El_Duderino Posted June 13, 2018 Posted June 13, 2018 52 minutes ago, kevanlol said: Animations dont work when I equip it, other people were reporting the same when 4.1 was released Thanks, in this case I'd blame it on mod conflict or faulty/incomplete installation and not a bug. In addition to what @Reesewow said, check that no mod is overwriting any of DD's scripts. I only know of the SLIF-DD patch to do this, but there may be others. And just in case, did you re-run FNIS after installing DD 4.1?
JuliusXX Posted June 13, 2018 Posted June 13, 2018 I finally got this new version working without a CTD by reducing the animation count. I just noticed one weird thing, which may or may not be important and could help someone struggling with the animation count. So, after I removed some SLAL packs I got these values: 7412 animations for 33 mods successfully included (character) 3062 animations for 6 mods and 43 creatures successfully included. I was still getting a CTD so I decided to remove some other mods, which were mostly installed for testing with this new playthrough: - Night Mistress Mansion (W.I.P. so I decided to remove it for now just in case) - SexLab Tools (a leftover from an earlier game) - Deviously Enslaved Continued (script heavy and therefore a possible cause of CTDs in my case). After I removed these I got the following counts: 7190 animations for 31 mods successfully included (character) 3062 animations for 6 mods and 43 creatures successfully included. The animation count dropped by 222. The weird thing is, that I can only find 6 .hkx-files in these mods together.
Kimy Posted June 13, 2018 Posted June 13, 2018 7 hours ago, El_Duderino said: Thanks, in this case I'd blame it on mod conflict or faulty/incomplete installation and not a bug. In addition to what @Reesewow said, check that no mod is overwriting any of DD's scripts. I only know of the SLIF-DD patch to do this, but there may be others. And just in case, did you re-run FNIS after installing DD 4.1? Distributing altered DD framework resources is explicitly disallowed by our license. So far I didn't actively go after these mods, but people still shouldn't use them if they don't want to experience issues. DD and these unsanctioned patches (they are all unsanctioned, neither Min nor I ever allowed any mod to do that) are basically guaranteed to break each other every time DD updates. Which is the exact reason why we discourage doing that.
Piiska Posted June 13, 2018 Posted June 13, 2018 31 minutes ago, JuliusXX said: Spoiler I finally got this new version working without a CTD by reducing the animation count. I just noticed one weird thing, which may or may not be important and could help someone struggling with the animation count. So, after I removed some SLAL packs I got these values: 7412 animations for 33 mods successfully included (character) 3062 animations for 6 mods and 43 creatures successfully included. I was still getting a CTD so I decided to remove some other mods, which were mostly installed for testing with this new playthrough: - Night Mistress Mansion (W.I.P. so I decided to remove it for now just in case) - SexLab Tools (a leftover from an earlier game) - Deviously Enslaved Continued (script heavy and therefore a possible cause of CTDs in my case). After I removed these I got the following counts: 7190 animations for 31 mods successfully included (character) 3062 animations for 6 mods and 43 creatures successfully included. The animation count dropped by 222. The weird thing is, that I can only find 6 .hkx-files in these mods together. Interesting. I noticed the same thing about SexLab Tools but never tried to uninstall DEC! Maybe scripts also forces us to lower animation counts? The more scripts, the less animations we can use. This would explain why different people have different animation amounts they can run. Did 4.1 add a lot of scripts?
Reesewow Posted June 13, 2018 Posted June 13, 2018 3 minutes ago, Piiska said: Interesting. I noticed the same thing about SexLab Tools but never tried to uninstall DEC! Maybe it's scripts then that forces lower animation counts? The more scripts, the less animations we can use. It is probably an "all of the above" situation. Typically it seems to have been people updating large SLAL packs that have run into these issues lately, and those have no scripts to speak of. However, there was someone in the DCUL thread that sounded like they were having the overload CTD and were able to load by disabling Deviously Cursed Loot, which is a large scripted mod without many animations of its own. The animation numbers are just an easy marker for us to see and pretty easy to remove from a game without issue, so bringing that number down is the go-to suggestion. So if you are having issues and have a few large scripted mods loaded that you never use, it probably wouldn't hurt to try removing them... plus your papyrus engine would thank you anyway for not having heavily scripted mods running that you don't actually use.
Kimy Posted June 13, 2018 Posted June 13, 2018 7 hours ago, Piiska said: Did 4.1 add a lot of scripts? Nope.
Piiska Posted June 13, 2018 Posted June 13, 2018 1 minute ago, Kimy said: Nope. Alright, back to square one :<
SorenMM Posted June 13, 2018 Posted June 13, 2018 Hmm, okay, so I just updated to version 4.1 of Integration and Expansion and now I get a message when trying to load a save game, that there is missing content. I have the updates from may for DCL and DD Assets. I changed nothing else, and do not really run any other mods other than the requirements for DD. Does the new 4.1 require a fresh start, or did I do something wrong when installing? I ran FNIS and bodyslide.
Kimy Posted June 13, 2018 Posted June 13, 2018 7 hours ago, SorenMM said: Hmm, okay, so I just updated to version 4.1 of Integration and Expansion and now I get a message when trying to load a save game, that there is missing content. I have the updates from may for DCL and DD Assets. I changed nothing else, and do not really run any other mods other than the requirements for DD. Does the new 4.1 require a fresh start, or did I do something wrong when installing? I ran FNIS and bodyslide. Are you sure you activated ALL the mods you downloaded in your mod manager, and did not accidentally disable/delete any other? This message is caused by a mod being removed that used to be a part of your load order. 4.1 does not need a new game, if you're updating from 4.0.
SorenMM Posted June 13, 2018 Posted June 13, 2018 31 minutes ago, Kimy said: Are you sure you activated ALL the mods you downloaded in your mod manager, and did not accidentally disable/delete any other? This message is caused by a mod being removed that used to be a part of your load order. 4.1 does not need a new game, if you're updating from 4.0. I just double checked. I have activated all the mods and did not disable/delete anything else. The only thing that was removed were old versions of the 4 DD mods that were replaced with the new versions. As far as I can tell, I am not missing something that I had before.
kevanlol Posted June 13, 2018 Posted June 13, 2018 7 hours ago, El_Duderino said: Thanks, in this case I'd blame it on mod conflict or faulty/incomplete installation and not a bug. In addition to what @Reesewow said, check that no mod is overwriting any of DD's scripts. I only know of the SLIF-DD patch to do this, but there may be others. And just in case, did you re-run FNIS after installing DD 4.1? I figured it out, I installed ddx 4.1 but not ddi 4.1
LazyBoot Posted June 13, 2018 Posted June 13, 2018 27 minutes ago, SorenMM said: I just double checked. I have activated all the mods and did not disable/delete anything else. The only thing that was removed were old versions of the 4 DD mods that were replaced with the new versions. As far as I can tell, I am not missing something that I had before. What version of DD did you have before?
SorenMM Posted June 13, 2018 Posted June 13, 2018 5 minutes ago, LazyBoot said: What version of DD did you have before? I had 4.0 before i updated to 4.1
Pinute Posted June 13, 2018 Posted June 13, 2018 1 hour ago, SorenMM said: Hmm, okay, so I just updated to version 4.1 of Integration and Expansion and now I get a message when trying to load a save game, that there is missing content. I have the updates from may for DCL and DD Assets. I changed nothing else, and do not really run any other mods other than the requirements for DD. Does the new 4.1 require a fresh start, or did I do something wrong when installing? I ran FNIS and bodyslide. Kimy's right, so something is missing. Simplest way to find out is to run Tes5edit on your load order. It will tell you explicitly what esp is missing (although when I have that issue, skyrim tells me what's missing).
joemonco Posted June 13, 2018 Posted June 13, 2018 Is there any particular reason why Integration and Expansion aren't a single download?
Onionstarz Posted June 13, 2018 Posted June 13, 2018 I'm only running a couple of mods, it upgraded perfectly without a problem,thanks for the update
SorenMM Posted June 13, 2018 Posted June 13, 2018 1 hour ago, Pinute said: Kimy's right, so something is missing. Simplest way to find out is to run Tes5edit on your load order. It will tell you explicitly what esp is missing (although when I have that issue, skyrim tells me what's missing). Well, Tes5edit is saying I got everything I need. Will try to make a new game tomorrow to see if it is works alright and if it just the save.
Reesewow Posted June 14, 2018 Posted June 14, 2018 1 hour ago, SorenMM said: Well, Tes5edit is saying I got everything I need. Will try to make a new game tomorrow to see if it is works alright and if it just the save. TES5Edit will only warn you if you are missing a master - not if you removed something from your load order that isn't a master file itself. So that means your mystery file is probably not an important master but an addon - you could simply load your game despite that message, make a save, and then use a save cleaner to identify what accidentally got uninstalled (you should have some unattached script instances ect, those may be named in a way that you could recognize the mod they came from). However, I saw you say you updated 4 DD mods - since there are only 3 in the main DD series I assume the 4th is Deviously Cursed Loot? If so, I may know what your "mystery file" is - Deviously Cursed Loot has an optional addon you can install for a Live Another Life scenario. If you had that installed on your old save and did not pick that option again when you uninstalled and upgraded, you'd get that "missing content" message. If you reinstall the latest version of DCUL and pick the optional addon, you may be able to load your save without the message. One recommendation for the future however, before doing a major update to mods save a copy of your load order - that will help you troubleshoot things like this and also help you make sure you mod's load "order" doesn't change, which may help stability.
ragnam Posted June 14, 2018 Posted June 14, 2018 On 6/12/2018 at 4:19 PM, ttpt said: That 777 increase in added file slots is exactly what I get too, would like to know what they are too since that seems like the biggest jump. Also of note, I can add slal packs to my existing 4.0 installation and easily add over 300 animations and my game will load fine, but the added file slots field doesn't go up. Another observation, if I run FNIS with 4.0 installed, then switch from 4.0 to 4.1 in MO and launch my game, it will also load just fine, I'm sure it'll be missing the new animations added by 4.1 since I didn't run FNIS, but it doesn't appear to be an .esp issue either. But the conclusion is that there is something going on with regards to animations, but it's doesn't appear to be a too many animation issue, or too many plugins issue. Could easily be a too many added file slots issue? ] WTF??? Well I had pcea2 installed and never used any of those crazy player animations like maigc spells and rolling on the ground. it had like 542 alternate animations. and I only installed it a long time ago for some sort of extra magical hand movements and sword fighting that never tickled my fancy or have not really ever seen in game... so ... bye bye FNIS pcea2!!! Removed pcea2, ran loot , ran fnis, all games loaded. I dropped back to desktop unistalled DI 4.0, installed DDi 4.1, ran loot, ran fnis save game loaded, saved that game. loaded last play game save, crashed, so I loaded safe save, and loaded a play game second to last , ok, it loaded, Cool SO I got rid of pcea2 for DDi 4.1 extra space it takes up and did not have to remove any SLAL I had installed with ZAZ stuff. sad result in game..... then that is when I noticed, half my followers or slaves are prancing around like ponies "I'm a pony I'm a pony" kind of thing or some others running around like they have arm+neck cuffs on (NO BONDAGE ITEMS AND NEVER DID!!!) , when they stop walking they place their arms down by thier side or idle like a female might. AND MY Player??? the master, with no bondage stuff in inventory stance normal with a weapon out, when I sheath it, I stand there like I am leg and wrist cuffed? I jump and wiggle like a cuffed fish out of water????? if I run side ways I shuffle and run forward I look normal?Is this how ddi 4.1 was meant to be played? god please no tell me this is not true???please is there a way to have normal followers that dont act like they are in bondage when they are not and most important the player like me when I am not even a slave!!!! nor have settings to be one!! gong nuts at the moment to remove those random stances on player and followers by some MCM menu that assumed it from an existing game save??? FYI below, fnis stuff..... with pcea2 removed and updated to ddi 4.1 ll Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 6 sets: 60 total groups: 294 added file slots: 2189 alternate files: 1110 Create Creature Behaviors ... Reading MoreNastyCritters V1.0 ... Reading Anubs Creature V1.0 ... Reading SexLabCreature V1.62 ... Reading AnimationsByLeito_Creatures V1.0 ... Reading K4Anims V?.? ... 8965 animations for 49 mods successfully included (character). 1612 animations for 5 mods and 38 creatures successfully included.. 0 possible consistence issues
Reesewow Posted June 14, 2018 Posted June 14, 2018 15 minutes ago, ragnam said: Is this how ddi 4.1 was ment to be played? god please no tell me this is not true??? Obviously not true lol. Do you run FNIS Sexy Moves? If so, this can be fixed by selecting an option for the player in the FNIS SM MCM menu (even toggling 360 mode on and off should work), and giving NPCs doing the odd animations specific sexy move using the MCM debug for a dialogue option. Once fixed it shouldn't be an issue anymore. If you don't run FNIS, it could be something to do with your removal of PCEA2, but I can't offer suggestions there because I've never used it. 1
ragnam Posted June 14, 2018 Posted June 14, 2018 46 minutes ago, Reesewow said: Obviously not true lol. Do you run FNIS Sexy Moves? If so, this can be fixed by selecting an option for the player in the FNIS SM MCM menu (even toggling 360 mode on and off should work), and giving NPCs doing the odd animations specific sexy move using the MCM debug for a dialogue option. Once fixed it shouldn't be an issue anymore. If you don't run FNIS, it could be something to do with your removal of PCEA2, but I can't offer suggestions there because I've never used it. Yess FNIS SM, no 360 run mod installed, maybe I can try install FNIS SM again to try that? I always run loot and FNIS any time animations are changed Oh cool so your another that dont use pcea2 too good! I might have some left over PCEA2 files and folders that did not full delete from my build... fnis is still picking up hints of it still around >>Warning: AnimationList found in "Animations\FNIS_PCEA2", but no corresponding Behavior file. Incomplete mod IGNORED.<< I will reinstall FNIS so they dont think PCEA2 should still be there when I removed it already. found 5-6 pcea2 files and removed, Fnis SM did not clear the odd animations, and the player still acts like a "shuttering weebel wobble in chains" running sideways and jumps like a deranged dolphin still, I only look normal when I have my sword drawn. tomorrow is another day.
Reesewow Posted June 14, 2018 Posted June 14, 2018 51 minutes ago, ragnam said: Yess FNIS SM, no 360 run mod installed, maybe I can try install FNIS SM again to try that? FNIS SM will totally cause the problems you see, but just using the sexy move menu should be able to fix the problem. For instance change the walk type for the player and your followers and the problem should go away. However, I am using the latest version of Sexy Moves, so upgrading may help. It sounds like it is a known issue so a fix may be coming from the Sexy Move side at some point.
ragnam Posted June 14, 2018 Posted June 14, 2018 22 minutes ago, Reesewow said: FNIS SM will totally cause the problems you see, but just using the sexy move menu should be able to fix the problem. For instance change the walk type for the player and your followers and the problem should go away. However, I am using the latest version of Sexy Moves, so upgrading may help. It sounds like it is a known issue so a fix may be coming from the Sexy Move side at some point. do you have a link to the fnis SM your using? mine only have the 10 listed and select 3 to make obsolete or armored moves less sexy, the options you talk of are not in my MCM? I have this one https://www.nexusmods.com/skyrim/mods/54521 I dont use 360 since I play as a male, its all my female slaves or followers act funky too? even with FNIS SM removed and even cleared old stuff with save game cleaner I still stand like a derranged dolpin hopping or shuttering side movement. I think those are DDi 4.1 default animations and if you use FNIS SM with 360 would over write those DDi comes set as default? not sure, but it sucks for a male player its late for me and I am too tired to think what to try next , Good night
Nenez Posted June 14, 2018 Posted June 14, 2018 Hi, I have issues with Armbinder and Yoke animations, arms are not restrained as intended, they are just staying idle as usual, though the lock is working. I recently just reinstalled the game and the latest versions of mods, it's all fine for me previously. Of course I ran FNIS and LOOT after every mod installation. Registered all the animations in the MCM Menu. I have tried to reinstall everything, reload save and it's still the same, also I just tried it with just the basic SL and DD mods, still not working...
ragnam Posted June 14, 2018 Posted June 14, 2018 5 hours ago, Nenez said: Hi, I have issues with Armbinder and Yoke animations, arms are not working as intended, they are just staying idle as usual, though the lock is working. I recently just reinstalled the game and the latest versions of mods, it's all fine for me previously. Of course I ran FNIS and LOOT after every mod installation. Registered all the animations in the MCM Menu. I have tried to reinstall everything, reload save and it's still the same, also I just tried it with just the basic SL and DD mods, still not working... thats what I must be seeing too, my character with NO DD stuff in inventory is acting like he has arm binders or cuffs in-front when standing idle. player has very odd penguin shuffle walking sides ways but runs forwardly normal. my female followers and slaves are randomly fallowing me like pony hopping some with yoke positions or to me it looks like they come with DDi 4.1 as default because I never ever seen those pony hopping or penguin shuffle stuff ever in game or videos. would be nice to control when and where those go active and stuff, kind of silly starting a new game and look like your bound before you meet anyone either?
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