kargan1 Posted October 31, 2018 Posted October 31, 2018 Hello! I am new to modding skyrim and i have a few problems. I installed some animation packs but they don`t show in the mcm menu. I have searched for 2 days to solve the problem but with no result. Can anyone help me please? This is the Fnis box FNIS Behavior V7.4.5 XXL 10/31/2018 11:24:24 PM Skyrim SE 64bit: 1.5.53.0 - D:\steam\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "SKELETON Arm Fix" Patch: "HKX File Compatibility Check Skyrim/SSE" Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading SexLabCreature V1.63 ... Reading SexLabAroused V2.9 ... Reading SexLabAP V1.63 ... Reading SexLab V1.63 ... Reading MoreNastyCritters V1.0 ... Reading HCOSVore V1.0 ... Reading HCOSBestiality V1.0 ... Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading FNISCreatureVersion V7.0 ... Reading FNISBase V7.4.5 ... Reading FlowerGirlsSE V2.1.0 ... Reading Billyy_Legacy V1.0 ... Reading Billyy_HumanFurniture V1.0 ... Reading Billyy_HumanDD V1.0 ... Reading Billyy_Human V1.0 ... Reading Billyy_CreatureMisc V1.0 ... Reading Billyy_CreatureInsects V1.0 ... Reading Billyy_CreatureHumanoids V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_CreatureConstructs V1.0 ... Reading Billyy_CreatureBeasts V1.0 ... Reading Billyy_Creature V1.0 ... Reading AnimationsByLeito_Furniture V1.0 ... Reading AnimationsByLeito_Creatures V1.0 ... Reading AnimationsByLeito_Aggressive V1.0 ... Reading AnimationsByLeito V1.0 ... All Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 1 sets: 16 total groups: 30 added file slots: 170 alternate files: 164 Create Creature Behaviors ... Reading MoreNastyCritters V1.0 ... Reading HCOSWildlife V1.0 ... Reading Billyy_CreatureConstructs V1.0 ... Reading SexLabCreature V1.63 ... Reading HCOSBestiality V1.0 ... Reading Billyy_CreatureBeasts V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_CreatureHumanoids V1.0 ... Reading AnimationsByLeito_Creatures V1.0 ... Reading Billyy_CreatureInsects V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_CreatureMisc V1.0 ... Reading HCOSVore V1.0 ... Reading Billyy_Legacy V1.0 ... 6793 animations for 28 mods successfully included (character) 4277 animations for 14 mods and 44 creatures successfully included.
MadMansGun Posted October 31, 2018 Posted October 31, 2018 19 minutes ago, kargan1 said: Hello! I am new to modding skyrim and i have a few problems. I installed some animation packs but they don`t show in the mcm menu. I have searched for 2 days to solve the problem but with no result. Can anyone help me please? https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ no animations in SLAL is a JContainers problem (unless that is you forgot to even install SLAL in the first place)
kargan1 Posted October 31, 2018 Author Posted October 31, 2018 This is what i have in mod manager. i have both animation loader and j containers
Molokkx Posted October 31, 2018 Posted October 31, 2018 There's a lot to cover, but to start with you'd have to clean that Load Order to the right panel ASAP. It's all mixed up. The .ESMs should always be at the top. ----------- Skyrim.esm Update.esm Dawnguard.esm HeartFires.esm Dragonborn.esm ----------- Below that, it usually goes like this. Unofficial Skyrim Patch.esp (If you use the Unofficial patch and... it's highly recommended to) And, yes, this is an .ESP and it goes right below Dragonborn.esm. However this is one of the only such rare exceptions regarding .ESPs and .ESMs for the Load Order. Now, below the Unofficial Patch, are the .ESMs you have from actual mods. ----------- SexLabs.esm Schlongs of Skyrim - Core.esm ZaZ Animation Pack.esm ----------- Etc, and the likes (the above is an example). The gist is to keep the .ESMs at the top of the Load Order (however, keep the Unofficial Patch.ESP right under Dragonborn, it's one of the few exceptions, to reiterate. Now, under the .ESMs you'll of course have your .ESPs, but you must take some things in consideration. 1) Put your XPMSE.esp at the very bottom of your load order to the right panel AND place it at the bottom of your load order in the left panel (left panel being responsible for the resources, the files, the meshes, textures, etc, it's good practice and also actually important to also keep order in that panel as well). You must ensure that the Skeleton files provided by XPMSE are NOT, ever, NEVER overwritten by anything UNLESS specified so by a mod where it blatantly says you'd have to overwrite it OR replace it, etc. But, otherwise, keep your XPMSE files pretty much last or very near last in both panels. In the left panel, when you just left-click once on your XPMSE mod it will become highlighted, and then you'll see if another mod in the left panel becomes highlighted as well. If it does, check the files inside both mods and look at potential conflicts under the conflicts tab. If there are conflicts just make sure that the Skeleton files from XPMSE take precedence over whatever other mod(s) might have installed the same type of files (Skeleton .NIF files). 2) Generally-speaking, keep the .ESMs and the .ESPs grouped together by 'types' of mods. Do the same in the left panel too. It's not just good practice for more organized work, as I said it's also actually important to make sure that the same types of files ("resources" from mods in the left panel) are together too, don't mix things up too much and make it easier for the game to load things up when you start up the game and load your saved file. Skyrim is notoriously sensible with modding. So just organize your stuff. In the right panel, place your SexLabs-related .ESPs together, and not only together, but in proper order. A good way to know which order to place things into is to just check in which order you have to put the mods' respective .ESM files. Also, check the respective mod's "Requirements" sections whenever provided by the author and see the steps of installation. If there's multiple mods (and .ESPs) involved in the installation order then make sure that order is kept intact in the actual load order to the right panel and left panel as much as you can. There's a bunch of good Load Order 'templates' out there that give good examples of "what goes where" in general. The thing is that there's no ONE "universal" single Load Order to respect. Everyone mods their Skyrim differently and not everyone have the same mods. However, there ARE general guidelines to respect like the stuff I mentioned earlier about the .ESMs going together and the Unofficial Patch .ESP being an exception (going under the last official .ESM in the Load Order). Now, MY personal 'template' goes along the lines of the following (it does vary from time to time but I keep it simple): ----------- Official .ESMs (duh, that never changes) ----------- Unofficial Patch .ESP ----------- Mods .ESMs (and keep a certain order within themselves, I.E. if I have 3 Weather type mods with each their own .ESMs, I won't mix those .ESMs around, I'll keep them together and make sure they are each placed in an order that 'makes sense' or placed the way the mod authors themselves ask or highly recommends) ----------- User Interface type mods .ESPs (SkyUI, UI Extensions, RaceMenu, etc... almost anything and everything that relates to essentially adding menus... UNLESS specified by the author that the mod should be placed somewhere specific in the load order OR if it isn't specifically a mod that ONLY changes the UI but comes with a LOT of other things, then I wouldn't place it up there; to place UI-type .ESPs this high up for me is usually only for mods that ONLY do that type of modification to the game and almost nothing else) ----------- Makeup / 'Beautification' type mods .ESPs (the types of mods that will change appearances, add makeups or tattoos to RaceMenu and so on, examples would like the likes of "The Eyes of Beauty", including also addons for Hairstyles, such as "KS Hairdos" and so on) ----------- Quest-related type mods .ESPs (I don't have any such mods around right now but I once had a bunch, and I usually placed them right under, or very close to the type of mods that would change the user interface) ----------- General Gameplay-related mods .ESPs (this section could potentially be VERY big of course, because it includes probably the majority type of mods you'll find around on the Nexus along the likes of Textures reworks. So within this section I include mods like Immersive Citizens, A.I. 'overhauls', Ordinator (which also changes Perks), Amorous Adventures, Andromeda, Lore Weapons Expansion, MorrowLoot, Honed Metal... etc, etc etc... there's many. So, since this section can be very big it is up to you to read carefully about each one of the mods you want to use and ensure that they're compatible, and beyond that make sure you pick up the right versions of them if they come out with CBBE or UNP stuff, don't pick up the wrong one. Also make sure to check out for compatibility patches (often located in the "Optional" downloads when you scroll down the Files section page of the download on Nexus). Those patches would have to be placed in a specific order, usually below the 'main' .ESP of the mod in question, etc. This section is where you can potentially spend most of your time troubleshooting, along with Textures and Models, it's among the biggest one. ----------- Clothing / Armor / Items type mods .ESPs (Independent or 'packs' of Clothing items, Weapons, etc... as long as they are NOT big "Overhaul" type mods, that's another thing and must be taken care of differently, with Wrye Bash and the likes... it's another thing; what I refer to here is something benign like a mod adding unique, independent items or a small pack of such items without overhauling anything major to the game). ----------- NPCs Frameworks type mods .ESPs (Mods that add a 'Framework' to the NPC recruitment system, allowing to have multiple hired NPCs at your side and the likes, such as "Extensible Follower Framework", which is the one I personally use) ----------- Independent or 'packs' of NPCs / Companions type mods .ESPs (Bijin mods, NPC mods, etc) ----------- Environment type mods .ESPs (including small independent changes to the environment or 'overhauls', the examples would be the Static Mesh Improvement Mod (SMIM), or any types of 'overhauls' to the Environment in general be it outdoors / nature / trees / mountains / LOD changes (distant terrain, etc), roads (like "Blended Roads"), or changes to Water, rivers, or even Particle effects and Lightning mods and the likes, I usually put them around here in the load order. ----------- Now, below most of that is where I put my SexLabs mods in the Left Panel for resources, and also generally aren't very far from the bottom of my load order in the Right panel as well. Here I have my SexLabs Framework, Schlongs of Skyrim, my various Animations packs together one under the other, my various custom Textures and models placed together in a way that makes sense of course (I.E. if I have B3lisario's Schlong for Females and I want to use custom UNP textures for the Schlong, then I'll place those custom textures in the left panel UNDER B3lisario to ensure those textures overwrite, and so on. And finally pretty much at the bottom the only things I have left under my 'SexLabs Mods' in general, are my HDT files (XMLs), my FNIS files, including my Overwrite files coming from FNIS, my Overwrite files coming from saving settings with SexLabs in the game (Json files), and then my XPMSE at the very, very bottom absolutely last entry in the left panel. Now the reason why I brought ALL this up was... well because you say you're still new to modding Skyrim, so this information needs to be known believe me. We all started there. You HAVE to organize your stuff, it's just the way it is with Skyrim (or well... with Bethesda games modding, in general). I didn't even talk about Cleaning your Master files yet. Now, when it comes to your specific animations problems, as I said, start with a proper load order to begin with. Then, are you using the SexLabs Animation Loader? It's highly recommended. It will allow you to access Animations Packs-by-Packs one by one with their respective sub-menus in the MCM, and disable or activate specific individual animations that you know you'd want or not want (or do that by entire packs in one go, too). Additionally, ensure that you actually REGISTER your animations in SexLabs. Because running FNIS will NOT do that for you. It's a good start to see that FNIS shows no errors. But you have to go in SexLabs and make sure that your Animations (from the Packs of Animations you downloaded) DO actually show up (check the "Toggle Animations" menu and see the list of animations there). SexLabs itself does come with default animations but you'll have to register any newer additional ones you add to the framework. With the Animation Loader mod it's even easier (in my opinion). Anyway, if I was you I'd actually start by adjusting / organizing your load orders (left and right panel, essentially try to have about the same load orders; what you have to the right panel should overall match what you have to the left panel, vice versa; doesn't have to be 100% identical, but it has to be 'generally' in the same grouping and categories. Hope it helps!
kargan1 Posted November 1, 2018 Author Posted November 1, 2018 Put everything in order and installed unofficial patch and still not working. I dont know what im doing wrong and my head hurts.
Molokkx Posted November 1, 2018 Posted November 1, 2018 1 hour ago, kargan1 said: Put everything in order and installed unofficial patch and still not working. I dont know what im doing wrong and my head hurts. Upon looking again at your load order picture in your previous post I noticed you do have SLAL installed (SLAnimLoader.esp). That's a good thing to have indeed. Alright then post a picture of your current load order, like the one you posted above with the left and right panel in view. I'll see what I can think of to help you.
kargan1 Posted November 2, 2018 Author Posted November 2, 2018 I loaded then on a clean save and the game said that jcontainers is not compatible with creature framework and the things will be broken. reinstalled both of them and still got the error
Molokkx Posted November 3, 2018 Posted November 3, 2018 Mmmmk, now that's a much better (more organized) load order! Ok so on to your actual issue. Let's start with the basics first, in your game when you open the following, what do you see; and is it similar or identical to these pictures below (that's in my own game): Open your SexLabs MCM Menu, and go to "Rebuild & Clean", and check what it shows under System Requirements. If it shows that all is "OK" in green, it's a good start. Now, in MY case, don't worry, I didn't want nor needed the Framework Idles / Creature pack and Creature Idles, all works well without those so in your case it might be different (I see you do have Creatures stuff, so in your case it should show green "OK"s, too). Now, on to the next one: Open your XPMSE in the MCM menu, and to go Information. Basically, it will help determine which versions of what plugins you have running (and if it does run; when it says to the right "You barely made it.", that's just a nice funny way to say it works. That's what you want to see. And, last one (for now anyway, that I can think of): Open your SLAL Animation Loader menu in MCM, and go to General Options. Now, as you can see in my case, the various Animations packs I happened to download (and install) are properly shown right under "General Options", that's the first thing you have to check for (are they showing at all, for you). Also, within the General Options window as shown above, that's where you'd have to go and Register your animations IF you want to register them all at once (done via the "Enable All", followed by the "Register Animations" options). If, however, you'd prefer going in manually and checking each and every single animations, packs-per-packs, then you'd go to each individual menus that each belong to the packs you have, and then check / uncheck the ones you want or don't want manually, and then use their respective 'Register' options there. When that is done, you then go to your SexLabs menu, go to "Toggle Animations", and then you'll see the actual completed / registered list of the animations that will be chosen at random or that you can choose manually with other mods / plugins out there. Now, all of the above is just the basic stuff that I can think of for now. But I do notice a little thing, might not be related to your problem at all, but it is related to FNIS. In your FNIS log that you posted, it shows the following: Patch: "HKX File Compatibility Check Skyrim/SSE" (on the 5th line from the top) That 'patch' (the checkbox for it) should only be used if you actually experience issues with your animations to start with. This is what the FNIS readme says about that particular patch: "-HKX File Compatibility Check Skyrim/SSE: Cross-using behavior, skeleton, and animation files between Skyrim and Skyrim SE will result in the well-known t-pose. General t-pose when behavior or skeleton files from the other Skyrim are used, animation-long t-pose in case of cross-used animations. This patch will check for such bad files. Obviously, it only makes sense to use this patch if you experience t-pose situations. And FNIS will not keep this patch ticked for more than one FNIS generation." For now, you should simply not use it. Since in your case you're not even at the point where your animations even show up. The general rule of thumb with FNIS (unless specific conditions pop up, like the above) you only need to tick one single box, the 'Skeleton Arm Fix' and that's it. I'll leave it at this for now, and maybe someone else than me will quickly think of something that might be causing your animations to not appear. As mentioned in a previous post by MadMansGun, it could be related to JContainers. But I for one always prefer to start with the basics first. If the 'foundations' of your modded Skyrim isn't good to begin with then the testing environment for errors becomes too hazardous. But it's just my way to do things. We'll check on JContainers next probably (well, coming from my help anyway I would, but for now I'd rather point you at the basic stuff first).
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