reliefbloodsuck Posted April 20, 2025 Posted April 20, 2025 (edited) the dialogue to start the quest in 4.2 not working for me, tried deleting alias with xedit doesn't work and im loading it from fresh save never installed sluts before also im using additemmenu and sluts.esp and the hq loaded properly, using setstage sluts_main 30 gave me the key and finished the intro quest but the dialog still not available. Im on 1.5.97 but 3,5 works just fine Edited April 20, 2025 by reliefbloodsuck
Moacir Jr Posted April 21, 2025 Posted April 21, 2025 23 hours ago, reliefbloodsuck said: the dialogue to start the quest in 4.2 not working for me, tried deleting alias with xedit doesn't work and im loading it from fresh save never installed sluts before also im using additemmenu and sluts.esp and the hq loaded properly, using setstage sluts_main 30 gave me the key and finished the intro quest but the dialog still not available. Im on 1.5.97 but 3,5 works just fine Same here... until today, withou solution
safado Posted April 23, 2025 Posted April 23, 2025 (edited) On 4/20/2025 at 11:22 AM, reliefbloodsuck said: the dialogue to start the quest in 4.2 not working for me, tried deleting alias with xedit doesn't work and im loading it from fresh save never installed sluts before also im using additemmenu and sluts.esp and the hq loaded properly, using setstage sluts_main 30 gave me the key and finished the intro quest but the dialog still not available. Im on 1.5.97 but 3,5 works just fine On 4/21/2025 at 11:18 AM, Moacir Jr said: Same here... until today, withou solution Missing references errors in plug-in, the ones in the core quest, is the dialogue start issue. Spoiler [00:00] SLUTS_AnettesRoomTrigger [ACTI:0B433808] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B405BC3] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B42E688] <Error: Could not be resolved> [00:00] SLUTS_FactionCheckTrigger [ACTI:0B44CDDB] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B457070] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B44CDDE] <Error: Could not be resolved> [00:00] <Warning: Unused data in: \ [0B] SLUTS.esp \ [21] GRUP Top "CELL" \ [6] GRUP Interior Cell Block 8 \ [1] GRUP Interior Cell Sub-Block 6 \ [1] GRUP Cell Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488] \ [0] GRUP Cell Persistent Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488] \ [5] [REFR:0B3A0617] (places DLC1DarkFallWater [ACTI:02006B94] in GRUP Cell Persistent Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488]) \ [4] XWCU - Water Currents> [00:00] [REFR:0B3A0521] (places zadc_gallowspole_upside_down "Pole (Upside Down)" [ACTI:0A008325] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:00] [REFR:0B3A052C] (places zadc_TorturePole05 "Torture Pole (Sitting)" [ACTI:0A00E9EA] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:00] [REFR:0B386F5F] (places zadc_BondageChair "Bondage Chair" [ACTI:0A007DB9] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:01] SLUTS_Main "S.L.U.T.S: Wide Open For Business!" [QUST:0B005900] [00:01] QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B9A49A4] <Error: Could not be resolved> [00:01] SLUTS_WE01RobScene [SCEN:0B85B0CD] [00:01] SCEN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "SLUTS_WE01 "Sluts Bandit Ambush" [QUST:0B85B0B8]"> [00:01] Done: Checking for Errors, Processed Records: 7610, Errors found: 7, Elapsed Time: 00:01 I have same issue and tried to fix the plug-in lost reference errors with xEdit, using an override patch instead of a replacement as a safety. It can optionally be merged if it corrects the issue for you. It started the haul by dialogue after "correcting" main quest script property lost reference, It worked only by starting new game, because already initialized save need mayor cleaning and basic clean save do not work. The issue was EscrowSpawnMarker pointed to a chest and is not there anymore, I removed the reference property. Also, "corrected": replaced orphan reference type with similar already in mod. Spoiler SLUTS_AnettesRoomTrigger: removed papyrusVM script reference SLUTS_FactionCheckTrigger: removed papyrusVM script reference zadc_gallowspole_upside_down: reference new key (SLUTS_AnetteChamberKey "Anette's Key") zadc_TorturePole05: reference new key (SLUTS_AnetteChamberKey "Anette's Key") zadc_BondageChair: reference new key (SLUTS_AnetteChamberKey "Anette's Key") SLUTS_WE01RobScene : reference lost alias property on main quest to player; this one may still be buggy, do not know if it is used in game. Try on your own: Needs new game. SLUTS Resume 4_30 Patch 1.7z Edited April 23, 2025 by safado 3
c6427 Posted April 25, 2025 Posted April 25, 2025 (edited) hello um does anyone know to get the buttplug into my butt insted of the ground i'm wearing it and while wearing it looks like its on the ground and you walk it follows Edited April 25, 2025 by c6427
safado Posted April 25, 2025 Posted April 25, 2025 (edited) 8 hours ago, c6427 said: hello um does anyone know to get the buttplug into my butt insted of the ground i'm wearing it and while wearing it looks like its on the ground and you walk it follows You need a compatible "animation skeleton" to shake that butt with a plug. The race's default humanoid NPC "animation skeleton" do not have the extended "bone nodes" to attach the plug. Custom races with their own "animation skeleton" will have the same issues, if the "animation skeleton" is not compatible. Solution is to install a compatible skeleton that overwrite/replace whatever is in place. Recommended to use XP32 Maximum Skeleton Special Extended. If the issue is because of a custom race, then after installing the compatible "animation skeleton", manually you need to locate the new files and copy them over the custom race skeleton, may need renaming too. If you fix the skeleton issue and the plug stretch from the butt to the ground and beyond, then the plug has custom physics engine references and also needs Faster HDT SMP. Common with DD-NG assets. If that is the issue, then you did not follow the Devious Devices 5.2 requirements. Recommended compatible "animation skeleton" highlight in orange. Spoiler REQUIREMENTS • SexLab: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • SexLab SE (game 1.5.97, SKSE 2.0.20): Use version 1.63 • SexLab AE (game 1.6.353, SKSE 2.1.5), use version 1.64c or higher • SexLab Aroused SE: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • FNIS SE: https://www.nexusmods.com/skyrimspecialedition/mods/3038 • Racemenu: https://www.nexusmods.com/skyrimspecialedition/mods/19080 • Racemenu SE (game 1.5.97, SKSE 2.0.20): Use version 4.16 from the old files • Racemenu AE (game 1.6.353, SKSE 2.1.5), use version 4.19 or higher • BodySlide for CBBE/UNP compatible body: https://www.nexusmods.com/skyrimspecialedition/mods/201 ONE of the following bodies and their requirements (variants like 3BA or BHUNP can be used as well): • CBBE SE - https://www.nexusmods.com/skyrimspecialedition/mods/198 • UNP - https://www.nexusmods.com/skyrimspecialedition/mods/1699 • XP32 Maximum Skeleton Special Extended: https://www.nexusmods.com/skyrimspecialedition/mods/1988 • MFG Fix: https://www.nexusmods.com/skyrimspecialedition/mods/11669 • MFG Fix SE (game 1.5.97, SKSE 2.0.20): Use version 1.54 • MFG Fix AE (game 1.6.353, SKSE 2.1.5), use version 1.60 or higher • HDT SMP, one of the below versions. CPBC is not a replacement, but can be used alongside HDT SMP. If using AE, Faster HDT SMP is your only option. • HDT SMP (SE only): https://www.nexusmods.com/skyrimspecialedition/mods/30872 • Faster HDT SMP (AE or SE, choose during install): https://www.nexusmods.com/skyrimspecialedition/mods/57339 • Address Library (Required for some of the mods listed above): https://www.nexusmods.com/skyrimspecialedition/mods/32444 • Address Library SE (game 1.5.97, SKSE 2.0.20): Use version 2 of the 'All in One' package • Address Library AE (game 1.6.353, SKSE 2.1.5), use version 5 of the 'All in One' package Edited April 25, 2025 by safado 2
c6427 Posted April 26, 2025 Posted April 26, 2025 7 hours ago, safado said: You need a compatible "animation skeleton" to shake that butt with a plug. The race's default humanoid NPC "animation skeleton" do not have the extended "bone nodes" to attach the plug. Custom races with their own "animation skeleton" will have the same issues, if the "animation skeleton" is not compatible. Solution is to install a compatible skeleton that overwrite/replace whatever is in place. Recommended to use XP32 Maximum Skeleton Special Extended. If the issue is because of a custom race, then after installing the compatible "animation skeleton", manually you need to locate the new files and copy them over the custom race skeleton, may need renaming too. If you fix the skeleton issue and the plug stretch from the butt to the ground and beyond, then the plug has custom physics engine references and also needs Faster HDT SMP. Common with DD-NG assets. If that is the issue, then you did not follow the Devious Devices 5.2 requirements. Recommended compatible "animation skeleton" highlight in orange. Hide contents REQUIREMENTS • SexLab: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • SexLab SE (game 1.5.97, SKSE 2.0.20): Use version 1.63 • SexLab AE (game 1.6.353, SKSE 2.1.5), use version 1.64c or higher • SexLab Aroused SE: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • FNIS SE: https://www.nexusmods.com/skyrimspecialedition/mods/3038 • Racemenu: https://www.nexusmods.com/skyrimspecialedition/mods/19080 • Racemenu SE (game 1.5.97, SKSE 2.0.20): Use version 4.16 from the old files • Racemenu AE (game 1.6.353, SKSE 2.1.5), use version 4.19 or higher • BodySlide for CBBE/UNP compatible body: https://www.nexusmods.com/skyrimspecialedition/mods/201 ONE of the following bodies and their requirements (variants like 3BA or BHUNP can be used as well): • CBBE SE - https://www.nexusmods.com/skyrimspecialedition/mods/198 • UNP - https://www.nexusmods.com/skyrimspecialedition/mods/1699 • XP32 Maximum Skeleton Special Extended: https://www.nexusmods.com/skyrimspecialedition/mods/1988 • MFG Fix: https://www.nexusmods.com/skyrimspecialedition/mods/11669 • MFG Fix SE (game 1.5.97, SKSE 2.0.20): Use version 1.54 • MFG Fix AE (game 1.6.353, SKSE 2.1.5), use version 1.60 or higher • HDT SMP, one of the below versions. CPBC is not a replacement, but can be used alongside HDT SMP. If using AE, Faster HDT SMP is your only option. • HDT SMP (SE only): https://www.nexusmods.com/skyrimspecialedition/mods/30872 • Faster HDT SMP (AE or SE, choose during install): https://www.nexusmods.com/skyrimspecialedition/mods/57339 • Address Library (Required for some of the mods listed above): https://www.nexusmods.com/skyrimspecialedition/mods/32444 • Address Library SE (game 1.5.97, SKSE 2.0.20): Use version 2 of the 'All in One' package • Address Library AE (game 1.6.353, SKSE 2.1.5), use version 5 of the 'All in One' package thank you
TajZ Posted April 26, 2025 Posted April 26, 2025 So I hope I didn't break my save, I unchecked SLUTSResume 4.0 to do a cleansave, now I can't save without CTD. As usual with a clean save and LOOT sorting, I disabled SOS and all correlating mods and was hoping to make a new save - and install to 4.3, but as stated, I get a CTD. What should I do? crash-2025-04-26-16-26-24.log
safado Posted April 27, 2025 Posted April 27, 2025 (edited) 8 hours ago, TajZ said: So I hope I didn't break my save, I unchecked SLUTSResume 4.0 to do a cleansave, now I can't save without CTD. As usual with a clean save and LOOT sorting, I disabled SOS and all correlating mods and was hoping to make a new save - and install to 4.3, but as stated, I get a CTD. What should I do? crash-2025-04-26-16-26-24.log You're likely wasting time, just learn some hint from below and start a new game with the new load order. Changing load order mid-game raise the likelihood of crippling the save data because of data interdependencies. Moving or removing plug-ins is like removing pieces of a Jenga tower, eventually it will crash. Try cleaning orphans scripts references with ReSaver. Still long shot. You broke Jerilith's commandment, and went to save file limbo. 😁 Spoiler https://docs.google.com/document/d/1RSCzBUyE0vqZRAtjd4YL2hHrKzf4Q1rgCH0zrjEr-qY/mobilebasic#heading=h.u2ukim1kti09 Try getting a hint from log analyzers. Generally, the hints are false positives, the tools are experimental. Spoiler Failures that target SKSE may mean that the state of the data is crashing it and is not salvable. The Advanced Users section has a good general setting that I have in my game, but have not seen it in modding guides in general, it's in the BGSSaveLoadManager Issue Detected section. It is for game session stability. Also item 5 of same section, I found a mod in my game that was ESL by author but was not valid. Removing the mark is the solution, not for your case but for general longer game sessions is necessary. From Phostwood's Skyrim Crash Log Analyzer Spoiler - ❗ **Critical First-Line Error Detected:** `skse64_1_5_97.dll` - First, review other sections of this report (above and below) for more specific information about `skse64_1_5_97.dll`. (Scroll down to the bottom of the page to ensure you've reviewed everything.) - **What This Means:** - The file `skse64_1_5_97.dll` is directly involved in the crash sequence - While this file is related to the crash, it may not be the root cause - This type of error often indicates missing dependencies, version mismatches, or incompatible files - **SKSE Plugin Baseline Requirements:** - Ensure you have the correct [Skyrim Script Extender (SKSE64)](<https://www.nexusmods.com/skyrimspecialedition/mods/30379>) version for your game version, and are launching through SKSE - Ensure you have the correct [Address Library for SKSE Plugins](<https://www.nexusmods.com/skyrimspecialedition/mods/32444>) version matching your game version - Ensure you have installed [Microsoft Visual C++ Redistributable package (x64)](<https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170>) - this is frequently missed but critical - **Recommended Troubleshooting Steps:** - As a quick optional test, consider disabling the mod and any mods that depend on it. NOTE: this may require creating a new character for a successful test. - Confirm the mod is compatible with your Skyrim version - Refer to the plugin's mod page, FAQ, or Bug Report section to see if the crash is a known issue - Check if a mod update is available - Verify all listed required dependencies are installed and enabled - Check version requirements of other mods that interact with it - Carefully review the mod's installation instructions, and try a clean reinstall of the plugin with default settings - improper installation or modified settings can cause crashes - Check if the problem involves interaction between a DLL and other mods - examine the first 4-5 error lines of the crash log to identify potential mod conflicts. Also review any `.dll` files in the 🔎 **Files/Elements** of this report (below) - Ask the Skyrim Modding Community about known compatibility issues - Some first-line errors can be resolved by verifying game files through Steam - **Additional Considerations:** - For SKSE plugins (`.dll` files), mod organizers won't show conflicts or requirements - you must rely on the mod author's documentation - Note that many (most?) SKSE plugins will show an error popup (white box from Address Library) before the game starts if they're for the wrong version - First-line errors are usually reproducible and not random - The error might be caused by an interaction between mods rather than a single file ~~ Result(s) from Phostwood's Skyrim Crash Log Analyzer (v1.22.19) 🔎 Automate analysis of your Skyrim SE/AE crash logs at: https://phostwood.github.io/crash-analyzer/skyrim.html For Advanced Users: Spoiler ⚠️CAUTION: If you aren't confident in what you are doing, please consult with a Skyrim modding community before making any major changes. Instructions: This is a collection of data, summary-info, and a possibly long list of potential issues for which some indicators are present for in your log. Not all indicators will be relevant to your crash. The issues listed first are usually more likely to be causal to the crash, but if that insight does not help, then review more insights further down. Also, indications found in multiple crash logs are more likely to be causal. Log Summary: 🔎 Line Counts for each section in the log file: ⤵️ show more 🔎 Files/Elements listed within [1] First Line, [2] Probable call stack, [3] Registers, and/or [4] Stack sections of the crash log. Items are sorted by priority, with lower numbers (and higher positions in the list) indicating a higher likelihood of contributing to the crash. Items at the very top of the Stack can also have added weight for predicting causality. [1] First Line files are nearly always involved in (and frequently the cause of) the crash. Pay extra attention to anything related to mods you have recently added to Skyrim: [1] skse64_1_5_97.dll (Skyrim Script Extender) [2] hdtSMP64.dll (Skinned Mesh Physics ... less likely culprit) [2] (KERNEL32.DLL ... unlikely culprit) [2] (ntdll.dll ... unlikely culprit) [4] usvfs_x64.dll (User Space Virtual File System - MO2 - ⚠️ possible indicator of antivirus issue ⚠️) [4] Fire [4] RealisticWaterTwo.esp [4] Skyrim.esm -> ccbgssse001-fish.esm [4] Skyrim.esm -> ccbgssse001-fish.esm -> Unofficial Skyrim Special Edition Patch.esp -> EnhancedLightsandFX.esp -> ELFX Shadows.esp -> RealisticWaterTwo.esp [4] Ustengrav Depths [4] aving SKSEPersistentObjectStorage data......ruma.esp.espul Patch-.esp [4] aving SKSEPersistentObjectStorage data......ruma.esp.espul Patch-.espon\TESVSGM\Leila\\Autosave2_BCD75DA0_0_45766965_WinterholdCollegeHallofCountenance_020118_20250426162623_69_1.skse [4] IED\Controller\Controller.cpp [4] Thaena [4] ApachiiHairStyles.esp [4] Skyrim.esm -> ApachiiHairStyles.esp [4] Immersive Citizens - AI Overhaul.esp [4] Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp -> Immersive Wenches.esp -> EnhancedLightsandFX.esp -> ELFX Shadows.esp -> GreatWarSkyrim.esp -> xazPrisonOverhaulPatched.esp -> Training Dummies XP.esp -> Populated Cities Towns Villages Legendary.esp -> Cloaks.esp -> Immersive Citizens - AI... [4] Jarls Longhouse [4] gameoverlayrenderer64.dll (Steam Overlay Component) [4] (KERNELBASE.dll ... unlikely culprit) 📊 Mod Prominence Analysis: The following mods appear frequently and/or with detailed information in the crash log. While this can indicate relevance to the crash cause, these mods might simply be more verbose in their logging and/or happened to be more active in the time leading up to the crash. This indicator is less likely to be causal unless it repeats across multiple related crash logs If this report doesn't contain better indications (above or below), consider temporarily disabling the top-listed mod and any dependent mods, and attempt to reproduce the crash NOTE: If tested from an old game save, many mods may cause different crashes from being removed. So, this test might need to be conducted from a new character. If the crash stops, investigate that mod's documentation and forum for any updates, known issues and/or patches, as well as its requirements, recommended load order and any incompatibilities. Also consider any recent changes to your load order which might have affected this mod. If the crash continues (or if disabling this mod was infeasible), re-enable and try the next mod 👑 Try using LOOT as a diagnostic tool. ⚠️Caution: LOOT can safely be used as a diagnostic tool or for load order suggestions, but its automatic load order reorganization is often discouraged. It's widely thought to incorrectly sort 5 to 10% of mods, which can be especially problematic with large mod lists. Mods listed by prominence (appearances : details): ⤴️ hide NOTE: results may be more accurate with the "experimental Files/Elements upgrade" (see checkbox at top of page) (2 : 2) RealisticWaterTwo.esp (2 : 2) ApachiiHairStyles.esp (2 : 2) Immersive Citizens - AI Overhaul.esp (2 : 0) hdtSMP64.dll (Skinned Mesh Physics ... less likely culprit) (2 : 0) usvfs_x64.dll (User Space Virtual File System - MO2 - ⚠️ possible indicator of antivirus issue ⚠️) (2 : 0) aving SKSEPersistentObjectStorage data......ruma.esp.espul Patch-.esp (2 : 0) aving SKSEPersistentObjectStorage data......ruma.esp.espul Patch-.espon\TESVSGM\Leila\\Autosave2_BCD75DA0_0_45766965_WinterholdCollegeHallofCountenance_020118_20250426162623_69_1.skse Higher-Confidence Test Results: Memory and Graphics-related Issues: ❓ Potential Memory Issue Indicators Found: System Resource Management: Reboot PC and close any unnecessary applications to maximize available RAM for Skyrim. 💾 Verify your Windows Pagefile is properly configured (nolvus.net link, but broadly applicable). The most common stability-focused recommendation is setting the Pagefile's minimum and maximum to 40GB. ⚠️NOTE: some sources say Skyrim's engine was programmed to require high Pagefile usage even when there is more than enough RAM available. To be on the safe side, ensure your Pagefile settings even if you somehow have a terrabyte of RAM. Return any overclocked hardware to stock speeds, as unstable overclocks are known for causing crashes that can look like memory issues in crash logs. Maintain at least 10-20% free space on your SSD for optimal performance. Review your modlist's (or individual mods') recommended hardware requirements to verify you aren't overly below their system recommendations. Consider running memory diagnostic tools (Windows Memory Diagnostic or MemTest86) If you frequently encounter memory issues, consider upgrading your system with more RAM as a relatively cost-effective upgrade. 32GB is often considered a baseline for high-end Skyrim modding. Texture and Resource Optimization: Corrupted textures and/or meshes can sometimes cause memory issues. The probability of this being the cause is much higher if specific files are listed elsewhere in this report ... especially when the same image file is found across multiple crash logs. In some cases simply re-downloading and reinstalling the mod with a bad mesh or texture, may fix the corrupted file and resolve the issue. See related Mesh Issue, and/or Texture Issue sections of this report for additional troubleshooting advice. Consider switching to lower resolution texture mods (1K/2K instead of 4K). Image files that are too large can strain both VRAM and RAM resources. Or use Cathedral Assets Optimizer (CAO) to optimize textures in individual mods that don't offer lower resolution options. 🚀 Alternately, use VRAMr to automatically create a custom textures-only mod with optimized texture files that override for your entire load order (minus some problematic exceptions which are automatically excluded). NOTE: Texture and/or mesh optimization speeds up transfers and reduces storage space for RAM, VRAM, and SSD. Smaller texture files can be especially helpful in minimizing FPS stutters that are especially prone in outdoor combat and other visually busy situations. Usually, the lowering of image quality is unnoticeable during normal gameplay, especially at 2k, but largely even at 1K unless you walk up close and stare at a large object in game. Limit usage of object-adding mods which increase the number of 3D objects in any one view by adding additional objects/npcs/grass/trees/etc to already dense locations of Skyrim. Common examples include exterior city mods, and mods which add many extra trees. Each object has a 3D mesh and a texture file wrapped over it. Adding too many objects can tax any PC. Mod Management: Review mod conflicts and load order Update all mods to their latest (cross-compatible) versions 👑 Try using LOOT as a diagnostic tool. ⚠️Caution: LOOT can safely be used as a diagnostic tool or for load order suggestions, but its automatic load order reorganization is often discouraged. It's widely thought to incorrectly sort 5 to 10% of mods, which can be especially problematic with large mod lists. If issues persist: Disable resource-intensive mods Isolate by disabling/testing progressively smaller mod groups Monitor system resources while testing System Memory Status : ⤵️ show more Detected indicators: ⤵️ show more Mod-specific Issues: Miscellaneous Issues: ❓ BGSSaveLoadManager Issue Detected: This error is associated with problems either saving and/or loading game save files. If the crash only occurs while saving, you may have a Missing Masters. You will likely see separate troubleshooting steps for that higher up in this report, and if not, you can find them by using this analyzer's "use the Test Log" link at the top. Try expanding your save file size. Then open the last save that works and play on from there, and hopefully, there will not be any more crashes. Requires the HIGHLY RECOMMENDED foundational mod SSE Engine Fixes. Be sure to carefully install the correct versions of both Parts 1 and 2. Verify these settings in EngineFixes.toml SaveGameMaxSize = true MaxStdio = 8192 If crash is repetitive, try loading from your last working save. If possible, identify this file, and load this last save game that worked and try to play from there. 💾 Consider using save cleaning tools to remove orphaned scripts and other potential corruption. FallrimTools ReSaver can sometimes fix corrupted save files. See also these instructions by Krispyroll and more information in Krispyroll's Reading Crash Logs Guide. NOTE: Always keep backups of your saves before attempting fixes or using cleaning tools. Advanced Users can try using SSEEdit and Find dangerous ESLs - xEdit script for isolating ESL plugins that may potentially corrupt game saves and cause crashes. 🛡️ Consider following Jerilith's 2025 Skyrim Safe-Save-Guide [sexy free edition] (quoted below). Not adhering to these guidelines over time may contribute to broken save files. Note: The necessity of some of these rules has been debated; however, many believe these rules can help prevent issues when other causes are unknown, especially with large modlists and 500+ hour playthroughs. Do not Save in combat. Do not use Load - Do not let the game auto-load on death -> Exit the whole game (not just to main menu), and relaunch. Do not use Auto Saves Be Cautious when Adding Mods, and more so when Removing Mods. When entering a new area, wait several seconds before saving to allow scripts and information to load completely. Maintain and Manage your save files, keep several and or revolving saves of at least 5-10. Source: Details and related resource links available at this reposting Regarding the Safe Save Guide (above), there are a few mods you can add to minimize risk if you prefer not to always quit to the desktop after dying (or before reloading): Clean Save Auto Reloader, SaveUnbaker, and an alternate death mod. See Orionis' Safe Save Helpers - a Nolvus Guide. Although this guide's original context is Nolvus, most of the information should be broadly applicable. ❓ hdtSMP64.dll Physics Issue Detected: These indicators are frequently seen in crash logs, but are typically not the culprit. However, frequent occurrences of this error might suggest a configuration issue or indicate physics issues with NPCs wearing HDT/SMP enabled armor/clothing/hair. To troubleshoot this issue: Ensure that hdtSMP64.dll is compatible with your installed versions of SkyrimSE.exe and SKSE. Incompatible DLLs can lead to crashes. Check for any recent updates or patches for the mod associated with hdtSMP64.dll. Review your mod configuration settings, especially those related to HDT/SMP, to ensure they are set up correctly. Workaround: Sometimes, wearing all non-physics armor/clothing/wigs/equipment can alleviate problems with physics. Also, if you or a follower has physics-enabled hair, try wearing a non-physics helmet to cover it up. If the issue persists, consider disabling mods that use HDT/SMP one by one to identify the source of the problem. Notes: Not all crash types can be detected with this tool. This automated analysis follows a formulaic approach and may miss subtleties that human reviewers can catch. Edited April 27, 2025 by safado
Moacir Jr Posted April 27, 2025 Posted April 27, 2025 On 4/23/2025 at 12:35 AM, safado said: Missing references errors in plug-in, the ones in the core quest, is the dialogue start issue. Reveal hidden contents [00:00] SLUTS_AnettesRoomTrigger [ACTI:0B433808] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B405BC3] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B42E688] <Error: Could not be resolved> [00:00] SLUTS_FactionCheckTrigger [ACTI:0B44CDDB] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B457070] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B44CDDE] <Error: Could not be resolved> [00:00] <Warning: Unused data in: \ [0B] SLUTS.esp \ [21] GRUP Top "CELL" \ [6] GRUP Interior Cell Block 8 \ [1] GRUP Interior Cell Sub-Block 6 \ [1] GRUP Cell Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488] \ [0] GRUP Cell Persistent Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488] \ [5] [REFR:0B3A0617] (places DLC1DarkFallWater [ACTI:02006B94] in GRUP Cell Persistent Children of SlutsHQ02Old "Junk Room" [CELL:0B39B488]) \ [4] XWCU - Water Currents> [00:00] [REFR:0B3A0521] (places zadc_gallowspole_upside_down "Pole (Upside Down)" [ACTI:0A008325] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:00] [REFR:0B3A052C] (places zadc_TorturePole05 "Torture Pole (Sitting)" [ACTI:0A00E9EA] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:00] [REFR:0B386F5F] (places zadc_BondageChair "Bondage Chair" [ACTI:0A007DB9] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S. Headquarters" [CELL:0B26A687]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:01] SLUTS_Main "S.L.U.T.S: Wide Open For Business!" [QUST:0B005900] [00:01] QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B9A49A4] <Error: Could not be resolved> [00:01] SLUTS_WE01RobScene [SCEN:0B85B0CD] [00:01] SCEN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "SLUTS_WE01 "Sluts Bandit Ambush" [QUST:0B85B0B8]"> [00:01] Done: Checking for Errors, Processed Records: 7610, Errors found: 7, Elapsed Time: 00:01 I have same issue and tried to fix the plug-in lost reference errors with xEdit, using an override patch instead of a replacement as a safety. It can optionally be merged if it corrects the issue for you. It started the haul by dialogue after "correcting" main quest script property lost reference, It worked only by starting new game, because already initialized save need mayor cleaning and basic clean save do not work. The issue was EscrowSpawnMarker pointed to a chest and is not there anymore, I removed the reference property. Also, "corrected": replaced orphan reference type with similar already in mod. Reveal hidden contents SLUTS_AnettesRoomTrigger: removed papyrusVM script reference SLUTS_FactionCheckTrigger: removed papyrusVM script reference zadc_gallowspole_upside_down: reference new key (SLUTS_AnetteChamberKey "Anette's Key") zadc_TorturePole05: reference new key (SLUTS_AnetteChamberKey "Anette's Key") zadc_BondageChair: reference new key (SLUTS_AnetteChamberKey "Anette's Key") SLUTS_WE01RobScene : reference lost alias property on main quest to player; this one may still be buggy, do not know if it is used in game. Try on your own: Needs new game. SLUTS Resume 4_30 Patch 1.7z 3.39 kB · 19 downloads This worked for me.. thank you.. But now, I have another problem... I didn't get the next job, but the carriage is still here... I had to remove the clothes and tattoos via mod debug....
c6427 Posted April 27, 2025 Posted April 27, 2025 (edited) On 4/25/2025 at 4:01 PM, safado said: You need a compatible "animation skeleton" to shake that butt with a plug. The race's default humanoid NPC "animation skeleton" do not have the extended "bone nodes" to attach the plug. Custom races with their own "animation skeleton" will have the same issues, if the "animation skeleton" is not compatible. Solution is to install a compatible skeleton that overwrite/replace whatever is in place. Recommended to use XP32 Maximum Skeleton Special Extended. If the issue is because of a custom race, then after installing the compatible "animation skeleton", manually you need to locate the new files and copy them over the custom race skeleton, may need renaming too. If you fix the skeleton issue and the plug stretch from the butt to the ground and beyond, then the plug has custom physics engine references and also needs Faster HDT SMP. Common with DD-NG assets. If that is the issue, then you did not follow the Devious Devices 5.2 requirements. Recommended compatible "animation skeleton" highlight in orange. Hide contents REQUIREMENTS • SexLab: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • SexLab SE (game 1.5.97, SKSE 2.0.20): Use version 1.63 • SexLab AE (game 1.6.353, SKSE 2.1.5), use version 1.64c or higher • SexLab Aroused SE: https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ • FNIS SE: https://www.nexusmods.com/skyrimspecialedition/mods/3038 • Racemenu: https://www.nexusmods.com/skyrimspecialedition/mods/19080 • Racemenu SE (game 1.5.97, SKSE 2.0.20): Use version 4.16 from the old files • Racemenu AE (game 1.6.353, SKSE 2.1.5), use version 4.19 or higher • BodySlide for CBBE/UNP compatible body: https://www.nexusmods.com/skyrimspecialedition/mods/201 ONE of the following bodies and their requirements (variants like 3BA or BHUNP can be used as well): • CBBE SE - https://www.nexusmods.com/skyrimspecialedition/mods/198 • UNP - https://www.nexusmods.com/skyrimspecialedition/mods/1699 • XP32 Maximum Skeleton Special Extended: https://www.nexusmods.com/skyrimspecialedition/mods/1988 • MFG Fix: https://www.nexusmods.com/skyrimspecialedition/mods/11669 • MFG Fix SE (game 1.5.97, SKSE 2.0.20): Use version 1.54 • MFG Fix AE (game 1.6.353, SKSE 2.1.5), use version 1.60 or higher • HDT SMP, one of the below versions. CPBC is not a replacement, but can be used alongside HDT SMP. If using AE, Faster HDT SMP is your only option. • HDT SMP (SE only): https://www.nexusmods.com/skyrimspecialedition/mods/30872 • Faster HDT SMP (AE or SE, choose during install): https://www.nexusmods.com/skyrimspecialedition/mods/57339 • Address Library (Required for some of the mods listed above): https://www.nexusmods.com/skyrimspecialedition/mods/32444 • Address Library SE (game 1.5.97, SKSE 2.0.20): Use version 2 of the 'All in One' package • Address Library AE (game 1.6.353, SKSE 2.1.5), use version 5 of the 'All in One' package i did what you said and it fixed any buttplugs that are not the tails used sluts resume also when i die it goes to the right spot this is so weird Edited April 27, 2025 by c6427
DMSK Posted May 12, 2025 Posted May 12, 2025 (edited) I got a delivery quest for Susanna the Wicked, but when I arrived in Windhelm, the quest marker pointed me to the tavern—however, her actual location turned out to be a corpse in the graveyard. I suspect the quest might have broken because I entered Windhelm around 7:30 PM, which overlaps with the scripted murder event ("The Dragonborn will encounter a murder scene at night, between 7:00 PM and 7:00 AM"). So it seems that when I entered the city, she was killed and moved to the graveyard. p.s. Ive speedrun it till 7:00 and succeed the delivery. But it still subject to think Edited May 12, 2025 by DMSK 1
DonQuiWho Posted May 12, 2025 Posted May 12, 2025 1 hour ago, DMSK said: I got a delivery quest for Susanna the Wicked, but when I arrived in Windhelm, the quest marker pointed me to the tavern—however, her actual location turned out to be a corpse in the graveyard. I suspect the quest might have broken because I entered Windhelm around 7:30 PM, which overlaps with the scripted murder event ("The Dragonborn will encounter a murder scene at night, between 7:00 PM and 7:00 AM"). So it seems that when I entered the city, she was killed and moved to the graveyard. p.s. Ive speedrun it till 7:00 and succeed the delivery. But it still subject to think Maybe open up one of the tombs, put it in there, and leave a note saying that you've left the package in a safe place? 1
kiwiraid Posted May 16, 2025 Posted May 16, 2025 [00:00] SLUTS_AnettesRoomTrigger [ACTI:0B433808] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B405BC3] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B42E688] <Error: Could not be resolved> [00:00] SLUTS_FactionCheckTrigger [ACTI:0B44CDDB] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B457070] <Error: Could not be resolved> [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B44CDDE] <Error: Could not be resolved> [00:01] <Warning: Unused data in: \ [0B] SLUTS.esp \ [21] GRUP Top "CELL" \ [6] GRUP Interior Cell Block 8 \ [1] GRUP Interior Cell Sub-Block 6 \ [1] GRUP Cell Children of SlutsHQ02Old "ç ´çƒ‚çš„æˆ¿é—´" [CELL:0B39B488] \ [0] GRUP Cell Persistent Children of SlutsHQ02Old "ç ´çƒ‚çš„æˆ¿é—´" [CELL:0B39B488] \ [5] [REFR:0B3A0617] (places DLC1DarkFallWater [ACTI:02006B94] in GRUP Cell Persistent Children of SlutsHQ02Old "ç ´çƒ‚çš„æˆ¿é—´" [CELL:0B39B488]) \ [4] XWCU - Water Currents> [00:01] [REFR:0B3A0521] (places zadc_gallowspole_upside_down "顶点" [ACTI:0A008325] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S.总部" [CELL:0B26A687]) [00:01] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:01] [REFR:0B3A052C] (places zadc_TorturePole05 "拷问柱1" [ACTI:0A00E9EA] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S.总部" [CELL:0B26A687]) [00:01] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:01] [REFR:0B386F5F] (places zadc_BondageChair "æŸç¼šæ¤…" [ACTI:0A007DB9] in GRUP Cell Persistent Children of SlutsHQ01Old "S.L.U.T.S.总部" [CELL:0B26A687]) [00:01] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B4619F1] <Error: Could not be resolved> [00:01] SLUTS_Main "S.L.U.T.S: 欢迎下å•" [QUST:0B005900] [00:01] QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0B9A49A4] <Error: Could not be resolved> [00:01] SLUTS_WE01RobScene [SCEN:0B85B0CD] [00:01] SCEN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "SLUTS_WE01 "è¡å¦‡å¼ºç›—ä¼å‡» " [QUST:0B85B0B8]"> [00:01] Done: Checking for Errors, Processed Records: 7610, Errors found: 7, Elapsed Time: 00:01 After getting the sluts key, the conversation doesn't work. What should I do? Thank you very much.
safado Posted May 25, 2025 Posted May 25, 2025 2 hours ago, Ulysses S. Grant said: where is the hedquarters building I can't seem to find it It is at a crossroad between Richmond and Petersburg. It is mostly empty.
Epic69 Posted May 29, 2025 Posted May 29, 2025 (edited) got all the requirements, started new save, but crashes when I exit the game, or when I try to reload that save, I have CRF (Cutting Room Floor), and got the patch that was linked, but no good. I might have used the patch wrong and it's not just a "drop and play". if that's the case, could someone explain how I use an esp. file alone as a patch Edited May 29, 2025 by Epic69
AndrewLRG Posted May 30, 2025 Posted May 30, 2025 Hi! I'm making an update for AI voiceover for the latest public release (4.3) - https://www.loverslab.com/topic/146751-sluts-resume/page/75/#findComment-4376943 and would like to ask whether it would be possible to change Velasco's voice type from "MaleCommonerAccented" to "MaleCommander"? MaleCommonerAccented is kinda inexpressive, while MaleCommander in my opinion gives a better result. Examples of Velasco's voice: Spoiler SLUTS_Miss_SetUp_1st_Freez_0006FFE7_1velasco1.mp3 SLUTS_HQDi_SlutsVelascoHQS_009FAD27_1velasko1Example.wav 2
safado Posted June 2, 2025 Posted June 2, 2025 (edited) On 5/25/2025 at 3:16 PM, Ulysses S. Grant said: where is the hedquarters building I can't seem to find it Here is a map with the new location of the HQ. Is between the roads to Richmond (Solitude) from Petersburg (Morthal). Dragon bridge is the nearest recognizable landmark. Spoiler Edited June 2, 2025 by safado
dakotad Posted June 9, 2025 Posted June 9, 2025 im running skyrim sse 1.5.97 all my mods will show except sluts resume there isnt even a listing for it in the mcm right now loot has placed it at the bottem every time.i keep thinking to move it but im ascared to break some thing else by the wat im running deviously cursed loot with the patch for sluts resume
dakotad Posted June 13, 2025 Posted June 13, 2025 lol never mins i tossed the mod for some thing else
Sir13_ Posted June 22, 2025 Posted June 22, 2025 Is it possible to make this mod only work on followers?
Caligula Big Posted June 22, 2025 Posted June 22, 2025 17 hours ago, Sir13_ said: Is it possible to make this mod only work on followers? Not currently, it only is for player. There are plans for NPCs but im not sure about followers
SwampFoxxx Posted June 23, 2025 Posted June 23, 2025 I'm running into a bug where if I'm caught by a guard and choose the rehabilitation option. My character is unable to move, the guard then starts talking to the carriage driver who isn't present, then my character is stuck and completely unable to move. Any thoughts on how to fix this bug or a workaround?
Scrab Posted June 23, 2025 Author Posted June 23, 2025 On 6/2/2025 at 5:51 AM, safado said: Here is a map with the new location of the HQ. Is between the roads to Richmond (Solitude) from Petersburg (Morthal). Dragon bridge is the nearest recognizable landmark. Hide contents Can I ask you to make another screenshot like that without the quest markers to use on the main page? (I wouldnt know the setup you use for the map) On a side note, there will be new updates starting July, starting with Yagdo becoming public and the Smithery interior on Patreon (Ive also started drafting together the new upgrade system) 1
TajZ Posted June 23, 2025 Posted June 23, 2025 (edited) Hello, I just reinstalled SLUTS removed 4.1 and installed 4.3 and Vaslaco stays in Planning Room and does not come out, so I can't start a job. By using Where Are You mod, I was able to talk to him finally and get member key but can't do a run with him. Is this because I edited his file in SSEedit back in 4.1 when he did not appear? I removed mods from MO2 and then reinstalled. Did that not fix it? Further do I still need the SLUTS DCL Patch and SLUTS PrisonOverhaulPatched mods? This is a new character freshly made. Edited June 23, 2025 by TajZ
Caligula Big Posted June 23, 2025 Posted June 23, 2025 51 minutes ago, TajZ said: Hello, I just reinstalled SLUTS removed 4.1 and installed 4.3 and Vaslaco stays in Planning Room and does not come out, so I can't start a job. By using Where Are You mod, I was able to talk to him finally and get member key but can't do a run with him. Is this because I edited his file in SSEedit back in 4.1 when he did not appear? I removed mods from MO2 and then reinstalled. Did that not fix it? Further do I still need the SLUTS DCL Patch and SLUTS PrisonOverhaulPatched mods? This is a new character freshly made. You need a fresh save or go back to 4.1
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