ToWannaLive Posted September 2, 2013 Posted September 2, 2013 I used a clean high level save, installed SD again and played through the quests and had a great time yesterday. I had problems with it before in a game I had going and had to abandon the game (I had uninstalled incorrectly) but just concentrating on it in this new save let me get through the quests so I could actually see them. The Spriggan quest is quite brilliant, very creative. I'm looking forward to SD2 and just wanted to thank the author for a great time. You got everything to work right after a clean save and reinstall? I tried a few times to uninstall by jb's instructions, but after all was said and done the "clean game" ctd on my attempting to save. Maybe this character is ruined, but I'd like to save it if I could. Could you describe step by step, in your own words, how you created your clean save? Otherwise I have given up on trying to uninstall and reinstall SD. I ask for your own words because I have done my best to follow jb's instructions and either I am misunderstanding them or I did something wrong and this character is ruined. I'm sorry. Maybe I could have said it better. What I used was a high level save that had never had SD saved into it before, ever. My old SD game/character wouldn't work anymore so I made a new character and played her up for 49 levels.Then I installed SD and played to my heart's content yesterday and then deleted all the saves from it and went back to the earlier clean save I had set aside and continued my normal game. It's a great mod but it has problems that I don't understand or know how to avoid. I still enjoyed playing it but I didn't want to incorporate it into my new game. I'm running very few mods now because I'm all into the DLCs. I hope this helped but it probably isn't the answer you'd hoped for.
xxsleepyxx Posted September 2, 2013 Posted September 2, 2013 Thanks for the reply Ann, but that didnt work. i tried before and after uninstall. Jbezorg, as i said, I uninstalled, waited, saved, disable the esp and removed files, ran fnis, loaded, waited(real time), now it crashes when saving, zoning, waiting, and fast traveling. and i have to enable tim when uninstall or run the bat. i assume this has something to do with the bug this has where part of the mod thinks im enslaved and i assume this is whats messing up the whole uninstall. if i knew how to get re-enslaved or fully unenslaved, it would probably fix things. remembering back, i think the bug originally occurred when i was getting enslaved and my master was quickly killed in the process. i thought nothing of it at the time. 100 saves and 20 levels later is when i noticed shit is fucked up. Ann, are u playing without dlc? i am, i wonder if that has something to do with it cuz it seems like only some people are having these problems.
DaHALOSHOCK Posted September 2, 2013 Posted September 2, 2013 every time i have sex in this mod i go on my nees then i go flying through the air like a rag-dole and end up like this and then i have to desktop and start the game up again Go into SexLab's preferences and anywhere you see "unequip" sections, make sure hand is enabled, removes that issue for the animations. GuruSR. nope it still happens SKSE version? the latest version
Guest Ann Ominous Posted September 2, 2013 Posted September 2, 2013 Someone please help me uninstall this and save my save. i couldnt be more unhappy with the bugs this causes. im not enslaved but somehow it thinks i am which i think is what is causing the uninstall problems. i cant get enslaved either, i just die or nothing happens but staying there kneeling. it was over 100 saves ago when i installed this curse and it wont even uninstall properly from those old ones. Ive just been ignoring it but now i need to reinstall sexlab and i need to get rid of this .... mod, in order to do so. read my previous post. There is a bat file for killing the MOD in the instructions (page 1, easy to overlook). I could not get it to run in the console until I made a notepad document out of it. I ran it after uninstalling, without success (still CTD on save). However, I did not try running it before I ran the in game uninstall. If I were in the mood to try again, I would try running the bat file first. I warn you, this is clutching at straws, but if you are set to keep trying, this is another option. I am attaching my bat file, but if you can get jbzorg's to work, I'd use it first. If this works, please let us know. The author has posted they are abandoning this MOD. I wish they would help us escape it too..... SDKill.txt I said I'm working on a new version. Not quite the same as "abandoning". 2012.01.14 Release and later: Disabling Sanguine's Debauchery for a specific character. Make sure you are free from you master or complete the spriggan quest ( You may have to cycle through the "BEGIN" option ): <--- This must be done for every character Enter MCM Select "Sanguine's Debauchery" Select "Config" in the sub-menu Click "UNINSTALL" Exit all menus ( If you enter MCM again Sanguine's Debauchery will now only show the logo ) Wait 2 game hours to make sure all quests scripts have gone idle. Save. ( repeat step 1 for all the saves you want to clean. ) You won't be able to restart Sanguine's Debauchery for this character unless you preform a full uninstall. 2012.01.14 Release and later: Full Uninstall Follow the instructions for "Disabling Sanguine's Debauchery for a specific character." for all characters that have started SD. Exit the game. Uninstall Sanguine's Debauchery Run GenerateFNISforUsers.exe Start the game and load the save you created in #2 Wait a few hours game time and about a min real time. Save. Either in a new slot or over the save you created in #2 ( repeat steps 7-9 for all saves you want to clean ) Sir, These are your instructions from page 1... We have read them, then read then again, and then read them again... It is possible/likely/certain we did it incorrectly the first time we tried to uninstall. Could this have permanently ruined this character? It took me several hours to get the SexLab animations to run, I had pick the wrong file from the list of files, so even installation was a confusing mess... Likely I did some wrong there too. I think Sleepy and I are correctly following the instructions by this time... considering all the practice we have had in trying to uninstall the MOD. I think something non standard is wrong. Sleepy wants out, I just want uninstall so I can reinstall. The dance animation stopped working but the train still runs... Enslaved acted strangely. Surely you did not design the quest so the character gets blindfolded and beaten for an hour+ really time, while the player stares in bewilderment at a black screen, until they falls asleep... and the being raped debuff, how do you get that off? Anyway, thank you for responding, likely we screwed something up... but I would like to get the MOD running correctly, so any help would be appreciated..
Unintentional Posted September 2, 2013 Posted September 2, 2013 Out of curiosity, where did you get the bondage clothing from? I've looked up the Nexus and have found things similar, but neither of them were for UNPB itself. Is it custom made for this mod?
GuruSR Posted September 2, 2013 Posted September 2, 2013 On a side note: My animations all work except for the dance (I *may* be missing that animation if it's not standard, or the idle I have may be causing it, not really worried about it). The tunic that you ask for, gets equipped but isn't visible, again, not worried about that, but thought I'd mention those. Anyone know of a good TBBP idle that doesn't spin the character around and wander? The idle set I had that was TBBP, the main idle causes the actor to walk, turn, walk back, turn, repeat, which was annoying near furniture and even more of a pain during character creation. I've not seen the dance, presume it's the drink one from the tavern. GuruSR.
jbezorg Posted September 2, 2013 Author Posted September 2, 2013 every time i have sex in this mod i go on my nees then i go flying through the air like a rag-dole and end up like this and then i have to desktop and start the game up again Go into SexLab's preferences and anywhere you see "unequip" sections, make sure hand is enabled, removes that issue for the animations. GuruSR. nope it still happens SKSE version? the latest version Going into console and toggling fly camera?
jbezorg Posted September 2, 2013 Author Posted September 2, 2013 Sir, These are your instructions from page 1... We have read them, then read then again, and then read them again... It is possible/likely/certain we did it incorrectly the first time we tried to uninstall. Could this have permanently ruined this character? Some general advice, #1 - Understand that modding a game carries risks. Simply loading and unloading a mod that does nothing has a potential of corrupting a save. Skyrim's game engine handles the removal of mods poorly. It will leave trash references. e.g. If you have a simple weapon mod and you uninstall the mod while the weapon is equipped then casting the bound weapon spell will cause a CTD from then on for whatever hand that missing weapon was equipped in. #2 - RTFM. Especially important because of #1. This applies to any mod. Everything that gets put in the OP is not put there because we like seeing walls of text. It ends up there because there are 10's of thousands of mods available and conflicts are inevitable. The most common, important ones end up in the OP. And if "It is possible/likely/certain we did it incorrectly the first time" then stop blaming the modder and/or the mod. That's just not cool. #3 - When modding your game, the "obvious" cause of the problem often isn't. e.g. I just updated ENB and right after any start of SexLab caused a CTD. So it must be ENB and ENB Reference. Right? Nope. Schlongs of Skyrim was causing it. This mod had been installed and was running fine but now it's definitely causing CTDs. I am not sure why but now it's trying to Schlongify Goats. [08/31/2013 - 11:34:32AM] SOS DetermineSchlongType: absolutely nothing available for this race: Goat [Goat] raceId=78330 [08/31/2013 - 11:34:32AM] SOS SchlongLess: Goat entered schlongless state Remember in #1 that bit about trash references in saves and modding a game carries risks? I removed Schlongs of Skyrim on 08/30/2013. I, most likely, missed something in the uninstall. The save is probably on it's way to be deleted. You know what I am not doing? I am not in Schlongs of Skyrim's forum trash talking the mod and/or demanding that the authors fix my fuck-up. It's my fault, not theirs.
jbezorg Posted September 2, 2013 Author Posted September 2, 2013 2013.09.02 - SexLab Update: 2013090201 - Added additional checks to prevent NPCs standing back up when SexLab starts.
GuruSR Posted September 2, 2013 Posted September 2, 2013 jbezorg is correct orphan scripts are an issue, its always best to either start a brand new save or start from scratch when uninstalling a script heavy mod. 1.2K hours logged in Skyrim so far and I've had to do a complete reinstall several times due to scripts. I love the game and love the mods. My issue was with ZaZ and the version, but even v0052 has issues since it gets flagged in FNIS. Still love this mod though and hopefully the new direction is as pleasing as this one was!! Thanks for all the work jbezorg! Some evidence that Skyrim is far from a perfect platform: http://forums.nexusmods.com/index.php?/topic/732051-fxdustdroprandomscript-errors-fixed/ http://forums.nexusmods.com/index.php?/topic/530715-skyrim-crashes-on-completing-potema-quest/ ^ this one is due to yarlclothes03 which if changed (armor/clothes replacer) causes a crash, is this due to the mod or the game? My vote is game. http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/ ^ had this happen as a vampire, had to remove drauger eyes. Actually, the quest for Potema obtained in Solitude (name escapes me for the quest), you basically go in, kill Draugrs, do in the people responsible, well, after exiting, character had Draugr glow going. So I got annoyed and wrote a small mod that you don't keep on. It's on the Nexus, just type my name in, download it, install it, add it, load your save, save it, quit, uncheck the mod, reload, reload the save, say "Yes" to the mod missing (will *not* cause save game corruption at all), re-save, continue playing. Handles the non-endable effects (Draugr, Spriggan, etc). GuruSR.
DaHALOSHOCK Posted September 2, 2013 Posted September 2, 2013 every time i have sex in this mod i go on my nees then i go flying through the air like a rag-dole and end up like this and then i have to desktop and start the game up again Go into SexLab's preferences and anywhere you see "unequip" sections, make sure hand is enabled, removes that issue for the animations. GuruSR. nope it still happens SKSE version? the latest version Going into console and toggling fly camera? to get those pics yes and its the only way to move the camera once i get stuck in the air. Just so you know i have had this mod for months and this is the first time i have seen any sex animations
xxsleepyxx Posted September 2, 2013 Posted September 2, 2013 Sir, These are your instructions from page 1... We have read them, then read then again, and then read them again... It is possible/likely/certain we did it incorrectly the first time we tried to uninstall. Could this have permanently ruined this character? Some general advice,#1 - Understand that modding a game carries risks. Simply loading and unloading a mod that does nothing has a potential of corrupting a save. Skyrim's game engine handles the removal of mods poorly. It will leave trash references.e.g. If you have a simple weapon mod and you uninstall the mod while the weapon is equipped then casting the bound weapon spell will cause a CTD from then on for whatever hand that missing weapon was equipped in.#2 - RTFM. Especially important because of #1. This applies to any mod. Everything that gets put in the OP is not put there because we like seeing walls of text. It ends up there because there are 10's of thousands of mods available and conflicts are inevitable. The most common, important ones end up in the OP.And if "It is possible/likely/certain we did it incorrectly the first time" then stop blaming the modder and/or the mod. That's just not cool.#3 - When modding your game, the "obvious" cause of the problem often isn't.e.g. I just updated ENB and right after any start of SexLab caused a CTD. So it must be ENB and ENB Reference. Right? Nope. Schlongs of Skyrim was causing it. This mod had been installed and was running fine but now it's definitely causing CTDs. I am not sure why but now it's trying to Schlongify Goats. [08/31/2013 - 11:34:32AM] SOS DetermineSchlongType: absolutely nothing available for this race: Goat [Goat] raceId=78330 [08/31/2013 - 11:34:32AM] SOS SchlongLess: Goat entered schlongless state Remember in #1 that bit about trash references in saves and modding a game carries risks? I removed Schlongs of Skyrim on 08/30/2013. I, most likely, missed something in the uninstall. The save is probably on it's way to be deleted. You know what I am not doing? I am not in Schlongs of Skyrim's forum trash talking the mod and/or demanding that the authors fix my fuck-up. It's my fault, not theirs. I have downloaded and used thousands of mods for oblivion/fonv/skyrim and at no point have a seen a mod with such problems uninstalling. The first thing in that wall of text that nobody looks at just for fun should be a warning about how this will screw up any new saves. It would be the most useful thing in it. Despite what you may think, people dont download mods expecting their game to get fucked up. And if they do, usually its because there is a warning! And usually they expect to be able to just uninstall it. Had there been a warning, people would have been ready to use garbage saves for this. Your page 1 -looks- so well done that it gives everyone a false sense that this is a well done mod with few bugs, never to foresee all the bugs and ones as damaging as not being able to uninstall. Nobody is trashtalking or saying anything that is untrue, we just need help to uninstall or reinstall your mod. And i myself did not fuck anything up, i was running the mod with nothing but the requirements to begin with and it was bugging out then with it being confused about wether i was enslaved or not. Now the mod is supposedly uninstalled but i cant disable the esp or remove the files. Its fine if these bugs are acceptable to you, but you should warn others to not expect to keep their saves.
Mud Posted September 2, 2013 Posted September 2, 2013 You simply haven't seen enough people with saves going haywire after uninstalling mods, then. Your mod experience with Oblivion and New Vegas don't matter, because the uninstall problem with scripted mods is unique to Skyrim thanks to good ol' Bethesda Programming. Instead of a warning for SD specifically, you should always be prepared for a savegame to go bonkers if you decide to remove a mod with scripts in the middle of it.
xxsleepyxx Posted September 2, 2013 Posted September 2, 2013 You simply haven't seen enough people with saves going haywire after uninstalling mods, then. Your mod experience with Oblivion and New Vegas don't matter, because the uninstall problem with scripted mods is unique to Skyrim thanks to good ol' Bethesda Programming. Instead of a warning for SD specifically, you should always be prepared for a savegame to go bonkers if you decide to remove a mod with scripts in the middle of it. seriously? you dont think its a good idea to warn people that this will produce useless saves? Im not having any problems with the other mods ive installed since sd is "supposedly uninstalled". Furthermore you want to blame skyrim? if that were true skyrim would barely run and all the other millions of mods would be complete junk. Your cheese has fell off your cracker. The description page of this mod is like false advertising, and i have no idea why it is pinned making it so popular. It has proven to me to be the buggiest mod ive downloaded from this site. Atleast if there was a warning in red i could blame myself. Im not belittling all the hard work done on this mod. I know it was very difficult and time consuming. I just think there should be fair warning.
Mud Posted September 2, 2013 Posted September 2, 2013 Well, first off, yeah, the big underlying issue is that Skyrim reacts extremely poorly to uninstalling any mod that uses scripts, resulting in crashes, save bloating, orphaned effects that stick around doing nothing but bogging down your game. That's not a point for contention, it's a well-documented fact. You'd never have this problem with even the most complicated Oblivion mod, you'd just uninstall and go. That's why some people try to do as much as they can with a mod without relying on scripting. Point is, if you see a mod uses scripts at all, you always have to be prepared for saves using that mod to be end up unusable when the mod is removed. Not every mod causes immediate crashes and glitchiness, and some are lucky enough to never encounter significant issues, but nothing good can ever come from uninstalling scripted mods and continuing to use that file. If SD needs a warning in the original post, it'd be that the mod is not being supported anymore so that jbezorg can focus all development on SD2, and all bugs present are here to stay.
xxsleepyxx Posted September 2, 2013 Posted September 2, 2013 Then the warning should read: This mod, being a scripted mod, has a high potential to completely ruin new saves. So be prepared. becuase i myself did not get the bethesda memo about scripted mods. for whatever reason this mod is pinned, its going to likely be the first plugin noobs download. and im sure they did not recieve a memo aswell. And i would like to bring to your attention that other mods do not ruin new saves as dramatcly as this one. This mod is buggier than most, waht part of this arent u getting? there should be warnings. Usually when u see a great looking descrptoin page, you dont imagine the mod being riddled with such detrimental bugs.
Pinute Posted September 2, 2013 Posted September 2, 2013 Man, this mod was the first one that cleanly uninstalled. I've added it, removed it, added it, removed it, added it, removed it. I once had the immortal bug (which the OP has a fix for). Frostfall is the only other heavily scripted mod I've had the same success with cleanly uninstalling. Now, I'm not gonna go into all the bugs I've encountered during play. But since I can get rid of them by uninstalling, what the hey
xxsleepyxx Posted September 2, 2013 Posted September 2, 2013 dude, thats my problem, i cant uninstall. Y U NO READ i dont mean to sound like a dick but im getting frustrated. all im saying is IF THERE HAD BEEN A NOTICABLE WARNING I WOULD NOT BE HERE BITCHING. because the nature of this mod is that it kinda runs in the backround and only starts when ur going to die, you dont realize shit is fucked up till many many saves later. AND THERE SHOULD BE A WARNING that ur future saves will likely be screwed. Again im not dissing the mod author, i know modding is time consuming and bugs are frustrating. but christ, stop assuming preconcieved knowledge on the downloaders part about scripted mods ruining future saves. espcially when this mod is pinned for noobs to download first.
Mud Posted September 3, 2013 Posted September 3, 2013 Most modding assumes some degree of preconceived knowledge as certain ground rules. Make sure your load order is correct. Make a bashed patch. Mods that change the same thing will only load the one that's loaded last. I'm not here to lecture you, I'm just telling you that list of things all modders should know now includes "Uninstall a mod = potential badness" in the case of Skyrim, and you should keep this in mind for the future. I'm not saying a warning would be pointless or anything, but you can't expect every modder to account for users who don't have the basic knowledge they need to be armed with to mod without breaking their game.
GuruSR Posted September 3, 2013 Posted September 3, 2013 I'll just note this: Skyrim has a (rather annoying) saved copy of running scripts (the compiled ones) in the save. In the event the save has a script that is missing or altered compared to the one available, and it's in a loop, it will ignore anything missing/changed and used the one from the save. So blaming any mod isn't fair, blaming Beth's idea of keeping the script in the save, thats who it should have been aimed at. It was done for 1 reason: It keeps the script stack in place, so the script can continue and GC doesn't need to be called on a missing script. Oblivion used to GC a script and start the event from the start, which did a few things, trashing variables and all sorts of headaches, like half way down the script you saved, quit, updated, reloaded, it starts at the top of the script in the event, all the variables blanked in it. Moved any variables/added any and the chain didn't match, it corrupted the save instantly. Doing it this way, by keeping the compiled script in the save while it's running any segments, means none of this happens, but makes it impossible to properly uninstall any mod that has a looping script. Now those scripts can be on effects too (which can also do the same thing). Most mod authors don't even offer any uninstall methods, my transformation mod will offer a full uninstall method, which will remove all the effects from all actors, then notify you that the entire mod is shut down and ready for uninstall. Meaning, nothing is functioning, all scripts stopped, etc. The save would be clean of scripts from the mod. Lastly, the PC version of Skyrim *is* a port from the 360, which was never meant to run mods. The mod addition on the PC (and the graphics changes) were "PC only" and weren't put into high priority. Thus if the engine for the PC has problems with mod removal, its the PC that suffers, and that isn't their bread winner (the 360 is). GuruSR.
xxsleepyxx Posted September 3, 2013 Posted September 3, 2013 Most modding assumes some degree of preconceived knowledge as certain ground rules. Make sure your load order is correct. Make a bashed patch. Mods that change the same thing will only load the one that's loaded last. I'm not here to lecture you, I'm just telling you that list of things all modders should know now includes "Uninstall a mod = potential badness" in the case of Skyrim, and you should keep this in mind for the future. I'm not saying a warning would be pointless or anything, but you can't expect every modder to account for users who don't have the basic knowledge they need to be armed with to mod without breaking their game. all mods dont ruin future saves. mods that do should have a warning. which mods will and will not are not part of any kind of foreknown knowledge. If i have any question about which mods will ruin my saves i will contact you and your cosmic abilities. but dont worry, usually they have warnings. I'll just note this: Skyrim has a (rather annoying) saved copy of running scripts (the compiled ones) in the save. In the event the save has a script that is missing or altered compared to the one available, and it's in a loop, it will ignore anything missing/changed and used the one from the save. So blaming any mod isn't fair, blaming Beth's idea of keeping the script in the save, thats who it should have been aimed at. It was done for 1 reason: It keeps the script stack in place, so the script can continue and GC doesn't need to be called on a missing script. Oblivion used to GC a script and start the event from the start, which did a few things, trashing variables and all sorts of headaches, like half way down the script you saved, quit, updated, reloaded, it starts at the top of the script in the event, all the variables blanked in it. Moved any variables/added any and the chain didn't match, it corrupted the save instantly. Doing it this way, by keeping the compiled script in the save while it's running any segments, means none of this happens, but makes it impossible to properly uninstall any mod that has a looping script. Now those scripts can be on effects too (which can also do the same thing). Most mod authors don't even offer any uninstall methods, my transformation mod will offer a full uninstall method, which will remove all the effects from all actors, then notify you that the entire mod is shut down and ready for uninstall. Meaning, nothing is functioning, all scripts stopped, etc. The save would be clean of scripts from the mod. Lastly, the PC version of Skyrim *is* a port from the 360, which was never meant to run mods. The mod addition on the PC (and the graphics changes) were "PC only" and weren't put into high priority. Thus if the engine for the PC has problems with mod removal, its the PC that suffers, and that isn't their bread winner (the 360 is). GuruSR. Sounds like you are taking the time to do things right. Nice work. I dont understand the whole skyrim 360 stuff, who would want it. big mistake in my opinion of putting 360 priority anywhere close to pc and i cant imagine 360 sales surpassing pc but maybe they do. the mods are the meat and potatos of the good bethesda games and u dont get that on 360. seems like a mistake on their part. 360 is a real pain in everyones ass, tho alot of people may not realize it, ms has caused alot of exclusive ps3 games that ended up going multiplatform to be dummed down too. alot of games could have so much better quality if it wasnt for 360.
Min Posted September 3, 2013 Posted September 3, 2013 Most modding assumes some degree of preconceived knowledge as certain ground rules. Make sure your load order is correct. Make a bashed patch. Mods that change the same thing will only load the one that's loaded last. I'm not here to lecture you, I'm just telling you that list of things all modders should know now includes "Uninstall a mod = potential badness" in the case of Skyrim, and you should keep this in mind for the future. I'm not saying a warning would be pointless or anything, but you can't expect every modder to account for users who don't have the basic knowledge they need to be armed with to mod without breaking their game. all mods dont ruin future saves. mods that do should have a warning. which mods will and will not are not part of any kind of foreknown knowledge. If i have any question about which mods will ruin my saves i will contact you and your cosmic abilities. but dont worry, usually they have warnings. Holy fuck you're ignorant.
jbezorg Posted September 3, 2013 Author Posted September 3, 2013 IF THERE HAD BEEN A NOTICABLE WARNING I WOULD NOT BE HERE BITCHING. Quite frankly I am very skeptical of that statement due to the number of times I have answered questions that have been in the troubleshooting section of the mod for weeks. I have see people download and install mods that the mod author had given specific instructions that the mod should not be downloaded because it will screw up the game. It's very obvious that they did so because they then post requests for help because, guess what, the mod screwed up the game. In fact, this mod had a red warning bar across the top for a while with "THIS MOD IS BROKEN" and people STILL downloaded and installed it.
jbezorg Posted September 3, 2013 Author Posted September 3, 2013 Lol is what i said not true? Pretty much as "not true" as it can get. There are 10's of thousands of mods available for Skyrim and there is no way in hell to predict the combination of mods and/or load order that will screw up a save so the answer is that your "warning notice" would apply pretty much every single one of them.
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