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  • Birthday 06/01/1990

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  1. So I got to the end of the first part of the dungeon, but the lift at the end just takes me back to the same left when I use it. It says it should go to the open world, but it just loads the exact place I just triggered the lift from isntead.
  2. Yeah I have those, and most of the assets are there. Like all the estrus assets work, those are all in place, the recolored spider eggs and spiderwebs are there, and the flesh stalactites are there as well. What's missing is stuff like the student character's hair, some decorative objects, and also the boss monster, which makes me think it's some sort of issue with the stuff from SG hairs and that creatures pack aren't quite solidly implemented? I'm not entirely sure about that though, because I downloaded that creatures pack separately to try and fix that, and it didn't help.
  3. The cave is filled with a bunch of missing models. I have all the requirements for the mod, as well as the creature pack the description mentions some things were taken from, but this hasn't helped. LE thread was no help. Any ideas?
  4. Unfortunately enabling that patch didn't solve anything, characters are still stuck A-posing. New FNIS output below:
  5. As the title says, whenever I try to generate animations using FNIS XXL, all characters T-pose and NPCs are stationary. But if I uncheck some animation packs and run regular FNIS instead, animations work fine. FNIS XXL output is below, Skyrim log is attached. Initial assumption is this is some issue with going over SSE's base animation limit, but it's only a difference of 500 animations - XXL numbers are listed below, and with disabling one of my larger animation packs the numbers are 9240 character and 2780 creature. And I know it's not the animation pack that's causing it, since I only needed to move over to XXL after adding several additional mods that added animations - the pack I disabled was one that was previously functioning as intended before I installed more mods. Papyrus.0.log
  6. After attempting to narrow causes by using fresh instances and fresh profiles in MO2, I found out that Beeing Female was causing it somehow? I had it disabled in the right pane, but I guess there are files that are still loaded if it's enabled in the left pane as well, since only disabling the mod in the left pane fixed the issue. And it's literally just Beeing Female. I have no idea what's happening with THAT but I've opened a new topic now that the issue has been narrowed.
  7. So for reasons unknown Beeing Female is causing a CTD on startup. It's crashing so hard, in fact, that Skyrim isn't even generating a log file before the program self-terminates. This occurs even if the only mods installed are BF and its hard dependencies, so I can eliminate load order as an issue. As I mentioned, Skyrim's log is straight up just not showing up, so I can't post that, but let me know what logs would be helpful in this case and I'll post them.
  8. I'm looking for a replacer for the vanilla armor and clothing sets for my setup, but the only one I can find for SSE is BadDog's, which goes a bit too far into the territory of being glorified sexy underwear for what I'm looking for. I picked up the TAWOBA replacer, but that just covers a few armor sets - it doesn't touch i.e. robes and town clothes. Any good ones floating around out there?
  9. Whenever I attempt to launch SSE through SKSE, ran through Mod Organizer 2's VM, the process instantly crashes out. I'm talking as in it doesn't even generate a log file, so I can't tell what's happening on my end. Even stranger is that I can launch the game's EXE through MO2 just fine, and it even loads mods, though they obviously do not function since SKSE isn't running when launched that way. Any attempt to launch the SKSE executable though immediately crashes Skyrim. This happens irrespective of whether I launch from the MO2 interface or if I go into MO2's virtual folders and try to launch from there. I'm not sure if Skyrim is ever even running, since the skyrim ini is set to generate logs (and in fact does generate logs when the exe is launched without SKSE) and it is generating no logs when this crash occurs, and nothing I can find in MO2's logs are really giving a clear picture that anything in particular is failing. I don't know where SKSE outputs its logs to, but if anyone wants to tell me where those might be, and knows what MO2 logs to look at to solve this, let me know. This issue is occurring irrespective of what mods are or are not loaded. SSE launched through steam works fine. SSE launched through manually launching the .exe works fine. SSE launched through MO2 launching the .exe is fine, and even SSE launched through manually launching SKSE works fine, though because of how MO2 handles mods this version of the game obviously launches unmodded. It is ONLY attempting to launch SKSE through MO2 launching it where I am having trouble, and mods do not seem to be a factor.
  10. If I start anims through Violate or through the AAF menu, I have almost no problems (there's a small issue where actors will just stop animating briefly in the middle of scenes for like a second before resuming, but that has nothing to do with this). Meanwhile, when I try to start a sex scene in this mod, either one involving other actors or one involving the player, I get a text box and then no animations actually play. Not even so much as an error message in the AAF menu debugger. Just straight up nothing.
  11. So is this mod just broken now? The quest at the lighthouse just doesn't spawn any of the creatures, the one with the Stingwing at the settlement near the Glowing Sea didn't play any animations, and the deathclaw captive quest I'm just getting text boxes, with no animations, and the quest isn't advancing beyond "hide or face Hermes"
  12. Using region-based seeding, I'm running into a problem where some kingdoms will get skipped over by the seeder, leading to a significant number of kingdoms that are just default humans - I.E, Britain is set to be entirely Fey in the racial_seeding file as far as I can tell, but when I use regional seeding, parts of Ireland or most of Scotland for example will be human kingdoms. As in pure human, not just partial demons and werewolves, these kingdoms have no race traits at all. What's making this even weirder is that this issue doesn't happen when I don't use region-based seeding - just tossing races around the map completely randomly, every single kingdom got a race, and there were no pure human kingdoms. Any idea what might be happening here?
  13. trees

    [mod] RimJobWorld

    What's the best body mod to use? [SS] Advanced Bodies looks pretty good, but people are saying that one's broken?
  14. Is it possible to install an older version of LL FP over what AAF provides then? I don't want to have to re-optimize 20+ gigs of textures if I don't have to, that's a day-long job
  15. My game CTDs whenever I try to start dog animations. Might have something to do with the fact that it's specifically Dogmeat I'm using, but I'm assuming it's something flobal for animals across the board. It might have something to do with my AAF install, which keeps giving me an error saying that some "LL FP" thing wasn't installed and it needed Version 7 of it. For the record, I do NOT have whatever this "LL FP" mod thing is installed. Someone pointed me to what it might be at one point and I installed version 26 of it, but then I was told AAF supplies its own version and to uninstall that, so I have and I reinstalled AAF to be safe. Self anims work fine, and human-on-human anims seem to work fine as well. Maybe it's something with my load order? Here it is below: GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 ArmorKeywords.esm=1 SimSettlements.esm=0 Unofficial Fallout 4 Patch.esp=1 TortureDevices.esm=1 Devious Devices.esm=1 AAF.esm=1 LooksMenu.esp=1 LooksMenu Customization Compendium.esp=1 AWKCR - Mod Power Armor Engine Glitch Fix.esp=1 Armorsmith Extended.esp=1 AzarPonytailHairstyles.esp=1 SimSettlements_XPAC_RiseOfTheCommonwealth.esp=0 Loot Detector.esp=1 You Talk Too Much.esp=1 Settler Sandbox Overhaul.esp=1 CompanionAccuracy.esp=1 Companion Infinite Ammo and Unbreakable Power Armour.esp=1 sisterofbattle.esp=1 The Space Marine.esp=1 InfiniteFusionCore.esp=1 keke-bu All-in-one Pack_1.1.7.esp=1 CBBE.esp=1 DX Commonwealth Shorts.esp=1 DX Vault Girl Shorts.esp=1 KSHairdos.esp=1 Craftable Armor Size - Fix Material Requirements.esp=1 Craftable Armor Size.esp=1 DOOMDesertEagle.esp=1 WAYN_CompanionTracking.esp=1 LovingPiper_LCC.esp=1 CraftableAmmo_plus.esp=1 CraftableAmmo.esp=1 R91AssaultRifle.esp=1 AKM_AKMS.esp=1 SA80.esp=0 slootyVaultSuit.esp=1 Mk14 Redux.esp=1 Mk14 Redux - Damage Modifiers.esp=1 M60.esp=1 LeeEnfieldNo4MkI.esp=1 M6Magnum.esp=1 ColtDeltaElite_10mmReplacer v1_1.esp=1 HairVariations_YoungAtHeart.esp=1 HairVariations_FairyTails.esp=1 HairVariations_Elegant.esp=1 HairVariations_Sophisticate.esp=1 HairVariations_Conversions.esp=1 Headcrab_Bunny.esp=1 zWGirlClothMina.esp=1 FrenchMaidFO4-CBBEPhysics.esp=1 Prisoner Shackles.esp=1 HouseDress1Fix.esp=1 four_play.esp=1 FO4_AnimationsByLeito.esp=1 Crazy_Animations_Gun.esp=1 AAF_Four-Play_Animations_Crazy6987.esp=1 CumNWealth.esp=1 SavageCabbage_Animations.esp=1 Rufgt's Animations.esp=1 Atomic Lust.esp=1 Mutated Lust.esp=1 looksmenupantyhose.esp=1 Vadermania[AAF_anims].esp=1 Aegis_Outfitter.esp=1 Rogg DD Items Manager.esp=1 FPAttributes.esp=1 FP_SexualHarassment.esp=1 FP_FamilyPlanningEnhanced.esp=1 FPEDogAddon.esp=1 FPESuperMutantAddon.esp=1 Deviously Cursed Wasteland.esp=0 AAF_RSE.esp=1 AAF_RSE_DLCPatch.esp=1
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