Burtchin Posted September 26, 2021 Posted September 26, 2021 2 hours ago, zarantha said: It can be ignored. Form 43 works just fine in SE, there's no reason except in some limited use cases to resave the ESP. SD is not one of those mods. Bound animations getting messed up are not related to the form version of the plugin. Bound animations tend to get messed up when using Nemesis, or due to a conflict with some other mod. Try without Nemesis, and you may need to reinstall all of the mods using FNIS too in order for them to work right after removing Nemesis. Kind of surprised you only see it with SD, I see it happening a lot to people using DD on the DD thread. If you use fnis sexy move too, you may try resetting the player animations in the sexy move MCM first before removing nemesis. Thank you for the explanations this is very interesting. For version form 43 / 44 I had a hunch that it wouldn't help it but it's great to have confirmation. I only have nemesis for "movement behaviour overhaul" (MBO) so I removed Nemesis and MBO and purged my game mod folder to make sure there isn't residual animations lying around. Then I re-deployed and ran FNIS as usual (with skeleton arm fix). Now I'm back to a problem I had a bit before, which is that my character stays in normal idle when wearing e.g. an armbinder. I had gotten rid of that problem before by, well, running nemesis...! I use dynamic random female idle (DRFI) too so I though maybe the conditional idles overrule the bound animation - similar to EVG conditional idles can do sometimes. So I removed DRFI too, re-deployed and ran FNIS again. This did not fix the problem (see image below). For the record I do not use sexy moves so that's not it either.
zarantha Posted September 26, 2021 Posted September 26, 2021 46 minutes ago, Eldranil said: normal idle when wearing e.g. an armbinder. I had gotten rid of that problem before by, well, running nemesis...! If you have 360 move, even the old FNIS one, it can cause this too. Try jumping or changing cells (going through a loading screen). Or remove and reequip the armbinder. If you got the armbinder through additem menu or console, you can't use the one from DDa, it has no scripts attached when added that way. Test with the armbinders or elbowbinders from DDx. Reinstall DD, DCL (if you have it), Zaz and SD. Delete your FNIS output, then run FNIS (and bodyslide) again. If there's still an issue, try with just SD and it's requirements, nothing else. If it's still not working with just the bare bones, reinstall everything again and make sure you don't have anything left over in your actual skyrim folder. If you use vortex, make sure to purge before checking.
Tex Posted September 27, 2021 Posted September 27, 2021 I've finished the quest, got the queen chaurus armor, yet I'm still getting the "casual" dragon wings instead of the chaurus queen ones. I am using Animated Wings Ultimate, any ideas how to switch to the queen ones?
shiftbitlogic Posted September 27, 2021 Posted September 27, 2021 I am using the latest conversion of SexLab Dialogs, and I can't help but notice something that is really confusing to me. The "experimental" feature: "Become a Mage", and more specifically, the "Magicka Mastery System" seems to constantly keep my magic below 0, unless I arbitrarily add 100 or so magic. I guess I don't understand how it was intended to work, but it seems like every time I read a book in the world, my magic gets worse, not better.... I would think that maybe you start out at 0, then with every book you read, you get "smarter" and gain a (or a fraction of a) point of magic, thus making you search for unread books or completing the "become a mage" quest line. Would someone be able to confirm this for me? I think this concept is a really fascinating way to balance how quickly a mage scales into "outright broken" I love the mods, keep up the hard work all!
Burtchin Posted September 28, 2021 Posted September 28, 2021 (edited) On 9/25/2021 at 11:03 PM, zarantha said: If you have 360 move, even the old FNIS one, it can cause this too. Try jumping or changing cells (going through a loading screen). Or remove and reequip the armbinder. If you got the armbinder through additem menu or console, you can't use the one from DDa, it has no scripts attached when added that way. Test with the armbinders or elbowbinders from DDx. Reinstall DD, DCL (if you have it), Zaz and SD. Delete your FNIS output, then run FNIS (and bodyslide) again. If there's still an issue, try with just SD and it's requirements, nothing else. If it's still not working with just the bare bones, reinstall everything again and make sure you don't have anything left over in your actual skyrim folder. If you use vortex, make sure to purge before checking. Thank you again for the suggestions. Now, when installing SD+ I understand I should: - start a new game without SD+ - setup SL framework in MCM - wait for SL framework to finish install - save, quit game - enable SD+ in Vortex, deploy, run FNIS - load the last save - wait for MCM to finish sending SD+ messages - save, reload, wait for finished message again In the process of doing all that it became obvious that the "idle" bug is present with DD even before SD+ is installed. So I think I should take this up with DD first to fix it without SD+, and see when it's fixed it that doesn't solve the original "yoke" bug on SD+ (yoke animation when walking with armbinder equipped). My guess is that Nemesis fixes the "idle" problem on DD, but creates the ground for the "yoke" problem in SD+. So if I run DD and SD+ without Nemesis, well, I get the DD idle bug with SD+ too. Let me know if that doesn't sound like the logical thing. EDIT: Now bounced to the DD thread here --- I will answer each point if a future reader has the same issue: - I don't have 360 move so that's not that. - FNIS is the latest one. - Jumping doesn't do it. - I tried changing cell by (1) using the statue of Mara in Alternative Start mod or (2) "coc robbersgorge01" on console or (3) going through a door. None works. - Removing and re-equipping doesn't work - I think I used one from DDa, and yes, added from console. I tried with the ebonite armbinder from DDx instead (still console), but same problem. Getting one equipped through a devious start on Alternative Start does the same bug anyway. - I created a brand new profile on Vortex and only added the basic dependency mods. No Nemesis, no Dynamic Animation Replacer, no idle mod, nothing. I removed DCL. I changed ZaZ from 8+ to 7 because I noticed a comment that 8+ isn't fully tested out yet. I ran FNIS with the settings below (see image). It didn't do anything. Edited September 28, 2021 by Eldranil
zarantha Posted September 28, 2021 Posted September 28, 2021 20 minutes ago, Eldranil said: Don't use that DD patch when running FNIS. I've no idea where it came from or what it does. I've never used it and I suspect it does break things. Gender specific shouldn't break anything, but i don't think it does anything either unless you've got different animations for males and females. so, it shouldn't matter either way. Skeleton arm fix is the only one really required for the test. But yes, if you're still getting the same bug with DD only on a new game, with an armbinder from DDx, and after rerunning FNIS without the patch, it's not an SD issue. We can take this over to the DD thread.
DeepBlueFrog Posted September 28, 2021 Author Posted September 28, 2021 9 hours ago, shiftbitlogic said: I am using the latest conversion of SexLab Dialogs, and I can't help but notice something that is really confusing to me. The "experimental" feature: "Become a Mage", and more specifically, the "Magicka Mastery System" seems to constantly keep my magic below 0, unless I arbitrarily add 100 or so magic. I guess I don't understand how it was intended to work, but it seems like every time I read a book in the world, my magic gets worse, not better.... I would think that maybe you start out at 0, then with every book you read, you get "smarter" and gain a (or a fraction of a) point of magic, thus making you search for unread books or completing the "become a mage" quest line. Would someone be able to confirm this for me? I think this concept is a really fascinating way to balance how quickly a mage scales into "outright broken" I love the mods, keep up the hard work all! The way it is supposed to work is to simulate having to earn your Magicka level. Normal people have no or little Magicka. If you are gifted, you can set a starting amount. However, when you get hit or are near death, the amount of Magicka you have at your disposal shoots up. Very close to death gives you a boost that could even be overpowered. This is to simulate instinctive reactions for survival (think, Mutant stories like the X-Men). As you practice Magic through spells, enchantments and alchemy, your base Magicka will increase. That includes the number of potions you drink, ingredients you taste, books you read... not a single time but overall. About potions, you will notice a blur effect when you drink too much. That a blinding headache from potions being toxic. The more you drink and practice spells, the more tolerance you build and the longer you can go before getting headaches. The main quest about going under the apprenticeship of Farengar is a way to give you gradual powers through practice and learning. Part of the story is to get you to tap into the effect of crystals (Skyshards here) to focus your powers. The story is not yet finished but it will take you from simple apprentice to the depths of the Midden in Winterhold's College. I use that system all the time now and I call it balanced most of the time It is a blast to find out in the heat of battle that you can suddenly cast a dual blast of flames powerful enough to knock a Mammouth if timed right.
axone_zero Posted September 28, 2021 Posted September 28, 2021 On 4/16/2019 at 12:01 AM, DeepBlueFrog said: I am starting this thread to comment on the status of the conversion of my SexLab mods to Skyrim Special Edition and to offer a place for SSE related issues away from the other threads. Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs?
Shep67 Posted September 28, 2021 Posted September 28, 2021 16 minutes ago, axone_zero said: Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs? Hello there. "Go" to Sexlam mcm. There is a menu armor (clothes) (As far i am remember). There it show you your current equipment. Select the shackels and set to never unequip. Hope it helps you a bit
axone_zero Posted September 28, 2021 Posted September 28, 2021 32 minutes ago, Shep67 said: Hello there. "Go" to Sexlam mcm. There is a menu armor (clothes) (As far i am remember). There it show you your current equipment. Select the shackels and set to never unequip. Hope it helps you a bit Thanks, I'll try. But this is strange - they should not be taken off your hands just like that.
zarantha Posted September 29, 2021 Posted September 29, 2021 11 hours ago, axone_zero said: Good day! I have the next question - when enslaved, the owner puts on shackles (wrist armbinder) on me. But then, during sex, the shackles are removed from the hands, they remain only on the legs. Why is this happening and what to do to have sex with shackles on the arms and legs? What do you have checked in the animations tab in the DD MCM? If bound animations is not enabled, then devices will be removed during the scene.
axone_zero Posted September 29, 2021 Posted September 29, 2021 5 hours ago, zarantha said: What do you have checked in the animations tab in the DD MCM? If bound animations is not enabled, then devices will be removed during the scene Bound animations enabled.
Jack005 Posted September 29, 2021 Posted September 29, 2021 I'm CTD with dibella siterhood on Dibella temple, with the version 2021-07-31, I have the BHUNP sliders, Sexlab Dibella Sisterhood, Sexlab Dibella Sisterhood Sisters, Fjotra Replacer, I missing something??
zarantha Posted September 29, 2021 Posted September 29, 2021 8 hours ago, axone_zero said: Bound animations enabled. Odd, there shouldn't be an issue with armbinders. You mention what sounds like two different devices - is it armbinders or wrist shackles? Do you have the exact in game name?
zarantha Posted September 29, 2021 Posted September 29, 2021 4 hours ago, Jack005 said: I'm CTD with dibella siterhood on Dibella temple, with the version 2021-07-31, I have the BHUNP sliders, Sexlab Dibella Sisterhood, Sexlab Dibella Sisterhood Sisters, Fjotra Replacer, I missing something?? Do you have a netscriptframework crash log?
shiftbitlogic Posted September 29, 2021 Posted September 29, 2021 On 9/27/2021 at 8:24 PM, DeepBlueFrog said: The way it is supposed to work is to simulate having to earn your Magicka level. Normal people have no or little Magicka. If you are gifted, you can set a starting amount. However, when you get hit or are near death, the amount of Magicka you have at your disposal shoots up. Very close to death gives you a boost that could even be overpowered. This is to simulate instinctive reactions for survival (think, Mutant stories like the X-Men). As you practice Magic through spells, enchantments and alchemy, your base Magicka will increase. That includes the number of potions you drink, ingredients you taste, books you read... not a single time but overall. About potions, you will notice a blur effect when you drink too much. That a blinding headache from potions being toxic. The more you drink and practice spells, the more tolerance you build and the longer you can go before getting headaches. The main quest about going under the apprenticeship of Farengar is a way to give you gradual powers through practice and learning. Part of the story is to get you to tap into the effect of crystals (Skyshards here) to focus your powers. The story is not yet finished but it will take you from simple apprentice to the depths of the Midden in Winterhold's College. I use that system all the time now and I call it balanced most of the time It is a blast to find out in the heat of battle that you can suddenly cast a dual blast of flames powerful enough to knock a Mammouth if timed right. @DeepBlueFrog Thank you for the explanation, it sounds even more like everything I would want in a "gradual mage progression system". Unfortunately, I am still concerned about the idea that I use SSE, and when watching the stats for Magicka, I can read a book, and watch that number go from 0 to -1, then lower with each subsequent book. My concern is that the conversion between LE and SSE may have had unintended consequences in this area, as it feels harder to cast magic after reading more.... I will play longer and see if I can test this theory by doing nothing but reading. Finally, would it be possible to toggle that "burst of magic" after damage? It is a cool idea, but it would be nice to have the system be more steadily reliable, rather than waiting until near death to get access to it. (This also makes it easier on those with Defeat mods that are constantly checking player health at 10-20% etc.)
colourtemp3000 Posted September 29, 2021 Posted September 29, 2021 On 7/5/2021 at 2:43 AM, effrenatus said: Hello! I am constantly getting ingame messages like this: [SD] getDeviousKeywordByString: Unknown generic keyword: SprigganRoot I think it is because I am using Sexlab Parasites (Kyne's Blessing) I just updated several mods including DD 5.1, but I still get the message. Can you please point me into the right direction to what is missing or wrong? Thank you very much! Same issue, without infection, from start of the new game or loading save. Issue was started after one or few updates of the mod. Any new idea's?)
Tex Posted September 29, 2021 Posted September 29, 2021 On 8/7/2021 at 4:03 PM, w234aew said: The menu options are all grouped together, which kind of makes it confusing if you don't delve into the script that does the scaling to figure out what goes where. I'll leave an explanation here. The "Bodymorphs" selector is a "specifier" for both SLIF and NiO. If it's not selected, then whatever scaling technique hormones is using, will be used for node scaling. If Bodymorphs are selected, and SLIF isn't installed, the mod will directly apply morphs through NetImmerseOverride (it should really be titled "NiO Bodymorphs"). It SHOULD be set up such that, if SLIF is installed and bodymorphs are selected, the mod applies the same bodymorphs via SLIF as a compatibility layer. I'm without PC for a few days, so I can't make edits/changes rn. Looking at it with more experience now than when I originally helped write it, I think the SLIF path might be cut off due to some missing conditional checks. I'll try to fix it when I'm back with PC. Remind me that if I ever run into you, to kiss you like there is no tomorrow, this fixed it and got it working for me at long last!
Jack005 Posted September 30, 2021 Posted September 30, 2021 11 hours ago, zarantha said: Do you have a netscriptframework crash log? Yes, Unhandled native exception occurred at 0x7FF6FA82CA0A (SkyrimSE.exe+73CA0A) on thread 1688! FrameworkName: NetScriptFramework FrameworkVersion: 10 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 14 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 29 Sep 2021 05:30:11.431 Possible relevant objects (5) { [ 118] TESNPC(Name: `Pilgrim`, FormId: FF001AD8) [ 118] Character(FormId: 4800D951, File: `Populated Lands Roads Paths Legendary.esp`, BaseForm: TESNPC(Name: `Pilgrim`, FormId: FF001AD8)) [ 254] TESPackage(FormId: 4800D94C, File: `Populated Lands Roads Paths Legendary.esp`) [ 328] TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`)) }
zarantha Posted September 30, 2021 Posted September 30, 2021 58 minutes ago, Jack005 said: Yes, Unhandled native exception occurred at 0x7FF6FA82CA0A (SkyrimSE.exe+73CA0A) on thread 1688! FrameworkName: NetScriptFramework FrameworkVersion: 10 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 14 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 29 Sep 2021 05:30:11.431 Possible relevant objects (5) { [ 118] TESNPC(Name: `Pilgrim`, FormId: FF001AD8) [ 118] Character(FormId: 4800D951, File: `Populated Lands Roads Paths Legendary.esp`, BaseForm: TESNPC(Name: `Pilgrim`, FormId: FF001AD8)) [ 254] TESPackage(FormId: 4800D94C, File: `Populated Lands Roads Paths Legendary.esp`) [ 328] TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`)) } There's probably more relevent info in the rest of the stacks further down in the log. It might even be different info. Next time, you should just be able to attach the full log. But from just this, i'd say it's the pilgrim NPC from populated and not something in sisterhood. Not sure why AI overhaul is editing your character, but probably not the issue. Try regenerating the facegen for that NPC, or just do it for both all npcs from populated and sisterhood just to cover your bases.
Jack005 Posted September 30, 2021 Posted September 30, 2021 29 minutes ago, zarantha said: There's probably more relevent info in the rest of the stacks further down in the log. It might even be different info. Next time, you should just be able to attach the full log. But from just this, i'd say it's the pilgrim NPC from populated and not something in sisterhood. Not sure why AI overhaul is editing your character, but probably not the issue. Try regenerating the facegen for that NPC, or just do it for both all npcs from populated and sisterhood just to cover your bases. Oh Im sorry I usually just use posible relevant objects to find a culprit, pretty wierd because the CTD only happens with the sister of dibella I alredy disable and try and nop, not CTDs, but I really want to play the mod, if you find something please tell me Crash_2021_9_29_5-30-11.txt
zarantha Posted September 30, 2021 Posted September 30, 2021 5 minutes ago, Jack005 said: Oh Im sorry I usually just use posible relevant objects to find a culprit, pretty wierd because the CTD only happens with the sister of dibella I alredy disable and try and nop, not CTDs, but I really want to play the mod, if you find something please tell me Crash_2021_9_29_5-30-11.txt 51.72 kB · 0 downloads Yeah, it really doesn't like pilgrim, but it's only giving the formid for the npc in populated. I don't see any references to anything from sisterhood. It might be a conflict. I downloaded that populated mod to check it, and the formids referenced aren't even the actual NPC. it's a npc package and placing the NPC in the world. if you disable populated and leave sisterhood enabled, do you still crash? Facegen for sisterhood has been a problem for some people. Try regenerating the sisterhood facegens and see if that stops it. If you've never done it, it's a simple process in the ck: https://www.creationkit.com/index.php?title=Dark_Face_Bug Also, I'm curious - are you flying or have wings? first time i've seen this: Actor::IsOnFlyingMount
Jack005 Posted September 30, 2021 Posted September 30, 2021 (edited) 1 hour ago, zarantha said: Yeah, it really doesn't like pilgrim, but it's only giving the formid for the npc in populated. I don't see any references to anything from sisterhood. It might be a conflict. I downloaded that populated mod to check it, and the formids referenced aren't even the actual NPC. it's a npc package and placing the NPC in the world. if you disable populated and leave sisterhood enabled, do you still crash? Facegen for sisterhood has been a problem for some people. Try regenerating the sisterhood facegens and see if that stops it. If you've never done it, it's a simple process in the ck: https://www.creationkit.com/index.php?title=Dark_Face_Bug Also, I'm curious - are you flying or have wings? first time i've seen this: Actor::IsOnFlyingMount Mmm I see, the pilgrim guy from baka populated, I'm going to try to disable him from babo menu and if that dont work, bye bye populated for now, but first the facegen regenerating thing because I have a sister with the brown face, with or without sisterhood, ummm thats pretty weird I don't have neither of those O.o Nop, I've disable all poupulated (poulated cities, land roads, pupulated baka, and rs childrem populated cities), but it always crashes looking at the dibella statues, maybe something with the statues? and the sister with black face is from babo Dialogue is called Silvya Crash_2021_9_30_1-13-27.txt Crash_2021_9_30_0-52-53.txt Edited September 30, 2021 by Jack005 update
YojimboRatchet Posted September 30, 2021 Posted September 30, 2021 (edited) Not the first time I see Babo as well as AI in a crash log. I ended up removing AI as it caused way too many errors, odd behaviours, and weird inconsistencies. The AI would be perfect on a vanilla "mostly" load, I would assume. But when using it against a heavily modded game with many other types of AI / Dialogue mods, it just creates havoc. Edited September 30, 2021 by YojimboRatchet
axone_zero Posted September 30, 2021 Posted September 30, 2021 (edited) 22 hours ago, zarantha said: Odd, there shouldn't be an issue with armbinders. You mention what sounds like two different devices - is it armbinders or wrist shackles? Do you have the exact in game name? Iron Cuffs [Zad]: adding tag Armbinder for Iron Cuffs When I set the sexlab in the stripping settings on the advice never to delete, then they stopped being deleted. And now, at first, there is an attempt to play the usual animation - and only then, when apparently it is not possible to remove the handcuffs, the associated animation begins. Doesn't seem to be very correct? And yes, if they are punished with rods, then they also remove the handcuffs to attach them to the furniture. And for some reason, with handcuffs, only the built-in animation is played (SS_DD_armbcowg1) - I have an animation from billy, but it does not play. Edited September 30, 2021 by axone_zero
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