Jump to content

Recommended Posts

Posted

@Monoman1, @Corsayr recommended I cross-post here from the SSE thread. 

 

I have encountered an issue with the trauma system that I have not been able to fix with the usual process (for example, the reset button in the MCM has no effect). It appears that NPCs who use the player character as a template, such as the Doppelganger from "Troubles of Heroine" or perhaps the player's twin sister in "Huan's Adventure", eventually develop purple skin and cannot be reset with the MCM. You can see an example in the screen shot below.

 

Please let me know if there are any workaround I can try... otherwise, I'll just leave my poor doppelganger to stew in the basement for now and hope that you'll be able to find a solution in future versions.

 

Thank you for all your hard work in developing this mod! 

 

 

ScreenShot23.png

Posted
9 hours ago, Monoman1 said:

2. Your inventory size, yes. But I would point out that using magic remote storage is pretty much cheating but that's up to you ofc. 

Yeah I know it is technically cheating.  My rationale (for anyone curious) is that I just use it for things that are excess weight.  I am a mage and I don’t currently have a home, so it is basically a substitute for house storage.  Clothes and magical items (basically the two licenses I use) stay on me.  As do weapons, which I never have a license for.  It makes it challenging to me, trying to sell them without being caught; I only put them in storage if weight is really an issue.  So given those rules I impose on myself, I don’t feel like I am cheating the system.  In fact, fucking town enforcers are the bane of my existence, constantly confiscating my stuff right before I can sell them :) 

 

10 hours ago, Monoman1 said:

4. Papyrus VM utilization. This is probably always going to be high as trying to do something just as you load into a city is probably the worst time to do anything really. It might be worth waiting a fraction of a second after loading into town and quickly create a save (quicksave because otherwise scripts would have extra time to complete while in menu) and check the save in Falrim tools to see exactly what is 'active scripts' are running and if there's any mod spamming script instances which might hold up the check for long periods. 

I’ll do some investigating and see what I can find.  Even though I don’t really use fast travel, for a lot of cities, when I am outside of the gates, I’ll fast-travel to a location inside the city that is not near a gate (ie Dragonsreach) to let the other city scripts do their thing.  Then I beeline to the enforcer at the gate to get checks.  It’s obviously an honor system thing but at least it doesn’t crash my game :D 

Posted
1 hour ago, gregaaz said:

I have encountered an issue with the trauma system that I have not been able to fix with the usual process (for example, the reset button in the MCM has no effect). It appears that NPCs who use the player character as a template, such as the Doppelganger from "Troubles of Heroine" or perhaps the player's twin sister in "Huan's Adventure", eventually develop purple skin and cannot be reset with the MCM. You can see an example in the screen shot below.

This happens due to a missing texture being applied through RaceMenu overlays. Since the Doppelganger seems to use your own character model as a template, the best solution - besides disabling trauma system entirely - seems to go to RaceMenu on your PC, find the body overlay with the missing texture (it won't even have a name iirc) and remove it, then re-apply it to your doppelganger (idk if your mod does this or you would need LazyEdit or some other mod that allow you to edit NPC overlays in-game).

Posted
2 hours ago, Vaccinated Alligator said:

This happens due to a missing texture being applied through RaceMenu overlays. Since the Doppelganger seems to use your own character model as a template, the best solution - besides disabling trauma system entirely - seems to go to RaceMenu on your PC, find the body overlay with the missing texture (it won't even have a name iirc) and remove it, then re-apply it to your doppelganger (idk if your mod does this or you would need LazyEdit or some other mod that allow you to edit NPC overlays in-game).

 

A quick look through RaceMenu doesn't reveal any body overlays remaining (I reset the texture db recently in an effort to cure the purple skin), so it sounds like I'll need to check out LazyEdit and see if I can edit the Doppelganger directly. Thanks for pointing me in this direction.

Posted
5 hours ago, gregaaz said:

I have encountered an issue with the trauma system that I have not been able to fix with the usual process (for example, the reset button in the MCM has no effect). It appears that NPCs who use the player character as a template, such as the Doppelganger from "Troubles of Heroine" or perhaps the player's twin sister in "Huan's Adventure", eventually develop purple skin and cannot be reset with the MCM. You can see an example in the screen shot below.

 

I have the same issue, but not only with a doppelganger, but with all NPC.

Usually all trauma effects show up correctly, so my guess it that at least one trauma overlay is bugged.

I just have no idea how to find out which one is the defect one ?‍♂️

 

The issue with a missing trauma overlay exists since Trauma got added to SLS.

Posted
8 hours ago, Monoman1 said:

I'll have to add a keyword to crafting furniture and forbid that instead. Side effect of this is that it won't work with mod added crafting furniture without the user adding the keyword. You can't win. 

Don't do that, with all the horrible conflicts and conflict resolution it will entail.

 

Instead apply a modifier to the crafting skills impacted so it's reduced to skill 0.

 

-250 should do it.

Spoiler

And if it's not enough, well let's just believe that a character with such huge skills in crafting can do it with their teeth/feet/prehensile tail/super-strong eyelids or something rather than touching something as hazardous as crafting station records.

 

This will make the player back out of crafting furniture as soon as they enter it.

Posted
1 minute ago, Cthugha99 said:

got skse 1.07.03 and PapyrusUtil v3.3 installed still getting a Papyrus out of date error, started a new to see if that fixed it, nope still there

 

Go into the sexlab mod folder SexLabFrameworkSE\SKSE\Plugins folder (Or just SexLabFrameWorks\SKSE\Plugins if you are on LE) and delete the file PapyrusUtil.dll from that folder

 

Then try it again

Posted

Enforcers in towns have stop...stopping me.  I have no idea when this began, sadly.  Could have been a while ago.  Any common reasons/fixes for this? (Sorry for being so vague, I literally don’t know what is happening)

Posted
13 hours ago, setokiaba said:

I’ll do some investigating and see what I can find.  Even though I don’t really use fast travel, for a lot of cities, when I am outside of the gates, I’ll fast-travel to a location inside the city that is not near a gate (ie Dragonsreach) to let the other city scripts do their thing.  Then I beeline to the enforcer at the gate to get checks.  It’s obviously an honor system thing but at least it doesn’t crash my game

Side point: If you have a lot of Npcs it can really bring down performance IMO. I used to love the populated skyrim mods but had to dump it to bring up performance. It's not a direct problem of the populated series but trying to have all those npcs on top of all the other mods I use wasn't working well. 

 

If you see npcs standing about doing nothing it either means:

A) They were never assigned an AI package. Unlikely but possible. 

B) bad nav meshes - annoying. 

C) the npc handler is at the limit of what it can handle = pretty bad.

8 hours ago, setokiaba said:

Enforcers in towns have stop...stopping me.  I have no idea when this began, sadly.  Could have been a while ago.  Any common reasons/fixes for this? (Sorry for being so vague, I literally don’t know what is happening)

Check your licence status in the stats menu. HasValidXlicences. If it doesn't match try wheel->Misc->Debug->Refresh licence status. 

You may also need to change location entirely. 

 

9 hours ago, donttouchmethere said:

SL survival 0.635 (update on a running game):

The Ahageo MCM option can't be deactivated (SLSO not installed).

Even if Ahageo is deactivated it shows after any kind of sexy times.

I'll take a look. Ahegao shouldn't be on without SLSO. Feature doesn't make much sense without SLSO. 

9 hours ago, donttouchmethere said:

The issue with a missing trauma overlay exists since Trauma got added to SLS.

This only happens with Npcs? Not the player? 

 

14 hours ago, gregaaz said:

Please let me know if there are any workaround I can try... otherwise, I'll just leave my poor doppelganger to stew in the basement for now and hope that you'll be able to find a solution in future versions.

And it's only this one Npc? Funny. 

I would not have thought having the same base would be a problem. Many npcs share the same base and overlays should be applied to the object instance not the base. 

In your case I'm not fully convinced it's trauma. I don't know enough about the doppleganger to have a strong opinion either way. 

 

Since I don't know where the problem originates the best I can do for right now is add code to the wheel debug menu to list overlays on Npcs and clear any selection you click on. 

 

Was this dopplerganger in combat? 

Was she raped? 

Any idea what triggered smurfing?

 

@donttouchmethere & @gregaaz

I added code in the previous version to throttle traumas. Did this issue occur before updating to 0.635? 

This issue is difficult to pin down because I have, largely, been unable to recreate it. I've only ever gotten it for the player and that was while being whipped to oblivion by half of whiterun. 

Posted

 

8 hours ago, Lupine00 said:

This will make the player back out of crafting furniture as soon as they enter it.

That may be a better approach. Though it would need a magic effect description as it won't be obvious (though it probably should be) where all your crafting skill has gone. 

Posted
6 minutes ago, Monoman1 said:

Though it would need a magic effect description as it won't be obvious (though it probably should be) where all your crafting skill has gone. 

I'm imagining the complaint on the forum now.

 

Player: "My character can't craft anything. I can't use a forge, or alchemy table, or disenchant anything. Why Monoman? Why?"

 

Monoman: "Does your character have any arms?"

 

Player: "No. But I need to craft prosthetics!"

 

Monoman: "How will your character craft them with no arms?"

 

Player: "This is very inconvenient. Please fix!"

Posted
19 minutes ago, Monoman1 said:

This only happens with Npcs? Not the player? 

It happens to anyone effected by Trauma.

I used to allow up to 10 trauma/actor

Those show up correctly, but in rare cases one trauma overlay gets added without any texture.

The pink trauma texture even changes color saturation over time, like any working trauma overlay.

It also vanishes after 48 hours

 

I reduced overlays to 5 and lower to reduce the chance the pink texture gets added^^

If I set it to 1 trauma/actor I see all the working overlays, but sometimes PC or any other NPC has a chance to catch the pink version.

 

19 minutes ago, Monoman1 said:

I added code in the previous version to throttle traumas. Did this issue occur before updating to 0.635? 

Yes, I can see the pink effect since you added trauma to SLS.

Actually I updated in the hope that was fixed (I couldn't be the only one seeing that, still I thought it might be an install error).

 

So basically trauma overlays show up correctly on PC and follower and any NPC.

Only one is pink (missing texture).

Because the pink texture vanishes like any good trauma overlay after a while (or if it gets overwritten by another trauma if too many trauma are shown on one actor and the oldest trauma gets overwritten) my uneducated conclusion is that just one trauma overlay is missing it's texture.

(or more ppl would complain ^^)

Posted
11 minutes ago, donttouchmethere said:

If I set it to 1 trauma/actor I see all the working overlays, but sometimes PC or any other NPC has a chance to catch the pink version.

Well it should be easy enough to track down on the player right? Save your game and use ShowRaceMenu to remove the overlays one by one until you find the culprit. 

The mod is intelligent enough that you can actually add/remove trauma textures and it should not mess things up but you'll have to do a texture reset. 

 

In gregaaz case it sounds like it's not fading out which is another reason I'm not fully convinced it's trauma for him/her. 

12 minutes ago, Lupine00 said:

Player: "This is very inconvenient. Please fix!

*Sigh*

Would be funnier if it wasn't so true...

 

Posted
7 minutes ago, Monoman1 said:

Well it should be easy enough to track down on the player right? Save your game and use ShowRaceMenu to remove the overlays one by one until you find the culprit. 

The mod is intelligent enough that you can actually add/remove trauma textures and it should not mess things up but you'll have to do a texture reset. 

good idea, time to get the PC traumatized a lot.

 

(the dds look all okay, so maybe it's just one with a bad link to the dds?)

Posted
10 minutes ago, Monoman1 said:

I'm not fully convinced it's trauma for him/her.

Well, I don't see that issue if I deactivate trauma.

If trauma is active the pink texture shows up randomly on any actor (PC, follower, bandits during combat)

Posted
14 minutes ago, donttouchmethere said:

(the dds look all okay, so maybe it's just one with a bad link to the dds?)

Well this is it. I don't know really. 

If you could get smurfed twice and see if it's the same texture it would be really helpful. 

Posted
6 hours ago, Monoman1 said:

And it's only this one Npc? Funny. 

I would not have thought having the same base would be a problem. Many npcs share the same base and overlays should be applied to the object instance not the base. 

In your case I'm not fully convinced it's trauma. I don't know enough about the doppleganger to have a strong opinion either way. 

 

Since I don't know where the problem originates the best I can do for right now is add code to the wheel debug menu to list overlays on Npcs and clear any selection you click on. 

 

Was this dopplerganger in combat? 

Was she raped? 

Any idea what triggered smurfing?

 

@donttouchmethere & @gregaaz

I added code in the previous version to throttle traumas. Did this issue occur before updating to 0.635? 

This issue is difficult to pin down because I have, largely, been unable to recreate it. I've only ever gotten it for the player and that was while being whipped to oblivion by half of whiterun. 

 

 

  • I only encountered smurfing in two use cases: first, when YPS changed a (previous) male character to female. When this happened, she smurfed out after a few minutes. Resetting the texture library fixed that problem. More recently, it happened with the doppelganger, and has proved resistant to the reset function. 
     
  • She was in combat, but the smurfing did not appear until some time after. Prior to that, trauma worked correctly (and continues to do so for her face - note the black eye in my screenshot) I suspect it might be a result of doppelganger's template (the player character) overriding/interacting with the doppelganger's own trauma skins when it routinely updated her appearance to match mine, though other comments leave me open to there being a specific injury that's problematic (seems less likely since the purple showed up without a clear cause unless she got pinched by a mudcrab or something that I didn't notice - the PC was bathing in a river at the time so that's a possibility). 
     
  • I was about to write to you that I had only ever played version 635 and so couldn't comment. However, MO2 metadata is telling me I have version 629 so I will try updating today after work and I will report back on whether or not this resolves the problem. Hopefully I haven't wasted your time with a old-version bug :(

 

If it's helpful, here is a modwatch link for my current setup.

Posted
1 hour ago, gregaaz said:

I only encountered smurfing in two use cases: first, when YPS changed a (previous) male character to female. When this happened, she smurfed out after a few minutes. Resetting the texture library fixed that problem. More recently, it happened with the doppelganger, and has proved resistant to the reset function. 

Well that I could forgive at least as there's male and female textures so swapping over probably caused that hiccup. 

1 hour ago, gregaaz said:

She was in combat, but the smurfing did not appear until some time after. Prior to that, trauma worked correctly (and continues to do so for her face - note the black eye in my screenshot) I suspect it might be a result of doppelganger's template (the player character) overriding/interacting with the doppelganger's own trauma skins when it routinely updated her appearance to match mine, though other comments leave me open to there being a specific injury that's problematic (seems less likely since the purple showed up without a clear cause unless she got pinched by a mudcrab or something that I didn't notice - the PC was bathing in a river at the time so that's a possibility). 

Combat traumas should happen pretty fast usually. As long as the script engine isn't swamped. 

Posted

A tough crowd at the inn. 

 

 

 

I don't know what the enthusiastic clapping is about. There's supposed to be sarcastic clapping alright. 

Posted

@Monoman1 I just in the last couple of days had a conversation with @Lupine00 about adding some new additional properties (Devious Followers - Continued) which modifications can use. In this case it is properties that count the number of punishments, an enslaved player character has had. I'm thinking of commissioning (or suggesting) a "bad end" mode from @Pamatronic though you could do it too. But @Pamatronic has some excellent mod author resources that provide execution and torture functionality, I won't be surprised if they were willing with permission (and/or credit) to allow to embed some of their resources in this mod. To implement just such functionality so there's another execution taking place in Skyrim (e.g. beheading - through axe, or guillotine, hangings or even crucifixion). Which through configurable options could either be nude (naked) not a stitch of clothing on (and in inventory) or with clothing, though with any devious devices added and equipped (but not gags and blind folds) as well as whether the functionality was active. As well as configurable option as to whether sex (based on already configured  type parameters setting) is taking place during the execution, this new setting will also determine if anal or vagina preventing devices get removed by Devious Follower or other slave master. Also the length of the death camera during this scene needs to be configurable as well so the scene of the dead body after the execution is complete is visible for long enough, to allow for the possibility to see the dead corpse visible from 3rd person (permitting screenshots and screen capture), execution takes place possibly in 1st person or 3rd person.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...