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Posted
14 hours ago, HexBolt8 said:

The armor's not that good.  It's ill-suited to being used indefinitely. 

It's certainly better than nothing. And usually not very sexy/revealing so I'd doubt the men would approve :)

2 hours ago, Lupine00 said:

Entered the city with the army, and the Toll Guard stops me

Toll guard: "Well when you love your job it's easy to go to work. Right girls!" <grabs a handful of Ysolda's backside>

1 hour ago, Lupine00 said:

This is the Arch Mage's bed in CoW...

Weird non-vanilla bed ownership faction would be my guess - the mod assumes you're trying to cheat by pointing your cross-hair at a bed that isn't yours and then activating your 'sleep on the ground' power or whatever. Which used to fool the mod into thinking you were sleeping in a bed. Tut tut. 

 

Camping fatigue is correct, since you're assumed to be sleeping on the floor = serious fatigue gain. 

Posted
14 hours ago, HexBolt8 said:

The armor's not that good.  It's ill-suited to being used indefinitely. 

That's the point. It would be terrible. Even my bikini is superior ebony at this level.

 

Being forced to wear the miserable Imperial armor would be a huge problem. Not that you're forced.

If you just put it on while you were in town, it would be an exploit.

 

Of course, could always replace the armor that you're given with something ... more suitable ... to spice up the whole experience.

Something with a bikini curse, for instance?

 

I guess that's heading into fun enforcement territory, where everyone in the Imperial faction is ready to report you for being out of uniform.

Posted
7 minutes ago, Monoman1 said:

Weird non-vanilla bed ownership faction would be my guess - the mod assumes you're trying to cheat by pointing your cross-hair at a bed that isn't yours and then activating your 'self on the ground' power or whatever. Which used to fool the mod into thinking you were sleeping in a bed. Tut tut. 

Is there an easy way to fix it?

I'd have thought the bed was unowned, as it's player usable. Or being in the college might have triggered the easy beds "prank".

What edits would I need to make to the bed to make it function normally?

Posted
6 minutes ago, Lupine00 said:

Is there an easy way to fix it?

I'd have thought the bed was unowned, as it's player usable. Or being in the college might have triggered the easy beds "prank".

What edits would I need to make to the bed to make it function normally?

Hard to say for certain but this is the piece of code it's stumbling on:

Bool HasBed = false
	ObjectReference Bed = Game.GetCurrentCrosshairRef()
	If Bed
		Faction OwningFaction = Bed.GetFactionOwner()
		ActorBase Owner = Bed.GetActorOwner()
		If ((OwningFaction == PlayerBedOwnership || OwningFaction == None) && (Owner == None || Owner == PlayerRef.GetActorBase()))
			HasBed = true

For bed to result in "terrible", HasBed must be false. So I'd guess he's not using PlayerBedOwnership faction maybe. 

Posted

In retrospect I guess I could change the ownership check to:

 

If ((OwningFaction == PlayerBedOwnership || OwningFaction == None || PlayerRef.IsInFaction(OwningFaction)) && (Owner == None || Owner == PlayerRef.GetActorBase()))

 

Not sure though. That could open up a lot of beds to be exploited. 

Posted
2 hours ago, Monoman1 said:

In retrospect I guess I could change the ownership check to:

 

If ((OwningFaction == PlayerBedOwnership || OwningFaction == None || PlayerRef.IsInFaction(OwningFaction)) && (Owner == None || Owner == PlayerRef.GetActorBase()))

It turns out the mod hasn't changed anything about this except the model the bed uses and slight nudge to its position.

The bed form from vanilla is otherwise unmodified. The cell used is the vanilla cell.

 

If you look in the vanilla quest MG08, stage 200, there is a fragment that rewards the player.

There is a line that seems relevant:

 

ArchMageBed.SetFactionOwner(PlayerFaction)

 

The value of PlayerFaction in this case is, unsurprisingly, PlayerFaction. So, there is no reason to suppose the bed ownership is in any way strange.

Also, I was able to sleep in the bed without problems, so the bed does not still belong to Savos Aren.

 

If PlayerBedOwnership is identical to PlayerFaction, I can't explain the problem. And even if it wasn't, the player would be in the OwningFaction, so it's doubly strange.

Posted
1 hour ago, Lupine00 said:

ArchMageBed.SetFactionOwner(PlayerFaction)

Shouldn't it be: 

ArchMageBed.SetFactionOwner(PlayerBedOwnership )

?

Posted
1 hour ago, Monoman1 said:

Shouldn't it be: 

ArchMageBed.SetFactionOwner(PlayerBedOwnership )

Vanilla set it up this way, and as far as I could see, USLEEP never patched it, and the player can happily sleep in the bed.

So, we must assume that PlayerFaction is an even stronger ownership than PlayerBedOwnership, and it has vanilla precedent, and USLEEP approval.

 

But what puzzles me is that PlayerRef.IsInFaction(OwningFaction) should pass anyway. Player is definitely a member of PlayerFaction. I checked :) 

 

Oh. I see it now... I should actually read your code.

 

((OwningFaction == PlayerBedOwnership || OwningFaction == None || PlayerRef.IsInFaction(OwningFaction))

&&

(Owner == None || Owner == PlayerRef.GetActorBase()))

 

The problem here is the condition after the &&

It tests for Owner is None, or Owner is the player ... but the owner is still Savos Aren.

Again, this must have the vanilla stamp-of-approval...

 

How about this? So, the Owner is only considered if ownership wasn't established by faction...

OwningFaction == PlayerBedOwnership || PlayerRef.IsInFaction(OwningFaction)

|| (OwningFaction == None && (Owner == None || Owner == PlayerRef.GetActorBase()))

 

That might open up a bunch more beds? I'm not sure how many beds have owner None, but it seems the intended vanilla behaviour for those beds to be sleepable. Perhaps there are other measures to dissuade the player from using them?

Posted
6 hours ago, Lupine00 said:

That's the point. It would be terrible. Even my bikini is superior ebony at this level.

 

Being forced to wear the miserable Imperial armor would be a huge problem. Not that you're forced.

If you just put it on while you were in town, it would be an exploit.

 

Of course, could always replace the armor that you're given with something ... more suitable ... to spice up the whole experience.

Something with a bikini curse, for instance?

 

I guess that's heading into fun enforcement territory, where everyone in the Imperial faction is ready to report you for being out of uniform.

Back when I was using YPS and about halfway through making my heels mod I got really into the idea of a "dress code" for certain area's.  The story in my head was that the PC needed to dress up to enter certain area's, with progressively more and more fashion depending on the area.  Hair styled in town, Makeup in the tavern, heels and a fancy outfit in the jarl's palace ect.  Basically it was all with the goal of getting the PC addicted to fashion and kind of self-bimboifying herself.

 

I briefly worked on developing a mod that would give simple fetch quests to the PC to encourage the PC to jump on board with these dress codes. It just used really simple fetch quests and dialogue. I was pretty hopeless at it though.

 

"We need to look good in front of our Thalmor allies, these are the latest fashion on the Summerset isles.  All our female recruits are required to wear them"

 

"Are you really going to go in front of the jarl looking like that?!"

 

"Here's your ale, but honey you look so tired, you should really freshen your up your face"

 

"Here is your parade uniform"

 

"Ugh, I hate going out in public without at least some heels and my hair done up"

 

Something of a mix between the being baited/forced into it and then getting hooked on it.  With a background story of the Thalmor having a plan to transform all the warrior women of Skyrim into something more tame and manageable.  While also tricking the men of Skyrim into enforcing all this for them.  The Thalmor Doms wipe out have the military might of Skyrim by having them totter around in heels worrying about their makeup.

 

 

Posted

I recently upgraded from Win7 to Win10 and I set up SkyrimLE with the latest versions of the mods I like, plus some new ones for more animations and to complement SLS. The problem I still have, after hours of setting it up: I seem to get different errors that are gamebreaking now. I'm not sure SLS is the problem here - although it may be. I just thought it is most likely someone in this thread may have a clue what I can do about it.

The actual problem: When I started a completely new game, after creating my character I configured all the MCM options (which took me more than 2 hours), before I finished i noticed that my character suddenly had black hair, instead of red and I could not access any MCM menu anymore (I could find all of them listed - clicking on them simply did nothing). I also could not start my game because I stayed in the starting cell of Alternate Start when using the bed and getting the blackscreen.

Starting a new game and changing nothing, everything seems to work fine.

To circumvent the problem I tried to choose the start and then do the MCM options. But then I noticed the vanilla traders were missing the "What have you got for sale?" dialogue. The ones added by mods are fine.

Again a quick test starting a new game without changing anything worked. All traders had the dialogue option.

I did make the merchants ignore me (not) having licences for the stuff I carry.

 

I'm a bit desperate here, after hours and hours of setting everything up, failing, researching, going through possible causes, setting up and failing again. I hope for someone with a little more insight than me to have an idea. I will gladly provide any missing information you might need.

Posted
17 minutes ago, Hessi said:

I recently upgraded from Win7 to Win10 and I set up SkyrimLE with the latest versions of the mods I like, plus some new ones for more animations and to complement SLS. The problem I still have, after hours of setting it up: I seem to get different errors that are gamebreaking now. I'm not sure SLS is the problem here - although it may be. I just thought it is most likely someone in this thread may have a clue what I can do about it.

The actual problem: When I started a completely new game, after creating my character I configured all the MCM options (which took me more than 2 hours), before I finished i noticed that my character suddenly had black hair, instead of red and I could not access any MCM menu anymore (I could find all of them listed - clicking on them simply did nothing). I also could not start my game because I stayed in the starting cell of Alternate Start when using the bed and getting the blackscreen.

Anything like this when something 'hangs' I'd check your save in Falrim tools and see what scripts are active. Create a 3/4 saves over the space of 30 seconds and check what active script isn't finishing. There was a bug in the stats Mcm that caused the menu to hang in the LAL cell but it's been fixed for a few versions now. 

19 minutes ago, Hessi said:

To circumvent the problem I tried to choose the start and then do the MCM options. But then I noticed the vanilla traders were missing the "What have you got for sale?" dialogue. The ones added by mods are fine.

SLS doesn't override that dialogue because I knew it'd be contentious so I don't think this can be SLS. SLS always allows the trade window to open and only closes it when an illegal trade occurs. 

 

Maybe post a papyrus log of a new game but I can guarantee nothing. 

1 hour ago, Darkwing241 said:

Back when I was using YPS and about halfway through making my heels mod I got really into the idea of a "dress code" for certain area's.

My 'Domme' mod was going to lean heavily on YPS fashion but it's currently shelved. Still want to do it but I'd probably also need to tweak IF first to get the hooks I need. :(

A lot of work. 

Posted

Wow, you are fast. As I said, I am really unsure if SLS is causing my problems - especially since I used several older versions before and didn't have these. It's just that my mod setup is pretty much built around it, because I really like what your mod adds to the game. So I figured in a thread with probably a lot of similar mod setups it's more likely for people to have experienced similar problems.

I guess it's more likely that some of the mods I added (iNeed for example) or the recent change to Win10 cause things that worked before, to glitch. I will see when I have the time and motivation to really go into this.

In any case thanks for your thoughts on this.

Posted

 

2 hours ago, Darkwing241 said:

Back when I was using YPS and about halfway through making my heels mod I got really into the idea of a "dress code" for certain area's.  The story in my head was that the PC needed to dress up to enter certain area's, with progressively more and more fashion depending on the area.  Hair styled in town, Makeup in the tavern, heels and a fancy outfit in the jarl's palace ect.  Basically it was all with the goal of getting the PC addicted to fashion and kind of self-bimboifying herself.

 

1 hour ago, Monoman1 said:

My 'Domme' mod was going to lean heavily on YPS fashion but it's currently shelved. Still want to do it but I'd probably also need to tweak IF first to get the hooks I need. :(

A lot of work. 

 

You two should mention this to DeepBlueFrog - he's considering adopting YPS Immersive Faction (since it's up for adoption), and I bet these ideas would encourage him to do so, and meet your hook needs at the same time.  And then we all win!  (Love how you described things, Darkwing241, as a grand conspiracy, with lovely dialogue support).

Posted
Quote

So if you tgm and sit in the middle of a fight with no armor and with lots of guys with 2 handed weapons nothing happens at all? What does the menu say your actual chance of dismemberment is?

Does the screen shake? Go red? Pain sounds?

 

Maybe try changing dismember style to off, exit the menu, wait a second or two and go back in and turn it on again. 

The screen shakes, goes red, I get the pain sounds, and I lose the ability of the hand. Nothing else happens. I also get the quest regarding it too.

However, nothing visually appears.

Also, if I use the debug, I can lop off my characters limbs and it works fine. It seems like the mods just aren't talking to eachother, despite trying various load orders, and mod combos. I even manually added the mods into a test skyrim install and it didn't work. I am stumped. lol

Posted
7 hours ago, Darkwing241 said:

I got really into the idea of a "dress code"

I was interested in a more basic version of this. Less granular.

 

Wilderness / Dungeon etc - wear anything

Towns / Cities - wearing armor or masculine clothes not ok, vendors will not deal, guards harass

Palaces - must wear fancy clothes or Jarls and their advisers won't talk to you

 

I thought I'd save it for a future mod though. I hoped SL Adventures might do it, but it never went quite that far.

 

The more involved idea is interesting, but needs the right joke dialog to make it work, otherwise might feel like micromanagement instead of immersion.

 

I found YPS to be a huge pain. It has a mass of requirements, it's script heavy, and it burns an enormous chunk of memory and script time to do very little that makes a difference to anything. I hope DBF doesn't adopt it, and instead writes something a bit more sensible, and which doesn't send you to twenty different mod pages hunting down sketchily documented dependencies soft/hard or completely optional as they may be (it's rarely clear on which is which either).

 

I liked the idea. The execution was problematic. If it really has to be that heavy and complex, I'd probably opt to live without it.

Posted
5 hours ago, Millstallone said:

Also, if I use the debug, I can lop off my characters limbs and it works fine. It seems like the mods just aren't talking to eachother, despite trying various load orders, and mod combos. I even manually added the mods into a test skyrim install and it didn't work. I am stumped. lol

You may need to clean out your Skyrim and your mod manager, and reinstall them.

Unless of course, this is the only problem you have, in which case, maybe it's easier to live without amputation.

 

You don't mention your mod manager. If it's NMM, there's your problem. You have a lingering script file.

If you are manually installing, there's your problem again. You probably overwrote in the wrong order.

If it's MO, then you can fix an overwrite order problem easily, and test with an absolute minimal mod config easily. Did you try that?

 

But sometimes, Skyrim gets broken. Far more often though, it's a lingering script file.

If you use NMM, and you have space, it's wise to snapshot your empty install before you start. Then when NMM screws it up, you know what files are modified or shouldn't be there at all. The only reason to use NMM is because you are developing, and you find MO makes your CK even more unstable than usual.

Posted
16 minutes ago, Lupine00 said:

Wilderness / Dungeon etc - wear anything

Towns / Cities - wearing armor or masculine clothes not ok, vendors will not deal, guards harass

Palaces - must wear fancy clothes or Jarls and their advisers won't talk to you

My implementation was pretty much "because that's the only thing I can figure out how to do".  I could read a guide on how to make a dialogue quest, or have an npc create an item for a fetch quest.  Then I would just duplicate it with different dialogue.  The whole thing was just to give a little roleplay to fall into fashion addiction.

 

16 minutes ago, Lupine00 said:

I found YPS to be a huge pain.

I really liked the addiction progression.  Starting as a buff and drawing you in and then turning into a debuff if you stopped.

 

I liked that makeup had to be refreshed periodically, could smudge if you got to physical ect. I liked the idea that you had to worry about it and it was on your mind all the time.

 

I could do without the elaborate animations for application and sound effects and stuff.

 

I disliked how nothing really worked right consistently.  Ultimately I also found it to just be too much of a pain, despite the content of the mod making it possibly my number one favorite mod on LL.

 

27 minutes ago, Lupine00 said:

I hope DBF doesn't adopt it, and instead writes something a bit more sensible

I'm not sure how I feel there.  I don't find DBF's stuff to play all that well with other mods outside of his own system.  I'd be worried that a "new thing" would lock you in to that world so to speak.  Also an adoption could potentially allow me to be playing that mod sooner... and I'm greedy.

Posted
2 hours ago, Lupine00 said:

You may need to clean out your Skyrim and your mod manager, and reinstall them.

Unless of course, this is the only problem you have, in which case, maybe it's easier to live without amputation.

 

You don't mention your mod manager. If it's NMM, there's your problem. You have a lingering script file.

If you are manually installing, there's your problem again. You probably overwrote in the wrong order.

If it's MO, then you can fix an overwrite order problem easily, and test with an absolute minimal mod config easily. Did you try that?

 

But sometimes, Skyrim gets broken. Far more often though, it's a lingering script file.

If you use NMM, and you have space, it's wise to snapshot your empty install before you start. Then when NMM screws it up, you know what files are modified or shouldn't be there at all. The only reason to use NMM is because you are developing, and you find MO makes your CK even more unstable than usual.

I use Mod Organizer for my mods. What is odd is that it worked fine in the summer, then now it just doesn't want to work.

It might be related to a problem I used to have with creature dongs that would just float in place no matter what mods I installed to deleted. I mostly fixed that but eh.

I'll just try uninstalling everything and start from scratch. It's just weird that of all the problems I have, this is the only persistent one.

It's a benign system but it does effect the deadly chests mod too. I'm guessing it's some remnant code or something causing havoc.

Posted
46 minutes ago, Millstallone said:

I'll just try uninstalling everything and start from scratch. It's just weird that of all the problems I have, this is the only persistent one.

It's a benign system but it does effect the deadly chests mod too. I'm guessing it's some remnant code or something causing havoc.

Usually you would not have those problems with MO, as it prevents lingering scripts from uninstalled mods and muddled overwrites.

 

I had some oddities with ME that could never be overcome. I tried moving everything to MO2, but it didn't make any difference at all. Later I found others had the same issues, but they couldn't resolve them either. In that case, there was one ME addon mod causing the problem, but no amount of editing it in Tes5Edit ever fixed it for me. There was something toxic in that ESP I didn't manage to locate.

 

In this case, Amputation works fine for others. It could be your underlying Skyrim install is corrupt. I had that at one point, after installing from DVD. (DVD files installed bad). Fixed by deleting all and re-installing from Steam.

 

Or, it could just be a seemingly benign mod, like an armor mod, or animation issue.

There are many cases of people having that sort of issue, where a corrupt animation file, skeleton or mesh asset causes much strangeness.

Perhaps something is going wrong with your FNIS build?

 

If you disable absolutely everything out of your MO but essential dependencies, and it's still broken - try to reinstall the essential dependencies as new mods. See if it helps?

Posted
2 hours ago, Darkwing241 said:

I really liked the addiction progression.  Starting as a buff and drawing you in and then turning into a debuff if you stopped.

 

I liked that makeup had to be refreshed periodically, could smudge if you got to physical ect. I liked the idea that you had to worry about it and it was on your mind all the time.

 

I could do without the elaborate animations for application and sound effects and stuff.

 

I disliked how nothing really worked right consistently.  Ultimately I also found it to just be too much of a pain, despite the content of the mod making it possibly my number one favorite mod on LL.

I agree.

And I also disliked how much stuff I had to install to make it work.

 

What was also lacking was sufficient mechanics to tie it into the world in a way that made it useful, relevant, and yet also a challenge to be overcome. I think those things could be added to a very simple mod, and enabled with some dialog quests, with not much modding skill required or heavy load on the game. It's like YPS was all the special effects and support events for another mod that didn't exist.

Posted
8 hours ago, Millstallone said:

The screen shakes, goes red, I get the pain sounds, and I lose the ability of the hand. Nothing else happens. I also get the quest regarding it too.

However, nothing visually appears.

They have a pill for that now! ?

 

 

**just kidding sorry for the interruption, and I will definitely be heading back to my corner now...**  ?

Posted
1 hour ago, Corsayr said:

They have a pill for that now! ?

 

 

**just kidding sorry for the interruption, and I will definitely be heading back to my corner now...**  ?

I think the only cure is more cowbell.

Posted

When you're in a zone that is outside the city, but you might not think it is, or simply forgot about the whole thing, it's easy not to notice.

 

What if there were periodic notifications when you're outside the city without paying the toll or the guards being aware?

 

Then you would be more likely to notice the problem and add the location manually

Posted
13 hours ago, Millstallone said:

The screen shakes, goes red, I get the pain sounds, and I lose the ability of the hand. Nothing else happens. I also get the quest regarding it too.

However, nothing visually appears.

Also, if I use the debug, I can lop off my characters limbs and it works fine. It seems like the mods just aren't talking to eachother, despite trying various load orders, and mod combos. I even manually added the mods into a test skyrim install and it didn't work. I am stumped. lol

I wouldn't rush to reinstall everything. I'm using the same MO since I first installed it and it's currently organizing 1651 mods (not all active but still). It has been bulletproof for me. Usually these things just come down to something you're not aware of like a script being overridden by another mod etc. 

 

First thing I'd do in your shoes is check for file conflicts. Right click on the amputator framework > information > click the conflicts tab. Nothing should be overwriting it. 

 

2. Click the data tab on the right window. This is your virtual file structure as it appears to skyrim based on your enabled mods in the left window. It tells you what mod the file comes from in the right column. The old amputator's scripts all begin with 'Amput'. So make the right window big enough to view comfortably. Scroll down and expand scripts, it's arranged alphabetically. Make sure there's nothing beginning with 'Amput' with one exception. All but one of the new framework scripts were renamed and begin with '_AMP_'. I had to keep one script called 'AmputatorMainScript' for backwards compatibility. So AmputatorMainScript should ONLY be from the tweaked framework. 

 

If that still doesn't work, uninstall the framework completely in the left window. And redownload and install only the tweaked version. Maybe the main script got overwritten somehow. 

 

And remember. Any problem like this is likely baked into the save. You'll have to test with a new game each time you're testing. I did a LOT of this while tweaking the framework. Painful but it's the only way to be certain. 

 

Posted

Folks I posted a beta version on the dev blog if anyone would like to help me test. Just read carefully the 4 points at the top. 

 

Secondly. I need someone to provide me with a list of vanilla script fragments. I overwrote mine making the update and I need to create an uninstaller. I'd rather not verify my install with steam if I can avoid it. I need both source and pex files if you can please. The fragments I need are: 

TIF__0002C6A6

TIF__0002C6A7

TIF__0002C6AA

TIF__000167BB

TIF__000167BC

TIF__000167C9

 

If you can provide them and you're pretty sure they are unmodified then I'd appreciate it. Cheers!

 

 

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