Jump to content

Recommended Posts

Posted

Been trying to use the "companion" hotkey (360 controller - set to Dpad) on a dog companion i have.

Not sure if it's within the functionality of this mod, but i tried setting the dog to have their way with a tied prisoner with no result. is this how this mod works or have i got the wrong end of the stick?

Posted

For me SexLabDefeat does not show up in my FNIS


SexLabDefeat does not show up in FNIS and everytime I open up Skyrim it says it is not installed

Posted

For me SexLabDefeat does not show up in my FNIS

SexLabDefeat does not show up in FNIS and everytime I open up Skyrim it says it is not installed

 

If it is not showing up in FNIS then it is not installed right or FNIS is not install right as it should show up. Mine shows up in FNIS just fine.

Posted

Having a strange issue where after sex, npcs will not re-hostile, and will continue to follow me regardless of how far I go, or how long I wait past 10 seconds. Does this sound like a common problem?

Posted

 

For me SexLabDefeat does not show up in my FNIS

SexLabDefeat does not show up in FNIS and everytime I open up Skyrim it says it is not installed

 

If it is not showing up in FNIS then it is not installed right or FNIS is not install right as it should show up. Mine shows up in FNIS just fine.

 

It says my Sexlabdefeat is a Modder's Resource in Mod Organizer, anyway to fix this?

Posted

 

 

For me SexLabDefeat does not show up in my FNIS

SexLabDefeat does not show up in FNIS and everytime I open up Skyrim it says it is not installed

 

If it is not showing up in FNIS then it is not installed right or FNIS is not install right as it should show up. Mine shows up in FNIS just fine.

 

It says my Sexlabdefeat is a Modder's Resource in Mod Organizer, anyway to fix this?

 

 

Yeah... change the categories assigned to the mod in MO.  If you right click on a mod (left pane), there is an option to select the categories yourself.  You can even add new categories, and mods can have multiple categories.

 

By the way, this would have no bearing at all on whether FNIS can see it or not.  Make sure you have FNIS set up correctly in MO - this link is very useful if you have not used it yet:  http://wiki.step-project.com/Guide:Mod_Organizer.  Also, how many mods do you have installed and active (right pane)?  If more than 254 (that's not including Skyrim.esm or Update.esm) that that could be your problem...

Posted

 

...

Ow made it. here goes the output 

 

 

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

 

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)

 

Reading FNISBase V5.4.1 ...

Reading FNISCreatureVersion V5.3 ...

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...

Reading SexLab V1.59c ...

Reading SexLabCreature V1.59c ...

Reading SexLabDefeat V?.? ...

 

All Anim Lists scanned. Generating Behavior Files ...

Generating animationsetdatasinglefile.txt ...

 

Create Creature Behaviors ...

Reading SexLabCreature V1.59c ...

0_master usage: 3,5 %   ( 9 paired, 0 kill animations)

 

 892 animations for 6 mods successfully included (character)

 47 animations for 1 mods and 4 creatures successfully included.

FNIS output seems to be OK except the number of creature animations is a lot less than the 322 for 22 creatures and 2 mods I get so the next thing to check is what did you install for the Sexlab Framework?

 

Did you install the full version?

 

Or did you install only the Patch version that updates the v150 to v159c because if you didn't install v150 (which is no longer available anyway) then you go the wrong version.

 

Yes that was the problem. I already downloaded the correct version and everything is working now. Thank you. 

Posted

Here's a little something weird. By accident some of my mods got deactivated. Didn't notice at first. Played a saved game (it said some mods were no longer present), but I had deactivated a mod on purpose. Defeat was giving me problems with my everytime my follower was raped, I had to clean defeat. After this happened, defeat worked perfectly. Reactivated the six mods that were deactivated and defeat went back to the way it was (with the problems). So I only remembered two mods that were deactivated by accident. Touring carraiges and an SOS patch for it and convenient horses, and defeat works great. What the hell do these mods have to do with defeat?

Posted

Did they start walking around or just start walking away entirely. The former is something that just happens if they get knocked down before you; they get back up and if you're knocked down they just kind of wander while they wait for you to get raped. It's one of the things I hope Goubo is looking at for the next version, because if they're not knocked down then they don't get targeted for companion collateral (not that that system works well even in the best conditions).

 

If it's the latter then weird, I've never heard of that

Posted

lovely, thanks!

 

This fix is already included with SKSE. It is recommended to use that instead.

Activating the fix requires you to create or download skse.ini and place it in the correct folder (...Data\SKSE).

 

You can do this by renaming any TXT-file to skse.ini (make sure not to rename it skse.ini.txt - that would be a common mistake) and including the following in it:

 

[Memory]

defaultHeapInitialAllocMB=768

scrapHeapSizeMB=256

 

Edit: I am tired and posted a completely wrong parameters at first. Sorry about that. I have fixed them.

Posted

 

lovely, thanks!

 

This fix is already included with SKSE. It is recommended to use that instead.

Activating the fix requires you to create or download skse.ini and place it in the correct folder (...Data\SKSE).

 

You can do this by renaming any TXT-file to skse.ini (make sure not to rename it skse.ini.txt - that would be a common mistake) and including the following in it:

 

[Memory]

defaultHeapInitialAllocMB=768

scrapHeapSizeMB=256

 

Edit: I am tired and posted a completely wrong parameters at first. Sorry about that. I have fixed them.

 

 

Really? I was wondering about that. Some comments in that mod said that you need both, I'm confused now.

 

Posted

Really? I was wondering about that. Some comments in that mod said that you need both, I'm confused now.

 

If I have not completely misunderstood, then this should replace both Sheson's and kaepar's mods.

 

As far as I have followed conversation in Nexus and Steam, this should handle the loading screen problem as well, while allocating more memory to initial processes with Skyrim.

 

If I have misunderstood, then feel free to correct me.

Posted

 

Really? I was wondering about that. Some comments in that mod said that you need both, I'm confused now.

 

If I have not completely misunderstood, then this should replace both Sheson's and kaepar's mods.

 

As far as I have followed conversation in Nexus and Steam, this should handle the loading screen problem as well, while allocating more memory to initial processes with Skyrim.

 

If I have misunderstood, then feel free to correct me.

 

 

Not at all, I just want to find this out myself.

For what I understand, safety load makes skyrim skip a process in freeing memory and skse memory patch increases the memory allocation size so you have more memory to go around. Don't they do different things? Really I don't know if I'm correct but I sure would like to know if I can use the to methods at once.

Posted

Honestly, (erm, mark of death in any comment), I had Safety Load way before the SKSE memory setting extension came out. I had no loading problem after Safety Load but had mod related issues in game due to mod load size. That was until the SKSE extra memory for mods patchy thing came out. At this point I still have Safety Load in my load order and the newer SKSE INI setting. So far, (well months), no problems with infinite loading screens or massive mod load order - apart from the obvious script issues which pop up because the scripting engine is 'special'.

Posted

 

Safety Load is NOT needed when the SKSE (Sheson) patch is installed. You also don't need a patch to fix caching of hairs when you have a multitude of hair mods.

 

One patch does it all.

Posted

Safety Load is NOT needed when the SKSE (Sheson) patch is installed. You also don't need a patch to fix caching of hairs when you have a multitude of hair mods.

 

One patch does it all.

 

Well I did say mark of death :) But if that is totally definite, I'll being unchecking it from MO.

Posted

 

Safety Load is NOT needed when the SKSE (Sheson) patch is installed. You also don't need a patch to fix caching of hairs when you have a multitude of hair mods.

 

One patch does it all.

 

Well I did say mark of death :) But if that is totally definite, I'll being unchecking it from MO.

 

Definite, been running with just one patch for some time now. The Safety Load and Hair Caching patches fixed secondary symptoms, the Sheson patch fixed the actual underlying problem.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...