A Bitter Doggo Posted October 20, 2015 Posted October 20, 2015 Minor criticism (to help you get the best from this board) aside, have you enabled the Memory Patch in SKSE? Infinite load screens is usually caused by a memory problem because the vanilla Skyrim game sucks big time in it's memory handling but a simple patch by Sheson (now incorporated into SKSE) makes it work a whole lot better which is important when using a large number of mods. I already have that. It works perfectly with everything else, but apparently it won't work once the Sexlab Creature Animation option has been ticked. It's like the file becomes corrupted or something, I don't know. I have run FNIS, LOOT. I got SKSE, I use ENB. All the other mods work flawlessly and are up to date. I have the FNIS Creauture Pack 5.3. Once I install the animations in-game via the MCM, they work perfect as well. It's just that any time after the animations have been installed, that particular save becomes unplayable for whatever reason. I don't know if this has something to do with Sexlab Framework 1.60 (hotfix 2), or More Nasty Critters 9.2 which I have installed. This problem didn't occur in the earlier version of either of these mods (have yet to figure out exactly which one). And I mean what's the point of having creature mods installed when one is unable to use them? Because by doing so the save itself would become useless. I have even tried to tick the Creature Animations Allowed option, get some creature to sex the character up, and then untick it. But as you can imagine... nothing... The save is thereafter corrupted and unplayable, and I must load some save from before I ticked the Creature Animations Allowed option in Sexlab Framework's MCM. Feels like a real kick in the nuts to know that everything, and I do mean EVERYTHING else in my mod list works perfect, but that tiny little option in Sexlab, on which several plugins are dependant on, both can and will break my save entirely.
srayesmanll Posted October 20, 2015 Posted October 20, 2015 Minor criticism (to help you get the best from this board) aside, have you enabled the Memory Patch in SKSE? Infinite load screens is usually caused by a memory problem because the vanilla Skyrim game sucks big time in it's memory handling but a simple patch by Sheson (now incorporated into SKSE) makes it work a whole lot better which is important when using a large number of mods. I already have that. It works perfectly with everything else, but apparently it won't work once the Sexlab Creature Animation option has been ticked. It's like the file becomes corrupted or something, I don't know. I have run FNIS, LOOT. I got SKSE, I use ENB. All the other mods work flawlessly and are up to date. I have the FNIS Creauture Pack 5.3. Once I install the animations in-game via the MCM, they work perfect as well. It's just that any time after the animations have been installed, that particular save becomes unplayable for whatever reason. I don't know if this has something to do with Sexlab Framework 1.60 (hotfix 2), or More Nasty Critters 9.2 which I have installed. This problem didn't occur in the earlier version of either of these mods (have yet to figure out exactly which one). And I mean what's the point of having creature mods installed when one is unable to use them? Because by doing so the save itself would become useless. I have even tried to tick the Creature Animations Allowed option, get some creature to sex the character up, and then untick it. But as you can imagine... nothing... The save is thereafter corrupted and unplayable, and I must load some save from before I ticked the Creature Animations Allowed option in Sexlab Framework's MCM. Feels like a real kick in the nuts to know that everything, and I do mean EVERYTHING else in my mod list works perfect, but that tiny little option in Sexlab, on which several plugins are dependant on, both can and will break my save entirely. I'm going to ask a silly question because I didn't see this in any of your other posts (probably just missed it), and I have seen some others having problems with this (not your problem specifically)... You did download and install the SEXLAB Creature Pack as well, correct? You need the FNIS creature pack to be able to do creature animations, but SexLab 1.60.2 has separated out the creature pack (animations) into a separate download. It's in the same download links as the main Framework. Again, I didn't see you specifically mention this, and others have had a hard time finding the pack, so I just thought I'd mention it. Just to note, I have creature animations working perfectly fine with SL1.60.2 and MNC 9.2, so your issue is not a general bug, but something particular to your setup. If you haven't already, go through the pinned threads in Technical support and try to get some logging info - maybe somethings there will give a clue.
A Bitter Doggo Posted October 20, 2015 Posted October 20, 2015 You did download and install the SEXLAB Creature Pack as well, correct? You need the FNIS creature pack to be able to do creature animations, but SexLab 1.60.2 has separated out the creature pack (animations) into a separate download. It's in the same download links as the main Framework. Again, I didn't see you specifically mention this, and others have had a hard time finding the pack, so I just thought I'd mention it. Just to note, I have creature animations working perfectly fine with SL1.60.2 and MNC 9.2, so your issue is not a general bug, but something particular to your setup. If you haven't already, go through the pinned threads in Technical support and try to get some logging info - maybe somethings there will give a clue. Yes. The Sexlab Creature Pack is installed. As I have explained; the animations are working, but if I were to make a save after ticking the option of allowing creature animations via Sexlab MCM, the save is basically fucked and there is no way to restore it. Everytime I load there is a 5 min long loading screen and then a CTD with no error messages or anything. And I have gone through the pinned threads, but it seems that this issue is rarely spoken of, and yet I have seen other users struggling with it, but to no avail. So all those creature/animal related mods are redudant if ticking the creature animation option somehow corrupts the save.
Caliban44 Posted October 20, 2015 Posted October 20, 2015 You did download and install the SEXLAB Creature Pack as well, correct? You need the FNIS creature pack to be able to do creature animations, but SexLab 1.60.2 has separated out the creature pack (animations) into a separate download. It's in the same download links as the main Framework. Again, I didn't see you specifically mention this, and others have had a hard time finding the pack, so I just thought I'd mention it. Just to note, I have creature animations working perfectly fine with SL1.60.2 and MNC 9.2, so your issue is not a general bug, but something particular to your setup. If you haven't already, go through the pinned threads in Technical support and try to get some logging info - maybe somethings there will give a clue. Yes. The Sexlab Creature Pack is installed. As I have explained; the animations are working, but if I were to make a save after ticking the option of allowing creature animations via Sexlab MCM, the save is basically fucked and there is no way to restore it. Everytime I load there is a 5 min long loading screen and then a CTD with no error messages or anything. And I have gone through the pinned threads, but it seems that this issue is rarely spoken of, and yet I have seen other users struggling with it, but to no avail. So all those creature/animal related mods are redudant if ticking the creature animation option somehow corrupts the save. what about fnis creature mod did you install this mod also
srayesmanll Posted October 21, 2015 Posted October 21, 2015 You did download and install the SEXLAB Creature Pack as well, correct? You need the FNIS creature pack to be able to do creature animations, but SexLab 1.60.2 has separated out the creature pack (animations) into a separate download. It's in the same download links as the main Framework. Again, I didn't see you specifically mention this, and others have had a hard time finding the pack, so I just thought I'd mention it. Just to note, I have creature animations working perfectly fine with SL1.60.2 and MNC 9.2, so your issue is not a general bug, but something particular to your setup. If you haven't already, go through the pinned threads in Technical support and try to get some logging info - maybe somethings there will give a clue. Yes. The Sexlab Creature Pack is installed. As I have explained; the animations are working, but if I were to make a save after ticking the option of allowing creature animations via Sexlab MCM, the save is basically fucked and there is no way to restore it. Everytime I load there is a 5 min long loading screen and then a CTD with no error messages or anything. And I have gone through the pinned threads, but it seems that this issue is rarely spoken of, and yet I have seen other users struggling with it, but to no avail. So all those creature/animal related mods are redudant if ticking the creature animation option somehow corrupts the save. what about fnis creature mod did you install this mod also He listed that in one of his posts. And creature animations wouldn't work at all without it. TG: My question is: was this upgrading an existing save, or starting a new character? Also, did you try to "De-install Creatures" before running the Generator again? Sometimes updating creature animation mods, it sometimes help to "De-install" before running the generator to update. Have you gotten any Papyrus logs? Post them and someone might notice something in them. Looking back at your various posts, I haven't seen any posting of some of the basic debug information (papyrus logs, load orders, FNIS generator output, etc) and frankly if you don't provide any of that info, it makes it very difficult to help any further. Anything discussed is just blue-sky guessing without that info.
A Bitter Doggo Posted October 21, 2015 Posted October 21, 2015 He listed that in one of his posts. And creature animations wouldn't work at all without it. TG: My question is: was this upgrading an existing save, or starting a new character? Also, did you try to "De-install Creatures" before running the Generator again? Sometimes updating creature animation mods, it sometimes help to "De-install" before running the generator to update. Have you gotten any Papyrus logs? Post them and someone might notice something in them. Looking back at your various posts, I haven't seen any posting of some of the basic debug information (papyrus logs, load orders, FNIS generator output, etc) and frankly if you don't provide any of that info, it makes it very difficult to help any further. Anything discussed is just blue-sky guessing without that info. New character. Doesn't matter what I do though. I can start with a fresh new character and even by ticking the creature animations option in the MCM and that one only I can make a completely new save redudant. Do you mean "de-install" as in in-game or via NMM? As for Papyrus log I can try and upload one here as soon as I've got the time.
srayesmanll Posted October 21, 2015 Posted October 21, 2015 FNIS has a "De-Install" creatures option, which is required to use if you removed creature animation mods. This is not applicable if you are creating a new character when this is occurring. If this is when creating a brand new character, try using the steps I listed in a link in my signature. It's the steps I use creating a new character when using MNC and SexLab. Again, I have never seen the issue you are experiencing - maybe trying the steps I do will mitigate the problem. 1 other question: when you check the creature animations checkbox, do you exit the MCM and wait for a notification that creature animations are installed? Make sure you see that BEFORE you save and see if that makes a difference.
WaxenFigure Posted October 21, 2015 Posted October 21, 2015 He listed that in one of his posts. And creature animations wouldn't work at all without it. TG: My question is: was this upgrading an existing save, or starting a new character? Also, did you try to "De-install Creatures" before running the Generator again? Sometimes updating creature animation mods, it sometimes help to "De-install" before running the generator to update. Have you gotten any Papyrus logs? Post them and someone might notice something in them. Looking back at your various posts, I haven't seen any posting of some of the basic debug information (papyrus logs, load orders, FNIS generator output, etc) and frankly if you don't provide any of that info, it makes it very difficult to help any further. Anything discussed is just blue-sky guessing without that info. New character. Doesn't matter what I do though. I can start with a fresh new character and even by ticking the creature animations option in the MCM and that one only I can make a completely new save redudant. Do you mean "de-install" as in in-game or via NMM? As for Papyrus log I can try and upload one here as soon as I've got the time. Have you tried this yet: Start a new game and save at the very first point you can. Now when you go to load a save, first load that early save and then load the save that you cannot otherwise load. Does that make the otherwise unusable save game work?
mcn-201407 Posted October 21, 2015 Posted October 21, 2015 In a few cases, when dialogue initiates the scene, instead of the name of the target under the crosshairs going away when the dialogue exits, the name remains. This is an indication that something has gone wrong. Sure enough, once the scene finishes, my character is incapable of moving. This occurs in a few different mods, which until recently, had been quite stable. Ideas?
A Bitter Doggo Posted October 21, 2015 Posted October 21, 2015 FNIS has a "De-Install" creatures option, which is required to use if you removed creature animation mods. This is not applicable if you are creating a new character when this is occurring. If this is when creating a brand new character, try using the steps I listed in a link in my signature. It's the steps I use creating a new character when using MNC and SexLab. Again, I have never seen the issue you are experiencing - maybe trying the steps I do will mitigate the problem. 1 other question: when you check the creature animations checkbox, do you exit the MCM and wait for a notification that creature animations are installed? Make sure you see that BEFORE you save and see if that makes a difference. Have tried this multiple times. Doesn't work. Heck, I even made two saves. One in which I refrained from ticking the creature animation option in the Sexlab MCM, and one in which I did. Only one of them was able to load, the one without the animations installed. And this was on a completely new character. Have you tried this yet: Start a new game and save at the very first point you can. Now when you go to load a save, first load that early save and then load the save that you cannot otherwise load. Does that make the otherwise unusable save game work? Explained this in an earlier post. Yes, I have tried to make a new save (from which I load other script-heavy saves) and sadly it doesn't work. At least not with anyone of those in which I have ticked creature animations allowed. Urgh... I am ready to scratch my head bloody over this problem. Because the "creature animation corruption" is the only thing that prevents me from fully enjoying my Skyrim. And it seems to be such an insignificant and tricky bugger as well when compared to script-heavy mods such as Frostfall.
Mookeylama Posted October 21, 2015 Posted October 21, 2015 Can you remove SkyUI 5.+ from the requirements? Ah. I actually hadn't noticed SkyUI 5.0+ was a requirement now - teaches me for not reading the manual! I'm still on the previous version (4.1?) and have been using that with the alphas, betas and release candidates, as well as the full 1.60 release the last day or so, and haven't noticed any issues. Is there anything that wouldn't work with the older SkyUI? To be honest I'm not a fan of the change to the crafting menu so had decided not to upgrade, but I will do if 1.60 definitely does need it. yeah i'd like to get SL for Amorous Adv but i reeeeally don't wanna use Skyui 5.+. i love my 4.1 will SL work w/ skyui 4.1? anybody using it
Guest Posted October 21, 2015 Posted October 21, 2015 Can you remove SkyUI 5.+ from the requirements? Ah. I actually hadn't noticed SkyUI 5.0+ was a requirement now - teaches me for not reading the manual! I'm still on the previous version (4.1?) and have been using that with the alphas, betas and release candidates, as well as the full 1.60 release the last day or so, and haven't noticed any issues. Is there anything that wouldn't work with the older SkyUI? To be honest I'm not a fan of the change to the crafting menu so had decided not to upgrade, but I will do if 1.60 definitely does need it. yeah i'd like to get SL for Amorous Adv but i reeeeally don't wanna use Skyui 5.+. i love my 4.1 will SL work w/ skyui 4.1? anybody using it SL 1.60.2 may work with SKYUI 4.1 but you'll have a lot of problems and no guaranties that your saves won't be damaged. SKYUI 5.1 is a required for SL 1.60.2. I have it and although I don't like the way it does some things, it works without any problems.
deviant51 Posted October 21, 2015 Posted October 21, 2015 Hey people, (sorry for bad english) about a month ago my nexus mod manager updated but crached halfway through deleteing all my mods. Now I want to reinstall all mods but my game keeps CTD a few seconds into the game. I narrowed the problem down to sexlab. when I uninstall sexlab it plays fine. I want to post my load order but I don't know how to copy it so there might be some typo's. [10/21/2015 - 10:02:45AM] Papyrus log opened (PC)[10/21/2015 - 10:02:45AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.[10/21/2015 - 10:02:45AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[10/21/2015 - 10:02:45AM] Memory page: 128 (min) 512 (max) 76800 (max total)[10/21/2015 - 10:03:05AM] VM is freezing...[10/21/2015 - 10:03:05AM] VM is frozen[10/21/2015 - 10:03:05AM] Reverting game...[10/21/2015 - 10:03:15AM] Loading game...[10/21/2015 - 10:03:15AM] VM is thawing...[10/21/2015 - 10:03:15AM] SexLab MCM Loaded CurrentVerison: 16002 / 16002[10/21/2015 - 10:03:15AM] [slamainscr <sla_Main (0A042D62)>]: starting maintenance... Update frequency 120.000000[10/21/2015 - 10:03:15AM] SEXLAB - LOADED: Version 16002 / 16002[10/21/2015 - 10:03:16AM] [slamainscr <sla_Main (0A042D62)>]: registered for maintenance[10/21/2015 - 10:03:16AM] InitWidgetLoader()[10/21/2015 - 10:03:16AM] [slamainscr <sla_Main (0A042D62)>]: starting maintenance... Update frequency 120.000000[10/21/2015 - 10:03:16AM] [slamainscr <sla_Main (0A042D62)>]: registered for maintenance skyrim.esmupdate.esmunofficial skyrim patch.espdawnguard.esmunofficial dawnguard patch.esphearthfires.esmunofficial heartfires patch.espdragonborn.esmunofficial dragonborn patch.espsexlab.esmsexlabaroused.esmapachiihair.esmapachiihairFemales.esmskyUI.espFNIS spells.espdD - realistic Ragdoll Force - medium.espRacemenu.espRacemenuplugn.espAlternate start - Live Another Life.esp does anyone know how to fis it? if you want me to uninstall something and post papyrus again just ask.I cleaned the game with CK5 and searched the internet for hours. please help me obi-wan, you are my onlyhope.
A Bitter Doggo Posted October 21, 2015 Posted October 21, 2015 He listed that in one of his posts. And creature animations wouldn't work at all without it. TG: My question is: was this upgrading an existing save, or starting a new character? Also, did you try to "De-install Creatures" before running the Generator again? Sometimes updating creature animation mods, it sometimes help to "De-install" before running the generator to update. Have you gotten any Papyrus logs? Post them and someone might notice something in them. Looking back at your various posts, I haven't seen any posting of some of the basic debug information (papyrus logs, load orders, FNIS generator output, etc) and frankly if you don't provide any of that info, it makes it very difficult to help any further. Anything discussed is just blue-sky guessing without that info. Papyrus log report. A lot of errors and warnings, but as stated previously I haven't had any problems with this mod set-up before. Sure, it crashes from time to time, but with Sexlab Creature Animations ticked, it happens indefinitely whenever I try to load the saved game. I just can't see where the problem is. In earlier versions of both Sexlab Framework and More Nasty Critters, creature animations have worked flawlessly without corrupting the save. PS: This papyrus log comes from the save game I made when I had the animation option ticked in the MCM. Will upload the other from the save with the animations "unticked" to compare.
srayesmanll Posted October 21, 2015 Posted October 21, 2015 Papyrus log report. A lot of errors and warnings, but as stated previously I haven't had any problems with this mod set-up before. Sure, it crashes from time to time, but with Sexlab Creature Animations ticked, it happens indefinitely whenever I try to load the saved game. I just can't see where the problem is. In earlier versions of both Sexlab Framework and More Nasty Critters, creature animations have worked flawlessly without corrupting the save. PS: This papyrus log comes from the save game I made when I had the animation option ticked in the MCM. Will upload the other from the save with the animations "unticked" to compare. After looking at that log (and I am by no means a papyrus log expert) I do have to call "shenanigans" on your statement that this is happening when creating a new character. That papyrus is showing a hell of a lot of missing scripts not even remotely related to SexLab or any sexlab related mod. So I would suggest trying with a truly new character (new character, no previous saves, etc). If you are using mod organizer, create a new profile and create the new character with that (one of the great benefits of MO - although supposedly the new NMM can do profiles as well). I would suggest using a save cleaner (look it up on Nexus) with that save, but with the amount of missing stuff in that log, I suggest doing a completely new character and save first, then maybe try to save that savegame later if you thinks it's really worth trying to save. The log shows that at one point you maxed out the number of mods (255 mods, including DLC and the Update.esm) because I found a missing script with a reference of FFxxxxxx - FF being the mod number and the max allowed (FF = 255).
WaxenFigure Posted October 21, 2015 Posted October 21, 2015 Papyrus log report. A lot of errors and warnings, but as stated previously I haven't had any problems with this mod set-up before. Sure, it crashes from time to time, but with Sexlab Creature Animations ticked, it happens indefinitely whenever I try to load the saved game. I just can't see where the problem is. In earlier versions of both Sexlab Framework and More Nasty Critters, creature animations have worked flawlessly without corrupting the save. PS: This papyrus log comes from the save game I made when I had the animation option ticked in the MCM. Will upload the other from the save with the animations "unticked" to compare. After looking at that log (and I am by no means a papyrus log expert) I do have to call "shenanigans" on your statement that this is happening when creating a new character. That papyrus is showing a hell of a lot of missing scripts not even remotely related to SexLab or any sexlab related mod. So I would suggest trying with a truly new character (new character, no previous saves, etc). If you are using mod organizer, create a new profile and create the new character with that (one of the great benefits of MO - although supposedly the new NMM can do profiles as well). I would suggest using a save cleaner (look it up on Nexus) with that save, but with the amount of missing stuff in that log, I suggest doing a completely new character and save first, then maybe try to save that savegame later if you thinks it's really worth trying to save. The log shows that at one point you maxed out the number of mods (255 mods, including DLC and the Update.esm) because I found a missing script with a reference of FFxxxxxx - FF being the mod number and the max allowed (FF = 255). Actually the max allowed would be "FE", if you have a mod in the "FF" slot then you will have a conflict between that mod and all the leveled list and other temporary items in the game because Bethesda "used" that slot for themselves.
srayesmanll Posted October 21, 2015 Posted October 21, 2015 Papyrus log report. A lot of errors and warnings, but as stated previously I haven't had any problems with this mod set-up before. Sure, it crashes from time to time, but with Sexlab Creature Animations ticked, it happens indefinitely whenever I try to load the saved game. I just can't see where the problem is. In earlier versions of both Sexlab Framework and More Nasty Critters, creature animations have worked flawlessly without corrupting the save. PS: This papyrus log comes from the save game I made when I had the animation option ticked in the MCM. Will upload the other from the save with the animations "unticked" to compare. After looking at that log (and I am by no means a papyrus log expert) I do have to call "shenanigans" on your statement that this is happening when creating a new character. That papyrus is showing a hell of a lot of missing scripts not even remotely related to SexLab or any sexlab related mod. So I would suggest trying with a truly new character (new character, no previous saves, etc). If you are using mod organizer, create a new profile and create the new character with that (one of the great benefits of MO - although supposedly the new NMM can do profiles as well). I would suggest using a save cleaner (look it up on Nexus) with that save, but with the amount of missing stuff in that log, I suggest doing a completely new character and save first, then maybe try to save that savegame later if you thinks it's really worth trying to save. The log shows that at one point you maxed out the number of mods (255 mods, including DLC and the Update.esm) because I found a missing script with a reference of FFxxxxxx - FF being the mod number and the max allowed (FF = 255). Actually the max allowed would be "FE", if you have a mod in the "FF" slot then you will have a conflict between that mod and all the leveled list and other temporary items in the game because Bethesda "used" that slot for themselves. True, I was forgetting that the 00 and FF are both reserved by Skyrim. So the true max is 254 mods with FE being the maximum hex mod code for an added mod. And if you have all 3 DLCs and a legal copy of Skyrim (a lot of the pirated version have no Update.esm), you are down to 250 mods.
A Bitter Doggo Posted October 21, 2015 Posted October 21, 2015 After looking at that log (and I am by no means a papyrus log expert) I do have to call "shenanigans" on your statement that this is happening when creating a new character. That papyrus is showing a hell of a lot of missing scripts not even remotely related to SexLab or any sexlab related mod. So I would suggest trying with a truly new character (new character, no previous saves, etc). If you are using mod organizer, create a new profile and create the new character with that (one of the great benefits of MO - although supposedly the new NMM can do profiles as well). I would suggest using a save cleaner (look it up on Nexus) with that save, but with the amount of missing stuff in that log, I suggest doing a completely new character and save first, then maybe try to save that savegame later if you thinks it's really worth trying to save. The log shows that at one point you maxed out the number of mods (255 mods, including DLC and the Update.esm) because I found a missing script with a reference of FFxxxxxx - FF being the mod number and the max allowed (FF = 255). Have another one then. I have here two papyrus logs from a freshly started character (should mention that I use Live Another Life mod, so it isn't vanilla start). The only mod I activated in MCM was Sexlab. And then I made two different saves from thereon in the same area and space. One in which I had Sexlab Framework activated and that mod alone in its default state, and then another in which I chose to tick the option that allows creature animations. As soon as the saves had been done I exited Skyrim. As expected, the one with the creature animations somehow became corrupted and could not be loaded after I had exited Skyrim. A looong eternal loading screen and then crash to desktop. While the one in which I had only activated Sexlab and not the creature animations could be loaded. Ugh... What bothers me is that all of this is probably depending on one tiny, little, shitty script that could probably be easily resolved... if only I knew what the problem was... Anyway, here are the results:
srayesmanll Posted October 22, 2015 Posted October 22, 2015 Take a look at those 2 papyrus logs for yourself. There are numerous entries for many missing things from mods you say were not installed when the character was created: [10/22/2015 - 01:10:54AM] Cannot open store for class "LevelersTeleportFlagScript", missing file? -Levelers Towers I assume. [10/22/2015 - 01:10:54AM] Cannot open store for class "sam_questscript", missing file? -SAM maybe? [10/22/2015 - 01:10:56AM] Cannot open store for class "zbfbondageshell", missing file? -ZAZ animation pack? [10/22/2015 - 01:10:56AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file? -Death Alternative Your Money or Your Life [10/22/2015 - 01:10:59AM] Cannot open store for class "SneakToolsCheckDetectionEffectScript", missing file? -Sneak Tools And this is just a extremely small sample of what I am seeing in both of these logs. You can see why I am skeptical about this being a log from a brand new character. If this is log from a new character with a completely new save with a minimal set of mods, there should be no references to any mods that aren't there when this character was created. Did you have sneak tools, DAYMOYL, ZAZ, SAM, etc installed when creating this new character, then uninstall them? Again, maybe someone with more experience with Papyrus logging can explain how a log for a brand new character can have references to mods never installed for the new character (again, see my confusion with this?)
Caliban44 Posted October 22, 2015 Posted October 22, 2015 Take a look at those 2 papyrus logs for yourself. There are numerous entries for many missing things from mods you say were not installed when the character was created: [10/22/2015 - 01:10:54AM] Cannot open store for class "LevelersTeleportFlagScript", missing file? -Levelers Towers I assume. [10/22/2015 - 01:10:54AM] Cannot open store for class "sam_questscript", missing file? -SAM maybe? [10/22/2015 - 01:10:56AM] Cannot open store for class "zbfbondageshell", missing file? -ZAZ animation pack? [10/22/2015 - 01:10:56AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file? -Death Alternative Your Money or Your Life [10/22/2015 - 01:10:59AM] Cannot open store for class "SneakToolsCheckDetectionEffectScript", missing file? -Sneak Tools And this is just a extremely small sample of what I am seeing in both of these logs. You can see why I am skeptical about this being a log from a brand new character. If this is log from a new character with a completely new save with a minimal set of mods, there should be no references to any mods that aren't there when this character was created. Did you have sneak tools, DAYMOYL, ZAZ, SAM, etc installed when creating this new character, then uninstall them? Again, maybe someone with more experience with Papyrus logging can explain how a log for a brand new character can have references to mods never installed for the new character (again, see my confusion with this?) also i can't remember if you use mo or not but if you dont you just can't untick the esp or esm (skyrim still loads references), the mods have to be completely uninstalled.
WaxenFigure Posted October 22, 2015 Posted October 22, 2015 Take a look at those 2 papyrus logs for yourself. There are numerous entries for many missing things from mods you say were not installed when the character was created: [10/22/2015 - 01:10:54AM] Cannot open store for class "LevelersTeleportFlagScript", missing file? -Levelers Towers I assume. [10/22/2015 - 01:10:54AM] Cannot open store for class "sam_questscript", missing file? -SAM maybe? [10/22/2015 - 01:10:56AM] Cannot open store for class "zbfbondageshell", missing file? -ZAZ animation pack? [10/22/2015 - 01:10:56AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file? -Death Alternative Your Money or Your Life [10/22/2015 - 01:10:59AM] Cannot open store for class "SneakToolsCheckDetectionEffectScript", missing file? -Sneak Tools And this is just a extremely small sample of what I am seeing in both of these logs. You can see why I am skeptical about this being a log from a brand new character. If this is log from a new character with a completely new save with a minimal set of mods, there should be no references to any mods that aren't there when this character was created. Did you have sneak tools, DAYMOYL, ZAZ, SAM, etc installed when creating this new character, then uninstall them? Again, maybe someone with more experience with Papyrus logging can explain how a log for a brand new character can have references to mods never installed for the new character (again, see my confusion with this?) Those are error messages which are possible on a fresh run, they do indicate either a poorly packaged mod or a poorly installed mod since what it's saying is that it can't find the code file for a script that is called by the mod. http://afkmods.iguanadons.net/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/<--- A good read if you're going to look at Papyrus logs.
A Bitter Doggo Posted October 22, 2015 Posted October 22, 2015 Take a look at those 2 papyrus logs for yourself. There are numerous entries for many missing things from mods you say were not installed when the character was created: [10/22/2015 - 01:10:54AM] Cannot open store for class "LevelersTeleportFlagScript", missing file? -Levelers Towers I assume. [10/22/2015 - 01:10:54AM] Cannot open store for class "sam_questscript", missing file? -SAM maybe? [10/22/2015 - 01:10:56AM] Cannot open store for class "zbfbondageshell", missing file? -ZAZ animation pack? [10/22/2015 - 01:10:56AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file? -Death Alternative Your Money or Your Life [10/22/2015 - 01:10:59AM] Cannot open store for class "SneakToolsCheckDetectionEffectScript", missing file? -Sneak Tools And this is just a extremely small sample of what I am seeing in both of these logs. You can see why I am skeptical about this being a log from a brand new character. If this is log from a new character with a completely new save with a minimal set of mods, there should be no references to any mods that aren't there when this character was created. Did you have sneak tools, DAYMOYL, ZAZ, SAM, etc installed when creating this new character, then uninstall them? Again, maybe someone with more experience with Papyrus logging can explain how a log for a brand new character can have references to mods never installed for the new character (again, see my confusion with this?) This is from a new character. I started one up. I installed through MCM. I did the saves. Exited. Launched Skyrim. Loaded. And then either a crash or a succesful load happened. As for the missing plugins, I merge some mods that require many plugins. They have worked perfectly in-game so I don't see why they should flip their shit in papyrus logs when they are clearly working. I don't have Death Alternative or Your Money or Your Life installed. Neither do I have the ZAZ animation pack. Or SAM, whatever that is.
A Bitter Doggo Posted October 22, 2015 Posted October 22, 2015 also i can't remember if you use mo or not but if you dont you just can't untick the esp or esm (skyrim still loads references), the mods have to be completely uninstalled. I use NMM (can't be bothered with MO). And no, they aren't unticked. The plugins are there, some of them are just merged into a single esp. On previous playthroughs they haven't caused any issues and haven't on the previous "saves" either. Even TES5Edit stated that they were safe to merge based upon the overall opinion of other users. Speaking of Sneak Tools here, btw.
srayesmanll Posted October 22, 2015 Posted October 22, 2015 Those are error messages which are possible on a fresh run, they do indicate either a poorly packaged mod or a poorly installed mod since what it's saying is that it can't find the code file for a script that is called by the mod. http://afkmods.iguanadons.net/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/<--- A good read if you're going to look at Papyrus logs. Thanks for that link. Very useful information. But it does lead me to the following: "[10/22/2015 - 01:12:40AM] Cannot open store for class "TIF__0102420C", missing file?" According to the linked documentation: This is what's known as an orphaned script (pun not intended here btw). It is caused either by uninstalling a mod, or by updating a mod which no longer has the mentioned script. It is generally harmless, but can sometimes be the cause of a CTD. These are safe to remove using the save cleaner. So my question is: how can this can happen on a brand new character on a brand new save? How can there be orphaned scripts in for a save for a new character unless the character was created, the mods removed or updated, then run again. There are 171 copies of this type of error in the logs. My whole point is this: If this was a general bug with SexLab, a HELL of a lot more people would be seeing this issue. And screaming their heads off. And the only REAL initial test is to have only the necessary mods for sexlab to get started on a new character: base game and DLCS, USKP and related patches (if installed), AS-LAL, SkyUI, SKSE, FNIS, FNIS Creature Pack, SexLab (and it's creature pack), then start a new character, activate creature animations and see if it crashes. If not, then there is something specific in TGs setup that is causing the problem. My first step would be to analyze this merged esp that TG suddenly refers to in a recent post - The plugins are there, some of them are just merged into a single esp. which by the way has never been mentioned before in any of the posts about this problem. So again, without ALL of the information (like a mod list, FNIS output, etc) it is very hard to analyze someone's problem that no one else seems to have.
ButchDiavolo Posted October 22, 2015 Posted October 22, 2015 Take a look at those 2 papyrus logs for yourself. There are numerous entries for many missing things from mods you say were not installed when the character was created: [10/22/2015 - 01:10:54AM] Cannot open store for class "LevelersTeleportFlagScript", missing file? -Levelers Towers I assume. [10/22/2015 - 01:10:54AM] Cannot open store for class "sam_questscript", missing file? <--- -SAM maybe? [10/22/2015 - 01:10:56AM] Cannot open store for class "zbfbondageshell", missing file? <--- -ZAZ animation pack? [10/22/2015 - 01:10:56AM] Cannot open store for class "daymoyl_playervalidatequestalias", missing file? <--- -Death Alternative Your Money or Your Life [10/22/2015 - 01:10:59AM] Cannot open store for class "SneakToolsCheckDetectionEffectScript", missing file? -Sneak Tools And this is just a extremely small sample of what I am seeing in both of these logs. You can see why I am skeptical about this being a log from a brand new character. If this is log from a new character with a completely new save with a minimal set of mods, there should be no references to any mods that aren't there when this character was created. Did you have sneak tools, DAYMOYL, ZAZ, SAM, etc installed when creating this new character, then uninstall them? Again, maybe someone with more experience with Papyrus logging can explain how a log for a brand new character can have references to mods never installed for the new character (again, see my confusion with this?) Just piping in: the warnings marked with a red arrow by me, are thrown out by SexLab Defeat, which checks if DAYMOYL is installed. So these warnings are "normal". The rest of the warning list sure isn't though :-\ I agree that the papyrus logs don't look like a newly started game. I have read back a bit, but couldn't find this, so if it has already been asked, my apologies: Have you run Save Tool on the saves you made? Also, have you run Wrye Bash to merge mods to make your mod list shorter? Another question: did you manually install the mods or do you use a mod manager like Mod Organizer or Nexus Mod Manager? NM, you already answered that.
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