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Posted
On 10/5/2025 at 5:30 PM, safado said:

FYI everybody;

About Riekling Challenger in ThirskHall bugs.  Spoiler, still not fix in version 6.0. 

 

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I received some of bug reports from the latest Babodialogue update. One of the issues addressed is Riekling Challenger in ThirskHall. So  I checked it out. And unfortunately yes, it is broken now. I spent some time on investigating and was able to fix most of the issues. But also I found this event so old that it's flawed in general. It's not fun and boring. So I decided to take some time to improve it from the ground up. Let's start with creating a duplicate cell in order to avoid any unwanted contingencies. And maybe I could make use of this TNTR Riekling Pole I created along the way. Stay tuned.

 

BaboDialogue 6.00V

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- Change Log(6.00)

- A new quest is added: Animalcare Markarth. You can trigger the quest by talking to the innkeeper in Markarth.
- There are several ways to help the owner. You may find you own suitable ways depending on your attractiveness,  nudity, allureperk, speechskill, etc.
 

Requires recent Baka Motion Data Pack 1.7+

 

 

 

Sorry to ask, but in which exact version of the mod does the quest related to the Rieklings break? I’d like to add this mod to my game just for the Orcs that visit you at your house, the Riekling hall, and the background comment system, but I see I need to be careful.

Posted (edited)
4 hours ago, mia753 said:

Sorry to ask, but in which exact version of the mod does the quest related to the Rieklings break? I’d like to add this mod to my game just for the Orcs that visit you at your house, the Riekling hall, and the background comment system, but I see I need to be careful.

 

They are all bugged in some form, with a big mod list.  Last time I tested version 6 with a huge modlist, most of the scripted heavy scenes broke in the rape stage.  I'm redoing a smaller mod list, but have not tested yet. The issue with Babodialogue is that the scenes have complex staging and may break when another mod gets in the way or change something like nav-paths. Very true in the visiting ORCs scenes if the whiterun home is modified.   

Also is sensitive to conditions, for example if the MC is female body but male in SExlab, the scenes will break.  There are some mods that may switch the MC gender in sexlab if not careful with settings, mods like SL Eager NPC (SLEN) and a few others tracking SOS factions (SOS pubes). 

 

Edited by safado
Posted
10 hours ago, safado said:

 

They are all bugged in some form, with a big mod list.  Last time I tested version 6 with a huge modlist, most of the scripted heavy scenes broke in the rape stage.  I'm redoing a smaller mod list, but have not tested yet. The issue with Babodialogue is that the scenes have complex staging and may break when another mod gets in the way or change something like nav-paths. Very true in the visiting ORCs scenes if the whiterun home is modified.   

Also is sensitive to conditions, for example if the MC is female body but male in SExlab, the scenes will break.  There are some mods that may switch the MC gender in sexlab if not careful with settings, mods like SL Eager NPC (SLEN) and a few others tracking SOS factions (SOS pubes). 

 

Oh, I didn't mean that... I know what I'm in for with Baka's mods, haha. Still, I consider it the best for this kind of modding. Also, I disable most of the events, except for the ones that interest me. Looking at his 'subscribestar' account, I can see the first complaint about the Rieklings in version 5.90... so I'm going to stick with version 5.81 and see what happens.

Posted

I keep having an issue with NPCs running up to me and engaging in dialogue, but more than half the time, no dialogue appears for me, and the NPC continues to approach me to engage in dialogue. And the only way to get them to stop is to kill them. I have sexlabdialouges installed, but I had the issue without that being installed as well. Does anyone have this issue, and if so, what did you do to fix it?

Posted

@factoryclose

Hey there, I know this isn't a related message but I've been trying to contact you regarding making custom traps for Trappy Reality.

I really love the idea and execution of Trappy Reality's traps and wanted to ask about making my own. I've been looking to add environmental hazards to Skyrim to make the experience more engaging. I wanted to start by using the web trap from Bleak Falls Barrow that you free Arvel the Swift from. Since it already has associated animations with it, I figured it would be a good starting point for learning how to implement that trap for the player to be caught by as well on certain webbed areas in the game.
 

As for making my own traps, is it as simple as animating a character in Blender with a object designated as a trap?

Posted

Hi guys!
I've recently started using babo mods - finally got the courage to temper with adding keywords etc. :D 
Everything seems to be working fine - the events are popping. etc.
The problem starts when the sex scene is supposed to start.
For example: Orcs are coming, they enter, the whole dialogue starts, - I do get the pop-up from Sexlab if I want to use nearby bed or not and 1st animation plays fine, then the dialogue continues and when 2nd scene is supposed to start I get another sexlab pop-up but nothing happens. Orcs start to wander around, I'm free to walk around as well and that's that.
Example 2
When the Morthal Inn event starts, the dialogue works fine, the babo animations start as well (the falling down, being picked up, etc.).
Unlike with the orcs event, when I'm in the room and the dialogue is done and the sex scene is supposed to start, I get no sexlab pop-up, they instantly start walking around and I can do the same.

Any help would be greatly appreciated.

Oh! This might come in handy to some mod tech people out there:
when I opened the console to see if there are any issues I noticed these:
[bind]*something something* readyforstorymanager scene checks failed.

Posted (edited)

I'm sorry if this has been answered somewhere already but is this mod incompatible with custom races? 

 

I've tested this mod with CBBE 3BA and the mod worked like it's supposed to. Then I tried using UBE 2.0: https://www.nexusmods.com/skyrimspecialedition/mods/92989?tab=files&file_id=396237&nmm=1 and now I get no events what so ever when traveling on roads where I always got events using CBBE 3BA. Plus when asking innkeepers for gossip they just tell me "besides the war... not so much" but previously when using CBBE 3BA they comment about my vulgar attire and such. 

 

And yes. I have armor with Baka Aroused keywords applied to them.

 

Edit: Nevermind, I just needed to add keywords to the converted outfits too. Whoops. 

Edited by 2_Unknown_2
Posted
On 11/13/2025 at 4:50 PM, Garfieldcat said:

Hi guys!
I've recently started using babo mods - finally got the courage to temper with adding keywords etc. :D 
Everything seems to be working fine - the events are popping. etc.
The problem starts when the sex scene is supposed to start.
For example: Orcs are coming, they enter, the whole dialogue starts, - I do get the pop-up from Sexlab if I want to use nearby bed or not and 1st animation plays fine, then the dialogue continues and when 2nd scene is supposed to start I get another sexlab pop-up but nothing happens. Orcs start to wander around, I'm free to walk around as well and that's that.
Example 2
When the Morthal Inn event starts, the dialogue works fine, the babo animations start as well (the falling down, being picked up, etc.).
Unlike with the orcs event, when I'm in the room and the dialogue is done and the sex scene is supposed to start, I get no sexlab pop-up, they instantly start walking around and I can do the same.

Any help would be greatly appreciated.

Oh! This might come in handy to some mod tech people out there:
when I opened the console to see if there are any issues I noticed these:
[bind]*something something* readyforstorymanager scene checks failed.

It appears I have found the reason and a fix! :D 
I encountered few outdoor events and they fired up just fine - and went all the way to the end.
That got me thinking. Why some of the events work? And why the orcs somewhat work, but then stop in the middle of the event? :O 
Apparently some animations weren't properly registered... after re-enabling and registering all the animations the events finally started to work properly.

 

Posted
On 11/10/2025 at 8:07 PM, DS6677 said:

I keep having an issue with NPCs running up to me and engaging in dialogue, but more than half the time, no dialogue appears for me, and the NPC continues to approach me to engage in dialogue. And the only way to get them to stop is to kill them. I have sexlabdialouges installed, but I had the issue without that being installed as well. Does anyone have this issue, and if so, what did you do to fix it?

 

That is likely not babodialogue. Likely the optional Sexlab Approach Redux or another mod.  It happened to me too, with various mods that force NPC to follow MC.  

 

 

Posted
10 hours ago, safado said:

 

That is likely not babodialogue. Likely the optional Sexlab Approach Redux or another mod.  It happened to me too, with various mods that force NPC to follow MC.  

 

 

cool thanks, i guess that's why there's a no approach spell

Posted

Is creatures strictly required for the mod to run or can I do with normal humans just fine? What I mean by this is I did not install creature animations or add creatures with sexlab or anything like that and im wondering if it will cause issues with the mod if I do not have creatures

Posted
2 hours ago, muhavaux33 said:

Is creatures strictly required for the mod to run or can I do with normal humans just fine? What I mean by this is I did not install creature animations or add creatures with sexlab or anything like that and im wondering if it will cause issues with the mod if I do not have creatures

Only if one of the horny creatures beats you in combat. Plus there is an encounter with horses which isn't forced.

Posted

This mod is always starting to destroy the AI-Packages of NPCs and Followers,

For no reason this mod starts to overrwites essential npcs or followers ai package with one of this mod

so the NPCs Follower is suddenly for no reason transfere in some kind of spectator, clapping the whole time in his hands and make stupid comments but has no Dialogue.

killing and resurrecting which normaly makes the game load the npc with the orignal AI Package doesn't work. 

 

Does anyone know how to prevent this mod from breaking the game?

I get the feeling the whole mod is just fubar.

 

 

Posted
19 hours ago, Burensc said:

How do you trigger the orc visit to Breeze home?

High enough "attraction" stats (page 1 of the MCM), own Breezehome, and I believe you also need a slightly lower reputation (which ties into the outfit tags).

Posted
18 minutes ago, dragongodmod117 said:

High enough "attraction" stats (page 1 of the MCM), own Breezehome, and I believe you also need a slightly lower reputation (which ties into the outfit tags).

Ok thanks

Posted

Is there a way to allow for female npc's and custom followers to harass the player? Tried to use mods that changes the gender by shlong however it didnt work. Maybe i need to add a keyword or something to follower or npc mods?

Posted

I keep getting repeatable crashes when region events result in combat. Crash logger references (MovementPlannerAgentNavmeshBounds*).  I'm summing there's some bad nav mesh edits.  Also xEdit finds a lot of errors in the plugin with VMAD adapter and null dialogue topics.

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [08] BaboInteractiveDia.esp
[00:00] [Skyrim_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:00] [Skyrim_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:00] [Skyrim_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:00] [Dawnguard_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:00] [Dawnguard_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:00] [Dawnguard_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:01] [REFR:08367535] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of BaboEventRiftenRoom "Abandoned House in Riften" [CELL:08367002])
[00:01]     REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [083675B4] <Error: Could not be resolved>
[00:01]     REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08367715] <Error: Could not be resolved>
[00:02] [HearthFires_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:02] [HearthFires_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:02] [HearthFires_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:02] [Dragonborn_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:02] [Dragonborn_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:02] [Dragonborn_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latin I)
[00:05] BaboEventRieklingThirsk "BaboEventRieklingThirsk" [QUST:0807AD9B]
[00:05]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08466358] <Error: Could not be resolved>
[00:05] BaboBoyFriendVariableSetting "BaboBoyFriendVariableSetting" [QUST:08C3CC03]
[00:05]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08EBACB6] <Error: Could not be resolved>
[00:05] BaboMonitorScript "BaboMonitorScript" [QUST:087E22B8]
[00:05]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08A00193] <Error: Could not be resolved>
[00:06] TauntingProtectorBranch [DLBR:08000D64]
[00:06]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL
[00:06] Done: Checking for Errors, Processed Records: 37633, Errors found: 5, Elapsed Time: 00:06

 

crash-2025-11-20-00-55-01.log

Posted (edited)
1 hour ago, aim4it said:

I keep getting repeatable crashes when region events result in combat. Crash logger references (MovementPlannerAgentNavmeshBounds*).  I'm summing there's some bad nav mesh edits.  Also xEdit finds a lot of errors in the plugin with VMAD adapter and null dialogue topics.

 

crash-2025-11-20-00-55-01.log 54.06 kB · 0 downloads

 

Those errors being there for years now.  He never clean them up.  Your issue maybe NAVmesh like you said, wrong ZAZ, another mod messing with AI and such.

 

Using Navigator - Navmesh Fixes may help with navmesh issues.

 

If you suspect Babodialgue as a troubleshooting step, try manually load it last after everything.  Actually not completely possible as anything flagged ESL will always load after mod 253, but try anyway.  Review the list I created of requirement, the link is in the first spoiler.

 

Also, make sure you are using Zaz Animation Pack 8+ (Plus) any time a ZAZ asset is used, it CTD if it is the wrong version.

 

Spoiler

 

ZAZ Patch  Fix for ZAZ breaking rabbits and foxes death state.  (bug inherited from original ZAZ)   

  • Zaz Animation SE 8.0+ (SE version) <--- 8.0+(plus) is not 8 (not plus), not 7, and not 9.  Wrong version will break the mod.  The download links are not ZAP 8+, instead are ZAP 7. The ZAP 8+ links are at the bottom of the description page, do not know why, may be is to troll noobs that do not read and breaks their game.  In the download section with ZAP 7, there is a ZAZ Patch file that is important for all version of ZAP, install that.  

 

Very old list of requirement, most of it still valid.  Review this

 

 

 

 

Some hints from https://phostwood.github.io/crash-analyzer/skyrim.html?tryFormIDs

Spoiler

 

For Advanced Users:

⚠️CAUTION: If you aren't confident in what you are doing, please consult with a Skyrim modding community before making any major changes.

Instructions: This is a collection of data, summary-info, and a possibly long list of potential issues for which some indicators are present for in your log. Not all indicators will be relevant to your crash. The issues listed first are usually more likely to be causal to the crash, but if that insight does not help, then review more insights further down. Also, indications found in multiple crash logs are more likely to be causal.

Log Summary:
  • 🔎 Line Counts for each section in the log file: ⤵️ show more
  • 🔎 Files/Elements listed within [1] First Line, [2] Probable call stack, [3] Registers, and/or [4] Stack sections of the crash log. Items are sorted by priority, with lower numbers (and higher positions in the list) indicating a higher likelihood of contributing to the crash. Items at the very top of the Stack can also have added weight for predicting causality. [1] First Line files are nearly always involved in (and frequently the cause of) the crash. FormIDs displayed in green are dynamically generated, save-specific IDs that are usually safer to delete or modify (via ReSaver or XEdit), while uncolored FormIDs are often much riskier. Pay extra attention to anything related to mods you have recently added to Skyrim: ⤵️ show more
  • 📊 Mod Prominence Analysis: The following mods appear frequently and/or with detailed information in the crash log. While this can indicate relevance to the crash cause, these mods might simply be more verbose in their logging and/or happened to be more active in the time leading up to the crash. ⤵️ show more
  • 🎯 Highest-Confidence Indicators: Many crash logs may appear to have multiple possible causes, but this crash log summary can usually help isolate the most likely cause. Below is a "de-noised" and deduped view of the what are typically the most important sections in most crash logs. Entries near the top generally being more significant than those below. Cross-reference these with the "🔎 Files/Elements" above and the listed "Detected indicators" below in this report for additional context. Notes: (1) While these are usually excellent starting points, they won't always point to the cause. (2) Some lines may be especially long and may require scrolling side-to-side to see in full. ⤵️ show more

     
Higher-Confidence Test Results:
  • Possible Animation Issue Indicators Found: To fix this, please follow these steps:
    1. First steps:
      • Consider regenerating animation files using your behavior engine: FNIS or Nemesis or Pandora.
      • Start disabling your animation mods one by one, testing the game after each disable, until you find the problematic mod(s).
      • Check for updates or compatibility patches for your animation mods.
    2. System checks:
      • Ensure correct load order, especially for mods affecting animations and skeletons.
      • 👑 Try using LOOT as a diagnostic tool. ️Caution: LOOT can safely be used as a diagnostic tool or for load order suggestions, but its automatic load order reorganization is often discouraged. It's widely thought to incorrectly sort 5 to 10% of mods, which can be especially problematic with large mod lists.
      • If you are using Dynamic Animation Replacer as your animation framework, consider upgrading to its drop-in replacement mod, Open Animation Replacer.
      • For more detailed analysis, use tools like SSEEdit (xEdit) to examine animation-related records in your mods.
    3. Specific issues to check:
      • Ensure that the FNIS.esp file is not deleted, as it is generated by FNIS/Nemesis and is necessary for the animations to work correctly.
      • Animation graph conflicts between mods modifying the same animations.
      • Incompatible .hkx files (ensure they match your game version: LE vs SE).
    4. If issues persist:
      • Consider removing or replacing problematic animation mods. NOTE: When disabling animation mods for testing, remember to run your behavior engine after each change to properly update animations (otherwise you may see T-posing or other animation issues).
      • Seek help on modding forums, providing your full mod list and load order.
    5. Detected indicators (more indicators often increases likelihood of causation): ⤵️ show more
    6. Mentioned animation files:   (NOTES: .bsa files may or may not contain compressed animation files. 😞   ⤴️ hide
      • LESS-LIKELY CAUSE: Since no animation files were found in crash log, this is less likely to be the culprit. However, as a last resort, consider decompressing relevant .bsa archives.
  • Possible NavMesh/Pathing Indicators Found:
    1. Potential easy fixes:
      • Some issues can be fixed by quitting to desktop, relaunching Skyrim and then loading an older save
      • Sometimes asking followers to wait behind can get you past a NavMesh Pathing glitch. Some follower mods and/or follower frameworks will allow you to teleport your follower to you afterwards to rejoin your party.
      • If using a horse or mount, command mount to wait before fast traveling
      • If using a horse/mount and a follower framework (like Nether's Follower Framework), try disabling horse followers in its Mod Configuration Menu (MCM)
      • Consider trying the Navigator - Navmesh Fixes mod (be sure to read notes on where to insert it in your load order)
    2. Advanced Troubleshooting:
      • For persistent issues with specific NPCs or creatures unable to find a path, consider removing the problematic entity from your save file. Review the 🔎Files/Elements section of this report to identify relevant NPCs or creatures, then search for their occurrences in the crash log to find their FormIDs. FormIDs starting with either "0xFF" or "FF" indicate dynamically generated entities—these are safer to remove because they are created during gameplay rather than being permanent game assets. While removing these entities can provide a temporary solution to allow your save file to load, be aware that the underlying issue may recur if the root cause isn't addressed. Such entities can be removed using FallrimTools ReSaver with minimal risk since the game should be able to regenerate them if needed. Always create a backup of your save file first.
        • After loading your save in ReSaver, use the search bar to locate the specific FF FormID you found in the crash log. Delete the corresponding entry, then save your game under a new filename. This should allow the problematic save to load, hopefully giving you an opportunity to bypass the issue, and/or investigate and address the underlying conflict
      • Consider disabling relevant location-modifying mods to identify conflicts. Also consider disabling mods that show up in the "Files/Elements" outline (higher up in this report).
      • Consider using Debug Menu - In-Game Navmesh Viewer and More to isolate issues and request fixes/patches from mod author(s)
      • Additional advanced ideas and information are included in Krispyroll's Reading Crash Logs Guide
    3. Detected indicators (more indicators often increases likelihood of causation): ⤵️ show more
Memory and Graphics-related Issues:
Mod-specific Issues:
Miscellaneous Issues:

Notes:

Not all crash types can be detected with this tool. This automated analysis follows a formulaic approach and may miss subtleties that human reviewers can catch.

If you're using Crash Logger SSE and want a second opinion from another automated analyzer, Skyrim Crash Decoder serves as a well-paired backup option. Currently, this older alternative tool still excels in a couple areas where our analyzer has limitations. We'll likely remove this recommendation once our analyzer addresses these weaknesses, but for now, it's a slightly begrudged yet honest suggestion. 🙂

If this analyzer provides limited help for specific crash logs, we strongly recommend seeking assistance from these excellent communities. Each community has dedicated "crash log gurus" who can analyze beyond the capabilities of this or any foreseeable automated tool. We also extend our sincere thanks to those gurus who have shared their Skyrim modding expertise to help build and improve this analyzer!

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Edited by safado
Posted
On 6/7/2023 at 3:42 PM, safado said:

 

SkyUI tend to do that sometimes.  The original code has a limitation of 128 items in the menu list.  If you have more than 128 mods that add a menu to SkyUi MCM then anything registering after 128 get pruned and will fail to create the MCM.   There's a fix for that somewhere. 

 

If is not that, because you have less than 128 mods that add MCM menus to SkyUi, then you can try to reset SkyUI to refresh all menus.

In console:

setStage SKI_ConfigManagerInstance 1

The console command will tell SkyUI to reset and recreate the whole menu list again.  Try it in an interior "room" with a few or no NPC.  The script will take a while to complete, wait a couple of minutes depending on your hardware.

 

SkyUI is script based mod and if the PapyrusVM that process the script has a long queue of scripts it will delay or fail to add some menus.  Mods that have many dependencies can fail MCM creation if one of the dependencies scripts gets delayed. (sometimes)

 

Recommend read the SkyUi guide at least the Step3 (patches) and below.

 

 

Optional Papyrus performance tweaks. Besides the standard SkyrimSE community patches.

In SkyrimSE\AE: Try Papyrus Tweaks NG and enable "bSpeedUpNativeCalls = true" in the ini.  (ini is separate download in misc)

SSE Display Tweaks: (also download Performance INI) Read description. If you enable On-Screen Display to show FPS, you can add PapyrusVM status too.

  Hide contents

All-in-one solution for smooth FPS-unlocked gameplay. Includes a physics fix, borderless fullscreen performance boost, refresh rate control, highly configurable frame rate limiting, various bugfixes and more.

 

Years later and you're still the goat. This has been driving me nuts the past couple days of debugging to get everything in my load order stabilized and running.

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