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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted (edited)
1 hour ago, remodel said:

Characters merging during an SL AA scene is still an ongoing problem.  What I don't understand is what is wrong with my FNIS install.  Every answer to above questions are yes.  I think you're right about the output.

 

Output path wrong?  Where does SexLab expect to find them?  

 

Could someone please post what their output path looks like?

 

When I run FNIS, I uncheck/deactivate NEMEISIS and launch FNIS from within MO2. I haven't unchecked the NEMESIS output. It does pickup SexLab.   Pic of successful FNIS and what my output looks like in reveal below.

 

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1733001809_FNISUpdate.jpg.885e6ba9cb3670da8666007ffa1145a1.jpg

 

187759149_FNISOutput.jpg.64ff7062d4b0657f32858aa40f9631ec.jpg
 

 

 

Started a new game and installed Sexlab in MCM.  Pic in reveal below.  SexLab has no animations to remove at this point. You can see FNIS output doesn't appear in checks.

 

  Reveal hidden contents

 

 


480256377_SexLabInstall.png.556b7a9eb76eb77a20b30d1159f0ee24.png

 
 

 

 

Registering animations in SLAL and results in SexLab. Pics in reveal below.  Why can SLAL see and register animations?  Is it just reading the HKX files in Billyy Mod and not the xml output files from FNIS?

 

 

  Reveal hidden contents

 

 


784377093_SLALRegistration.png.347be930b02702436879b6678a87358f.png

1583634910_SLALSexLabRegistration.png.f1584b89763f5dc4a4095956af52f5a6.png

1130348488_AnimationsInSexLab.png.dcdf7cb7ac6b879020e655309fd1e567.png
 

 

 

Scene animations do not work!

Warnings in SexLab below. Yes, they are about FNIS.  And this is the first time I ever had an issue with FNIS. FNIS appears to be working but SexLab animations aren't in game.

 

 

  Hide contents

 

 


556404692_SexLabWarnings.png.96b562f50e5a8a6f4a94956e6c20d42b.png

 
 

 

 

The only thing I can see is that FNIS output is after Nemesis. I don't know if that even matters. This is what my "final" category looks like.

Spoiler

image.png.84c60a13e151ba362fc202d1e90702e7.png

 

Edited by annanymus
Image in spoiler
Posted

@remodel Follow this guide about how to make FNIS and Nemesis work together: https://www.nexusmods.com/skyrimspecialedition/mods/54702. The mod is just a PDF with instructions, but if you follow exactly what it says, it should work. It is very similar to Aylis method, but if hers doesn't work for you, try this and let us know how it goes. (You don't need to install Ultimate Combat and Creatures Behaviour compatibility for Nemesis, but then the instructions may change a little. I recommend you to install it though. You'll have to deactivate it at the end, so it should give you no trouble).

 

@Double11 About schlongs with creatures, I don't use the version of "Creature Framework" that was in the guide a few months ago. I use this instead: 

 

 

The version I use is  "Creature Framework 1.1.0-pre2A-SE.7z". The only thing to consider is to load "More Nasty Criters" BEFORE this version of CF. This setup works for me flawlessly. All creatures have their schlongs correctly equipped every time they are involved in animations.

 

I hope this helps.

Posted
4 hours ago, remodel said:

When I run FNIS, I uncheck/deactivate NEMEISIS and launch FNIS from within MO2. I haven't unchecked the NEMESIS output. It does pickup SexLab.   Pic of successful FNIS and what my output looks like in reveal below.

 

Oh... by the way. You have to unckeck everything related to NEMESIS every time you rerun FNIS, including the Output. And if you rerun FNIS you also have to rerun Nemesis again. Leaving Nemesis Output checked when you run FNIS is not a good idea.

Posted
9 hours ago, Temphyx said:

@Jessica_Degurechaff Windhelm is just where conflicts congregate, isn't it?  but really, I just wanted to say: love the new avatar pic!

Keep on

Yeah literally just removed (once again for the 15th time) because i got stuck (once again) in a random place, just as a guard with a weird face watches me and gets is pathfinding blocked by a barrel. i always give it a try every time i update the guide and it never ever works, i even recently tried with a mod im creating and the thing broke down in seconds.

And yeah thanks, i never change pfps but gotta start the year with a new face.

Btw does starfield uses the (lets face it: really outdated) engine from other bethesda games? i cant find any info about it and i wonder if for Skyrim2 we will have to wait for a good ole decade to get all the main tools running for it.
Mods are half of beteshda stock, if they fuck it i would personally kidnap Todd and make him do a new Skyrim2.

Posted (edited)
5 hours ago, Double11 said:

Thanks for the reply, Jessica!

 

So, I skipped Nemesis because I had to skip Animation Motion Revolution which was incompatible with the SKSE64 2.0.17 I have installed. I even tried Aylis's trick and running both FNIS and Nemesis, but without AMR I was getting T poses every time my character ran perpendicularly. I paid attention not to install/uninstall any mod that needed Nemesis or AMR after that.

 

I do have the FNIS creature pack 7.6 SE installed, and while I tried to get those mods I listed to stop messing up my character I did hit "De-install creatures" before running FNIS again and creating a new FNIS Output from Overwrite.

 I followed all the steps of the guide, including starting the game after finishing every mod install section to see if everything was working perfectly, correcting things along the way. I also only checked Alternate Start after starting a game without it and testing everything I could, so I don't think that's the problem. The game was working smoothly.

Even after I initiated another game with Alternate Start, I had already passed by a camp and tested the animations, SLEN, Aroused, Attraction, Defeat... They all worked (except that promising belly bulge I saw in one of the mods listed, that now I can't remember the name.)

 

Only after this I tried installing Creature Framework and More Nasty Critters, that when checked, if I run FNIS, my character gets stuck in T pose. And I don't quite understand how two mods that have nothing to do with the PC are screwing up my animations.

Maybe this battle is lost and I'll have to live with that, as you said. At least it didn't screw up my save. When I uncheck these mods and run FNIS everything goes back to normal.

Now, let me ask: is there any safe way to give schlongs to these creatures without messing with old mods? Because with this setup I got from the guide, if I press "K" I get full animations with wolfs, giants and such, just no schlongs...

Thanks again! 

I would recomend using SKSE 2.0.19, it will not hurt any of the mods on the guide (i use that ver, dw) with that you can use Animation revolution just fine.
Even some outdated mods that "should not" work on newer SKSE versions seem to work just fine to at least 2.0.20 (i use some myself, tho not that much amount and not very complex ones) if you do that the FNIS/nemesis trick should work regardless of other mods. then reinstall nemesis mods (at least the core ones, you can thinker with files and remove the ones you dont like, even force nemesis/DAR to use anims that arent made for it)
As for walking perpendicularly i must ask what "walking" mods are you using if using any? (tho it should get solved once you do what i said avobe)

Well, the only other thing that comes to mind is registering anims on SLAL but i bet you did that already.. mmh, i think its all related to FNIS-Nemesis, try to tackle the big guy first, then you can clean up those nitpicks, you have to make sure that the base are working properly.


Belly bulge works fine as long as the..thing inserted is big enough (tho not big enough to break the "shape" of the body but big enough to stretch it) AND if you have SMP as body type selected as the body during the animation (MCM config let you choose a key to swap between CBPC and SMP)   
.. and if you let SMP handle belly nodes during 3BBB installation .  (this is alñl done when installing 3BBB)

 

Spoiler

It all comes down to what mods you have installed (i mean clothes/armor mods) if you think SMP is worth handling so much, it also depends on what your PC can handle since SMP consumes a lot of resources since its "interactive", thats why BellyBulge will only show if you let it be handled by it... or at least thats how i understand it and did it, for me it works
image.png.d08f5f50af308dfe87268273037d2b57.png

(just pick the option you like the most, imo, you need SKSE up to at least 2.0.18 for this to work, if not, use one of the older 3BBB versions)



The link Thardrim gave you is also the one i use, plus BakaFactory animated cocks (https://www.loverslab.com/files/file/7556-animated-beasts-cocksabc-for-users-le-se/)
(make sure to get SE and not LE)  this should also solve the issue of "no schlongs".

But once again, creature stuff is a coinflip, thats why the entire thing was scrapped from the guide, i keep it around because im a horny ass even when i almost rarely use it.
i would recomend solving first the FNIS/Nemesis thing (thats if you truly dont want to update SKSE and use Nemesis anims) and then get to work on Creatures.

Good luck

 

Edited by Jessica_Degurechaff
Posted
5 hours ago, Alkzis said:

Speaking of that, im also going to ditch it this time, im tired of seeing people with an ET-Like face, i dont know why i bother with it yet again, i already knew it was the buggiest mod on the guide.

But May i ask... i need to re-run DynDOLOD/Textures right? But what about grass cache? And what mods do i need to reinstall?

Cntrl + F on the guide with all the category headers open (Foundation, armors, etc) Type "capital" everything that shows up (6 mods) are the ones that get the boot.

Plus you need to reinstall Embers XD and also deactivate/remove HPNPC patch.

Then rerun Texgen, Dyndolod, and BetterDynamicSnow Patcher.
Im 98% sure those are all the mods related to ElfGetOutCapital, but even if they are there it should not have any issue, since the master file and thus the "header" is not there.

Posted
On 1/9/2022 at 3:01 AM, Thardrim said:

Oh... by the way. You have to unckeck everything related to NEMESIS every time you rerun FNIS, including the Output. And if you rerun FNIS you also have to rerun Nemesis again. Leaving Nemesis Output checked when you run FNIS is not a good idea.

Thanks for the advice, this was part of my problem.  I somehow got the idea that NEMISIS handled only specific animations built for it.

 

I got it to work through trial and terror.  Ended up reinstalling FNIS 2 more times.  Once with the version for 10,000 animations and once for the XXL version when NEMISIS wouldn't finish and I saw it trying to run over 12,000 animations.

 

So far, all my scenes work.  Thanks again.

Posted
On 1/9/2022 at 3:32 AM, Jessica_Degurechaff said:

Btw does starfield uses the (lets face it: really outdated) engine from other bethesda games?

Saw a video with MR Todd explaining how they are having to completely rewrite the engine and by implication the creation kit before they start creating the game. In another video they acknowledged modders but didn't explain how they plan to support that.   They plan on people having much more powerful PCs or XBox's; saying that they plan on using future capabilities. They haven't specified the minimum yet. 

Posted
On 1/9/2022 at 4:25 PM, Jessica_Degurechaff said:

@Aylis Im pretty sure you have seen it, but just to confirm, theres Now a JK mod for Jorvaskr HERE but just to confirm: so far it haves literally no issues. and i doubt we will ever have one, that place is almost never touched by mods

Pretty sure SunJeong's TAWOBA place a book in Jorvaskr. Idk if there could be any conflict.

Also if you've visited the place before installing mod, there's a problem with door I saw in the comment section. Although the fix is easy really.

 

Btw, there's an update for Cathedral Weathers and Seasons, can anyone confirm what exactly it update?

 

 

Posted
On 1/9/2022 at 4:00 AM, Jessica_Degurechaff said:

Cntrl + F on the guide with all the category headers open (Foundation, armors, etc) Type "capital" everything that shows up (6 mods) are the ones that get the boot.

Plus you need to reinstall Embers XD and also deactivate/remove HPNPC patch.

Then rerun Texgen, Dyndolod, and BetterDynamicSnow Patcher.
Im 98% sure those are all the mods related to ElfGetOutCapital, but even if they are there it should not have any issue, since the master file and thus the "header" is not there.

I thank you for this.  I didn't have the texture issues you did but I did get dark faced vampires that I don't want to mess with.

Posted
14 minutes ago, akadeadpool said:

Pretty sure SunJeong's TAWOBA place a book in Jorvaskr. Idk if there could be any conflict.

Also if you've visited the place before installing mod, there's a problem with door I saw in the comment section. Although the fix is easy really.

 

Btw, there's an update for Cathedral Weathers and Seasons, can anyone confirm what exactly it update?

 

 

But its just a book, nothing mayor, you can also got it on other places or using commands/AddItemMod/Buy it from vendors if you got the optinal mod.
I will test it later since i have yet to get inside that place on my current playthough, will come back with the news.

Same as avobe tho it usually just adds performance and nothing else (imo theres not so much you can change of such mod)..will check later

 

Posted
5 minutes ago, Jessica_Degurechaff said:

/Buy it from vendors if you got the optinal mod.

What optional mod?  I have to cheat for the elven book when I have the elven smithing perk.  That eleven book is in a location that's hard to get to and I'd prefer to buy it than console it. 

Posted (edited)
17 minutes ago, remodel said:

What optional mod?  I have to cheat for the elven book when I have the elven smithing perk.  That eleven book is in a location that's hard to get to and I'd prefer to buy it than console it. 

You weak child, you need to know more about the world of hornyRim  

https://www.nexusmods.com/skyrimspecialedition/mods/41678
also:
https://www.nexusmods.com/skyrimspecialedition/mods/41678 (ofc you need the main mod, but its fairly light weight and changes almost nothing on his own)
https://www.nexusmods.com/skyrimspecialedition/mods/56894 (same as avobe)
https://www.nexusmods.com/skyrimspecialedition/mods/57368 (for some cool NPCS)

SPID is amazing and is slowly getting his way to be used on more mods, im trying to make my own patches to cover all armored vanilla NPCS but between life, and the fact that im very fucking dumb its being really hard.

Edited by Jessica_Degurechaff
Posted

Hi !

I'm struggling with the precache generation for 'No grass in object" i always have an infinite loop either in DLCSolstheimWorld around 54% or at solitudeWorld 3.96% and i don't know why :/ 

Someone have an idea or have a Grass cache folder with the same mode from the guide ? Thank you 

Posted (edited)


@remodel i also use this one:
https://www.nexusmods.com/skyrimspecialedition/mods/57454                         i also forgot to mention but the ones for Aela and other NPCS are FOR BHUNP tho i  believe you can work around it, i just never bothered.


heres a ton more but these are for "unique" outfits, i personally only use a few since some of them dont really fit in game
https://www.nexusmods.com/skyrimspecialedition/mods/58794?tab=files

Edited by Jessica_Degurechaff
Posted
On 1/9/2022 at 3:53 AM, Thardrim said:

 

@Double11 About schlongs with creatures, I don't use the version of "Creature Framework" that was in the guide a few months ago. I use this instead: 

 

 

The version I use is  "Creature Framework 1.1.0-pre2A-SE.7z". The only thing to consider is to load "More Nasty Criters" BEFORE this version of CF. This setup works for me flawlessly. All creatures have their schlongs correctly equipped every time they are involved in animations.

 

I hope this helps.

 

@Thardrim Thank you very much, I'll try this right away! MNC before CF, got it. Any tips on where they should be located between the other LL mods, load order-wise?

 

On 1/9/2022 at 4:55 AM, Jessica_Degurechaff said:

I would recomend using SKSE 2.0.19, it will not hurt any of the mods on the guide (i use that ver, dw) with that you can use Animation revolution just fine.
Even some outdated mods that "should not" work on newer SKSE versions seem to work just fine to at least 2.0.20 (i use some myself, tho not that much amount and not very complex ones) if you do that the FNIS/nemesis trick should work regardless of other mods. then reinstall nemesis mods (at least the core ones, you can thinker with files and remove the ones you dont like, even force nemesis/DAR to use anims that arent made for it)
As for walking perpendicularly i must ask what "walking" mods are you using if using any? (tho it should get solved once you do what i said avobe)

Well, the only other thing that comes to mind is registering anims on SLAL but i bet you did that already.. mmh, i think its all related to FNIS-Nemesis, try to tackle the big guy first, then you can clean up those nitpicks, you have to make sure that the base are working properly.


Belly bulge works fine as long as the..thing inserted is big enough (tho not big enough to break the "shape" of the body but big enough to stretch it) AND if you have SMP as body type selected as the body during the animation (MCM config let you choose a key to swap between CBPC and SMP)   
.. and if you let SMP handle belly nodes during 3BBB installation .  (this is alñl done when installing 3BBB)

The link Thardrim gave you is also the one i use, plus BakaFactory animated cocks (https://www.loverslab.com/files/file/7556-animated-beasts-cocksabc-for-users-le-se/)
(make sure to get SE and not LE)  this should also solve the issue of "no schlongs".

But once again, creature stuff is a coinflip, thats why the entire thing was scrapped from the guide, i keep it around because im a horny ass even when i almost rarely use it.
i would recomend solving first the FNIS/Nemesis thing (thats if you truly dont want to update SKSE and use Nemesis anims) and then get to work on Creatures.
 

 

Thank you, Jessica!

 

I'm sporting SKSE 2.0.20 now and have Animation Revolution working.

 

So, while LL was out I did some extra research, and apparently I found out what was causing my character to t-pose, more like "float," whenever I pressed more than one of the directional keys (W, A, S, D) at once to change directions. It was Movement Behavior Overhaul (pointed out to have this bug by some fellows at reddit). I uninstalled it and everything is fine now. I miss the way my character moved, though. Shame. Seems it wasn't any conflict between FNIS and Nemesis after all, but I'll keep testing.
 

I'll reinstall 3BBB checking the SMP option, as I'm pretty sure my rig can take it. Can't wait to see the results. I'll give Bakafactory animated cocks a try as well.

About being a horny ass... I think it's more than stated we are on the same boat haha

Thank you, both. I'll keep you guys updated on my progress. Hopefully I'll spend more time this week playing than staring at my MO2 screen.

Posted (edited)
1 hour ago, Double11 said:

Hopefully I'll spend more time this week playing than staring at my MO2 screen.

Why, oh why, does this sound sooo familiar? ;)

 

Now to my first coffee today... Hopefully i finally wrapped up FO4 and there are no hidden bugs left.

 

Tomorrow i'll start to go through the last 30 pages (or so) for an update here.

 

Edited by Aylis

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