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Posted

I'm having trouble getting this to work, but I wonder if I'm either over complicating something or just have too many different things going on to see what the actual problem is.

 

CBG can load the file, but then says the following:
Loading 1 files
No ADSF detected. Verify install!
Retrieving ADSF from default templates.
ADSF Amended.
No ASDSF detected, and unable to retrieve ASDSF from default templates.
Verify install!
Press any key to exit.
 

And the killmoves seemingly won't work.

Posted
1 hour ago, Vanthrys said:

I'm having trouble getting this to work, but I wonder if I'm either over complicating something or just have too many different things going on to see what the actual problem is.

 

CBG can load the file, but then says the following:
Loading 1 files
No ADSF detected. Verify install!
Retrieving ADSF from default templates.
ADSF Amended.
No ASDSF detected, and unable to retrieve ASDSF from default templates.
Verify install!
Press any key to exit.
 

And the killmoves seemingly won't work.

CBG seems to be telling you what the problem is, it's not installed correctly. go to the cbg page and look at what there instructions are.

Posted

I'm having some really weird issues with this mod. I'm playing on AE.

Well, technically it works, at least part of it. When the animation starts, my character is way out of position. It looks as if the air was eating me. Animations for both my character and the dragon, as well as camera movements look like they're perfectly fine. The dragon does not move an inch from where it triggers the animation, instead my character is rotated and now facing the opposite direction more or less in place where they were when the animation started. When they get to the final stop inside what should be dragon but is air instead, my character just pops to the ground, unable to perform any actions for a few seconds. After that, I can do everything again, as if nothing happened. The dragon stares for a moment and flies off.

Posted
8 minutes ago, Dahkir said:

I'm having some really weird issues with this mod. I'm playing on AE.

Well, technically it works, at least part of it. When the animation starts, my character is way out of position. It looks as if the air was eating me. Animations for both my character and the dragon, as well as camera movements look like they're perfectly fine. The dragon does not move an inch from where it triggers the animation, instead my character is rotated and now facing the opposite direction more or less in place where they were when the animation started. When they get to the final stop inside what should be dragon but is air instead, my character just pops to the ground, unable to perform any actions for a few seconds. After that, I can do everything again, as if nothing happened. The dragon stares for a moment and flies off.

my guess would be a bad CBG run, problem is CBG is too new for me to know what smegups will cause what behavior problems.

i would assume the most likely cause is antivirus/windows defender interference so you will need to check/fix that first

 

make sure to redo step 1 to clear out any bad behavior files before running CBG again.

Posted

 

On 6/29/2023 at 12:20 AM, Vanthrys said:

I'm having trouble getting this to work, but I wonder if I'm either over complicating something or just have too many different things going on to see what the actual problem is.

 

CBG can load the file, but then says the following:
Loading 1 files
No ADSF detected. Verify install!
Retrieving ADSF from default templates.
ADSF Amended.
No ASDSF detected, and unable to retrieve ASDSF from default templates.
Verify install!
Press any key to exit.
 

And the killmoves seemingly won't work.

Im having the same issue, it seems the CBG is trying to load the animation file, but is having some issues finding it?

I then tried to load it through Vortex and it said something completely different, it said that there are 0 files to load. I wonder whats wrong here, reinstalled both the animation file and CBG many times only to get the same results.

Have you worked it out somehow?

Posted
On 7/1/2023 at 12:59 AM, MadMansGun said:

my guess would be a bad CBG run, problem is CBG is too new for me to know what smegups will cause what behavior problems.

i would assume the most likely cause is antivirus/windows defender interference so you will need to check/fix that first

 

make sure to redo step 1 to clear out any bad behavior files before running CBG again.

Windows Defender cannot be the case. I keep all Skyrim-related stuff on separate partition and all the folders there are exeptions. I never skipped step 1.

Dunno, maybe it's something related to the fact that I'm using FNIS, Nemesis and CBG at the same time... Before you ask, Nemesis can't handle creature anims, and I'm using a combat anims mod that requires Nemesis to work, that's why I use both (well, 3 of them now, because of this mod).

Posted

ah...well that sounds like a bit of a shit show then. what order are you running them in?

also some of those combat mods seem to have hand edited creature behavior files in them, so that could be messing things up as well.

Posted
On 7/1/2023 at 6:39 AM, Dahkir said:

I'm having some really weird issues with this mod. I'm playing on AE.

Well, technically it works, at least part of it. When the animation starts, my character is way out of position. It looks as if the air was eating me. Animations for both my character and the dragon, as well as camera movements look like they're perfectly fine. The dragon does not move an inch from where it triggers the animation, instead my character is rotated and now facing the opposite direction more or less in place where they were when the animation started. When they get to the final stop inside what should be dragon but is air instead, my character just pops to the ground, unable to perform any actions for a few seconds. After that, I can do everything again, as if nothing happened. The dragon stares for a moment and flies off.

Well, i have the same issue, I uninstalled Nemesis in the game folder and everything is getting to work.(I tried to run FNIS and NEMESIS together before and I gave up, so I dont have any combat mods require Nemesis...)

Posted

Right, so I made some progress. CBG finally loads up the animations, but the dragons never do a single killmove or in this case any of these new paired animations. Tried many times with lots of NPCs and nothing happened. 

Posted

I can't seem to get it to work, no matter what I do, I only use CBG, and it keeps saying it is missing adsf or something, I keep doing everything as it is told, but, nothing works

Posted

i have no clue what adsf/asdsf is and my log says i'm also missing it, but the mod is working fine on my end.

 

besides vortex i don't know what else could be messing with the mod (apart from other dragon mods/edits being loaded after it)

Posted

okay, so, I installed fnis, and that seemed to get it working, but, now it is saying this FileNotFoundError: [Errno 2] No such file or directory: 'templates\\default\\dragonbehavior.xml' and I don't know what I'm doing wrong

Posted
On 7/2/2023 at 3:09 AM, MadMansGun said:

ah...well that sounds like a bit of a shit show then. what order are you running them in?

also some of those combat mods seem to have hand edited creature behavior files in them, so that could be messing things up as well.

Now that you mention it, yes, it sounds like those edited creature behaviour files could be the case, if there are any.

I use Valhalla Combat. By itself it doesn't do much - stamina management, timed blocking and stun meter that, once depleted, allows for execution (killmoves). I do also use Elder Souls - moveset, that relies on SkySa - now that could be the culprit, if not for the fact, that it only really applies to humanoids. Other than that, I don't think there is much to it that could somehow affect creatures.

I run FNIS first, then Nemesis and then CBG. Right now FNIS is only used for creatures, because Nemesis handles humanoids in all aspects FNIS can - just not the creatures. FNIS must run first, otherwise it would overwrite Nemesis that is required for SkySa and dependent mods to work. It would render it redundant at this point, best to my knowledge.

 

 

On 7/2/2023 at 8:38 AM, catsacye said:

Well, i have the same issue, I uninstalled Nemesis in the game folder and everything is getting to work.(I tried to run FNIS and NEMESIS together before and I gave up, so I dont have any combat mods require Nemesis...)

Running FNIS and Nemesis together is rather simple. You just run FNIS first and then Nemesis... and that's it. That's how it works for me, never had an issue.

Posted
3 hours ago, Radman1123 said:

okay, so, I installed fnis, and that seemed to get it working, but, now it is saying this FileNotFoundError: [Errno 2] No such file or directory: 'templates\\default\\dragonbehavior.xml' and I don't know what I'm doing wrong

i'm not sure what "templates\\default\\dragonbehavior.xml" it's talking about, maybe the fnis creature pack? don't know why it would need that, i thought CBG was fnis non-dependent.

 

43 minutes ago, Dahkir said:

I run FNIS first, then Nemesis and then CBG.

well that sounds like it should work, but Nemesis is known to be a bit fucked with how it does things, i recall xp32 also got screwed by something it does, so it may actually be on the human side that things have gone wrong....and this here supports the theory:

 

On 6/30/2023 at 3:39 PM, Dahkir said:

When they get to the final stop inside what should be dragon but is air instead, my character just pops to the ground, unable to perform any actions for a few seconds. After that, I can do everything again, as if nothing happened. The dragon stares for a moment and flies off.

the "VoreEnd" animation event is sent from the human side of the animation, if that event fails to be send then the scripts for it won't run, therefore your problem is most likely on the human side.

 

Posted

Now, that clears things up a bit. It would seem that I'd need to disable Nemesis entirely to make this work... maybe. I am definitelly not willing to stop using Nemesis-dependant mods, because thanks to the game is actually bearable combat-wise nowadays. Let's not be afraid to say it: Skyrim's vanilla combat is boring.

I will, however, try to make it work by disabling Nemesis mods and see how that goes. If it turns out that disabling Nemesis fixes things, then it's either working on fixing it or at least letting people know that Nemesis breaks the mod.

 

Posted

It sucks, but as it turns out, disabling every Nemesis mod (and regenerating behaviour files ofc) fixed the issue. Everything works as intended now.

Posted (edited)
44 minutes ago, Dahkir said:

Now, that clears things up a bit. It would seem that I'd need to disable Nemesis entirely to make this work... maybe. I am definitelly not willing to stop using Nemesis-dependant mods, because thanks to the game is actually bearable combat-wise nowadays. Let's not be afraid to say it: Skyrim's vanilla combat is boring.

I will, however, try to make it work by disabling Nemesis mods and see how that goes. If it turns out that disabling Nemesis fixes things, then it's either working on fixing it or at least letting people know that Nemesis breaks the mod.

 

well for what it's worth you could go with the old non-CBG version:

https://www.loverslab.com/files/file/9068-the-old-non-cbg-dragon-vore-killmove-replacer/

it just replaces the stock bite&throw killmove so it only has one animation, but it has been updated to have some of the effect from the cbg version. (but sadly with that version i can't give the player time to look around inside)

 

guess i'll have to add a Nemesis warning then.

Edited by MadMansGun
Posted

Non-CBG version works just fine, kind of a shame that there's no time to enjoy for someone to rescue us, but oh well. Can't have everything I guess.

Posted (edited)

Alright, after some time, I got it to work, even through Vortex with a mod collection installed. Everything works as intended, BUT (there always must be a but... Im sorry :D) 

Its a shame that this fancy new version carries the unfortunate "victim flying through the upper jaw" thingy, from its predecessor. I thought that since this is a paired animation, not a killmove, it would work differently. Overall like it. Thank you.

Edited by ooooofj35b
typo
Posted (edited)
3 hours ago, ooooofj35b said:

Alright, after some time, I got it to work, even through Vortex with a mod collection installed. Everything works as intended, BUT (there always must be a but... Im sorry :D) 

Its a shame that this fancy new version carries the unfortunate "victim flying through the upper jaw" thingy, from its predecessor. I thought that since this is a paired animation, not a killmove, it would work differently. Overall like it. Thank you.

i tried to fix that with the " GetActorBase().SetHeight(1.0) " script but sadly the race height seems to not be taken into account by it.

until someone suggests a better script for me to use you could try editing your race's height in xedit.

Edited by MadMansGun
Posted (edited)

I've made some interesting discoveries by using your SL Dragons mod, since it has different triggers to use the killmoves through the Alduin dialogue.

With it I can confirm the animations are in my game as intended, however they just aren't being activated in combat for whatever reason.

With this mod installed, the SL Dragons Alduin dialogues perform the animations, sfx, and meshes as intended.

However combat only forces me out of camera if I get hit by either the bite or tail attack, and if I die (without the animations) the dragon gets the HP boost. Nothing else occurs. NPCs aren't effected either.

So I can do further testing, would you mind mentioning the exact trigger requirements for the combat animations in this mod? Like Essential status, victim/dragon HP, etc...

It's worth noting that I am an SE/AE 1.6.353 user if that has any impact on this.



 

Edited by DuskWanderer
Posted (edited)
48 minutes ago, DuskWanderer said:

I've made some interesting discoveries by using your SL Dragons mod, since it has different triggers to use the killmoves through the Alduin dialogue.

SL Dragons is not actually running the same animation, it's using the non-cbg based bite&toss killmove replacer.

 

48 minutes ago, DuskWanderer said:

would you mind mentioning the exact trigger requirements for the combat animations in this mod? Like Essential status, victim/dragon HP, etc...

(not-essential and not-protected and not blocking) and (health <60% or level <20 or naked)

 

48 minutes ago, DuskWanderer said:

However combat only forces me out of camera if I get hit by either the bite or tail attack, and if I die (without the animations) the dragon gets the HP boost. Nothing else occurs. NPCs aren't effected either.

sounds like a messed up human animation, only this time some of the events are being fired.

Edited by MadMansGun
Posted (edited)
10 hours ago, MadMansGun said:

SL Dragons is not actually running the same animation, it's using the non-cbg based bite&toss killmove replacer.

Interesting. At least the internal camera mesh is still being applied, so that's progress.

 

Quote

(not-essential and not-protected and not blocking) and (health <60% or level <20 or naked)

Can confirm those conditions are being met...

 

Quote

sounds like a messed up human animation, only this time some of the events are being fired.

If the human side of things is causing the issue--and not the dragons as I'd assumed--that opens up a few potential culprits.

On the FNIS side of things, other than SLAL and Poser packs I'm using TK Dodge and Baka's Defeat (I've triple checked to make sure the "Set player as essential" option is disabled).

There are a couple of DAR/OAR mods as well but those shouldn't have an impact.

Nemesis is left unused in the dumpster.

The only other potential cause that I can think of is Valhalla combat and True Directional Movement, although I doubt it would do anything to conflict either based on the conditions for this mod's animations.

Good news is the last mod I was waiting on to update to the latest AE and not 1.6.353 is now out, so after I go through the tedious process of updating my load order I'll see if that makes a difference, however unlikely.
 

Edited by DuskWanderer
Posted

if you play with defeat, make sure essential on bleedout is turned off, otherwise the kill move wont work at all, regardless of what hp you're at or if the bite would knock you down

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