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Toys Poll  

860 members have voted

  1. 1. The most important feature in Toys is...

    • The toys themselves
      269
    • Toys Effects & Buffs, incl. transformation & unique escape methods
      172
    • Toys "Love" features... Rousing, Fondle, Denial, Oversexed, Spontaneous Orgasm
      186
    • Animations... Bound, Blind Fall, Spontaneous Orgasm, Signing, & Other
      233
  2. 2. When using Toys, I normally have...

    • Only Toys Framework installed
      115
    • Toys + DD installed
      74
    • Toys + ZAP installed
      126
    • Toys + ZAP + DD installed
      545


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5 hours ago, VirginMarie said:

My recommendation, if you want to give it another try

 

Just wanted to say that this is a really wonderful description of how to use your collection of mods in a novel way. It is rare to see a mod author provide such a tailored and useful response! ❤️

Link to comment
43 minutes ago, Herowynne said:

 

Just wanted to say that this is a really wonderful description of how to use your collection of mods in a novel way. It is rare to see a mod author provide such a tailored and useful response! ❤️

 

Why thank you, but I'm just trying to make sure people get what they need...

 

1.gif

Edited by VirginMarie
Link to comment
8 minutes ago, chevalierx said:

it was xpmess stack payprus

 

What does that mean? My guess... you are saying XP32 Maximum Skeleton Extended - XPMSE at Skyrim Nexus - Mods and Community (nexusmods.com)  was stack dumping in your Papyrus log. Am I right?

 

How did you fix it? Sounds like a corrupt save, would be the root cause. If it was a corrupt save, that comes from breaking the golden rule. The solution is to start a new game.

Link to comment
10 minutes ago, VirginMarie said:

 

What does that mean? My guess... you are saying XP32 Maximum Skeleton Extended - XPMSE at Skyrim Nexus - Mods and Community (nexusmods.com)  was stack dumping in your Papyrus log. Am I right?

 

How did you fix it? Sounds like a corrupt save, would be the root cause. If it was a corrupt save, that comes from breaking the golden rule. The solution is to start a new game.

 

not fix it yet

even with this :https://www.nexusmods.com/skyrimspecialedition/mods/60363

 

Spoiler

01/04/2022 - 05:52:31PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:52:32PM] [Toys] (API) Curio Wrist Cuffs (melted) UnSTORED on Cindy
[01/04/2022 - 05:52:33PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:52:33PM] [Toys] (UnStoreToys) 3 toys unstored
[01/04/2022 - 05:52:33PM] [*TOYS] (ReserveSlots) Slots UN-RESERVED by TStory
[01/04/2022 - 05:52:35PM] Error:  (00099571): cannot fetch variable named Nemesis_AA_dageqp of type int, returning 0.
stack:
    [ (00099571)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 789
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:52:35PM] Error:  (00099571): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00099571)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:52:35PM] Error:  (00099571): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (00099571)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 1 on  (00099571)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:52:57PM] [Toys] Check EFFECTS
[01/04/2022 - 05:52:58PM] [Toys] Start ARMBIND movement
[01/04/2022 - 05:53:04PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_magatk of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1178
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:04PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_magcastmt of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1187
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:04PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_magcon of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1196
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:04PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_magidle of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1205
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:05PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_magmt of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1214
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:05PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1223
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:23PM] VM is freezing...
[01/04/2022 - 05:53:23PM] VM is frozen
[01/04/2022 - 05:53:23PM] Saving game...
[01/04/2022 - 05:53:26PM] VM is thawing...
[01/04/2022 - 05:53:27PM] SOS Actor Schlongify: new schlong for Garde de Fortdhiver got schlong [SOS_AddonQuest_Script <SOS_Addon_SmurfAverage_Quest (35000D62)>] (index 0) size 9
[01/04/2022 - 05:53:27PM] SOS MarkArmorAsConcealing: Registering armor as concealing: Armure de garde de Fortdhiver
[01/04/2022 - 05:53:28PM] Error:  (00024B14): cannot fetch variable named Nemesis_AA_axeeqp of type int, returning 0.
stack:
    [ (00024B14)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 848
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (0001C1A5): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (0001C1A5)].TrainerGoldScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (00024B13): cannot fetch variable named Nemesis_AA_2hweqp of type int, returning 0.
stack:
    [ (00024B13)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1014
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (0001C1A5): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (0001C1A5)].TrainerGoldScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 1 on  (0001C1A5)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (00024B13): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00024B13)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (00024B14): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00024B14)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (00024B13): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (00024B13)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B13)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:28PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:28PM] Error:  (00024B14): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (00024B14)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (00024B14)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:31PM] SOS Actor Schlongify: new schlong for Ranmir got schlong [SOS_AddonQuest_Script <SOS_Addon_SmurfAverage_Quest (35000D62)>] (index 0) size 4
[01/04/2022 - 05:53:31PM] SOS MarkArmorAsConcealing: Registering armor as concealing: Vêtements
[01/04/2022 - 05:53:32PM] Error:  (0001C18C): cannot fetch variable named Nemesis_AA_dageqp of type int, returning 0.
stack:
    [ (0001C18C)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 789
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (0001C18B): cannot fetch variable named Nemesis_AA_dageqp of type int, returning 0.
stack:
    [ (0001C18B)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 789
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (0001C18C): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (0001C18C)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (0001C18B): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (0001C18B)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (0001C18C): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (0001C18C)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18C)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (0001C18B): cannot fetch variable named Nemesis_AA_shout of type int, returning 0.
stack:
    [ (0001C18B)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1308
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
    [Active effect 3 on  (0001C18B)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222
[01/04/2022 - 05:53:32PM] Error:  (00000014): cannot fetch variable named Nemesis_AA_sprint of type int, returning 0.
stack:
    [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259
    [Active effect 2 on  (00000014)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/04/2022 - 05:53:34PM] VM is freezing...
[01/04/2022 - 05:53:34PM] VM is frozen
[01/04/2022 - 05:53:34PM] Saving game...
[01/04/2022 - 05:53:34PM] VM is thawing..

 

Edited by chevalierx
Link to comment
6 minutes ago, chevalierx said:

 

not fix it yet

even with this :https://www.nexusmods.com/skyrimspecialedition/mods/60363

 

  Reveal hidden contents

 

 

No tool is going to fix your corrupted save. Start a new game. My work is done here I think.

Link to comment
13 hours ago, VirginMarie said:

You can turn it off in MCM. Can still hear it, so you can deny it and know its happening.

Ok awesome, I obviously missed it.

13 hours ago, VirginMarie said:

You might be referring to how the "Voice in my Head" feature is switching Freecam on/off, so that dialogue can display. If that's what you don't like, you can turn Voice in My Head off in the MCM (just set chance to 0). Try that and see if its your issue

Ah so it's the dialogue that causes it? I completely forgot you can't display dialogue in free cam.

13 hours ago, VirginMarie said:

For scenes using Toys, the toy hides

Okay, I saw some BJ scenes with a huge ball gag in the mouth - was it supposed to be hidden?

14 hours ago, VirginMarie said:

Or you could pretend that the DD Filter approach is a solution.... is that what you want?

It makes the most sense to me, but if you're telling me the devices should be hidden for relevant scenes, that's a sensible solution - just doesn't work on my end.

I'm going to reinstall and give it another go, the mod is obviously a lot more fleshed out than I thought. I really want to use it because of the high quality of items and animations.
I also read through your design philosophy on the DL page and think you have some really solid tenets you're working by.

Thanks for all the great mods.

Link to comment
15 hours ago, VirginMarie said:

Now if you DO use a Toys Content mod, you'd have to be selective in what features you use in them. They will all equip toys on you in quests, and this is the part you don't like. But most come with a Toy Box. You might install them ONLY for the toy box, treating them as "armor mods". You would simply not start their quests. Stay away from SLaVE. You won't want Nocturnal in your life :P. If you DO install it, you can turn quests off so they never start, and you'd still have crazy stuff like Word Walls making love to you.

 

A huge amount of thanks for explaining how I can use this to my specifications!  Your explanations cut through and set me where I want to be.

I'll start again with Toys Framework, and perhaps re-add Temptations, setting it up as you specify.

 

Many thanks for taking the time out to support and help me; I really, really appreciate it!   ?

Link to comment

Thanks so much for Rousing, I really like it.  Have more control of the spontaneous orgasms, cause with sla the orgasms can get out of hand.  The new rousing bar, you can really see the effect on bar with fondle thy self, denial, and more response/control to rousing from adding/removing toys you have attached to her private parts.  love it.

Edited by leesjig
Link to comment
7 hours ago, alternateaccounts said:

Okay, I saw some BJ scenes with a huge ball gag in the mouth - was it supposed to be hidden?

  1. If its a Toys Family mod, and using the Toys Hide feature, doing the call to Sexlab to make the scene happen, it would be hidden
    • The mods I've authored definitely all do it, but if you see a scene breaking that "rule", report it as problem, unless its #2 below
    • My Mod's have loads of animation scenes that do not use sexlab, and the same thing happens... inappropriate toys for the scene hide
  2. For mods I've done there is one exception... SLaVE will not hide a chastity toy, IF the player is a virgin. This is where the "phasing" you learn of in Toy Story is used to explain the magical protection, and its also part of the SLaVE story. But a Gag would still hide
  3. For mods not aware of Toys, calling a sexlab scene, where you are wearing toys, they are not going to hide. They can't because I will never hack up sexlab scene with a filter, and force that. Toys was born primarily because of the DD Filter. The DD Filter does not "see" the toys

So was the gag supposed to be hidden, that you saw? Yes, if not #3. Bet it was #3.

 

7 hours ago, alternateaccounts said:

I also read through your design philosophy on the DL page and think you have some really solid tenets you're working by.

Thanks for all the great mods.

 

Thanks. I will always stay true to those tenets. Not doing anything like the DD Filter is part of those tenets.

 

There's more alternatives to the DD filter, which may happen in the future, but they are hard. Time will tell. Toys has both a "Hide" and a "Store" option for mod authors to use. Hide is super simple to use and fast, meant for short term scenes, like a love animation. Store does more, including reserving slots, and good for much longer scenes. These are the primary way to address it now. They have other uses too, like say.... toys progressively coming off in a dancing strip tease, like you can see in Toys Workshop.

Link to comment
4 hours ago, Bluegunk said:

 

A huge amount of thanks for explaining how I can use this to my specifications!  Your explanations cut through and set me where I want to be.

I'll start again with Toys Framework, and perhaps re-add Temptations, setting it up as you specify.

 

Many thanks for taking the time out to support and help me; I really, really appreciate it!   ?

 

Over the years it's become apparent just how many different play styles and tastes there are. Very hard to make a mod that caters to all, but when I see ways that it CAN, not only can I help the person, but I can learn. Maybe a feature can easily have a setting in MCM to help.

 

So if there's more you notice, say so, because maybe there's a way around it, and if not, easily could be in the future.

Link to comment
1 hour ago, leesjig said:

Thanks so much for Rousing, I really like it.  Have more control of the spontaneous orgasms, cause with sla the orgasms can get out of hand.  The new rousing bar, you can really see the effect on bar with fondle thy self, denial, and more response/control to rousing from adding/removing toys you have attached to her private parts.  love it.

 

Glad you like. :D  I've been playing with the notifications for rousing change still displaying. That's the best way for me to test and be sure its working. But I think I'm ready to turn those notifications off (MCM Setup tab). The bar alone is more immersive, and all that's needed. 

Link to comment
8 hours ago, Bluegunk said:

 

A huge amount of thanks for explaining how I can use this to my specifications!  Your explanations cut through and set me where I want to be.

I'll start again with Toys Framework, and perhaps re-add Temptations, setting it up as you specify.

 

Many thanks for taking the time out to support and help me; I really, really appreciate it!   ?

 

And I have run into a bit of a problem.  I am installing Toys Framework 1.7 on a new game I am building. This game has never had Toys before, I'm up to save number 40 through building and testing mods only.

 

Putting Toys in, results in what looks like the MCM scripts stalling.  I attach a picture of Resaver with the save after the install. The MCM menu did not appear, nor did kicking it with the Setstage command make it arrive.  I also attach my papyrus log where Toys simply drops off the scene.

Mod list is here:  https://modwat.ch/u/bluegunk 

 

The previous Toys in my last and abandoned play-through went in without any problems.

 

I'd appreciate any advice on what to do here. I placed the player in Lakeview Cellar on Alternate Start so I was in the least disturbed location. I have not started any quests yet.

 

Thanks!

 

 

 

Toys stall.jpg

Papyrus.0.log

Edited by Bluegunk
Link to comment
25 minutes ago, Bluegunk said:

And I have run into a bit of a problem.  I am installing Toys Framework 1.7 on a new game I am building. This game has never had Toys before, I'm up to save number 40 through building and testing mods only.

 

Its a requirement to start a new game, if not upgrading Toys (any case of introducing Toys into your load order).

 

More detail on that topic under Golden Rule and FAQ 4 at that same link.

 

I think you are telling me you are not doing that. If true, that's your problem.

Link to comment
4 hours ago, VirginMarie said:

 

Its a requirement to start a new game, if not upgrading Toys (any case of introducing Toys into your load order).

 

More detail on that topic under Golden Rule and FAQ 4 at that same link.

 

I think you are telling me you are not doing that. If true, that's your problem.

 

By that, you mean actually having the mod in place at the start, when choosing New Game? Rather than adding it along with other mods as I build the game before venturing out?

I understand the golden rule, but I am not upgrading. This is a first install on a game I am building. I'm at 40 saves only through adding mods and testing them. 

If I have to tear the game back down and start again, please let me know. Thanks.

 

Edited by Bluegunk
Link to comment
10 minutes ago, Bluegunk said:

 

By that, you mean actually having the mod in place at the start, when choosing New Game? Rather than adding it along with other mods as I build the game before venturing out?

I understand the golden rule, but I am not upgrading. This is a first install on a game I am building. I'm at 40 saves only through adding mods and testing them. 

If I have to tear the game back down and start again, please let me know. Thanks.

 

 

As a rule of thumb you want all your mods installed when you start the game from the main menu. Not doing this can cause a lot of technical problems. 

 

My current playthrough is running over 1200 plugins and started with everything enabled, no problems, so you shouldn't need to do fractional activation as some people have advocated in the (distant) past. 

Edited by gregaaz
Link to comment
13 minutes ago, Bluegunk said:

By that, you mean actually having the mod in place at the start, when choosing New Game? Rather than adding it along with other mods as I build the game before venturing out?

 

No, I mean the simplest thing possible.... install all mods. Start with them ALL there.

 

If you are going to do it in stages, then you'd have to ensure that the load order does not change. An ESM will force itself up above esps, so you can't just add Toys 20 saves in. If you do, guaranteed corrupt save.

 

But why would you do staged startup? That's a last resort band-aid for if you have a mod that has some sort of horrible startup. I'd get rid of that mod before I'd use a staged new game startup.

 

13 minutes ago, Bluegunk said:

I understand the golden rule, but I am not upgrading. This is a first install on a game I am building. I'm at 40 saves only through adding mods and testing them. 

 

The golden rule is about only one thing... don't change the load order. It matters the first time you load a save.

A changed load order is an incompatible save if it does not match the LO used in the save you load. This then makes your next save corrupt.

 

Example: You saved with this...

Slot 1 -esm1

Slot 2 -esm2

Slot 3 -esp1

Slot 4 -esp2

 

NOT breaking the golden rule...

Slot 1 -esm1

Slot 2 -esm2

Slot 3 -esp1

Slot 4 -esp2

Slot 5 -esp3  ADDED

 

Here's a case of BREAKING the golden rule...

Slot 1 -esm1

Slot 2 -esm3 (toys for example) ADDED

Slot 3 -esm2

Slot 4 -esp1

Slot 5 -esp2

 

In this case, if mod esp1 was referencing esm2, it recorded that as in slot2. That's baked into the save. Now it will reference slot 2 but Toys is there instead. Corrupt save, once you make that next save, and also, game is broken right away, in this case, but you may not notice right away.

 

13 minutes ago, Bluegunk said:

If I have to tear the game back down and start again, please let me know. Thanks.

 

Don't tear it down, just start a new game once you have all mods installed and in the order you intend to keep.

 

Throw out the mythical procedure that you learned, its very wrong. It breaks the golden rule multiple times before you even start playing.

 

A ya what @gregaaz said.

 

 

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12 hours ago, VirginMarie said:

 

Don't tear it down, just start a new game once you have all mods installed and in the order you intend to keep.

 

Throw out the mythical procedure that you learned, its very wrong. It breaks the golden rule multiple times before you even start playing.

 

A ya what @gregaaz said.

 

 

 

OK! Thanks for the advice. I'll do that!

 

And all done thanks. Working fine now.  

 

I do have one little question that may be a bug?  This screen grab shows it:

 

Mystery.thumb.jpg.c34b8daa05baa5d544dbd567a5c82b53.jpg

Edited by Bluegunk
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5 hours ago, Bluegunk said:

OK! Thanks for the advice. I'll do that!

 

And all done thanks. Working fine now. 

 

YES! 

 

5 hours ago, Bluegunk said:

I do have one little question that may be a bug?  This screen grab shows it:

 

Mystery.thumb.jpg.c34b8daa05baa5d544dbd567a5c82b53.jpg

 

Yes the text is wrong "0 to disable" should not be there.

 

In any case where an MCM setting "toys" with an effect that is put on toys by mod authors, Toys must ensure the mod author get's what they asked for. So there can be a degree of difficulty adjustable, but you should not be able to disable, otherwise a quest that counts on it may be broken (either literally or lore-wise).

 

I've fixed the text! Thank you.

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44 minutes ago, u543764509 said:

For some reason MCM doesn't appear for me and i tried the console command to refresh MCM and it did refresh, but Toys MCM still doesn't appear

 

New game is the requirement. Without, you make a guaranteed corrupt save, and there will be lots of things not working.

see FAQ 4

 

44 minutes ago, u543764509 said:

(it's not a fresh new game, but I have the toys esm at the bottom of all esm).

 

That's why it does not work. You broke the Golden Rule

Edited by VirginMarie
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Toys 1.6 was working good. Now trying to start new game with toys1.7 and new virgin and cannot make MCM to work. All other toy mcm present exept main. And virgin test not work. Didnot had that problem anytime yet.

 

Now started with Toys and only requirments and passed intro helgen. All mcms present exept Toys.

Edited by crococat
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2 hours ago, crococat said:

Toys 1.6 was working good. Now trying to start new game with toys1.7 and new virgin and cannot make MCM to work. All other toy mcm present exept main. And virgin test not work. Didnot had that problem anytime yet.

 

Now started with Toys and only requirments and passed intro helgen. All mcms present exept Toys.

 

Could I see your papyrus log please. How to get the log, if you need, is in FAQ 3.

 

We need a game session where you.....  Start up the game... press the new button (so this is a new game, no early save used)... wait for notifications to stop.... confirm there is no MCM for toys showing.... Exit to desktop.... grab and attach that log

 

I won't be able to look until morning, sorry for delay.

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