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Posted (edited)
On 7/21/2021 at 2:39 AM, Executaball said:

Hey all, 

 

Just to update here: Updated voice pack for Troubles of Heroine v2.2.0 in Generation 2 is now live. The file size is much reduced from 7.08GB → 1.94GB (Around 72% smaller) due to greatly reduced redundant lines. 

 

Quality and pronunciation models are improved. I've attached some samples beneath in the zip so you can have a try, I've included one example of two voice lines both from Gen 1.3 and the new Gen 2 model. 

 

Enjoy and let me know if you encounter any problems ^^

 

 

ToH v2.2.0 Gen2 Samples.zip 4.25 MB · 9 downloads

Nocturnal There is no voice. Is it not done yet?

And... "your fan" are arena fans from oblivion, are you interested in using oblivion's voice instead?

Sorry for my bad English.

Edited by raven_7
Posted
40 minutes ago, raven_7 said:

And... "your fan" are arena fans from oblivion, are you interested in using oblivion's voice instead?

 

Possible, but they'd have to use a custom special voice type.

 

43 minutes ago, raven_7 said:

Nocturnal There is no voice. Is it not done yet?

 

I've suggested all the voices types I saw as appropriate to the author which was merged into the current patch. If you let @DSHV know of NPCs with missing voice types he could add it to the next update where I can redo the voices.

Posted (edited)
On 7/24/2021 at 12:44 AM, Executaball said:

That is strange... Hm... You're sure you renamed it something else and it did not install?

 

It didn't even ask me for a new name for the "new" file.  Moving the file to the "Download" panel was like chucking it down a well.  I tried twice to install it under a "new" name, and neither time did it afford me an opportunity to supply any name, or indicate it had been downloaded, at all, on the "Download" panel.

 

Reinstalling it as my own 7 Zip file worked.  Just one question: in a conflict between ZaZ Animation Pack and DD 5.1, who should "win" the conflict?

 

** Without any guidance, I'm guessing that DD and its family have a lot of inter-dependencies that ZaZ doesn't have; and it's just a conflict of two files that may never come into play in the first place.  I was about to start testing with DD 5.1 taking precedence; then, I recalled a dusty, cobwebbed memory from the distant past that suggested putting ZaZ files at the end of the load order, so I'll hope that still goes.  I'm impatient to start testing; if I guessed wrong, I'll just have to do it over, again.  Talk to you when you get back from your weekend. ** 

 

*** GRRRR!!  I started experiencing the "arm problem," again, when something would be scared away from assaulting my character for whatever reason (like a weapon being drawn when Stump wanted to jump my 'toon).  I tried to enable the Papyrus log following your instructions; then I tried to follow some confusingly vague instructions I found on the Nexus.  Neither resulted in an actual log.  I'm just at a f**king loss.  ?  ***

 

___________________________________________________________________________________________________________________________

Idk what it means, but I spotted this line in my Skyrim.ini file:

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

Of course, there is no "Warnings.txt" file to check "for more information."

 

How in Hell can everyone else play this goddamned game while I can't get to the first stage of the mod without a catastrophic failure, or even create a Papyrus log?  I'm really on the verge of just chucking the whole damned game and trying something less aggravating.  My new computer should be ready sometime soon, and atm I can't imagine bothering trying to install this useless pile of s**t on it.  I have zero ideas of what to do other than admit defeat.

Edited by Golgo13
Posted
On 7/23/2021 at 8:05 PM, LolaBlossom said:

Can I ask you guys what's Catherine's id?

I'm not sure if the id's for objects from the mod are not dynamically allocated. To find an NPC's id you can use console command help "NPC's name"

On 7/24/2021 at 5:51 AM, warden239 said:

I think many you should do something similar as you did in dog days, except well she knows your a person, maby have like a small quest where she try’s to break you and mold you into the perfect pet

Yes, she calls PC a doggy and makes her do simple tricks, but I'm not sure what else can be added to this given the limited set of animations at my disposal and the possibilities while sneak? I guess, bring her prey, mate with male dog or something.

On 7/24/2021 at 3:42 PM, raven_7 said:

Nocturnal There is no voice. Is it not done yet?

 

On 7/24/2021 at 4:31 PM, Executaball said:

NPCs with missing voice types

She has a unique voice that cannot be changed if she copies the appearance of the original. I can make her just a copy, not constantly copying the original, but then if player using a mod, changing Nocturnal's apperence, her clone isn't change.

Posted
2 minutes ago, DSHV said:

I'm not sure if the id's for objects from the mod are not dynamically allocated. To find an NPC's id you can use console command help "NPC's name"

Yes, she calls PC a doggy and makes her do simple tricks, but I'm not sure what else can be added to this given the limited set of animations at my disposal and the possibilities while sneak? I guess, bring her prey, mate with male dog or something.

 

She has a unique voice that cannot be changed if she copies the appearance of the original. I can make her just a copy, not constantly copying the original, but then if player using a mod, changing Nocturnal's apperence, her clone isn't change.

 

For this mod I recommend using CS TagnTrack https://www.nexusmods.com/skyrimspecialedition/mods/14018

For Catherine, or Brute or whoever, face them under the cross-hairs, and enter MCM 

CS TagnTrack has ways to add NPCs, so you will always know where they are

 

The other one I use is Save and Execute Console Commands https://www.nexusmods.com/skyrimspecialedition/mods/33269

Which lets you use console commands without opening the console.

Handy if you like achievements.

Posted
45 minutes ago, DSHV said:

I'm not sure if the id's for objects from the mod are not dynamically allocated. To find an NPC's id you can use console command help "NPC's name".

 

Doesn't that reveal the BaseId, when what you really need to do anything with an NPC is the RefId?

Posted
9 hours ago, Golgo13 said:

Doesn't that reveal the BaseId, when what you really need to do anything with an NPC is the RefId?

Well, for player.placeatme id 1 you need BaseId.

Posted

for the uh.. pleasure room how many days is it ? I know the guard teases a week and its been a week me thinks o.O Currently trapped in stromcloaks room :D many lewd has occurred. Skyrim SE

Posted (edited)
On 7/25/2021 at 11:26 PM, Golgo13 said:

 

It didn't even ask me for a new name for the "new" file.  Moving the file to the "Download" panel was like chucking it down a well.  I tried twice to install it under a "new" name, and neither time did it afford me an opportunity to supply any name, or indicate it had been downloaded, at all, on the "Download" panel.

 

Reinstalling it as my own 7 Zip file worked.  Just one question: in a conflict between ZaZ Animation Pack and DD 5.1, who should "win" the conflict?

 

** Without any guidance, I'm guessing that DD and its family have a lot of inter-dependencies that ZaZ doesn't have; and it's just a conflict of two files that may never come into play in the first place.  I was about to start testing with DD 5.1 taking precedence; then, I recalled a dusty, cobwebbed memory from the distant past that suggested putting ZaZ files at the end of the load order, so I'll hope that still goes.  I'm impatient to start testing; if I guessed wrong, I'll just have to do it over, again.  Talk to you when you get back from your weekend. ** 

 

*** GRRRR!!  I started experiencing the "arm problem," again, when something would be scared away from assaulting my character for whatever reason (like a weapon being drawn when Stump wanted to jump my 'toon).  I tried to enable the Papyrus log following your instructions; then I tried to follow some confusingly vague instructions I found on the Nexus.  Neither resulted in an actual log.  I'm just at a f**king loss.  ?  ***

 

___________________________________________________________________________________________________________________________

Idk what it means, but I spotted this line in my Skyrim.ini file:

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

Of course, there is no "Warnings.txt" file to check "for more information."

 

How in Hell can everyone else play this goddamned game while I can't get to the first stage of the mod without a catastrophic failure, or even create a Papyrus log?  I'm really on the verge of just chucking the whole damned game and trying something less aggravating.  My new computer should be ready sometime soon, and atm I can't imagine bothering trying to install this useless pile of s**t on it.  I have zero ideas of what to do other than admit defeat.

Maybe you are using a mod not finding it's master file. Usually that means that you didn't install another mod that it depend on or that you missed one of the files in the installation, but considering the kind of mods you can find right now (tiny and not totally clean), maybe one of them is referencing to Skyrim.esm, but the reference is corrupted. If you are using Wrye bash this should be easy to check. If not, just try unchecking your mods until you find the one causing problems.

Also, the ini file sometimes says that even if there are no problems at all. It basically tells the game what to say if there is a mismatch (i.e., if you remove an esp and load a save that depends on that esp).

 

So, get a completed vanilla save file from nexus, and run your mod order on a copy of that save, just to check if any corrupted scripts are causing CTDs. I'd also disable older mods, and create a mod profile with just zaz8+ sexlab, toh, skyui, fuz ro d-oh USSEP and turn off enb.

 

BTW what are your current specs?

Edited by Alturistix
Posted
12 hours ago, MuchW0W said:

pleasure room how many days is it ?

PC need to have sex 10 times or more. Or use code Set AAASoldierSex to 10.

Posted

Hi, 2.2 seems great, but I found a glitch in Bruiser's dialog.

 

After heroine became the slave of Bruiser, the "every one needs to be told about your new status as a slave" dialog could be triggered twice. The second time this triggered, there is no topic to turn it off, so the "sir, this is the abject slave of that magnificent master" topic will always remain.

 

Is there some console commands to fix this? Many thanks.

Posted (edited)
On 7/26/2021 at 1:56 AM, Golgo13 said:

 

Reinstalling it as my own 7 Zip file worked.  Just one question: in a conflict between ZaZ Animation Pack and DD 5.1, who should "win" the conflict?

 

** Without any guidance, I'm guessing that DD and its family have a lot of inter-dependencies that ZaZ doesn't have; and it's just a conflict of two files that may never come into play in the first place.  I was about to start testing with DD 5.1 taking precedence; then, I recalled a dusty, cobwebbed memory from the distant past that suggested putting ZaZ files at the end of the load order, so I'll hope that still goes.  I'm impatient to start testing; if I guessed wrong, I'll just have to do it over, again.  Talk to you when you get back from your weekend. ** 

 

It really shouldn't matter. I personally have ZAP overwriting DD, but it's only 2 texture files. Don't worry about it.

image.png.898b5af30626939e73e7ad2e4b760547.png

 

On 7/26/2021 at 1:56 AM, Golgo13 said:

*** GRRRR!!  I started experiencing the "arm problem," again, when something would be scared away from assaulting my character for whatever reason (like a weapon being drawn when Stump wanted to jump my 'toon).  I tried to enable the Papyrus log following your instructions; then I tried to follow some confusingly vague instructions I found on the Nexus.  Neither resulted in an actual log.  I'm just at a f**king loss.  ?  ***

 

Hm.. Okay let's work on getting your papyrus log first, that's kind of important. So are you sure you've put the settings into the log that's actually being used? MO2 has two modes of .ini usage, if you click on your profile, there's a checkbox for using 'profile specific INI files'. 

 

If this is ticked, go look in your profile folder to edit the ini, or simply click the ini editing button within the MO2 interface. 

If this is not ticked, edit the skyrim ini within documents/my games/Skyrim Special Edition/

Then to find the papyrus log, this is within:

\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log

 

On 7/26/2021 at 1:56 AM, Golgo13 said:

____________________________________________________________________________________________________________________

Idk what it means, but I spotted this line in my Skyrim.ini file:

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

That is just to customize the text shown on a warning, doesn't matter if you're not actually getting that warning. 

 

On 7/26/2021 at 1:56 AM, Golgo13 said:

//

 

Please also download this tool and run it within MO2:

https://www.nexusmods.com/skyrim/mods/56640

 

This will generate a web page with your mod list, load order, and ini files. 

 

 

Edited by Executaball
Posted
8 hours ago, Alturistix said:

Maybe you are using a mod not finding it's master file. Usually that means that you didn't install another mod that it depend on or that you missed one of the files in the installation, but considering the kind of mods you can find right now (tiny and not totally clean), maybe one of them is referencing to Skyrim.esm, but the reference is corrupted. If you are using Wrye bash this should be easy to check. If not, just try unchecking your mods until you find the one causing problems.

Also, the ini file sometimes says that even if there are no problems at all. It basically tells the game what to say if there is a mismatch (i.e., if you remove an esp and load a save that depends on that esp).

 

So, get a completed vanilla save file from nexus, and run your mod order on a copy of that save, just to check if any corrupted scripts are causing CTDs. I'd also disable older mods, and create a mod profile with just zaz8+ sexlab, toh, skyui, fuz ro d-oh USSEP and turn off enb.

 

BTW what are your current specs?

 

The easiest part of the reply is the specs:

 

Processor:  Intel(R) Core(TM) i7-3820 CPU @ 3.6GHZ

Installed RAM:  24.0 GB

System Type: 64-bit operating system, x64-based processor

 

(Its GPU is an EVGA GeForce GTX 1070)

 

To save me some trouble researching it, what's "enb?"

 

Per Executaball's suggestion, each test has been on a completely new game, which draws out testing quite a bit.  I'm resorting to more and more blatant cheating to speed up the process (modav on my stats, coc to get to locations, just giving myself spells, etc.).  Under the circumstances, that shouldn't bother me, but it somehow still does.  I recently reinstalled the game (several times, actually) just in case it had somehow become corrupted, itself.  It only takes 13 minutes to reinstall the game, so I have no problem reinstalling it as often as it would be of any benefit.  Idk why I wouldn't be starting with a vanilla save file-- at least, until my mods start kicking in; and I've been disabling them as much as I can.  If someone else is using the exact, same mod, however, I have assumed it to be safe; but with this apparently cursed computer, who knows, anymore?  I called my last computer the "magic voodoo box" for its ability to defy reason and logic; until now, this PC has never given me cause to apply a similar appellation to it. 

 

I even disabled "Just Knock," as huge an inconvenience as that is. But, Executaball is using DD 5.1-- why shouldn't that work just as well for me?  Perhaps, it would be helpful if there were a list of known-compatible mods for ToH-- or a list of known-incompatible mods, but that would likely be more difficult to compile.  Playing without ToH, I ran about 194 mods and played until I got bored with success, running out of instances to clear (until they respawned) and maxxing-out almost all of my stats (I find alchemy a bit tedious, and I rarely/never use potions by the time anything I could make with alchemy would do me any good) and beating things I beat even less quickly playing with SD+ and "Captured Dreams" on LE with well over 200 mods.

 

I'm not sure which are "older mods."  I returned to Skyrim after a 3-year break only to find that there were no clear instructions for installing SL in an LE configuration, so I had to install SE.  All of the mods are effectively, to me, the same age (discounting updates), until something new comes out. 

 

I may have misunderstood something(s) you said, which you undoubtedly can detect in my reply.  If so, could you plz clarify my confusion?

Posted
5 hours ago, mghsWTF999 said:

Is there some console commands to fix this?

Drop Bruiser's slave item from your inventory.

Posted (edited)
5 hours ago, Executaball said:

Hm.. Okay let's work on getting your papyrus log first, that's kind of important. So are you sure you've put the settings into the log that's actually being used? MO2 has two modes of .ini usage, if you click on your profile, there's a checkbox for using 'profile specific INI files'. 

 

If this is ticked, go look in your profile folder to edit the ini, or simply click the ini editing button within the MO2 interface. 

If this is not ticked, edit the skyrim ini within documents/my games/Skyrim Special Edition/

Then to find the papyrus log, this is within:

\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log

 

I appear to have been doing everything right if the box were unchecked; but the box is checked, something I heretofore did not know was a possibility, explaining why nothing was behaving as I expected.

 

Now, how do I find either the ini in the profile folder, which appears as empty as the ballroom reserved for the 9/11 hijacker reunion, (if I'm thinking of the correct profile folder), or the ini editing button within the MO2 interface (which would appear simpler, if I could identify the damned button).  Figuring out complicated computer interfaces is not one of my innate talents.  I could just uncheck the box; but, I'd prefer to do this the "right" way.

 

5 hours ago, Executaball said:

Please also download this tool and run it within MO2:

https://www.nexusmods.com/skyrim/mods/56640

 

This will generate a web page with your mod list, load order, and ini files. 

 

You could save me hours of re-watching tutorials if you linked me to some plain instructions directly on installing mods to be run from the MO2 drop-down menu-- or, if it's simple enough, just describe it for me.  If you can't, I understand-- I'll just wade through the tutorials (and, of course, a lot of ads), again.  The results of my unsuccessfully attempted Wrye-Bash installation is proof that I'm not always great at applying lessons learned from one application to another, so I lack confidence that the tutorials I usually use will necessarily produce the desired results with this mod, either.

 

Thanks, again, for rescuing me from the brink of insanity.  I'll work on a problem 24-hours/day to get it solved; but, when I hit a brick wall, I'm forcefully driven up it. 

Edited by Golgo13
Typo
Posted
1 hour ago, Golgo13 said:

To save me some trouble researching it, what's "enb?"

ENB is a graphics processing solution which moves most graphics usage to the video card and allows for advanced processing.  I forget for what ENB is an ancronym, but you can install just the ENB to improve memory use, or install different ENB mods which change the settings from a "realistic" look, to a "fairy land" look, to just about anything you want.  The main thing it does is move most graphics use to the video card.

 

By the way, you probably already do this, but make certain you get SE mods for SkyrimSE.  It's easy to accidentally install an LE mod.  It might be a good idea to verify your mods.

 

Posted
1 hour ago, Golgo13 said:

 

I appear to have been doing everything right if the box were unchecked; but the box is checked, something I heretofore did not know was a possibility, explaining why nothing was behaving as I expected.

 

Now, how do I find either the ini in the profile folder, which appears as empty as the ballroom reserved for the 9/11 hijacker reunion, (if I'm thinking of the correct profile folder), or the ini editing button within the MO2 interface (which would appear simpler, if I could identify the damned button).  Figuring out complicated computer interfaces is not one of my innate talents.  I could just uncheck the box; but, I'd prefer to do this the "right" way.

 

 

You could save me hours of re-watching tutorials if you linked me to some plain instructions directly on installing mods to be run from the MO2 drop-down menu-- or, if it's simple enough, just describe it for me.  If you can't, I understand-- I'll just wade through the tutorials (and, of course, a lot of ads), again.  The results of my unsuccessfully attempted Wrye-Bash installation is proof that I'm not always great at applying lessons learned from one application to another, so I lack confidence that the tutorials I usually use will necessarily produce the desired results with this mod, either.

 

Thanks, again, for rescuing me from the brink of insanity.  I'll work on a problem 24-hours/day to get it solved; but, when I hit a brick wall, I'm forcefully driven up it. 

TBH, most of the problems that i had with MO2 were with the virtual filesystem that it uses. So i switched over to vortex. atleast its easier to use granted at a higher space occupied. At this point id recommend you to skip MO2 directly and use vortex on the newer PC. Its kind of difficult to help via just text. dont know what to do man, i started skyrim just as the whole lockdown started.

Posted
2 hours ago, Golgo13 said:

Now, how do I find either the ini in the profile folder, which appears as empty as the ballroom reserved for the 9/11 hijacker reunion, (if I'm thinking of the correct profile folder), or the ini editing button within the MO2 interface (which would appear simpler, if I could identify the damned button).  Figuring out complicated computer interfaces is not one of my innate talents.  I could just uncheck the box; but, I'd prefer to do this the "right" way.

 

Okay, so: The path for the profile specific .ini files should be MO2/profiles/Default/Skyrim.ini (Or substituting Default for your profile name)

 

Or, you can simply click the edit .ini button within MO2:

image.png.73c024a96545b9d6a62f0be90039f3dd.png

 

2 hours ago, Golgo13 said:

You could save me hours of re-watching tutorials if you linked me to some plain instructions directly on installing mods to be run from the MO2 drop-down menu-- or, if it's simple enough, just describe it for me.  If you can't, I understand-- I'll just wade through the tutorials (and, of course, a lot of ads), again.  The results of my unsuccessfully attempted Wrye-Bash installation is proof that I'm not always great at applying lessons learned from one application to another, so I lack confidence that the tutorials I usually use will necessarily produce the desired results with this mod, either.

 

Alright:

1. Click that bar on the left side of the 'run' button. This should open a drop down with SKSE, loot, etc. 

2. One of the bar options is "<Edit...>", click that. This now opens a smaller window

3. Within this small window, called "Modify Executables", it should have a list of applications able to be launched through MO2.
4. Enter the fields. Any name into "Title"

5. Now click the browse button to the right of the "Binary" textbox

6. Browse to the app you want to add to be launched through MO2

7. Now just click the "Add" button.

 

Posted
2 hours ago, Golgo13 said:

 

//

 

In any case though, I believe you don't actually have to add that app to MO2 to grab the profile information. Download the latest version here:

https://www.nexusmods.com/skyrim/mods/56640?tab=files

Unpack then run. Under the Mod Organizer tab, browse to the plugin.txt within your profile. Now choose a username and password to upload. 

Then your mod list should appear under https://modwat.ch/u/(YourUserName)/, send me that link please. 

Posted (edited)
22 hours ago, Executaball said:

Unpack then run.

 

"The modwat.ch api server is not responding..." I've been getting that forever and a day.

 

Is there any way to clear this whole Modwatch thing and start over?  For one thing, I was getting error messages earlier, and, now, I suspiciously can't reach the server.  For another, I inadvertently installed the program on my E: drive when it belongs on my C : drive with everything else.  I tried reinstalling over the "wrong" installation, but, short of purging it, there doesn't appear to be any way to reassign Modwatch's mod profile directory.

 

I could also be making as much progress on all of this as a single monkey on a single typewriter trying to compose Shakespeare.  Sure, it could happen....  I'm starting to gauge my odds of figuring this stuff out as about even with the monkey's.

**********************************************************************************************************

Yeah, something's definitely wrong and preventing the modwat.ch api server from responding.

 

If you can help me get that going, that'd be great.  Until then, I'm just going to try to create that Papyrus log.

 

One thing I found curious as I was trying to capture the problem for Papyrus: I'd serendipitously saved just before my 'toon was assaulted by a horse.  After each assault, I experienced the arm problem; it seemed an ideal place at which to gather data.  I tried over and over, again.  Then, unexpectedly, despite all variables apparently being the same, the encounter terminated normally, without the "arm problem."  So, whatever is causing this is, on some level, random.

Edited by Golgo13
Posted
On 7/21/2021 at 5:09 AM, Executaball said:

Click that modify ini button on MO2:

image.png.681016df7ceaad8049e61a995d3f9806.png

 

And add this record into Skyrim.ini:

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation = 1

 

After that go into "\Documents\My Games\Skyrim Special Edition\Logs\Script" and grab the "Papyrus.0.log" file.

 

I did exactly that.  It created nothing more than "Documents\My Games\Skyrim Special Edition\Logs\Script\User\SexLabDebug.0.log."  It did not create any "Papyrus.0.log" file.

 

It took me hours to determine that that was the only output I was getting, and that I had the same result no matter which method I used to try to start the log.  This has been a lot of work for, so far, no reward-- the results don't even appear to make sense.  I appreciate all of the help, of course; but, how long until you become as frustrated and fed-up with these results as I am?

Posted
8 hours ago, Golgo13 said:

 

I did exactly that.  It created nothing more than "Documents\My Games\Skyrim Special Edition\Logs\Script\User\SexLabDebug.0.log."  It did not create any "Papyrus.0.log" file.

 

It took me hours to determine that that was the only output I was getting, and that I had the same result no matter which method I used to try to start the log.  This has been a lot of work for, so far, no reward-- the results don't even appear to make sense.  I appreciate all of the help, of course; but, how long until you become as frustrated and fed-up with these results as I am?

youre overwriting papyrusutil files from those with in sexlab. check for conflicts b/w sexlab and papyrusUtil mod. You have it right?

Posted
1 hour ago, Alturistix said:

youre overwriting papyrusutil files from those with in sexlab. check for conflicts b/w sexlab and papyrusUtil mod. You have it right?

 

Installing PapyrusUtil SE because it was on some recommended mod list is one thing; knowing what the f**k it is/does and how it works/conflicts with SL without a linked tutorial is something else, entirely.  In that case, if the interface isn't absolutely intuitive, it had better be autonomous or it might as well be a switch labeled "In Case of Photonic Instability" on my car's instrument panel, or a "smelting setting" on my Energy Star freezer.

 

This tutorial, for instance, didn't quite answer any of my questions: "PapyrusUtil SE || Yes, It's That Simple:"

 

 

In fact, it left me with the impression that its mere existence in the load order was enough for it to do whatever in Hell it's supposed to do.

 

If you could clarify your point, it would be most helpful.

Posted
29 minutes ago, Golgo13 said:

 

Installing PapyrusUtil SE because it was on some recommended mod list is one thing; knowing what the f**k it is/does and how it works/conflicts with SL without a linked tutorial is something else, entirely.  In that case, if the interface isn't absolutely intuitive, it had better be autonomous or it might as well be a switch labeled "In Case of Photonic Instability" on my car's instrument panel, or a "smelting setting" on my Energy Star freezer.

 

This tutorial, for instance, didn't quite answer any of my questions: "PapyrusUtil SE || Yes, It's That Simple:"

 

 

In fact, it left me with the impression that its mere existence in the load order was enough for it to do whatever in Hell it's supposed to do.

 

If you could clarify your point, it would be most helpful.

 

Okay, uhm, Papyrus Util is just a required library for some mods to function. Sexlab comes with it's own copy, but obviously not updated since whichever Sexlab release you're using. It doesn't do anything much on its own, it's just a library /  requirement for a lot of other mods. 

 

11 hours ago, Golgo13 said:

 

I did exactly that.  It created nothing more than "Documents\My Games\Skyrim Special Edition\Logs\Script\User\SexLabDebug.0.log."  It did not create any "Papyrus.0.log" file.

 

It took me hours to determine that that was the only output I was getting, and that I had the same result no matter which method I used to try to start the log.  This has been a lot of work for, so far, no reward-- the results don't even appear to make sense.  I appreciate all of the help, of course; but, how long until you become as frustrated and fed-up with these results as I am?

 

Hmm. Okay.. Maybe try editing both the MO2 profile ini and the one in /My Games/? ;-; I'm trying to think of why your papyrus log might not be generating... Hm... Have you launched the game at least 2 times? 

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