AlyssaAwoo Posted December 16, 2022 Posted December 16, 2022 (edited) Had this crash happen as I left The Sleeping Giant Inn, and NetScriptFramework says it's related to one of the Enforcers. Just wanted to report this! Spoiler Unhandled native exception occurred at 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) on thread 4664! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 16 Dec 2022 21:05:14.468 Possible relevant objects (2) { [ 1] TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`) [ 1] Character(FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) } Probable callstack { [0] 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) TESObjectREFR::unk_21FFB0+33 [1] 0x7FF6D5D90F9F (SkyrimSE.exe+990F9F) SkyrimScript::anonymous_namespace::EnableFunctor::Func1_990E50+14F [2] 0x7FF6D5D31567 (SkyrimSE.exe+931567) SkyrimVM::unk_931470+F7 [3] 0x7FF6D5D22C5F (SkyrimSE.exe+922C5F) SkyrimVM::unk_922BA0+BF [4] 0x7FF6D5A406F8 (SkyrimSE.exe+6406F8) unk_6406D0+28 [5] 0x7FF6D5A40E79 (SkyrimSE.exe+640E79) Job_Post_process_640DB0+C9 [6] 0x7FF6D6032A81 (SkyrimSE.exe+C32A81) JobList::Process_C329B0+D1 [7] 0x7FF6D6034C48 (SkyrimSE.exe+C34C48) BSJobs::JobThread::Func1_C34930+318 [8] 0x7FF6D600D6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D [9] 0x7FFE711B7614 (KERNEL32.DLL+17614) [10] 0x7FFE71CE26A1 (ntdll.dll+526A1) } Registers { AX: 0x2B704E679E0 (void*) BX: 0x2B681D1B860 (Character*) -> (FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) CX: 0x0 (NULL) DX: 0x2B73A405E20 (void*) SI: 0x2B681D1B860 (Character*) -> (FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) DI: 0xC5B88FF598 (void*) BP: 0x9E54833700 (u64):[680022718208] SP: 0xC5B88FF4C0 (void*) IP: 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) (void*) R8: 0x5 (u8):[5] R9: 0x2B700C2A888 (void*) R10: 0x4005 (u16):[16389] R11: 0x2B73A405E40 (void*) R12: 0x0 (NULL) R13: 0x7FF6D8330768 (SkyrimSE.exe+2F30768) (BSTCommonLLMessageQueue<BSTSmartPointer<SkyrimScript::DelayFunctor, BSTSmartPointerIntrusiveRefCount>>**) R14: 0x1388 (u16):[5000] Crash_2022_12_16_21-5-14.txt (This is on the SE version, but I figured it'd be best to report it directly. Otherwise I'll put it there, of course!) Edited December 16, 2022 by AkiKay
Silvain Posted December 17, 2022 Posted December 17, 2022 14 hours ago, AkiKay said: Had this crash happen as I left The Sleeping Giant Inn, and NetScriptFramework says it's related to one of the Enforcers. Just wanted to report this! Reveal hidden contents Unhandled native exception occurred at 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) on thread 4664! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 16 Dec 2022 21:05:14.468 Possible relevant objects (2) { [ 1] TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`) [ 1] Character(FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) } Probable callstack { [0] 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) TESObjectREFR::unk_21FFB0+33 [1] 0x7FF6D5D90F9F (SkyrimSE.exe+990F9F) SkyrimScript::anonymous_namespace::EnableFunctor::Func1_990E50+14F [2] 0x7FF6D5D31567 (SkyrimSE.exe+931567) SkyrimVM::unk_931470+F7 [3] 0x7FF6D5D22C5F (SkyrimSE.exe+922C5F) SkyrimVM::unk_922BA0+BF [4] 0x7FF6D5A406F8 (SkyrimSE.exe+6406F8) unk_6406D0+28 [5] 0x7FF6D5A40E79 (SkyrimSE.exe+640E79) Job_Post_process_640DB0+C9 [6] 0x7FF6D6032A81 (SkyrimSE.exe+C32A81) JobList::Process_C329B0+D1 [7] 0x7FF6D6034C48 (SkyrimSE.exe+C34C48) BSJobs::JobThread::Func1_C34930+318 [8] 0x7FF6D600D6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D [9] 0x7FFE711B7614 (KERNEL32.DLL+17614) [10] 0x7FFE71CE26A1 (ntdll.dll+526A1) } Registers { AX: 0x2B704E679E0 (void*) BX: 0x2B681D1B860 (Character*) -> (FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) CX: 0x0 (NULL) DX: 0x2B73A405E20 (void*) SI: 0x2B681D1B860 (Character*) -> (FormId: 4005A7A6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 4005A7A0, File: `SL Survival.esp`)) DI: 0xC5B88FF598 (void*) BP: 0x9E54833700 (u64):[680022718208] SP: 0xC5B88FF4C0 (void*) IP: 0x7FF6D561FFE3 (SkyrimSE.exe+21FFE3) (void*) R8: 0x5 (u8):[5] R9: 0x2B700C2A888 (void*) R10: 0x4005 (u16):[16389] R11: 0x2B73A405E40 (void*) R12: 0x0 (NULL) R13: 0x7FF6D8330768 (SkyrimSE.exe+2F30768) (BSTCommonLLMessageQueue<BSTSmartPointer<SkyrimScript::DelayFunctor, BSTSmartPointerIntrusiveRefCount>>**) R14: 0x1388 (u16):[5000] Crash_2022_12_16_21-5-14.txt 33.47 kB · 0 downloads (This is on the SE version, but I figured it'd be best to report it directly. Otherwise I'll put it there, of course!) Do you use the most recent beta (my signature)? There was a crash caused by the enforcer spawning/routing logic going haywire for some unknown reason on SE. But that got fixed at some point. If that crash persists try tuning down the number of enforcers to 0 and up the number of guards that can act as enforcers (think there was something like that). You lose some features but that is better than crashing if an update doesn't help.
AlyssaAwoo Posted December 18, 2022 Posted December 18, 2022 15 hours ago, Silvain said: Do you use the most recent beta (my signature)? There was a crash caused by the enforcer spawning/routing logic going haywire for some unknown reason on SE. But that got fixed at some point. If that crash persists try tuning down the number of enforcers to 0 and up the number of guards that can act as enforcers (think there was something like that). You lose some features but that is better than crashing if an update doesn't help. Oh, hm no I don't. I'll give it a shot, thanks. 1
justblue22 Posted December 20, 2022 Posted December 20, 2022 (edited) Hey, have a lot of fun with this mod thanks for making it & supporting it. Quick question, why would all the yps Immersive Fashion options be greyed out? They have values set, I just can't access them which leads me to believe the feature is disabled. I do have yps Immersive Fashion installed. Does it need to come earlier in the load order? LOOT is putting it later. EDIT: Also all the other integrations have entries in the "Interfaces" section in the MCM, but I don't see one for Immersive Fashion. Screenshots below. Spoiler Edited December 20, 2022 by justblue22 Clarity, screenshots
AlyssaAwoo Posted December 21, 2022 Posted December 21, 2022 Saw this and thought it could be cool for the magic collar in the mod! ? Spoiler 1
Karkhel Posted December 21, 2022 Posted December 21, 2022 38 minutes ago, AkiKay said: Saw this and thought it could be cool for the magic collar in the mod! ? Hide contents I guess you can replace one of the DD collars models with this and then set this specific collar as the only one survival can pick. Never replaced any models myself though so I dunno how to even do that.
lendiforma Posted December 21, 2022 Posted December 21, 2022 2 hours ago, Karkhel said: set this specific collar as the only one survival can pick how would one do that, by the way? was wondering myself
Karkhel Posted December 21, 2022 Posted December 21, 2022 1 minute ago, lendiforma said: how would one do that, by the way? was wondering myself https://www.loverslab.com/topic/99955-sexlab-survival/#comments Scroll down to customizing device list portion 1
Karkhel Posted December 25, 2022 Posted December 25, 2022 Is there any way to change default +/-33% price penalty when convincing a merchant to deal with unlicenced goods? I wanted to make this harsher. Doesn't seem to be an option for that in MCM unless I'm blind.
chaimhewast Posted December 25, 2022 Posted December 25, 2022 11 hours ago, Karkhel said: Is there any way to change default +/-33% price penalty when convincing a merchant to deal with unlicenced goods? I wanted to make this harsher. Doesn't seem to be an option for that in MCM unless I'm blind. No option for it in the MCM, but you can change it in xEdit - look for _SLS_TradeRestrictionPerk and set the multipliers to whatever you want. 1
Karkhel Posted December 25, 2022 Posted December 25, 2022 1 hour ago, chaimhewast said: No option for it in the MCM, but you can change it in xEdit - look for _SLS_TradeRestrictionPerk and set the multipliers to whatever you want. Thanks a lot.
A Hobbit Posted December 29, 2022 Posted December 29, 2022 On 12/19/2022 at 9:22 PM, justblue22 said: Hey, have a lot of fun with this mod thanks for making it & supporting it. Quick question, why would all the yps Immersive Fashion options be greyed out? They have values set, I just can't access them which leads me to believe the feature is disabled. I do have yps Immersive Fashion installed. Does it need to come earlier in the load order? LOOT is putting it later. EDIT: Also all the other integrations have entries in the "Interfaces" section in the MCM, but I don't see one for Immersive Fashion. Screenshots below. Reveal hidden contents I believe you need to go to Monoman's Mod Tweaks and download the Immersive Fashion Tweak for those MCM options to work.
assasinAurora Posted December 31, 2022 Posted December 31, 2022 This could perhaps be used for the magic collar.
chaimhewast Posted December 31, 2022 Posted December 31, 2022 7 hours ago, assasinAurora said: This could perhaps be used for the magic collar. As has been mentioned a few replies above yours, you can set your collar of choice to anything you want by editing your DeviceList.json as described in the guides provided by Monoman on the first page of this thread. 2
belegost Posted January 3, 2023 Posted January 3, 2023 (edited) How can I remove Daydreaming cum overlay from a follower? I had it on, spoke with Annekke while cumstarved, the usual sound and visual effect played, but now its stuck on her. When I talk with her again she gets a new overlay that covers the old one, and this one disappears correctly, but I can't get rid of the one that remains on her. I looked through debug menu, but there doesn't seem to be anything that wouls scream "cum overlay reset" to me. There is a debug option for overlays on a PC, there's one for trauma on NPC's, but not for Daydreaming. I am using 0.662 SSE. Edited January 3, 2023 by belegost
Majin Buu Posted January 6, 2023 Posted January 6, 2023 For SKyrim SE, opinions of what offers better compatibility between iNeed vs RnD? Compatibility between Sexlab Survival, Hunterborn, and Campfire/Frostfall.
Karkhel Posted January 7, 2023 Posted January 7, 2023 18 hours ago, Majin Buu said: For SKyrim SE, opinions of what offers better compatibility between iNeed vs RnD? Compatibility between Sexlab Survival, Hunterborn, and Campfire/Frostfall. I'm not on SE but what I'm about to say is universal to both, RnD is very easy to make custom patches for and it has cum satiation/thirst quench built into SL survival (that option does not work with Ineed).
Attenater Posted January 8, 2023 Posted January 8, 2023 Is there a way to get just the creature fondle options out of this mod, without cluttering my world with a bunch of stuff?
belegost Posted January 8, 2023 Posted January 8, 2023 (edited) This has probably been asked and answered somewhere here, but I am not going to scour through 500+ pages to try and find it, so please accomodate me, if you can. Is there a way to turn off tongue equipping for Daydreaming? I know it can be toggled off for ahegao faces in .json file, but this is not what I'm looking for. I seriously hate how this looks and the fact that it unequips Wet&Cold face covers whenever that happens is also something I don't like. I still like daydreaming feature and the fact that the character opens her mouth, but the tongue is just awful. I mean seriously, I get it there are people who find it appealing, but I just can't bear to look at it at all. Also in most cases it doesn't fit custom face sculptures I'm using (both high and low versions available during installation). Edited January 8, 2023 by belegost
iguchi Posted January 8, 2023 Posted January 8, 2023 Is there any way to filter escorts added based off gender? Even if it has to be an entirely manual process of deleting each name, with some guess work. I guess it is all written in the mentioned .json file, but where it is and is it as simple as editing an .ini file?
Bane Master Posted January 8, 2023 Posted January 8, 2023 (edited) 38 minutes ago, iguchi said: Is there any way to filter escorts added based off gender? Even if it has to be an entirely manual process of deleting each name, with some guess work. I guess it is all written in the mentioned .json file, but where it is and is it as simple as editing an .ini file? Yes, it's just a matter of removing the Female NPCs from the file. I have already done it for my current game so here is an example EscortList.json file with Female NPC's removed. EscortList.json Edited January 8, 2023 by Bane Master 2
iguchi Posted January 8, 2023 Posted January 8, 2023 14 minutes ago, Bane Master said: Yes, it's just a matter of removing the Female NPCs from the file. I have already done it for my current game so here is an example EscortList.json file with Female NPC's removed. EscortList.json 336 B · 0 downloads Nice! Done. Thanks.
2Grwjk52FF Posted January 8, 2023 Posted January 8, 2023 (edited) Bug: Follower won't equip own items from inventory and says "I won't carry your contraband" because my char doesn't have licenses. Happened after I put or took stuff from follower inventory and at some point after I dumped my items on the ground before entering a village the follower was naked is now got stuck like that. Resetting follower in Devious Followers MCM didn't fix it. Exploit: Now since you can get your follower naked they're easy to kill in that state. I defeated mine at lvl 3 easily. Then the follower stops being a vanilla follower, but not a DF follower and goes back to town. As long as you don't go to places they can reach like walled towns, your follower won't be able to approach you to grab your gold, force new deals etc. For example they can go/teleport from Whiterun to Solitude, but can't go from Whiterun to some mill. You can use this exploit 1 time to get out of town without getting a bounty and not paying massive debt, but the follower will likely be bugged lol. Edited January 8, 2023 by 2Grwjk52FF
Majin Buu Posted January 10, 2023 Posted January 10, 2023 Stashes might be broken on the SE version. To test, I went far southwest of twilight secular out of bounds, kind of close to edge of the map. Put down a Hunterborn stash and fast traveled across the map and went back to the stash way off map. Stuff still got stolen out of the stash with no one around for miles.
belegost Posted January 10, 2023 Posted January 10, 2023 5 minutes ago, Majin Buu said: Stashes might be broken on the SE version. To test, I went far southwest of twilight secular out of bounds, kind of close to edge of the map. Put down a Hunterborn stash and fast traveled across the map and went back to the stash way off map. Stuff still got stolen out of the stash with no one around for miles. There's a power "assess stash". Use it whenever you're trying to put something in it. If it says "this stash is obvious" things will get stolen no matter what. The logic behind stealing is a mystery. I've had things being stolen from atop of Eagle's Nest (remote player house mod) but being reported perfectly save just off the road in Falkreath. Sometimes all it takes is a couple of meters one way or another for a completely different effects. I suspect, in case of overworld it reads what chunk it is and decides based on that. So move to different chunk and things may be different.
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