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Posted
6 hours ago, DatBaraGuy said:

.

here's a list of valid race editorid names from mnc

 

Spoiler

;Werewolves = Actors\WerewolfBeast\WerewolfBeastProject.hkx
    AddRaceID("Werewolves", "WerewolvesFailSafe")
    AddRaceID("Werewolves", "WerewolfBeastRace")
    AddRaceID("Werewolves", "DLC2WerebearBeastRace")
    ;end of stock races
    AddRaceID("Werewolves", "00clannfearraceDUPLICATE001")
    AddRaceID("Werewolves", "00dclannfearrace")
    AddRaceID("Werewolves", "00ddaedratrollbossrace")
    AddRaceID("Werewolves", "00ddaedrothrace")
    AddRaceID("Werewolves", "00dtitanrace")
    AddRaceID("Werewolves", "00dvermainraceDEF")
    AddRaceID("Werewolves", "00guarrace")
    AddRaceID("Werewolves", "00LurkerRace")
    AddRaceID("Werewolves", "00MBI_ShoggothBeastRace")
    AddRaceID("Werewolves", "0000WerewolfBeastRacePlayable")
    AddRaceID("Werewolves", "1ClannfearRace")
    AddRaceID("Werewolves", "aaaCrisDaedrothRace")
    AddRaceID("Werewolves", "aaaCrisStormDaedrothRace")
    AddRaceID("Werewolves", "AADioMechwolfRace")
    AddRaceID("Werewolves", "AKWerewolfDaedrothRace")
    AddRaceID("Werewolves", "AKWerewolfFleshgrinderRace")
    AddRaceID("Werewolves", "AKWerewolfHungerRace")
    AddRaceID("Werewolves", "AKWerewolfMimicChestRace")
    AddRaceID("Werewolves", "AKWerewolfShoggothRace")
    AddRaceID("Werewolves", "BoTDaedrothRace")
    AddRaceID("Werewolves", "BoTGuarRace")
    AddRaceID("Werewolves", "BoTHungerRace")
    AddRaceID("Werewolves", "BoTWaterGolemRace")
    AddRaceID("Werewolves", "BoTWereboarRace")
    AddRaceID("Werewolves", "BP_DegonianRace_main")
    AddRaceID("Werewolves", "BP_DegonianRace_transform")
    AddRaceID("Werewolves", "BSKWereboarBeastRace")
    AddRaceID("Werewolves", "CreepRace")
    AddRaceID("Werewolves", "CWOJ_CombatRules")
    AddRaceID("Werewolves", "DaedrothFeralRace")
    AddRaceID("Werewolves", "DaedrothRace")
    AddRaceID("Werewolves", "DovabearWerebearRace")
    AddRaceID("Werewolves", "DWDaedrothDuskRace")
    AddRaceID("Werewolves", "DWDaedrothRace")
    AddRaceID("Werewolves", "EO_ApexWerewolfBeastRace")
    AddRaceID("Werewolves", "EQ14_FlameCreeperRace")
    AddRaceID("Werewolves", "EQ14_FrostCreeperRace")
    AddRaceID("Werewolves", "GuarRace")
    AddRaceID("Werewolves", "I5KDaedrothRace")
    AddRaceID("Werewolves", "I5KDragonmanRace")
    AddRaceID("Werewolves", "I5KDwemerPunisherRace2")
    AddRaceID("Werewolves", "I5KFlameLurkerRace")
    AddRaceID("Werewolves", "I5KFlameLurkerRace2")
    AddRaceID("Werewolves", "I5KFrostLurkerRace")
    AddRaceID("Werewolves", "mihaildaedrothrace")
    AddRaceID("Werewolves", "mihaildaedrothracesmall")
    AddRaceID("Werewolves", "mihailflederrace")
    AddRaceID("Werewolves", "mihailflederraceproto")
    AddRaceID("Werewolves", "mihailgarkainrace")
    AddRaceID("Werewolves", "mihailgarkainracealpha")
    AddRaceID("Werewolves", "mihailnekkerrace")
    AddRaceID("Werewolves", "mihailundeadwerewolfrace")
    AddRaceID("Werewolves", "mihailundeadwerewolfraceALPHA")
    AddRaceID("Werewolves", "mihailVL_fleder_race")
    AddRaceID("Werewolves", "mihailVL_garkain_race")
    AddRaceID("Werewolves", "mihailwamparace")
    AddRaceID("Werewolves", "mihailwerebatrace")
    AddRaceID("Werewolves", "mihailwerebatraceLORD")
    AddRaceID("Werewolves", "MS1daedrothrace")
    AddRaceID("Werewolves", "SpitefulEffigyRace")
    AddRaceID("Werewolves", "WaywardEgoRace")
    AddRaceID("Werewolves", "Xanthys_ChestRace")
    AddRaceID("Werewolves", "Xanthys_WerewolfBeastRace")
    AddRaceID("Werewolves", "XenoBeastRace")
    AddRaceID("Werewolves", "XenoQueenRace")
    AddRaceID("Werewolves", "XJKiceWerewolfBeastRace")
    AddRaceID("Werewolves", "XJKNEKKERWerewolfBeastRace")
    AddRaceID("Werewolves", "zz28Bullvore")
    AddRaceID("Werewolves", "zz28Nekker")
    AddRaceID("Werewolves", "zzDaedrothRace")
    AddRaceID("Werewolves", "zzHungerRace")
    AddRaceID("Werewolves", "zzzBMWereVampireRace")
    AddRaceID("Werewolves", "zzzBMWereVampireRaceELF")
    AddRaceID("Werewolves", "zzzBMWereVampireRaceORC")
    AddRaceID("Werewolves", "zzzCHDaedrothRace")
    AddRaceID("Werewolves", "zzzCHFlameLurkerRace")
    AddRaceID("Werewolves", "zzzCHPrismLurkerRace")
    AddRaceID("Werewolves", "zzzCHShoggothRace")
    AddRaceID("Werewolves", "zzzLrhBeastPosRace")
    AddRaceID("Werewolves", "_00DaedrothRace")
    AddRaceID("Werewolves", "_00DramanBeastRace")
    AddRaceID("Werewolves", "_00DwarvenPunisherRace")
    AddRaceID("Werewolves", "_00GreaterShoggothRace")
    AddRaceID("Werewolves", "_00WerebearBeastBlackRace")
    AddRaceID("Werewolves", "_00WerebearBeastSnowRace")
    AddRaceID("Werewolves", "_00WereSkeeverBeastRace")
    AddRaceID("Werewolves", "_00WerewolfKingBeastRace")
    AddRaceID("Werewolves", "_SIC_DaedrothRaceNew")

if that race is already on the list then try reregistering your animations,

if not then rename the race's editorid to one of the above names and then reregister your animations.

Posted (edited)
1 hour ago, MadMansGun said:

here's a list of valid race editorid names from mnc

 

  Hide contents

;Werewolves = Actors\WerewolfBeast\WerewolfBeastProject.hkx
    AddRaceID("Werewolves", "WerewolvesFailSafe")
    AddRaceID("Werewolves", "WerewolfBeastRace")
    AddRaceID("Werewolves", "DLC2WerebearBeastRace")
    ;end of stock races
    AddRaceID("Werewolves", "00clannfearraceDUPLICATE001")
    AddRaceID("Werewolves", "00dclannfearrace")
    AddRaceID("Werewolves", "00ddaedratrollbossrace")
    AddRaceID("Werewolves", "00ddaedrothrace")
    AddRaceID("Werewolves", "00dtitanrace")
    AddRaceID("Werewolves", "00dvermainraceDEF")
    AddRaceID("Werewolves", "00guarrace")
    AddRaceID("Werewolves", "00LurkerRace")
    AddRaceID("Werewolves", "00MBI_ShoggothBeastRace")
    AddRaceID("Werewolves", "0000WerewolfBeastRacePlayable")
    AddRaceID("Werewolves", "1ClannfearRace")
    AddRaceID("Werewolves", "aaaCrisDaedrothRace")
    AddRaceID("Werewolves", "aaaCrisStormDaedrothRace")
    AddRaceID("Werewolves", "AADioMechwolfRace")
    AddRaceID("Werewolves", "AKWerewolfDaedrothRace")
    AddRaceID("Werewolves", "AKWerewolfFleshgrinderRace")
    AddRaceID("Werewolves", "AKWerewolfHungerRace")
    AddRaceID("Werewolves", "AKWerewolfMimicChestRace")
    AddRaceID("Werewolves", "AKWerewolfShoggothRace")
    AddRaceID("Werewolves", "BoTDaedrothRace")
    AddRaceID("Werewolves", "BoTGuarRace")
    AddRaceID("Werewolves", "BoTHungerRace")
    AddRaceID("Werewolves", "BoTWaterGolemRace")
    AddRaceID("Werewolves", "BoTWereboarRace")
    AddRaceID("Werewolves", "BP_DegonianRace_main")
    AddRaceID("Werewolves", "BP_DegonianRace_transform")
    AddRaceID("Werewolves", "BSKWereboarBeastRace")
    AddRaceID("Werewolves", "CreepRace")
    AddRaceID("Werewolves", "CWOJ_CombatRules")
    AddRaceID("Werewolves", "DaedrothFeralRace")
    AddRaceID("Werewolves", "DaedrothRace")
    AddRaceID("Werewolves", "DovabearWerebearRace")
    AddRaceID("Werewolves", "DWDaedrothDuskRace")
    AddRaceID("Werewolves", "DWDaedrothRace")
    AddRaceID("Werewolves", "EO_ApexWerewolfBeastRace")
    AddRaceID("Werewolves", "EQ14_FlameCreeperRace")
    AddRaceID("Werewolves", "EQ14_FrostCreeperRace")
    AddRaceID("Werewolves", "GuarRace")
    AddRaceID("Werewolves", "I5KDaedrothRace")
    AddRaceID("Werewolves", "I5KDragonmanRace")
    AddRaceID("Werewolves", "I5KDwemerPunisherRace2")
    AddRaceID("Werewolves", "I5KFlameLurkerRace")
    AddRaceID("Werewolves", "I5KFlameLurkerRace2")
    AddRaceID("Werewolves", "I5KFrostLurkerRace")
    AddRaceID("Werewolves", "mihaildaedrothrace")
    AddRaceID("Werewolves", "mihaildaedrothracesmall")
    AddRaceID("Werewolves", "mihailflederrace")
    AddRaceID("Werewolves", "mihailflederraceproto")
    AddRaceID("Werewolves", "mihailgarkainrace")
    AddRaceID("Werewolves", "mihailgarkainracealpha")
    AddRaceID("Werewolves", "mihailnekkerrace")
    AddRaceID("Werewolves", "mihailundeadwerewolfrace")
    AddRaceID("Werewolves", "mihailundeadwerewolfraceALPHA")
    AddRaceID("Werewolves", "mihailVL_fleder_race")
    AddRaceID("Werewolves", "mihailVL_garkain_race")
    AddRaceID("Werewolves", "mihailwamparace")
    AddRaceID("Werewolves", "mihailwerebatrace")
    AddRaceID("Werewolves", "mihailwerebatraceLORD")
    AddRaceID("Werewolves", "MS1daedrothrace")
    AddRaceID("Werewolves", "SpitefulEffigyRace")
    AddRaceID("Werewolves", "WaywardEgoRace")
    AddRaceID("Werewolves", "Xanthys_ChestRace")
    AddRaceID("Werewolves", "Xanthys_WerewolfBeastRace")
    AddRaceID("Werewolves", "XenoBeastRace")
    AddRaceID("Werewolves", "XenoQueenRace")
    AddRaceID("Werewolves", "XJKiceWerewolfBeastRace")
    AddRaceID("Werewolves", "XJKNEKKERWerewolfBeastRace")
    AddRaceID("Werewolves", "zz28Bullvore")
    AddRaceID("Werewolves", "zz28Nekker")
    AddRaceID("Werewolves", "zzDaedrothRace")
    AddRaceID("Werewolves", "zzHungerRace")
    AddRaceID("Werewolves", "zzzBMWereVampireRace")
    AddRaceID("Werewolves", "zzzBMWereVampireRaceELF")
    AddRaceID("Werewolves", "zzzBMWereVampireRaceORC")
    AddRaceID("Werewolves", "zzzCHDaedrothRace")
    AddRaceID("Werewolves", "zzzCHFlameLurkerRace")
    AddRaceID("Werewolves", "zzzCHPrismLurkerRace")
    AddRaceID("Werewolves", "zzzCHShoggothRace")
    AddRaceID("Werewolves", "zzzLrhBeastPosRace")
    AddRaceID("Werewolves", "_00DaedrothRace")
    AddRaceID("Werewolves", "_00DramanBeastRace")
    AddRaceID("Werewolves", "_00DwarvenPunisherRace")
    AddRaceID("Werewolves", "_00GreaterShoggothRace")
    AddRaceID("Werewolves", "_00WerebearBeastBlackRace")
    AddRaceID("Werewolves", "_00WerebearBeastSnowRace")
    AddRaceID("Werewolves", "_00WereSkeeverBeastRace")
    AddRaceID("Werewolves", "_00WerewolfKingBeastRace")
    AddRaceID("Werewolves", "_SIC_DaedrothRaceNew")

if that race is already on the list then try reregistering your animations,

if not then rename the race's editorid to one of the above names and then reregister your animations.

 

Ooh, I see there's already a lot of Daedroth races there. Just for clarification, the Daedroth's race editorID that I'm using would be "custom_555_DaedrothRace" right? I just have to rename that in SSEEdit to the ones listed here? Is it safe to do that in XEdit? I guess I'll try it out and just set it "DaedrothRace" and see if it does anything. Thank you for this.

 

EDIT: It works! Thank you!

Edited by DatBaraGuy
Updating progress
Posted
9 hours ago, waiyan said:

Is it possible 2-3 same friendly creature type approach and trigger sex scene if the appropriate animation is installed?

Yes.

 

For automatic engagements, make sure that the Group Chance is increased under PC/NPC Auto Settings > Creature Group.

 

For dialogue, there are specific options labelled "(group)".

 

For direct invitation, hold the configured invite hotkey on a creature for 2 seconds.

 

The number of creatures pulled in is randomly chosen and then reduced until a usable animation is found for them. So this will not always find an animation, even if one is available. So 100% chance does not mean it will always start a group animation, only that it will always try to start one. I need to look at improving this for a future update.

 

This feature is not fully tested in SexLab P+.

Posted
10 hours ago, Sailing Rebel said:

Yes.

 

For automatic engagements, make sure that the Group Chance is increased under PC/NPC Auto Settings > Creature Group.

 

For dialogue, there are specific options labelled "(group)".

 

For direct invitation, hold the configured invite hotkey on a creature for 2 seconds.

 

The number of creatures pulled in is randomly chosen and then reduced until a usable animation is found for them. So this will not always find an animation, even if one is available. So 100% chance does not mean it will always start a group animation, only that it will always try to start one. I need to look at improving this for a future update.

 

This feature is not fully tested in SexLab P+.

Being male character is quite hard to trigger groups in automatic engagements tbh idk why even having group chance at 100% and the creatures above the arousal requeriment, in the defeat mod happens the same but they even never happen in that mod xD ppl say that is coz they dont have the arousal level high so defeat dont trigger such stuff but is quite a lie tbh coz female npcs have those animations almost all time and i have to trigger thru sexlab matchmaker

Posted
3 hours ago, Drakuld said:

Being male character is quite hard to trigger groups in automatic engagements tbh idk why even having group chance at 100% and the creatures above the arousal requeriment, in the defeat mod happens the same but they even never happen in that mod xD ppl say that is coz they dont have the arousal level high so defeat dont trigger such stuff but is quite a lie tbh coz female npcs have those animations almost all time and i have to trigger thru sexlab matchmaker

It's difficult to say without the debug output, but it may be due to Other Settings > Animation Selection and/or Trans options, which are sex-dependant. If SLAC is trying to treat the PC as male, it may be skipping the female multi-position animations.

 

To generate a papyrus log, make sure to make the appropriate INI changes, and enable the General Settings > Debug option.

Posted
2 hours ago, Sailing Rebel said:

It's difficult to say without the debug output, but it may be due to Other Settings > Animation Selection and/or Trans options, which are sex-dependant. If SLAC is trying to treat the PC as male, it may be skipping the female multi-position animations.

 

To generate a papyrus log, make sure to make the appropriate INI changes, and enable the General Settings > Debug option.

i have everything set as "either", gonna try set everything as "female" and see what happens

Posted
4 hours ago, Sailing Rebel said:

It's difficult to say without the debug output, but it may be due to Other Settings > Animation Selection and/or Trans options, which are sex-dependant. If SLAC is trying to treat the PC as male, it may be skipping the female multi-position animations.

 

To generate a papyrus log, make sure to make the appropriate INI changes, and enable the General Settings > Debug option.

well didnt change anything so here is my papyrus log, if i trigger the group animations with the dialogue system it works, but it doesnt with the automatic engagements

Papyrus.0.log

Posted
5 hours ago, Drakuld said:

well didnt change anything so here is my papyrus log, if i trigger the group animations with the dialogue system it works, but it doesnt with the automatic engagements

Papyrus.0.log 134.1 kB · 0 downloads

Thanks for the log!

 

It looks like the auto-engagement group animation check is being skipped if the victim's sex is resolved as male for the initial pairing. I'll get that fixed for the next update.

Posted
10 hours ago, Sailing Rebel said:

Thanks for the log!

 

It looks like the auto-engagement group animation check is being skipped if the victim's sex is resolved as male for the initial pairing. I'll get that fixed for the next update.

tyvm ❤️

Posted

Having a seriously weird issue (this is for VR by the way.)  Everything is working as intended, animations play just fine and both my PC and NPC's get chased down like intended.  Yet every time a scene plays out and finishes.  NPCs are no longer able to move, and if it's my PC that gets the scene I end up floating just a little bit off the ground from where the scene played out and can't do anything other than turning and opening menus.  There is no way to get out of it either, and I can't seem to fix the NPC's that that freeze up either until I reload my save.

 

Any thoughts or suggestions?  It would be greatly appreciated!  Took a lot of time to get everything running correctly, so I hate that this one last issue is plaguing me so badly... 

Posted
7 minutes ago, ArcanaTheExile said:

Having a seriously weird issue (this is for VR by the way.)  Everything is working as intended, animations play just fine and both my PC and NPC's get chased down like intended.  Yet every time a scene plays out and finishes.  NPCs are no longer able to move, and if it's my PC that gets the scene I end up floating just a little bit off the ground from where the scene played out and can't do anything other than turning and opening menus.  There is no way to get out of it either, and I can't seem to fix the NPC's that that freeze up either until I reload my save.

 

Any thoughts or suggestions?  It would be greatly appreciated!  Took a lot of time to get everything running correctly, so I hate that this one last issue is plaguing me so badly... 

Unfortunately, I don't have VR, so I can't test this.

 

Is this happening with SL animations started by other mods?

 

When you see this happen, open the console and click on the actor to get their ID. Then use that push the actor:

 

player.pushactoraway [RefID] 1

 

Where [RefID] is the ID of the actor. For example, this pushes away one of the Whiterun guards:

 

player.pushactoraway 37081 1

 

And this should push the player:

 

player.pushactoraway 14 1

 

Pushing the actor should ragdoll them and reset their animation. If they are able to move around again after getting up, it indicates an issue with the animation system rather than an AI package or other method used to keep actors in place.

Posted

Something doesnt seem to work on my end after the initiation and we start but my character is inside the animal but stuck in T Pose while standing. Why?

Posted
11 minutes ago, NeonFOE said:

Something doesnt seem to work on my end after the initiation and we start but my character is inside the animal but stuck in T Pose while standing. Why?

T-pose means that FNIS or Pandora has not been run, that there were errors when running them, that incompatible LE animations were installed, or that the animation packs were not installed correctly.

 

If you are using SLP+ with the automated SLAL conversions, be sure that you've installed the right versions of the right SLAL packs.

  • 2 weeks later...
Posted

Heya.
I dont know if this is too similar to your discussion about possibly changing the way crouching works to invite suitors.

In a previous playthrough I have enabled hostile creatures and managed to auto-calm them with "sl triggers", thus not breaking combat or having them turning hostile right after the animation. So far it only worked while standing far enough away from creatures and waiting for them to pursue me.

I was wondering if there was a way to maybe extend the range of the "invite" ability, so that the player can choose when the engagement happens? Basically inviting a hostile creature from a save distance, resulting in the start of an animation, while the auto-calm prevents any combat fuckery. I tried looking in sseedit for the corresponding magic effect being cast when the invite happens (if that is even how it works) and maybe just extending the range of it, but I am a little bit out of my depth here.

Posted
8 minutes ago, Tiff199191925 said:

Heya.
I dont know if this is too similar to your discussion about possibly changing the way crouching works to invite suitors.

In a previous playthrough I have enabled hostile creatures and managed to auto-calm them with "sl triggers", thus not breaking combat or having them turning hostile right after the animation. So far it only worked while standing far enough away from creatures and waiting for them to pursue me.

I was wondering if there was a way to maybe extend the range of the "invite" ability, so that the player can choose when the engagement happens? Basically inviting a hostile creature from a save distance, resulting in the start of an animation, while the auto-calm prevents any combat fuckery. I tried looking in sseedit for the corresponding magic effect being cast when the invite happens (if that is even how it works) and maybe just extending the range of it, but I am a little bit out of my depth here.

At that stage, I think you might want to look at just using One With Nature or a similar mod to make some creature races permanently non-hostile.

 

The crouch invite option is simply a modifier on the auto-engagement system, where crouching enables or disables auto-engagement for the player depending on the configuration. So, increasing the General Settings > Engage Radius will allow creatures from further away to be picked up for automatic scenes. But this still means that, after crouching, you might need to wait for the next auto-engagement scan to process before anything can happen.

 

I might look at adding the ability to "pull" specific creatures at range for invitation, but it would be based on the current target-select system, which is kinda wonky (I need to revisit that anyway), and would almost certainly initiate combat with hostile creatures.

 

Just keep in mind that hostile creatures are very deliberately out-of-scope for SLAC. The Defeat mod is a better option there, as it includes the ability to surrender to hostile creatures during combat and will gracefully handle exiting from the subsequent animation without just re-entering combat.

Posted (edited)

In my setup the Sexlab MCM is no longer populated in a new game since updating to SLAC v4.14, it works again when I downgrade to v4.13.

 

The Sexlab MCM menu is never populated with content, just blank. This doesn't change after waiting 20 minutes, not after saving and reloading, exiting the game in between.

 

I'm using AE 1.6.1170 with SL 1.66b.

 

EDIT: Spoke to soon, sorry. While it was reproducible 3 times in a row, I had not yet restored my original load order and mod versions, and after doing that SL MCM was gone again. SUP seems to play a role, need to check more on this.

Edited by LittleVampire
Posted
23 hours ago, LittleVampire said:

In my setup the Sexlab MCM is no longer populated in a new game since updating to SLAC v4.14, it works again when I downgrade to v4.13.

 

The Sexlab MCM menu is never populated with content, just blank. This doesn't change after waiting 20 minutes, not after saving and reloading, exiting the game in between.

 

I'm using AE 1.6.1170 with SL 1.66b.

 

EDIT: Spoke to soon, sorry. While it was reproducible 3 times in a row, I had not yet restored my original load order and mod versions, and after doing that SL MCM was gone again. SUP seems to play a role, need to check more on this.

There are some reports of load order affecting MCM functionality, including missing or empty MCMs. So it might be worth moving things around to see if it helps. This may have something to do with MCM utility mods like MCM Helper or MCM Maid.

Posted

```

[09/14/2024 - 04:34:10AM] Error: Incorrect number of arguments passed to function slac_utility.OnDhlpResume(). Expected 0, got 4 instead!.
stack:
    <empty stack>

 

[09/14/2024 - 04:33:30AM] Error: Incorrect number of arguments passed to function slac_utility.OnDhlpSuspend(). Expected 0, got 4 instead!.
stack:
    <empty stack>

```

I am see such errors in papyrus log. I think there is nothing critical, only unclear whether this functionality works or not

Posted
9 hours ago, waiyan said:

Is there a way to trigger CFF or CFFF scenes via this mod?

Unfortunately, this is not possible in the current version. I'm looking at adding this feature in future.

Posted
1 hour ago, andbgame said:

```

[09/14/2024 - 04:34:10AM] Error: Incorrect number of arguments passed to function slac_utility.OnDhlpResume(). Expected 0, got 4 instead!.
stack:
    <empty stack>

 

[09/14/2024 - 04:33:30AM] Error: Incorrect number of arguments passed to function slac_utility.OnDhlpSuspend(). Expected 0, got 4 instead!.
stack:
    <empty stack>

```
I am see such errors in papyrus log. I think there is nothing critical, only unclear whether this functionality works or not

Check the Aroused Creatures MCM > Help page. In particular, look for any script version warnings. A warning here could indicate an installation issue or an incompatible patch.

 

Try re-downloading and reinstalling SLAC, and make sure that nothing is overriding it.

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