Jump to content

Shout Like a Virgin Evolved SE & LE


Gender & Beast Compatibility  

3013 members have voted

  1. 1. When I play with SLaVE & Toys, if well supported, I would prefer playing as a...

    • Female
      2185
    • Male
      261
    • Orc, Khajit, or Argonian
      187
    • Futa
      363
    • Something not listed here
      16
  2. 2. This is most important...

    • Quantity of toys that work for my character
      795
    • Always perfect animations for my gender
      1241
    • Correct context for the story and text/dialogue
      976


Recommended Posts

Posted
2 hours ago, IBAGadget said:

I have used the CK to change damage/armor/weight values on some of the mod weapons and clothing/armor that I've added, but I'm not too familiar with the CK, so I tend to stay away from everything else in it.

 

External changes, when I've said that, meant only installing, uninstalling, deleting mods, manually, or via other automation. I was not meaning CK or SEEdit at all. That's another world of potential issues if you are making changes to the mods themselves, rather than the load order and installation. We all learn the hard way :P when that goes wrong, but that's how you learn.

 

2 hours ago, IBAGadget said:

Would re-saver do this, or is this something I need to do in SSEEdit?

 

Re-saver imo is only good to "see" that your save file is in trouble. Mainly see if scrips have gone to hell. It does not fix things permanently, only temporarily. The author also explains this right on the Nexus front page... that its not a cure in many (most) cases. Its not going to help you here at all. Re-saver is about band aiding corruption. You problem is installation.... you have trouble before your first save.

 

2 hours ago, IBAGadget said:

Added in the Toys framework and got rid of DCL, possibly orphaning some scripts while adding more load to the system as a whole.

 

The net effect of taking away DCL and adding the entire family of Toys, would be a huge gain... less load. DCL is not just a curse to your loot, but to your whole game.

 

Orphaned scripts... yes, this what your log strongly hints at. Its not about orphaned scripts alone, its about left over half installed mods.

 

2 hours ago, IBAGadget said:

Any advice on where/how to start? (without initiating the Clean Slate Protocol ?)

 

Re. Clean Slate Protocol... you must remove Skyrim entirely, and then make sure its folders are literally gone or empty. Its not enough to just uninstall Skyrim, that wont uninstall left over extras. Its not enough to run Steam integrity check, it wont check the integrity of left over messes.

 

I've never needed to do this. I'm not a good one to give advice. I can't claim be your support resource for solving this problem. I can identify it, but have never had to directly deal with it.

 

But I believe that no tool fixes your problem. Definitely nothing to do with SSEdit or CK or ReSaver. This is about mod installation only, which those tools have nothing to do with.

 

I use Vortex too. I don't trust it to keep stuff clean when making changes or swapping profiles, until after running its purge option.

 

You could try using Vortex purge first. After you run purge, and before you let it redeploy... Skyrim should be in 100% vanilla state.

Vortex purge means "take all 'managed' files away. So now you see what's left over, but only if you know how to, manually. Files still there were put there externally, and in most cases, probably should not be there. If you don't know what Vanilla Skyrim looks like, and where to look, you need to nuke imo.

Posted
1 hour ago, gregaaz said:

Yikes, so many errors! Short of nuking it from orbit, maybe start with whatever mod is using the abbreviation DARYL. There is a huge amount of output from that mod in the papyrus log that suggest its using up a lot of resources and the stack dumps seem to suggest that it's choking out other processes, including Toys - the last stack dump is a bunch of backlogged Toys script calls.

Looked through mod and plugin list - can't find anything with that name. Any suggestions as to where else I should check to see what is using that abbreviation?

Posted

Going to try the Purge option.

 

If my game gets totally borked, I have the new SE download downgrade patcher, so I'll uninstall, wipe the entire directory, re-install the game, re-install SKSE, then rebuild my mod list, leaving out currently loaded stuff that I'm not really using (mostly clothing/armor mods that I'm not really using anymore.)

Posted
1 hour ago, IBAGadget said:

Looked through mod and plugin list - can't find anything with that name. Any suggestions as to where else I should check to see what is using that abbreviation?

 

Maybe check to see if any mods are attaching new scripts to any of the following Form IDs - especially the last one:

 

  • E94C3
  • E94C2
  • 8AF59

For the last one, keep on the lookout also for edits that revert the USSEP script changes back to vanilla.

 

If that fails to reveal the misbehaving mod, go to your MO2 data tab or its equivalent in Vortex and search for WeaponRackActivateSCRIPT.pex and see what mod is providing it. You might have a case where some mod is distributing a modified version of the original vanilla script that is clashing with the changes made by USSEP or some other plugin.

 

 image.png.e125c96a2b4536dbe231fc53db8a3893.png

Posted

I wonder if it's one of the player homes I have added:

 

Nirn Falls Manor

dovakhiin's Warehouse

Mist Fall Keep

 

DW especially has an absolute crapload of weapon racks and mannequins and chests in it - I wonder if there is something in there that is modifying the script.....

 

Vortex doesn't seem to have a Data tab where I can look up scripts (geared more towards newbie/casual use than MO2 seems to be)

I tried MO2 months ago, but couldn't wrap my brain around it, so went back to NMM for a bit before switching over to Vortex.

 

Just started a new game after purging Vortex, removing a few mods I didn't need, updating/replacing a couple others, then redeployed. Ran the newer version of the Downgrade Patcher that actually downloads the older SE files directly from Steam, checks them against what is installed in the directory, and replaces what it needs to to ensure a clean 1.5.97 version of SE. Did that between the purge and re-deploy stages.

 

Current log still shows all the Weapon/Armor rack warnings, but the Toys Framework seems to be firing correctly (at least for now - have only just gotten out of prison.)

 

Might start removing one player home at a time, starting a new game each time to see if taking one out fixes it. Might start with Mist Fall Keep first, as that is the most useless one from my perspective, and not really needed - Nirn Falls Manor has a better view, while DW has the increased training options

 

Posted

going to finish setting up the MCM menu settings for this character, get her some clothes and see how it goes.

 

Now if only Nocturnal would actually give me enough keys to get out of all the damn Virgin toys so that I can properly run through Dibella's offerings. 

Posted
1 hour ago, IBAGadget said:

removed Mist Fall Keep.

 

Papyrus log looks much better now. That may have been the culprit causing most of the warnings and errors.

 

Papyrus.0.log 201.11 kB · 0 downloads

 

Less errors but not good.

 

Toys is not completing setup for a new game. There should always be a log entry "Alternate Animations setup complete" on a new game, but you don't have one.  At the very least, the hardcore arm binding and crawl animations will not be working. I suspect worse.

 

If you are going to share a log, always run the Toys MCM Installation test to see if it runs and then we can see how that behaves in the log. This also confirms Toys is functional and has an MCM.

 

I don't know what's going on but...

This error...  error: Unbound native function "SetDangerousWater" called   happens 100 times.

There's other's I'd not be willing to live with either.

 

NUKE

Posted

MCM test ran successfully.

 

I suspect Dangerous water to be from Realistic Water Two

 

Going to nuke anyway.

 

Purge modlist

uninstall skyrim

re-download and install

downgrade patch

re-build modlist

Posted

Rebuild complete.

 

Mostly functional.

 

However, Mfg Fix is giving me lots of errors, from every mod that references it. MCM listing shows the mod, but selecting it tells me the plugin is not loaded.

Vortex says both mod and Plugin are Enabled.

 

I have posted my issue on the Mfg Fix mod page on Nexus.

Version numbers are all correct for my install, but.....

 

Load order issue perhaps? If I hit my .esp limit, will it still show as being enabled, but not load the mod?

This shouldn't be an issue, as my Plugin list only has 196 items, with Mfg being number 190. Alternate Start is loading after that and it is running fine.

Posted
9 hours ago, VirginMarie said:

 

I don't know what's going on but...

This error...  error: Unbound native function "SetDangerousWater" called   happens 100 times.

There's other's I'd not be willing to live with either.

 

 

7 hours ago, IBAGadget said:

 

I suspect Dangerous water to be from Realistic Water Two

 

 

Either RWT or its from a needs mod - almost all of those mods use the dangerous water flag to denote which water sources can be used for filling waterskins/bottles. If that continues to be an issue after nuking and reinstalling, you might want to check out Water for ENB. I've been using it recently and I'm extremely happy with it.

Posted (edited)
5 hours ago, IBAGadget said:

Rebuild complete.

 

Mostly functional.

 

However, Mfg Fix is giving me lots of errors, from every mod that references it. MCM listing shows the mod, but selecting it tells me the plugin is not loaded.

Vortex says both mod and Plugin are Enabled.

 

I have posted my issue on the Mfg Fix mod page on Nexus.

Version numbers are all correct for my install, but.....

 

Load order issue perhaps? If I hit my .esp limit, will it still show as being enabled, but not load the mod?

This shouldn't be an issue, as my Plugin list only has 196 items, with Mfg being number 190. Alternate Start is loading after that and it is running fine.

 

IBA, what are the Mfg Fix errors saying in the Papyrus log? The nature of the errors (and, therefore, the script failures) may indicate the nature of the problem with your installation.

 

Edit-  if its anything like the older log you shared, which was reporting...

 

[03/13/2022 - 09:32:37PM] Cannot open store for class "mfgconsolefunc", missing file?

 

...then you might want to verify that mfgfix is actually 100% installed. Especially if you originally installed it in NMM before switching to Vortex, you might need to reinstall. NMM was kind of infamous for randomly dropping files during installation and causing these sort of problems. I know you don't have a robust asset browser like MO2, but you should be able to find it by going to this path within your MFGFix holding area and searching to see if this file illustrated below is present.

 

image.png.0fb25eec8e66455129093c77946a77e6.png

 

Edited by gregaaz
Posted (edited)
2 hours ago, gregaaz said:

Either RWT or its from a needs mod - almost all of those mods use the dangerous water flag to denote which water sources can be used for filling waterskins/bottles. If that continues to be an issue after nuking and reinstalling, you might want to check out Water for ENB. I've been using it recently and I'm extremely happy with it.

I don't have any Needs mods, so must be RWT. I'll nuke it and try out Water for ENB

 

*edit*  Maybe I do have a needs mod - I do have Bathing in Skyrim installed, and while installing Water for ENB just now, I see that it has support for needs mods, which include bathing mods. BiS is not specifically mentioned, but....

 

2 hours ago, gregaaz said:

..then you might want to verify that mfgfix is actually 100% installed. Especially if you originally installed it in NMM before switching to Vortex, you might need to reinstall. NMM was kind of infamous for randomly dropping files during installation and causing these sort of problems. I know you don't have a robust asset browser like MO2, but you should be able to find it by going to this path within your MFGFix holding area and searching to see if this file illustrated below is present.

Nothing in Scripts or Source folder.

 

Time to re-install Mfg Fix I guess.

Edited by IBAGadget
new information
Posted
51 minutes ago, IBAGadget said:

I don't have any Needs mods, so must be RWT. I'll nuke it and try out Water for ENB

 

*edit*  Maybe I do have a needs mod - I do have Bathing in Skyrim installed, and while installing Water for ENB just now, I see that it has support for needs mods, which include bathing mods. BiS is not specifically mentioned, but....

 

Nothing in Scripts or Source folder.

 

Time to re-install Mfg Fix I guess.

 

I believe BiS does use dangerous water detection to assess if a water source is deep enough to bathe in.

 

Definitely reinstall Mfg Fix if its scripts are incomplete. That one will come back to haunt you if its borked because so many other mods depend on its functionality (i.e., Sexlab)

Posted (edited)
8 hours ago, IBAGadget said:

Mostly functional.

However, Mfg Fix is giving me lots of errors, from every mod that references it. MCM listing shows the mod, but selecting it tells me the plugin is not loaded

 

Suggested Tests for your situation...

  1. Earlier your alternate animations were not being initialized by FNIS (this meant Toys was not even completing setup)... Test AA by Equipping a yoke or armbinder. Toys MCM - Toy Boxes - Ancient Toy Box (for a yoke). If you don't get into yoke poses (these are AAs), that's a fail
  2. To test MFGfix explicitly and very easily, just equip any gag. This uses MFGfix for the open mouth. If it fails see Gag Mouth / Expressions not working before assuming its totally borked
  3. As always run the Toy MCM Installation test. This exercises a load of things by playing an animation scene

If you have a fail for either 1 or 3, use Animation Scenes Not Working

Edited by VirginMarie
Posted

Yoke test successful

Run test successful

Basic bend over bathing animation in BiS, which uses FNIS, A-poses my character until the animation time runs out.

 

Problem with BiS?

 

Will nuke that mod and re-install from my storage

 

Mfg plugins all loaded properly after the re-install. 

 

Somehow wound up with the AE CC content on my SSE re-install (at least Survival Mode), even though I selected the Downgrade Patcher to not use 'Best of Both Worlds'

 

Address Library and SKSE seem to be working properly though, so.....fingers crossed.

Posted
4 minutes ago, IBAGadget said:

Somehow wound up with the AE CC content on my SSE re-install (at least Survival Mode), even though I selected the Downgrade Patcher to not use 'Best of Both Worlds'

 

If memory serves me correctly, 3 of the 4 free CC items also have SSE versions. Perhaps the downgrade patcher also downgraded those? If so, that would be a nice feature.

Posted
1 hour ago, gregaaz said:

 

If memory serves me correctly, 3 of the 4 free CC items also have SSE versions. Perhaps the downgrade patcher also downgraded those? If so, that would be a nice feature.

Could be. Everything seems to be playing nice so far (no idea how many new games I've started in the last 24hrs ?)

Altered my BiS mod, and it seems to be working properly now - added PO3's Papyrus Tweaks and Extender, bumped my SKSE64 up to 2.0.20 (had dropped it back to 2.0.17 as the newer version was giving me issues - Papyrus tweaks seems to have resolved that)

 

Toys Run test and AA test resolved correctly, so going to run with this setup for a while and see how it works out.

 

Thank you both very much for your help in this. I do appreciate your patience. I'm not an experienced mod user, as you may have guessed - I let the mod manager do the heavy lifting - and when it comes to trying to narrow down what could be causing issues, I may as well be trying to read heiroglyphics when it comes to the logs.

 

I suspect my game still has issues (DD giving me no open animation slot errors), but so far what I want to have working seems to be working. 

 

I might actually nuke DD in its entirety, along with any other mods that rely on it (unless Naked Defeat relies on it, in which case it's here to stay)

Posted
1 hour ago, assult said:

Hello, how to gain deadric trust?

 

 

Doing the main quest (Virgin Training), gains deadric trust, once you complete objectives and then worship their shrine. Just follow the quest.

Quest Details are here

Posted

So I got to Twilight Sepulcher, and i got the Luv shout, but I have no idea on how to leave. I don't have a map or a compass and it's been an hour xD 

Posted
58 minutes ago, Lisette11 said:

Will the tattoo always be the word virgin and it crossed over or can it change further?

 

3 Tattoos on your ass:

  1. Virgin
  2. Virgin crossed over - virginity lost
  3. Dibella Flower - when 'Orgasm Damage Armor Ability' is charged by orgasm - pop up message you get when this is earned...

Congratulations! Having loved several word walls, your Dragonborn orgasm has become attuned enough to earn the 'Orgasm Damage Armor Ability'. The next occurrence of inflicting damage following an orgasm, will damage armor, stripping it from your victim. TIP: A Dibella Lily tattoo will appear on your butt when this ability is active.

 

You will also get "Slave" tattoos elsewhere, if you end up in Nocturnal's Branding Machine (and SlaveTats is installed).

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...