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Posted
15 hours ago, iwanttoplaythegame said:

Is becoming thane in falkreath not supposed to unlock a license when using the thaneship option for license unlocks?

No only the 5 walled cities count (Whiterun, Windhelm, Solitude, Markarth, and Riften)

Posted

Hello,

 

I am trying to make a little quest mod to start the licencing system. The problem is I can't compile all the psc files since they are so many and some of the mods dependencies are almost unfindable. So I can't compile the function SLS_Mcm.ToggleLicenceStyle() (It's the right one... right?) because papyrus complains about functions from other pcs files that I don't have.

 

Is there any way to use the function without compiling everything? Some API call or something?

Posted
On 11/30/2024 at 6:00 PM, NTWY said:

Hello,

 

I am trying to make a little quest mod to start the licencing system. The problem is I can't compile all the psc files since they are so many and some of the mods dependencies are almost unfindable. So I can't compile the function SLS_Mcm.ToggleLicenceStyle() (It's the right one... right?) because papyrus complains about functions from other pcs files that I don't have.

 

Is there any way to use the function without compiling everything? Some API call or something?

 

Hey, I've done very similar in making my own tweaks to Sexlab Survival.  Monoman1's structure actually makes this pretty easy.  You'll notice that for every dependent mod, RND for example, there's two files involved - _SLS_IntRND and _SLS_InterfaceRND.  If you're familiar with other programming languages, it's a basic interface pattern.  The "Int" files are a signature without any actual references to the external mod, and the "Interface" files are the ones that actually reference the other mods.  The "Int" files contain references to the "Interface" files.

 

What I've done in my set up is make a folder for modified versions of the psc files for the "_SLS_InterfaceX" files for the mods I don't use, and I've replaced all of the method bodies in those files with return none/0/""/etc, deleted any properties/variables related to the missing mods, and etc.  If I load this folder into the papyrus compiler after the actual mod, I can compile SLS without including the other mod psc files I don't have.

 

It could be monoman1 intended a simpler way to do this, but this is what I sorted out while stumbling through compiling SLS myself.  It works for me, hopefully helpful for you as well.

Posted
23 hours ago, Adroit said:

 

Hey, I've done very similar in making my own tweaks to Sexlab Survival.  Monoman1's structure actually makes this pretty easy.  You'll notice that for every dependent mod, RND for example, there's two files involved - _SLS_IntRND and _SLS_InterfaceRND.  If you're familiar with other programming languages, it's a basic interface pattern.  The "Int" files are a signature without any actual references to the external mod, and the "Interface" files are the ones that actually reference the other mods.  The "Int" files contain references to the "Interface" files.

 

What I've done in my set up is make a folder for modified versions of the psc files for the "_SLS_InterfaceX" files for the mods I don't use, and I've replaced all of the method bodies in those files with return none/0/""/etc, deleted any properties/variables related to the missing mods, and etc.  If I load this folder into the papyrus compiler after the actual mod, I can compile SLS without including the other mod psc files I don't have.

 

It could be monoman1 intended a simpler way to do this, but this is what I sorted out while stumbling through compiling SLS myself.  It works for me, hopefully helpful for you as well.

Thanks for the reply. I actually found someone that made a tool to remove headers from psc files to fix this type of issue. https://github.com/IHateMyKite/PapyrusSourceHeadliner/releases

But I don't have time to test it right now, I will some other time. But if it doesn't work I'll come back to your method.

Thank you for the insight.

Posted
4 hours ago, NTWY said:

Thanks for the reply. I actually found someone that made a tool to remove headers from psc files to fix this type of issue. https://github.com/IHateMyKite/PapyrusSourceHeadliner/releases

But I don't have time to test it right now, I will some other time. But if it doesn't work I'll come back to your method.

Thank you for the insight.

 

Nice, that looks like it's automating what I'm talking about anyways, good find!  I'll have to make use of that in the future

Posted

my FNIS has 1 warning, says: '\character\behaviors\FNIS_SL_Survival_Behavior.hkx not Skyrim SE compatible<<'. Does this  mean the mod mot compatible with Special Edition? My character does have 'T' pose. 

Posted (edited)
37 minutes ago, 1n33dc0ura93 said:

my FNIS has 1 warning, says: '\character\behaviors\FNIS_SL_Survival_Behavior.hkx not Skyrim SE compatible<<'. Does this  mean the mod mot compatible with Special Edition? My character does have 'T' pose. 

 

Download the SE version at the bottom and then remove fnis and install Pandora there is no reason to use fnis anymore, but yes this mod is compatible with Skyrim SE im playing on 1.6.1170

Edited by tamai
Posted
17 minutes ago, Tlam99 said:

Well, there is a reason, it's working.

 

fnis is usually for older users who cant let it go, its okay though things update, improve and change if people dont want to do that then who am I too tell them otherwise.

Posted
29 minutes ago, tamai said:

 

Download the SE version at the bottom and then remove fnis and install Pandora there is no reason to use fnis anymore, but yes this mod is compatible with Skyrim SE im playing on 1.6.1170

Thanks a lot my friend! Never expect to receive such a swift reply!!! I'll try this out. :)

Posted
3 minutes ago, 1n33dc0ura93 said:

Thanks a lot my friend! Never expect to receive such a swift reply!!! I'll try this out. :)

 

Welcome ^^

  • 2 weeks later...
Posted (edited)

I have a problem with this mod: After numerous tests, I have discovered that SLS is disabling my character interaction (no action is shown, for example, to open a door, or open a cupboard), and it also blocks my 3rd person camera. This makes my game practically unplayable, since I can't enter or exit anywhere.
I have tried to do the TesMergedPatch, but it didn't work.
My version of Skyrim is AE 1.6.1170, and I have installed the latest versions of SimplyKnock, with the updated dll version.
Does anyone any idea what could be happening?
What would be more or less the correct loading order for this mod?
I leave you my list of mods in case it can be of more help. Thank you very much.
loadorder - copia.txt

Edited by MrJDAVISON666
Posted
10 hours ago, MrJDAVISON666 said:

I have a problem with this mod: After numerous tests, I have discovered that SLS is disabling my character interaction (no action is shown, for example, to open a door, or open a cupboard), and it also blocks my 3rd person camera. This makes my game practically unplayable, since I can't enter or exit anywhere.
I have tried to do the TesMergedPatch, but it didn't work.
My version of Skyrim is AE 1.6.1170, and I have installed the latest versions of SimplyKnock, with the updated dll version.
Does anyone any idea what could be happening?
What would be more or less the correct loading order for this mod?
I leave you my list of mods in case it can be of more help. Thank you very much.
loadorder - copia.txt

 

 

If that is your real load order, it is a miracle that the game start.  Run LOOT to sort the masters properly, then make Vortex rules to move Tes5EditMerged.esp to the last position.   Try opening the last save with Fallrims reSaver, if there's an issue it will give you some warning.

I do not think that file you posted it a real load order, the override patches are loading before the masters.

 

Posted (edited)
4 hours ago, safado said:

 

 

If that is your real load order, it is a miracle that the game start.  Run LOOT to sort the masters properly, then make Vortex rules to move Tes5EditMerged.esp to the last position.   Try opening the last save with Fallrims reSaver, if there's an issue it will give you some warning.

I do not think that file you posted it a real load order, the override patches are loading before the masters.

 


It really worked!!! 
I thought it would be a lot more complex to solve.....
The truth is that I had the loading order like that (really, I'm not lying) and EVERYTHING worked except SLS.
To solve it, what I did was run the sort function with LOOT inside Vortex, removed some ESPs that I had marked as "manually sort" and put them back as "automatically sort". I reinstalled SLS, and generated the Tes5EditMerged.esp again (I made sure it was last in the loading order).
Afterwards, I logged in and saved the game once SLS was loaded in the MCM.
After this, I exit the game and clean up "Unattached Instances" with Fallrim ReSave. I load the game again and voila, it just works!!! 😂
I leave the current loading order loadorder.txt, in case you see any more inconsistencies that I should check. As far as I know, I have followed the instructions of the authors of several of the mods I have, to respect an optimal loading order and for everything to work correctly (I understand that if it were not so, the game would not load right now...).
Thank you very much for your quickly and decisive response, @safado!!

Edited by MrJDAVISON666
Posted (edited)

i'm having trouble with using SSEedit to patch my bikini armor mod
for whatever reason when i try to add the _SLS_BikiniArmor keyword to an armor (or multiple armors) gives me the an error saying "Load Order FileID[35] cannot be mapped to FileID for The Amazing World Of Bikini Armors Remastered".

SL survival is number 35 in my load order. i also tried using the FormID but to no avail.
i added SL survival as a master for TAWOBA beforehand so i really don't know what i'm doing wrong here.
i'm on skyrim SE ver. 1.6.1170, SKSE and all other mods up to date.

EDIT: NEVERMIND
i was using the load order number from vortex instead of the one shown to me in SSEedit which was 06
the bikini experience and license stuff works now

Edited by Mynote
  • 2 weeks later...
Posted
On 7/23/2024 at 12:34 PM, LynErso666 said:

It doesn't? Im usung it in AE. Works great if you use the correct dll. (Mod# 24297 on Nexus) Don't forget Simply Knock is in two places. Go grab the dll for your version.

 

The dll doesn't work for 1179 and probably any version > 1179.

Now with 1179 I can still run the game, but my stats are not updated (keeping the default carrying weight and the default 100 stats), it might be related to something else.

 

Posted
10 hours ago, zelurker said:

The dll doesn't work for 1179 and probably any version > 1179.

Now with 1179 I can still run the game, but my stats are not updated (keeping the default carrying weight and the default 100 stats), it might be related to something else.

 

Your stats issue likely is unrelated to Simply Knock, as its DLL is only used for a "GetLinkedDoor" function. If you're not afraid to recompile a script, PO3's Papyrus Extender has a "GetDoorDestination" function that's functionally the same thing.

Posted

I cannot find ragdoll in falldown toggle in mcm, I wanna disable it so when my character falls from 1 meter doesn't ragdoll and lose a wearing item so I must look for it on the ground.

Which category on this mod's MCM that option is?

Posted
12 hours ago, Nethertale said:

I cannot find ragdoll in falldown toggle in mcm, I wanna disable it so when my character falls from 1 meter doesn't ragdoll and lose a wearing item so I must look for it on the ground.

Which category on this mod's MCM that option is?

I am fairly sure is is Steep Fall on the top page of the MCM a little bit down in the left hand column.

Posted (edited)
7 hours ago, Tenri said:

I am fairly sure is is Steep Fall on the top page of the MCM a little bit down in the left hand column.

Idk, I was keep missing this toggle due to not reading properly and thinking it was for AI pathfinding

But now I've met with another issue 😅 guards force greet and take my bodypart armor away...

 

Edited by Nethertale
Posted (edited)
21 hours ago, chaimhewast said:

 

Your stats issue likely is unrelated to Simply Knock, as its DLL is only used for a "GetLinkedDoor" function. If you're not afraid to recompile a script, PO3's Papyrus Extender has a "GetDoorDestination" function that's functionally the same thing.

Nice idea, which script ?

Why not replace simply knock by simpler knock in this case, the rewritten version which doesn't require any dll ?

 

For the stats, some parts of the mod fail to start properly sometimes, you can force it to restart from the mcm, just disable the affected part and then re-enable it. It happened to me also for the gate tolls which I had disabled and which happeared anyway, doors locked, but no enforcers. re-enabling them and then disabling them again in the mcm fixed the issue.

Also these are quite some crazy defaults in the mod if you start it at level 1, and since the snowberry licenses don't work if you don't use alternate start (it doesn't even work with alternate perspective !), it's better to just disable completely the licenses at level 1, you can always enable some later if you really want (unless you want to try an extreme hunterborn playthrough, far from civilization, which becomes very uncivilized with these licenses that's true !).

 

Also since "spank that ass" was recommended I tried it, for some reason it has a script stuck in active frame, you could see it in the resaver, and it slowed down a lot of events, particularly outside. For this one I just removed the mod, easiest solution, using the resaver to purge it.

Edited by zelurker
Posted
9 minutes ago, zelurker said:

Nice idea, which script ?

SimplyKnockSKSE. You just have to replace its contents (the source is in the BSA) with the following:

scriptname SimplyKnockSKSE hidden

; Get this reference's Linked Door Reference
ObjectReference function GetLinkedDoor(ObjectReference akDoor) global
	Return PO3_SKSEFunctions.GetDoorDestination(akDoor)
endfunction

and then recompile it. Once that's done, you can trash Simply Knock's DLL.

 

38 minutes ago, zelurker said:

Why not replace simply knock by simpler knock in this case, the rewritten version which doesn't require any dll ?

Because it's not a drop-in replacement. Sexlab Survival has "SimplyKnock.esp" as a master. If you decided to use Simpler Knock instead, you'd have "SimplerKnock.esp".

Posted
21 hours ago, chaimhewast said:

SimplyKnockSKSE. You just have to replace its contents (the source is in the BSA) with the following:

scriptname SimplyKnockSKSE hidden

; Get this reference's Linked Door Reference
ObjectReference function GetLinkedDoor(ObjectReference akDoor) global
	Return PO3_SKSEFunctions.GetDoorDestination(akDoor)
endfunction

and then recompile it. Once that's done, you can trash Simply Knock's DLL.

 

Because it's not a drop-in replacement. Sexlab Survival has "SimplyKnock.esp" as a master. If you decided to use Simpler Knock instead, you'd have "SimplerKnock.esp".

Sounds interesting, I really wonder why nobody released simplyknock with this change since his author is on forced retirement from modding and has released the source, so it's clearly allowed !

 

Anyway I failed miserably with :

PO3_SKSEFunctions.psc(61,20): unknown type colorform

I don't know why it doesn't know colorform !

Oh well...

Posted
26 minutes ago, zelurker said:

I don't know why it doesn't know colorform !

You likely don't have the the SKSE source files in the right place. The Papyrus compiler is very picky - if you're missing even one source file (even if you're not referencing that file directly), it will fail.

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