Talesien Posted December 25, 2024 Posted December 25, 2024 10 minutes ago, The_XXI said: Where can I find the SLATE patch? In the download options, I see only a SLATE patch for creatures. That is the correct slate patch, the name is sadly outdated by now, it includes everything, not just creature animations. 1
The_XXI Posted December 25, 2024 Posted December 25, 2024 11 hours ago, Talesien said: That is the correct slate patch, the name is sadly outdated by now, it includes everything, not just creature animations. Thanks for the clarification.
Nikett7 Posted December 25, 2024 Posted December 25, 2024 I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file. Papyrus.0.log
Talesien Posted December 26, 2024 Posted December 26, 2024 (edited) 9 hours ago, Nikett7 said: I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file. Papyrus.0.log 451.22 kB · 0 downloads In all honesty, I doubt it is either mod. Yes, removing one or the other might fix this or that symptoms. Your problem is though, you've stack dumps, tons of them. Quite unlikely that either DD NG or SLU++ are causing them. You need to find the source. Keep in mind, the mods mentioned in the Papyrus logs, i.e. those whose stacks are getting dumped, are likely malfunctioning. They are, however, the victims, some other process with higher priority is hogging all the engine's time, preventing the scripts of those mods to be executed. You will need to find the source of the stack dumps. One tool that might help you is: https://www.nexusmods.com/skyrimspecialedition/mods/82770 If (pretty big if, given it's mostly papyrus script as well) it works in your LO, you might be able to identify which script/process takes up an unhealthy amount of processing time. As said though, that mod might just as well malfunction due to the stack dumps, in which case you are on your own, sorry. Side note, while it's not uncommon to have a lot of warnings and errors in the Papyrus log, yours appear to have an unhealthy amount of them. Edited December 26, 2024 by Talesien
MKT1978 Posted December 27, 2024 Posted December 27, 2024 On 12/25/2024 at 2:16 PM, Nikett7 said: I have a strange problem on version 161170, when starting a new game MCM sexlab is empty, it is registered, but empty. I use SexLabFrameworkAE_v166b + SexLab Utility Plus v20240407. Having gone through the entire loadorder, I found the reason, this is the latest version Devious DevicesDD NG 0.37 (with 0.39.2 there is also a problem), if you disable it, sexlab has no problems, I checked several times. At the same time, with the old version of Devious Devices NG 0.2.9 this problem in MCM is not. I am attaching the log file. Papyrus.0.log 451.22 kB · 2 downloads I'm on version 161170 with SL AE 1.66b, ZAZ 8+, DD NG 0.37 and various SLAL mods ... everything is ok with my setup ..... Something similar happened to me before increasing skyui mcm limit, Skyui has a mcm limitation of 128, so you need to extend this amount or you will have problems with the menu list in some setups ... Try "Menu Maid 2" ! ....... https://www.nexusmods.com/skyrimspecialedition/mods/67556
OsmelMC Posted December 27, 2024 Author Posted December 27, 2024 On 12/23/2024 at 9:17 AM, The_XXI said: The fact is that the problem with the registration time begins exactly after enabling SLU+, if you disable SLU+, then SLAnimLoader registers animations very quickly. I think that if it was the taxing PapyrusVM, then even without SLU+ animations would take a long time to register. I can't be sure of the reasons without see your "Papyrus.0.log" file. One posible reason can be something wrong with the files or the PapyrusUtil. By other side SLU+ do more steps to register the animations or start the scenes than the original SexLab, also store more values. Of course the scripts also need some performance update but the priority right now is on the startup of the scenes. After all, the registration of the animations is just one in a while.
The_XXI Posted December 28, 2024 Posted December 28, 2024 23 hours ago, OsmelMC said: I can't be sure of the reasons without see your "Papyrus.0.log" file. One posible reason can be something wrong with the files or the PapyrusUtil. By other side SLU+ do more steps to register the animations or start the scenes than the original SexLab, also store more values. Of course the scripts also need some performance update but the priority right now is on the startup of the scenes. After all, the registration of the animations is just one in a while. Papyrus.0.log
OsmelMC Posted January 2, 2025 Author Posted January 2, 2025 On 12/28/2024 at 11:25 AM, The_XXI said: Papyrus.0.log 741.5 kB · 2 downloads I just see some problem with FNIS and it's IsGenerated function. The rest seems to be fine but there are other Mods loading at the same time some of them with errors reported on the logs that even when doesn't break the game still can cause performance issues. The main difference between SLU+ and the original SexLab Framework is on the amount of steps done to register the animations. SLU+ register and process more info for each animations.
The_XXI Posted January 2, 2025 Posted January 2, 2025 7 hours ago, OsmelMC said: I just see some problem with FNIS and it's IsGenerated function. The rest seems to be fine but there are other Mods loading at the same time some of them with errors reported on the logs that even when doesn't break the game still can cause performance issues. The main difference between SLU+ and the original SexLab Framework is on the amount of steps done to register the animations. SLU+ register and process more info for each animations. I use Pandora, there is always one warning displayed in the Sexlab settings, perhaps this is the case.
FireSplitter Posted January 3, 2025 Posted January 3, 2025 (edited) Hi, with the new SLU+ it seems that the Sexlab MCM menu is not loading anymore when starting a new game. I tried 50% - 50%-ing mods to find a culprit but the only one mod that consistently fixed the issue was SLU+. Sometimes, after enabling and disabling groups of mods Sexlab MCM menu did load but with a verry high delay (like 30 seconds), and even then, restarting the game does not guarantee it will load the second time. I am starting a new game every time. Trying old saves loads the menu fine every time. (but of course they might be corrupted in other ways due to modlist changes) Here is a log when trying to create a new character and not loading the Sexlab MCM:Papyrus.0 - Copy.log Edited January 3, 2025 by FireSplitter
OsmelMC Posted January 3, 2025 Author Posted January 3, 2025 6 hours ago, FireSplitter said: Hi, with the new SLU+ it seems that the Sexlab MCM menu is not loading anymore when starting a new game. I tried 50% - 50%-ing mods to find a culprit but the only one mod that consistently fixed the issue was SLU+. Sometimes, after enabling and disabling groups of mods Sexlab MCM menu did load but with a verry high delay (like 30 seconds), and even then, restarting the game does not guarantee it will load the second time. I am starting a new game every time. Trying old saves loads the menu fine every time. (but of course they might be corrupted in other ways due to modlist changes) Here is a log when trying to create a new character and not loading the Sexlab MCM:Papyrus.0 - Copy.log The missing MCM is a Skyrim bug that usually happens with the Quest's that are on the ESL or ESP Mods at the bottom of the load list. The reason is because some other mod loaded before the SLU+ is stoked loading it's Quest's and the Quest's on the next Mods are ignored. In this case usually are more than one mod affected but you only notice the one's with MCM. The solution for that is change the load order and in the case of the plugin's flagged as ESL is better if are also flagged as ESM. Some users report that "Menus Maid 2" and "MCM Resort" can help to load the missing MCM's. You can also install the SLU plus later or start the game with the SLU+ instead but the ESP file disabled and enable it later. Without the ESP file the furniture support is disabled but the rest of the fixes get integrated with the SexLab framework so this should easy the update "in theory". By other side the delay is expected because on a new game all the Quest's of the Mods and Menus try to get loaded and the order is related with the plugin's order. "SexLab.esm" is one of the first Mods on the list but "SexLab UtilityPlus.esp" lower on the plugin list and the SexLab MCM is overwrited on the SLU so the MCM have to wait for the shirt of the SLU. 1
FireSplitter Posted January 4, 2025 Posted January 4, 2025 (edited) 18 hours ago, OsmelMC said: The missing MCM is a Skyrim bug that usually happens with the Quest's that are on the ESL or ESP Mods at the bottom of the load list. The reason is because some other mod loaded before the SLU+ is stoked loading it's Quest's and the Quest's on the next Mods are ignored. In this case usually are more than one mod affected but you only notice the one's with MCM. The solution for that is change the load order and in the case of the plugin's flagged as ESL is better if are also flagged as ESM. Some users report that "Menus Maid 2" and "MCM Resort" can help to load the missing MCM's. You can also install the SLU plus later or start the game with the SLU+ instead but the ESP file disabled and enable it later. Without the ESP file the furniture support is disabled but the rest of the fixes get integrated with the SexLab framework so this should easy the update "in theory". By other side the delay is expected because on a new game all the Quest's of the Mods and Menus try to get loaded and the order is related with the plugin's order. "SexLab.esm" is one of the first Mods on the list but "SexLab UtilityPlus.esp" lower on the plugin list and the SexLab MCM is overwrited on the SLU so the MCM have to wait for the shirt of the SLU. To clarify better, It is not missing, it is not loading when you click it. All the other mods MCM work fine when opened after a new game, but once I open the SexLab MCM it does not loads anything. After that, if I close and reopen MCM is completely broken as it does not load anything anymore. It looks at something gets stuck somewhere like a loop. Whatever gets broken, it breaks the save entirely. I tried to wait a while, save then restart the game and the MCM is still stuck showing no mods. (like SS5) Sometimes it just works, but I can't figure out how or why, I am not changing anything. Edited January 4, 2025 by FireSplitter 1
Talesien Posted January 4, 2025 Posted January 4, 2025 13 minutes ago, FireSplitter said: To clarify better, It is not missing, it is not loading when you click it. All the other mods MCM work fine when opened after a new game, but once I open the SexLab MCM it does not loads anything. After that, if I close and reopen MCM is completely broken as it does not load anything anymore. It looks at something gets stuck somewhere like a loop. Whatever gets broken, it breaks the save entirely. I tried to wait a while, save then restart the game and the MCM is still stuck showing no mods. (like SS5) Sometimes it just works, but I can't figure out how or why, I am not changing anything. Did you check for stack dumps? This is a behavior I usually get if something in a new LO isn't well, which becomes obvious once checking the papyrus log. Although it never affected my SL MCM (far as I remember it hit, DCL, DF and NFF in the past, prolly some others I don't remember), that's not to say it can't affect SL/SLU+ just as well.
FireSplitter Posted January 4, 2025 Posted January 4, 2025 50 minutes ago, Talesien said: Did you check for stack dumps? This is a behavior I usually get if something in a new LO isn't well, which becomes obvious once checking the papyrus log. Although it never affected my SL MCM (far as I remember it hit, DCL, DF and NFF in the past, prolly some others I don't remember), that's not to say it can't affect SL/SLU+ just as well. I added a log up a few posts. I did look around it and removed some mods that, while working (SUM, POP, DDE some missives), showed some errors and tried to clean up as much as possible but the behavior did not improve. I don't recognize anything that might indicate another culprit. I keep looking into it but so far the only consistent fix is removing SLU+. I did reproduce the issue with a minimal LL setup for SexLab too, although I have a lot of other non-SexLab mods too. Papyrus.0 - Copy.log
Talesien Posted January 4, 2025 Posted January 4, 2025 23 minutes ago, FireSplitter said: I added a log up a few posts. I did look around it and removed some mods that, while working (SUM, POP, DDE some missives), showed some errors and tried to clean up as much as possible but the behavior did not improve. I don't recognize anything that might indicate another culprit. I keep looking into it but so far the only consistent fix is removing SLU+. I did reproduce the issue with a minimal LL setup for SexLab too, although I have a lot of other non-SexLab mods too. Papyrus.0 - Copy.log 194.56 kB · 1 download Ah, ok, aye the log looks clean, almost too clean for a large LO. Just skimmed over it, nothing that jumps at me. Pretty odd. Just to clarify, the behavior is there from the start? You can't even "activated" SexLab from the MCM? Or does it only start after you told SL to initialize?
FireSplitter Posted January 4, 2025 Posted January 4, 2025 1 hour ago, Talesien said: Ah, ok, aye the log looks clean, almost too clean for a large LO. Just skimmed over it, nothing that jumps at me. Pretty odd. Just to clarify, the behavior is there from the start? You can't even "activated" SexLab from the MCM? Or does it only start after you told SL to initialize? Yes, completely new game, can't open SexLab to install it. Old save games or saves that have already SexLab installed work fine.
Abbendis Posted January 6, 2025 Posted January 6, 2025 On 1/4/2025 at 5:37 PM, FireSplitter said: Yes, completely new game, can't open SexLab to install it. Old save games or saves that have already SexLab installed work fine. Any luck finding solution yet? I had the same thing for a while, checked out of skyrim because got tired trying to fix it, got back and updated some mods, now SexLab's MCM wont' even appear in the list Only happens with SLU+, regular SL works fine
FireSplitter Posted January 6, 2025 Posted January 6, 2025 9 hours ago, Abbendis said: Any luck finding solution yet? I had the same thing for a while, checked out of skyrim because got tired trying to fix it, got back and updated some mods, now SexLab's MCM wont' even appear in the list Only happens with SLU+, regular SL works fine Not yet, I am still trying to find the culprit but I did not have much time to experiment. But you say that in your case it does not appear in the list, that might be another issue. Mine does, but do not load. If it does not appear in the list try Menus Maid 2. 1
Abbendis Posted January 7, 2025 Posted January 7, 2025 9 hours ago, FireSplitter said: Not yet, I am still trying to find the culprit but I did not have much time to experiment. But you say that in your case it does not appear in the list, that might be another issue. Mine does, but do not load. If it does not appear in the list try Menus Maid 2. It does appear in the list after installing menu maid, but now I'm back at the same problem you having, just an empty mcm menu
Abbendis Posted January 7, 2025 Posted January 7, 2025 1 hour ago, Abbendis said: It does appear in the list after installing menu maid, but now I'm back at the same problem you having, just an empty mcm menu All right, I managed to pin point it to Devious Devices NG, as soon as I removed DD, MCM menu appeared and worked correctly even w/o menu maid
Talesien Posted January 7, 2025 Posted January 7, 2025 (edited) 1 hour ago, Abbendis said: All right, I managed to pin point it to Devious Devices NG, as soon as I removed DD, MCM menu appeared and worked correctly even w/o menu maid That is just the long known effect that some changes to your LO make this bug go away (or appear). Many people, myself included, are using DD (NG) without encountering this problem. It's safe to say that DD NG is not the cause, even if removing it solves the problem in your specific case. Edited January 7, 2025 by Talesien
alex77r4 Posted January 7, 2025 Posted January 7, 2025 4 hours ago, Talesien said: ... 6 hours ago, Abbendis said: ... On 1/3/2025 at 5:53 PM, OsmelMC said: ... On 1/4/2025 at 12:15 PM, FireSplitter said: ... The best solution to the MCM problems, specially when we start a New Game, and the MCM's not load or not show is... Exit to the Main Menu and, without close the game, start a New Game again. The exact problem has nothing to do with Load Order, Type of Plugin (ESM, ESP, ESL), Script Overload, Stack Dump or any other imaginative resources. Normally is caused by a Cross Reference in the initialization of the scripts where one script require another script that has not been initialized. In this exact case the problem come from DD, in any version, not specially NG, because is a problem that come from DD 3.x, years ago in Legendary, but is not exclusive to DD because happen in DCUR, NADE and others mods. The cause is the code inside the OnInit function because the Wiki say very clear: Until OnInit has finished running, your script will not receive any events, and other scripts that try to call functions or access properties on your script will be paused(Un-responsive) until the event (OnInit) finishes. The only exceptions are when the functions are being called from another script inside its OnInit event, or inside a property set function being set by the master file. That mean, if one script make a call from inside their OnInit to another script that have a call to the previous script inside their OnInit the scripts have a Cross Reference and none of them can be initialized. In other words, none of them can end their own OnInit because one OnInit need the first script be initialized and the second script cant be initialized because is waiting the initialization of the first script. In DD is a cross reference with zadConfig and zadLibs because zadConfig have the MCM and call zadLibs because is the master library with all the functions. But zadLibs access zadConfig because have all the configuration of the mod. Then, zadConfig, the MCM, cant be initialized because need zadLibs but zadLibs cant be initialized because need zadConfig. Is a simple Cross Reference. The last in the chain is Utility Plus because have a soft link with DD and ZAZ to get the keywords and create their own filters. If the MCM of DD cant be initialized the MCM of Utility Plus cant access their properties and the script is paused(Un-responsive) until the DD MCM is initialized. That not happen when using normal SexLab 1.66 because the base sexlab not have any connection to DD and not wait for the initialization of DD. The Beth developers know about this problem in the year 2013 and create a solution in one of the last patches that normally work and hide this problem. Exactly the Game Engine reset the quest that cant be initialized because are waiting the execution of the OnInit function in theirs scripts. We can see that in the papyrus log looking this lines: Spoiler [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslSystemConfig <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:26:53PM] [sslConfigMenu <SexLabConfigurationMenu (19079840)>] INITIALIZED [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslBenchmark <SexLabDev (19072727)>] [01/03/2025 - 12:26:53PM] SEXLAB - NOTICE: [sexlabframework <SexLabQuestFramework (19000D62)>] - Loaded SexLabFramework [01/03/2025 - 12:26:54PM] SEXLAB -- Init [sslfurnituremarkers <SexLabQuestFurnitureMarkers (50000833)>] [01/03/2025 - 12:26:53PM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (19078818)>] [01/03/2025 - 12:27:01PM] SEXLAB -- Init [sslActorStats <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:27:01PM] SEXLAB -- Init [sslSystemConfig <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:27:01PM] SEXLAB -- Init [sslthreadlibrary <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:27:01PM] SEXLAB -- Init [sslactorlibrary <SexLabQuestFramework (19000D62)>] [01/03/2025 - 12:27:01PM] SEXLAB - NOTICE: [sexlabframework <SexLabQuestFramework (19000D62)>] - Loaded SexLabFramework [01/03/2025 - 12:27:03PM] SEXLAB -- Init [sslBenchmark <SexLabDev (19072727)>] [01/03/2025 - 12:27:03PM] SEXLAB -- Init [sslobjectfactory <SexLabQuestObjectFactory (19078818)>] [01/03/2025 - 12:27:03PM] [sslConfigMenu <SexLabConfigurationMenu (19079840)>] INITIALIZED [01/03/2025 - 12:27:05PM] SEXLAB -- Init [sslfurnituremarkers <SexLabQuestFurnitureMarkers (50000833)>] All the OnInit functions of Sexlab has been called and write their corresponding log line but after some seconds the same OnInit functions are executed again. That only can be made executing a ResetQuest command and only the Game Engine can make that while the game is initializing itself. That ResetQuest allow the access to the locked scripts probably because the OnInit limitations are validated only while Starting the quest and not validated while Resetting the quest but that is only a supposition, i not have any way to verify it. In the same way, when we start the game and click over New Game, all the quest marked as "Start Game Enabled" execute their initialization scripts. If one of that scripts have a lock the Game Engine execute a ResetQuest and a lot of times the lock is solved. But when we... Exit to the Main Menu and, without close the game, start a New Game again. Probably the Game Engine is not stupid and, as all the quest marked as "Start Game Enabled" has been started and initialized is much more fast and less consuming resource, make a ResetQuest of them than Stop, free, release memory, clean... Start, alocate memory, initialize and run. But again that is only a supposition, i not have any way to verify it. Be happy. 3
Abbendis Posted January 7, 2025 Posted January 7, 2025 (edited) 10 minutes ago, alex77r4 said: Exit to the Main Menu and, without close the game, start a New Game again. Be happy. Thanks for the informative response. In my tests I did do that, what I've got is the same if I would just launch the game with menu maid installed. After loading the game SexLab appears in MCM, but there is just an empty window upon clicking it. After tabbing out of this empty page and trying again, MCM breaks completely and shows no menus at all. Edited January 7, 2025 by Abbendis
alex77r4 Posted January 7, 2025 Posted January 7, 2025 2 minutes ago, Abbendis said: Thanks for the informative response. In my tests I did do that, what I've got is the same if I would just launch the game with menu maid installed. After loading the game SexLab appears in MCM, but there is just an empty window upon clicking it. After tabbing out of this empty page and trying again, MCM breaks completely and shows no menus at all. Upload yours Papyrus0.log to take a look.
Ivraine Posted January 7, 2025 Posted January 7, 2025 guys, is it possible to somehow increase the numbers of animations that could be displayed in sexlab tools from 125(?) to 1000, and also play it along well with sexlab utility? btw, grab “papyrus tweaks ng” from nexus, and enable an experimental feature called “speed up native calls” in PapyrusTweaks.ini that solved the sexlab empty mcm problem for me
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