Guest Posted September 19, 2016 Posted September 19, 2016 I tested it for maybe 5 minutes total, because I entered a shop after putting on some devices and the screen went black and the door could eventually be heard closing, but the screen stayed black. Background music played. So This is an improvement but it still cannot be run on my PC THX interessing - i will check my code this evening... anyway: many, many lines like this: [09/19/2016 - 04:06:33AM] ERROR: Cannot call Is3DLoaded() on a None object, aborting function call stack: [ (000BBDBE)].MG07VisionTriggerScript.OnTriggerEnter() - "MG07VisionTriggerScript.psc" Line 69 something is wrong with another mod to - this error is not related with my mod ..... MG07 is a built-in skyrim quest dealing with the college of winterhold. It isn't something I can add or delete, although I *am* using the unofficial packs, so they might be problematic. I found a link in nexus but they are extremely unclear as to how exactly to solve it. https://forums.nexusmods.com/index.php?/topic/823385-papyrus-logs-spammed-with-errorswarnings-for-one-script-thousands-of-times/
skyrimfet Posted September 19, 2016 Author Posted September 19, 2016 MG07 is a built-in skyrim quest dealing with the college of winterhold. It isn't something I can add or delete, although I *am* using the unofficial packs, so they might be problematic. I found a link in nexus but they are extremely unclear as to how exactly to solve it. https://forums.nexusmods.com/index.php?/topic/823385-papyrus-logs-spammed-with-errorswarnings-for-one-script-thousands-of-times/ did You uninstall and clear Your save before update? (i dont have access now and can't compare Your log with my code but it looks like problem with initialization, init happens only one time with first mod run) hmmm interessing, cross fingers
Guest Posted September 19, 2016 Posted September 19, 2016 MG07 is a built-in skyrim quest dealing with the college of winterhold. It isn't something I can add or delete, although I *am* using the unofficial packs, so they might be problematic. I found a link in nexus but they are extremely unclear as to how exactly to solve it. https://forums.nexusmods.com/index.php?/topic/823385-papyrus-logs-spammed-with-errorswarnings-for-one-script-thousands-of-times/ did You uninstall and clear Your save before update? (i dont have access now and can't compare Your log with my code but it looks like problem with initialization, init happens only one time with first mod run) hmmm interessing, cross fingers I just did a thing in PDTwrapper (see picture). The clear-cache thing is done by PDTwrapper also. It removes references to scripts that are no longer in use. So to answer your question, "I think so." ------------------------------------- Usually, to remove all modders' doubts, I restart a game instead of trying to clean it. I restarted and played for what seemed like an hour with absolutely no problems without any devices on. When I Did put devices on, and I leveled up to amateur or so, I went to "Haemars shame" and got the really long-save problem again. The game has not frozen up yet. But after a combat .All of the "long saves" are corrupt and cannot be loaded. So I reloaded to just before the long, corrupted saves, and I am sending you a copy of the log. I went very close to an enemy and did a normal save. The next enemy managed to strike player before he was killed, and a save immediately afterwards would not load. so, It might be that combat in restrictive clothing corrupts the game. at least with the version you sent in your post. I read stuff relating to BSA, BSL and SEQ files. Your mod has no SEQ but it *does* have a BSL. A republican wrote a nice post about them here http://www.loverslab.com/topic/41931-what-are-bsa-bsl-and-seq-files/ and I wondered because of the way you wrote "Once with first mod run". BSL files are just for housekeeping. They are not used by the game itself, only by the Archive.EXE program that creates your BSA files. All file paths inside a BSA are relative to the games root directory. The BSA does not store information where the file actually came from on your computer because that doesn't matter to the game. However, this matters very much to Archive.EXE if you want to rebuild your BSA because you changed some source files. The BSL file simply contains a table that stores the absolute file path for each file in the BSA. It will make your life as a modder easier but you do NOT need to distribute this file to users. The game doesn't use it and it is virtually useless for other modders. -- SEQ files are needed since the 1.6 patch. The SEQ file contains information about "Start Game Enabled" quests. If your mod contains new quests that must be running from the very get-go, you need to create a SEQ file telling the game about it, otherwise the quest might not run, fail to run scripts, fail to enable dialog or mess up in many other ways. Thanks Obama ... I mean Bethesda. Papyrus.0.log Normal_HaemarsShame.log
jbezorg Posted September 20, 2016 Posted September 20, 2016 if Game.GetPlayer().GetDistance(DTActor.npcs_ref[i]) < DTConfig.scaner_range * 2 ; about 3000 units ... endif i will public small update this evening (europa) May want to experiment between these two. Papyrus uses lazy processing of conditionals. As soon as the outcome is known the remaining expressions are not evaluated. In this case if DTActor.npcs_ref evaluates to false ( i.e. it's "none" ) the comparison between the location or distance of the player and npcRef is not preformed and you won't generate an error trying to run a method on a "none" ref and you save a little on the CPU by not having to allocate memory and enter the a function and then immediately exit. if DTActor.npcs_ref[i] && DTActor.npcs_ref[i].getCurrentLocation().IsSameLocation(Game.GetPlayer().getCurrentLocation()) endif or if DTActor.npcs_ref[i] && Game.GetPlayer().GetDistance(DTActor.npcs_ref[i]) < DTConfig.scaner_range * 2 ... endif Same thing if you use Game.GetPlayer() a lot. Use this function if you only need need to access the player once in a script. Otherwise, use an actor property as demonstrated below since properties and variables are literally 1,000 times faster then entering a function. Better actor playerREF = Game.GetPlayer() ; with playerREF being use multiple times Best actor Property playerREF Auto ; bind the value in the script properties http://forums.bethsoft.com/topic/1360171-playerref-gamegetplayer-or-do-it-in-properties/?p=20515402
Guest batiota Posted September 20, 2016 Posted September 20, 2016 I had another ideia: chastity bra - Untrained: you feel pain in your breasts, due the bra squeeze, consequently you feel your breasts getting bigger (NetImmerse override?). Trained: Already used you feel your breasts firmer (i don´t know what to add) Abstinence: due the pressure of the bra your breasts are swollen, and this causes you pain. This sounds like a alternative way waist training: you level up when you "tightens" your waist via MCM, as smaller your waist more buffs you earn.
Guest Posted September 20, 2016 Posted September 20, 2016 Version 1.1.1 The same errors I had yesterday are there today, they just took slightly longer to kick in. This time the game made it to three bandits killed in Haemar's shame before the saves went corrupt. Shall I send you a log? The papyrus0 is the corrupted one, papyrus 1 (I haven't checked yet) should be the normal one. The only difference between yesterday and today is, Player is wearing less items (no boots). Only leg-cuffs, a corset and nipple piercings. Please read my previous post for more details. I will uninstall now. Papyrus.0.log Papyrus.1.log
xtremeGoose Posted September 20, 2016 Posted September 20, 2016 Are you sure you don't have a string table overflow? Try running Crash Fixes and see if it fixes the issue: http://www.nexusmods.com/skyrim/mods/72725/?
Guest Posted September 20, 2016 Posted September 20, 2016 Are you sure you don't have a string table overflow? Try running Crash Fixes and see if it fixes the issue: http://www.nexusmods.com/skyrim/mods/72725/? Thanks.
skyrimfet Posted September 20, 2016 Author Posted September 20, 2016 if Game.GetPlayer().GetDistance(DTActor.npcs_ref[i]) < DTConfig.scaner_range * 2 ; about 3000 units ... endif i will public small update this evening (europa) May want to experiment between these two. Papyrus uses lazy processing of conditionals. As soon as the outcome is known the remaining expressions are not evaluated. In this case if DTActor.npcs_ref evaluates to false ( i.e. it's "none" ) the comparison between the location or distance of the player and npcRef is not preformed and you won't generate an error trying to run a method on a "none" ref and you save a little on the CPU by not having to allocate memory and enter the a function and then immediately exit. if DTActor.npcs_ref[i] && DTActor.npcs_ref[i].getCurrentLocation().IsSameLocation(Game.GetPlayer().getCurrentLocation()) endif or if DTActor.npcs_ref[i] && Game.GetPlayer().GetDistance(DTActor.npcs_ref[i]) < DTConfig.scaner_range * 2 ... endif Same thing if you use Game.GetPlayer() a lot. Use this function if you only need need to access the player once in a script. Otherwise, use an actor property as demonstrated below since properties and variables are literally 1,000 times faster then entering a function. Better actor playerREF = Game.GetPlayer() ; with playerREF being use multiple times Best actor Property playerREF Auto ; bind the value in the script properties http://forums.bethsoft.com/topic/1360171-playerref-gamegetplayer-or-do-it-in-properties/?p=20515402 well... i dont have full code now but im using something that looks like your sugesstion: in very pseudo-code: i = 0 while (i < 64) if actor[i]!=None ;unmark frozen ;process else ;remove all debufss (if not frozen) and mark as frozen (...) endif i++ endwhile So. im using distance checking only for existing actors - i can only replace getDistance with faster function is3dLoaded or inSameLocation but... i think that i need to reduce scaner usage (turn off/on) + spell to manual adding npcs i had before 1.1.1 from time to time low framerate with 40-50 NPC's (not sure 15-20FPS) now i have almost always over 60FPS how new version works in your game? thx for tip with Game.getPlayer() i will add game ref. to config thx for all your tip
skyrimfet Posted September 20, 2016 Author Posted September 20, 2016 Are you sure you don't have a string table overflow? Try running Crash Fixes and see if it fixes the issue: http://www.nexusmods.com/skyrim/mods/72725/? Thanks. i will read all once again after my work i know how frustrating is problem when all works good and then collapsing with house of cards... it's good to check info with strings array. i had many time same problems, now im saving game only in small cells (with and without my mod) few heavy scripted mods can also make many issues. Every version i try to test how it is only possible. but i have only one pc and one mod-pack - so i cant check all cases
skyrimfet Posted September 20, 2016 Author Posted September 20, 2016 I had another ideia: chastity bra - Untrained: you feel pain in your breasts, due the bra squeeze, consequently you feel your breasts getting bigger (NetImmerse override?). Trained: Already used you feel your breasts firmer (i don´t know what to add) Abstinence: due the pressure of the bra your breasts are swollen, and this causes you pain. This sounds like a alternative way waist training: you level up when you "tightens" your waist via MCM, as smaller your waist more buffs you earn. Im using for example in Devoius Devices "manage breast node" option to keep breasts small many mods affect with breast i'm worry about conflits - i have some experience with my another mod but maybe i can connect my mod (optional) with one of my fav - for example: milk mod economy to temprotary boost lactation? ;> or something like that? i will back to Your idea - now im fighting with performance and then i want add many new features thx!
Guest Posted September 20, 2016 Posted September 20, 2016 Are you sure you don't have a string table overflow? Try running Crash Fixes and see if it fixes the issue: http://www.nexusmods.com/skyrim/mods/72725/? Thanks. i will read all once again after my work i know how frustrating is problem when all works good and then collapsing with house of cards... it's good to check info with strings array. i had many time same problems, now im saving game only in small cells (with and without my mod) few heavy scripted mods can also make many issues. Every version i try to test how it is only possible. but i have only one pc and one mod-pack - so i cant check all cases Yeah I know, so I said to go to the cave called "haemars shame" which is pretty close to ivarstead and kill some bandits wearing items like restrictive boots and cuffs. If they don't bother your game, if you can save, if everything is fine, at least you'll know. It's a pretty small cave without many bandits. And you'll have the benefit of knowing that one of the mods I posted in a previous post is incompatible. This is all too technical for me, I can tell you what happens, not why. I just downloaded another game, I will play it for a bit. By the way to whoever cares, my string count was 35k without this mod.
jbezorg Posted September 21, 2016 Posted September 21, 2016 how new version works in your game? thx for tip with Game.getPlayer() i will add game ref. to config thx for all your tip Welcome Didn't get a chance to play for the last few days :/ If the playerRef is in a config script and you access the ref through DTConfig.playerRef you may wind up with almost the same problem as Game.getPlayer(). This gets compiled into the equivalent of a function call and the calling script may have to wait while the script with the property defined in it is busy. You could use script extensions for a compromise between speed and convenience. Scriptname DT_QuestBase extends Quest DT_Config Property DTConfig Auto actor localPlayerRef = none actor property playerRef ; Get the property value remotely from config only ; once and store it locally. actor function get() if localPlayerRef == none localPlayerRef = DTConfig.playerRef endIf return localPlayerRef endFunction ; setting the property value forces it back to none ; which will in turn force it to refresh the value ; from DTConfig.playerRef function set(actor value) localPlayerRef = none endFunction endProperty Then Scriptname DT_Effects extends DT_QuestBase ; DT_Effects inherits everything in DT_QuestBase
Guest Long John Posted September 21, 2016 Posted September 21, 2016 @skyrimfet - Is your mod's high heels feature still requiring HDT High Heels from High Heels 1.3 as requirements and resource no longer need or use that anymore? High heels has got a user patch for NiOverride support see this address for more info (http://www.loverslab.com/topic/26100-high-heels/page-6) and DDi doesn't use it since version 2.9.1 or higher. If the devious device high heels are in DDx then it hasn't used them since DDx 1.2.3 which is the latest version. So could this please be taken into account with this modification.
Guest Flobalob Posted September 23, 2016 Posted September 23, 2016 Just an update on the temporary freezing and save corruption issues I was having earlier in version 1.0: They haven't gone away, I have updated to 1.1.1 and it still happens from time to time. I have been working around the problem by saving more often and reloading the last save when the problem occurs and I have made a few observations about what is happening: When the mod runs normally, you can press the key to bring up the console command and you can see the mod's command code running and updating. When my game starts to freeze for 20 seconds, I know now it means Devious Training seems to have stalled or stopped running and any savegame I make from then on will be corrupted. You can no longer see the code running at this point by pressing console key. When the game unfreezes and I try to access DT's MCM functions, there is nothing there, it seems to have stopped whereas all the other mod MCM options are still available. I am not a modder so I don't know what's going on there. One other observation from one of your earlier posts... " else;remove all debufss (if not frozen) and mark as frozen (...) " if there are spelling errors or omissions in your code, as in the above snippet (should be 'debuffs'), couldn't this be a possible cause?
DW2016SS Posted September 23, 2016 Posted September 23, 2016 Hi skyrimfet The victim walked too fast at beginning she wear the slave boots. At once i had an idea,how about make victim reduce her stamina when she was running? I`m sure your mod cause CTD ,but i can`t find out the reason. --- me again. about the deformed feet.You are using the feet in "Devious High Heel Training (YPS Immersive Fashion)".they are provided for CBBE by Xinafay.Princessity had provided a UNP one already.but i don`t know how to put them in your mod. by the way, the barefoot in your mod have fogot to adjust the height.it seem that you can adjust it by Nio? --- I thought for a while,your mod defined too many attribute.put them work together may cause some confusion.how define some primary attribute Modify by diffient item?i`m not sure,but i think it`s will be usefull. barefoot_b_0.nif barefoot_b_1.nif barefoot_hh_1.nif barefoot_hh_0.nif
Teber Posted September 24, 2016 Posted September 24, 2016 is it possible to use both mods but disable conflicting functions in mcm?
Hanshurtig11 Posted September 24, 2016 Posted September 24, 2016 First i have to say, i really like your mod. Runs ok for me, even it fills my Papyruslog quite well ^^ One thing , mentioned by someone above allready, is, the ballerina feet (boottraining stage 6) dont have right hight adjustment, so they stuck half in the ground. Another thing i am not happy with, is about the blindfoldtraining. The finalstage is a bit to anoying in my eyes, either (still) to dark if you wear a blindfold (okok, you wear a blindfold, i know) on the other hand that overbrightend view, with lots of combatvalue degradation. I am very unhappy with both. Would be nice to disable single devious items either complete from training (and disadvantages) or disable only single disadvantages. Finally i would love some more steps inbetweenfrom untrained to lover. regards
Krazyone Posted September 25, 2016 Posted September 25, 2016 Blindfold request... Dark Fog effect instead of Darkness filter. Reason... The darkness effect is too extreme, I can't even see the paths to get from A to B... I got stuck doing the little bondage adventure quest, in deviously cursed loot. I had to travel the full width of the map, from the west side to the east side. Dodging all the animals and dealing with Frostfall's snow. I couldn't get from one building to another, when someone slapped a blindfold on my character, when I was begging for food and water... The dark fog effect, never gave me that problem. It made it harder, but not virtually impossible. Dark fog would work if you could increase or decrease the view distance, as well as the detect life ( see humans ) which is in, and request for the later addition of detect death ( to see Draugr and skeletons ) spell... I tried the MCM blindfold effect slider, but it only went down to 50% and seemed to do very little... . . The pain and screaming effects for the boots work really well though, along with the health loss when you jump...
HyperonicX Posted September 25, 2016 Posted September 25, 2016 Bug report: After removing the blindfold after no real training at all, the blindfold effect you've used continues.
Guest Flobalob Posted September 25, 2016 Posted September 25, 2016 Bug report: After removing the blindfold after no real training at all, the blindfold effect you've used continues. Yeah, I noticed this too. I even put the skill degradation up to Ultra seting in order to get rid of it fast but it made no difference, it seems to be stuck. I think there are spelling errors/typos in the coding of this mod that prevent it from working properly, I would suggest a proof read.
skyrimfet Posted September 25, 2016 Author Posted September 25, 2016 ok, thx for report - today i want to public 1.2 with fixes
DW2016SS Posted September 26, 2016 Posted September 26, 2016 ok, thx for report - today i want to public 1.2 with fixes Would you please create a fomod file that we can select body we used?or at least, Separate barefoot file from the main nif , just like emily1673 does.then we can do this ourself.please ! thank you! and i am awared the spead of slave boots is not too slow.it`s sometime fast sometime slow,why?
skyrimfet Posted September 26, 2016 Author Posted September 26, 2016 ok, thx for report - today i want to public 1.2 with fixes Would you please create a fomod file that we can select body we used?or at least, Separate barefoot file from the main nif , just like emily1673 does.then we can do this ourself.please ! thank you! and i am awared the spead of slave boots is not too slow.it`s sometime fast sometime slow,why? about separated nif You can overwrite default nif with load order (my favorite way) about speed - many mods affect with speed walk - maybe another mods overload my debuffs? ( i will check later it ) new update (1.2) have "hdt ready barefeet" (with extra line about height) inside. im testing all, this evening (europa) im planing update regards
skyrimfet Posted September 26, 2016 Author Posted September 26, 2016 Bug report: After removing the blindfold after no real training at all, the blindfold effect you've used continues. Yeah, I noticed this too. I even put the skill degradation up to Ultra seting in order to get rid of it fast but it made no difference, it seems to be stuck. I think there are spelling errors/typos in the coding of this mod that prevent it from working properly, I would suggest a proof read. Bug report: After removing the blindfold after no real training at all, the blindfold effect you've used continues. ok, have You active magic effects related with blindfold? blindfold visual effects sometimes is removing after about 10s. try option repair debuffs: mcm ->utilities and let me know - im planing today update so i have still chance to fix it soon
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now