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Shout Like a Virgin Evolved SE & LE


Gender & Beast Compatibility  

3008 members have voted

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

    • Female
      2180
    • 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
      1238
    • Correct context for the story and text/dialogue
      974


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Posted
35 minutes ago, IHaveTooManyMods said:

 

I am still trying to get to that part in a new game, takes a lot of time. I also have an idea for a simple workaround - adding a button to the MCM that sets all tablets as read. This will work as a workaround for pretty much all conflicting mods and allow to finish the quest while also allowing to play the incompatible mods mentioned without the need for patches.

 

Out of curiosity, did you look up the MQpathtoHHShrineTablet forms and find any mods conflicting with them? Especially BFBFE, which is the one you were having trouble with.

Posted
2 hours ago, gregaaz said:

Especially BFBFE

I am sorry but what did you mean by BFBFE? I do not see any mods that acronym could apply to.

 

And I did find it I think, SeranaDialogAddon. All the other statues have the tablet and dibella statue placed together, shrine 3 has statue in HHPathShrine03 but tablet script in HHPathShrine03b and serana seems to be overriding it. The serana entry does not even seem to be doing anything (looks almost identical to vanilla one except for version number), so I tried deleting it to see what happens. My save is still not far enough to check though.

Posted (edited)
27 minutes ago, IHaveTooManyMods said:

I am sorry but what did you mean by BFBFE? I do not see any mods that acronym could apply to.

 

And I did find it I think, SeranaDialogAddon. All the other statues have the tablet and dibella statue placed together, shrine 3 has statue in HHPathShrine03 but tablet script in HHPathShrine03b and serana seems to be overriding it. The serana entry does not even seem to be doing anything (looks almost identical to vanilla one except for version number), so I tried deleting it to see what happens. My save is still not far enough to check though.

 

BFBFE is the Form ID for the tablet at station 3. It sounds like you found the right tablet in any event, as it is indeed located in Shrine03b (that particular one has the shrine right on the zone line, which is why there's a "b" zone to contain some of them - its a vanilla feature and not anything problematic). 

 

So the Serana entry is just an ITM (Identical-to-master) entry? That's fortunate, since it probably means you aren't sacrificing any functionality by letting SLAVE override it. I'll grab it to look and see what it does, but I guess if nothing else this is a good reminder of why its important to clean ITMs from every mod when you install them. 

 

EDIT: If you have already read what I wrote before under this and then deleted, please disregard. I need to do more research. 

 

Never mind, see the post below.

Edited by gregaaz
Posted (edited)

OK, @IHaveTooManyMods, you are correct that it's Serana Dialogue Addon breaking the tablet. However, in deleting the entry you may have broken something in SDA, since this is not an ITM. Serana Dialogue Addon makes BFBFE a persistent reference, which is important for some operations that don't work right with temporary records. 

 

2044482280_SDAMakesBFBFEPersistent.jpg.2edc5fb14d89c73da91905c5053bb9a6.jpg

 

To fix both mods working together, all you have to do is make a patch with the SLaVE record, then add the persistent flag to the patched version (also move the cell to D74, which is the persistent worldspace cell for Tamriel). For your convenience, I made such a patch and I've attached it below.

 

BFBFE Patch.esp

 

TL;DR version -- If Serana Dialogue Addon loads after SLAVE, it will break the statue quest. If SLAVE loads after SDA, it might break a scripted scene that triggers some specific dialogue from Serana. I only did a very basic analysis of the implications of this being blocked, but it looks like it might prevent a dialogue tree with multiple later scenes from advancing. 

Edited by gregaaz
Posted
55 minutes ago, gregaaz said:

To fix both mods working together, all you have to do is make a patch with the SLaVE record, then add the persistent flag to the patched version (also move the cell to D74, which is the persistent worldspace cell for Tamriel). For your convenience, I made such a patch and I've attached it below.

Thank you, but wouldn't installing this patch break the current save? If it makes any difference I am using Vortex.

Posted
49 minutes ago, IHaveTooManyMods said:

Thank you, but wouldn't installing this patch break the current save? If it makes any difference I am using Vortex.

 

If you put this patch at the end of your load order, it is 100% safe to install on MO2. On Vortex, you must make sure that program's insane auto-sorting behavior does not move it to elsewhere in your load order. If it does, then it is a risky install. Basically, just make sure the patch is the last file in your load order (or the last file before terminal mods like Occlusion.esp) and you're fine.

Posted
8 hours ago, IHaveTooManyMods said:

I also have an idea for a simple workaround - adding a button to the MCM that sets all tablets as read. This will work as a workaround for pretty much all conflicting mods and allow to finish the quest while also allowing to play the incompatible mods mentioned without the need for patches.

 

Yes that's an ok work around, or similar would be where the MCM option is "Disable need to read etched stone".

 

The reason I say its just ok, and not great, is that when I look for workarounds, I look for where the user does not end up stuck, confused, and looking for support. I figure only 1 in 10 even ask for support. The problem with an MCM solution is that people are not very likely gong to think, hey, this is probably a mod conflict, maybe the MCM has a work around.  They will look at the quest journal, maybe, but not the MCM. They are going to just be.. fuck, it does not work :P. Did you you search the MCM? :D 

 

So in this case, the only workaround I can think of is where I just remove the requirement to read the etched stone entirely. Sad, but its the way to kill the problem. Not sure I wanna do that, and I may still just throw in the MCM option. Its on my list now, to do something.

 

3 hours ago, IHaveTooManyMods said:

Thank you, but wouldn't installing this patch break the current save? If it makes any difference I am using Vortex.

 

If using Vortex, how do I add a mod at the end of my load order?

Posted
7 hours ago, gregaaz said:

OK, @IHaveTooManyMods, you are correct that it's Serana Dialogue Addon breaking the tablet. However, in deleting the entry you may have broken something in SDA, since this is not an ITM. Serana Dialogue Addon makes BFBFE a persistent reference, which is important for some operations that don't work right with temporary records. 

 

2044482280_SDAMakesBFBFEPersistent.jpg.2edc5fb14d89c73da91905c5053bb9a6.jpg

 

To fix both mods working together, all you have to do is make a patch with the SLaVE record, then add the persistent flag to the patched version (also move the cell to D74, which is the persistent worldspace cell for Tamriel). For your convenience, I made such a patch and I've attached it below.

 

BFBFE Patch.esp 1.69 kB · 1 download

 

TL;DR version -- If Serana Dialogue Addon loads after SLAVE, it will break the statue quest. If SLAVE loads after SDA, it might break a scripted scene that triggers some specific dialogue from Serana. I only did a very basic analysis of the implications of this being blocked, but it looks like it might prevent a dialogue tree with multiple later scenes from advancing. 

I did have this same problem once on an earlier playthrough, but had other issues that resulted in nuking the playthrough (CotN Winterhold breaks Nelacar in Toy Story), so I didn't find out then what the problem was. Thank you for finding this, I wouldn't have even known where to look (not too familiar with SSEEdit)

 

I do have SDA in my game, so I'm going to toss in this patch and hopefully I won't have an issue when I finally get to the statues. And hopefully I don't freeze to death courtesy of Frostfall.

Posted (edited)

BTW to avoid Vortex screwing stuff up I just straight up edited both SLaVE to contain the persistence (and changed the cell value) and deleted it from SDA. No mods added or removed. I have yet to get to that part of the story though because dibella is taking her time with events.

Edited by IHaveTooManyMods
Posted

So, i have a problem with the mod, for perspective i am doing this in a new clean save, i don't have any sexlab mods intalled, i did all the requirements, i have the most updated version of toys mods and i belive my load order is correct, the thing is when i shout the npc runs at me and starts dialogue, there is no npc lines in the conversation and she don't give me the letter so i can read, everytime i shout she resets and do all the things again

Posted
51 minutes ago, duknazill said:

 when i shout the npc runs at me and starts dialogue, there is no npc lines in the conversation and she don't give me the letter so i can read, everytime i shout she resets and do all the things again

 

From the description, I can't tell what part of what quest you are speaking of. 

 

Which NPC?

Starts which dialogue? 

 

If you are at a particular point in a quest, name the quest (as you see it in the Quest Journal), and name the current objective shown in that quest... exactly the name and objective as worded in the game please. Or use a screenshot.

Posted
1 hour ago, VirginMarie said:

(as you see it in the Quest Journal),

sorry i was dumb to forget to tell these things, it is the quest at the very start, after you kill the first dragon and use the first shout, the girl runs at you , the dialogue starts but there is no dialogue lines and it was supposed to deliver me a letter but the quest gives me nothing, i would like to tell you the name of the quest but it doesn't show in the journal, the mod is showing and working normally in the MCM

Posted (edited)
41 minutes ago, duknazill said:

sorry i was dumb to forget to tell these things, it is the quest at the very start, after you kill the first dragon and use the first shout, the girl runs at you , the dialogue starts but there is no dialogue lines and it was supposed to deliver me a letter but the quest gives me nothing, i would like to tell you the name of the quest but it doesn't show in the journal, the mod is showing and working normally in the MCM

  1. In Toys MCM - Setup Tab - run the installation test. Does it pass or fail?
  2. In SLaVE MCM - First tab - run the installation test. Does it pass or fail?

These will help us know if things are installed correctly. Fail would mean gotta fix that, and then start a new game. Steps to fix if the test in MCM failed

 

If the tests pass... next...

Use Toys MCM... Debug tab... Player Reset. This is to ensure you are in a normal state with nothing to block dialogue starting. Now try it again.

If dialogue with your first meeting with Cassia does not work still, its most likely that you have a corrupt save. So here's more about that...

 

You say  i am doing this in a new clean save...

A "new clean save" means different things to different people.  When you first installed Toys, you must start a new game (clean save procedures that some people use is bad and not a new game). Must be a new game where you press the new button. Did you do that, or something else? When install instructions say start a new game, do I really need to start a new game? / Golden Rule

 

Then, after the new game, if you make changes to your load order since the new game, you corrupt your save. Golden Rule. Did you break the golden rule?

 

 

If this does not help you, only way I can help is to see your Papyrus Log. How to get a Papyrus Log?

We want a log for a game session where you... start from desktop.... load a save before the problem.... recreate the problem....  Run the Toys MCM setup tab Installation Test... Exit to desktop... grab that log

 

Edited by VirginMarie
Posted (edited)

hi again, thanks for putting time to solve this issue, i runned the toys instalation test and it fails, so i checked Steps to fix if the test in MCM failed.

 

After that i made sure that i was following the right steps and re-downloaded all toys mods and followed the steps on the page

 

FNIS runs fine and it shows all toys mods.

i made a new save.

i double checked all the requirements

i'm not using sexlab

i sorted my load order with loot from MO

 

So i got to the game, runned the toys test again and it fails to play the animation, i did this with all toys mods installed and some extras sexlab animations

Edited by duknazill
Posted (edited)
15 minutes ago, duknazill said:

hi again, thanks for putting time to solve this issue, i runned the toys instalation test and it fails, so i checked Steps to fix if the test in MCM failed.

 

After that i made sure that i was following the right steps and re-downloaded all toys mods and followed the steps on the page

 

FNIS runs fine and it shows all toys mods.

i made a new save.

i double checked all the requirements

i'm not using sexlab

i sorted my load order with loot from MO

 

So i got to the game, runned the toys test again and it fails to play the animation, i did this with all toys mods installed and some extras sexlab animations

i'm updating the post with my papyrus logs

Papyrus.0.log

Edited by duknazill
Posted (edited)
1 hour ago, duknazill said:

i'm updating the post with my papyrus logs

 

Log shows me you don't have JContainers installed, or MFGfix. If you have them they have not installed successfully or are wrong version.

These are both listed as requirements for Toys&Love.

I suspect you may have missed some other requirements, but I can't tell for sure. 

 

I updated the requirements portion of this article, with your case in mind, adding a bit more detail...  Steps to fix if the test in MCM failed

Edited by VirginMarie
Posted

Ok, you did it again, nice!!!

 

I am running SLF 163 Beta8 (the last one that works for me) with SLIA Core and SL Aroused BAKA Edition. Will the rousing framework you have upgraded conflict, at all, with SLIA Core and\or SL Aroused Baka Edition. I have had as many as 900+ saves running "Toys" v1.82 and all the mods that go with it, love it. I'm still trying to clear up some minor animation issues with eating. I also have some misalignment issues with the sex anim's. Which leads me into my next question.

 

I am running Vortex with FNIS, my game is SSE 1.5.97 with skse 2.0.20, it works really well... so far.

 

Should I be using the "update FNIS behavior" button even after running FNIS with the "instantexecute" upon install and\or when I run it manually from the dashboard after the install and the "instantexecute" are done? I have NOT been doing that.

 

In the blue progress bar, at the end of the install run, it says: Updating Animations just before it finishes. I was under the impression the updating of the behavior was being done then. I think I'm wrong on that, but I don't know for sure.

Posted
10 minutes ago, BDNelson said:

 

 

Should I be using the "update FNIS behavior" button even after running FNIS with the "instantexecute" upon install and\or when I run it manually from the dashboard after the install and the "instantexecute" are done? I have NOT been doing that.

 

In the blue progress bar, at the end of the install run, it says: Updating Animations just before it finishes. I was under the impression the updating of the behavior was being done then. I think I'm wrong on that, but I don't know for sure.

As long as you have Vortex/FNIS set up correctly (which it sounds like you do), then FNIS will run automatically when you deploy your modlist. If you look at your modlist, FNIS Data will be the very top of the list, and when you hit the 'Deploy Mods' button, it will gray out and disable while the mods are being deployed, then be re-enabled at the end once FNIS has run and re-established all the animations.

 

Animations not lining up correctly is something that I have come to expect from Sexlab - it doesn't seem to have been set up as well as AAF was for Fallout 4 in that regard. AAF is harder to get a stable setup with, but once you do, it just works. SL sets up easily, but it takes a lot of fiddling to get everything to line up and play nice with each other. And it does seem to default to the same old animations every time, even if you have a lot of variety in your loadout.

Posted
23 minutes ago, BDNelson said:

Will the rousing framework you have upgraded conflict, at all, with SLIA Core and\or SL Aroused Baka Edition.

 

No problems, no conflicts. You can choose to sync with any SLA, or not. No version of sexlab or SLA is required. Toys does not care what versions you have if they are there. Read this if you have not already FAQs - Toys --> Toys&Love

 

23 minutes ago, BDNelson said:

I have had as many as 900+ saves running "Toys" v1.82 and all the mods that go with it, love it. I'm still trying to clear up some minor animation issues with eating. I also have some misalignment issues with the sex anim's. Which leads me into my next question.

 

16 minutes ago, IBAGadget said:

Animations not lining up correctly is something that I have come to expect from Sexlab 

 

Eating animations are not related to Toys mods. You probably know that but saying in case.

 

Check this in out case... Body misaligned in animation scenes

 

Most alignment problems are not Toys&Love or Sexlab's fault, they are a matter of how the Animation Author did what they do. The Animation Author has a rough time as they must try to build for the standard bodies. Then they need to supply offsets in the SLAL Animation Pack data, where they can compensate for mistakes. Since Toys&Love is using the same animations and SLAL Packs as SL, Toys&Love will still be susceptible to the same imperfections and issues, although it should have less issues setting up the scene, which can also be a source of alignment problems.

 

The main different you will notice with Toys&Love is that the scenes starts are MUCH faster.

 

23 minutes ago, BDNelson said:

In the blue progress bar, at the end of the install run, it says: Updating Animations just before it finishes.

 

What IBAGadget said.

Simple way to know if FNIS worked.... a) check that its not spitting out errors b) make sure the Toys MCM - Setup tab - Installation Test... is a pass.

Posted

I was afraid I was going to have to rebuild my mod set because I wasn't actually pressing that behavior button when the menu popped up. I just did a consistence check and exited the menu after making sure there were no error messages. I know the eating animation issues are MCM related, still experimenting with those. I have some adjustment tools available too, I just have to figure out how to use 'em.

 

Thank you very much for the input and quick answer to my question, I like this site.

 

Now, if I can get the Arousal issue answered, I'll be set, I think.

Posted (edited)
6 minutes ago, BDNelson said:

I was afraid I was going to have to rebuild my mod set because I wasn't actually pressing that behavior button when the menu popped up. I just did a consistence check and exited the menu after making sure there were no error messages. I know the eating animation issues are MCM related, still experimenting with those. I have some adjustment tools available too, I just have to figure out how to use 'em.

 

Thank you very much for the input and quick answer to my question, I like this site.

 

Now, if I can get the Arousal issue answered, I'll be set, I think.

 

EDIT Consistent check is NOT errors, its possible errors. Now that Toys Love Packs use some of the same animations, you can expect that check to find some duplicates, if you have installed similar SLA packs. And this is fine. For More detail see FAQs - Love Packs & SLAL Animation Packs

 

Not sure what arousal issue you mean.

I'd recommend you try Rousing NOT syncing to SLA, if you have not already. In this way you see what it does if its independent. Then when you try syncing it, you can see the difference. Syncing means, mods not made for Toys, will effect Rousing. NOT syncing means they won't.

Edited by VirginMarie
Posted

Yes, VirginMarie, it was working just as you said and I am REALLY happy with the results. I recently added some anim's and had to start a new game, the eating ones, so I'm considering doing another update of your stuff. I wanted to get the "update FNIS behavior" button question out of my head.

 

I love this site, you people are so cool. I'm going to get to playing some more, my game is kicking ass right now, aside from those minor things. Thanks again for your genius.

Posted (edited)

You answered that, T&L rousing won't conflict, good enough for me. I haven't installed your new mods yet, I'm still running "Toys" 1.82, I'm happy with that. I might look at your stuff I downloaded today in the future, I wanna play what I got first.

ScreenShot2856.png

ScreenShot2855.png

Edited by BDNelson

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