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On 9/2/2018 at 10:54 PM, C0R3G4M3R said:

hi, great mod.... but... is there maybe a hope of a  non DD version.... i would be take the lost of the dd features... cos my skyrim is crashing with dd a lot more cos its a really heavy mod

 Hi i have similiar problem with you.. been debuging for almost a month with no prefail... in the end i got the answer...you need memory patch if you are going to use DD otherwise it is not playable... 

 

Hope my debuging for weeks help you my pervert friend XD

 

Notes: memory patch on skyrim only usable if you using steamloader or use -forcesteamloader (i learn this the hard way installing memory patch but not read by SKSE)

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Thanks for your reply, I haven’t actually a memory patch... I guess... I have only the CTD on load fix. Don’t know if this patch is enough, can you tell me some patches you use? Or did you tweaked the papyrus in the ini? I have also skyrim as a steam version but I run skse in MO to start skyrim... also my skyrim doesn’t crashed on a new save but if I register my animations in the SL animloader everything works but if I save the game and reload it’s CTD... after deinstalled DD I can register all animations and can reload without any CTD. Maybe I have to much animation but I don’t wanna give them up (772 total count) and no animations from FB... it’s the quality stuff xD

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On 9/1/2018 at 6:19 PM, Superthinker said:

Nope, I'm using the RND USLEEP all in one version found here: https://www.nexusmods.com/skyrim/mods/75876/

I'll have to look into this. I'm using the older version of RND. Some other people reported something similar but I'm not sure what the outcome was. 

2 hours ago, C0R3G4M3R said:

Thanks for your reply, I haven’t actually a memory patch... I guess... I have only the CTD on load fix. Don’t know if this patch is enough, can you tell me some patches you use? Or did you tweaked the papyrus in the ini? I have also skyrim as a steam version but I run skse in MO to start skyrim... also my skyrim doesn’t crashed on a new save but if I register my animations in the SL animloader everything works but if I save the game and reload it’s CTD... after deinstalled DD I can register all animations and can reload without any CTD. Maybe I have to much animation but I don’t wanna give them up (772 total count) and no animations from FB... it’s the quality stuff xD

Isn't the memory patch a part of SKSE now?

 

Make sure you have: 

SKSE ini (or at least the settings that it contains): https://www.nexusmods.com/skyrim/mods/51038/

Load Game CTD Fix: https://www.nexusmods.com/skyrim/mods/85443/?

Crash fixes: https://www.nexusmods.com/skyrim/mods/72725/

 

Load game CTD fix superseded an older version. I think the old version was called something like 'Continue game no crash'. Make sure you have the newer version. 

Sounds like your main problem is the old string table limit which was fixed by crash fixes. 

If that doesn't work then it's probably just that you have too many animations. Sexlab only has so many animation slots anyway (around 300 I think) so you're just giving yourself a headache for nothing really.

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7 hours ago, C0R3G4M3R said:

Thanks for your reply, I haven’t actually a memory patch... I guess... I have only the CTD on load fix. Don’t know if this patch is enough, can you tell me some patches you use? Or did you tweaked the papyrus in the ini? I have also skyrim as a steam version but I run skse in MO to start skyrim... also my skyrim doesn’t crashed on a new save but if I register my animations in the SL animloader everything works but if I save the game and reload it’s CTD... after deinstalled DD I can register all animations and can reload without any CTD. Maybe I have to much animation but I don’t wanna give them up (772 total count) and no animations from FB... it’s the quality stuff xD

This is the setup I have used for some time:

 

IMPORTANT: 
 1) DISABLE SSME/SKSE memory patch (only the memory patch, if you're using it). Both of these ways to allocate more memory are oudated and less effective than the option below.
 2) Install Crash Fixes. On its page, carefully read about "memory allocation". Activate it and tweak to fit your current mod setup. 
 3) Also, be sure to use ENBoost together with Crash Fixes, even if you don't have ENB.

 

After you installed Crash Fixes via mod manager, do the next:
 1) Install "SKSE Plugin Preloader" (http://www.nexusmods.com/skyrim/mods/75795/?). Download, unzip and place D3DX9_42 to your Skyrim folder (where your TESV.exe is, not in the /data folder).
 2) Go to /data/SKSE/plugins/CrashFixPlugin.ini and open it with any text redactor (notepad for example).
 3) Find and set UseOSAllocators to 1 (UseOSAllocators=1)
 4) Find and set CustomMemoryBlock to 1 (CustomMemoryBlock=1)
 5) Find and set MemoryInfoConsole to 1 (MemoryInfoConsole=1)
 6) Launch Skyrim and open console "~" button.
 7) Look on maximum memory block load. If it's 90% or higher - exit game and find CustomMemoryBlockTotalSizeMb value. Set it a bit higher (for example, if it was 110, set it to 120. Original value is 64), save .ini files, launch Skyrim and check memory block load again. Do this until maximum load won't be higher that 85-90% (check this in populated towns or combat).

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14 minutes ago, Akkos said:

It seems like followers added by mods dont get recognized as a potential escort, any way to fix that ?

What follower mod manager are you using? 

Vanilla simply checks the global variable PlayerFollowerCount > 0

Try 'show playerfollowercount' in the console and see what comes back. 

 

Different follower manager mods don't use playerfollowercount regrettably. 

Survival should work for EFF and AFT. 

 

Edit: note that the follower must use the traditional skyrim dialog system. Any follower that uses its own custom dialog/follower system probably won't work. 

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7 hours ago, Monoman1 said:

What follower mod manager are you using? 

Vanilla simply checks the global variable PlayerFollowerCount > 0

Try 'show playerfollowercount' in the console and see what comes back. 

 

Different follower manager mods don't use playerfollowercount regrettably. 

Survival should work for EFF and AFT. 

 

Edit: note that the follower must use the traditional skyrim dialog system. Any follower that uses its own custom dialog/follower system probably won't work. 

 

I tried it with several followers, for one Bishop from skyrim romance (definetly has own dialog system) but also mercenarys from inconsequential npcs.

Vanilla followers worked fine and I am using iAFT, which should work the same as AFT.

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3 hours ago, Akkos said:

 

I tried it with several followers, for one Bishop from skyrim romance (definetly has own dialog system) but also mercenarys from inconsequential npcs.

Vanilla followers worked fine and I am using iAFT, which should work the same as AFT.

Before you recruit one of these followers type 'show TweakFollowerCount' into the console and run it again after recruiting the follower. Does the count increase? 

If it doesn't increase then the problem is that the follower is not using the normal follower manager and it will be very hard for me to catch without implementing some kind of constant script polling which is not something I want. 

If you want to cheat you can try 'set TweakFollowerCount to 1' but you'll have to modify it yourself anytime it changes, or fails to change in this case. 

 

Edit: Actually while your at it. Run 'show PlayerFollowerCount' before and after too just in case. 

I've checked and AFT and iAFT should both work. They both have the same global variable I scripted checks for. 

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11 hours ago, Monoman1 said:

Before you recruit one of these followers type 'show TweakFollowerCount' into the console and run it again after recruiting the follower. Does the count increase? 

If it doesn't increase then the problem is that the follower is not using the normal follower manager and it will be very hard for me to catch without implementing some kind of constant script polling which is not something I want. 

If you want to cheat you can try 'set TweakFollowerCount to 1' but you'll have to modify it yourself anytime it changes, or fails to change in this case. 

 

Edit: Actually while your at it. Run 'show PlayerFollowerCount' before and after too just in case. 

I've checked and AFT and iAFT should both work. They both have the same global variable I scripted checks for. 

 

Tested it and the follower count isnt impacted by either skyrim romance or inconsequential npc, even though the latter has no own dialog and is as basic as it gets. I will disable the toll feature for now.

 

Oh and something I would love to see: would be great if the begging dialog was toggleable through the mcm.

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57 minutes ago, Akkos said:

 

Tested it and the follower count isnt impacted by either skyrim romance or inconsequential npc, even though the latter has no own dialog and is as basic as it gets. I will disable the toll feature for now.

 

Oh and something I would love to see: would be great if the begging dialog was toggleable through the mcm.

Hang on. Inconsequential NPCs doesn't have followers does it? Unless you're thinking of Interesting NPCs? Went to test myself there and had a look at the NPCs but they're all like 'Patron', Urchin, Laborer etc.

I think the problem really is that the follower mods you are using don't use your follower manager mod. Not that SLS doesn't use your manager. 

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9 minutes ago, Monoman1 said:

Hang on. Inconsequential NPCs doesn't have followers does it? Unless you're thinking of Interesting NPCs? Went to test myself there and had a look at the NPCs but they're all like 'Patron', Urchin, Laborer etc.

I think the problem really is that the follower mods you are using don't use your follower manager mod. Not that SLS doesn't use your manager. 

Inconsequential NPCs adds simple followers named "mercenaries" that work like the vanilla mercenaries that you find all over the world. They can simply be bought and dont have any special interaction.

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26 minutes ago, Akkos said:

Inconsequential NPCs adds simple followers named "mercenaries" that work like the vanilla mercenaries that you find all over the world. They can simply be bought and dont have any special interaction.

Thanks for clearing that up. 

Just tested it there and it works for me. I was able to able to go through the toll door with a mercenary. TweakFollowerCount does increase for me when I hire the guy in the bannered mare. You could try moving AFT lower in your load order but after that I don't know what the problem could be. 

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On 9/3/2018 at 4:35 PM, JuliusXX said:

This is the setup I have used for some time:

 

IMPORTANT: 
 1) DISABLE SSME/SKSE memory patch (only the memory patch, if you're using it). Both of these ways to allocate more memory are oudated and less effective than the option below.
 2) Install Crash Fixes. On its page, carefully read about "memory allocation". Activate it and tweak to fit your current mod setup. 
 3) Also, be sure to use ENBoost together with Crash Fixes, even if you don't have ENB.

 

After you installed Crash Fixes via mod manager, do the next:
 1) Install "SKSE Plugin Preloader" (http://www.nexusmods.com/skyrim/mods/75795/?). Download, unzip and place D3DX9_42 to your Skyrim folder (where your TESV.exe is, not in the /data folder).
 2) Go to /data/SKSE/plugins/CrashFixPlugin.ini and open it with any text redactor (notepad for example).
 3) Find and set UseOSAllocators to 1 (UseOSAllocators=1)
 4) Find and set CustomMemoryBlock to 1 (CustomMemoryBlock=1)
 5) Find and set MemoryInfoConsole to 1 (MemoryInfoConsole=1)
 6) Launch Skyrim and open console "~" button.
 7) Look on maximum memory block load. If it's 90% or higher - exit game and find CustomMemoryBlockTotalSizeMb value. Set it a bit higher (for example, if it was 110, set it to 120. Original value is 64), save .ini files, launch Skyrim and check memory block load again. Do this until maximum load won't be higher that 85-90% (check this in populated towns or combat).

Thank you very much i had today enough time to test your suggestion and its works flawless. now i cant use it all togther.... thank you very much

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19 minutes ago, C0R3G4M3R said:

I have a quick question, does anybody know here if i can change the armbinder from the Simplyknock integration to a more immersive device like cuffs or ropes with TESedit?

It's scripted I believe. You'd have to change a property which I don't think would work mid-game. 

The hisec armbinder was chosen so you couldn't struggle out of it. 

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23 minutes ago, Monoman1 said:

It's scripted I believe. You'd have to change a property which I don't think would work mid-game. 

The hisec armbinder was chosen so you couldn't struggle out of it. 

Hi, thanks for the repeat. the problem with mid game isnt really a issue... i havent actually a ongoing save so... i have digged a bit in tes edit and found some under quests like simplyknock force greet am i right there?

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6 minutes ago, C0R3G4M3R said:

Hi, thanks for the repeat. the problem with mid game isnt really a issue... i havent actually a ongoing save so... i have digged a bit in tes edit and found some under quests like simplyknock force greet am i right there?

I think it's FormID xx009EB9 property zad_armBinderHisec_Inventory.

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