AWHA Posted January 19, 2020 Posted January 19, 2020 5 minutes ago, Sailing Rebel said: So to be clear in the interests of focusing potential bug hunting: The issue is with data stored using a previous version of PU which is then no longer accessible when using the latest version of PU. BUT data stored with the latest version of PU is accessible as expected. Is that correct? This would be different from the last bug reported by Musjes that describes not being able to retrieve values stored in the same version between sessions (which I was not able to reproduce in 2.0.17/3.8). No. Nothing is accessible with version 3.8.
fred200 Posted January 19, 2020 Posted January 19, 2020 3 minutes ago, Sailing Rebel said: So to be clear in the interests of focusing potential bug hunting: The issue is with data stored using a previous version of PU which is then no longer accessible when using the latest version of PU. BUT data stored with the latest version of PU is accessible as expected. Is that correct? This would be different from the last bug reported by Musjes that describes not being able to retrieve values stored in the same version between sessions (which I was not able to reproduce in 2.0.17/3.8). That is not correct. The 3.8 version of PapyrusUtil as included with Sexlab is broken. MME - and AYGAS - worked correctly up until the last SKSE update. Now neither returns new data stored across a save. Musje opened a bug report Jan 5 against PapyrusUtil on 5 January. Apparently no one has looked at it.
Sailing Rebel Posted January 19, 2020 Posted January 19, 2020 3 minutes ago, fred200 said: That is not correct. The 3.8 version of PapyrusUtil as included with Sexlab is broken. MME - and AYGAS - worked correctly up until the last SKSE update. Now neither returns new data stored across a save. Musje opened a bug report Jan 5 against PapyrusUtil on 5 January. Apparently no one has looked at it. 3 minutes ago, AWHA said: No. Nothing is accessible with version 3.8. In that case something else is going on here as I am able to access data as described in the bug report. I tested storing and retrieving Forms and Ints to and from actors between sessions with no issues. This is all with the PU DLLs that come with SL SE Beta 8 which is (so far as I know) identical to the standalone version on Nexus.
AWHA Posted January 19, 2020 Posted January 19, 2020 13 minutes ago, Sailing Rebel said: In that case something else is going on here as I am able to access data as described in the bug report. I tested storing and retrieving Forms and Ints to and from actors between sessions with no issues. This is all with the PU DLLs that come with SL SE Beta 8 which is (so far as I know) identical to the standalone version on Nexus. Thanks, I appreciate your efforts. If you have the time, could you have a look at the scripts for MME https://www.loverslab.com/files/file/6103-milk-mod-economy-se/ and see if you can identify the problem? In my testing MME stopped storing data correctly after I updated to version 3.8 of PU (everything worked fine prior to this), but I don't know enough to tell if the problem is with MME or PU.
fred200 Posted January 19, 2020 Posted January 19, 2020 If you have time - look at AYGAS scripts also. Sold slaves lose owner information. This started only with Papyrus 3.8 (and associated StorageUtil). Something big happened with SKSE64 2.0.17 and Sexlab 163 Beta 8. Were there any file system changes on Bethesda's part?
Sailing Rebel Posted January 19, 2020 Posted January 19, 2020 24 minutes ago, AWHA said: Thanks, I appreciate your efforts. If you have the time, could you have a look at the scripts for MME https://www.loverslab.com/files/file/6103-milk-mod-economy-se/ and see if you can identify the problem? In my testing MME stopped storing data correctly after I updated to version 3.8 of PU (everything worked fine prior to this), but I don't know enough to tell if the problem is with MME or PU. Can you describe the exact issue you are seeing in-game, what is expected to happen and what actually happens?
AWHA Posted January 19, 2020 Posted January 19, 2020 9 minutes ago, Sailing Rebel said: Can you describe the exact issue you are seeing in-game, what is expected to happen and what actually happens? Have you used MME before. If not this will most likely not make sense to you. Basically MME tracks certain NPCs and stores various values about those NPCs. These values are stored in the saved games. When I updated to version 3.8 of PU (and Beta 8 of SL) I immediately had these problems: On a saved game created with version 3.7 of PU, all saved values reverted to "zero" or "null" upon reload. On a new saved game created with version 3.8 of PU, all saved values reverted to "zero" or "null" upon reload (same as above). If I don't save, MME will correctly calculate the values. If I then leave the cell and come back, all the previously calculated values are reset to zero (they should be persistent). SO, with MME I expect values like "lactacid" to persist after save/load or cell change. With PU version 3.8 the values revert to zero whenever I load a save or leave the cell.
Sailing Rebel Posted January 19, 2020 Posted January 19, 2020 2 hours ago, fred200 said: AYGAS 2 hours ago, AWHA said: MME Had a quick look at the scripts for both of those and nothing jumped out. Is everyone on 1.5.97 getting the same issue or only some? Is anything overriding SexLab or PapyrusUtil? Is this issue evident in other mods using PU in the same save (SL stats for example, or maybe Aroused Creatures collar settings)? Are there any errors/warnings in the Papyrus logs for the mods? I threw together this test mod that just stores, removes and tests for a single hard coded Int value on any actor with notifications to indicate the result: TestMod SE - StorageUtil Test.7z Just target an actor (stand close enough to get the talk/ride prompt) then hit NumPad 7 to store the value 1234 on the actor, hit NumPad 8 to remove that value, or NumPad 9 to test if the value is stored on the actor. So target an actor, hit NP7 to record the value, hit NP9 to make sure it is stored, then save the game - I recommend using the console to make a named save such as save "STORAGE TEST 01" so that it's easy to track. Then quit out to the desktop, launch again, load that last save and hit NP9 on the same actor to see if the value is recorded. Naturally, if you have any other controls bound to those keys the result may be interesting. To be clear this mod is tested and working in my 1.5.97/2.0.17 game with SL SE Beta 8. If this is working in your game then the issue is likely to be with those mods. If this is not working then the issue is probably something to do with your game that is interfering with PU. 1
Ashal Posted January 20, 2020 Author Posted January 20, 2020 I'm also unable to recreate the supposed PU bug. You can check the bug report on nexus ( https://www.nexusmods.com/skyrimspecialedition/mods/13048/?tab=bugs ) to see my test script.
fred200 Posted January 20, 2020 Posted January 20, 2020 Grumble mumble... I just tried to recreate the MME version of the bug with PapyrusUtil on a new playthrough. Works fine. My only guess is that data structures created prior to 3.8 don't work with 3.8. Ashal - thanks for looking at it. I will check if a new start also fixes AYGAS.
AWHA Posted January 20, 2020 Posted January 20, 2020 4 hours ago, fred200 said: Grumble mumble... I just tried to recreate the MME version of the bug with PapyrusUtil on a new playthrough. Works fine. My only guess is that data structures created prior to 3.8 don't work with 3.8. Ashal - thanks for looking at it. I will check if a new start also fixes AYGAS. I'm still having the same problem, even with a new game. FYI the author of MME updated the mod to fix an unrelated issue, and a side effect of the update is that the error messages will no longer appear when MME cannot load previously saved data. In other words, no MME error messages will appear but the data is still not saving/reading correctly. There is also discussion of this bug in the AYGAS topic:
Sailing Rebel Posted January 20, 2020 Posted January 20, 2020 6 hours ago, AWHA said: I'm still having the same problem, even with a new game. FYI the author of MME updated the mod to fix an unrelated issue, and a side effect of the update is that the error messages will no longer appear when MME cannot load previously saved data. In other words, no MME error messages will appear but the data is still not saving/reading correctly. Were these error messages notifications or message boxes? Can you tell us exactly what the error messages were saying, word-for word so we can find the source in the scripts? 11 hours ago, Ashal said: I'm also unable to recreate the supposed PU bug. You can check the bug report on nexus ( https://www.nexusmods.com/skyrimspecialedition/mods/13048/?tab=bugs ) to see my test script. I just made a quick ESL that places a dog on the "coc whiterun" bridge. Spawned in, stored an int on the actor using the above test mod, quit to desktop, launched, reloaded the save and the int was still on the dog. For the sake of completeness I also took the source ESP and instead flagged it as ESL in xEdit but left it with the ESP extension and performed the same test, but the results were identical: the int was stored and retrieved as expected. I'm wondering now if there is something else peculiar about the actors involved in this, perhaps something that is breaking PU? Are those seeing it able to store data on vanilla actors?
zaira Posted January 20, 2020 Posted January 20, 2020 I have an issue with teleporting: even if I disable bed teleports in MCM the actors gets teleported. In Windhelm - Temple Of Talos - in front of the altar: The actors are teleported into nirvana Same with altar in Temple of Kynaret in Whiterun How can I completely disable teleports? Update: Log = [01/20/2020 - 11:37:09PM] SEXLAB - Thread[0] - Using Bed Type: 1 Sexlab Config = "askbed" : 1 Issue = Teleport to nirvana - No message box appeared to ask if a bed shall be used Was cause by a mod...
fred200 Posted January 20, 2020 Posted January 20, 2020 A bit more to look at on PapyrusUtil. All my failures on MME and AYGAS occured with NPCs whose refid started with FF. (PAHE slaves) My successes were on NPCs whose REFID did not start with FF. Suspicion: ESL support added to PapyrusUtil (FE Refid) broke support for FF refid. Credit Musje for finding this link.
Sailing Rebel Posted January 20, 2020 Posted January 20, 2020 1 hour ago, fred200 said: A bit more to look at on PapyrusUtil. All my failures on MME and AYGAS occured with NPCs whose refid started with FF. (PAHE slaves) My successes were on NPCs whose REFID did not start with FF. Suspicion: ESL support added to PapyrusUtil (FE Refid) broke support for FF refid. Credit Musje for finding this link. Okay, finally able to confirm this. Located an actor with a dynamically allocated RefID (a More Creatures husky) and placed it at the player. Followed the test procedure described above and the after loading the save the Int value was not found on the actor. Tested this multiple times. 1
fred200 Posted January 20, 2020 Posted January 20, 2020 Persistence is going to win out yet! Thanks for testing!
MaIevoIent Posted January 24, 2020 Posted January 24, 2020 There are no dialogue options to initiate sex with this mod. WHat do I need to install with it? SexLabArousedRedux, Animated Prostitution? How do I get the options to come up?
Sailing Rebel Posted January 25, 2020 Posted January 25, 2020 11 hours ago, MaIevoIent said: There are no dialogue options to initiate sex with this mod. WHat do I need to install with it? SexLabArousedRedux, Animated Prostitution? How do I get the options to come up? SexLab Framework does nothing by itself. You'll find many mods that use the framework to integrate sexual activity into the game here: https://www.loverslab.com/files/category/228-sexlab-framework-se/
Vyxenne Posted January 25, 2020 Posted January 25, 2020 18 hours ago, MaIevoIent said: There are no dialogue options to initiate sex with this mod. WHat do I need to install with it? SexLabArousedRedux, Animated Prostitution? How do I get the options to come up? Install Oldrim Matchmaker first. See the SSE Conversion Tracking Thread for more info.
Devianne Posted January 25, 2020 Posted January 25, 2020 Does the more animations from LE version work with this one ?
fred200 Posted January 25, 2020 Posted January 25, 2020 1 hour ago, Devianne said: Does the more animations from LE version work with this one ? Rule of thumb: Nothing from LE works on SE until you convert it. The HKX animation files specifically have to be converted.
mistiii Posted January 25, 2020 Posted January 25, 2020 i apologise in advance if this is repetitive but im new to using loverslab on skyrim and followed the guide for properly installing the sexlab framework. the only thing i did differently (maybe?) is that instead of installing skyui and copy/pasting the files to the skyrim data folder, i used NMM. i also already had a few requirements installed. i'm not having any success getting mods that require this framework to work (for example this one), so i'm thinking i might've messed up while downloading this. i'm meeting all the other requirements for the framework (and these others mods). is it possible that i need to reinstall skyui manually and move the files myself, or would that be inconsequential? to elaborate a little on the above, i already had skse, skyui and fnis installed. so even though the instructions said to download these and put them in separate folders on the desktop, i skipped this as i already had them downloaded. would that cause the framework to not work? because i literally did everything else including running GenerateFNIS_for_Users.exe as instructed. thanks in advance for any help!
NNS10 Posted January 26, 2020 Posted January 26, 2020 On 1/12/2018 at 8:23 PM, Ashal said: Known Issues: Animations take longer to start than normal right now. Does this also include taking longer to register animations? Are those issues planned for fixing?
Vyxenne Posted January 26, 2020 Posted January 26, 2020 1 hour ago, mistiii said: instead of installing skyui and copy/pasting the files to the skyrim data folder, i used NMM. SkyUI_SE installation is virtually impossible to mess up- it only has 2 files, a bsa and an esp plugin. Both of them go into the Data folder. It doesn't matter whether you used NMM or installed SkyUI manually. The only caveat is that if you ever use the vanilla/Bethesda launcher's Mods tab, it will disable SkyUI- but you shouldn't be using the vanilla launcher for anything anyway once you have installed SKSE64. 1 hour ago, mistiii said: i already had skse, skyui and fnis installed. so even though the instructions said to download these and put them in separate folders on the desktop, i skipped this as i already had them downloaded. would that cause the framework to not work? No, of course not. The guide/tutorial is designed to help people who are installing all of it for the first time. If you already had SKSE64, SkyUI and FNIS installed and working, it would be silly to go back to "Step 1" after you have already completed "Steps 1-5." It is more likely that your issues are due to the broken SHIFT keys on your keyboard.
Devianne Posted January 26, 2020 Posted January 26, 2020 10 hours ago, fred200 said: Rule of thumb: Nothing from LE works on SE until you convert it. The HKX animation files specifically have to be converted. ah, i see...so I am to assume it has not convert
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