Kusoneko Posted September 15, 2024 Posted September 15, 2024 3 minutes ago, Fakenet said: Concerning the new grass mods:  Grass Generation MO2 Plugin v2 does not work without the main mod, which comes a lot later in the list.  The instructions of Worldspaces with Grass SSEEdit Script for No Grass In Objects tell you to edit a file that does not exist. (I spend about three hours trying to find out where to find that file.) For the file, I don't have the one they specifically mention, but I believe running the game without the grass cache makes NGIO generate a "SKSE\Plugins\GrassControl.ini" file which will land in Overwrite and which I've placed in a "SKSE Output" mod I made specifically for stuff that comes out of SKSE mods. Editing it does the same as editing whatever file they're telling you to edit that doesn't exist. The names of options are slightly different (eg.: with - between words instead of CamelCase) and you don't have to capitalize "True" and "False" in the options that use these words. Otherwise things worked fine.  --- @Aylis Speaking of, for Grass Cache generation, I'd personally recommend at least disabling Trainwreck (even with all it's settings turned to false, it will still open a window to tell you "The game crashed" and MO2 won't continue the caching process until you manually click OK on it, every time it crashes, which it will several times, so disable that plugin before generating the cache and re-enable it after). It's not mentioned in the STEP guide so I figured I'd mention it to save people some time. This seems to be specific to Trainwreck as the other Crash loggers don't share in that behavior.
PubliusNV Posted September 15, 2024 Posted September 15, 2024 I'm attempting to run the Grass Cache generation right now. When the game starts and shows me the main menu, am I supposed to do anything (like click on New Game)? It's currently just sitting at the main menu and my CPU is at 7%, which is typical for doing nothing. It's been running about a half hour.
Aylis Posted September 15, 2024 Author Posted September 15, 2024 (edited) Crap!  I forgot to include the changes for the 'Grass Cache'... __________________________________________________  Hotfix Update for the grass cache creation.  Mods to ADD Spoiler Bugfixes No Grass In Objects                                   Moved from 'Flora - Plants'.    DISABLE this mod after you created the 'Grass Cache'. Grass Cache Helper NG  Final Grass Cache    Folder for the cached grass files.  Edited September 15, 2024 by Aylis
Kusoneko Posted September 15, 2024 Posted September 15, 2024 1 hour ago, Aylis said: Crap!  I forgot to include the changes for the 'Grass Cache'... __________________________________________________  Hotfix Update for the grass cache creation.  Mods to ADD  Hide contents Bugfixes No Grass In Objects                                   Moved from 'Flora - Trees'.    DISABLE this mod after you created the 'Grass Cache'. Grass Cache Helper NG  Final Grass Cache    Folder for the cached grass files.  (It was in 'Flora - Plants' not 'Flora - Trees'.) 1
Aylis Posted September 15, 2024 Author Posted September 15, 2024 1 hour ago, Kusoneko said: (It was in 'Flora - Plants' not 'Flora - Trees'.) Fixed
Spacekiller1000 Posted September 15, 2024 Posted September 15, 2024 (edited) Hello there, thank you for your modlist, its been fairly easy to follow. I'm having a few issues however, namely that my SL doesn't seem to be working right. The SL Framework page says that I'm supposed to "install" it through the MCM, however when I go to MCM SL doesn't say install, it just seems to be installed already. The problem is that it doesn't show any animations as registered in SL, and the debug page shows "sexlab.dll" as missing. Other mods like ZaZ show sexlab as not being installed aswell. I've ran FNIS and have gotten no errors, and can start the game and trigger animations using match maker but the actors stand in place tposing inside of each other for the kissing animations before transiting to the SL animations which do seem to work. I've tried reinstalling sexlab to no avail, does anyone have any idea what I've done wrong and/or how I can fix it? Any help would be greatly appreciated.  Spoiler  Edited September 16, 2024 by Spacekiller1000
Aylis Posted September 16, 2024 Author Posted September 16, 2024 (edited) @PubliusNV 1. Check the hotfix. 2. You don't have to do anything, except, as an option, to open the console to follow its progress.  @Spacekiller1000 1. Big pics belong into spoilers. 2. The shown version is 0.0.0.0. Big red flag. Recheck the version of the frameworks download (plus redownload and reinstall). The same applies to 'SexLab Framework PPLUS' and the 'Adress Library' too. Quote For Skyrim Special Edition (1.6.1170, aka AE) use SexLabFrameworkAE_v166b.7z AE and GOG versions also require latest version of Address Library (available here) 3. No working framework means no working sex animations. 4. Why the heck are you using FNIS?   We use Pandora.  Edited September 16, 2024 by Aylis
PubliusNV Posted September 16, 2024 Posted September 16, 2024 I created the new Bugfixes section and made sure that all of the recommended mods are there, including NGIO and the Grass Cache Helper NG. I ran the script to identify the areas with grass, and updated the GrassControl.config.txt file as the STEP instructions said. At least I hope I did it right, I added this line:  OnlyPregenerateWorldSpaces = "0ICBBanditFortressWorld;AlftandWorld;Blackreach;BloatedMansGrottoWorld;BluePalaceWingWorld;BrinewaterGrottoWorld;DarkwaterWorld;DeepwoodRedoubtWorld;DLC01Boneyard;DLC01FalmerValley;DLC01SoulCairn;DLC1AncestorsGladeWorld;DLC1DarkfallPassageWorld;DLC1ForebearsHoldout;DLC1HunterHQWorld;DLC2SolstheimWorld;EastEmpireWarehouse;ECSSShiveringIsles;ECSSzDummyMarkerWorld;FallowstoneCaveWorldEnd;FallowstoneCaveWorldStart;FrostmereCryptWorld;JaphetsFollyWorld;KarthspireRedoubtWorld;KatariahWorld;LabyrinthianWorld04;MarkarthWorld;PalePass;RedEagleRedoubtWorld;RiftenWorld;SancreTorWorld;SkuldafnWorld;SolitudeWorld;SouthfringeWorld;Sovngarde;Tamriel;TestSnow;WhiterunDragonsreachWorld;WindhelmPitWorldspace;WindhelmWorld;WindPassWorld"  I then ran the "Precache Grass" plugin from MO2, the game starts, and nothing happens. When I open the console I see this, and nothing more happens until I quit out of the game.   In case it's relevant, the last part of the BOS log mentioned has these lines:  [18:47:10:459] ************RESULT************ [18:47:10:459] 137 form-form swaps [18:47:10:459] 207 conditional form swaps [18:47:10:459] 696 ref-form swaps [18:47:10:459] 0 ref property overrides [18:47:10:459] 0 conditional ref property overrides [18:47:10:459] **********CONFLICTS*********** [18:47:10:459] [Forms] [18:47:10:459]    No conflicts found [18:47:10:459] [References] [18:47:10:459]    0x01DF54~Dragonborn.esm [18:47:10:459]        winning swap : 0x005915~Ashbound Revisited.esp (Data\Ashbound Revisited_SWAP.ini) [18:47:10:459]        1 conflicts [18:47:10:459]            0x005902~Ashbound Revisited.esp (Data\Ashbound Revisited_SWAP.ini) [18:47:10:459] *************END**************  I appreciate your help with this. Is this step mandatory? I remember running DYNDOLOD a few years ago and don't remember this step.
Spacekiller1000 Posted September 16, 2024 Posted September 16, 2024 Noob mistake, I can't believe I didnt think to check the PPlus, SL is showing in the MCMs and the animations are showing as registered. I downloaded Pandora after deleting my old FNIS files, ran Pandora and created the output, and now every SL animation I try is t-posing, any way to fix that? Also thanks for the quick reply, I feel like im on the verge of actually being able to play the game lol.
Aylis Posted September 16, 2024 Author Posted September 16, 2024 @PubliusNV 1. The list looks fine to me. 2. You're making it only difficult for yourself by adding mods before you got a working LO. 3. How am i supposed to help if you add stuff i havn't tested in this build and don't know of being in there? 4. I might add 'Wintersun' later but 'DD' is just a P.I.T.A. Way too big and don't get me started about bodyslides. In FO4 it would be fine, but (at least for me) a big nonono in Skyrim.   So i'll never be going to add or support 'DD' in this guide here. Even if i have to skip some good quest-mods. 5. The BOS 'error' is normal (more a false positive) and can be ignored. It's the opposite, the behaviour BOS complains about is actually wanted. 6. You saw the hotfix, right? Recheck the versions or if you got a broken download. 7. I can't recommend to skip this step. This was the last big improvement i've been waiting for since AE dropped.  @Spacekiller1000 1. Make sure that FNIS is gone completely. 2. You did tick all the boxes in 'Pandora', right?
Spacekiller1000 Posted September 16, 2024 Posted September 16, 2024 So I went into my Mod's folder for MO2 and searched FNIS, and deleted them all. I deleted the pandora output and ran it again, and it only built 45 animations. Now when I run them with matchmaker the actors stand in each other, but hey atleast no t-pose lol. I'm assuming I'm just going to have to redownload all of the animation packs again.Â
Kusoneko Posted September 16, 2024 Posted September 16, 2024 1 hour ago, Aylis said: 4. I might add 'Wintersun' later but 'DD' is just a P.I.T.A. Way too big and don't get me started about bodyslides. In FO4 it would be fine, but (at least for me) a big nonono in Skyrim.   So i'll never be going to add or support 'DD' in this guide here. Even if i have to skip some good quest-mods. @PubliusNV I'll just pop in here and say I've had DD NG installed for a while now and haven't had any issues with it, of course, I also did not install any quest mod related to it (for now), I'm mostly using it for the plugs which can be used for Fill Her Up to prevent cum from being absorbed or ejected automatically, very useful when attempting to get pregnant with the (for some unknown reason) extremely low conception chance even with fertility potions I seem to be getting from Fertility Mode. It works just fine and doesn't cause issues, you do sort of need to generate Bodyslides for it, but it's relatively simple as groups are provided for all the items, both CBBE and 3BA, you tick both groups, run the batch build with morphs always select 3BA (the reason I also select the CBBE one is cause a few items aren't 3BA but work just fine still with only the regular CBBE bodyslides). You'll also need to rerun Automated SLSB Conversions's FOMOD and tick the DD option (along with the ZAZ option if you have that, which you probably do since it's usually also a requirement for DD mods that use furniture I believe?). I wouldn't test in a non-functional playthrough installing DD submods though, that's asking for further issues, especially if it modifies the world map in some way, be it placing things or removing things. You probably won't get much support for DD in the modlist though, maybe you can get some from DD NG's discord server if they're the cause of issues, but if I were you, I'd turn off all mods that aren't from the modlist first, try to make it work, and then when it works fine with only modlist mods, you can try adding things back in one by one and see how/if it works. Also, it just occurred to me that if you're using regular DD, well don't. DD NG, while still in development, works infinitely better already.  50 minutes ago, Spacekiller1000 said: So I went into my Mod's folder for MO2 and searched FNIS, and deleted them all. I deleted the pandora output and ran it again, and it only built 45 animations. Now when I run them with matchmaker the actors stand in each other, but hey atleast no t-pose lol. I'm assuming I'm just going to have to redownload all of the animation packs again.  Have you perchance forgotten to install the Automated SLSB Conversions file? SLP+ doesn't handle regular SLAL packs unless you also use the SLSB conversions thing. Also, do not install SLAL itself, as it will not work with SLP+. You will need to select in the SLSB things all the SLAL (and a few non-SLAL) SL animation packs that you have installed. Not having either would presumably lead to either SLP+ complaining of no animations, or SLP+ trying to launch the animations and failing because they're missing.
Aylis Posted September 16, 2024 Author Posted September 16, 2024 (edited) @Spacekiller1000 After running 'Pandora' it should give you a list of found animations. Post a screenshot of that. With 'Billy' you should get 20+K animations in there. __________________________________________________  And of course i noticed Diverse Tanning Racks - BOS just after i added better meshes for tanning racks.  Hmmmm, SkyChild looks good. But no comment or bug section? Big red flag. Edited September 16, 2024 by Aylis
misterpipes Posted September 16, 2024 Posted September 16, 2024 @AylisSo I'm up to the PC section. In the list 'BnP - Eye Pack' and 'HIMBO' both list options to select for install, yet, neither of the mods I've downloaded from the links have a FOMOD so there are no options. There was also a update to HIMBO 9 days ago, not sure when you last check HIMBO. 1
deff. Posted September 16, 2024 Posted September 16, 2024 I'm little bit upset/confused about load order. Ton with esp's and esl's (non master). Any advices for order?
Aylis Posted September 16, 2024 Author Posted September 16, 2024 1 hour ago, deff_lv said: I'm little bit upset/confused about load order. Ton with esp's and esl's (non master). Any advices for order? Nope, as MO2 sorts itself. 1
PubliusNV Posted September 16, 2024 Posted September 16, 2024 My problem with the Grass Cache was that I had misconfigured the ini file. I found the instructions on Nexus easier to follow than the STEP ones: https://www.nexusmods.com/skyrimspecialedition/articles/6919 Â Anyway, after crashing Skyrim more than a dozen times and automatically restarting (expected) I left it to continue to run overnight and this morning I found it complete. Success! Â @Kusoneko Thanks for the advice about reinstalling Automated SLSB Conversions. Â Now on to generate the rest of the DYNODLOD files, which I expect to go more smoothly. Thanks for the help! Â
Spacekiller1000 Posted September 16, 2024 Posted September 16, 2024 Spoiler I think when I looked up FNIS in the mod folder and deleted anything that had FNIS on it that it messed up my animation packs, with FNIS I was getting something like 40k animation files, but now I'm getting 45 as the SC shows. I think I just have to redownload the animation packs and replace them in MO2 and hopefully that will fix everything.Â
Fakenet Posted September 16, 2024 Posted September 16, 2024 (edited) On 9/15/2024 at 9:56 PM, Kusoneko said: For the file, I don't have the one they specifically mention, but I believe running the game without the grass cache makes NGIO generate a "SKSE\Plugins\GrassControl.ini" file which will land in Overwrite and which I've placed in a "SKSE Output" mod I made specifically for stuff that comes out of SKSE mods. Editing it does the same as editing whatever file they're telling you to edit that doesn't exist. The names of options are slightly different (eg.: with - between words instead of CamelCase) and you don't have to capitalize "True" and "False" in the options that use these words. Otherwise things worked fine. Tha author of NGIO eventually told me that the file name changed with the move to SKSE. Of course ony after I got fed up with searching and waiting for an answer and brute forced the whole thing. Edited September 19, 2024 by Fakenet
Aylis Posted September 16, 2024 Author Posted September 16, 2024 @Spacekiller1000 Right from the start there are a few things missing: Spoiler  In regard to 'Automated SLSB Conversions' make sure that you've ticked all the boxes you have animation packs for. For 'Billy' it should open options and there select the same ones you selected during Billy's installation.
Spacekiller1000 Posted September 16, 2024 Posted September 16, 2024 So I redownloaded the animation packs and it seems to have fixed everything. Pandora showed some 40k files loaded and most of the animations load properly. There's still a few t-poses but I figured out its because I'm missing the animation packs to those, so I'm downloading those now but everything seems to be in order other than that. Thanks again for the help, I probably never would've thought to check the SLpplus and would've just given up lol. Once again thank you for your modlist and also your patience, people like you are saints to us inept casual modders lol. I modded FO4 and FNV before and had a few minor issues but SSE definitely takes the cake for the roughest I've done so far. Â
PubliusNV Posted September 16, 2024 Posted September 16, 2024 For the record, when running DYNDOLOD I ran into most of the same issues that @Kusoneko reported in a post on July 31st. Disabling the patches enabled DYNDOLOD to run successfully, so now I've re-enabled the patches.
Simpossible_xx Posted September 16, 2024 Posted September 16, 2024 (edited) @Aylis may I ask when will you add the Seasons of Skyrim and how many other mods you are going to add? Edited September 16, 2024 by Simpossible_xx
Aylis Posted September 16, 2024 Author Posted September 16, 2024 On 9/15/2024 at 9:08 PM, Kusoneko said: DynDOLOD is so slow I've had time to read the warnings that occasionally appear in the log only to be like "what?", like most of the warnings are basically "Duplicate reference ignored for LOD. [mod.esp here] [REFR:FORMID] (places x in GRUP Cell temporary children of y (in worldname "world name" [WRLD:FORMID] at coordinates)) adds same model at same position, rotation and scale as [mod.esp here]" and the 2 mod.esp's are the exact same, so it's like "wtf happened here?" Oooops, missed that one. Those 'errors' are more of a notification. DynDOLOD ignores those entries and so can we. They are just not pretty to see.  14 hours ago, Kusoneko said:  ... DD NG ... Thats a new one for me. Will take a look.   10 hours ago, misterpipes said: In the list 'BnP - Eye Pack' and 'HIMBO' both list options to select for install, yet, neither of the mods I've downloaded from the links have a FOMOD so there are no options. There was also a update to HIMBO 9 days ago, not sure when you last check HIMBO. Fixed the entries. Yep, HIMBO is already taken care of (at least the ones i had presets for).   1 hour ago, PubliusNV said: For the record, when running DYNDOLOD I ran into most of the same issues that @Kusoneko reported in a post on July 31st. Disabling the patches enabled DYNDOLOD to run successfully, so now I've re-enabled the patches. Thats not a good idea. This way DynDOLOD has no way to work around those errors.   20 minutes ago, Simpossible_xx said: @Aylis may I ask when will you add the Seasons of Skyrim and how many other mods you are going to add? 1. Seasons come after 3.0. I want a rocksolid game before i tackle that part. 2. No idea. There are new mods coming up almost every day...
misterpipes Posted September 16, 2024 Posted September 16, 2024 1 hour ago, Aylis said: Thats a new one for me. Will take a look Thats Devious Devices - Next Gen. Addon/extension/improvements to Devious Devices for SE. Already made great strides, and just getting better. May not be for some people.
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