OsmelMC Posted November 24, 2024 Author Posted November 24, 2024 On 11/9/2024 at 9:37 PM, Mehmeme said: Would it be possible to get 3D SOS Pubic Hair for Females and Males to work with yps fashion? As in, make it grow over time? Ask on the YPS fashion discussion thread, they probably have some patch already. The main problem there is that my female Addons is based on a old addon for LE with the same name and my last version for SE/AE was compressed for ESL so the FormID's are different now.
LustyWolf0721 Posted November 25, 2024 Posted November 25, 2024 (edited) Hi, I run into problem with Sexlab Utility Plus that my sexlab animations' tags are not properly recognised. For example, I do have group sex animations enabled and registered in SLAL in a new game, but with Sexlab Utility Plus on, the tags were not recognised and sex scene was skipped. When I reload an older save which doesn't have this mod, the animations work as intended. Also, when I use Sexlab tools and try to select a group of animation that has a specific tag, the tags to be choose from the list is fewer than it supposed to be. Anyone got an idea why? Any help is appreciated. Edited November 25, 2024 by lzy731
safado Posted November 25, 2024 Posted November 25, 2024 (edited) 10 hours ago, lzy731 said: Hi, I run into problem with Sexlab Utility Plus that my sexlab animations' tags are not properly recognised. For example, I do have group sex animations enabled and registered in SLAL in a new game, but with Sexlab Utility Plus on, the tags were not recognised and sex scene was skipped. When I reload an older save which doesn't have this mod, the animations work as intended. Also, when I use Sexlab tools and try to select a group of animation that has a specific tag, the tags to be choose from the list is fewer than it supposed to be. Anyone got an idea why? Any help is appreciated. If you updated mid-game, the old scripts are still instanced and need to unload first for proper update. Follow instructions from description page. See spoiler. Also, re-do animation loader, zaz sexlab register, or estrus chaurus register just in case. Also, re-do SLATE tag OsmelMC update (in description page too). Spoiler Extra version: Download the last "SexLab Utility Plus" install file from the downloads Install the using some Mod Manager (select the "Extra and Patch" option in the install assistant) Make sure none mod override some of my files. (This is the most important thing to do because the consequence if not go from CTD to Actors getting atom size) Open you save game and in the SexLab MCM last page. Export the Configuration Execute the Clean System option to update the last changes. (If not will get errors or not execute some function or animations) Wait few minutes until the Clean process get completed. Import the previously exported configuration Spoiler 6. SLATE (Patch) include: Make SLATE compatible with Creatures Animations Added furniture's Tag's Added creature animation sets and Tags Correct the standards animation sets and Tags Added Tags compatible with the latest changes on "SexLab Utility Plus" Added Cleaning functions and "Registered Animation Only" option in the ActionLog file import section. Include option to show the progress of the current task even after save and load the game. (if the task take too long, is safe keep playing as usual) Speed up the process of re-apply the ActionLog thanks to alex77r4 ------ SLU+ Use Furnitures: If "Enabled" sets whether you want to use a nearby "Furniture" whenever starting a new animation and automatically remove furniture animations incompatible with the current furniture status. (For better results use my SLATE patch to properly assign furniture tags to animations) Filter Fetish Tags Animations: If "Enabled" scenes incompatible with current actor type or profession will be automatically remove. (For better results use my SLATE patch to properly assign fetish tags to animations) Example: Animations tagged as "Vampire" only show with Vampire actors in the active role. Animations tagged as "Mage" only show with Mage actors in the active role. (Include "Warlock, Necromancers, Ghosts, Spell Sealer, College of Winterhold Faction") Animations tagged as "Alchemy" only show with Alchemy's actors in the active role. (Include "Apothecary, Alchemy Trainer") Animations tagged as "Necro" only show with Dead or Unconscious actors in the passive role at least the scene be specifically calling for Necro Animations in which case the actors won't be checked. Edited November 25, 2024 by safado
LustyWolf0721 Posted November 26, 2024 Posted November 26, 2024 2 hours ago, safado said: If you updated mid-game, the old scripts are still instanced and need to unload first for proper update. Follow instructions from description page. See spoiler. Also, re-do animation loader, zaz sexlab register, or estrus chaurus register just in case. Also, re-do SLATE tag OsmelMC update (in description page too). Hide contents Extra version: Download the last "SexLab Utility Plus" install file from the downloads Install the using some Mod Manager (select the "Extra and Patch" option in the install assistant) Make sure none mod override some of my files. (This is the most important thing to do because the consequence if not go from CTD to Actors getting atom size) Open you save game and in the SexLab MCM last page. Export the Configuration Execute the Clean System option to update the last changes. (If not will get errors or not execute some function or animations) Wait few minutes until the Clean process get completed. Import the previously exported configuration Hide contents 6. SLATE (Patch) include: Make SLATE compatible with Creatures Animations Added furniture's Tag's Added creature animation sets and Tags Correct the standards animation sets and Tags Added Tags compatible with the latest changes on "SexLab Utility Plus" Added Cleaning functions and "Registered Animation Only" option in the ActionLog file import section. Include option to show the progress of the current task even after save and load the game. (if the task take too long, is safe keep playing as usual) Speed up the process of re-apply the ActionLog thanks to alex77r4 ------ SLU+ Use Furnitures: If "Enabled" sets whether you want to use a nearby "Furniture" whenever starting a new animation and automatically remove furniture animations incompatible with the current furniture status. (For better results use my SLATE patch to properly assign furniture tags to animations) Filter Fetish Tags Animations: If "Enabled" scenes incompatible with current actor type or profession will be automatically remove. (For better results use my SLATE patch to properly assign fetish tags to animations) Example: Animations tagged as "Vampire" only show with Vampire actors in the active role. Animations tagged as "Mage" only show with Mage actors in the active role. (Include "Warlock, Necromancers, Ghosts, Spell Sealer, College of Winterhold Faction") Animations tagged as "Alchemy" only show with Alchemy's actors in the active role. (Include "Apothecary, Alchemy Trainer") Animations tagged as "Necro" only show with Dead or Unconscious actors in the passive role at least the scene be specifically calling for Necro Animations in which case the actors won't be checked. Thank you for the reply! Yeah I did all the up-dating process except for installing SLATE since it was not included in the update guide. I'll try that to see if things work properly.
Starinyour Posted November 26, 2024 Posted November 26, 2024 (edited) Am I missing something regarding the advanced furniture system. It seems like base game furniture works fine when scanning them, but when it comes to furniture like more bondage furniture like XCross, Pillory, Poles and what not it wont count for nearby furnitures, the rest is working fine and will scan for the furniture. So I am wondering how can I get it to scan for those type of furnitures? Edited November 26, 2024 by Starinyour
OsmelMC Posted November 27, 2024 Author Posted November 27, 2024 21 hours ago, Starinyour said: Am I missing something regarding the advanced furniture system. It seems like base game furniture works fine when scanning them, but when it comes to furniture like more bondage furniture like XCross, Pillory, Poles and what not it wont count for nearby furnitures, the rest is working fine and will scan for the furniture. So I am wondering how can I get it to scan for those type of furnitures? Some user have problems with the menu where the options beyond the Wall doesn't work properly. Seems like the solution is extract the files from the BSA file of the UI Extended and make sure that the SWF files there related with the menu won't be overwrite by any other Mod.
PippinTom Posted November 27, 2024 Posted November 27, 2024 @OsmelMC Since majority of furniture scenes in my game(s) seems to be now ill-oriented by 180degree (what in itself statistically looks suspicious) and correcting them manually starts to become a bit tedious I would like to try a different. What I would like to try out is to remove all adjustments/overrides you have made to furnitures and see if by reverting the odds will it reduce legwork required on my part in terms of manual corrections. And main question is how to do it safely - will it suffice to delete SexlabOffsetsDefault.json? Then of course dumping mine recent user-level manual overrides-over-you-overrides as they probably would then negate what I wish to achieve. Will that potentially fuck anything up?
OsmelMC Posted November 27, 2024 Author Posted November 27, 2024 5 hours ago, PippinTom said: @OsmelMC Since majority of furniture scenes in my game(s) seems to be now ill-oriented by 180degree (what in itself statistically looks suspicious) and correcting them manually starts to become a bit tedious I would like to try a different. What I would like to try out is to remove all adjustments/overrides you have made to furnitures and see if by reverting the odds will it reduce legwork required on my part in terms of manual corrections. And main question is how to do it safely - will it suffice to delete SexlabOffsetsDefault.json? Then of course dumping mine recent user-level manual overrides-over-you-overrides as they probably would then negate what I wish to achieve. Will that potentially fuck anything up? Is safe to delete but won't be enough. That file comes with my Default offsets that are ignored if you set your own offsets using the "Animations Editor" page of the SexLab MCM. Your furniture offsets get stored on another JSON file with similar name that probably is on the same address but on the "overwriting" folder if you are using the MO2. The furniture offset are stored on your saved game file and the JSON is just a backup that gets imported when the animation is registered. This means that you have to remove both JSON files and reset the animation register without touch the offsets. Any case is probably better if you set your own offsets and forget about the JSON files. Also, the only furnitures that can have rotation issues are the tables and for that reason they were excluded from my Table list. If you have another furniture with rotation issues is probably a setup problem or because the furniture is from a mod unknown by my in which case they have to be included by scripts to match the vanilla furnitures alignment.
PippinTom Posted November 28, 2024 Posted November 28, 2024 Thank you for answer and explanation. 1 hour ago, OsmelMC said: Also, the only furnitures that can have rotation issues are the tables (...). If you have another furniture with rotation issues is probably a setup problem And that is a bit surprising to me - actually beside tables I see wrong rotation of actors on beds (*) and chairs/benches if they are placed against the wall. Regarding tables - worst are dwemer ones which I think are hopeless, because on various locations they are aligned/oriented differently regarding surroundings and tweaking them is pointless as the same animation played inside Markarth Inn and somewhere in the dungeon (can't recall exact spot - somewhere on the way to Blackreach) looks completely different, so fixing particular animation offsets while in one location makes it wrongly offset when played in another... Regarding mods changing/touching furnitures - I'm not aware of any in my LO except one from LL that removes top-something-thingy from double beds. ____ *) probably mostly double ones, but i';m not sure about that at the time of writing
OsmelMC Posted November 28, 2024 Author Posted November 28, 2024 (edited) 18 hours ago, PippinTom said: Thank you for answer and explanation. And that is a bit surprising to me - actually beside tables I see wrong rotation of actors on beds (*) and chairs/benches if they are placed against the wall. Regarding tables - worst are dwemer ones which I think are hopeless, because on various locations they are aligned/oriented differently regarding surroundings and tweaking them is pointless as the same animation played inside Markarth Inn and somewhere in the dungeon (can't recall exact spot - somewhere on the way to Blackreach) looks completely different, so fixing particular animation offsets while in one location makes it wrongly offset when played in another... Regarding mods changing/touching furnitures - I'm not aware of any in my LO except one from LL that removes top-something-thingy from double beds. ____ *) probably mostly double ones, but i';m not sure about that at the time of writing The real furnitures can be activated by the Player or the NPC's, is not the case of most of the tables that are static objects without interaction beyond the collision. Those real furnitures have entry point for they action and those entry points can be from the Front, Back, Left or Right. The entry points are important because one bed that have it's right side against a wall should have the entry point of the Right disabled. Knowing this I can easily identify the chairs that are in front of the tables and exclude them from the search to avoid collision issues. So the chairs without Front entry aren't included on my chair list. They are issues attended and others unattended plus another's that probably I don't know. So this is the list of know issues by furniture and they solutions. Tables: The tables are static objects like the trees. They usually don't have front or back defined so they were removed from the Table list time ago. Instead there is a invisible furniture allow the NPC's lean over the tables and works as marker to identify the front of the table. Furniture Sex Framework also include a invisible marker like this already placed on the tables of common places like the castle's so you can use my crippled version of Furniture Sex Framework that is 100% compatible with SLU+. *The only problem with those invisible lean furnitures is that in some places and placed in small walls or fences. Workbench: The workbench is like a table but smaller. They usually don't have clipping issues except for some foot's deep in the ground if the workbench was too short or the actor too tall but I think that can be ignored. Most of the workbench animations are compatible with the tables so they can have both tags. If you find some workbench animations with clipping issues the best solution probably be removed the workbench tag and set the table tag instead. Chairs: The chairs without entry point for the front were removed from the chair list to avoid clipping issues with the tables that are usually in front of them. The chairs in general doesn't have entry point for the back so there is none fast way to know if they will have clipping issues with walls or objects at the back in some animations. I should make a script too remove those animations in those cases but for now the only solution is avoid those animations playing another from the list. Same will happen with animations were the actors are placed at the side of the chair if happen to be something in there. Benches: The benches are usually near to the walls so they usually have clipping issues when the animation happen at both sides of the bench. In cases where the animation happen at just one side you can rotate the furniture offset of the animation on the Animations Editor page to place the actor in front of the bench and that will work with all the benches. You can also set the Bench tag on some chair animations and those animations with align fine on the benches too because those furnitures are compatible. Bed's: The bed's have Left and Right entry points so in most of the cases clipping issues with the Walls can be easy identify. Sadly I didn't make a script for that but I made a script to filter those animations that are for single bed's and those that are for double bed's only so on those cases you should add the "SingleBed" or "DoubleBed" tag to the animation to make it exclusive for one bed type and set the Rotation offset of the animation to give priority to the position of the actor that is outside of the bed. In you have to change the left or right offsets of the bed animation is probably because that animation was made for another type of bed and the best in this case will be set the right tag. Some animations like those made for wall holes doesn't have support and will have clipping issues not matter what you do, so in those cases is better remove they furniture type tags keeping just the "Furniture" tag to prevent they be played on bed's by mistake. Edited November 28, 2024 by OsmelMC 1
safado Posted November 30, 2024 Posted November 30, 2024 (edited) 3 hours ago, tamai said: i dont know if this is asked alot so sorry but does this work with sexlab 1.66b version 1.6.1170? Yes; 1.66b is basically a recompile of 1.65 SKSE64-DLL to make it AE.1170 and GOG compatible. By the way, it is a recompile of PapyrusUtils and Sexlab, they both together. Careful with standalone PapyrusUtils being older than sexlab 1.66b and overwriting Sexlabs. Make sure SExlab overwrite old mods that stupidly included (very old) PapyrusUtils files like Campfire. I think OsmelMC forks the latest code in Sexlab GIT development site and add the changes to it. Every SLU+ is an upgrade of core and extra features to the current and old compatible version of Sexlab. Do not use SLU+ on latest GIT release. Read the warning in the description page. Edited November 30, 2024 by safado 2
safado Posted November 30, 2024 Posted November 30, 2024 29 minutes ago, tamai said: So is it okay if i have the latest papyrus util from Nexus infront of sexlab 166b? like this? also thanks for the advice ^^ To my understanding, PapyrusUtils 4.6 is already part of Sexlab 1.66b. So a second copy over it is redundant. I do not use Mod Organizer and cant interpret the conflict icons. I can not like that SLU+ has a red and green icon, does it mean something is overwriting some part of it? or is based on your selection? 1
safado Posted November 30, 2024 Posted November 30, 2024 9 minutes ago, tamai said: First yellow thunder basically means its overwriting something but its also being overwritten, the blue thunder one basically is it overwrites an archive BSA file, it works in priority in MO so the top files will be overwritten by the bottom ones. In my case Extra Voices is overwriting SLU+ I could not see any file conflict between SLU+ and Sexlab Extra Voices 1.5 or extra voices expanded. Must be something else, like folders conflicts, that is obvious because the files are being positioned in the mod folders. Unless your version of extra voices is a version that replace original files. You need to check that it not scripts pex files in the scripts folder. It is not scripts, then maybe is ok. Easy to check, just look at extra voices mod folder for scripts. Only patches for SLU+ should be allowed to overwrite it, and is version and release-date bound.
Devorax Posted November 30, 2024 Posted November 30, 2024 Hello, which version of Sexlab Utility Plus should i use if I'm using Sexlab Framework v1.63? 1
Talesien Posted November 30, 2024 Posted November 30, 2024 6 hours ago, Devorax said: Hello, which version of Sexlab Utility Plus should i use if I'm using Sexlab Framework v1.63? The latest, just make sure you pick 1.5.97 in the fomod. 2
Tenhi Posted November 30, 2024 Posted November 30, 2024 (edited) For some reason, SLU+ breaks SL facial expressions. Without SLU+ everything works fine. I started installing patches for SLU+, but SL MCM became empty, without any option. Then I disabled the patches, but MCM remains empty for SL. It feels like something in files or MO was overwritten that I can't affect by simply enabling/disabling/reinstalling mods. So now I have two problems with SLU+. And it's ultra disappointing because I like the functionality of this mod. If anyone has encountered this, please let me know how you fixed it. I'm on SE v1.5.97 and SL v1.63. Everything works and compatible with SE. SLU+ is ovrewrited only by papyrusUtil Edit: because of SLU+, I have completely empty SL MCM in a new game. This can be fixed by starting a new game without SLU+ and then enabling it after installing SL. I don't know if this can be avoided in the future, because during the process of installing mods I will still need to start a new game sometimes. So if you know what can cause such a bug, please let me know. Also, the facial expressions is fixed when I allow SLU+ to overwrite PapyrusUtil. It turns out that when someone says that PapyrusUtil should never be overwritten by anything, in fact, are not entirely right... Edited November 30, 2024 by Tenhi
Talesien Posted November 30, 2024 Posted November 30, 2024 2 hours ago, Tenhi said: If anyone has encountered this, please let me know how you fixed it. I'm on SE v1.5.97 and SL v1.63. Everything works and compatible with SE. SLU+ is ovrewrited only by papyrusUtil That might be at least part of your problem. SLU+ comes with its own Papyrus Util, which is newer and has additional functions, compare to the standalone Version available on the Nexus. Also, you are absolutely certain you chose the right version during install? Try re-installing SLU+ perhaps. 1
safado Posted November 30, 2024 Posted November 30, 2024 (edited) 5 hours ago, Tenhi said: For some reason, SLU+ breaks SL facial expressions. Without SLU+ everything works fine. I started installing patches for SLU+, but SL MCM became empty, without any option. Then I disabled the patches, but MCM remains empty for SL. It feels like something in files or MO was overwritten that I can't affect by simply enabling/disabling/reinstalling mods. So now I have two problems with SLU+. And it's ultra disappointing because I like the functionality of this mod. If anyone has encountered this, please let me know how you fixed it. I'm on SE v1.5.97 and SL v1.63. Everything works and compatible with SE. SLU+ is ovrewrited only by papyrusUtil Edit: because of SLU+, I have completely empty SL MCM in a new game. This can be fixed by starting a new game without SLU+ and then enabling it after installing SL. I don't know if this can be avoided in the future, because during the process of installing mods I will still need to start a new game sometimes. So if you know what can cause such a bug, please let me know. Also, the facial expressions is fixed when I allow SLU+ to overwrite PapyrusUtil. It turns out that when someone says that PapyrusUtil should never be overwritten by anything, in fact, are not entirely right... SLU+ has to overwrites all and SkyrimSE 1.5x version has special PapyrusUtils that inform is version 3.9 but has 4.x features. Used for performance and furniture feature. Likely when SLU+ tries to use new PapyrusUtils functions it fails because wrong PapyrusUtils is loaded and the MCM can not be completed. Papyrusutils is part of Sexlab and SLU+ upgraded version 3.9 for SkyrimSE 1.5.x to be feature similar to the version for AE. From v20230921change log: Spoiler Enhance the startup speed of the scenes on the SE and AE versions thanks to the use of some new native function of the PapyrusUtil. On SE requiere the PapyrusUtil included. From description. Spoiler Requirements: Skyrim LE SexLab - Sex Animation Framework v1.62 or Skyrim SE SexLab Framework v1.63 or Skyrim AE SexLab Framework v1.65 (Warning: The SexLab GitHub version on development can be used but just the version compiled before the release date of your SLU+) The new furniture system required: powerofthree's Papyrus Extender and The version of PapyrusUtil for SE included on the SLU+ setup. Edited November 30, 2024 by safado 1
Tops34 Posted November 30, 2024 Posted November 30, 2024 5 hours ago, Tenhi said: For some reason, SLU+ breaks SL facial expressions. Without SLU+ everything works fine. I Do you use hair with SMP? I had that issue and "fixed it" by using static hair.
Tenhi Posted December 1, 2024 Posted December 1, 2024 (edited) 3 hours ago, safado said: SLU+ has to overwrites all and SkyrimSE 1.5x version has special PapyrusUtils that inform is version 3.9 but has 4.x features. Used for performance and furniture feature. Likely when SLU+ tries to use new PapyrusUtils functions it fails because wrong PapyrusUtils is loaded and the MCM can not be completed. Papyrusutils is part of Sexlab and SLU+ upgraded version 3.9 for SkyrimSE 1.5.x to be feature similar to the version for AE. From v20230921change log: Reveal hidden contents Enhance the startup speed of the scenes on the SE and AE versions thanks to the use of some new native function of the PapyrusUtil. On SE requiere the PapyrusUtil included. From description. Reveal hidden contents Requirements: Skyrim LE SexLab - Sex Animation Framework v1.62 or Skyrim SE SexLab Framework v1.63 or Skyrim AE SexLab Framework v1.65 (Warning: The SexLab GitHub version on development can be used but just the version compiled before the release date of your SLU+) The new furniture system required: powerofthree's Papyrus Extender and The version of PapyrusUtil for SE included on the SLU+ setup. Thanks for the explanation! Did I understand correctly that PapyrusUtil needs to be disabled/removed if I use SLU+? Or is it enough for SLU+ to overwrite it? I tried to start a new game with PapyrusUtil disabled, but unfortunately the SL MCM was still empty. edited: sorry for my inattention, you already answered this above... Thanks for your patience. However, it's a pity that this does not solve the problem of the empty MCM. 3 hours ago, Tops34 said: Do you use hair with SMP? I had that issue and "fixed it" by using static hair. Yep, I have encountered this problem before. But as I remember, it was problem with mouth opening. By the way, wigs with SMP do not interfere with SL scenes. At least for me. 6 hours ago, Talesien said: That might be at least part of your problem. SLU+ comes with its own Papyrus Util, which is newer and has additional functions, compare to the standalone Version available on the Nexus. Also, you are absolutely certain you chose the right version during install? Try re-installing SLU+ perhaps. Yes, thank you. I let SLU+ overwrite PapyrusUtil and this little move fixed facial expressions. But SL MCM menu is still empty when starting a new game. I also couldn't find the answers for some situations yet, that may affect the SLU. Maybe someone knows about it more then me. Can I use OSLA instead of SLA with SLU+? I can't overwrite OSLA with the SLU Aroused Patch because OSLA starts giving me a warning in the game that I overwrote its script and this could be a problem. Should I use SLU Patch on the SLSO topic? The patch was uploaded in 2020, and the requirements for the SLU say that SLSO is supported. But I would like to clarify whether this patch is meant or compatibility is native already? Am I right that all patches from this topic should overwrite SLU+ if there is a conflict? As far as I know, patches are usually installed after conflicting mods. But the SLU description says that nothing should overwrite it. So... Are there any requirements for the plugins load order? Should the SLU+ be lower than other SL mods or depends on patches? I keep it at the very bottom for now and the game does not crash. But I would'nt like it become a source of issues in future. Edited December 1, 2024 by Tenhi
Talesien Posted December 1, 2024 Posted December 1, 2024 30 minutes ago, Tenhi said: Yes, thank you. I let SLU+ overwrite PapyrusUtil and this little move fixed facial expressions. But SL MCM menu is still empty when starting a new game. I also couldn't find the answers for some questions yet. Maybe someone knows about it more then me. Can I use OSLA instead of SLA with SLU+? I can't overwrite OSLA with the SLU Aroused Patch because OSLA starts giving me a warning in the game that I overwrote its script and this could be a problem. Should I use SLU Patch on the SLSO topic? The patch was uploaded in 2020, and the requirements for the SLU say that SLSO is supported. But I would like to clarify whether this patch is meant or compatibility is native already? Am I right that all patches from this topic should overwrite SLU+ if there is a conflict? As far as I know, patches are usually installed after conflicting mods. But the SLU description says that nothing should overwrite it. So... Are there any requirements for the plugins load order? Should the SLU+ be lower than other SL mods or depends on patches? I keep it at the very bottom for now and the game does not crash. But I would'nt like it become a source of issues in future. 1.) Yes, be aware though that OSL took some liberties with the scripts included in SLA. A handful of mods are not working too well with it. 2.) Do not use any SLU+ patches that are older than the SLU+ version you are using. The SLU scripts change frequently and it's likely that using an old patch will break it. 3.) Those would be an exception ... as long as you stick to what I stated in 2. 4.) SLU+ has to come after SL obviously, otherwise as long as you are certain nothing in a mod or patch overwrites SLU+, it should not really matter. 1
Tenhi Posted December 2, 2024 Posted December 2, 2024 On 11/30/2024 at 7:48 PM, Tenhi said: SL MCM became empty, without any option I think I found the source of the problem. I started to remember in detail what I changed after the MCM broke. And I remembered that I updated the mfg fix NG to 1.0.1 (plus latest mfg fix), but got distracted and forgot to test it. And this is probably what caused the empty MCM, because I disabled almost all SL mods, even those that were installed before SLU+, and it did not help. So I went back to version mfg fix for 1.5.97 and mfg fix NG v0.1.5 and the MCM become filled with options, as it should be. But it broke the facial expressions during sex scenes again... So I went back to the latest version of mfg fixes and for some reasons everything started working fine. Expressions and MCM. I don't understand how it works because I did the same steps before every new game. All I did was just switch between versions few times and somehow it got fixed. But this only applies to the cases when I use SLU+ (v20240407). The regular SL 1.63 works with all mfg fix versions.
OsmelMC Posted December 3, 2024 Author Posted December 3, 2024 (edited) On 12/1/2024 at 8:23 PM, Tenhi said: I went back to the latest version of mfg fixes and for some reasons everything started working fine. Expressions and MCM. The empty or missed MCM is a well known bug of Skyrim that can happen with any mod after update some mod or change the plugin's load order. Usually the reason is another Mod that was loaded before the Mod with the missing MCM. Usually the solution is on change the load order of the plugin's to load first the Mod with the missing MCM. Of course there are other solutions and sometimes is fine after remove some Mod but doesn't mean that be some incompatibility or error on some of those Mods so you can install it again at the bottom of the load list and should work. Is mostly a coincidence. By the way, Mods like "MCM Resort" or "Menu Maid 2" already include a button to fix this. Edited December 3, 2024 by OsmelMC 1
blackoperations Posted December 4, 2024 Posted December 4, 2024 Do the fixes for USSEP work with the original SSE version too, or just the AE version?
blackoperations Posted December 5, 2024 Posted December 5, 2024 On 11/30/2024 at 12:48 PM, Tenhi said: For some reason, SLU+ breaks SL facial expressions. Without SLU+ everything works fine. I started installing patches for SLU+, but SL MCM became empty, without any option. Then I disabled the patches, but MCM remains empty for SL. It feels like something in files or MO was overwritten that I can't affect by simply enabling/disabling/reinstalling mods. So now I have two problems with SLU+. And it's ultra disappointing because I like the functionality of this mod. If anyone has encountered this, please let me know how you fixed it. I'm on SE v1.5.97 and SL v1.63. Everything works and compatible with SE. SLU+ is ovrewrited only by papyrusUtil Edit: because of SLU+, I have completely empty SL MCM in a new game. This can be fixed by starting a new game without SLU+ and then enabling it after installing SL. I don't know if this can be avoided in the future, because during the process of installing mods I will still need to start a new game sometimes. So if you know what can cause such a bug, please let me know. Also, the facial expressions is fixed when I allow SLU+ to overwrite PapyrusUtil. It turns out that when someone says that PapyrusUtil should never be overwritten by anything, in fact, are not entirely right... Use the Hentai mod for facial expressions. Works great with NG and SLU+
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