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Posted (edited)
24 minutes ago, V June said:

This time strange enough i couldn't get any bound combat animations to play even tho the rest worked fine

 

This statement is a big clue, and is enough for me to be able to say...

You installation is screwed, and not controlled entirely by the mod manager. A mess of files could be still there, and running, but you and your mod manager do not know about them. Happens all too often. I believe your issue is from undoing Nemesis, or something along those lines.

 

If I'm right, to fix, its nuke time, unless you know enough to go into the folders and clean out manually, everything, yourself. Most of us have no hope of doing so.

Nuke means not just uninstalling stuff, it means deleting all folders, Skyrim AND the mod manager completely gone, because you need to get rid of what's NOT uninstalling automatically. There's a location where all the mods are held (uninstalled state). This can stay.

Don't blame you if you don't want to do this.

 

If you show me your papyrus log, for your most recent new game (start it up new, so we get a log for that new game startup), I could tell you if it points to my being right or if its actually nice and clean like how a new game should be. My guess is that is going to show something far from nice and clean.

How to get a Papyrus Log?

Edited by VirginMarie
Posted
13 hours ago, VirginMarie said:

 

This statement is a big clue, and is enough for me to be able to say...

You installation is screwed, and not controlled entirely by the mod manager. A mess of files could be still there, and running, but you and your mod manager do not know about them. Happens all too often. I believe your issue is from undoing Nemesis, or something along those lines.

 

If I'm right, to fix, its nuke time, unless you know enough to go into the folders and clean out manually, everything, yourself. Most of us have no hope of doing so.

Nuke means not just uninstalling stuff, it means deleting all folders, Skyrim AND the mod manager completely gone, because you need to get rid of what's NOT uninstalling automatically. There's a location where all the mods are held (uninstalled state). This can stay.

Don't blame you if you don't want to do this.

 

If you show me your papyrus log, for your most recent new game (start it up new, so we get a log for that new game startup), I could tell you if it points to my being right or if its actually nice and clean like how a new game should be. My guess is that is going to show something far from nice and clean.

How to get a Papyrus Log?

Im not experienced in reading papyrus logs to troubleshoot finding out whats goind bad but i just generated a papyrus log from a new game startup and was met with a bunch of warnings and error messages. Wich don't make me much wiser except giving me the idea that my modlist is not so clean as i tought :P 

 

Very curious what u can tell me about it and what i should do.

Papyrus.0.log

Posted
2 hours ago, V June said:

Im not experienced in reading papyrus logs to troubleshoot finding out whats goind bad but i just generated a papyrus log from a new game startup and was met with a bunch of warnings and error messages. Wich don't make me much wiser except giving me the idea that my modlist is not so clean as i tought :P 

 

Very curious what u can tell me about it and what i should do.

Papyrus.0.log 280.88 kB · 0 downloads

 

Summary

  • 21 Cannot open store - these might be all soft dependency checks which is fine (the mod is not there, intentionally and is not required)
  • 63 warning - nothing critical here. Maybe. one mod is not working at all, or is still there when you think you got rid of it
  • 204 Error - I list below some details for things that stood out. Much of these are from Nemesis

I would guess you have a lot of mods. You seem to have DD, Nemesis, no FNIS, Sexlab, OSex, plus Toys&Love (just to name the big ones that are revealed in the log).

With a lot of mods, your level of error counts is not bad, but its the few that might be bad that matter. There's errors that I see often in other people's logs, for example DD is not able to register animations with Sexlab in your log, but this is nothing new, DD is always logging these errors. 

 

Summary level, nothing obvious, and not as bad I was expecting.

 

Toys&Love Related

  • not logging any error at all - good
  • shows its completed new game things successfully - good
  • Nemesis is handling Toys Alternate Animations (normally FNIS would do this but nemesis has hacked its way in and taken over). Works for people who understand what they are doing with Nemesis. I have no idea if this part is OK-ish as I'm not one of those people. But to be clear your H2H issue, is in the hands of Nemesis

[07/14/2022 - 02:03:06PM] [*TOYS] New Game Init Complete
[07/14/2022 - 02:03:53PM] Nemesis GetAAmodID successful (Mod: Toys, AAPrefix: Toy, ModID:2)

 

Nemesis

Nemesis is active. FNIS is not. 

In terms of what you reported for Toys&Love, I would expect Nemesis is your problem. Is Nemesis supported?

  • As an aside about FNIS, I only see FNIS Sexy Move active which is a Toys conflict listed here Known Mod Conflicts but unelated to anything you reported and minor. Nemesis has taken over the Sexy Moves animations lol

Is spitting out lots of errors like these ones. Maye it matters. Don't know. Nemesis always spams the logs I've seen with loads of errors so noting new.
[07/14/2022 - 02:03:06PM] ERROR: Unknown Nemesis mod/group ID. Failed to GetBaseValue (Mod ID: 3, AA Group ID: 64)
[07/14/2022 - 02:03:06PM] Mod/Group ID not registered for Nemesis GetGroupBaseValue. Try re-run Nemesis behavior patcher (Mod: DeviousDevices, ModID:3, GroupID:64)

 

Other Unrelated Errors

Some errors related to Sexlab addons
[07/14/2022 - 02:02:45PM] Error: Unable to bind script sslExtraVoicesAlias to SexLabExtraVoices (7F00189E) because their base types do not match

 

Some error starting oSex
[07/14/2022 - 02:02:45PM] Error: Unable to link types associated with function "OnOsexEVstart" in state "" on object "MusSOSManager".

 

Some error starting up Dark Desires
[07/14/2022 - 02:02:45PM] Error: Unable to bind script ddclubSexApocalypseQuest to _ddclubSexApocalypse (88304FB0) because their base types do not match

 

Conclusion

  • Get rid of Nemesis. Use FNIS. If you thought you already did that, nuke or figure out what's up with that. I defined what I mean by nuke in my last post.
  • If you see me mentioning active mods that you thought you don't have... you are a candidate for nuke.
  • Other issues are individual and up to you to decide if you care about them. The only thing I see that will impact Toys&Love is Nemesis, and there's nothing I can point to that is conclusive regarding that either.
Posted
1 hour ago, VirginMarie said:

 

Summary

  • 21 Cannot open store - these might be all soft dependency checks which is fine (the mod is not there, intentionally and is not required)
  • 63 warning - nothing critical here. Maybe. one mod is not working at all, or is still there when you think you got rid of it
  • 204 Error - I list below some details for things that stood out. Much of these are from Nemesis

I would guess you have a lot of mods. You seem to have DD, Nemesis, no FNIS, Sexlab, OSex, plus Toys&Love (just to name the big ones that are revealed in the log).

With a lot of mods, your level of error counts is not bad, but its the few that might be bad that matter. There's errors that I see often in other people's logs, for example DD is not able to register animations with Sexlab in your log, but this is nothing new, DD is always logging these errors. 

 

Summary level, nothing obvious, and not as bad I was expecting.

 

Toys&Love Related

  • not logging any error at all - good
  • shows its completed new game things successfully - good
  • Nemesis is handling Toys Alternate Animations (normally FNIS would do this but nemesis has hacked its way in and taken over). Works for people who understand what they are doing with Nemesis. I have no idea if this part is OK-ish as I'm not one of those people. But to be clear your H2H issue, is in the hands of Nemesis

[07/14/2022 - 02:03:06PM] [*TOYS] New Game Init Complete
[07/14/2022 - 02:03:53PM] Nemesis GetAAmodID successful (Mod: Toys, AAPrefix: Toy, ModID:2)

 

Nemesis

Nemesis is active. FNIS is not. 

In terms of what you reported for Toys&Love, I would expect Nemesis is your problem. Is Nemesis supported?

  • As an aside about FNIS, I only see FNIS Sexy Move active which is a Toys conflict listed here Known Mod Conflicts but unelated to anything you reported and minor. Nemesis has taken over the Sexy Moves animations lol

Is spitting out lots of errors like these ones. Maye it matters. Don't know. Nemesis always spams the logs I've seen with loads of errors so noting new.
[07/14/2022 - 02:03:06PM] ERROR: Unknown Nemesis mod/group ID. Failed to GetBaseValue (Mod ID: 3, AA Group ID: 64)
[07/14/2022 - 02:03:06PM] Mod/Group ID not registered for Nemesis GetGroupBaseValue. Try re-run Nemesis behavior patcher (Mod: DeviousDevices, ModID:3, GroupID:64)

 

Other Unrelated Errors

Some errors related to Sexlab addons
[07/14/2022 - 02:02:45PM] Error: Unable to bind script sslExtraVoicesAlias to SexLabExtraVoices (7F00189E) because their base types do not match

 

Some error starting oSex
[07/14/2022 - 02:02:45PM] Error: Unable to link types associated with function "OnOsexEVstart" in state "" on object "MusSOSManager".

 

Some error starting up Dark Desires
[07/14/2022 - 02:02:45PM] Error: Unable to bind script ddclubSexApocalypseQuest to _ddclubSexApocalypse (88304FB0) because their base types do not match

 

Conclusion

  • Get rid of Nemesis. Use FNIS. If you thought you already did that, nuke or figure out what's up with that. I defined what I mean by nuke in my last post.
  • If you see me mentioning active mods that you thought you don't have... you are a candidate for nuke.
  • Other issues are individual and up to you to decide if you care about them. The only thing I see that will impact Toys&Love is Nemesis, and there's nothing I can point to that is conclusive regarding that either.

 

Good to know there are no major error's that u suspected, wich brings me to 1 last attempt to get FNIS working without nemesis at all before i will nuke my mo2 and mods as u earlier suggested :P 

 

U mentioned i have Osex installled wich i have tested once but uninstalled the same day and never touched since.

 

As for FNIS i use 7.6 XXL generate it normally without Nemesis mods active i do get a error that the animation limit has been exceeded, but i use a mod to increase the animation limit so this could be ignored. However i also tried trimming down amount of animations to a point where i no longer go above the limit but no luck there either. After i create a FNIS behavior output as a new mod leaving it unactive. Then i generate Nemesis with all mods that require Nemesis and FNIS wich makes Nemesis create a FNIS dummy esp for FNIS mods to work with Nemesis and FNIS together at the same time. I have yet to encounter any animation conflicts or mods breaking cs of that but there may always be a first.

 

As for that reason i have attempted earlier to make toys work solely with FNIS and disable Nemesis together with mods that depend on it, wich resulted in toys working as it was before perfectly fine except now none of the arms behind back Curio wrist cuff combat animations were working, The other poses when arousal is low and not force bound were working fine tho. While doing this i checked the papyrus and could't find a trace of any nemesis so FNIS was running everything this time. So totally clueless here :( 

 

So i guess that leaves me to bomb my setup and start clean since u mentioned a mod that is no longer present in my list yet i don't see this changing anything on the animation or behavior side, Have done everything there is to disabling animations that could interfere in Mo2 itself to no luck.

 

Thanks so far trying to troubleshoot my issue in such detail its much appreciated :) 

 

 

  • 3 weeks later...
Posted

Toy Story Beta

 

Its testing time for the next release of Toy Story. This is a major tripling of content.

The final release is only a few weeks way.

If you are interested in beta testing, the download and more details are in the announcements on Toys Discord. We take feedback for the beta there.

Just want to know what's in the update?... What's in the next Release?

  • 2 weeks later...
Posted

i finish mod 2.31

i get some issue in dialogue between npc ( nightly + other girl  in lair) , i  hit one of them to death to progress

very very hard to bypass that  collar (simultaneously)

it hard to found toys ( it spoil lot dlc  vampire one)

text of dialogue very fast

 

 

Posted (edited)
1 hour ago, chevalierx said:

i get some issue in dialogue between npc ( nightly + other girl  in lair) , i  hit one of them to death to progress

 

You have not described the issue. A stuck scene? When exactly? If you have the time to help out, and a save you can use... perhaps you could recreate the problem, and get a screen shot showing exactly when it happens.

 

Hitting to death not possible, but I think you mean bleed-out. That's an interesting solution :P might have to suggest it in the future lol.

 

1 hour ago, chevalierx said:

very very hard to bypass that  collar (simultaneously)

 

You can let Millonce do it for you, she never fails.

OR... use this... How to Achieve Simultaneous Orgasm?  You need to Deny your early orgasm if your rousing is low, and you need to Caress the NPC once or twice.

 

1 hour ago, chevalierx said:

it hard to found toys ( it spoil lot dlc  vampire one)

 

Toys are found easily by going to the map marker. Are you just meaning that the enemies are too hard? Map is too big? Are you using Wojtek (the bear) to be your shield?

I have no idea what you are saying about the dlc. Maybe this?.....Does Toy Story Conflict with Dawnguard quests, such as Touching the Sky?

 

1 hour ago, chevalierx said:

text of dialogue very fast

 

Dialogue display time is automatically calculated by skyrim. Unfortunately I can't change that for the most part.

But if you are saying its glitching, displayed unreasonably fast, I would need to know when, exactly. Screenshot.

Edited by VirginMarie
Posted (edited)
14 hours ago, VirginMarie said:


 

 

You have not described the issue. A stuck scene? When exactly? If you have the time to help out, and a save you can use... perhaps you could recreate the problem, and get a screen shot showing exactly when it happens.

-------------------------

when = any time nightly talk to Millonce  in lair

or npc talk to npc

 

 

Toys are found easily by going to the map marker. Are you just meaning that the enemies are too hard? Map is too big? Are you using Wojtek (the bear) to be your shield?

--------------------------------------

i means it hard the way to found them , and valley is very vast and ( it part of dawngaurd dlc  it will spoil the place  ) for that i ask for change place to somthings not used in vanilla quest or dlc

 

 

Dialogue display time is automatically calculated by skyrim. Unfortunately I can't change that for the most part.

------------------------------------------------------------------------------------------------

maybe it fus do ha silent voice mod after i updated ,the text is too fast  in npc with npc

 

 

i will test another quest mod that have dialogue to see where the issue .

and thank to have time and effeorts to answer me

Edited by chevalierx
Posted (edited)
4 hours ago, chevalierx said:

You have not described the issue. A stuck scene? When exactly? If you have the time to help out, and a save you can use... perhaps you could recreate the problem, and get a screen shot showing exactly when it happens.

-------------------------

when = any time nightly talk to Millonce  in lair

or npc talk to npc

 

 

Toys are found easily by going to the map marker. Are you just meaning that the enemies are too hard? Map is too big? Are you using Wojtek (the bear) to be your shield?

--------------------------------------

i means it hard the way to found them , and valley is very vast and ( it part of dawngaurd dlc  it will spoil the place  ) for that i ask for change place to somthings not used in vanilla quest or dlc

 

 

Dialogue display time is automatically calculated by skyrim. Unfortunately I can't change that for the most part.

------------------------------------------------------------------------------------------------

maybe it fus do ha silent voice mod after i updated ,the text is too fast  in npc with npc

 

 

i will test another quest mod that have dialogue to see where the issue .

and thank to have time and effeorts to answer me

 

So I'm getting from you now that everything above, related to dialogue, is the 3 way conversations only. These are done differently than 2 way. They are Scenes with Dialogue, not just dialogue. I have already struggled to get them to work well, with right timing which I do mostly control, however skyrim seems to ignore my timing sometimes. I will continue to watch and try to improve. I thought for the most part they are working.

 

Are you saying there's a new Fuz Ro D-oh? I don't see one. But with wrong or missing Fuz, this would indeed be broken.

 

You might be interested in this.... Generate voice packs for the Toy family of mods

 

 

I know that @Herowynne has likely run through the whole quest, and is likely running through again... Herowynne, have you had similar issues?

 

 

valley is very vast and ( it part of dawngaurd dlc  it will spoil the place

We chose the valley because its a place that I think is under utilized. Some will see it for the first time, due to Toy Story. Sure its a big adventure if you don't' know the way around but that's fun! So I really would not want to change that. The only change to maybe consider is an option built into the quest to skip part of it.

We took care not to spoil the quests. They still work. They wayshrines still work. Also if you wait 30 game days, all the critters re-spawn. So nothing spoiled. You might remember from SLaVE, using existing quests is my thing :D and I don't break them.

 

Edited by VirginMarie
Posted
12 minutes ago, VirginMarie said:

I know that @Herowynne has likely run through the whole quest, and is likely running through again... Herowynne, have you had similar issues?


No, I have not finished the Toy Story quest yet. The furthest I have gotten is to the first wayshrine in Darkshade Cavern. I will be testing the quest further now that I have installed the voice pack from @Dr. John Zoidberg.

 

I did not experience the dialogue problems reported by @chevalierx. Those dialogue problems seem like the kind of problems that occur with the wrong version of Fuz Ro Doh for SE versus AE.

Posted (edited)
33 minutes ago, Herowynne said:


No, I have not finished the Toy Story quest yet. The furthest I have gotten is to the first wayshrine in Darkshade Cavern. I will be testing the quest further now that I have installed the voice pack from @Dr. John Zoidberg.

 

I did not experience the dialogue problems reported by @chevalierx. Those dialogue problems seem like the kind of problems that occur with the wrong version of Fuz Ro Doh for SE versus AE.

 

That would mean you've not seen any 3-way conversations yet.

 

I tested latest Toy Story with 2.1 V of Fuz Ro D-oh using AE mostly. Looks like using 2.1 with older SE is a no. I've updated the main page with this info. FFS yet another thing for people to install wrong.

 

I've also updated this.. SE versus AE Version Trap

Edited by VirginMarie
Posted
33 minutes ago, VirginMarie said:

Looks like using 2.1 with older SE is a no.

 

That is correct.

 

Please be sure that you have the correct version of Fuz Ro Doh for your version of Skyrim SE versus AE.

 

Skyrim SE 1.5.97 requires Fuz Ro D'oh 1.7
Skyrim AE 1.6.353 requires Fuz Ro D'oh 2.1

 

 

If you go to the bottom of the Description page for Fuz Ro Doh on Nexusmods and click the Spoiler button, you will see the complete list of Fuz Ro Doh versions and their corresponding game versions:

 

2.1 - Update for runtime v1.6.353
2.0 - Update for runtime v1.6.342
1.7 - Update for runtime v1.5.97
1.6 - Update for runtime v1.5.80
1.5 - Update for runtime v1.5.73
1.4 - Update for runtime v1.5.62
1.3 - Update for runtime v1.5.53
1.2 - Update for runtime v1.5.50
1.1 - Update for runtime v1.5.39

Posted (edited)
On 8/14/2022 at 11:38 AM, VirginMarie said:

That would mean you've not seen any 3-way conversations yet.

 

I have now played through the quest up to the 3-way convos with Millonce and Nightly, and they worked perfectly.

 

I am using the correct version of Fuz Ro Doh (SE 1.5.97 and Fuz 1.7) and I am also using the Toy Story voice pack from @Dr. John Zoidberg.

 

By the way, the voice pack works amazingly well. Top notch, excellent quality! Highly recommended! ?

 

 

 

Edited by Herowynne
Posted

For some reason, when I go to retrieve the cargo from Pilgrim's Trench, it's not there. The marker is there, as is a container with other items in it, but not the cargo needed for the quest. And so it won't proceed from that point. Haven't had any other issues up till now.

Posted
6 minutes ago, Dumuzi said:

For some reason, when I go to retrieve the cargo from Pilgrim's Trench, it's not there. The marker is there, as is a container with other items in it, but not the cargo needed for the quest. And so it won't proceed from that point. Haven't had any other issues up till now.

 

There's not actually anything in the chest, and you don't need to even open it. You just need to be in proximity... like touch the chest. Try that. Get your body right on the thing :D

 

If that's not doing it... could be a mod conflict, but I mean... does any other mod touch that?

Posted
14 minutes ago, VirginMarie said:

 

There's not actually anything in the chest, and you don't need to even open it. You just need to be in proximity... like touch the chest. Try that. Get your body right on the thing :D

 

If that's not doing it... could be a mod conflict, but I mean... does any other mod touch that?

 

Good to know. I'll keep moving around the spot then. Looks like the only other mod that puts anything in the area is Legacy of the Dragonborn. Not that chest, but the same site in general. I'll see what I can do.

Posted
13 minutes ago, Dumuzi said:

 

Good to know. I'll keep moving around the spot then. Looks like the only other mod that puts anything in the area is Legacy of the Dragonborn. Not that chest, but the same site in general. I'll see what I can do.

 

Well, having grinded my char up against the chest and everything else in that part of the ship, I'm sad to say no quest update. If it is a conflict with Legacy, well, I've had that in my load order for years now for a reason.

Posted (edited)
2 hours ago, Dumuzi said:

 

Well, having grinded my char up against the chest and everything else in that part of the ship, I'm sad to say no quest update. If it is a conflict with Legacy, well, I've had that in my load order for years now for a reason.

Ok, I finally realized my mistake. After noticing that Millonce had additional dialogue regarding the site, I realized that I would need to have her right next to me as well in order for it to trigger. I figured since she didn't have the proper equipment that she would need to stay up top. It was tricky getting her to follow me underwater through the bowels of the ship, but once she made it, the trigger hit.

Edited by Dumuzi
Posted
7 hours ago, Dumuzi said:

Ok, I finally realized my mistake. After noticing that Millonce had additional dialogue regarding the site, I realized that I would need to have her right next to me as well in order for it to trigger. I figured since she didn't have the proper equipment that she would need to stay up top. It was tricky getting her to follow me underwater through the bowels of the ship, but once she made it, the trigger hit.

 

That is definitely not why it triggered. Millonce could be on the other side of the map and it will work.

Also I'd be insane to design it to require that. Thus I'd never do that because I'm not insane, just a little crazy :P 

 

I've checked it's code... there's only 2 conditions..

- player must trip the proximity trigger

- Quest stage must be the stage during which you have a map marker on that chest

That's it... end of story. Very simple.

Either the player did not get in proximity, or the quest stage has been screwed using console commands, or another mod has overwritten.

 

I have made the proximity area a slight bit larger for next release, just in case.

Posted
9 hours ago, VirginMarie said:

 

That is definitely not why it triggered. Millonce could be on the other side of the map and it will work.

Also I'd be insane to design it to require that. Thus I'd never do that because I'm not insane, just a little crazy :P 

 

I've checked it's code... there's only 2 conditions..

- player must trip the proximity trigger

- Quest stage must be the stage during which you have a map marker on that chest

That's it... end of story. Very simple.

Either the player did not get in proximity, or the quest stage has been screwed using console commands, or another mod has overwritten.

 

I have made the proximity area a slight bit larger for next release, just in case.

How odd. I guess it was just coincidence. But yeah, as soon as I had her beside me, it went off without a hitch. Until then nothing. Well, it all worked out in the end I guess. I've now finished the storyline thusfar. Great mod. The only thing I wish were different is how the automatic scenes are handled. Specifically I wish it would not pull actors that were already involved in another animation. While I'm also talking about sexlab scenes, I realize that may be more difficult, I've also seen it pull an actor from one Toys orgy scene to put them in another. And they just get yanked back and forth between the two as each animation cycle updates.

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