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(v1.5.1) Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!"


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Posted
14 hours ago, sliver89 said:

I just downloaded The Elder Scrolls V Skyrim Special Edition last night and I realized that in order to make it more than it already is I need some animations installed. I visited countless animation creators nexusmods

 


Can someone help me to find out why animation on The Elder Scrolls V Skyrim Special Edition mods element doesn't work?

...

FNIS was not installed through MO2 as instructed.

The generator path isn't in the FNIS window, but given that it isn't detecting any of your mods you either installed it wrong or didn't ran it through MO2, again, as instructed.

Your modlist is also nothing like the one depicted in here. You likely didn't follow any instruction from this guide. If that's the case I can't provide any help other than recommending you to actually follow the instructions. If you're just starting to mod your game you should learn the basics first. And as a final note, I see you want to use OSex instead of Sexlab, I can't help you in there at all.

Posted

As the title says, my Sex Lab is not playing nice.

 

I installed FNIS and ran it, then intalled Sex Lab and ran FNIS again. Then once in game I started a new game and tried to use it. Going to the Mod Configuration menu I was asked to install it (picture 1) which I did. I then waited patiently (picture 2), not opening any menus and doing nothing until all 800 odd animations were installed. Then the game told me it was done (Picture 3) and ready. However as I go into MCM to configure it it just says I need to install it again!(picture 4) How come? I have been looking at these forums but couldn't find a fix for this issue. I even ran FNIS again, no dice. I tried installing it on a different save, one that didn't have SexLab when it was first saved but the same issue arose. Will I need to reinstall SexLab and all it's dependencies? Is there any solution to this?

 

 

 

ScreenShot2.png

ScreenShot3.pngScreenShot4.pngScreenShot5.png

 
Posted
On 4/27/2021 at 10:51 AM, RG80100 said:

As the title says, my Sex Lab is not playing nice.

image.png.d9ef0e1584ec411a8085b7b98616cd86.png

That's your issue. I don't cover SL light, I even advice people to avoid using it. I can't help you if you didn't follow the instructions of this guide.

Posted

ERROR(76): Could not find a part of the path 'D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\FNIS Behavior SE 7.6 XXL\Data\tools\GenerateFNIS_for_Users\temporary_logs\DummyStart.txt'.
 

Any1 know what happend when i try to update FNIS Behavior it shows error like dis

Posted
9 hours ago, skyhunter0000 said:

ERROR(76): Could not find a part of the path 'D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\FNIS Behavior SE 7.6 XXL\Data\tools\GenerateFNIS_for_Users\temporary_logs\DummyStart.txt'.

Wrong install path.

Fix that install. This is mentioned in step 5.

And verify the executable is pointing to the proper path too, so repeat step 7 to add the GenerateFNISforUsers.exe to MO2.

Then try running FNIS again.

 

Posted

I've been working on a new version of the guide for a while. Main reason being the forum update from a few weeks (months?) ago. After that update there was a new limit for attached files, which is lower than the limit we had before. As the guide uses several small screenshots to show different parts of the interface and settings used, I was way over the new limit. This prevented me from adding new screenshots but also made impossible to edit or change the already existing ones. So I ported the bulk of the images and instructions into an external file and uploaded it to the main post.

 

image.png.1e8ba70e40827714e33815e8005e9c80.png

 

I'll try to keep the guide updated if new relevant mods are released or updated, if a program or mod changes enough to require new instructions/images and to fix the regular typo or grammar error.

My intention is for this guide to be easily accesible for everyone, so even if it's a pdf file you can open it with the same web browser you're using now to visit this website and navigate it almost in the same way you navigate this forum. So that's it. And don't be shocked by the 51 pages of extension, I actually managed to cut the word count from around ~20k to ~18k, a huge feat as apparently I like to write and write too much.

Posted
5 hours ago, invers said:

i've lost the complete guid of all the tools and mods i need for it to work and can't find it anymore

It's in the first post... just read it and find the attached pdf. I edited the position and now should be more visible, but I can't do much more.

Posted

I greatly appreciate this guide. As someone who absolutely sucks when it comes to programing/coding, this has saved my bacon. I'm curious though, has anyone else noticed a glitch with wagons after installing the required mods and going through all the steps in this guide? I realized on starting a new save that the (ropes? straps?) that go across the horse's back to secure it to the wagon have detached and are sort of just sticking out to either side all stiff. Example below:ScreenShot0.png.bd4f806fa29e43b979b52520ca84dd28.png

Posted

Vanilla intro an mods don't cope very well, it takes nothing for it to break since it is heavily scripted. With mods it is best to install alternate start, then eventually pick the vanilla intro there: this way there are fewer issues since your mods will be initialized already and won't interfere with other stuff going on during the scenes.

Posted
41 minutes ago, arshesney said:

Vanilla intro an mods don't cope very well, it takes nothing for it to break since it is heavily scripted. With mods it is best to install alternate start, then eventually pick the vanilla intro there: this way there are fewer issues since your mods will be initialized already and won't interfere with other stuff going on during the scenes.

I actually expected it to be something goofy with the start, but I then hoofed it to Whiterun. The wagon there has the same glitch. Disabling EVERYTHING fixes it, but I still haven't been able to figure out by process of elimination which mod is guilty.

Correction, disabling everything does NOT fix it. Starting a new game with all mods disabled causes the straps to behave normally, but the problem persists in an existing save even if mods are disabled. Gonna' keep going through the list until something changes.

Posted

Yes, I just did some quick tests and starting without mods doesn't show the issue.

image.png.f40f09e199dd58dc9db850c6db7640db.png

 

After starting a new game with mods enabled the straps look like this

image.png.f65ff88e0b522be770d809a56f67ae55.png

 

Wagons outside of cities have the same issue.

Now I wonder if this was an issue that was always there and never noticed or is an issue introduced by some recent mod change/update. I'll do some more tests trying to spot the mod in specific. I'll keep an eye if this is a known issue or if someone else comes across the cause.

Posted

Through the power of dumb-fuck stubbornness, I figured it out. Disabling HDT-SMP, running FNIS, moving the overwrite files where they need to be, and starting a new game fixes it. Which sucks if you prefer the jiggle-physics that SMP gives to the 3BA body. But I did see among the FNIS files produced in overwrite a few interesting entries, both in tools and mesh: horse behaviors and mounted behavior.

Posted
11 minutes ago, skydragon92 said:

Through the power of dumb-fuck stubbornness, I figured it out. Disabling HDT-SMP, running FNIS, moving the overwrite files where they need to be, and starting a new game fixes it. Which sucks if you prefer the jiggle-physics that SMP gives to the 3BA body. But I did see among the FNIS files produced in overwrite a few interesting entries, both in tools and mesh: horse behaviors and mounted behavior.

Ah, HDT-SMP. You're right, it's in the reported bugs for that mod

image.png.f47ec3ba46c2a67fb3b180dc0b98f240.png

 

That's too bad. I don't think I'll pass on SMP physics for this. I'll add a note in the next version so people are aware of this (HDT-SMP has plenty of reported bugs, this one being in the minor visual glitch side). Thank you for the keen eye.

Posted
40 minutes ago, Just Don't said:

Ah, HDT-SMP. You're right, it's in the reported bugs for that mod

image.png.f47ec3ba46c2a67fb3b180dc0b98f240.png

 

That's too bad. I don't think I'll pass on SMP physics for this. I'll add a note in the next version so people are aware of this (HDT-SMP has plenty of reported bugs, this one being in the minor visual glitch side). Thank you for the keen eye.

For sure, dude. Hopefully, they can get this figured out when next they update HDT-SMP. And thank you for making this guide. Also, if you do update your guide to reflect this new info, don't forget there are options when installing 3BA to make it purely run off of CBPC physics, so the 3BA body could still be viable for those who prefer it over CBBE.

Posted
3 hours ago, skydragon92 said:

For sure, dude. Hopefully, they can get this figured out when next they update HDT-SMP. And thank you for making this guide. Also, if you do update your guide to reflect this new info, don't forget there are options when installing 3BA to make it purely run off of CBPC physics, so the 3BA body could still be viable for those who prefer it over CBBE.

You're welcome.

The thing about SMP is that it was originally added to offer support for other LL mods (namely Devious Devices). CBBE 3BA is actually the addition to make CBPC and SMP work together (I'm sure other body types can do this too, but I went for CBBE due to it's fame and ease to use, then expanded to 3BA and that's what I'm currently using). In any case, I'll add a note so users are aware of this (wouldn't hurt to mention checking for reported bugs/known issues in general).

Posted
21 hours ago, Just Don't said:

You're welcome.

The thing about SMP is that it was originally added to offer support for other LL mods (namely Devious Devices). CBBE 3BA is actually the addition to make CBPC and SMP work together (I'm sure other body types can do this too, but I went for CBBE due to it's fame and ease to use, then expanded to 3BA and that's what I'm currently using). In any case, I'll add a note so users are aware of this (wouldn't hurt to mention checking for reported bugs/known issues in general).

And all of this, turns out, is a moot point. I've cucked myself. I deleted my saves for a fresh start, thinking the problem has been solved. Turns out, only the leads on those first wagons got fixed. I got to whiterun, and once again, the leads were sticking up and out in the air, looking like an x-wing. Apparently, this is a vanilla bug (to quote you, "Thanks Bethesda!") and even the unofficial patch hasn't addressed it yet. So, back in the load order HDT-SMP goes, I guess lol.

 

edit: Maybe someone could report it to them? I tried to make an account, but the afkmods site they use insists on cookies, so...nah...

Posted
7 minutes ago, skydragon92 said:

And all of this, turns out, is a moot point. I've cucked myself. I deleted my saves for a fresh start, thinking the problem has been solved. Turns out, only the leads on those first wagons got fixed. I got to whiterun, and once again, the leads were sticking up and out in the air, looking like an x-wing. Apparently, this is a vanilla bug (to quote you, "Thanks Bethesda!") and even the unofficial patch hasn't addressed it yet. So, back in the load order HDT-SMP goes, I guess lol.

Might be worth checking Convenient Carriages out for a workaround, mod uses a different mesh for straps that is not bugged.

Posted

How deep the rabbit hole of the saddle bug goes? I started by looking at screenshots of carriages and I found several instances of the bug in plain sight.

from some French page about Touring Carriages?

image.png.dba12f648d4a4743ee956c4e402d2fa3.png

 

one of the images in the Covered Carriage mod for SE

image.png.cf352f2c3cd5bb5e4d09f5da60016610.png

 

As arshney says the model from Convenient Carriages doesn't seem to have this issue (at least from the available screenshots, I don't have that mod installed to check ingame). Anyways, I think this is a bit out of the scope of this thread.

I do want to include a new section mentioning the known issues and relevant notes for the mods covered in the guide. But that will take time to read and compile all the things.

Posted

Appreciate the advice from both of you. For now, I think I'll just grin and bare it. My mind is pretty blown though by the fact that this hasn't been fixed in 10+ years, considering all the other crazy stuff people mod and fix and customize

Posted

Okay, think this is my last question: Are there certain outfits that have just never been converted to have physics? I'm not talking about logical stuff like heavy armors and such, but stuff like mages robes or the fancy clothes sets. Hoping I didn't manage to foul something up in my install.

Posted
48 minutes ago, skydragon92 said:

Are there certain outfits that have just never been converted to have physics? I'm not talking about logical stuff like heavy armors and such, but stuff like mages robes or the fancy clothes sets.

If you're talking about vanilla outfits, during the CBBE install you have the option to install BodySlide files for them. If you go to BodySlide and check your available groups you should see a "CBBE Vanilla Outfits Physics" group.

In the Group Filter click the magnifier icon, then select "Choose groups"

image.png.faf7d91f60d6b639c91261b25717af73.png

With that group filter applied you can check which outfits can be built with physics (just check the available sets in the Outfit/Body list. Make sure you clean any active filters if you intend to batch build things later, as that will limit the sets detected as available.

 

If you're talking about non-vanilla outfits you'll need to find a BodySlide-compatible version (if it exists) on your own. Searching for the <outfit name> + "bodyslide" or <body type name> is often enough to find it if it's freely accessible.

Posted
16 hours ago, Just Don&#x27;t said:

If you're talking about vanilla outfits, during the CBBE install you have the option to install BodySlide files for them. If you go to BodySlide and check your available groups you should see a "CBBE Vanilla Outfits Physics" group.

In the Group Filter click the magnifier icon, then select "Choose groups"

image.png.faf7d91f60d6b639c91261b25717af73.png

With that group filter applied you can check which outfits can be built with physics (just check the available sets in the Outfit/Body list. Make sure you clean any active filters if you intend to batch build things later, as that will limit the sets detected as available.

 

If you're talking about non-vanilla outfits you'll need to find a BodySlide-compatible version (if it exists) on your own. Searching for the <outfit name> + "bodyslide" or <body type name> is often enough to find it if it's freely accessible.

Yeah, thanks. I tried all that, reinstalled cbbe to make sure I used those options, tried it with 3BA disabled, nothin'. It looks like there are just vanilla outfits that never got converted to include physics, including a bunch of the mage robes and the fancy clothes. Oh well.

Posted
On 5/2/2021 at 9:03 PM, skydragon92 said:

My mind is pretty blown though by the fact that this hasn't been fixed in 10+ years, considering all the other crazy stuff people mod and fix and customize

Ten years? I think it may be an SE thing. This is what happens when you go over to the dark side. ?

 

Whiterun. LE with HDT-PE. I don't have any carriage mods and apart from MNC I haven't got anything that would touch horses.



Carriage.jpg.d879da9178a62379140cb2a9bacba660.jpg

Posted
32 minutes ago, Grey Cloud said:

Ten years? I think it may be an SE thing. This is what happens when you go over to the dark side. ?

 

 This is from 2013 (see File history).

image.png.3935574ed404a8a0743a581cc73b2131.png

 

And now I found out the second screenshot I posted before is taken from the Covered Carriages from Skyrim (2013-2014). So I'm not too sure about the SE as a culprit hypothesis. I guess there is more going on about what exactly causes the issue. And also that a lot of people, me included, were completely clueless about it (it's in the images to showcase so many mods). Perhaps one day we'll discover the truth.

 

1 hour ago, skydragon92 said:

Yeah, thanks. I tried all that, reinstalled cbbe to make sure I used those options, tried it with 3BA disabled, nothin'. It looks like there are just vanilla outfits that never got converted to include physics, including a bunch of the mage robes and the fancy clothes. Oh well.

Oh right, I get what you mean now. I usually overwrite vanilla outfits from CBBE with other replacers (sometimes with things less lore-friendly and way more bouncier, sometimes I try things like NordWarUA and similar replacers). The CBBE outfits are good have as a base.

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