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Creature animations in T-Pose


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Posted

Hi,

I have recently assembled a massive mod collection, though for the first time in SE, and so far it has been working out great. I could test it for some hours, and physics, animations, followers, all the body mods and bodyslide adjustments work just fine. Just one big exception... : It appears that every creature in Skyrim that is associated with sex animations, has no animations at all. They just stand there in some relaxed T-Pose and take the hits. (see added screenshot) It might be worthy of note that other little creatures like chicken and skeevers, who have no lewd animations (..yet :P), have no issues.

 

Now, there are multiple mods in my setup that influence creature animation. I have:

- "SLAL SE creature animations"

- "SL more creatures SE"

- "SL aroused creatures SE"

- "horny creatures of skyrim SE"

- "hentai creatures se"

- "more nasty critters se"

- "beast hdt for mnc v11_4c" (can't figure out where it was from, and no SE remark here)

- "creature schlongs se"

- perhaps "HDT werewolves SE"

- and of course the "creature framework se".


To that comes naturally FNIS creature pack se with the FNIS core in XXL version. I built everything with FNIS, and tried to activate and register all the animations, which appeared to work on paper, but the creatures are still like this.

 

I have also tried basically every combination of the mods above, rebuilding the files and register every time, to no avail. Perhaps my testing procedure is flawed, and creatures in the same dungeon stay crippled even after animation mod changes, but that has never been an issue with humanoids when I initially had problems there, and which were resolved using this method.

 

So what is it? Could it also be some physics issue? (Have only CBPC here)

 

ScreenShot0.png

Posted
11 hours ago, s.kirmish said:

Hi,

I have recently assembled a massive mod collection, though for the first time in SE, and so far it has been working out great. I could test it for some hours, and physics, animations, followers, all the body mods and bodyslide adjustments work just fine. Just one big exception... : It appears that every creature in Skyrim that is associated with sex animations, has no animations at all. They just stand there in some relaxed T-Pose and take the hits. (see added screenshot) It might be worthy of note that other little creatures like chicken and skeevers, who have no lewd animations (..yet :P), have no issues.

 

Now, there are multiple mods in my setup that influence creature animation. I have:

- "SLAL SE creature animations"

- "SL more creatures SE"

- "SL aroused creatures SE"

- "horny creatures of skyrim SE"

- "hentai creatures se"

- "more nasty critters se"

- "beast hdt for mnc v11_4c" (can't figure out where it was from, and no SE remark here)

- "creature schlongs se"

- perhaps "HDT werewolves SE"

- and of course the "creature framework se".


To that comes naturally FNIS creature pack se with the FNIS core in XXL version. I built everything with FNIS, and tried to activate and register all the animations, which appeared to work on paper, but the creatures are still like this.

 

I have also tried basically every combination of the mods above, rebuilding the files and register every time, to no avail. Perhaps my testing procedure is flawed, and creatures in the same dungeon stay crippled even after animation mod changes, but that has never been an issue with humanoids when I initially had problems there, and which were resolved using this method.

 

So what is it? Could it also be some physics issue? (Have only CBPC here)

 

ScreenShot0.png

You might have re do fresh installed of the mods? How long ago did you do that? That could be one of the issues. Right now I'm in prossing of doing mods I want to used and with HDT and CBP with UNP. So far it loads up my game. Do you have them in order?

2019-09-07 05_02_29-Nexus Mod Manager (0.70.8) - Skyrim Special Edition.png

Posted

Weird, until just yesterday I could load my game up just fine. I have installed the current setup about 6 months back I think, and let the problem with the creatures rest until now, because I didn't have the time to play anyway.(I did load it up every couple weeks though to test something that I thought would fix it) ...Yesterday it still worked, today it won't even go to the load screen, and just terminate the exe after a few seconds, as seen in task manager.

I however did no changes at all, no new mods, no FNIS run, no load order sorting, and the game updates are long disabled in steam to keep everything working with current downloads.

 

Well, it seems I will indeed have to redo everything then again *sigh*. I was looking forward to mimicking your load order. because I have most of these too, but definitely in another arrangement. This will cut at least one free day out of my life. Time modding Skyrim 90% - Time playing 1%. Rest is despair.

Posted

For reference, I found out that the issue lay with "Sexlab tools", which, despite being SE compatible, had last updates in 2017 and would lead to crash before loading screen.

 

Since I already begun remodding everything for Skyrim SE newest version, it will still be some time before I can say whether creatures work for me now though.

Posted

Ok, I got nearly all the mechanics working again, and even pregnancy body morph worked right out of the box! Creature animations are now playing fine like I remembered, but there is a new crushing issue with them: Every time a creature animation comes to end, the game immediately crashes.

 

I enabled logs, but I can't make out any definite cause, since there is no error message close to the end of it. I am using a wolf in a test room and tinkered with deactivating some mods like animal_sos, an experimental SE beast physics mod, and an SL extension that initially threw an error, but ultimately wasn't responsible. Nothing fixed it so far of course.

Maybe someone of you can see something from the last lines here?:

[09/10/2019 - 01:11:11AM] SEXLAB - AnimCache: INVALIDATED! 0 -> 51
[09/10/2019 - 01:11:11AM] SEXLAB - AnimCache: Cleared!
[09/10/2019 - 01:11:12AM] SEXLAB - Thread[0]  - HookAnimationPrepare() - []
[09/10/2019 - 01:11:12AM] SEXLAB - Thread[0] Adjustment Profile - BretonRaceF.WolfRaceC
[09/10/2019 - 01:11:12AM] SEXLAB - ActorAlias[wolf]  - Waited [1] cycles for MarkerRef[[ObjectReference < (FF000F4D)>]]
[09/10/2019 - 01:11:12AM] SEXLAB - ActorAlias[Prisoner]  - Waited [1] cycles for MarkerRef[[ObjectReference < (FF000F50)>]]
[09/10/2019 - 01:11:12AM] SEXLAB - PickByRaceKey(Wolves)
[09/10/2019 - 01:11:13AM] SEXLAB - ActorAlias[wolf]  - Scales[1.200000/ DISABLED] Voice[Wolf 1 (Creature)] BaseEnjoyment[1]
[09/10/2019 - 01:11:14AM] SEXLAB - ActorAlias[Prisoner]  - Equipment: [[SPELL < (00012FCD)>]]
[09/10/2019 - 01:11:14AM] SEXLAB - ActorAlias[Prisoner]  - Scales[0.950000/ DISABLED] Voice[Mature (Female)] BaseEnjoyment[0]
[09/10/2019 - 01:11:14AM] SEXLAB - Thread[0] SyncDone(prepare) - Lag Timer: 27.607010
[09/10/2019 - 01:11:14AM] SEXLAB - Thread[0] Event Hook - AnimationStart
[09/10/2019 - 01:11:14AM] ERROR: Cannot call HookAnimation() on a None object, aborting function call
stack:
	[alias _SLD_playerREF on quest _SLD_QST_Controller (1501CA51)].SLD_PlayerAlias.OnSexLabStart() - "SLD_PlayerAlias.psc" Line 221
[09/10/2019 - 01:11:14AM] SexLab Dialogues: Critical error on SexLab Start
[09/10/2019 - 01:11:15AM] [CF][Framework] Sending SexLabSceneStart event for ["wolf" [Actor < (FF000F42)>]]
[09/10/2019 - 01:11:15AM] [CF][Creature] ["wolf" [Actor < (FF000F42)>]] aroused
[09/10/2019 - 01:11:15AM] [CF][Creature] Beginning armour/weapon stripping on ["wolf" [Actor < (FF000F42)>]]; stripArmor=False stripWeapons=TRUE
[09/10/2019 - 01:11:15AM] [CF][Creature] Finished armour/weapon stripping on ["wolf" [Actor < (FF000F42)>]]
[09/10/2019 - 01:11:15AM] SEXLAB - Thread[0] SyncDone(startUp) - Lag Timer: 9.457993
[09/10/2019 - 01:11:15AM] [CF][Creature] Equipping aroused armour on ["wolf" [Actor < (FF000F42)>]]; gender=1
[09/10/2019 - 01:11:16AM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.807999
[09/10/2019 - 01:11:16AM] SEXLAB - Thread[0] Event Hook - StageStart
[09/10/2019 - 01:11:16AM] Found 2 arousedActors
[09/10/2019 - 01:11:37AM] SEXLAB - Thread[0] Event Hook - StageEnd
[09/10/2019 - 01:11:37AM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.807999
[09/10/2019 - 01:11:37AM] SEXLAB - Thread[0] Event Hook - StageStart
[09/10/2019 - 01:11:38AM] Found 2 arousedActors
[09/10/2019 - 01:11:41AM] [CF][Framework] Didn't activate actor ["wolf" [Actor < (FF000F42)>]]; already has effect
[09/10/2019 - 01:11:48AM] [CF][Framework] Didn't activate actor ["Werewolf Bitch" [Actor < (FF000F41)>]]; already has effect
[09/10/2019 - 01:11:53AM] SEXLAB - Thread[0] Event Hook - StageEnd
[09/10/2019 - 01:11:54AM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.792007
[09/10/2019 - 01:11:54AM] SEXLAB - Thread[0] Event Hook - StageStart
[09/10/2019 - 01:11:54AM] Found 2 arousedActors
[09/10/2019 - 01:11:56AM] [slamainscr <sla_Main (07042D62)>]:Aroused scan skipped because sexlab is animating or disabled = False.
[09/10/2019 - 01:12:22AM] SEXLAB - Thread[0] Event Hook - StageEnd
[09/10/2019 - 01:12:22AM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.759995
[09/10/2019 - 01:12:22AM] SEXLAB - Thread[0] Event Hook - OrgasmStart
[09/10/2019 - 01:12:22AM] SEXLAB - Thread[0] Event Hook - StageStart
[09/10/2019 - 01:12:23AM] SEXLAB - ActorAlias[Prisoner]  - Orgasms[1] Enjoyment [60] BaseEnjoyment[0] FullEnjoyment[60]
[09/10/2019 - 01:12:23AM] SEXLAB - ActorAlias[wolf]  - Orgasms[1] Enjoyment [69] BaseEnjoyment[1] FullEnjoyment[69]

 

There is only one error here at 1:11:14 "cannot call hookanimation()". But what does it mean if it is even responsible at all?

Posted

Still stuck on the same issue. Actions between humans are fine, but every action with a creature results in CDT exactly on orgasm (..and can thus be delayed by reverting the animation stage with hotkeys).

I searched here in the forum, and via external search engine, but to no avail. The log simply doesn't give enough to analyze the situation I fear, and I am not sure if I could read a crash dump any better, even though I know how to get it checked in visual studio.

 

Would it help if I provided the load order or any other kind of information?

Posted

Nevermind people, I solved it myself. Turns out it was a optional pregnancy bodymorph download which I had, that apparently caused issues with some automatic cum-inflation setting of hentaipregnancy. It was triggered on creatures, because those were factory set to contribute 10 times the amount, but I guess it would have broken on normal humans too eventually then.

Uninstalled, and now it works fine. (pregnancy also still works) The only issue remaining is that creature's member physics sometimes let their thing be pinned and stretched somewhere in mid-air, but I will check on specific mod threads to fix this.

Posted
On 9/10/2019 at 3:02 PM, s.kirmish said:

Nevermind people, I solved it myself. Turns out it was a optional pregnancy bodymorph download which I had, that apparently caused issues with some automatic cum-inflation setting of hentaipregnancy. It was triggered on creatures, because those were factory set to contribute 10 times the amount, but I guess it would have broken on normal humans too eventually then.

Uninstalled, and now it works fine. (pregnancy also still works) The only issue remaining is that creature's member physics sometimes let their thing be pinned and stretched somewhere in mid-air, but I will check on specific mod threads to fix this.

I would check your mods also - that error might be missing an/some objects that were in an esp you had previously. Also check this quest:

_SLD_QST_Controller
  1. Hit your console key and type ~ ShowQuestTargets
  2. This will tell you all active quests - and if you have the above still active which was causing the glitch.
  3. Then you can type help "_SLD_QST_Controller" 4 if the quest is active to find out it's ID. (Do include the help and the quotation marks).
  4. After getting the id type ShowQuestStages <ID> to find out the stages (do not include the <>).
  5. Finally, if the Stages are started you can try forcing it to complete by doing the following command to move it through the stages forcefully: setstage <ID> <#> (again don't include the <>s).

Hope this helps!

Posted

Thank you. I already managed to solve this however. Don't exactly remember which mod, but one of them had to be after XPMSE, even though most other problems were only ever caused by not having XPMSE last.

..Complicated, but my game runs perfect without any artifacts now. Finally I can agree that SE is better than Oldrim.

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