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Posted (edited)
1 hour ago, NymphoElf said:

 

I will try to find some time to double check. Maybe it's not SCOE but I know one of them does it.

I think SLACS is the one that kinda does its own thing, but I could be wrong.

 

Looking at the old SCOE page it specifically lists 

 

  • Compatibility with mods dependent on Sexlab's native cum functions like Sexlab Survival, Sexlab Sexual Fame, etc.
Edited by no_way
Posted
1 hour ago, virtual00 said:

after I installed your mod the babo disappeared from MCM!

 

That's not a compatibility issue. That's just an MCM issue.

 

The MCM can only have 128 menus. If you have too many, some won't show up or won't work properly.

 

Regardless, you'll have to figure out the issue yourself.

 

You can try using an MCM patch from Mort65 here to expand the number of MCMs your game can have: https://github.com/mort65/SKyUI-254MCMs-Patch/releases/tag/v1.0.1

Posted
On 9/2/2025 at 12:10 PM, NymphoElf said:

 

That's not a compatibility issue. That's just an MCM issue.

 

The MCM can only have 128 menus. If you have too many, some won't show up or won't work properly.

 

Regardless, you'll have to figure out the issue yourself.

 

You can try using an MCM patch from Mort65 here to expand the number of MCMs your game can have: https://github.com/mort65/SKyUI-254MCMs-Patch/releases/tag/v1.0.1

 

 

I went in and looked at the MCM, I have 86 so it's not the MCM cap!

Posted
3 hours ago, virtual00 said:

 

 

I went in and looked at the MCM, I have 86 so it's not the MCM cap!

 

Well, still, this isn't a Sexy Adventures issue. I use Babo Dialogue with Sexy Adventures just fine.

Posted
20 hours ago, NymphoElf said:

 

Well, still, this isn't a Sexy Adventures issue. I use Babo Dialogue with Sexy Adventures just fine.

Ok, thanks for your attention and for responding. one day I'll find out what it is! ;)

Posted
On 8/24/2025 at 9:35 PM, NymphoElf said:

@Nite_Star How many times did you try launching Skyrim after installing the latest version?

 

Skyrim sometimes just randomly crashes on launch and can sometimes also do so repeatedly before finally getting it's act together.

 

Make sure you completely redo your merged and bashed patches to ensure it's not a user patch issue.

 

Just removing the mod isn't enough troubleshooting to make any concrete claims. There are potentially dozens of reasons why a mod causes (or SEEMS to cause) the game to crash. You can't always place all blame solely on one mod.

OK, I can break it down. My game has over 397 mods tbh, very stable and no crashes. Add this one and can not even launch, starts to load then crashes. So to me this mod is/has a problem with my load or my mods, and to disable all my mods to test for why it is crashing on this mod, not worth it..... Luckily I do have an older version. But like I mentioned earlier, maybe wanna leave other versions up for others, just in case... OhI tried 5 times to launch. Install this mod = crashes, removal of said mod = no crashes.

Posted (edited)
4 hours ago, Nite_Star said:

OK, I can break it down. My game has over 397 mods tbh, very stable and no crashes. Add this one and can not even launch, starts to load then crashes. So to me this mod is/has a problem with my load or my mods, and to disable all my mods to test for why it is crashing on this mod, not worth it..... Luckily I do have an older version. But like I mentioned earlier, maybe wanna leave other versions up for others, just in case... OhI tried 5 times to launch. Install this mod = crashes, removal of said mod = no crashes.

 

Mod count doesn't mean anything. Once you start modding a game it becomes inherently unstable (or, more unstable in Skyrim's case). There's no such thing as a truly "stable" mod list, there's only good practices which reduce instability. You can't account for every possible variable in each person's computer, including your own.

 

As you pointed out, there's likely some issue with your load order when you try to add this mod, and as I said before (perhaps not quite clearly enough?) just adding or removing a mod isn't enough troubleshooting to come to a proper conclusion. You're still trying to lay all blame on this mod when you have no concrete proof that this mod actually has an issue. Plus, if this mod had that kind of issue I promise you would not be the only one affected, yet that seems to be the case.

 

Skyrim mods in particular are not universally "plug and play". You can't always click "install" and just stop there. It doesn't matter how much you claim your load order is "stable". Any added mod can bring it tumbling down if you don't take proper action.

 

At the end of the day, you need to figure out what in your load order isn't playing nice with Sexy Adventures if you want to use the current version. And yes, that may require a bit of effort on your part.

 

To me, it sounds like you need to rebuild your mod list from the ground-up with Sexy Adventures included in the process. That's what's most likely (though admittedly not guaranteed) to resolve your issue. You can also try looking at the Papyrus Log (if you have logging enabled) to see if that points you in any particular direction.

 

Lastly, don't hold your breath for any thorough investigation on this in the near future - nor any kind of old version upload. Teutonic has IRL stuff to worry about, and this isn't my mod so don't ask me. I'm mostly acting as caretaker of the topic during Teutonic's absences, and I have my own mods to work on and worry about.

 

From my experience both working with Teutonic and using the mod itself, the mod is relatively solid and I haven't had any noticeable issues. No, the mod isn't perfect and I'm sure it does have flaws somewhere, but I am confident that the current flaws aren't as catastrophic as your current claim suggests.

Edited by NymphoElf
Posted (edited)

Hi

 

FWIW, I was having a problem with animations between the player and the assailants initiated by Gang Rape encounters terminating immediately, with the logs showing that the assault condtions were met, an assailant selected, but found not to be a valid giver and no animation would start

 

I saw this mentioned way upstream on this thread but there seemed to be no obvious conclusion/solution mentioned

 

I have one possible cause, and I've covered it at the link below, and in the immediately preceding posts

 

Basically, the animation was being terminated as if the assailaant was, for whatever reason, being 'hit'.  Disabling Defeat's Animation setting 'interrupt on hit' fixed it  

 

Hope that's helpful

 

@teutonic

 

I'm no techie.  But I spent a lot of time in ReSaver and xEdit looking at this problem, race settings and all sorts of stuff, and I did find a whole heap of instances IMG_9663  and Image7) of the receiver script saying that the gangbang had failed to finish.  Whilst all the other Boolean values matched my MCM settings, the consensual animations value (Image6) for that script was set as an INTEGER of 50, whereas I had them turned ON.  Should that be a Boolean Value, reflecting the MCM setting of ON or OFF?  eg if Integer of 50 is the MCM OFF setting, fine, but as an integer value, is that fixed and maybe not reflective of the MCM setting?   I meention it only because I wondered if it was worth a look, as you said up thread that you hadn't tracked down why the console log sometimes showed no 'valid giver' 

 

 

IMG_9663.jpg

image7.jpeg

image6.jpeg

SkyrimSE 2025-09-05 00-16-06-39.jpg

Edited by DonQuiWho
Posted

Hey, thanks for this nice mod. 

I am using bimbos of skyrim and my main problem is that the mod author did not implement any responsibility aka cause. I mean if you are a bimbo who runs almost without clothes and if you use bimbo demeanor fondle and so one all the time no one acts on you. Would it be possible to have BoS support? Some kind of menu option for the group rape to check for the BoS curse? If you do this you could do this for other similar mods like SL hormones?

Even you wouldnt do it thanks for the mod its one of the rare good mods that actually implement somewhat believable consequences for acting slutty.

Posted

I have weird issue with the ESL. In MO2 it states FE:036 and even I am trying to assign it later in the order it wont allow it. This means I cannot enable the mod in middle of playthough as it would mess all ESL addresses?

Posted (edited)
2 hours ago, poporaltemporal said:

I have weird issue with the ESL. In MO2 it states FE:036 and even I am trying to assign it later in the order it wont allow it. This means I cannot enable the mod in middle of playthough as it would mess all ESL addresses?

 

I believe you should be able to change the extension to .esp and it should load anywhere as an eslfied esp (espfe). 

 

Heck I had this in my load for over a year and added and removed mods in my ongoing game during that time...  I just make sure to clean save, Aside from that it should not really mess up the other esl's anyway, the engine is pretty forgiving in resolving  FExxxmmm  addresses. 

Edited by eflat01
Posted (edited)

I came back to this mod after a long time. I am trying to set up a bunch of rules for gangrape to be vulnerable in the following conditions:

 

Vulnerable at all times when naked, vulnerable at night if wearing skimpy clothes, vulnerable at all times if unarmed and skimpy

Vulnerable when aroused and restrained or collared, regardless whether naked, skimpy or night.

Not vulnerable to first set of conditions if Thane, but vulnerable to other sets of conditions.

 

I have set it up the following way:

 

Group 1:

naked - 2

unarmed - 1

skimpy -1

night - 1

Requirements: 2, ignore other groups

 

Group 2:

Aroused - 1

Restrained - 1

Requirements: 2, ignore other groups

 

Group 3:

Aroused - 1

Collared - 1

Requirements: 2, ignore other groups

 

Please verify if these conditions are set up correctly.

However I have no idea how to set up Thane requirement so it nullifies the first group but the not second or third.

 

Please also explain what "restrained" mean exactly in terms of worn devices. Would any device count or just armbinder/yoke/etc.

Edited by belegost
Posted
Quote

However I have no idea how to set up Thane requirement so it nullifies the first group but the not second or third.

 

Group 1 : add not Thane = 4 then requirements = 6.

Posted
On 9/16/2025 at 2:28 PM, Duburgue said:

 

Group 1 : add not Thane = 4 then requirements = 6.

The weights can only be up to 3. I guess that means I have to change requirements to 5.

 

And there is no "not Thane". There is just "be Thane". Inverted then?

Posted
6 hours ago, belegost said:

The weights can only be up to 3. I guess that means I have to change requirements to 5.

 

And there is no "not Thane". There is just "be Thane". Inverted then?

Yes Thane inverted.

 

Be Thane inverted = 3 and requirements=5 should work if naked and skimpy never overlap.

Posted

Was wondering to ask for some help and advice, whenever a sec scene is traied to start from this mod it wont play any animations,

[Sexlab] Thread[0] - FATAL StartThread(): FailedToStartThread: Unable To Create Thread Instance. See log for detials. 

Ive check all the Sexlab Tags, ticked the box to use all and checked that each catagory has animations.  

SE 1.6.1170, Sexlab P+, Nemesis.  All other anims work with defeat, SLEEN etc im just not sure why this doesnt start

Posted
5 hours ago, LatencyRemix said:

Was wondering to ask for some help and advice, whenever a sec scene is traied to start from this mod it wont play any animations,

[Sexlab] Thread[0] - FATAL StartThread(): FailedToStartThread: Unable To Create Thread Instance. See log for detials. 

Ive check all the Sexlab Tags, ticked the box to use all and checked that each catagory has animations.  

SE 1.6.1170, Sexlab P+, Nemesis.  All other anims work with defeat, SLEEN etc im just not sure why this doesnt start

 

Should look at the log. Obviously it has trouble instantiating a thread which could mean many things, I'm guessing here since defeat and Sleen work the call is somehow missing an argument being passed into it like the actors, animation etc... What version of P+ is it, I know the version posted up here on LL has issues with string type arrays. 

Posted
4 hours ago, eflat01 said:

Should look at the log. Obviously it has trouble instantiating a thread

I did have a look at the log, i dont realy understand it but didnt see any error or mentiong of faild instance.  I use the current version of sexlab p+ 2.15.6 for 1.6.1170

Posted
11 hours ago, LatencyRemix said:

[Sexlab] Thread[0] - FATAL StartThread(): FailedToStartThread: Unable To Create Thread Instance

 

45 minutes ago, LatencyRemix said:

didnt see any error or mentiong of faild instance

 

Guy Confused meme

Posted

THat is what the console in skyrim says when a scene tried to start, i searched the log but thats where i didnt find it.  I deleted the old log and tried for it again, this time there is many lines with these :

[24468] [W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | [Forced]]; No animations for given actors
[W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | []]; No animations for given actors

 

then other lines like this where it say i think, it started "[26936] Thread initialized. Center: Player, 14, Actors: 3." > inistialcse scene > no primary scene.

sorry, im not great at explaining the things

Posted (edited)
28 minutes ago, LatencyRemix said:

THat is what the console in skyrim says when a scene tried to start, i searched the log but thats where i didnt find it.  I deleted the old log and tried for it again, this time there is many lines with these :

[24468] [W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | [Forced]]; No animations for given actors
[W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | []]; No animations for given actors

 

then other lines like this where it say i think, it started "[26936] Thread initialized. Center: Player, 14, Actors: 3." > inistialcse scene > no primary scene.

sorry, im not great at explaining the things

 

This is:

[24468] [W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | [Forced]]; No animations for given actors
[W] Invalid query: [2 | 0000000010101000000101000000000000000000000000000000000 | []]; No animations for given actors

 

One of the first things any SexLab quest mods is use a function to search for an animation by actors plus some race and/or tag - use the animation returned and then it attempts to use a function to start sex passing actors and animation into it. Some mods gather all that searching upfront or just before a start sex call. Another tag many mods may look for is aggressive... when it comes to rape. Was this a gang rape? It could be you do not have anything fitting a gang rape with multiple actors?

 

It could not start the scene because either the actors or the animation were missing when making the start call.

 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

when it comes to rape. Was this a gang rape? It could be you do not have anything fitting a gang rape with multiple actors?

Yeah this is what it was trying to start, i have a lot of anims and checking each catagory they all say they have animations.
I have Leitos 1.6f, Billy 9.0 + 1.2, Babo, Aces and nible packs with all options installed.  Also i said for it to use either aggresive or consentual animations, it teleports all the actors but thats as far as it goes.  Is there a way i can check on the anination tags?

Posted (edited)
2 hours ago, LatencyRemix said:

Yeah this is what it was trying to start, i have a lot of anims and checking each catagory they all say they have animations.
I have Leitos 1.6f, Billy 9.0 + 1.2, Babo, Aces and nible packs with all options installed.  Also i said for it to use either aggresive or consentual animations, it teleports all the actors but thats as far as it goes.  Is there a way i can check on the anination tags?

 

Looks like there is a console debug function in this mod when ConfigQuest.DebugConsoleLogSex is true I assume can be turned on in McM?

 

ie Here's the code...

 

SexlabUtil.PrintConsole("StartTaggedAnimation -- Actors: " + akActors.Length + " -- Tags: \"" + Tags + "\" -- Use All: " + UseAllTags + " -- Supressed Tags: \"" + TagsSuppressed + "\" -- Victim: " + VictimName)

 

so it will display what's about to be passed to sexlab to the console. (the actor ids and the tags, what's suppressed etc...)

 

I would think with Billyy you should have some unless you're filtering them out in Sexlab's McM?

 

If you're familiar with .json files the best why I find to track down animation tags, race etc... beleive it or not is to look in the Data/SLAnims/json directory and view the .json files using notepad or any text editor directly doing a search on  "tags" - just be careful not to edit them. It's just easier than scrolling through McM menus.

 

i.e. 

"tags": "Billyy,Straight,MF,Doggy,Holding,Standing,Spanking,Foreplay,Discipline,Fetish,"

 

Edited by eflat01

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