If you want to try it out, I highly recommend using mod organizer to do it. In MO you can simply install it like any other patch, make sure it loads AFTER the SSX 1.4d. Stop the mod before making your save, then activate the update in MO, and restart game. That should be all. Disclaimers: - This update is experimental, the code has not gone through much testing - it's the same version I'm currently testing in-game - This update is ONLY for version 1.4D, it'll break any other version of the mod - If you try this update, and report any bugs, make certain you mention you are using the update 2. This is critical for tracking down the bugs. - when next official patch is released (probably 1.4E unless it's 1.5), make SURE you remove this update along with 1.4D What's included: - creature races in human-creature scenes should be detected right even when target is not creature (this is same as the previous patch I did) - hopefully fixed some index overflow errors, but this did NOT yet fix the collaborator issues I'm seeing, it should still improve stability somewhat - a patch to trigger player location update, this will hopefully help location rules to work Thank you so much!
Yuuen Posted January 26, 2017 Posted January 26, 2017 ... It's not an issue with my rig or my disk operations, I can guarantee that lol I don't think the same can be said for the papyrus engine itself, I have a fair amount of scripted mods so perhaps that trace dump is just "too much" for the game to deal with. I disabled logging 2-3 setups ago purely because of all the spam, not exactly "errors" just spam and it would cause some visible lag. I'll re-enable it and see if I can dig anything up other than the surge causing the game to "nope". Good to know at least something wasn't just me, guess we'll see what happens with the armors menu. A scan and save function would be perfect. For the longest time I hadn't noticed I was still running an SKSE.ini that I was using to test out some different settings, which had lower memory patch values. Put it back to my original settings with higher values and the crash issue has stopped.
reikiri Posted January 26, 2017 Posted January 26, 2017 ... It's not an issue with my rig or my disk operations, I can guarantee that lol I don't think the same can be said for the papyrus engine itself, I have a fair amount of scripted mods so perhaps that trace dump is just "too much" for the game to deal with. I disabled logging 2-3 setups ago purely because of all the spam, not exactly "errors" just spam and it would cause some visible lag. I'll re-enable it and see if I can dig anything up other than the surge causing the game to "nope". Good to know at least something wasn't just me, guess we'll see what happens with the armors menu. A scan and save function would be perfect. For the longest time I hadn't noticed I was still running an SKSE.ini that I was using to test out some different settings, which had lower memory patch values. Put it back to my original settings with higher values and the crash issue has stopped. Good to hear you got it working. Thanks for telling it's resolved.
Yuuen Posted January 26, 2017 Posted January 26, 2017 ... It's not an issue with my rig or my disk operations, I can guarantee that lol I don't think the same can be said for the papyrus engine itself, I have a fair amount of scripted mods so perhaps that trace dump is just "too much" for the game to deal with. I disabled logging 2-3 setups ago purely because of all the spam, not exactly "errors" just spam and it would cause some visible lag. I'll re-enable it and see if I can dig anything up other than the surge causing the game to "nope". Good to know at least something wasn't just me, guess we'll see what happens with the armors menu. A scan and save function would be perfect. For the longest time I hadn't noticed I was still running an SKSE.ini that I was using to test out some different settings, which had lower memory patch values. Put it back to my original settings with higher values and the crash issue has stopped. Good to hear you got it working. Thanks for telling it's resolved. This isn't related to that but I've got nothing on my support post yet, so if it's alright can i bug you with another issue xD Do you know what causes the loading screens to flash and Vsync to stop working?
Knightcorax Posted January 26, 2017 Posted January 26, 2017 I have tested it with all availeble Scanners. but concentrated on the cloak scan. About SGO: It was my fasult, because for the new Version i had to enable pregnancy for the actors. About deadly drain: This was the main reason to try out this mod. I wanted to skip all the fighting, and let my enemies have some last moments of fun with my followers before they get a sweet death. Well, the draining effect is triggering. but the victim doesnt die and the effect lingers on after the Animation stops. Is it just a setting Problem? A bit tricky. On bleedout rules the actor must be placed on protection to avoid death. After rule has played, the actor will get healed (actually I think it was before animation starts, because trying to do animations on zero or negative health has problems). I think this applies to npcs as well. There should be a setting... "Protect on Health rules", which governs whether actors are also protected on health rules (because frequently the damage piles up so fast the target dies before health rule kicks in to stop the combat). If you disable that, then only actors that are potential participants in bleedout rule should be protected from death. Basically restrict bleedout rules to player and followers at most, use health rules for other NPCs. You'll get some accidental deaths though since rules (especially when companions are involved) are not instant. If I remember right, player is always protected on both health and bleedout rules - the principle being that if you set a health rule for yourself to stop combat, then you aren't planning to die anyway. But this has changed between versions so I'm not certain of it. I have not specified any Bleedout rules for my ssx rules. Ist a simple set. Whenever Followers are in combat, they try to start sex with their enemies and then they are supposed to drain them to death. And I assume no health rules either.. that's curious then, because those should be the only ones to make NPCs protected. Can't see a reason why SSX would prevent them from getting killed. It's a bit roundabout and extreme, but you could try setting options in SSX to NOT stop scenes when mod is stopped.. then try stopping SSX once a scene has started - that should remove any quest aliases SSX has possibly put onto those NPCs.. and generally take away it's hold on them (although if there are any more NPCs observing, they might also attack at that point). Do you have a reason to assume that it's SSX that prevents them from dying? You could also stop or disable SSX and try initiating sex with sexlab matchmaker instead, and see if the drain works then. I am having the same problem with the MCM Menu. Skyrim crashes after closing the menu once I make any changes. If I restart the mod i can close the menu just fine, but after that again, any change crashes the game. If have cleaned the save removed Scent and installed it again, with the same Problem. The weird thing is, that at the very begin of me using it, it worked like a charm. I remember turning it off while going into Bleakfalls and trying to turn in back on later in Whiterun, there the Hotkey wouldnt work and I had the first crash when looking at the MCM. There may be incompatible mods in my load order, as I am using Aroused Animals, SL Defeat, SLEN and SexLife simultaniously (so far with no problems).... But that Scent started out working fine for a few hours of play, as well as several saves and loads, made me wonder what might be wrong. I attached the Papyrus for your reference. First of all: after looking at the log, I still can't say with any certainty what's going on there. There's a huge number of empty stack dumps from 'type mismatch for argument 1' which I don't like at all. I don't know where they come from, either - might not be related to SSX at all. I see a bit of SSX activity, not much, but the actual MCM registration I see only near the end of that log at line 2097. Question - when you did cleansave for SSX, did you make sure the old SSX was fully gone from MCM menu before installing the new one? Also on cleansave, did you do double save before installing new SSX? Like.. - save the game (this is to be cleaned) - clean the save with tool - uninstall SSX - load save (it complains about missing mods) - wait until SSX is gone from MCM menu - save the game again (this would be the actual 'cleansave') - now install new SSX - load the game with new version - wait until SSX appears in MCM menu - now you can start using the mod One thing you can try is, load your save, and wait for a while without opening MCM, until you see notice about 1.4D finished initializing (probably along with either stopping, or forced starting). If the mod seems to be running, try stopping it with hotkey. After that, open console and do command: setstage ski_configmanagerinstance 1 wait until MCM has finished re-registering mods. open SSX MCM config, open debug tab, and do forced actor cache clean, and after it finishes, forced mod restart.. (I don't remember the exact names of those option) then close MCM - and assuming it didn't crash, wait for a while for the mod to finish restarting. For the first clean save I did everything as you described, but nevertheless tried it again. It registers in the MCM, i get the Initialised message, the hotkey works as well, and just going to the menu and restarting works. But again, as soon as I make changes, create rules and then close the menu it crashes. Tried it on new game as well, there for whatever reason it wont even initalise. The MCM Menu is there, but wont start the configuration. I will try some more, but it seems like I cant replicate the conditions it worked under. Sucks, because its an awesome and complex piece of work. That suggets it crashes when it's trying to save the config. You could try saving your SSX config file somewhere (so you can restore it later), then exporting all rules, and then wiping all the rules - and then exiting MCM. If that works, then try importing rules back one by one to see if one of them in particular crashes the game. If it still crashes without the rules, try deleting the whole config file to make SSX generate a fresh one. Config is shared between characters, so if it's messing things up, it's entirely possible it'll mess them up for new characters as well. Thanks for the tip, that is where the problem seems to be. With the fresh install on a cleaned as well as new game, the Mod is not even creating a config file. I do remember deleting the config before the first re-install, when Scent originally worked... But why it cant save the config...that is something I dont get. SKSE as well as Skyrim are run in Admin mode.... So the problem has to be somewhere else.
reikiri Posted January 26, 2017 Posted January 26, 2017 Thanks for the tip, that is where the problem seems to be. With the fresh install on a cleaned as well as new game, the Mod is not even creating a config file. I do remember deleting the config before the first re-install, when Scent originally worked... But why it cant save the config...that is something I dont get. SKSE as well as Skyrim are run in Admin mode.... So the problem has to be somewhere else. Mmh... if you are running mod organizer, then after deleting the config file, the new one should first appear in overwrite directory I think (and should be moved out of there.. I usually make a 'config' mod and drop all various configuration files into it). If not running MO, then I imagine it should appear in it's place under data directory. I don't run skse or skyrim in admin mode myself, but also don't have them under the program files path - rather under games folder.. so can't really comment if that has anything to do with it.
reikiri Posted January 26, 2017 Posted January 26, 2017 This isn't related to that but I've got nothing on my support post yet, so if it's alright can i bug you with another issue xD Do you know what causes the loading screens to flash and Vsync to stop working? Not really. If you are running enb, enblocal has it's own vsync setting, skyrim.ini has it's own ("ipresentinterval") and then there's the setting in display drivers (using geforce myself, so nvidia control panel). If I remember right, by default it's set in skyrimprefs - which is wrong, the setting should instead be placed in the skyrim.ini under display section ( set it to =1 ). Also enable it in enblocal.ini, and in display card's driver setting put it either to enabled or application controlled. I think ENB overrides skyrim.ini and display driver settings override ENB if set. If it starts enabled then stops working at some point in loading screen, it could be you have it enabled in skyrim.ini (or it's not set since default is on), and maybe you have it set false in ENB - so when ENB kicks in, it would disable it?
Knightcorax Posted January 26, 2017 Posted January 26, 2017 Thanks for the tip, that is where the problem seems to be. With the fresh install on a cleaned as well as new game, the Mod is not even creating a config file. I do remember deleting the config before the first re-install, when Scent originally worked... But why it cant save the config...that is something I dont get. SKSE as well as Skyrim are run in Admin mode.... So the problem has to be somewhere else. Mmh... if you are running mod organizer, then after deleting the config file, the new one should first appear in overwrite directory I think (and should be moved out of there.. I usually make a 'config' mod and drop all various configuration files into it). If not running MO, then I imagine it should appear in it's place under data directory. I don't run skse or skyrim in admin mode myself, but also don't have them under the program files path - rather under games folder.. so can't really comment if that has anything to do with it. After some more testing it realy seems to be the config problem. After Scent has initialised and the MCM Menu is added, it will work as intenden, hotkey and all, but as soon as I make changes in the MCM it crashes and no config file is written. I checkt the folder setting if, for some reason its set to read only but thats fine...I dont realy have a clue what changes between Scent working fine and not working at all
reikiri Posted January 26, 2017 Posted January 26, 2017 Thanks for the tip, that is where the problem seems to be. With the fresh install on a cleaned as well as new game, the Mod is not even creating a config file. I do remember deleting the config before the first re-install, when Scent originally worked... But why it cant save the config...that is something I dont get. SKSE as well as Skyrim are run in Admin mode.... So the problem has to be somewhere else. Mmh... if you are running mod organizer, then after deleting the config file, the new one should first appear in overwrite directory I think (and should be moved out of there.. I usually make a 'config' mod and drop all various configuration files into it). If not running MO, then I imagine it should appear in it's place under data directory. I don't run skse or skyrim in admin mode myself, but also don't have them under the program files path - rather under games folder.. so can't really comment if that has anything to do with it. After some more testing it realy seems to be the config problem. After Scent has initialised and the MCM Menu is added, it will work as intenden, hotkey and all, but as soon as I make changes in the MCM it crashes and no config file is written. I checkt the folder setting if, for some reason its set to read only but thats fine...I dont realy have a clue what changes between Scent working fine and not working at all I don't really have any ideas at the moment. It's still also possible it's not about file access itself, but something else MCM is trying to do while putting together the info it needs to save - before it actually tries to write the file. Could be something about jcontainers (I have 3.2.5 version), but if it can still read the config, and worked before, then that doesn't sound very likely either. Don't know if you tried to export the rules - but if you did, that's one thing to check.. did it manage to write the export files properly? If it did, then it can write files. If not, then it's a bit higher likelihood that it's actual file write problem (although still not guaranteed). It's also possible it's not directly SSX problem - since it seems to be rather unique issue. Could be something else causing the problems, and it just manifests with SSX for some reason. Could be combination of SSX with something else.
Pfiffy Posted January 26, 2017 Posted January 26, 2017 i finally get deadly drain to work. But there is a problem with Paradise hall slaves, deadly drain and ssx.
Knightcorax Posted January 26, 2017 Posted January 26, 2017 Thanks for the tip, that is where the problem seems to be. With the fresh install on a cleaned as well as new game, the Mod is not even creating a config file. I do remember deleting the config before the first re-install, when Scent originally worked... But why it cant save the config...that is something I dont get. SKSE as well as Skyrim are run in Admin mode.... So the problem has to be somewhere else. Mmh... if you are running mod organizer, then after deleting the config file, the new one should first appear in overwrite directory I think (and should be moved out of there.. I usually make a 'config' mod and drop all various configuration files into it). If not running MO, then I imagine it should appear in it's place under data directory. I don't run skse or skyrim in admin mode myself, but also don't have them under the program files path - rather under games folder.. so can't really comment if that has anything to do with it. After some more testing it realy seems to be the config problem. After Scent has initialised and the MCM Menu is added, it will work as intenden, hotkey and all, but as soon as I make changes in the MCM it crashes and no config file is written. I checkt the folder setting if, for some reason its set to read only but thats fine...I dont realy have a clue what changes between Scent working fine and not working at all I don't really have any ideas at the moment. It's still also possible it's not about file access itself, but something else MCM is trying to do while putting together the info it needs to save - before it actually tries to write the file. Could be something about jcontainers (I have 3.2.5 version), but if it can still read the config, and worked before, then that doesn't sound very likely either. Don't know if you tried to export the rules - but if you did, that's one thing to check.. did it manage to write the export files properly? If it did, then it can write files. If not, then it's a bit higher likelihood that it's actual file write problem (although still not guaranteed). It's also possible it's not directly SSX problem - since it seems to be rather unique issue. Could be something else causing the problems, and it just manifests with SSX for some reason. Could be combination of SSX with something else. I created your test rules from the manual and exported them, because exporting worked, even when it already started crashing. As long as I dont close the Menu I can use all function of your mod. As fas as the files look, the export also worked as intended. But as you said it is probably related to my system, since no one else is having this issue. Thanks for your patience and help.... I will probe around some more and see if I can find the problem.
reikiri Posted January 27, 2017 Posted January 27, 2017 I created your test rules from the manual and exported them, because exporting worked, even when it already started crashing. As long as I dont close the Menu I can use all function of your mod. As fas as the files look, the export also worked as intended. But as you said it is probably related to my system, since no one else is having this issue. Thanks for your patience and help.... I will probe around some more and see if I can find the problem. If exporting works and writes files as it should, that suggests the mod has write access working properly. It goes back to likely having problem with compiling information it needs in order to write the whole configuration file. Yuuen posted earlier about having crash issue that was resolved by increasing memory limits in SKSE settings, something like this is one possibility. For reference, my own SKSE.ini is as follows: [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=1280 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=4096 [Debug] WriteMinidumps=1 It's rock solid for me, doesn't mean it would work equally well for someone else. If you don't have the MemoryBlocksLog dll for SKSE, you can try installing it from: http://www.nexusmods.com/skyrim/mods/50471/? It would help you check if the crash is from running out of heap memory - it's always one possibility.
Bolwig Posted January 29, 2017 Posted January 29, 2017 Is there an option to randomize npc dialogue interaction as well as filter all old people without finding and tagging all of them? Appreciate it!
Guest Posted January 30, 2017 Posted January 30, 2017 Version 1.4e is uploaded (fixed) the function getActorArray() in ssxRule was never returning a value (fixed) solved a problem on the Clothes that were used to start, in case there were no clothes defined as "not to wear" the checking was always false (improved) Now the actors that are used in a rule, when the rule starts, will sheathe their weapons (no more walking to a bed with weapons) (improved) Now combat rules are fully started by events before they were working only on normal checking (improved) The combats are stopped on rules based on combat, according to the rule setting, and only when the rule starts (improved) Better visualization of starting modes based on clothes, and now if you remove all wearables from the items to be wear/not wear, then the starting mode on wearables is removed (fixed) Solved a problem that was making impossible to have the same faction for different participants (fixed) Now the checking of clothes for Player and NPCs on the MCM works (improved) Big performance optimization in checking if the clothes are valid (fixed) In some cases the same actor was fit in two different positions, making SexLab fail to start an animation (reikiri) (fixed) Was not possible to remove the first item to be worn during a sex scene by clicking on the remove button (new) Now the rule checker can run as soon there is something to do, and stay quiet from all the time. It can be activated by a completed Scan or by ending of a scene (fixed) Fixed a small problem on counting the animations when a race filter was set (improved) Some "human" actors were added to the Creature factions (like Cultists), now they should be handled correctly
reikiri Posted January 30, 2017 Posted January 30, 2017 ..for anyone who was using the 'hotfix' patches - remember to remove them along with the 1.4d version. The fixes they implemented are included in 1.4e. Also included fix for creature collaborators on 1.4e - they'll hopefully work fine now. 1.4d -> 1.4e should not need a cleansave, but updating from any earlier version (1.4c or earlier) will need a cleansave.
EniracY Posted January 30, 2017 Posted January 30, 2017 Version 1.4e is uploaded (fixed) the function getActorArray() in ssxRule was never returning a value (fixed) solved a problem on the Clothes that were used to start, in case there were no clothes defined as "not to wear" the checking was always false (improved) Now the actors that are used in a rule, when the rule starts, will sheathe their weapons (no more walking to a bed with weapons) (improved) Now combat rules are fully started by events before they were working only on normal checking (improved) The combats are stopped on rules based on combat, according to the rule setting, and only when the rule starts (improved) Better visualization of starting modes based on clothes, and now if you remove all wearables from the items to be wear/not wear, then the starting mode on wearables is removed (fixed) Solved a problem that was making impossible to have the same faction for different participants (fixed) Now the checking of clothes for Player and NPCs on the MCM works (improved) Big performance optimization in checking if the clothes are valid (fixed) In some cases the same actor was fit in two different positions, making SexLab fail to start an animation (reikiri) (fixed) Was not possible to remove the first item to be worn during a sex scene by clicking on the remove button (new) Now the rule checker can run as soon there is something to do, and stay quiet from all the time. It can be activated by a completed Scan or by ending of a scene (fixed) Fixed a small problem on counting the animations when a race filter was set (improved) Some "human" actors were added to the Creature factions (like Cultists), now they should be handled correctly ..for anyone who was using the 'hotfix' patches - remember to remove them along with the 1.4d version. The fixes they implemented are included in 1.4e. Also included fix for creature collaborators on 1.4e - they'll hopefully work fine now. 1.4d -> 1.4e should not need a cleansave, but updating from any earlier version (1.4c or earlier) will need a cleansave. Thank you both
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