safado Posted March 10 Posted March 10 (edited) 9 hours ago, enyaaad said: You are amazing bro! the problem is almost solved what ive done: 1. removed bees and ppr 2. updated crushlogger, sse engine fixes, prelopader, zaz 3. installed craji patches, billy animation pack 4. removed SkyClimb and SimplyKnock as a potential ctd reasons got an other error, crash is here crash-2026-03-10-00-33-30.log i guessed, the problem in animations cuz there's a lot of them so: 5. added AnimationLimitPatch = true in EngineFixes.toml and its done (almost) the game is loading fine but i have no fillherup in mcm menu (i reinstalled babo and fillherup from your zip) Try Menu Maid 2, let it overwrite any conflict while you are troubleshooting. After install and init, the mod configurator should has a top menu that give you more control about listed mods, and it has a force configuration or reset options. (forgot specific) Make sure Jcontainers is the latest compatible version for your game. Some mods may warn about it but not always. It is a very important essential mod. Some mods install their stuff after a save reload. Sorting with the Loot tool could help with ordering explicit marked master\dependency mods, but it could fail ordering mods with soft dependencies. Make fillherup load near the end of the load list and babodialogue after it, also move any patch-plugins for both mods to load after both. May need a new game to test if it init properly as long their dependencies are installed too. Spoiler Some mods may include LE and SE\AE version in one package with a FOMOD menu for selection. Make sure that when asked the mod installer menu you select Mod for SE if asked. If NPC are doing the T-Pose, then it means you need to run FNIS\Pandora again, but if it still like that after, then you have Skyrim LE animations somewhere installed by a mod and that is never compatible. Spoiler Simply knock needs a custom DLL to make it compatible with SkyrimAE 1.6.1170, it is somewhere in Nexus. It also has old scripts for PapyrusUtils, if you install it again make PapyrusUtils win all conflicts including Simply knock and campfire. Broken PapyrusUtils means nearly all loverslab mods are also broken including sexlab. Edited March 10 by safado
Ikaros Posted March 12 Posted March 12 Realistic Armor setting in MCM : I'm playing with a pretty large mod list and everything is working fine. I turned on Realistic Armor in the Babo MCM and it seems to give enemies a massive damage increase. Testing with a rat and it hits for 100-health at a minimum now. I like it! It's a nice challenge. Now my problem is arrows. I played up to lvl 25 and no amount of health, armor, spells, shield or perks seem to help with arrow damage. They one-shot-defeat me every time. Other damage sources are manageable via blocking, healing and whatnot. It might be some other mod influencing things, but with Realistic Armor turned off arrow damage is normal. Anybody can explain why Realistic Armor makes arrows automatic one-shots?
safado Posted March 13 Posted March 13 (edited) 9 hours ago, Ikaros said: Realistic Armor setting in MCM : I'm playing with a pretty large mod list and everything is working fine. I turned on Realistic Armor in the Babo MCM and it seems to give enemies a massive damage increase. Testing with a rat and it hits for 100-health at a minimum now. I like it! It's a nice challenge. Now my problem is arrows. I played up to lvl 25 and no amount of health, armor, spells, shield or perks seem to help with arrow damage. They one-shot-defeat me every time. Other damage sources are manageable via blocking, healing and whatnot. It might be some other mod influencing things, but with Realistic Armor turned off arrow damage is normal. Anybody can explain why Realistic Armor makes arrows automatic one-shots? It adds Perks, the Perks add effects, the effects are Mod damage multipliers. Maybe, the multiplier mod damage effect is being stacked with another mods values, it has entry point "Mod incoming Damage" and is general damage. Lookalike it only applies to halfnaked or halfnakedbikini. Ohhh no 😧, I took a look and noticed that Factoryclose copied and pasted the values, it distinguishes between cloth, light, or heavy but does not reduce the multiplier based on distinction. All is the same scale not matter the type of armor, heavy not better than cloths. I think he is expecting other mod damage modifiers to correct the values based on armor characteristics. Do not really know; I think is better to account before setting the modifier. What do you think should be the multiplier effect reduction for light and heavy over cloth? (see spoiler) Perks effect added with "realistic armor", actually is called BaboNakedDisadvantage in the code. Conditions for effect rank triggers by Keyword+armorTypeKW+extra-ConditionSkill\Perk+NPC-Type Spoiler Halfnaked cloth: plus Alteration Skill >= 50; damage from creature: multiplier 1.65 plus Alteration Skill < 50; damage from creature: multiplier 1.80 plus Alteration Skill >= 50; damage from humanoid NPC: multiplier 1.60 plus Alteration Skill < 50; damage from humanoid NPC: multiplier 1.75 light armor plus Perk "Wind Walker"; damage from creature: multiplier 1.65 No Perk "Wind Walker"; damage from creature: multiplier 1.80 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.60 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.75 heavy armor plus Perk "Wind Walker"; damage from creature: multiplier 1.65 No Perk "Wind Walker"; damage from creature: multiplier 1.80 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.60 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.75 HalfNakedBikini cloth: plus Alteration Skill >= 50; damage from creature: multiplier 1.55 plus Alteration Skill < 50; damage from creature: multiplier 1.70 plus Alteration Skill >= 50; damage from humanoid NPC: multiplier 1.50 plus Alteration Skill < 50; damage from humanoid NPC: multiplier 1.65 light armor plus Perk "Wind Walker"; damage from creature: multiplier 1.55 No Perk "Wind Walker"; damage from creature: multiplier 1.70 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.50 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.65 heavy armor plus Perk "Wind Walker"; damage from creature: multiplier 1.55 No Perk "Wind Walker"; damage from creature: multiplier 1.70 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.50 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.65 I do not use the realistic feature and will not have notice what I think is a blunder in implementation; Thanks for bringing this issue of being one-shot-killed for being an exhibitionist lollygagging. 🤪😁 An override patch can correct this very easily, but what will be the values? Spoiler Maybe something like ((ClothRate - 1) * ((lightTrue*0.5) + (heavyTrue*0.2))) + 1. Example: clothrate 1.55[ 0.55*.5+1]= 1.275 lightarmorMultRate, that will make heavy 1.11. Recommend checking out Crajj patches for this mod, he fixed other blunders in code (not everything). Edited March 13 by safado 1
Ikaros Posted March 13 Posted March 13 13 minutes ago, safado said: It adds Perks, the Perks add effects, the effects are Mod damage multipliers. Maybe, the multiplier mod damage effect is being stacked with another mods values, it has entry point "Mod incoming Damage" and is general damage. Lookalike it only applies to halfnaked or halfnakedbikini. Ohhh no 😧, I took a look and noticed that Factoryclose copied and pasted the values, it distinguishes between cloth, light, or heavy but does not reduce the multiplier based on distinction. All is the same scale not matter the type of armor, heavy not better than cloths. I think he is expecting other mod damage modifiers to correct the values based on armor characteristics. Do not really know; I think is better to account before setting the modifier. What do you think should be the multiplier effect reduction for light and heavy over cloth? (see spoiler) Perks effect added with "realistic armor", actually is called BaboNakedDisadvantage in the code. Conditions for effect rank triggers by Keyword+armorTypeKW+extra-ConditionSkill\Perk+NPC-Type Hide contents Halfnaked cloth: plus Alteration Skill >= 50; damage from creature: multiplier 1.65 plus Alteration Skill < 50; damage from creature: multiplier 1.80 plus Alteration Skill >= 50; damage from humanoid NPC: multiplier 1.60 plus Alteration Skill < 50; damage from humanoid NPC: multiplier 1.75 light armor plus Perk "Wind Walker"; damage from creature: multiplier 1.65 No Perk "Wind Walker"; damage from creature: multiplier 1.80 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.60 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.75 heavy armor plus Perk "Wind Walker"; damage from creature: multiplier 1.65 No Perk "Wind Walker"; damage from creature: multiplier 1.80 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.60 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.75 HalfNakedBikini cloth: plus Alteration Skill >= 50; damage from creature: multiplier 1.55 plus Alteration Skill < 50; damage from creature: multiplier 1.70 plus Alteration Skill >= 50; damage from humanoid NPC: multiplier 1.50 plus Alteration Skill < 50; damage from humanoid NPC: multiplier 1.65 light armor plus Perk "Wind Walker"; damage from creature: multiplier 1.55 No Perk "Wind Walker"; damage from creature: multiplier 1.70 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.50 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.65 heavy armor plus Perk "Wind Walker"; damage from creature: multiplier 1.55 No Perk "Wind Walker"; damage from creature: multiplier 1.70 plus Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.50 No Perk "Wind Walker"; damage from humanoid NPC: multiplier 1.65 I do not use the realistic feature and will not have notice what I think is a blunder in implementation; Thanks for bringing this issue of being one-shot-killed for being an exhibitionist lollygagging. 🤪😁 An override patch can correct this very easily, but what will be the values? Recommend checking out Crajj patches for this mod, he fixed other blunders in code (not everything). Thanks for explaining things a bit. What you're saying is Realistic Armor doesn't distinguish damage type at all? It's really strange that arrows delete my health bar everytime, whereas magic and melee don't. Must be some other mod interfering. Probably best to turn off Realistic Armor on my end.
safado Posted March 13 Posted March 13 (edited) 31 minutes ago, Ikaros said: Thanks for explaining things a bit. What you're saying is Realistic Armor doesn't distinguish damage type at all? It's really strange that arrows delete my health bar everytime, whereas magic and melee don't. Must be some other mod interfering. Probably best to turn off Realistic Armor on my end. Not really; What I'm saying is that the feature add perks that make damage values be higher based on conditions like having the keywords halfnaked\halfnakedbikini, but those higher values are the same for any type of armor and do not decrease if for example using steel-bikini(heavyarmor) compare to rags-bikini(cloth). Also, creature damage get higher damage multiplier than humanoid NPC. You may have a mod that makes arrows deadlier than normal, and it gets a bonus in damage calculations from the naked-perks. Example arrow damage = 30 but is boosted to 51. If the NPC has good range-perks, levels, bow rate, arrow-rate, critical hit rate, then it gets extra boost stacked to that, could reach nearly a hundred damage or more. I think is on purpose, like having tank level NPC in the babo-scenes, so the main character is more likely to lose unless she escapes. Swipe left, disable the feature. Edited March 13 by safado
lostsheeple Posted March 16 Posted March 16 On 7/1/2025 at 12:17 PM, silvercloud said: I don't know if someone posted about this, but I got a bug with the Noble quest, both in older version and 5.90, when I was brought back to blue palace, and the Noble said something about having fun on the way back to Cyrodil. When the Jarl and her steward stood up (maybe became hostile or something), the Noble ran to a guest room and just stood there, and the scene was completely stuck from there. I'm having this problem too. I haven't tried 6.00 yet because I can't access subscribestar, but did anyone find a workaround on this for the old version?
safado Posted March 16 Posted March 16 5 minutes ago, lostsheeple said: I'm having this problem too. I haven't tried 6.00 yet because I can't access subscribestar, but did anyone find a workaround on this for the old version? Try this temporary personal download, it will expire. Click view content. 6 needs new Baka Motion Data Pack 1.7, also included in the support mods. Babodialogue 6 is renamed "9 Main - Babodialogue 6.00V". Other files are support mods, not including ZAz 8+. Check the last updated Manual, the last pages are the change logs. Babo Dialogue Manual Version 5.90V.pdf 6 change log is: - 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.
Reksider Posted March 17 Posted March 17 I'm trying to hire mercenary by seducing with the key. Red glow and little flirt anims are playing. But merc is not starting his hire dialogue after going out of regular dialogue menu/after using magic/debug key. It all works fine with merchants though. Any advice what to do? I'm not using any follower mods, except for SL Survival and PuppetMaster. I already did Dibella perk in Markarth, have hight speech, using ring tags (ring with "sexy" keyword and etc.). It was worked in older versions, although I couldn't dismiss hirelings back then.
Giga-Bool Posted March 20 Posted March 20 Been dealing with a problem where i uninstall and erase the files for Babo, reinstall and refresh my nemesis engine. Yet still, Babo doesn't appear on my MCM. Babo's plugin appears when i use the additem menu, but the mod never appears on the MCM. I have tried to install the new version and older versions but they don't install. Any clue what i should do? I can't really verify my game files due to being on 1.5.97 (don't want to go to the hassle of the update crap). i'm considering maybe just trying older version (if i can find em) but unsure if that'll do anything 1
safado Posted March 21 Posted March 21 (edited) 16 hours ago, Giga-Bool said: Been dealing with a problem where i uninstall and erase the files for Babo, reinstall and refresh my nemesis engine. Yet still, Babo doesn't appear on my MCM. Babo's plugin appears when i use the additem menu, but the mod never appears on the MCM. I have tried to install the new version and older versions but they don't install. Any clue what i should do? I can't really verify my game files due to being on 1.5.97 (don't want to go to the hassle of the update crap). i'm considering maybe just trying older version (if i can find em) but unsure if that'll do anything SkyUI is 100% script based and has difficulty processing any MCM that has a lot of entries. PapyrusTweaks NG helps with script performance and may solve disappearing MCM if only performance is the issue. Make sure to have these, on a 1.5.97 mod list; Backported Extended ESL Support Only for 1.5.97 to 1.6.659. 1.6.1133+ do not need it Papyrus Tweaks NG Collection of fixes, tweaks and performance improvements for Skyrim's script engine. 100% configurable. Install/Uninstall anytime. optional: My version of the Papyrus Tweaks NG performance config INI: PapyrusTweak Performance config with extra Exlusions.zip powerofthree's Papyrus Extender Important new requirement, some people may not notice is now require. It is used to replace code and fix some old bugs. sztkUtil need to select the proper version. Compatible with Skyrim 1.5.97 and SKSE 2.0.20 This is part of the new requirements but the documentation in Loverslab is old. Menu Maid 2 - MCM manager Remove 128 MCM list limit (uses Pages) and helps with menu registration issues. Page list quantity can be reduced or increased, I reduce it to make pages that does not need scrolling for my monitor resolution, also use the grouping\sorting features to make more used mods sort to first page. Spoiler Available for AE, SE and VR but only SE version was tested, AE and VR versions not. Incompatible with mods that change the SKI_ConfigManager.pex file. SkyUI Resort This mod has support for unlimited MCM, so there is no need to use SkyUI Resort. MCM Recorder Works out of the box. Remember to enter "Dismiss" mode if you record or playback settings with MCM Recorder. Features unlimited MCMs (you are only limited by the amount of your ram), hiding MCMs, renaming MCMs (blank disables this functionality, reverting to the original name), changing the order of MCMs , remote MCMs registration, ability to set the number of mods per page (10-125), Menu Maid 2 mcm name change (from 2.0.0) automatic detection and registration of missing MCMs (from 2.0.0) persist settings across game saves (from 2.0.0) build-in support for installing in existing game (from 2.0.0) ability to start in dismiss mode (from 2.0.0) localization support, automatically loads and use MCM name translations. automatically saves all settings to an INI file and uses them, both for a new game and for menu registration, settings path: "SKSE\Plugins\MenuMaid2.ini" all logic and data is in SKSE plugin, no scripts are used to manage MCMs, intuitive MCM to change settings, ability to completely disable and enable this mod in MCM, it does not use Trampoline, so it does not count towards the plugin limit. Move babodialogue plugin and any patches to the end of load list during troubleshooting. This helps when shit happens to save files, sometimes it helps by detecting and removing bad entries, not necessarily for mods not appearing in the MCM. Try FallrimTools - Script cleaner and more it requires JAVA 8, and need to be run using it ReSaver.bat as an admin. Spoiler Java 8 or newer OpenJDK works too, but it takes a few extra steps to set it up. Java 8 or newer (64 bit) Use the 64 bit version. Please support mod authors! Endorse their mods, send them some coffee money if you can afford it. It motivates them to keep producing quality work and to stick around and fix bugs, which makes tools like this unnecessary. If you'd like to support me, check my profile page! How To Avoid Problems NEVER EVER uninstall mods unless you are starting a new playthrough. Be careful updating mods. Check for update instructions. Some updates require you to start a new playthrough. Just because a mod author says it's safe to update, doesn't mean it necessarily IS safe. Use caution and sense. Turn off autosaving and don't use quicksave. There are mods that claim to "fix" quicksaving -- they do not work. The problem with quicksaves and autosaves is inherently unfixable. Always save using the menu (or the console if you're fancy). When you load your savefile, wait at least thirty seconds before saving again. Some scripts will break if you save too soon after loading. At least try to avoid saving during combat or other conditions of heavy script load. Just because someone went to the effort of making a ModPack doesn't mean that ModPack is stable or reliable. A Few Notable Ways that Savefiles Die Thrashing Thrashing happens when scripts are being started faster than the old ones can finish. Eventually there are too many and the savefile becomes corrupted. Even well-made mods that work perfectly under normal conditions can start thrashing when script load gets too high. Embiggification When a savefile becomes too large, it can cause crashes when it's loaded even if it's not corrupted. This problem especially affects Skyrim Legendary Edition, but can still happen with Fallout 4 and Skyrim Special/Anniversary Edition. A Reddit thread about this issue and how to set up SSE Engine Fixes correctly. Unattached Instances Sometimes unattached instances are harmless. Sometimes they reduce performance. Sometimes they cause crashes. Sometimes they are like the one rotten support beam that is holding up an entire house -- so removing them with ReSaver will sometimes cause the entire savefile to stop working. High Script Load Saving during conditions of high script load will sometimes produce truncated savefiles. Autosaves are especially vulnerable to this. Notes Please support mod authors! Endorse their mods, send them some coffee money if you can afford it. It motivates them to keep producing quality work and to stick around and fix bugs, which helps to make tools like this one unnecessary. If you ask for help and it turns out you're installing sketchy modpacks, I will laugh at you (I may still try to help anyway). Check the posts, both here and on the mod pages for the mods you have installed. There's a good chance that someone else has experienced the same problem as you are. Fallout 4 Special Note! Some unattached instances are a normal part of how Fallout 4 operates. FallrimTools This software is free and open source, and always will be. Thank you to everyone who has been testing the tools and reporting their issues! Special thanks to flexcreator -- the creator of Script Scalpel -- for writing such a great tool and giving me access to the Script Scalpel source code. It includes ReSaver - the savefile cleaner. It included other tools in the past, and may do so again in the future. Requirements Java is a requirement -- ReSaver is written entirely in Java. Mod Organizer 2 is strongly recommended for managing your mods. What you can do to help Test the tools! Report any problems! Report any annoyances! Try cleaning a few savefiles with ReSaver, see if this tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. Donations If you would like to donate, Steam gift cards are good, or donations through Nexus or Paypal. Really, I'll accept anything. 🙂 Seriously, I'll take a high-five, or a photo your cats. An envelope full of used bandaids? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout. I require no compensation. ___________________________________________________________________________________________________ ReSaver - the savefile cleaner ReSaver is a savefile editor, based loosely on the excellent user interface of SaveTool. It works with Skyrim Special Edition, Skyrim Legendary Edition, Skyrim Legendary Edition + Crash Fixes, and Fallout 4. There are already two Very Good savefile editors out there; Save Game Script Cleaner (aka SaveTool), and Savegame Script Scalpel. I use them both and they are fantastic. They do have their problems though. Script Scalpel has a difficult UI and is a bit slow. SaveTool has quite limited filtering options. And at the time I'm writing this, neither of them can load savefiles from Skyrim Special Edition or that use the new file format introduced in Crash Fixes 10. And they can't handle Fallout 4. ReSaver is intended to correct those problems while adding useful new features for cleaning saves. Features Reads and writes Skyrim SE, Skyrim LE, and Fallout 4 savefiles Reads and writes the new Crash Fixes savegame file format Displays a TONS of useful information Edits script data Terminates threads (right-click on an ActiveScript and pick "Terminate") Mod Parsing Reads your ESM/ESP/PEX/BSA files looking for information that will help identify which parts of the savefile are the ones that you're looking. Just pick "Parse" from the File menu. Works best if you use Mod Organizer. Filtering Filter using regex (regular expressions) Filter by plugin (right-click on a plugin) Filter by mod (right-click on a plugin) Filter to show what would be deleted by each cleaning operation Cleaning Deletes unattached script instances (in the "Clean" menu) Deletes undefined elements (in the "Clean" menu) Cleans formlists Deletes plugin data Not yet implemented Exporting and importing savefile data Cleaning of Havok data Filtering scripts with invalid data Analyzing mods managed by Nexus Mod Manager, Vortex, or Wrye Bash ReSaver is quite stable and I use it myself. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savefile, hard drive, childhood, and kidneys. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. Instructions See the Videos section on the Skyrim Special Edition page for more detailed instructions. Getting started: Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savefile. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are not attached to anything. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savefile in Skyrim/Fallout and make sure it's working properly Edited March 21 by safado 2
sheen223 Posted March 21 Posted March 21 cant get some of the reagon events to trigger Vice captain wount move in even though time is set to 1 day. nightengale inn event wont rigger either. everything else works just fine though.
hitmanh Posted March 25 Posted March 25 Anyone having issues with the lowlife event? I get the approach, the strip routine, then he just gives up and wonders off, nothing further happens. Running Babodialogue 6.0 and slhh 3.85 hotfix2 Regards hmh
ClaudiaMinx Posted March 27 Posted March 27 On 3/21/2026 at 1:31 AM, safado said: SkyUI is 100% script based and has difficulty processing any MCM that has a lot of entries. PapyrusTweaks NG helps with script performance and may solve disappearing MCM if only performance is the issue. Make sure to have these, on a 1.5.97 mod list; Backported Extended ESL Support Only for 1.5.97 to 1.6.659. 1.6.1133+ do not need it Papyrus Tweaks NG Collection of fixes, tweaks and performance improvements for Skyrim's script engine. 100% configurable. Install/Uninstall anytime. optional: My version of the Papyrus Tweaks NG performance config INI: PapyrusTweak Performance config with extra Exlusions.zip powerofthree's Papyrus Extender Important new requirement, some people may not notice is now require. It is used to replace code and fix some old bugs. sztkUtil need to select the proper version. Compatible with Skyrim 1.5.97 and SKSE 2.0.20 This is part of the new requirements but the documentation in Loverslab is old. Menu Maid 2 - MCM manager Remove 128 MCM list limit (uses Pages) and helps with menu registration issues. Page list quantity can be reduced or increased, I reduce it to make pages that does not need scrolling for my monitor resolution, also use the grouping\sorting features to make more used mods sort to first page. Reveal hidden contents Available for AE, SE and VR but only SE version was tested, AE and VR versions not. Incompatible with mods that change the SKI_ConfigManager.pex file. SkyUI Resort This mod has support for unlimited MCM, so there is no need to use SkyUI Resort. MCM Recorder Works out of the box. Remember to enter "Dismiss" mode if you record or playback settings with MCM Recorder. Features unlimited MCMs (you are only limited by the amount of your ram), hiding MCMs, renaming MCMs (blank disables this functionality, reverting to the original name), changing the order of MCMs , remote MCMs registration, ability to set the number of mods per page (10-125), Menu Maid 2 mcm name change (from 2.0.0) automatic detection and registration of missing MCMs (from 2.0.0) persist settings across game saves (from 2.0.0) build-in support for installing in existing game (from 2.0.0) ability to start in dismiss mode (from 2.0.0) localization support, automatically loads and use MCM name translations. automatically saves all settings to an INI file and uses them, both for a new game and for menu registration, settings path: "SKSE\Plugins\MenuMaid2.ini" all logic and data is in SKSE plugin, no scripts are used to manage MCMs, intuitive MCM to change settings, ability to completely disable and enable this mod in MCM, it does not use Trampoline, so it does not count towards the plugin limit. Move babodialogue plugin and any patches to the end of load list during troubleshooting. This helps when shit happens to save files, sometimes it helps by detecting and removing bad entries, not necessarily for mods not appearing in the MCM. Try FallrimTools - Script cleaner and more it requires JAVA 8, and need to be run using it ReSaver.bat as an admin. Reveal hidden contents Java 8 or newer OpenJDK works too, but it takes a few extra steps to set it up. Java 8 or newer (64 bit) Use the 64 bit version. Please support mod authors! Endorse their mods, send them some coffee money if you can afford it. It motivates them to keep producing quality work and to stick around and fix bugs, which makes tools like this unnecessary. If you'd like to support me, check my profile page! How To Avoid Problems NEVER EVER uninstall mods unless you are starting a new playthrough. Be careful updating mods. Check for update instructions. Some updates require you to start a new playthrough. Just because a mod author says it's safe to update, doesn't mean it necessarily IS safe. Use caution and sense. Turn off autosaving and don't use quicksave. There are mods that claim to "fix" quicksaving -- they do not work. The problem with quicksaves and autosaves is inherently unfixable. Always save using the menu (or the console if you're fancy). When you load your savefile, wait at least thirty seconds before saving again. Some scripts will break if you save too soon after loading. At least try to avoid saving during combat or other conditions of heavy script load. Just because someone went to the effort of making a ModPack doesn't mean that ModPack is stable or reliable. A Few Notable Ways that Savefiles Die Thrashing Thrashing happens when scripts are being started faster than the old ones can finish. Eventually there are too many and the savefile becomes corrupted. Even well-made mods that work perfectly under normal conditions can start thrashing when script load gets too high. Embiggification When a savefile becomes too large, it can cause crashes when it's loaded even if it's not corrupted. This problem especially affects Skyrim Legendary Edition, but can still happen with Fallout 4 and Skyrim Special/Anniversary Edition. A Reddit thread about this issue and how to set up SSE Engine Fixes correctly. Unattached Instances Sometimes unattached instances are harmless. Sometimes they reduce performance. Sometimes they cause crashes. Sometimes they are like the one rotten support beam that is holding up an entire house -- so removing them with ReSaver will sometimes cause the entire savefile to stop working. High Script Load Saving during conditions of high script load will sometimes produce truncated savefiles. Autosaves are especially vulnerable to this. Notes Please support mod authors! Endorse their mods, send them some coffee money if you can afford it. It motivates them to keep producing quality work and to stick around and fix bugs, which helps to make tools like this one unnecessary. If you ask for help and it turns out you're installing sketchy modpacks, I will laugh at you (I may still try to help anyway). Check the posts, both here and on the mod pages for the mods you have installed. There's a good chance that someone else has experienced the same problem as you are. Fallout 4 Special Note! Some unattached instances are a normal part of how Fallout 4 operates. FallrimTools This software is free and open source, and always will be. Thank you to everyone who has been testing the tools and reporting their issues! Special thanks to flexcreator -- the creator of Script Scalpel -- for writing such a great tool and giving me access to the Script Scalpel source code. It includes ReSaver - the savefile cleaner. It included other tools in the past, and may do so again in the future. Requirements Java is a requirement -- ReSaver is written entirely in Java. Mod Organizer 2 is strongly recommended for managing your mods. What you can do to help Test the tools! Report any problems! Report any annoyances! Try cleaning a few savefiles with ReSaver, see if this tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. Donations If you would like to donate, Steam gift cards are good, or donations through Nexus or Paypal. Really, I'll accept anything. 🙂 Seriously, I'll take a high-five, or a photo your cats. An envelope full of used bandaids? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout. I require no compensation. ___________________________________________________________________________________________________ ReSaver - the savefile cleaner ReSaver is a savefile editor, based loosely on the excellent user interface of SaveTool. It works with Skyrim Special Edition, Skyrim Legendary Edition, Skyrim Legendary Edition + Crash Fixes, and Fallout 4. There are already two Very Good savefile editors out there; Save Game Script Cleaner (aka SaveTool), and Savegame Script Scalpel. I use them both and they are fantastic. They do have their problems though. Script Scalpel has a difficult UI and is a bit slow. SaveTool has quite limited filtering options. And at the time I'm writing this, neither of them can load savefiles from Skyrim Special Edition or that use the new file format introduced in Crash Fixes 10. And they can't handle Fallout 4. ReSaver is intended to correct those problems while adding useful new features for cleaning saves. Features Reads and writes Skyrim SE, Skyrim LE, and Fallout 4 savefiles Reads and writes the new Crash Fixes savegame file format Displays a TONS of useful information Edits script data Terminates threads (right-click on an ActiveScript and pick "Terminate") Mod Parsing Reads your ESM/ESP/PEX/BSA files looking for information that will help identify which parts of the savefile are the ones that you're looking. Just pick "Parse" from the File menu. Works best if you use Mod Organizer. Filtering Filter using regex (regular expressions) Filter by plugin (right-click on a plugin) Filter by mod (right-click on a plugin) Filter to show what would be deleted by each cleaning operation Cleaning Deletes unattached script instances (in the "Clean" menu) Deletes undefined elements (in the "Clean" menu) Cleans formlists Deletes plugin data Not yet implemented Exporting and importing savefile data Cleaning of Havok data Filtering scripts with invalid data Analyzing mods managed by Nexus Mod Manager, Vortex, or Wrye Bash ReSaver is quite stable and I use it myself. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savefile, hard drive, childhood, and kidneys. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. Instructions See the Videos section on the Skyrim Special Edition page for more detailed instructions. Getting started: Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savefile. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are not attached to anything. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savefile in Skyrim/Fallout and make sure it's working properly Thank you so much! Had the same issue for ages and this actually solves it. Works for many other mods not showing on the MCM. 1
safado Posted March 27 Posted March 27 (edited) 2 hours ago, ClaudiaMinx said: Thank you so much! Had the same issue for ages and this actually solves it. Works for many other mods not showing on the MCM. I notice there's a new version of SkyUI. It got upgraded from 5.2 to 6.7. I recommend staying on 5.2 for at least one more year to maintain compatibility with current mods. The author is adding more bugs, that why it got to 6.7 from 6.0 in a few days. Tools\Patches like Menu Maid 2 may not work on 6.x and the change log of 6 do not list the common bugs as fixed. Development copy with change logs, also in Nexus Spoiler https://github.com/doodlum/SkyUI-Community/releases Edited March 27 by safado
SaekoDovahkiir Posted March 29 Posted March 29 (edited) So i got a small problem, that i am not sure what else to do about. So the mod was fine, MCM showed up normal, then i added a small amount of mods and started a new game, now the MCM won't show up anymore. I already reinstalled Babo and checked the BaboDialogueConfigMenu.pex script is present. So i am at a bit of a loss. If anyone has any ideas, that would be greatly appreciated Edit: I have got it working again after removing mods again, though i am unsure which one it is that prevented the MCM from starting up Edited March 29 by SaekoDovahkiir
Reishouteki Posted March 29 Posted March 29 Anyone else having an issue with the newest version where everyone added by it (the loansharks, the farmers, the NPC with the dog) are naked?
B3juc0 Posted April 4 Posted April 4 On 3/30/2026 at 4:08 AM, Reishouteki said: Anyone else having an issue with the newest version where everyone added by it (the loansharks, the farmers, the NPC with the dog) are naked? Yes, version 6.10 is beyond broke. It also CTDs on scenes. For example the Nightingale Inn scene fails... The crash log blames OAR but it's this mod fault. If you change it back to version 6.0, no CTDs and you can finish the event.
nexon3232 Posted April 4 Posted April 4 (edited) 10 hours ago, B3juc0 said: Yes, version 6.10 is beyond broke. It also CTDs on scenes. For example the Nightingale Inn scene fails... The crash log blames OAR but it's this mod fault. If you change it back to version 6.0, no CTDs and you can finish the event. Do you have a changelog for the new version? Edited April 4 by nexon3232
MAssx Posted April 5 Posted April 5 I'm having issues with some quests. Quests like "BaboChangeLocationEvent01" or "A lovely letter" seem stuck. They don't function, and even after using Reset quest on the mcm nothing changes. Using sqv I can see that their state is stopped and they are not enabled. Using setstage or resetquest doesn't work. Can I do something about this?
zelurker Posted April 5 Posted April 5 3 hours ago, MAssx said: I'm having issues with some quests. Quests like "BaboChangeLocationEvent01" or "A lovely letter" seem stuck. They don't function, and even after using Reset quest on the mcm nothing changes. Using sqv I can see that their state is stopped and they are not enabled. Using setstage or resetquest doesn't work. Can I do something about this? I had a note to bring to Danica, so that's what I did, and it finished this quest for me! It was from a woman in Morthal. Still slow start here anyway, there was supposed to be a "short" initial quest, well it's been lasting for days now... !
rhino_4 Posted April 10 Posted April 10 Do you still need the SG Hairs pack for the requirements? I can't find it anywhere.
safado Posted April 10 Posted April 10 (edited) 4 hours ago, rhino_4 said: Do you still need the SG Hairs pack for the requirements? I can't find it anywhere. You did not really search. You only need the textures, the hair meshes are already injected in the heads. Plugin can be left disabled, it is only used to create new character with those hairs. Not having it, just makes the hairs have a weird lavender color, that means no texture found, game will not crash. Same with the SG brows, those are in Nexus. My opinion is that all the female heads using those hairs are fugly anyway, very bad anime style faces. Helosanta requested loverslab to not allow the posting of his mods, before abandoning modding. Edited April 10 by safado
IForgotAgain Posted April 22 Posted April 22 (edited) So; I need a clarification: Is this mod paywalled now? Because the version available here on Loverslab seems to be older, and the version on their paysite is paywalled. If it is paywalled; I feel like there should be a warning for that on the main page somewhere. I also feel like there should be a rule that we don't allow mods that are paywalled, especially if the creator decided to suddenly paywall a mod that was formerly free, but that's a whole discussion. Also; I literally cant access the site theyve decided to host the main file on that is linked from the modpage on this site without an account, adding more credence to the 'this mod is now paywalled' theory. Edit: I checked, paywalled mods are actually against the site rules, so... rule 13:"We are a free and open community; members requiring payment for mods, support, or putting anything behind a paywall will be removed without warning. Donation buttons/links to support an author is fine, so long as nothing is promised, given, or rewarded other than a sense of satisfaction for supporting an author or owner of the content. " Edited April 22 by IForgotAgain
ebbluminous Posted April 22 Posted April 22 9 hours ago, IForgotAgain said: So; I need a clarification: Is this mod paywalled now? Because the version available here on Loverslab seems to be older, and the version on their paysite is paywalled. If it is paywalled; I feel like there should be a warning for that on the main page somewhere. I also feel like there should be a rule that we don't allow mods that are paywalled, especially if the creator decided to suddenly paywall a mod that was formerly free, but that's a whole discussion. Also; I literally cant access the site theyve decided to host the main file on that is linked from the modpage on this site without an account, adding more credence to the 'this mod is now paywalled' theory. Edit: I checked, paywalled mods are actually against the site rules, so... rule 13:"We are a free and open community; members requiring payment for mods, support, or putting anything behind a paywall will be removed without warning. Donation buttons/links to support an author is fine, so long as nothing is promised, given, or rewarded other than a sense of satisfaction for supporting an author or owner of the content. " Newer versions are behind the 'wall' on subscribestar for a couple of months, then become free. So it is early access rather than a paywall. I have an account on there, follow the free tier and then grab updates when they become available - Their other mods are on there and work the same way. I think Baka is slow at remembering to come back to sites like LL and deploy free versions on those platforms...
nunyabidnez Posted April 24 Posted April 24 Has anyone cracked the code on getting the Dibellan Priestess to have the correct facegen? Silvya, inside the temple. I have shuffled this mod everywhere in my modlist and it's currently sitting damn near the bottom, well below any mod that has any impact on NPC appearances, and she's still dark face and bald. I can't find anything in SSEEdit that indicates a conflict, but there's obviously something going on somewhere. Thanks in advance for any information.
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