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Posted
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.

Posted
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

Posted
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

Posted (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 by Talesien
Posted
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.

Posted (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 by Abbendis
Posted
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.

Posted

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

Posted
9 hours ago, Ivraine said:

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

From what I know "papyrus tweaks ng" is not updated for the latest version of the game. (1.6.1170)

Posted
27 minutes ago, FireSplitter said:

From what I know "papyrus tweaks ng" is not updated for the latest version of the game. (1.6.1170)

It is not, because it did not need to. Papyrus Tweaks Version 4.1.0 works just fine in game version 1.6.1170.

Posted
13 hours ago, Ivraine said:

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

Added Papyrus Tweaks NG (I thought it is not working for latest AE) enabled the experimental feature and now SLU+ works perfectly.

 

Now I am wondering what pandora box of issues is that setting bringing in? :)

Also can something form SLU+ be done to fix this? 

Posted (edited)
4 hours ago, FireSplitter said:

New game, Sexlab MCM empty, go back to main menu, new game, wait a bit, Sexlab MCM still empty.

 

Log: Papyrus.0.log

 

Seems that you have a different and strange problem, i call it Script Engine LOCK, and i see it only 3 times in 10 years.

Your Script Engine is completely BLOCKED and not execute any script of any kind in any moment. See your log:

Spoiler

[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(80:21)
[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(81:26)
[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(82:28)
[01/08/2025 - 01:44:09PM] [Zad]: DevicesUnderneath Registered(83:19)
[01/08/2025 - 01:44:09PM] [Zad]: DevicesUnderneath Registered(760:22)
[01/08/2025 - 01:44:11PM] FM+ Info: Random Int Array Initialized
[01/08/2025 - 01:44:11PM] FM+ Successfully updated to v2.61
[01/08/2025 - 01:44:11PM] FM+ info: Array Compaction completed
[01/08/2025 - 01:44:12PM] FM+ Script Roll Call completed!
[01/08/2025 - 01:44:20PM] SEXLAB - NOTICE: Adding Dragonborn beds to formlist...

 

25 seconds from Last Script Execution to Exit to Main Menu and click New Game

 

[01/08/2025 - 01:44:46PM] VM is freezing...
[01/08/2025 - 01:44:46PM] VM is frozen
[01/08/2025 - 01:44:46PM] Reverting game...
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746CA) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Unable to bind script DefaultOnReadSetQuestStage (DefaultOnReadSetQuestStage->ReferenceAlias->Alias) to  (34476AFD) because their base types do not match
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746C9) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746C8) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script SpecialWeapArmor cannot be bound to Item 1 in container  (57AD450C) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script SpecialWeapArmor cannot be bound to Item 1 in container  (57AD450D) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script _kxk_autoPickAlchemyIngredient cannot be bound to  (345073A0) because the script does not exist or is not currently loaded

 

Your have absolutely nothing in your log for 25 seconds and that is practically impossible in a game with hundreds of mods. Some one must execute anything and write their corresponding line in the log file. But your log is empty for 25 seconds meaning nothing has been executed, probably because the Script Engine is completely BLOCKED. The last executed line come from Utility Plus but probably is not causing the problem, only have the bad lucky of be the last executed.

 

Is strange that Papyrus Tweaks solve the problem but if you want collaborate in locate this strange problem upload your BLOCKED savegame.

Disable Papyrus Tweaks, start a New Game, wait 1 or 2 minutes and open 3 or 4 MCM's. If not show save your game.

Exit to Main Menu and, without close the game, start a New Game again, wait 1 or 2 minutes and open 3 or 4 MCM's. If not works save your game.

Upload your two savegames to try determine what mod is causing the problem and why.

 

Of course, after that, enable Papyrus Tweaks again and continue your gaming. Be happy.

Edited by alex77r4
Posted

Sorry, didnt read all, maybe it was posted. One problem with sexlab endscene.

When sex ended after some time my 3d wiew is changed to closed wiew, not firstwiew but near body.

Sometimes it leads to camera bug and mouse in-out not work. Shortcuts also not work.

I just dont remember time when i used sexlab without your utility and dont know where this bug it from.

Usually use of any craft device return controls, i use beinz portables to use it from menu.

But it is not normal and critically effect on my soul peace.

Posted
21 hours ago, alex77r4 said:

 

Seems that you have a different and strange problem, i call it Script Engine LOCK, and i see it only 3 times in 10 years.

Your Script Engine is completely BLOCKED and not execute any script of any kind in any moment. See your log:

  Reveal hidden contents

[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(80:21)
[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(81:26)
[01/08/2025 - 01:44:08PM] [Zad]: DevicesUnderneath Registered(82:28)
[01/08/2025 - 01:44:09PM] [Zad]: DevicesUnderneath Registered(83:19)
[01/08/2025 - 01:44:09PM] [Zad]: DevicesUnderneath Registered(760:22)
[01/08/2025 - 01:44:11PM] FM+ Info: Random Int Array Initialized
[01/08/2025 - 01:44:11PM] FM+ Successfully updated to v2.61
[01/08/2025 - 01:44:11PM] FM+ info: Array Compaction completed
[01/08/2025 - 01:44:12PM] FM+ Script Roll Call completed!
[01/08/2025 - 01:44:20PM] SEXLAB - NOTICE: Adding Dragonborn beds to formlist...

 

25 seconds from Last Script Execution to Exit to Main Menu and click New Game

 

[01/08/2025 - 01:44:46PM] VM is freezing...
[01/08/2025 - 01:44:46PM] VM is frozen
[01/08/2025 - 01:44:46PM] Reverting game...
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746CA) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Unable to bind script DefaultOnReadSetQuestStage (DefaultOnReadSetQuestStage->ReferenceAlias->Alias) to  (34476AFD) because their base types do not match
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746C9) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script _kxk_apoPlantMagicXMarker cannot be bound to  (343746C8) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script SpecialWeapArmor cannot be bound to Item 1 in container  (57AD450C) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script SpecialWeapArmor cannot be bound to Item 1 in container  (57AD450D) because the script does not exist or is not currently loaded
[01/08/2025 - 01:44:46PM] Error: Script _kxk_autoPickAlchemyIngredient cannot be bound to  (345073A0) because the script does not exist or is not currently loaded

 

Your have absolutely nothing in your log for 25 seconds and that is practically impossible in a game with hundreds of mods. Some one must execute anything and write their corresponding line in the log file. But your log is empty for 25 seconds meaning nothing has been executed, probably because the Script Engine is completely BLOCKED. The last executed line come from Utility Plus but probably is not causing the problem, only have the bad lucky of be the last executed.

 

Is strange that Papyrus Tweaks solve the problem but if you want collaborate in locate this strange problem upload your BLOCKED savegame.

Disable Papyrus Tweaks, start a New Game, wait 1 or 2 minutes and open 3 or 4 MCM's. If not show save your game.

Exit to Main Menu and, without close the game, start a New Game again, wait 1 or 2 minutes and open 3 or 4 MCM's. If not works save your game.

Upload your two savegames to try determine what mod is causing the problem and why.

 

Of course, after that, enable Papyrus Tweaks again and continue your gaming. Be happy.

Hi, would this help?

 

I can cruise around MCM's as much as I want until I hit SLU+. 

Saves.zip

Posted
8 hours ago, FireSplitter said:

I can cruise around MCM's as much as I want until I hit SLU+. 

Then your Script Engine is NOT blocked. As i said is a very strange problem and only see it 3 times in 10 years.

 

I'm analyzing yours save games and can be another Cross Reference problem but this time seems to be a internal sexlab problem in the initialization of theirs own scripts.

But i get the infamous "Savegame is damaged and cant be loaded" when i try load yours savegames. I trying recovering it but is a slow process.

When i find something interesting i will report it.

 

In anyway, thanks for yours save games. Are a good thing to analyze. Be happy.

Posted

I can't seem to get SOS to work with the patch from this, or with any other version. I could really use some help. I'm on the latest version of skyrim. Hoping to get SOS working with it's addons

Posted
On 1/8/2025 at 2:57 PM, FireSplitter said:

Added Papyrus Tweaks NG (I thought it is not working for latest AE) enabled the experimental feature and now SLU+ works perfectly.

 

Now I am wondering what pandora box of issues is that setting bringing in? :)

Also can something form SLU+ be done to fix this? 

Same here, that's the only thing besides disabling DD NG that worked. Also wondering how will this "experimental tweak" affect anything else.

Posted (edited)
5 hours ago, Abbendis said:

Same here, that's the only thing besides disabling DD NG that worked. Also wondering how will this "experimental tweak" affect anything else.

It is not that experimental anymore. I've been using this feature for a long time almost as long as it's available and the only issues that might have been related to it have long been resolved by blacklisting certain functions. As long as you don't tamper with the blacklist it is very unlikely that you will encounter any serious issues at this point. The feature is labelled as experimental (and disabled by default), more to keep people who blame every Skyrim bug... erh feature, implemented by Bethesda, on one mod or another to pick up the tar and pitchforks. Let's be realistic, if you are using a significant number of mods, you will encounter bugs. Will those bugs be due to errors or bad practices in those mods? Oftentimes, yes. Often enough, it will simply be due to interactions between mods with each other and the base game in ways no one could have feasibly foreseen or prevented. Twice, given that most people just dumb mods into their list without ever bothering to properly conflict resolve them.
Most people that use Papyrus Tweaks NG use it for this feature (or because it is a requirement).*


*And many who installed it as a requirement seem not to have read the description of the mod requiring it well, because in many cases I came across it's a requirement to have Papyrus Tweaks and enable "speed up native calls", which is frequently missed it appears ... ah well who reads the manual ... or better who does before there is smoke? :P)

Edited by Talesien
Posted (edited)

For anyone having trouble installing Devious devices NG (DDNG) with Sexlab Utility Plus mod where the mcm for sexlab wont show up try to keep track of the mods you've installed that's causing the mcm not to function and place ALL esps from the affecting mod Lower in priority than SL Util in your Load order and it should fix it for you.

 

This includes example: "Devious Devices - NG - Piercing replacer.esp" dummy esp.

another mod I've noted that does this is aroused creatures.

Edited by Ensom
Posted (edited)

Can't test Expressions in the expression editor with Utility+(2024-04-07). The game just crashes soon as I close the menu.

This is on a New Game (LE). Encountered it on an earlier save, decided to test on a clean slate.

 

Edit:
So I didn't fix this, but I went back to a version that doesnt have the problem for me. Both 20240407 and 20231230 crashed soon as I tried to test expressions. 20230603 however, does not crash when I try to do this, and everything else seems to work to a satisfactory degree (nyeh), so I'll just stick with this.

 

Makes me wonder though if I am missing a requirement for the other two versions, or if they have some known incompatibilities.

 

Papyrus.0.log

Edited by sinivii
Sorted, kind of.
Posted
1 hour ago, phuongvipro said:

My issue is that the SLAL registration process is very slow. Is

 

Define "slow"? It should usually take a minute or two at most, you can resist touching yourself a little bit right? (joking, don't kill me please) I recommend opening the console (~) during the registration process so you can see the process in detail. If the process takes much longer on your PC then the least of your problems is SLAL, there are guides here on LL for newbies on how to effectively install with all the requirements and utilities to optimize your game installation, if your PC can't handle a Skyrim full of mods maybe you should get rid of mods that are script-heavy, Good luck

Posted (edited)

(LE) The crash I experienced when testing expressions in SLU+ doesn't happen in an earlier version. It happens when I tested both 20240407 and 20231230.

I don't crash when I try to test expressions on 20230603.. Hurray! 

 

It only crashes when I try to test from the SL Menu. Animations and scenes are fine, like Defeat scenarios. Anyhow, it hints at a problem.

 

Is there any known incompatibilities (or requirements) I might be missing for the two latest versions?

Edited by sinivii
Posted
2 hours ago, sinivii said:

(LE) The crash I experienced when testing expressions in SLU+ doesn't happen in an earlier version. It happens when I tested both 20240407 and 20231230.

I don't crash when I try to test expressions on 20230603.. Hurray! 

 

It only crashes when I try to test from the SL Menu. Animations and scenes are fine, like Defeat scenarios. Anyhow, it hints at a problem.

 

Is there any known incompatibilities (or requirements) I might be missing for the two latest versions?

 

LE here too. I m thinking of finally going back to an earlier version of SLU+ too, just had not time.

Latest version has massive lag which seems to be related to the expression system tongues are not working and all other types of quirks... 
But especially the expression system seems to be an issue here, the lag spikes happen on stage changes and when expressions are changed. 

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