CorvinusBlack Posted June 3, 2018 Posted June 3, 2018 10 hours ago, Pfiffy said: First of all: This is one of the best error reports I ever have seen here, thank you for that. As you see at the title this is a Beta. Kimy (original Author) asked me if i can do a conversion of DCL as I asked her about a 'official' release of DDa/DDi/DDx for SE, and I did it. It is not my usual 'stuff', but it is the best way to bring the DD mods to the limits. They are required for other mods and we have to find out if in-game mechanics are working, to make other ports possible. Now to the issues: This is more general. I'm porting mods for quite a while now. But the DD Mods are a bit special. One thing I have to say about that first is that I have to keep the esm's/esp's sycronized to the Oldrim versions. And that means porting errors in some cases. From my experience most of the issues reported on a SE mod are the same as they are in their oldrim counter part. The second thing is weather issues come from the mod itself, its dependecies, or a wrong configuration is sometimes tricky. With a short look at the papyrus log, I need the load order and then the FNIS protocol. I really hope you didn't install the mods from the links shown on the first page, but installed their SE counterparts, because a quick look at the log tells me that there is nothing working correctly. please run fnis with the 3 upper checkboxes enabled and post that report. Comming to the header. Well, I aware of that and I have posted 'touched' esp's while working on that. But there is much more to say about the 'MUST'.... Thank you for the reply. I'm fully aware of the fact that this is just a BETA ver. and know the risks. Just want to help where I can, cause I loved DD and DCL in Oldrim years ago. ^^ The first week in SSE I have played completely without any DD and DCL, cause the BETAs came up shortly after I startet with Skyrim again. All other Mods I use are the same and they have worked very well so far without DD + DCL installed and were even much, much more stable than in Oldrim years ago. (I hoped that) I'm using only mods that were "converted" / "ported" to SkyrimSE, I'll add the list too. Except for Nusbies Voices for SexLab and Sweaty Wet Function from LoversLab. Since they are working out of the box with SSE (WetFunction Redux does not, hard dependency on NiOverride). In addition, I'm running SSE with something around 50 to 60 mods only atm, just to keep things "simple". I don't use any ENB ver. / variants or Skyrim "beautyfier"mods except Bijin ones. I downloaded DD SE BETA 4.0 and DCL SE from their modpages here on loverslab the same as I download all other mods I want to play with from loverslab, and yes, They are the SSE ones, I shouldn't have made a mistake there. Yes, the header thing ... It is indeed more complicated. I know that as well. Just mentioned it. Now the two files requested (Loadorder is LOOTed, NMM was used): I hope these are the ones you want. Thank you. ^^ LoadOrder_SkyrimSE_2018-06-03T22-13-33.txt GenerateFNIS_LogFile.txt
Pfiffy Posted June 3, 2018 Posted June 3, 2018 6 minutes ago, CorvinusBlack said: Thank you for the reply. I'm fully aware of the fact that this is just a BETA ver. and know the risks. Just want to help where I can, cause I loved DD and DCL in Oldrim years ago. ^^ The first week in SSE I have played completely without any DD and DCL, cause the BETAs came up shortly after I startet with Skyrim again. All other Mods I use are the same and they have worked very well so far without DD + DCL installed and were even much, much more stable than in Oldrim years ago. (I hoped that) I'm using only mods that were "converted" / "ported" to SkyrimSE, I'll add the list too. Except for Nusbies Voices for SexLab and Sweaty Wet Function from LoversLab. Since they are working out of the box with SSE (WetFunction Redux does not, hard dependency on NiOverride). In addition, I'm running SSE with something around 50 to 60 mods only atm, just to keep things "simple". I don't use any ENB ver. / variants or Skyrim "beautyfier"mods except Bijin ones. I downloaded DD SE BETA 4.0 and DCL SE from their modpages here on loverslab the same as I download all other mods I want to play with from loverslab, and yes, They are the SSE ones, I shouldn't have made a mistake there. Yes, the header thing ... It is indeed more complicated. I know that as well. Just mentioned it. Now the two files requested (Loadorder is LOOTed, NMM was used): I hope these are the ones you want. Thank you. ^^ LoadOrder_SkyrimSE_2018-06-03T22-13-33.txt GenerateFNIS_LogFile.txt First thing to say: No wonder that DD4.1 crashed. You have too many anims installed. I know them I made the uploads. If you fully install them there is no chance to get 4.1 running without reducing the other anims. 2. that log was not the one I was looking for. I need the things in the window of fnis. 3. Which skeleton is it? 4.2 or 4.31? have you SSE enginfixes installed? please move the skeleton at the end of the load order. Are you sure Nio is working? (Body gets lifted when restrictive boots get equipped)
CorvinusBlack Posted June 3, 2018 Posted June 3, 2018 7 minutes ago, Pfiffy said: First thing to say: No wonder that DD4.1 crashed. You have too many anims installed. I know them I made the uploads. If you fully install them there is no chance to get 4.1 running without reducing the other anims. 2. that log was not the one I was looking for. I need the things in the window of fnis. 3. Which skeleton is it? 4.2 or 4.31? have you SSE enginfixes installed? please move the skeleton at the end of the load order. Are you sure Nio is working? (Body gets lifted when restrictive boots get equipped) Well, then it is absoluteley clear why DD SE 4.1 is not working here. I'm not using/activating all of them, especially the FunnyBuziness one (Most of them are ... Mhmmm) so I can clean them out a bit if I decide to try DD SE 4.1 again. Thanks for the hint. 2. Ok, FNIS is running again while writing: FNIS Behavior V7.4.5 XXL 03.06.2018 22:52:07 Skyrim SE 64bit: 1.5.39.0 - D:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: "HKX File Compatibility Check Skyrim/SSE" Reading Anubs Creature V1.0 ... Reading Anubs Human V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_Human V1.0 ... Reading Billyy_HumanFurniture V1.0 ... Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 472 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DDSL V4.0.0 ... Reading Defeat V5 ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ... Reading Deviously Cursed Loot V6.3 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FNISBase V7.4.5 ... Reading FNISCreatureVersion V7.0 ... Reading FNISSexyMove V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 162 alternate animations) ... Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FunnyBizAmp V8.0 ... Reading FunnyBizBeastly V1.0 ... Reading FunnyBizBound V12.0 ... Reading FunnyBizFC V10.0 ... Reading FunnyBizFemDom V1.0 ... Reading FunnyBizFun V12.0 ... Reading FunnyBizGroup V8.0 ... Reading FunnyBizGuro V5.0 ... Reading FunnyBizLover V7.0 ... Reading FunnyBizMC V1.0 ... Reading FunnyBizMolag V1.0 ... Reading FunnyBizMtb V3.0 ... Reading FunnyBizNecro V10.0 ... Reading FunnyBizRape V11.0 ... Reading FunnyBizUn V12.0 ... Reading HCOSBestiality V1.0 ... Reading HCOSVore V1.0 ... Reading K4Anims V1.0 ... Reading MoreNastyCritters V1.0 ... Reading RohZima V1.0 ... Reading SexLab V1.63 ... Reading SexLabAP V1.63 ... Reading SexLabAroused V2.9 ... Reading SexLabCreature V1.63 ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading znarokspack V1.0 ... Reading zzEstrus V2.20 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 12 alternate animations) ... All Anim Lists scanned. Generating Behavior Files... 1 GENDER modifications for Animations\male 12 GENDER modifications for Animations\female Alternate Animation mods: 6 sets: 51 total groups: 219 added file slots: 1605 alternate files: 1140 Create Creature Behaviors ... Reading HCOSWildlife V1.0 ... Reading MoreNastyCritters V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Anubs Creature V1.0 ... Reading Billyy_Creature V1.0 ... Reading FunnyBizFC V1.0 ... Reading FunnyBizMC V1.0 ... Reading HCOSBestiality V1.0 ... Reading SexLabCreature V1.63 ... Reading Billyy_CreatureFurniture V1.0 ... Reading K4Anims V?.? ... Reading HCOSVore V1.0 ... 9949 animations for 44 mods successfully included (character) 4225 animations for 12 mods and 43 creatures successfully included. This is the FNIS "Content window". 3. Skeleton is the newest XPMSSE one, so 4.31 and SSE Engines Fixes are installed and running fine. No crashes on loading savegames is the best indicator I think. I'll move XPMSSE to the bottom and testing it later. NiO ... It is a bit difficult cause Oldrim NiO is "installed" as "Skee" not with RaceMenu. But RaceMenu is working as good as it can in SSE and as far as I can tell at least CharacterCreation / ShowRaceMenu works, NiO (via Skee) bodyscaling works (Not Belly but breasts, cause I'm using CBBE SE and there is no Belly Node) so I "think" it is working as it should be, just the parts that are already known to not work aren't working, but that's related to everyone. And while getting boots equipped, the character is "lifted" to correct heights, at least for the full rubber set I'm sure. But I can look at it again more in detail next time I got restrictive boots on.
Pfiffy Posted June 3, 2018 Posted June 3, 2018 22 minutes ago, CorvinusBlack said: Well, then it is absoluteley clear why DD SE 4.1 is not working here. I'm not using/activating all of them, especially the FunnyBuziness one (Most of them are ... Mhmmm) so I can clean them out a bit if I decide to try DD SE 4.1 again. Thanks for the hint. 2. Ok, FNIS is running again while writing: Reveal hidden contents FNIS Behavior V7.4.5 XXL 03.06.2018 22:52:07 Skyrim SE 64bit: 1.5.39.0 - D:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: "HKX File Compatibility Check Skyrim/SSE" Reading Anubs Creature V1.0 ... Reading Anubs Human V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_Human V1.0 ... Reading Billyy_HumanFurniture V1.0 ... Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 472 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DDSL V4.0.0 ... Reading Defeat V5 ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ... Reading Deviously Cursed Loot V6.3 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FNISBase V7.4.5 ... Reading FNISCreatureVersion V7.0 ... Reading FNISSexyMove V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 162 alternate animations) ... Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FunnyBizAmp V8.0 ... Reading FunnyBizBeastly V1.0 ... Reading FunnyBizBound V12.0 ... Reading FunnyBizFC V10.0 ... Reading FunnyBizFemDom V1.0 ... Reading FunnyBizFun V12.0 ... Reading FunnyBizGroup V8.0 ... Reading FunnyBizGuro V5.0 ... Reading FunnyBizLover V7.0 ... Reading FunnyBizMC V1.0 ... Reading FunnyBizMolag V1.0 ... Reading FunnyBizMtb V3.0 ... Reading FunnyBizNecro V10.0 ... Reading FunnyBizRape V11.0 ... Reading FunnyBizUn V12.0 ... Reading HCOSBestiality V1.0 ... Reading HCOSVore V1.0 ... Reading K4Anims V1.0 ... Reading MoreNastyCritters V1.0 ... Reading RohZima V1.0 ... Reading SexLab V1.63 ... Reading SexLabAP V1.63 ... Reading SexLabAroused V2.9 ... Reading SexLabCreature V1.63 ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading znarokspack V1.0 ... Reading zzEstrus V2.20 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 12 alternate animations) ... All Anim Lists scanned. Generating Behavior Files... 1 GENDER modifications for Animations\male 12 GENDER modifications for Animations\female Alternate Animation mods: 6 sets: 51 total groups: 219 added file slots: 1605 alternate files: 1140 Create Creature Behaviors ... Reading HCOSWildlife V1.0 ... Reading MoreNastyCritters V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Anubs Creature V1.0 ... Reading Billyy_Creature V1.0 ... Reading FunnyBizFC V1.0 ... Reading FunnyBizMC V1.0 ... Reading HCOSBestiality V1.0 ... Reading SexLabCreature V1.63 ... Reading Billyy_CreatureFurniture V1.0 ... Reading K4Anims V?.? ... Reading HCOSVore V1.0 ... 9949 animations for 44 mods successfully included (character) 4225 animations for 12 mods and 43 creatures successfully included. This is the FNIS "Content window". 3. Skeleton is the newest XPMSSE one, so 4.31 and SSE Engines Fixes are installed and running fine. No crashes on loading savegames is the best indicator I think. I'll move XPMSSE to the bottom and testing it later. NiO ... It is a bit difficult cause Oldrim NiO is "installed" as "Skee" not with RaceMenu. But RaceMenu is working as good as it can in SSE and as far as I can tell at least CharacterCreation / ShowRaceMenu works, NiO (via Skee) bodyscaling works (Not Belly but breasts, cause I'm using CBBE SE and there is no Belly Node) so I "think" it is working as it should be, just the parts that are already known to not work aren't working, but that's related to everyone. And while getting boots equipped, the character is "lifted" to correct heights, at least for the full rubber set I'm sure. But I can look at it again more in detail next time I got restrictive boots on. No, thats enough info. It is known that the comnbination of Xpms 4.31 and Racemenu alpha6 lead to crashes and broken saves, SSE engin fixes fix that. I have tested it and it is working good. So we kicked out the Skeleton as source of crashes. And nio is also working (A lot of ppl have not managed to install it correctly with differen outcomes) No errors in fnis. (Yeah, you did it right.) And you say you have CTD's at certain events, while other events work. You have been the only one that reports this, and it sounds a bit like a double event trigger. But what is also triggering? A part of testing is the compatibility with other mods. Well, a lot stuff is also in beta and not tested in combinations. If you have racemenu installed, why do you have nio also installed? You need only one. Do you have my hotfix for DD installed? it is overwriting th HDT meshes that cause CDTs with something harmless. DDHOTFIX.7z
CorvinusBlack Posted June 3, 2018 Posted June 3, 2018 Just now, Pfiffy said: No, thats enough info. It is known that the comnbination of Xpms 4.31 and Racemenu alpha6 lead to crashes and broken saves, SSE engin fixes fix that. I have tested it and it is working good. So we kicked out the Skeleton as source of crashes. And nio is also working (A lot of ppl have not managed to install it correctly with differen outcomes) No errors in fnis. (Yeah, you did it right.) And you say you have CTD's at certain events, while other events work. You have been the only one that reports this, and it sounds a bit like a double event trigger. But what is also triggering? A part of testing is the compatibility with other mods. Well, a lot stuff is also in beta and not tested in combinations. If you have racemenu installed, why do you have nio also installed? You need only one. Do you have my hotfix for DD installed? it is overwriting th HDT meshes that cause CDTs with something harmless. DDHOTFIX.7z No, I don't have NiO installed. Nether the one included in RaceMenu nor the NetImmerse standalone. Only "Skee" is installed which (should) have NiO "integrated" and this works as far as I can tell. To the things that PROBABLY will CTD DD / DCL so far I can tell: 1: WITH hired follower: All and every events I got so far CTD, except finding keys in containers/plants. (Maybe the follower didn't got a "compatible" skeleton cause she has a own skeleton file. I'll check and replace it with XPMSSE one and test again) 2: WITHOUT hired follower: So far only the event with "Flash Bang Grenade" where a NPC (or more for multiple anims) are spawned CTDs. CTD happens in the phase of unequipping armors and / or weapons. Don't know exactly what happens on unequip and in which order it happens or if additional triggers got triggered. Well ... Now that you mention the hotfix ... No, this one is not installed. I'll try it and report back. Maybe it is all because of this one is missing, we will see.
Gergar12 Posted June 4, 2018 Posted June 4, 2018 I too need to know how to install NIO Overwrite. Because I tried doing it the textbook way of installing it, extracting it, pasting it inside the data folder, then deleting the NIO DLL, and NIO INI file in the SKSE, and it may work for others, but it didn't work for me.
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 3 hours ago, Gergar12 said: I too need to know how to install NIO Overwrite. Because I tried doing it the textbook way of installing it, extracting it, pasting it inside the data folder, then deleting the NIO DLL, and NIO INI file in the SKSE, and it may work for others, but it didn't work for me. Did you got the SKSE64Plugins from here and installed both files from "Skee"-folder to "... /Skyrim Special Edition/Data/SKSE/Plugins"-folder? You don't need the files from hudextension-folder, only the skee-files. Aarrrgh ... Edit: If you want to use "Skee" you need to install "SSE Engine Fixes" from Skyrim SE Nexus. Otherwise you will receive CTD's while loading your savegames.
jim68 Posted June 4, 2018 Posted June 4, 2018 2 hours ago, Gergar12 said: I too need to know how to install NIO Overwrite. Because I tried doing it the textbook way of installing it, extracting it, pasting it inside the data folder, then deleting the NIO DLL, and NIO INI file in the SKSE, and it may work for others, but it didn't work for me. I followed these instructions i was kindly shown and nio standalone worked for me but it was a clean game reinstall. https://www.nexusmods.com/skyrimspecialedition/mods/1988?tab=posts Does cum inflation or arousal swelling work and if it does do i need racemenu or will it work with ece? Not getting any effects atm, thanks
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 17 minutes ago, jim68 said: I followed these instructions i was kindly shown and nio standalone worked for me but it was a clean game reinstall. https://www.nexusmods.com/skyrimspecialedition/mods/1988?tab=posts Does cum inflation or arousal swelling work and if it does do i need racemenu or will it work with ece? Not getting any effects atm, thanks Don't know those mods. Personally I'm using "Fertility Mode SE" from Nexus for that. Have set the option for Pregnancy -> Scaling mode to NiOverride ant at least the breastscales work, since I'm a CBBE SE user, I can't tell for the belly part cause CBBE SE has no belly node. In addition I played around with Sexlab Inflation Framework (Don't remember if it is Oldrim only, I have just played around with that for testing purposes) and set the scale mode in Fertility Mode to SLIF doesn't change anything visually, but a closer look at papyrus log it tells me, the scalechanges happens, just not visually so I deleted SLIF and sticked to NiOverride in Fertility Mode. Damn ... Edit again: I have Oldrim RaceMenu-Plugins active, don't know if it is necessary, Just for scalingworks it is not, I THINK.
jim68 Posted June 4, 2018 Posted June 4, 2018 1 hour ago, CorvinusBlack said: Don't know those mods. Personally I'm using "Fertility Mode SE" from Nexus for that. Have set the option for Pregnancy -> Scaling mode to NiOverride ant at least the breastscales work, since I'm a CBBE SE user, I can't tell for the belly part cause CBBE SE has no belly node. In addition I played around with Sexlab Inflation Framework (Don't remember if it is Oldrim only, I have just played around with that for testing purposes) and set the scale mode in Fertility Mode to SLIF doesn't change anything visually, but a closer look at papyrus log it tells me, the scalechanges happens, just not visually so I deleted SLIF and sticked to NiOverride in Fertility Mode. Damn ... Edit again: I have Oldrim RaceMenu-Plugins active, don't know if it is necessary, Just for scalingworks it is not, I THINK. Sorry was regarding options in dcl, inflation and body resize. Getting the notifications, voluptuous when aroused, body goes back to normal and getting filled, then leaking but no change to body shape
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 1 hour ago, jim68 said: Sorry was regarding options in dcl, inflation and body resize. Getting the notifications, voluptuous when aroused, body goes back to normal and getting filled, then leaking but no change to body shape Sorry, then I'm out of knowledge for that particular feature.
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 30 minutes ago, CorvinusBlack said: Sorry, then I'm out of knowledge for that particular feature. Quicktested the absence of Oldrim RaceMenu. Don't remove it, it makes things just more worse then they are already. ^^ At least on my end.
jim68 Posted June 4, 2018 Posted June 4, 2018 2 hours ago, CorvinusBlack said: Quicktested the absence of Oldrim RaceMenu. Don't remove it, it makes things just more worse then they are already. ^^ At least on my end. Switched from ece to racemenu, still no changes
Pfiffy Posted June 4, 2018 Posted June 4, 2018 17 hours ago, CorvinusBlack said: Well, then it is absoluteley clear why DD SE 4.1 is not working here. I'm not using/activating all of them, especially the FunnyBuziness one (Most of them are ... Mhmmm) so I can clean them out a bit if I decide to try DD SE 4.1 again. Thanks for the hint. 2. Ok, FNIS is running again while writing: Reveal hidden contents FNIS Behavior V7.4.5 XXL 03.06.2018 22:52:07 Skyrim SE 64bit: 1.5.39.0 - D:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: "HKX File Compatibility Check Skyrim/SSE" Reading Anubs Creature V1.0 ... Reading Anubs Human V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_Human V1.0 ... Reading Billyy_HumanFurniture V1.0 ... Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 472 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DDSL V4.0.0 ... Reading Defeat V5 ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ... Reading Deviously Cursed Loot V6.3 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FNISBase V7.4.5 ... Reading FNISCreatureVersion V7.0 ... Reading FNISSexyMove V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 162 alternate animations) ... Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FunnyBizAmp V8.0 ... Reading FunnyBizBeastly V1.0 ... Reading FunnyBizBound V12.0 ... Reading FunnyBizFC V10.0 ... Reading FunnyBizFemDom V1.0 ... Reading FunnyBizFun V12.0 ... Reading FunnyBizGroup V8.0 ... Reading FunnyBizGuro V5.0 ... Reading FunnyBizLover V7.0 ... Reading FunnyBizMC V1.0 ... Reading FunnyBizMolag V1.0 ... Reading FunnyBizMtb V3.0 ... Reading FunnyBizNecro V10.0 ... Reading FunnyBizRape V11.0 ... Reading FunnyBizUn V12.0 ... Reading HCOSBestiality V1.0 ... Reading HCOSVore V1.0 ... Reading K4Anims V1.0 ... Reading MoreNastyCritters V1.0 ... Reading RohZima V1.0 ... Reading SexLab V1.63 ... Reading SexLabAP V1.63 ... Reading SexLabAroused V2.9 ... Reading SexLabCreature V1.63 ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading znarokspack V1.0 ... Reading zzEstrus V2.20 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 12 alternate animations) ... All Anim Lists scanned. Generating Behavior Files... 1 GENDER modifications for Animations\male 12 GENDER modifications for Animations\female Alternate Animation mods: 6 sets: 51 total groups: 219 added file slots: 1605 alternate files: 1140 Create Creature Behaviors ... Reading HCOSWildlife V1.0 ... Reading MoreNastyCritters V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Anubs Creature V1.0 ... Reading Billyy_Creature V1.0 ... Reading FunnyBizFC V1.0 ... Reading FunnyBizMC V1.0 ... Reading HCOSBestiality V1.0 ... Reading SexLabCreature V1.63 ... Reading Billyy_CreatureFurniture V1.0 ... Reading K4Anims V?.? ... Reading HCOSVore V1.0 ... 9949 animations for 44 mods successfully included (character) 4225 animations for 12 mods and 43 creatures successfully included. This is the FNIS "Content window". 3. Skeleton is the newest XPMSSE one, so 4.31 and SSE Engines Fixes are installed and running fine. No crashes on loading savegames is the best indicator I think. I'll move XPMSSE to the bottom and testing it later. NiO ... It is a bit difficult cause Oldrim NiO is "installed" as "Skee" not with RaceMenu. But RaceMenu is working as good as it can in SSE and as far as I can tell at least CharacterCreation / ShowRaceMenu works, NiO (via Skee) bodyscaling works (Not Belly but breasts, cause I'm using CBBE SE and there is no Belly Node) so I "think" it is working as it should be, just the parts that are already known to not work aren't working, but that's related to everyone. And while getting boots equipped, the character is "lifted" to correct heights, at least for the full rubber set I'm sure. But I can look at it again more in detail next time I got restrictive boots on. But you have both esp activated. You need only one installed and in your case it is the racemenu part. It covers Nio. I'm going to check if there is any defective mesh, that I haven't found so far. And I will see if i can provide a link to my updated version...
Pfiffy Posted June 4, 2018 Posted June 4, 2018 Actual working version: https://mega.nz/#!XRw1xaoJ!j0jf0xt2UXnIfKsu23nYE98cXaWtfDMtVuAdtzHFAvY
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 4 hours ago, Pfiffy said: Actual working version: https://mega.nz/#!XRw1xaoJ!j0jf0xt2UXnIfKsu23nYE98cXaWtfDMtVuAdtzHFAvY Thank you. As soon as I have a bit of free time I'll give it a shot. Just override the old one or anything special I should know? 5 hours ago, Pfiffy said: But you have both esp activated. You need only one installed and in your case it is the racemenu part. It covers Nio. I'm going to check if there is any defective mesh, that I haven't found so far. And I will see if i can provide a link to my updated version... Yes, I have Oldrim RaceMenu.esp activated but before I installed it, I have extracted the BSA and deleted NiOverride.dll + .ini in there and installed it alongside Skee. So basically I'm not using the original Oldrim NiOverride.dll delivered with RaceMenu. If there are no "hardcoded" filechecks for NiOverride.dll specifically within mods, it should work. Actual teststatus on my side for DCL: After I made the changes you (Pfiffy) suggested, my character got hit ingame by "Jack, the belter" as first event, so I expect some delay in testing non-quest events. ^^ Have to get rid of the belt first. So far: Starting the quest works, equipping the belt works, got raped for talking to someone with "Belters Belt" equipped works (visible bound only setting activated prevents that successful), the corresponding device events incl. plugs are working, triggering "Skooma Trap" while harvesting + wearing Belters Belt works, triggering "masturbation event" (locked belt variant) while harvesting + wearing "Belters Belt" works. Though, followers aren't involved in any happened event so far. In short: For now I have to wait for an event triggered which involves follower processing to see what happens. + Ingame I have deactivated FNIS Sexy Move NPC walk assignments temporarely because I think it is a main troublemaker on my side since it can't access most NPCs inventories properly to place or read the "Movement Coins" for some reason. At least for the "GetWornForm()" CTDs. I'll report more on this as soon as I'm sure about that it is related to my CTD problem while processing DCL-Events.
Pfiffy Posted June 4, 2018 Posted June 4, 2018 7 minutes ago, CorvinusBlack said: Thank you. As soon as I have a bit of free time I'll give it a shot. Just override the old one or anything special I should know? Yes, I have Oldrim RaceMenu.esp activated but before I installed it, I have extracted the BSA and deleted NiOverride.dll + .ini in there and installed it alongside Skee. So basically I'm not using the original Oldrim NiOverride.dll delivered with RaceMenu. If there are no "hardcoded" filechecks for NiOverride.dll specifically within mods, it should work. Actual teststatus on my side for DCL: After I made the changes you (Pfiffy) suggested, my character got hit ingame by "Jack, the belter" as first event, so I expect some delay in testing non-quest events. ^^ Have to get rid of the belt first. So far: Starting the quest works, equipping the belt works, got raped for talking to someone with "Belters Belt" equipped works (visible bound only setting activated prevents that successful), the corresponding device events incl. plugs are working, triggering "Skooma Trap" while harvesting + wearing Belters Belt works, triggering "masturbation event" (locked belt variant) while harvesting + wearing "Belters Belt" works. Though, followers aren't involved in any happened event so far. In short: For now I have to wait for an event triggered which involves follower processing to see what happens. + Ingame I have deactivated FNIS Sexy Move NPC walk assignments temporarely because I think it is a main troublemaker on my side since it can't access most NPCs inventories properly to place or read the "Movement Coins" for some reason. At least for the "GetWornForm()" CTDs. I'll report more on this as soon as I'm sure about that it is related to my CTD problem while processing DCL-Events. I'm just talking about the activated esp's If the racemenu.esp is activated, you don't need the nio.esp.... I saw them both...I don't think it ia a good idea.
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 Just now, Pfiffy said: I'm just talking about the activated esp's If the racemenu.esp is activated, you don't need the nio.esp.... I saw them both...I don't think it ia a good idea. Well ... Now I'm a bit confused. ^^ Which nio.esp you mean exactly? I have NIOVHH.esp active, yes. But this one should be just a HighHeel fix for nio. Do you mean this one?
Pfiffy Posted June 4, 2018 Posted June 4, 2018 8 minutes ago, CorvinusBlack said: Well ... Now I'm a bit confused. ^^ Which nio.esp you mean exactly? I have NIOVHH.esp active, yes. But this one should be just a HighHeel fix for nio. Do you mean this one? Delete it for testing. The included boots will all work without. It might just cause some unexpected effects.
CorvinusBlack Posted June 4, 2018 Posted June 4, 2018 Just now, Pfiffy said: Delete it for testing. The included boots will all work without. It might just cause some unexpected effects. Well, I'll put this potential issue on my testlist. Thank you again.
CorvinusBlack Posted June 5, 2018 Posted June 5, 2018 So ... After a lot of Research about what's going wrong within my downloaded DCL for SE, I think, I have found the source of all the Trouble. Btw Pfiffy, it would concerning the "error" with your conversion of ZaZ Animation Pack 8.0 and 8.0+ too for the one error you received. DCL and DD Integration are heavily affected, DD Assets and DD Extension should be fine, they are without Errors. The Problem is, the Virtual Machine Adapter (SubRecord VMAD / Changes in Form Version 44 from Bethesda) can't find certain "Objects" with a specific unique object ID and not even "converting to form Version 44" can correct this. The reasons for this are really limited to the following: - The modauthors removed some scripts / mgeffect / anims or whatever and forgot to "update" some entries or didn't checked them. - Somewhere on the way to the customer some files got "lost" or simple forgotten to put back in (During extracting / converting / repacking or whatever reason). - Some edit, from whatever source, caused the "missing items" to Change their FormID (should never happen without an inEditorWarning) and the Editor forgot to correct the links to the new ID. In case of my DCL SE there are a lot of missing MGEF / VMAD and QUST / VMAD references to objects which doesn't exists anymore. DD Integration SE is missing much more too. That means in short some Magic Effects and some Quest will refuse to work as intended and most likely causes CTD's. These missing parts have to be corrected before they are (probably) playable. I could make a list of things that are containing missing references, but you can see it yourself in SSEedit if want.
CorvinusBlack Posted June 5, 2018 Posted June 5, 2018 Well ... So again ... ^^ Since we are here atm because of almost the same error within different causes I'll put it in here. Too lazy atm ... ZaZ Animation Pack 8.0+ is missing bodyslide ShapeData for "BreastRopeExtreme", (the on without any number in the name) so most likely this results in the VMAD error you got. Path the file should be for BodySlide: Skyrim Special Edition\Data\CalienteTools\BodySlide\ShapeData\BreastRopeExtreme\BreastRopeExtreme.nif Have fun finding the missing file. ^^
CorvinusBlack Posted June 5, 2018 Posted June 5, 2018 - idles and struggleIdles effectthings are missing in DCL, mostly related to locked gloves, armbinder and shackles and that alike, MGEF & QUST - The same is true for DD Integration. I guess, they are animations? Edit: Do I missed something important?
Pfiffy Posted June 5, 2018 Posted June 5, 2018 5 hours ago, CorvinusBlack said: So ... After a lot of Research about what's going wrong within my downloaded DCL for SE, I think, I have found the source of all the Trouble. Btw Pfiffy, it would concerning the "error" with your conversion of ZaZ Animation Pack 8.0 and 8.0+ too for the one error you received. DCL and DD Integration are heavily affected, DD Assets and DD Extension should be fine, they are without Errors. The Problem is, the Virtual Machine Adapter (SubRecord VMAD / Changes in Form Version 44 from Bethesda) can't find certain "Objects" with a specific unique object ID and not even "converting to form Version 44" can correct this. The reasons for this are really limited to the following: - The modauthors removed some scripts / mgeffect / anims or whatever and forgot to "update" some entries or didn't checked them. - Somewhere on the way to the customer some files got "lost" or simple forgotten to put back in (During extracting / converting / repacking or whatever reason). - Some edit, from whatever source, caused the "missing items" to Change their FormID (should never happen without an inEditorWarning) and the Editor forgot to correct the links to the new ID. In case of my DCL SE there are a lot of missing MGEF / VMAD and QUST / VMAD references to objects which doesn't exists anymore. DD Integration SE is missing much more too. That means in short some Magic Effects and some Quest will refuse to work as intended and most likely causes CTD's. These missing parts have to be corrected before they are (probably) playable. I could make a list of things that are containing missing references, but you can see it yourself in SSEedit if want. I know the list and I crosschecked them with DDI 4.0 oldrim... They have been in oldrim, too. Same for the ZAZ error. (I did my homework and I did it much more accurate then I did it with other ports.) Just to avoid a discussion about the header, I also resaved the LAL .esp with no error before, and had errors in it afterwards. And accidentially also resaved the error free Alternate start.esp with the same effect. (This leaves me quite confused, it has nothing to do with DD and non of the DD files had been loaded into the CK, this will need a lot more investigation far away from DD or DCL) You are right, ther errors are always related to scripts. there are rerasons why this coulkd happen, That I could think of and some that might be out of my imagination Some of the reasons, I could think of are soft dependecies. Take racemenu for example. If you add it as master, you have to check for the racemenu.esp Or the NiOveride.esp,. If you add them as HARD dependency you have to add two versions of the same mod, working in the same way, one for the users who have Racemenu full installed and one for those who use Nio stand-alone. This also means: DD will not work at all if they are not present. And it leads to other problems if the name for specific tools change (see SkyUI for SE has a different name than it had in Oldrim or XPSME (I think to remember 3 different names for the .esps since the release of SE, I might be wrong) It is also causing problems for esm's, that have dependencies that come with an esp (esms are loades before esps, but dependencies have to be loaded into SSEedit before the files that depend on them, which will not work in this case) Or you can do it with a little script that checks for the Nioveride scripts (Soft dependency) which meens DD will work even if racemenu or Nio is not installed. It will just lack some features. In the case of DD, High heels will sink into the ground. ( To prevent this the script gives you a message that Nio is missing, and refuses to equip the boots, if you want to test it.) But these are things, that the new CK or SSEedit can't track and will give an error. It also allows you to check for a specific version of a mod to avoid incompatibilities. (Theses version checks needed an edit for the SE versions, due to the fact that Racemenu for SE has a different version numbers and as you have seen ingame, they are working) Another thing is: the features of the CK are limited: To get things working as you want them to work you sometimes have to break the rules. Some of these rules are also broken by bethesda (Hey, even with an empty esm i get about 6000 warnings from the CK right from the start) And SSEedit reports errors even if you just open it with the just original DLC .esm's. But Skyrim SE is working. (more or less... You play it, right?) So what you are reporting is in fact, that DDi and DCL have not been working correectly.... Not in SE and not in Oldrim. Hm....??? Now, there have been a lot of changes about error tracking if you compare the old CK to the new one. In some cases they have been good and in some cases they made things more complicated or irritating. Take the errors with a grain of salt. It is not really comparrable. You have problems with DCL and fore sure it is always a good start to have a look at the logs and at SSEEdit first, I would have done the same. And I would also point out the errors that you have found. The main question is are they related to the port, are they related to your combination of mods, or are they related to SE. (Keep in mind, that all DD mods including DCL have been ported privatly by a lot of ppl before this release, and and they are reported as working without problems, along with the errors you pointed out. Without this reports Kimy would not even have thought about posting it 'officially'. This is point where I come in. I have made a lot of ports without even knowing about the change of the header and most of them worked without any issues or the same issues they had in oldrim, even with errors similar to those in DD/DCL. My experience with Resaving them differ from working more stable over making no difference to breaking the mod. I have broken the LAL addon ESP about 20 times in one day. and it is a pain to load it into the CK with all the dependecies. Which also leads to the point, that I have to clean up my install, whioch will takes hours again. You see, that it is much more complicated, than all the guides about porting mods describe. I feel that there is something essential is missing when you deal with mods that are so complex as DCL, but I can't put a finger on it. This is why I have started with the original .esm's of DD. And resaved one after the other to check if the behaviour of the mods or the errors change, reporting every little change and every little error to Kimy. (I don't think that she was able to keep track with all the things I have done in the meantime, You have to know, that 4.1 is in the stage of final clean up for release in oldrim and I bombed her with pm's about the current stages of 6 differend mods, while she is quite busy.) You also have to keep in mind, that I'm not a part of the DD Team. I have to be careful with changes to the esm's. Everything I do has to be easily reconstructed by them, as soon as the take over the control of the development for SE. And DD is a big projekt with a development over Years now, that I have check for problems in a short time. This is testing DCL in specific, and DD as a whole. By now I have reworked versions of the first releases with resaved ESM's, always with a copy of the original esm's ready for upload. I hope, that Kimy finds the time to replace the old files with the new ones soon. Here are the links. https://mega.nz/#!PJZCxI5J!0OASBtnRKIgOzQFt8j_TUm8Y8HNSa0nV2t75sKzNiowhttps://mega.nz/#!SRJmRagK!tj91HO0PWKoW0KocrfKkI3IZQPxTzvRr4eoMSBfjEcshttps://mega.nz/#!KUZVyA7L!nAk5DMGRfJ1gWgvPtNqOc6gbdTuItnyipvJMqs8HGAYhttps://mega.nz/#!7NJAjA7I!QroiVD7bpqoOwbIdjJdox2lDpvxYlA7hBkDW7-kKNFkhttps://mega.nz/#!zR5y1BZK!QBCIv4r0nMPLdYAQbrGPG4iIuDYDqy3FmMQLggBHwWIhttps://mega.nz/#!jVhBWSxC!yaEjAEFBy6qWTuyfqA7rQUIssKDMd99oGqurDqXaMyEhttps://mega.nz/#!XRw1xaoJ!j0jf0xt2UXnIfKsu23nYE98cXaWtfDMtVuAdtzHFAvY While I do my best to fix errors related to Models and textures and helping others to get the basic things to work (It was so easy for me to make RM working and it causes so much trouble for others) I really depend on feedback like yous. And there has not been much that was been that as specifically related to DCL as the errors you gave me. But that leads to a question: Is it a general problem, or is it only on your end. On the other side I can understand your point. Everybody has heard about the header and resaving. As soon as I heard about it I started to read different threads about it and I see it a bit more critical by now. We are comming to the 'must'. I'm pretty sure that mods that have been ported from an oldrim version need some polishing with the new CK, but what ever you do, the only clean solution would be to rewrite them from scratch. Porting them is a work around, to save time. From my experience I say, if a mod is stable in oldrim, it will be stable and in SE too, no matter if you resave it or not. If it is not stable, it will sooner or later break. But that will also happen in Oldrim and much sooner there than in SE. BUT: Resaving a mod might make it better or worse. You always have to check it afterwards. You might clean out errors, but you also might add some new. It is like throwing a coin. So we are at testing.
CorvinusBlack Posted June 5, 2018 Posted June 5, 2018 10 hours ago, Pfiffy said: I know the list and I crosschecked them with DDI 4.0 oldrim... They have been in oldrim, too. Same for the ZAZ error. (I did my homework and I did it much more accurate then I did it with other ports.) Just to avoid a discussion about the header, I also resaved the LAL .esp with no error before, and had errors in it afterwards. And accidentially also resaved the error free Alternate start.esp with the same effect. (This leaves me quite confused, it has nothing to do with DD and non of the DD files had been loaded into the CK, this will need a lot more investigation far away from DD or DCL) You are right, ther errors are always related to scripts. there are rerasons why this coulkd happen, That I could think of and some that might be out of my imagination Some of the reasons, I could think of are soft dependecies. Take racemenu for example. If you add it as master, you have to check for the racemenu.esp Or the NiOveride.esp,. If you add them as HARD dependency you have to add two versions of the same mod, working in the same way, one for the users who have Racemenu full installed and one for those who use Nio stand-alone. This also means: DD will not work at all if they are not present. And it leads to other problems if the name for specific tools change (see SkyUI for SE has a different name than it had in Oldrim or XPSME (I think to remember 3 different names for the .esps since the release of SE, I might be wrong) It is also causing problems for esm's, that have dependencies that come with an esp (esms are loades before esps, but dependencies have to be loaded into SSEedit before the files that depend on them, which will not work in this case) Or you can do it with a little script that checks for the Nioveride scripts (Soft dependency) which meens DD will work even if racemenu or Nio is not installed. It will just lack some features. In the case of DD, High heels will sink into the ground. ( To prevent this the script gives you a message that Nio is missing, and refuses to equip the boots, if you want to test it.) But these are things, that the new CK or SSEedit can't track and will give an error. It also allows you to check for a specific version of a mod to avoid incompatibilities. (Theses version checks needed an edit for the SE versions, due to the fact that Racemenu for SE has a different version numbers and as you have seen ingame, they are working) Another thing is: the features of the CK are limited: To get things working as you want them to work you sometimes have to break the rules. Some of these rules are also broken by bethesda (Hey, even with an empty esm i get about 6000 warnings from the CK right from the start) And SSEedit reports errors even if you just open it with the just original DLC .esm's. But Skyrim SE is working. (more or less... You play it, right?) So what you are reporting is in fact, that DDi and DCL have not been working correectly.... Not in SE and not in Oldrim. Hm....??? Now, there have been a lot of changes about error tracking if you compare the old CK to the new one. In some cases they have been good and in some cases they made things more complicated or irritating. Take the errors with a grain of salt. It is not really comparrable. You have problems with DCL and fore sure it is always a good start to have a look at the logs and at SSEEdit first, I would have done the same. And I would also point out the errors that you have found. The main question is are they related to the port, are they related to your combination of mods, or are they related to SE. (Keep in mind, that all DD mods including DCL have been ported privatly by a lot of ppl before this release, and and they are reported as working without problems, along with the errors you pointed out. Without this reports Kimy would not even have thought about posting it 'officially'. This is point where I come in. I have made a lot of ports without even knowing about the change of the header and most of them worked without any issues or the same issues they had in oldrim, even with errors similar to those in DD/DCL. My experience with Resaving them differ from working more stable over making no difference to breaking the mod. I have broken the LAL addon ESP about 20 times in one day. and it is a pain to load it into the CK with all the dependecies. Which also leads to the point, that I have to clean up my install, whioch will takes hours again. You see, that it is much more complicated, than all the guides about porting mods describe. I feel that there is something essential is missing when you deal with mods that are so complex as DCL, but I can't put a finger on it. This is why I have started with the original .esm's of DD. And resaved one after the other to check if the behaviour of the mods or the errors change, reporting every little change and every little error to Kimy. (I don't think that she was able to keep track with all the things I have done in the meantime, You have to know, that 4.1 is in the stage of final clean up for release in oldrim and I bombed her with pm's about the current stages of 6 differend mods, while she is quite busy.) You also have to keep in mind, that I'm not a part of the DD Team. I have to be careful with changes to the esm's. Everything I do has to be easily reconstructed by them, as soon as the take over the control of the development for SE. And DD is a big projekt with a development over Years now, that I have check for problems in a short time. This is testing DCL in specific, and DD as a whole. By now I have reworked versions of the first releases with resaved ESM's, always with a copy of the original esm's ready for upload. I hope, that Kimy finds the time to replace the old files with the new ones soon. Here are the links. https://mega.nz/#!PJZCxI5J!0OASBtnRKIgOzQFt8j_TUm8Y8HNSa0nV2t75sKzNiowhttps://mega.nz/#!SRJmRagK!tj91HO0PWKoW0KocrfKkI3IZQPxTzvRr4eoMSBfjEcshttps://mega.nz/#!KUZVyA7L!nAk5DMGRfJ1gWgvPtNqOc6gbdTuItnyipvJMqs8HGAYhttps://mega.nz/#!7NJAjA7I!QroiVD7bpqoOwbIdjJdox2lDpvxYlA7hBkDW7-kKNFkhttps://mega.nz/#!zR5y1BZK!QBCIv4r0nMPLdYAQbrGPG4iIuDYDqy3FmMQLggBHwWIhttps://mega.nz/#!jVhBWSxC!yaEjAEFBy6qWTuyfqA7rQUIssKDMd99oGqurDqXaMyEhttps://mega.nz/#!XRw1xaoJ!j0jf0xt2UXnIfKsu23nYE98cXaWtfDMtVuAdtzHFAvY While I do my best to fix errors related to Models and textures and helping others to get the basic things to work (It was so easy for me to make RM working and it causes so much trouble for others) I really depend on feedback like yous. And there has not been much that was been that as specifically related to DCL as the errors you gave me. But that leads to a question: Is it a general problem, or is it only on your end. On the other side I can understand your point. Everybody has heard about the header and resaving. As soon as I heard about it I started to read different threads about it and I see it a bit more critical by now. We are comming to the 'must'. I'm pretty sure that mods that have been ported from an oldrim version need some polishing with the new CK, but what ever you do, the only clean solution would be to rewrite them from scratch. Porting them is a work around, to save time. From my experience I say, if a mod is stable in oldrim, it will be stable and in SE too, no matter if you resave it or not. If it is not stable, it will sooner or later break. But that will also happen in Oldrim and much sooner there than in SE. BUT: Resaving a mod might make it better or worse. You always have to check it afterwards. You might clean out errors, but you also might add some new. It is like throwing a coin. So we are at testing. Don't get me wrong, I do not want to blame you. You are doing good work and put alot of efford into this, this is something I really appreciate. Thanks again. As I said earlier, just want to find out why the things are not working as they should and "help" to get them running again. For now: Yesterday I got rid of DD 4.0 and got DD 4.1 up and running (no changes made to DCL except using your added esp), thanks to your hint at the animation count. ^^ Below a first logfile and at first it looked a bit better than DD 4.0 one. Still got a CTD for a freshly started character and savegame while an event with follower involved occured. After I was too tired to investigate it more in detail. I'll test events without followers today first before I continue with followers. I'll try to take a look at your backups too you mentioned soon. Here the log: Papyrus.0.log
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