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18 hours ago, Eadoo said:

I have the same issue.  Not sure if yours is the same as mine, but my console says the reason is I lack an appropriate animation for this actor (Atronach).  I'm about to go hunting for one...

get billyy's animations, then you should be good

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I managed to get a working installation, thanks to the files from page 4 of this forum (esp file size shows as 812,855 bytes), plus finally resolving the animation registration issues (more steps and game reloads than i can remember). Hint: save before interacting with the target, check the console output if you can click the dialog text but the animation fails to trigger, this helped me figure out more registrations were needed in one or more mods.

 

I eventually completed the primary quest to the end.

 

Issue 1: NPC's do not wear the Beastess "Body" armor

If i give the full set of armors (4 pieces of light or heavy, available after the third quest task (Chaurus) is completed) to a follower (any) that follower will not wear the "body" armor piece.  Not sure what is causing this but I did load it up in the CS (Construction Set) to peek at the files and I did see there is at least one different attribute on these compared to the other pieces.  I think it shows something like "NordRace" instead of "DefaultRace" in the middle of the property window (taking from memory).  Breeda will wear any other piece of 'body' armor if available, even if it has a lower rating.

 

FYI: I get around 24 errors during loading in the CS, most were about doors having teleport locations too close, which was from the main files.  I think there may have been a few from the SLFW (SexLab FrameWork) and Beastess files too.  Should this be error free during load or is it 'expected'?

 

Tried to adjust these two properties and save a new esp 'patch' file, but even with a new game the issue remains.  Someone with more skill than I will need to look into this to resolve it. I  will try to attached my mod list (exported from MO2), in case it helps (ignore the wrye bash line item at the end, it is empty and no wrye bash is in use, it broke the map), my esp load order matches the mod list order.  It is possible one of the other mods like "Weapons Armor Clothing and Clutter Fixes" may be conflicting.  If I get time I may try a 'minimal/vanilla' mod list to see if the issue is on my end.

 

Issue 2: Breeda (Breeder Follower) wait command broken?

I tried to tell my Breeder Follower to "Wait here", but it ignores the command.  I also have a "[More...]" option with "do something for me" option to tell Breeda to "wait where i'm looking", but that breaks Breeda, she never will follow again.  Not sure what is up, but I suspect it may be necessary to rebuild Breeda to be SE compliant (maybe missing some attributes it requires), Lydia works fine.

 

In the CS I could not load the preview render of Breeda, I suspect this due to needing additional source files, which the author would have (not in my skillset to pursue).

 

Edit: Just found the Modwat.ch tool: https://modwat.ch/u/walkingwounded

 

modlistorderdump1.csv modlist.txt

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  • 2 weeks later...
On 10/5/2019 at 3:49 AM, AshitakaOkita said:

Found a rather strange error. Every time I approached Bruca's Leap Redoubt my game would CTD. I deactivated my entire modlist, started a new save file, reload a few mods, restart the  game and approached the place again. Rinse and repeat, as soon as I activated Beastess, it crashed again. I deactivated the Forsworn Beastesses, but it still crashed. With no other mods active spawning enemies (thought those Forsworn Beastesses to be the fault), I'm not sure what could cause this.

Hope someone else can test this too, figuring out if this is a mod conflict or a problem with Sexlab Beastess itsself, since I'm not experienced with modding Skyrim.

Edit: Ran a bare boned mod setup and the crash vanished. So it's very likely a mod conflict.

I have also come across the same error in terms of CTD I have my mod at the bottom of my list so its very likely the mod itself. Not sure if the author is working on a fix for the multiple issues but heres hoping.

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Heya gang, like many other people I had trouble with the Sabrecat and Giant Spider quest. These creatures can't talk to the player because their race isn't set to "Allow PC dialogue". I fixed this by editing the mod directly in CK. The troll quest is a bit baffling. It's set up correctly in CK, but sometimes the troll just doesn't respond to dialogue. As a last ditch effort, I disabled him and re-enabled him. To do this, go into first person view and bring up the console by pressing the ~ key on your keyboard. Click the troll with your mouse and type disable. You'll know you have him selected because he'll disappear on screen. Immediately type enable in the console and exit the console. He'll reappear. Try talking to him again, it worked for me. If anyone wants my copy of this mod, please message me.

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  • 2 weeks later...

Has anyone made any headway in figuring out the handless/feetless issue when equipping the beastess body armor?

 

UPDATE: Okay, so after an hour or two (possibly more) of mucking around with the armor entries in the CK, I figured out why the hands and feet are not showing up for some people. The record is not as blank as it looks.

 

If you Show All models on the beastess heavy and light body, there is a list of entries for naked Torsos, Hands, and, Feet for the following races: Child, Old, Dark Elf, Angorian, Wood Elf, and High Elf. There's also 3 creature entries: SabercatSnowyAA, DragonAA, and HorseAA. Tbh, I have no idea why those three or even most of these models are there. From my own testing, it looks like the feet and hand models in the list  are the ones doing weird things, somehow making a 1+1=0 scenario. However, they are only doing it for those races whose models are present in the list. That is why anyone playing a human-type, or any of the other races not listed above haven't been having an issue. Least that's what it seems like to me. Removing the NakedHand and NakedFeet models from each body armor can solve the problem of the hands and feet dissapearing. You don't even need to remove them all, just the ones for the race that you are playing. Alternately, you can just take out all the hidden entries in the model list and that seems to work as well, though again, I am unsure about those 3 creature entries and any other long-term impacts removing them might have. 

 

If someone more familiar with the CK and writing mods could verify this, it would be greatly appreciated. Though I have a bit of a coding background, I am still very much a novice when it comes to these two disciplines, and am unsure if either of the above fixes might have repercussions elsewhere in the mod. I will do some more testing in the coming days.

 

 

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You should consider doing something to make the beastess "invisible skill tree progression" (or whatever you want to call the fact that as we go we unlock spells, traits, and stuff) so that it only works on enemy creatures, or creatures the mating shout was used on or something.

"Whatever do you mean / why do you say that Song?"

I discovered and installed the aroused creatures mod, and its recommended counter part "SL More Creatures SE", before this one.
The order I found the mods doesn't really matter, point is I had both installed when I started new game, going Beastess.

My character was level, if I remember correctly, 6 when the Beastess skill tree was fully unlocked and I started getting "Beastess power maxed" messages.
Now I have master tier spells that cost far more mana than I have, and a werewolf transformation that was easier to get than the normal one.
True, I still  use some of those high end features for the mana reason, but still.

To be fair, I spent a lot the time for those 6 levels doing things that don't push xp much, like running down the Beastess quest creatures and traveling the map for fast travel points, and admittedly some of it was spent using the game as a source of porn instead of a game with porn in it.
But regardless of what I was doing, the friendly creatures added to towns by More Creatures and the sex w/ them from Aroused Creatures capped out my Beastess power faster than one ought to level it up.

 

Ideally (in my opinion) using a different mod to have sex with non-enemy creatures / non-shouted-at creatures (whichever you as mod maker would prefer or find easier to make, if you choose to do something about this)::
-Should not progress the hidden leveling towards unlocking more spells/traits/whatever.
-Should give the post creature sex traits (recently knotted, etc.)

I sure as heck don't know if that ideal is mechanically possible to make.
For that matter I don't know if it's mechanically possible to make your mod treat different creatures based on the shout or friendly/enemy status at all is mechanically possible.
But in case it is I thought I'd through these thoughts your way.

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12 hours ago, Jadey-chan said:

Hello :)

Could someone tell me which animation pack should I use for this mod? I can't get through the Atronach, and I'm out of ideas...
And I would be thankfull for a load-order  too.
Thanks ^^

I'd say ALL the animation packs if not for the CTD limit.

I'm not sure which packs you need to get the Atronach, if you have packs already there's a high probability you have animations for it already.
The problem, then, would be that you need to go in the mcm menu for Sexlab Animation Loader and get those animations properly enabled and registered.
That extra step beyond just installing animation packs.
I believe that end all "debug" for missing animations is to go in SLAL settings, disable all, rebuild registry, reload jsons, enable all, register.
Then use the count feature to see if you actually got them all.
It's a slow process btw.

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On 2/5/2020 at 3:42 PM, Jadey-chan said:

Hello :)

Could someone tell me which animation pack should I use for this mod? I can't get through the Atronach, and I'm out of ideas...
And I would be thankfull for a load-order  too.
Thanks ^^

There should be some animations for the Atronach in Billyy's Animations. However, you may want to also check back a page or two. Some people where having problems with the Atromach as well.

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On 1/22/2020 at 12:33 AM, ChrisHPZ said:

Heya gang, like many other people I had trouble with the Sabrecat and Giant Spider quest. These creatures can't talk to the player because their race isn't set to "Allow PC dialogue". I fixed this by editing the mod directly in CK. The troll quest is a bit baffling. It's set up correctly in CK, but sometimes the troll just doesn't respond to dialogue. As a last ditch effort, I disabled him and re-enabled him. To do this, go into first person view and bring up the console by pressing the ~ key on your keyboard. Click the troll with your mouse and type disable. You'll know you have him selected because he'll disappear on screen. Immediately type enable in the console and exit the console. He'll reappear. Try talking to him again, it worked for me. If anyone wants my copy of this mod, please message me.

Hey can you please provide a copy of your mod or explain how you fixed the issue? I've never managed to get past sabrecat.

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I'm having an issue on the questline.

 

I can play the game modded just fine, but when i go to the area where the werewolf is to be found, i get an CTD. I tried putting Beastess last in the load order, with no succes. Any suggestions?

 

I can just barely get the breeding animation to start, but then it crashed. If i fast travel away, and approach again, i crash when i'm within a certain distance to the werewolf... I even tried to go somewhere else and placing the werewolf at my player, and until it appears, i have no issues. The werewolf is also called "Dibella Werewolf" instead of "beastess werewolf". Does this have anything to say?

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  • 2 weeks later...

I'm having a problem even finding the trapdoor to the hideout. I use the "Camping in the woods" Alternate Start opening, and have traveled there without it as well. In both cases, I get the alert "Found Beastess Portal" when I approach the bend in the road leading up to the Helgen passage, but when the alert comes up, I look all around and cannot find any doors in the foliage, on the road, or in the rocks.

Can someone screenshot this for me? I feel like maybe the portal is clipped underground due to another mod, but I've turned off EVERYTHING that modifies rocks/mountains/foliage/roads/bridges/caves/ruins or doors and still nothing appears... help!

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So ... workaround ... pretty weird, but it worked ... I used the command console to movetoqt into the Beastess Hideout to talk to the statue ... once I did that, I left through the hideout door and from that point on the hideout door was able to be activated from the outside ... not sure why it wasn't to begin with, but for those that have a similar problem, just used the console command "movetoqt BeastessDibellaQuest" and it'll put you in front of the statue inside the hideout. From there you can use the entrance/exit normally.

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On 2/26/2020 at 1:25 PM, Risingangel said:

I'm having a problem even finding the trapdoor to the hideout. I use the "Camping in the woods" Alternate Start opening, and have traveled there without it as well. In both cases, I get the alert "Found Beastess Portal" when I approach the bend in the road leading up to the Helgen passage, but when the alert comes up, I look all around and cannot find any doors in the foliage, on the road, or in the rocks.

Can someone screenshot this for me? I feel like maybe the portal is clipped underground due to another mod, but I've turned off EVERYTHING that modifies rocks/mountains/foliage/roads/bridges/caves/ruins or doors and still nothing appears... help!

I had the same problem. The trap door is there, but very difficult to see. Especially with using the Camping In The Woods alternate start option. It can be damned near impossible to find if you're using grass mods. Anyway, the trap door is on the ground. 

 

I'll try to outline where the trap door is in the vicinity of the tent and campfire provided by camping in the woods.

 

Stand in between the tent and the campfire, you want to be facing the direction of where Bleak Falls Barrow is. In other words, in the opposite direction of Helgen. Now look down, slowly walk towards a medium sized green bush, and move your crosshair along the ground. Eventually, you'll get the "Open Beastess Lair" prompt.

 

I found this video which references the ASLAL location in question. The trap door for the lair could be surmised from this link. Notice the two trees and the medium sized green bush? It's right there. Hope this helps

https://youtu.be/gyHhd0NJGcc?t=164

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  • 3 weeks later...

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