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Help build a stable build of SexSkyrim mods


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My unstable build Skyrim:

what mods should be removed and what to add

 

 

Update.esm
hdtHighHeel.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
RaceCompatibility.esm
Schlongs of Skyrim - Core.esm
SexLab.esm
ZaZAnimationPack.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
ApachiiHair.esm
ApachiiHairFemales.esm
PubicMeshColorRE.esm
CreatureFramework.esm
Succubus Heart.esp
GenderBender.esm
Devious Devices - Expansion.esm
Cutting Room Floor.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
SkyUI.esp
RaceMenu.esp
RaceMenuPlugin.esp
FNIS.esp
UIExtensions.esp
Brawl Bugs CE.esp
The Dance of Death - Ultimate Edition.esp
XPMSE.esp
SOSRaceMenu.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
RaceMenuMorphsUUNP.esp
AMB Glass Variants Lore.esp
Differently Ebony.esp
Lieyes_v1.0.esp
Hothtrooper44_Armor_Ecksstra.esp
SexLab Trainers.esp
imp_helm_legend.esp
RaceMenuOverlayCompilation - UNP.esp
SGEyebrows.esp
LootandDegradation.esp
AddItemMenu2.esp
Remodeled Armor - Underwear.esp
Remodeled Armor - Vanilla Replacer.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Brows.esp
MoreNastyCritters.esp
One With Nature - DG+DB.esp
SexLabHorribleHarassment.esp
SexLabDefeat.esp
SOS - B3lisario UNP Addon.esp
Blush When Aroused.esp
SexLab Aroused Creatures.esp
SLAdventures.esp
SLAnimLoader.esp
KomAnimObjects.esp
NibblesAnimObjects.esp
SLAL_SHanimAnimObj.esp
SLALAnimObjBillyy.esp
ChildrenAnimationPath.esp
Complete Crafting Overhaul_Remade.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
AmazingFollowerTweaks.esp
hydra_slavegirls.esp
SexLab-Stories.esp
TheAmazingWorldOfBikiniArmor.esp
TAWoBA_Rebalance.esp
Hothtrooper44_ArmorCompilation.esp
hothtrooper44_ArmorPatch.esp
KS Hairdos - HDT.esp
Immersive Weapons.esp
Schlongs of Skyrim.esp
aMidianborn_Skyforge_Weapons.esp
RaceCompatibilityUSKPOverride.esp
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
WeaponsOf3E.esp
Hott Argonians - Standalone.esp
SMIM-Merged-All.esp
Immersive Wenches.esp

KS Hairdo's.esp
Forgotten Wenches.esp
Judgment Wenches.esp
Wildcat - Combat of Skyrim.esp
BijinAIO-2016_3.1.1.esp
SexLab-StoriesDevious.esp
SpousesEnhanced.esp
BikiniMaidenFull.esp
Maxine - Zombie Follower.esp
MF_RadiantProstitution.esp
FalmerBikini.esp
Skyrim Flora Overhaul.esp
Uriellefollower.esp
Naked Dungeons.esp
Dwarvenbikini.esp
My Home Is Your Home.esp
RewardYourFollowers.esp
LoversComfort.esp
Amaterasu.esp
RosaFollower.esp
Amara.esp
Companion_Ria.esp
Yashira.esp
EOMSIC_YunsolCustomVoiceFollower.esp
Korosukenari - Followers.esp
SexLab Romance.esp
Xanafollower.esp
RanmaFollower.esp
TheCoenaculiUNP.esp
SexLab_SOS-Stapon.esp
Bijin NPCs.esp
Bijin Warmaidens.esp
Bijin Wives.esp
ContinueGameNoCrash.esp
MaddBag.esp
SLALAnimObj.esp
MF_SpectatorCrowds.esp
TDF Aroused Rape.esp
dvmb.esp
lizardtail.esp
BS-TheHag_Overlays.esp
AnubAnimObj.esp
SLAL_AnimationByBakaFactory.esp
ERF - Ceraph.esp
dc-untamed-000.esp
Ordinator - Perks of Skyrim.esp
Alternate Start - Live Another Life.esp
Bashed Patch, 0.esp

 

removed plugins

SexSlavesForVanillaBandits.esp  removed

Mannequin.esp   removed

BanneredMareImmersiveSexualPlayground.esp  removed

Inconsequential NPCs.esp removed

OK_Followers.esp  removed
Tame Beast.esp   removed

Duel - Combat Realism.esp  removed

HentaiCreatures.esp  replaced by Untamed

SexLabAnimalSex.esp  replaced by Untamed

Inconsequential NPCs - Enhancement.esp  removed

Inconsequential NPCs - CRF Compatibility Patch.esp removed

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I've heard that AddItemMenu is considered unstable by a lot of people, but I'm not sure as I've not used it extensively.

 

Unless you have a specific reason to be using it "Sexlab Animal Sex" has been mostly replaced by Untamed.

 

I might suggest picking between either Wildcat or Duel and not running both at the same time.

 

Also, its good practice to test your mods in waves in order to root out any specific mods that can be causing instabilities. You might want to try disabling all of your mods and then activate them one at a time (or maybe groups of five or so, I do that sometimes) and then see how your game runs.

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21 minutes ago, NotThatICare said:

I've heard that AddItemMenu is considered unstable by a lot of people, but I'm not sure as I've not used it extensively.

 

Unless you have a specific reason to be using it "Sexlab Animal Sex" has been mostly replaced by Untamed.

 

I might suggest picking between either Wildcat or Duel and not running both at the same time.

 

Also, its good practice to test your mods in waves in order to root out any specific mods that can be causing instabilities. You might want to try disabling all of your mods and then activate them one at a time (or maybe groups of five or so, I do that sometimes) and then see how your game runs.

Replaced Sexlab Animal Sex on Untamed, let's see how it will be. I read on the score Duel and Wildcat, I realized that first I don't need

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I'm using additemmenu ever since and i'm pretty sure nothing is unstable with it. What you should obviously avoid though is to add quest items instead of doing the quest, that's an almost certain way to fuck things up.^^

 

I don't know a lot of mods in your load order so i can't really tell if they're stable on their own, even less in combination, but as long as they don't directly conflict with each other like doing the same stuff, editing same places, same event (like OnHit or something)... in my experience other things are much more important to keep a game stable.

1. Don't remove scripted mods midgame. Just don't. If you really need to get rid of a mod, consider your save screwed and start a new game from scratch. Save game cleaners are worth a try, but don't be surprised if they don't do magic.

2. Less risky but still may screw your save: avoid changing load order mid game (ANY! mods) and updates of scripted mods. I know both is sometimes just not possible and i won't tell you to never do it but... be aware that it's entirely possible to fuck things up that way. Keep backups of old versions and load orders + saves before doing any change, so at least you can go back if things become messy.

3. Use ENBoost, crash fixes, unoffical patches,... possibly more, but others might depend on our setup and hardware. Those three are mandatory.

4. Check your mods possible settings for regular scans, updates,... and reduce these values as far as you can stand it, in case of doubt start with high values and reduce them bit by bit till you feel comfortable. My first candidate when i start a new game is creature framework, i also entirely disable the SL aroused integration.

Essientially you want to avoid that multiple mods run too many scripts at the same time, reducing how often they run scripts is no guarantee but it helps without losing much if anything. Similar for mods adding NPCs, especially in combination with mods that scan every NPC in a cell or area. Not entirely impossible to combine such mods, but definitly risky. 

To test if you're still good you could go to the most crowded place (interiors preferable because it's easier to tell where a cell starts/ends) with logging enabled, maybe stay there a while. Then search your papyrus log for stack dumps. If there are any, it's too much.

 

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16 hours ago, Nazzzgul666 said:

I'm using additemmenu ever since and i'm pretty sure nothing is unstable with it. What you should obviously avoid though is to add quest items instead of doing the quest, that's an almost certain way to fuck things up.^^

 

I don't know a lot of mods in your load order so i can't really tell if they're stable on their own, even less in combination, but as long as they don't directly conflict with each other like doing the same stuff, editing same places, same event (like OnHit or something)... in my experience other things are much more important to keep a game stable.

1. Don't remove scripted mods midgame. Just don't. If you really need to get rid of a mod, consider your save screwed and start a new game from scratch. Save game cleaners are worth a try, but don't be surprised if they don't do magic.

2. Less risky but still may screw your save: avoid changing load order mid game (ANY! mods) and updates of scripted mods. I know both is sometimes just not possible and i won't tell you to never do it but... be aware that it's entirely possible to fuck things up that way. Keep backups of old versions and load orders + saves before doing any change, so at least you can go back if things become messy.

3. Use ENBoost, crash fixes, unoffical patches,... possibly more, but others might depend on our setup and hardware. Those three are mandatory.

4. Check your mods possible settings for regular scans, updates,... and reduce these values as far as you can stand it, in case of doubt start with high values and reduce them bit by bit till you feel comfortable. My first candidate when i start a new game is creature framework, i also entirely disable the SL aroused integration.

Essientially you want to avoid that multiple mods run too many scripts at the same time, reducing how often they run scripts is no guarantee but it helps without losing much if anything. Similar for mods adding NPCs, especially in combination with mods that scan every NPC in a cell or area. Not entirely impossible to combine such mods, but definitly risky. 

To test if you're still good you could go to the most crowded place (interiors preferable because it's easier to tell where a cell starts/ends) with logging enabled, maybe stay there a while. Then search your papyrus log for stack dumps. If there are any, it's too much.

 

I use ENBoost, crash fixes, unofficial patches. Every time I delete a plugin, I start a new game. Maybe you know about Papyrus logs?

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3 hours ago, Aseby said:

I use ENBoost, crash fixes, unofficial patches. Every time I delete a plugin, I start a new game. Maybe you know about Papyrus logs?

I know quite little about papyrus logs, honestly. My general impression after years is that they're overrated, the only thing that is really bad in any case are stack dumps which i already mentioned in point 4.

Aside from that they don't really tell that much regarding crashes, that's not their purpose either, what they're meant for is to show a mod author the error when there is a bug in his mod, there they actually are quite helpful in many cases but rather for the author (or at least people who can read the code) of a specific mod with a specific bug than a user.

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