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Posted (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! :classic_blink:

 

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 by AkiKay
Posted
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! :classic_blink:

 

  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.

Posted
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. :classic_tongue:

Posted (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

image.jpeg.3012816c313793e0d809b73b9a07a48c.jpeg

 

image.jpeg.0b9afc6e6704c2086a9917800a451e3c.jpeg

 

 

Edited by justblue22
Clarity, screenshots
Posted
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.

Posted

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.

Posted
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.

Posted
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.

Posted
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

image.jpeg.3012816c313793e0d809b73b9a07a48c.jpeg

 

image.jpeg.0b9afc6e6704c2086a9917800a451e3c.jpeg

 

 

I believe you need to go to Monoman's Mod Tweaks and download the Immersive Fashion Tweak for those MCM options to work.

 

Posted
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.

Posted (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 by belegost
Posted

For SKyrim SE, opinions of what offers better compatibility between iNeed vs RnD? Compatibility between Sexlab Survival, Hunterborn, and Campfire/Frostfall.

Posted
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).

Posted (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 by belegost
Posted

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?

Posted (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 by Bane Master
Posted (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 by 2Grwjk52FF
Posted

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.

Posted
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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