LoveNothing Posted November 7, 2022 Posted November 7, 2022 On 11/3/2022 at 7:02 PM, TonTon95 said: Any update on penis collisons for SE users? what do you mean by this?
RyanBlazeheart Posted November 20, 2022 Posted November 20, 2022 DOes the patchfix go before or after?
Guest Posted November 20, 2022 Posted November 20, 2022 Do you think this can have some animation one day? https://www.nexusmods.com/skyrimspecialedition/mods/79064
razzor69 Posted December 2, 2022 Posted December 2, 2022 On 11/20/2022 at 11:28 AM, zarza said: Do you think this can have some animation one day? https://www.nexusmods.com/skyrimspecialedition/mods/79064 I tried to put it with horker ( this thing using horker skeleton bone) but alwayc got ctd on nifscope, probably if there's creature feature patch for the custom race you can use horker SL creature animation with it
BlutWolf Posted December 6, 2022 Posted December 6, 2022 awesome work! Btw Are you open for accepting any creatures/enemies to add to your mod by any chance?
Asmodeus6 Posted December 9, 2022 Posted December 9, 2022 Need help, some of the creatures stay idle when the animation starts. So far the creatures I managed to encounter with this problem were draugrs, regular skeletons and skeletons that have similar rig to falmers. Some of the regular animals work just fine (horses, wolves, bears). Not sure if this helps but the human animation all work fine too. The dongs all show up on the creatures and they align with my pc b4 the animation starts but once the animation starts my pc is the only one that animates the creatures just stand there.
Papersword Posted December 9, 2022 Posted December 9, 2022 4 hours ago, Asmodeus6 said: Need help, some of the creatures stay idle when the animation starts. So far the creatures I managed to encounter with this problem were draugrs, regular skeletons and skeletons that have similar rig to falmers. Some of the regular animals work just fine (horses, wolves, bears). Not sure if this helps but the human animation all work fine too. The dongs all show up on the creatures and they align with my pc b4 the animation starts but once the animation starts my pc is the only one that animates the creatures just stand there. All from Demonic Creatures or spread evenly across those undead types? I'd try re-running FNIS, checking to see if you aren't hitting the creature animation cap, and/or re-registering all your animations in SLAL.
Papersword Posted December 9, 2022 Posted December 9, 2022 (edited) On 6/25/2022 at 3:35 AM, fawksiii said: A lot of the undead creatures don't seem to be tagged correctly as the holy damage spells and turn undead don't seem to work Those spells should key off of the Keyword ActorTypeUndead. They can be added to the specific actor entries in the plugin separate from their race AFAIK. Edited December 9, 2022 by Papersword
Asmodeus6 Posted December 9, 2022 Posted December 9, 2022 1 hour ago, Papersword said: All from Demonic Creatures or spread evenly across those undead types? I'd try re-running FNIS, checking to see if you aren't hitting the creature animation cap, and/or re-registering all your animations in SLAL. I checked almost all the creatures added by demonic creatures, all draugrs (except for the one on all four), dwarven centurion, falmer, giants, wisp mother, skeletons, death hound, lesser daedroth (mighty & female work fine) don't animate they just stand idle. I ran FNIS not sure what to look for in it. I disabled and reregisterd the animations on SLAL. Both Human and creature animations are a little over 400 each. Should the total of both Human and Creature animations come under 500?
Papersword Posted December 10, 2022 Posted December 10, 2022 (edited) 9 hours ago, Asmodeus6 said: I checked almost all the creatures added by demonic creatures, all draugrs (except for the one on all four), dwarven centurion, falmer, giants, wisp mother, skeletons, death hound, lesser daedroth (mighty & female work fine) don't animate they just stand idle. I ran FNIS not sure what to look for in it. I disabled and reregisterd the animations on SLAL. Both Human and creature animations are a little over 400 each. Should the total of both Human and Creature animations come under 500? Oh, okay. I think it could be an issue with Creature Framework then. Under the CF MCM menu, hit Re-Register All Creatures. This will probably take a little while. If you changed any individual creature options in the MCM, I believe you'll have to redo those changes after it finishes. As for knowing the animation limit; you can check under SexLab's MCM. The Rebuilt and Clean menu, I think. On the right hand side there should be a section on animation slots. There's a mod to bump it up to 2k for creatures and humans. Otherwise, in FNIS there is an animation cap at times. If you use FNIS XL, then there really is never a problem. Typically going over the limit in FNIS causes CTDs or completely removes all custom animations so you can tell pretty quickly. Going over the animation slot limit in SL just stops new animations from registering, though. So it wouldn't affect specific creatures. Edited December 10, 2022 by Papersword
Asmodeus6 Posted December 10, 2022 Posted December 10, 2022 1 hour ago, Papersword said: Oh, okay. I think it could be an issue with Creature Framework then. Under the CF MCM menu, hit Re-Register All Creatures. This will probably take a little while. If you changed any individual creature options in the MCM, I believe you'll have to redo those changes after it finishes. As for knowing the animation limit; you can check under SexLab's MCM. The Rebuilt and Clean menu, I think. On the right hand side there should be a section on animation slots. There's a mod to bump it up to 2k for creatures and humans. Otherwise, in FNIS there is an animation cap at times. If you use FNIS XL, then there really is never a problem. Typically going over the limit in FNIS causes CTDs or completely removes all custom animations so you can tell pretty quickly. Going over the animation slot limit in SL just stops new animations from registering, though. So it wouldn't affect specific creatures. Thankyou for replying. I did try re-registering all creatures before and haven't changed any of the default creature options in there. I assume Demonic creatures mod dose not touch the vanilla creatures, but it seems that a mix of both the vanilla and new Demonic creatures are not animating. Not all of them though some do work just fine. I do have FNIS XXL installed, so would I need to install SexLab sslAnimationSlots 2000 mod?
Papersword Posted December 10, 2022 Posted December 10, 2022 1 hour ago, Asmodeus6 said: Thankyou for replying. I did try re-registering all creatures before and haven't changed any of the default creature options in there. I assume Demonic creatures mod dose not touch the vanilla creatures, but it seems that a mix of both the vanilla and new Demonic creatures are not animating. Not all of them though some do work just fine. I do have FNIS XXL installed, so would I need to install SexLab sslAnimationSlots 2000 mod? Oh, so there are vanilla creatures that are affected? Do you have papyrus logging on? Grab the Papyrus.0.log txt file from ~\Documents\My Games\Skyrim Special Edition\Logs\Script. I can have a look to see if there is anything showing up. You could grab that mod, but I don't think it will help or hinder you. More slots just allows for additional animations to be added through SLAL. If you are out of slots then new animations won't be added. Cause SL is able to pull an animation up but not correctly play them, I think there's something else going on. Are you seeing the issue on two actor animations or three+ ?
Papersword Posted December 10, 2022 Posted December 10, 2022 On 6/25/2022 at 3:35 AM, fawksiii said: A lot of the undead creatures don't seem to be tagged correctly as the holy damage spells and turn undead don't seem to work There actually weren't too many Undead not properly keyworded. Here's a small patch for them: DM Undead Patch.esp Let me know if any were missed.
Asmodeus6 Posted December 10, 2022 Posted December 10, 2022 2 hours ago, Papersword said: Oh, so there are vanilla creatures that are affected? Do you have papyrus logging on? Grab the Papyrus.0.log txt file from ~\Documents\My Games\Skyrim Special Edition\Logs\Script. I can have a look to see if there is anything showing up. You could grab that mod, but I don't think it will help or hinder you. More slots just allows for additional animations to be added through SLAL. If you are out of slots then new animations won't be added. Cause SL is able to pull an animation up but not correctly play them, I think there's something else going on. Are you seeing the issue on two actor animations or three+ ? Sorry but I can't seem to find Papyrus.0.log tx. I tried adding [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 but this dosen't create the file either. I dont have any Logs folders in \Documents\My Games\Skyrim. I haven't tried it with 3+ actors yet
Papersword Posted December 11, 2022 Posted December 11, 2022 (edited) On 12/10/2022 at 5:50 AM, Asmodeus6 said: Sorry but I can't seem to find Papyrus.0.log tx. I tried adding [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 but this dosen't create the file either. I dont have any Logs folders in \Documents\My Games\Skyrim. I haven't tried it with 3+ actors yet Hmmm. Did you put those lines in Skyrim.ini as well as SkyrimCustom.ini? Are you using a mod manager? In Mod Organizer 2 there is a button on the top row that looks like a red puzzle piece being removed from three grey ones. Under that drop down menu there is the ini editor that should make certain you edit the ini MO2 uses when launching. Your issue really does have me stumped, but if we can get your logging going I think it should reveal the problem. Otherwise, I'd only suggest maybe creating a new character to test if the issue continues on a fresh save. PS. Looking at my ini files I only have bEnableLogging=1 written in my Skyrim.ini and am able to have logs generated. Edited December 11, 2022 by Papersword
Asmodeus6 Posted December 11, 2022 Posted December 11, 2022 25 minutes ago, Papersword said: Hmmm. Did you put those lines in Skyrim.ini as well as SkyrimCustom.ini? Are you using a mod manager? In Mod Organizer 2 there is a button on the top row that looks like a red puzzle piece being removed from three grey ones. Under that drop down menu there is the ini editor that should make certain you edit the ini MO2 uses when launching. Your issue really does have me stumped, but if we can get your logging going I think it should reveal the problem. Otherwise, I'd only suggest maybe creating a new character to test if the issue continues on a fresh save. PS. Looking at my ini files I only have bEnableLogging=1 written in my Skyrim.ini and am able to have logs generated. I'm not well versed at modding in depth like this. I just manually added it to SkyrimCustom.ini. I'm using Vortex actually. Back when I used to play skyrim on my old laptop and would run into issues like this, they tend to affect all creatures because I didn't properly install requirements or something similar, but would fix it soon after. I'll try a new character.
Papersword Posted December 11, 2022 Posted December 11, 2022 2 hours ago, Asmodeus6 said: I'm not well versed at modding in depth like this. I just manually added it to SkyrimCustom.ini. I'm using Vortex actually. Back when I used to play skyrim on my old laptop and would run into issues like this, they tend to affect all creatures because I didn't properly install requirements or something similar, but would fix it soon after. I'll try a new character. Ah, yeah that's tough. I know that Vortex tends to have issues installing certain mods. And, I don't have any expertise using it. If you do get the log working, drop it here. If Vortex uses a profile system, I'd imagine it's much like MO2 and you'll be able to find the ini your current Vortex mod profile is using through the UI.
Asmodeus6 Posted December 11, 2022 Posted December 11, 2022 1 hour ago, Papersword said: Ah, yeah that's tough. I know that Vortex tends to have issues installing certain mods. And, I don't have any expertise using it. If you do get the log working, drop it here. If Vortex uses a profile system, I'd imagine it's much like MO2 and you'll be able to find the ini your current Vortex mod profile is using through the UI. I'll see what happens with new a profile with a slightly different modlist and hope it works out. Either way thanks for all the help 1
Papersword Posted December 12, 2022 Posted December 12, 2022 On 11/7/2022 at 6:47 AM, Thor2000 said: It bothers me a bit too, but I just turned down threesome probability. Here's a post describing the same with falmers and chauruses. Acc to this post it says its because of a limit in the sexlab framework. https://www.loverslab.com/topic/76713-billyys-slal-animations-2022-11-2/?do=findComment&comment=2058292 When this happens with the Falmer mixed aggressors, and the animation fails, I just imagine the group is fighting over who gets to have a turn. A free chance to slip away or get a strike in. I wonder if SL or the different Defeat mods key off of Race or Faction to place them together in a scene. If it's Race, then I don't think there really is a fix besides tediously creating new races for each creature type. If it goes off of Faction, though, it wouldn't be too difficult to seperate them.
vaxtang777 Posted December 12, 2022 Posted December 12, 2022 Alternatively, you can place creatures with the same skeleton in the same place. Since the creatures have different skeletons, we observe a problem.
Asmodeus6 Posted December 13, 2022 Posted December 13, 2022 I think I might have found what the problem was. Although I don't fully understand how it all works. Ultimate Combat could be the reason. Its working now that I uninstalled it. 1
zarantha Posted December 21, 2022 Posted December 21, 2022 @Thor2000 Do you have updated picture links? I was trying to show this to a few folks, but all the clickasnap links are not found.
Guest Posted December 22, 2022 Posted December 22, 2022 (edited) 14 hours ago, zarantha said: @Thor2000 Do you have updated picture links? I was trying to show this to a few folks, but all the clickasnap links are not found. Looks like clickasnap changed something. The pics are still there but with new adresses. I'll see if I can update the links after christmas. Also, I'd like recommandations for other image hosting sites. Not fond of Clickasnap. Edit: It actually looks like they deleted most of my pictures. One more reason to leave clickasnap behind ? Edited December 22, 2022 by Thor2000
LoveNothing Posted December 22, 2022 Posted December 22, 2022 4 hours ago, Thor2000 said: Looks like clickasnap changed something. The pics are still there but with new adresses. I'll see if I can update the links after christmas. Also, I'd like recommandations for other image hosting sites. Not fond of Clickasnap. Edit: It actually looks like they deleted most of my pictures. One more reason to leave clickasnap behind ? I usually use Imgur
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now