Straze Posted July 30, 2022 Posted July 30, 2022 (edited) 15 hours ago, Monoman1 said: That save doesn't look healthy. 109 active scripts. Whats the suspended stack count? There's a lot of what look like new game scripts still running... *LAL* - Live another live (Alternate start) _SLS_MQ101Kicker - MQ101 stage 240 kicker ah, didn't know what I had to expect when opening the program - those errors must be due to the save after exiting the AS-LAL instance. I checked an other save that is further in and there are 0 Suspended Stacks / 28 Active Scrips. That save too does not show MCM for Inn prices/untracked location. Spoiler There is a lot of Devious Adventures scripts because when collared and certain action(behaviours) are executed - guards can approach / punish you(with DCL events and such). So far with a new character I have not experienced same problem yet with Location Tracker/MCM - will keep going to see if it actually happens again. Edited July 30, 2022 by Straze
FoxLotus Posted August 3, 2022 Posted August 3, 2022 (edited) Not sure entirely what the issue may or may not be. I know it's vague, yet perhaps you might have a vague thought process of what I can look for. Sexlab survival parts aren't working with ineeds *edit* RND AIO USSEP needs. More precisely the eat/drink options aren't actually addressing the needs regardless of where I move the toggled amount per to. It's registering the addiction aspects an it's showing the degrees of the outcome of it's effect in the upper left speech/thought. As for actually affecting the hunger/thirst effects from time.. it does nothing. So. I'm a little confused to what's not cooperating. Thanks to anyone who may know what the issue is, or has suggestions to look in to. Edited August 4, 2022 by FoxLotus
nilead Posted August 3, 2022 Posted August 3, 2022 Skyrim SE, 0.685 beta. Got a weird interaction with mik addict. Nothing gamebreaking, but equipping a new piece of slot 32 equipment causes them to be momentarily "dropped". Apparently, such pieces are considered as "stolen" when guards stop PC for licence check, and get taken away. Wonder if it is an inevitable downside of armor registering, or i screwd something up. Items arent flagged as stolen in inventory thou.
Monoman1 Posted August 3, 2022 Author Posted August 3, 2022 6 hours ago, FoxLotus said: Not sure entirely what the issue may or may not be. I know it's vague, yet perhaps you might have a vague thought process of what I can look for. Sexlab survival parts aren't working with ineed needs. More precisely the eat/drink options aren't actually addressing the needs regardless of where I move the toggled amount per to. It's registering the addiction aspects an it's showing the degrees of the outcome of it's effect in the upper left speech/thought. As for actually affecting the hunger/thirst effects from time.. it does nothing. So. I'm a little confused to what's not cooperating. Thanks to anyone who may know what the issue is, or has suggestions to look in to. Afraid I don't use ineed so I can't help that much. If anyone wants to submit changes to the ineed interface script, be my guest. 1 hour ago, nilead said: Skyrim SE, 0.685 beta. Got a weird interaction with mik addict. Nothing gamebreaking, but equipping a new piece of slot 32 equipment causes them to be momentarily "dropped". Apparently, such pieces are considered as "stolen" when guards stop PC for licence check, and get taken away. Wonder if it is an inevitable downside of armor registering, or i screwd something up. Items arent flagged as stolen in inventory thou. First, I don't think this is SLS confiscation. It's probably vanilla guard arrest dialogue. SLS doesn't check what's stolen or not. Second, IIRC I think this is an old vanilla bug when it comes to stolen items in Skyrim. If you drop an item from your inventory it is owned by 'PlayerBase'. MA drops items to get a object ref for your cuirass (There's no other way). Vanilla arrest and stolen item confiscation seems to consider items owned by any actor base to be stolen, including the player base. Tldr: Probably vanilla bug I reckon. 1
Straze Posted August 3, 2022 Posted August 3, 2022 (edited) Back again, sorry but I gotten the same issue as before with SLS Gates(location tracker)/Inn prices. I was setting up Mod Configurations in MCM for a new Wartimes playthrough (now with Fertility Mode & YPS) when I noticed that for Survival MCM the stats were gone. Upon seeing it, I closed the game and checked Papyrus where I gotten the following Errors; Spoiler [08/03/2022 - 11:44:38PM] Error: alias _SLS_TollGateRiftenJkDoorInterior on quest _SLS_TolledGates (47009ED6): Cannot force the alias's reference to a None reference. stack: [alias _SLS_TollGateRiftenJkDoorInterior on quest _SLS_TolledGates (47009ED6)].sls_tollgate.ForceRefTo() - "<native>" Line ? [_SLS_Main (47000D64)].sls_init.PlayerLoadsGame() - "SLS_Init.psc" Line 216 [alias PlayerRef on quest _SLS_Main (47000D64)].sls_main.LoadGameMaintenance() - "SLS_Main.psc" Line 125 [alias PlayerRef on quest _SLS_Main (47000D64)].sls_main.OnPlayerLoadGame() - "SLS_Main.psc" Line 82 [08/03/2022 - 11:44:38PM] SLS_: JKs Skyrim installed: TRUE [08/03/2022 - 11:44:38PM] SLS_: Soft dependency check end ============================================================== Spoiler [08/03/2022 - 11:52:11PM] Error: Cannot call GetBaseObject() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:11PM] Error: Cannot call GetName() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:11PM] WARNING: Assigning None to a non-object variable named "::temp11" stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] Error: Cannot call GetBaseObject() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] Error: Cannot call GetName() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:52:15PM] WARNING: Assigning None to a non-object variable named "::temp11" stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (1C000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 [08/03/2022 - 11:53:07PM] Error: HasMagicEffect called with invalid Magic Effect Not sure if either one could be the case for the problem I'm facing. The Resaver: Spoiler It is possible that it's entirely Hardware (memory or HDD) related, since I'm in the working on building a new PC due to blue screens I'm facing on a daily basis for quite a while. P.s. the other small testing playthrough didn't experience the problem and I played for good amount of hours, so I guess it's a matter of creating bunch of New Games till it works. Was curious if it was actually related to one of those papyrus.log errors to have an idea of what may be causing it. edit: As mentioned, starting New Games till the Inn prices MCM showed up worked. So I should be hopefully fine now since it loaded correctly. Time to start a ‘Wartimes’ Skyrim playthrough. Due to the randomness, I guess SL Survival isn’t in the correct LoadOrder location, but afraid to break stuff - so I always use LOOT. Edited August 4, 2022 by Straze
FoxLotus Posted August 4, 2022 Posted August 4, 2022 (edited) 20 hours ago, Monoman1 said: Afraid I don't use ineed so I can't help that much. If anyone wants to submit changes to the ineed interface script, be my guest. TY for the response. An forgive me, I was under the impression from the mods menus that it interacted with or at least in part with the ineeds hunger/thirst/disease survival framework. Is SLS interacting with another mod that hooks into a hunger/thirst/disease framework? Or is it simply a standalone system? *EDit* sorry I had both RnD AIO USSEP and ineed (frostfall reasons). I had both so disabled ineed.. RND works as intended with SLS. All's good now. Edited August 4, 2022 by FoxLotus fixed
Anunya Posted August 4, 2022 Posted August 4, 2022 22 minutes ago, FoxLotus said: TY for the response. An forgive me, I was under the impression from the mods menus that it interacted with or at least in part with the ineeds/needs hunger/thirst/disease survival mod framework. Is SLS interacting with another mod that hooks into a hunger/thirst/disease framework? Or is it simply a standalone system? SLS works well with Realistic Needs and Diseases.
Dervecna Posted August 4, 2022 Posted August 4, 2022 Hey, I'm trying to run this mod with slaverun and checked the option to only require license in slaveran cities, but it's asking me for license everywhere, even before the slaverun quest starts. Am I doing something wrong? I can share papyrus, modlist, loadorder, whatever needed, but my Modlist and load order are a kinda big.
BYJE137 Posted August 4, 2022 Posted August 4, 2022 Just sharing an idea I recently had, which has changed game-play somewhat and made things more interesting: Before I had sort of limited myself to thinking of curfew as the sort of rule where you're not supposed to be out when it's dark/late. But what if it's not, what if it instead applies during the daytime, during hours where you'd really want to be out there, 'when the stores are open'? Now what you miss out on if you decide to go without (...can't afford-) that curfew license just increased, by a lot. Questions: I get a 'curfew can not begin before it ends' notification if I try to specify a curfew time range where it starts in the morning and ends in the evening. I'm assuming this is because the idea was to have the first timestamp be on day X and the second timestamp be on day X+1 and this is in some way how the curfew timeframe is evaluated so there's some sanity check to make sure it conforms (something along those lines)? This setup makes it slightly harder to implement the sort of approach I'm aiming for because there's no way to avoid applying the curfew to the night if you want to apply it to any other time of the day as well (workaround now is to have current settings from 11 PM to 6 PM, but this is not ideal and somewhat oppressive). It would be nice to have more freedom to specify the time range of the curfew, so that it would not be mandatory to apply it to the night hours if you want it at all (maybe with an option of specifying whether or not the suggested curfew time range spans over midnight or not and a change in the evaluation function). Another question: Is the 'gate curfew' part dependent on the 'general' curfew in some way? It looks like it might be. I was playing around with the idea to apply a gate curfew during most of the hours where the curfew license period did not apply, to effectively make it harder to leave town, but that doesn't seem to work. During testing with the 684 version (I think it's that one), if I specify a gate curfew time range outside of the curfew time range I do get notifications that you can't leave during curfew when trying to pay the toll, but the doors are not locked and it's no problem leaving despite the 'Lockdown Toll Doors' option being selected. I know that lockdown function works when the gate curfew is within the curfew license time range. This sort of setting structure, where doors are locked when the curfew is not in effect, actually arguably makes some sense in this context - if you don't have money to pay for being allowed outside during the daytime you're also not allowed to leave the city.
Monoman1 Posted August 4, 2022 Author Posted August 4, 2022 1 hour ago, BYJE137 said: Just sharing an idea It's interesting but 1. I remember curfew timing not being as simple as I thought it would be. 2. I usually leave as much leeway as possible when adding options so it's very unlikely that simply removing the sanity check will actually work. 5 hours ago, FoxLotus said: Okay, then something in the script (or maybe I just have tooo many scripts with my mod heavy list) isn't working. As the cum addiction part as a replenishing food/thirst source isn't working (at least for me) regardless of where the slider modifiers are set across both menu lists that modify the cum. The RND widgets never change over time an stay in the red for me. The menu prompt for new food/drink type also doesn't prompt for selection. *An I'm using the latest RnD AIO USSEP Don't use SE either (too many iterations of mods and Skyrim now to support easily) but try drinking a lot more than 1. It may take more than one even with the slider cranked up. If not then a papyrus log of drinking one may help. 5 hours ago, Dervecna said: Hey, I'm trying to run this mod with slaverun and checked the option to only require license in slaveran cities, but it's asking me for license everywhere, even before the slaverun quest starts. Am I doing something wrong? I can share papyrus, modlist, loadorder, whatever needed, but my Modlist and load order are a kinda big. Option applies only to clothes licence. Eventually there may be an option for every licence. 11 hours ago, Straze said: alias _SLS_TollGateRiftenJkDoorInterior on quest _SLS_TolledGates (47009ED6): Cannot force the alias's reference to a None reference. Does FormID xx01466C not exist in your version of JK Skyrim ? This is the extra door JKs adds inside Riften. xx000DC5 should be the exterior door. 11 hours ago, Straze said: Error: Cannot call GetBaseObject() on a None object, aborting function call stack: [_SLS_QST_MCM (42027A66)].SLS_QST_MCM.OnPageReset() - "SLS_QST_MCM.psc" Line 310 SLS_QST_MCM is not a script in SLS. What mod is at index 42 in your load order when this happened? 11 hours ago, Straze said: The Resaver: SLS kicker waits until vanilla quest MQ101 reaches stage 240. It's only after this point that RegisterForUpdateGameTime() functions start to work correctly (ask bethesda). 'sqv MQ101' in the console to see what stage it's at. 240 is usually when you leave helgen or leave the alternate start cell (for a non-vanilla start) If it's not passed this stage and you're out and about in the world then you've got some other problem.
BYJE137 Posted August 4, 2022 Posted August 4, 2022 8 minutes ago, Monoman1 said: It's interesting but 1. I remember curfew timing not being as simple as I thought it would be. 2. I usually leave as much leeway as possible when adding options so it's very unlikely that simply removing the sanity check will actually work. Makes perfect sense. I already had the idea that point 1 applied because it seemed a slightly awkward way to set it up if there were no 'hidden constraints' somewhere making stuff difficult. To me it felt a bit like the kind of code you create and it 'works' but you'd probably prefer not to go back to it if there is an option not to do that. The tweaks would only be nice-to-haves anyway, the workaround works, and I figured I'd share the idea of setting things up this way because it makes for some interesting additional dynamics. 1
Straze Posted August 4, 2022 Posted August 4, 2022 (edited) 7 hours ago, Monoman1 said: Does FormID xx01466C not exist in your version of JK Skyrim ? This is the extra door JKs adds inside Riften. xx000DC5 should be the exterior door. it exists within Riften but different Form ID. xx(3A)023953 for interior. Exterior one is as you said, xx000DC5. SEEedit overview of the gate: Spoiler 7 hours ago, Monoman1 said: SLS_QST_MCM is not a script in SLS. What mod is at index 42 in your load order when this happened? Oh, SL Stories. 7 hours ago, Monoman1 said: SLS kicker waits until vanilla quest MQ101 reaches stage 240. I stopped playing to look at the Papyrus.log while setting up MCM mod settings, so was still in the LAL area. It's at Stage 1000/Stopped in Riften. That doesn't look to be a problem. Edited August 4, 2022 by Straze
Koozie Posted August 4, 2022 Posted August 4, 2022 Hello, I have a request for few api functions. It would be possible to add api event when curfew is starting and finishing? Also It's possible to add api event that player can leave city without consequences, it can help when mods would teleport player or move player out of city? Or to add 2 event one starting going out without consequences and second stopping it? Also it's possible to add mcm otpion to block curfew guard approach? I coudn't find anything like this in current mcm.
Anunya Posted August 5, 2022 Posted August 5, 2022 On: SLS 0.685 Beta (SE) This is not a thing I consider significant. I'm only reporting it in case there's already a known action to fix it and/ or if the data is useful. If not, feel free to ignore In my current playthrough, I left some of the harsher SLS features off in the MCM until my PC had a "fall from grace" - specifically licenses and tolls. Well, the fall happened (poor girl). The PC was inside Markarth when I turned the feature on, and managed to dodge out and return before getting in trouble a few times. Leaving on a longer-term basis, she paid the toll. In spite of paying the toll, I still got the "the guards have noticed your absence by now" debug message (and presumably my PC will face consequences if/ when she runs into Markarth in the future). I don't know if the situation is limited to one city yet, or applies across the board - I'll report back once I find out.
chaimhewast Posted August 6, 2022 Posted August 6, 2022 On 8/5/2022 at 11:09 AM, Anunya said: Leaving on a longer-term basis, she paid the toll. In spite of paying the toll, I still got the "the guards have noticed your absence by now" debug message (and presumably my PC will face consequences if/ when she runs into Markarth in the future). I don't know if the situation is limited to one city yet, or applies across the board - I'll report back once I find out. While it doesn't address why you are being considered as toll dodging, you can manually fix the toll dodge status in the "Stats & Info" part of the MCM by clicking on the town name under the "Dodged Toll in:" section. 1
Anunya Posted August 6, 2022 Posted August 6, 2022 1 hour ago, chaimhewast said: While it doesn't address why you are being considered as toll dodging, you can manually fix the toll dodge status in the "Stats & Info" part of the MCM by clicking on the town name under the "Dodged Toll in:" section. I didn't know that! Thanks for letting me know ^_^
Monoman1 Posted August 6, 2022 Author Posted August 6, 2022 On 8/4/2022 at 9:16 PM, Koozie said: Hello, I have a request for few api functions. It would be possible to add api event when curfew is starting and finishing? Also It's possible to add api event that player can leave city without consequences, it can help when mods would teleport player or move player out of city? Or to add 2 event one starting going out without consequences and second stopping it? Also it's possible to add mcm otpion to block curfew guard approach? I coudn't find anything like this in current mcm. Start/stop events are probably no problem. I can also do a global storage util variable if you just want to test if curfew is active at any time. The rest are probably going to be more tricky. On 8/5/2022 at 4:09 PM, Anunya said: On: SLS 0.685 Beta (SE) I'll try to check this out when I can but I'm very busy right now. 1
Herowynne Posted August 6, 2022 Posted August 6, 2022 3 hours ago, chaimhewast said: While it doesn't address why you are being considered as toll dodging, you can manually fix the toll dodge status in the "Stats & Info" part of the MCM by clicking on the town name under the "Dodged Toll in:" section. 2 hours ago, Anunya said: I didn't know that! Thanks for letting me know ^_^ In my experience, it works like this... You leave the city without paying toll. You get a message "It won't be long before someone notices that I left". (You are not considered to have skipped toll yet, so you cannot toggle the toll dodge status yet.) A few configurable hours later, you get a message "Someone will have noticed that I am missing". (Now you can toggle the toll dodge status from TRUE to FALSE.) If you haven't toggled the status, and you return to the city, you get a message "The guards will be on the lookout after my indiscretion". (Now it is too late to toggle your toll dodge status.) 3
Koozie Posted August 6, 2022 Posted August 6, 2022 2 hours ago, Monoman1 said: Start/stop events are probably no problem. I can also do a global storage util variable if you just want to test if curfew is active at any time. The rest are probably going to be more tricky. I'll try to check this out when I can but I'm very busy right now. irlt would be better with mod event so I don't need to make any pool o script
Anunya Posted August 7, 2022 Posted August 7, 2022 20 hours ago, Monoman1 said: I'll try to check this out when I can but I'm very busy right now. Thank you! As far as I'm concerned this is very low priority compared to most of the other stuff that's keeping you busy.
Anunya Posted August 7, 2022 Posted August 7, 2022 20 hours ago, Herowynne said: In my experience, it works like this... You leave the city without paying toll. You get a message "It won't be long before someone notices that I left". (You are not considered to have skipped toll yet, so you cannot toggle the toll dodge status yet.) A few configurable hours later, you get a message "Someone will have noticed that I am missing". (Now you can toggle the toll dodge status from TRUE to FALSE.) If you haven't toggled the status, and you return to the city, you get a message "The guards will be on the lookout after my indiscretion". (Now it is too late to toggle your toll dodge status.) Thanks! I'll keep that in mind. My character was in another town now and just left, so I'll see if it happens again. In either case, I have these notes to use as a workaround. Much appreciated.
ck2modfan Posted August 7, 2022 Posted August 7, 2022 @Monoman1, there was a post you made a while back (did search but couldn't find between SLS/WT with so many pages) that had your recommended number of overlays for head, hands, feet, and body (or at least what you use). Would you mind posting again (and maybe put on mod features page/section for future reference).
valcon767 Posted August 8, 2022 Posted August 8, 2022 ran into a problem, and due to rl stuff not sure how long its been happening basically it no longer tracks cell changes, which for the most part is not a big thing. but because it does not that means that it thinks the toll is always paid. does anyone know a way to reset sls cell change tracking? (other than rolling back to a previous save/newgame)
Monoman1 Posted August 8, 2022 Author Posted August 8, 2022 6 hours ago, valcon767 said: ran into a problem, and due to rl stuff not sure how long its been happening basically it no longer tracks cell changes, which for the most part is not a big thing. but because it does not that means that it thinks the toll is always paid. does anyone know a way to reset sls cell change tracking? (other than rolling back to a previous save/newgame) Version? Are you sure it's not just 'Residents Don't Pay Tolls' option? 12 hours ago, ck2modfan said: @Monoman1, there was a post you made a while back (did search but couldn't find between SLS/WT with so many pages) that had your recommended number of overlays for head, hands, feet, and body (or at least what you use). Would you mind posting again (and maybe put on mod features page/section for future reference). I don't really have a recommended overlay count suggestion. I've simply lived by the logic of Not enough slots? Increase slots. No issues? Continue...
valcon767 Posted August 8, 2022 Posted August 8, 2022 version 0685beta LE, and resident pay tolls is off, did try turning it on and off again. problem is that when you open the SLS MCM Tolls and Gates page it shows player location as unknown location for everywhere. i have checked the MCM Tolls page in the following locations and all show as unknown Solitude, Blue Palace, Castle Dour, Solitude Docks, Morthal, Dawnstar, Winterhold, College of Mages, Whiterun, Warmaidens, Markarth, Riften, Ragged Flagon and Cistern, and more.
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