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Animated Beast's Cocks(ABC) For users LE / SE


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On 4/30/2022 at 9:03 PM, Connector196 said:

Is there a reason why the frost giant penis is different than the other giant penises? It's a bit jarring since it's all black and is a different shape than the flaccid mesh.

ScreenShot2.png

For some unknown reason the game is unable to load the textures for this schlong. You're not alone experiencing this on this exact schlong. I've used this schlong on other "giant" creatures and reports has been everything from the blackish textures seen above and rainbow colors. I'm not going to speculate why it happens, but I did resize these textures for another user and seemed to helped that user at least. If that was luck or not I don't know.

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15 minutes ago, Thor2000 said:

For some unknown reason the game is unable to load the textures for this schlong. You're not alone experiencing this on this exact schlong. I've used this schlong on other "giant" creatures and reports has been everything from the blackish textures seen above and rainbow colors. I'm not going to speculate why it happens, but I did resize these textures for another user and seemed to helped that user at least. If that was luck or not I don't know.

Well that's quite weird. I've had no other issues with this mod so far besides the frost giant as shown in the picture. All other textures and meshes show up fine, physics are fine lol. Does Baka know about this issue? It seems like the game is trying to load a texture or something for the mesh but can't for some reason. I'd assume it would be purple if it literally had no texture whatsoever. Idk if it's a problem with the texture itself, or a problem with something else. I don't know that much about the process of texturing and stuff like that anyways so I hope it gets fixed in the future. Thanks for explaining it to me! I appreciate it. I guess I'll just live with it for now or disable it on frost giants for the time being.

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4 hours ago, Thor2000 said:

For some unknown reason the game is unable to load the textures for this schlong. You're not alone experiencing this on this exact schlong. I've used this schlong on other "giant" creatures and reports has been everything from the blackish textures seen above and rainbow colors. I'm not going to speculate why it happens, but I did resize these textures for another user and seemed to helped that user at least. If that was luck or not I don't know.

 

On 4/30/2022 at 12:03 PM, Connector196 said:

Is there a reason why the frost giant penis is different than the other giant penises? It's a bit jarring since it's all black and is a different shape than the flaccid mesh... It doesn't make sense to me why it would completely change its shape when the frost giant penis goes from flaccid to erect lol.

looks like vertex colors got turned on to me.

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Hello! So I just want to clear things up about CBPC and HDT-SMP. Is it fine if I install both for this mod? I use both physics frameworks and I have CBPC for females and HDT-SMP for males and everything else (for the most part). I just want to make sure there are no problems installing both. My female character's belly goes inwards when she is penetrated instead of going out, so I wanted to see if that was an issue with this mod or with another. It's pretty much just the inverse of what is supposed to happen during a sexlab scene. Belly goes in instead of out...

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On 5/2/2022 at 11:55 PM, MadMansGun said:

 

looks like vertex colors got turned on to me.

We did a little testing on this one. First I tried to scale down the textures. Didn't help.

Then I removed vertix color setting on the BSshape (the shader flag was actually unticked). Still didn't work.

Then I opened it in Blender and I removed approx 1500 vertice points from the mesh that didn't seem to do any good. I do not know what you call it when vertices tend to split up in two in meshes, but I'm wondering if that was cause of the blackish texture here. It fixed the issue for Connector.

 

It's also weird that it only seem to be affecting some SE users. I've never seen it myself on LE.

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16 minutes ago, Thor2000 said:

I do not know what you call it when vertices tend to split up in two in meshes, but I'm wondering if that was cause of the blackish texture here

yes that is a big problem, it will mess up the normals, it will make the polygons visible when light hits the mesh (seams or flat spots), or possibly even invert the normals completely and make it so the mesh dose not reflect any light.

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Skyrim SE

Good Afternoon,

While fixing issues with my game, I noticed in Papyrus that the log is getting spammed with a repeated Error Message.
I assumed it had to do with; FNIS_abc_h2h_LocomotionPose - which is part of this mod? 

 

Is there a way to solve it, or this has nothing to do with this mod? 
If so, my apologies!

Papyrus.log

Spoiler

stack:
    [ (FF000A4B)].Actor.SetAnimationVariableInt() - "<native>" Line ?
    [zadQuest (1000F624)].zadboundcombatscript.ClearAA() - "zadBoundCombatScript.psc" Line 363
    [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 280
    [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3230
    [Item 2 in container  (FF000A4B)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line 253
[05/10/2022 - 08:16:27PM] [DCUR] Sex attacks are out of cooldown. Checking conditions!
[05/10/2022 - 08:16:27PM] slaScanner end time is ....1072.595093
[05/10/2022 - 08:16:27PM] Next update in 120.000000
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] Error:  (FF000A4B): cannot find variable named FNIS_abc_h2h_LocomotionPose.
stack:
    [ (FF000A4B)].Actor.SetAnimationVariableInt() - "<native>" Line ?
    [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 337
    [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3230
    [Item 2 in container  (FF000A4B)].zadequipscript.OnEquipped() - "zadEquipScript.psc" Line 253
[05/10/2022 - 08:16:28PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:28PM] Error:  (FF000A4B): cannot find variable named FNIS_abc_h2h_LocomotionPose.
stack:
    [ (FF000A4B)].Actor.SetAnimationVariableInt() - "<native>" Line ?
    [zadQuest (1000F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 337
    [zadQuest (1000F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3230
    [Item 6 in container  (FF000A4B)].zadBeltScript.OnEquipped() - "zadEquipScript.psc" Line 253
[05/10/2022 - 08:16:32PM] [Zad]: EvaluateAA([Actor < (FF000A4B)>])
[05/10/2022 - 08:16:32PM] [Zad]: UpdateControls()
[05/10/2022 - 08:16:32PM] [Zad]: EvaluateAA([Actor < (FF000A4B)>])
[05/10/2022 - 08:16:32PM] [Zad]: UpdateControls()
[05/10/2022 - 08:16:32PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0
[05/10/2022 - 08:16:32PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] DF - CheckForNewFollowers - followerCount 1
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (4B0BA433)>] not loaded.
[05/10/2022 - 08:16:33PM] Error:  (FF000A4B): cannot find variable named FNIS_abc_h2h_LocomotionPose.

 

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So I noticed that gargoyle collisions aren't working for me. I have yet to test it out in SE, but they don't seem to work in LE with HDT-PE. I checked the .nifs in nifskope and they had the .xmls attached to them, so I don't know what the problem is. Nothing seems wrong to me in JFF either, unless I'm missing something... I'm also using UUNP for the females.

 

So far, I haven't noticed any problems with other creatures besides gargoyles. I'll continue to check various creatures and see if their collisions work, but it's just gargoyles currently.

 

EDIT: Lurkers don't work either.

 

UPDATE: I found out why, turns out I'm just dumb and didn't find the problem until now lol. So lurkers and gargoyles have their NiStringExtraData set to SKSE\Plugins\hdtSkinnedMeshConfigs\(creature).xml instead of SKSE\Plugins\(creature).xml. I find this weird, since I selected the HDT-PE option. I guess it was just an oversight.

 

Turns out gargoyles .xml paths are right, but lurkers aren't. Idk why gargoyles aren't working then, considering they are pointing to the right thing...

Edited by Connector196
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Need help.  Aren't SOS and BC supposed to be compatible now?  I turned my brain upside down and still cannot figured out what is wrong. 

Was working properly when first installed.  At some point need to reinstalled ABC and then this shows up.

 

Any help is appreciated.

Cheers!
image.png.8ab84e69e261267d118a1dfe98f1c985.png

Link to comment
3 hours ago, unpopular said:

Need help.  Aren't SOS and BC supposed to be compatible now?  I turned my brain upside down and still cannot figured out what is wrong. 

Was working properly when first installed.  At some point need to reinstalled ABC and then this shows up.

 

Any help is appreciated.

Cheers!


 

 

They should be fully compatible with each other. I'm assuming Vortex is just spitting out a false error; I would reinstall both and make sure they are installed correctly. The only thing that conflicts between the two is the werewolf skeleton.

 

I've been using both with no issues.

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20 hours ago, Connector196 said:

 

They should be fully compatible with each other. I'm assuming Vortex is just spitting out a false error; I would reinstall both and make sure they are installed correctly. The only thing that conflicts between the two is the werewolf skeleton.

 

I've been using both with no issues.

 

That's what I thought, too.  Moreover it was working perfectly couple days ago.

 

Tried reinstalling SOS SE, ABC, and Animal SOS to no luck.  fml lol. 

 

 

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(Skyrim LE)

Hello there.

 

I can't seem to get this mod to work, I have put this mod to overwrite any other mod.

the schlong is just stuck.


If it's a Load order problem or if there is a mod that is conflicting with this mod.

So here is my load order.

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
Schlongs of Skyrim - Core.esm
ZaZAnimationPack.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
ApachiiHair.esm
Perk-Reset-MCM.esm
AzarHair.esm
RSkyrimChildren.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
HentaiCreatures.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
Complete Crafting Overhaul_Remade.esp
Skyrim Immersive Creatures.esp
Skyrim Immersive Creatures - DLC2.esp
MoreNastyCritters.esp
proudspiremanortnf.esp
SexLab More Creatures.esp
UFO - Ultimate Follower Overhaul.esp
SMIM-Merged-All.esp
Animal_SOS.esp
BHUNP3BBB.esp
RaceMenuMorphsBHUNP.esp
RaceMenuMorphsUUNP.esp
FloppySOS.esp
SexLab sslAnimationSlots 2000.esp
ImmersiveFP.esp
_Fuse00_Backpack.esp
Better Skill and Quest Books Names.esp
HDT Havok Object.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
Schlongs of Skyrim.esp
SC_HorseReplacer.esp
AnubAnimObj.esp
SLAL_AnimationByBakaFactory.esp
sr_FillHerUp.esp
SLAL_AnimationsByLeito.esp
SexLabMatchMaker.esp
imp_helm_legend.esp
SOSRaceMenu.esp
XPMSE.esp
BDSICHC.esp
SLALAnimObjBillyy.esp
BDIC.esp
Convenient Horses.esp
BDVanillaCritters.esp
RaceMenuMorphsCOS.esp
CerwidenCompanion.esp
QASmoke in riverwood.esp
Quick Start - Skip the Opening Sequence.esp
100XCarryWeight.esp
ApachiiHelmetWigs.esp
Bijin NPCs.esp
Bijin Warmaidens.esp
CalienteVanillaArmorTweaks.esp
Change Spouse Outfits.esp
ContinueGameNoCrash.esp
SkyUI.esp
Customizable Camera.esp
FNISSexyMove.esp
HelmetToggle.esp
Beards.esp
Jewelry limiter.esp
KS Hairdos - HDT.esp
SkyRE-Patch.esp
VOBS.esp
RSChildren.esp
RaceMenu.esp
RaceMenuPlugin.esp
TheEyesOfBeauty.esp
Smelter_Riften & Solitude.esp
WeightlessAlchemyIngredients.esp
WeightlessCraftedPotions.esp
WeightlessDragonBones.esp
WeightlessDragonClaws.esp
WeightlessDwemerSmeltables.esp
WeightlessFood.esp
WeightlessOreIngotsPeltsGems.esp
WeightlessPotions.esp
WeightlessScrolls.esp
FNIS_PCEA2.esp
FNIS.esp
Bijin Wives.esp
strongcarriages.esp
SLAnimLoader.esp
UIExtensions.esp
SexLabTools.esp
Immersive Citizens - AI Overhaul.esp

 

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Spiders are behaving strangely in my game im using ASOS-MNC-ABC in that order and i get this result in the image down below when using option sos+abc in CF what could i do to fix this? Spider creatures are the only ones not working 

 

Spoiler

image.thumb.png.235591cebba0d396c16adcb9cb4bc26d.png

 

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On 5/31/2022 at 10:27 PM, unpopular said:

 

That's what I thought, too.  Moreover it was working perfectly couple days ago.

 

Tried reinstalling SOS SE, ABC, and Animal SOS to no luck.  fml lol. 

 

 

Following up on this.

 

Did a manual install for ABC and it works lmao bypassing the vortex incompatible error lmao

 

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  • 2 weeks later...
On 5/10/2022 at 4:26 AM, Thor2000 said:

We did a little testing on this one. First I tried to scale down the textures. Didn't help.

Then I removed vertix color setting on the BSshape (the shader flag was actually unticked). Still didn't work.

Then I opened it in Blender and I removed approx 1500 vertice points from the mesh that didn't seem to do any good. I do not know what you call it when vertices tend to split up in two in meshes, but I'm wondering if that was cause of the blackish texture here. It fixed the issue for Connector.

 

It's also weird that it only seem to be affecting some SE users. I've never seen it myself on LE.

Seems to be a relatively new issue as well, as I hadn't ever encountered it in the past, but now I'm getting it as well.

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  • 2 weeks later...
On 2/26/2022 at 5:01 PM, bubbadogslaw said:

I've got an issue with the dragon priest disappearing (save for the purple eyes) during sexlab animations?

Old post but I've had this same issue FOREVER now and I have no idea how to fix it. I can see the dust effects and the purple eyes but the rest of the mesh disappears as soon as the erection mesh is swapped in.

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IDK why but after a reinstall and activating and testing every mod in my list one by one, ABC now makes my game CTD on loading the area surrounding falkreath. I thought I was having issues with 'Cities of the North' but to my surprise the issue goes away when uninstalling ABC v2.61. I have the requirements and the game runs fine in every other area; but I can't even get close enough to enter the dark brotherhood sanctuary, from the direction of pinewatch I can't get closer to falkreath than the bandit walkway with the rockfall trap up the road.

 

Absolutely no idea what's causing this, does ABC actually edit anything in falkreath?

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