RDKateran Posted April 13, 2014 Posted April 13, 2014 I haven't had the creatures affected by it swap to their nude suits, no. Falmer keep their armor on, but they still appear and perform the animation.
Darkone82 Posted April 14, 2014 Posted April 14, 2014 I have an issue with SLNC where it crashes my game. slncMainQuestScript is the sinner anyone know about a work around or how to fix it ?
shane4244 Posted April 14, 2014 Posted April 14, 2014 I have an issue with SLNC where it crashes my game. slncMainQuestScript is the sinner anyone know about a work around or how to fix it ? Â I don't think it's the script crashing your game unless you have a weak PC or so many script heavy mods that your game can't handle one more. When does the game crash? As soon as the animation starts with a creature? At the loading screen? If you describe when it's crashing it may be possible to determine why. Â I can't really think of what method you could have used to determine it's one particular script in one mod thats crashing your game (It would be nice if it was that easy) if your going off your papryus logs that probably has nothing to do with it. Those don't reflect what is causing a CTD just mostly removed script properties,debugs from mods,and there very usefull in showing why a particular function isn't working.
Darkone82 Posted April 14, 2014 Posted April 14, 2014 Well it pretty much crashes at random points (this being the last script that was run as it crashed), majority of the crashes come when loading saves. My PC is pretty much beast mode so I doubt its that. (i7-4820k, 16gig ram, Asus P9X79 WS and 2x GTX780) got around 120 mods installed. Boss load order with alot of manual tweaks. I even monitor the system usage so that it doesnt go over the magical 3.1gig ram usage. But as I said this script is allways the last to load when it crashes or the 2nd last. When it goes 2nd last Dawnguard goes after it for some reason. (DG is placed where it should be in the load order)
shane4244 Posted April 15, 2014 Posted April 15, 2014 Well it pretty much crashes at random points (this being the last script that was run as it crashed), majority of the crashes come when loading saves. My PC is pretty much beast mode so I doubt its that. (i7-4820k, 16gig ram, Asus P9X79 WS and 2x GTX780) got around 120 mods installed. Boss load order with alot of manual tweaks. I even monitor the system usage so that it doesnt go over the magical 3.1gig ram usage. But as I said this script is allways the last to load when it crashes or the 2nd last. When it goes 2nd last Dawnguard goes after it for some reason. (DG is placed where it should be in the load order) Â Yea your PC is fine this mod doesn't really do anyting untill you actually have Sex with a creature or NPC's have sex with a creatures it's not like a wet and cold type mod were it is always checking for things. It may be the last one to load just simply because its the last one to load. I get those type crashes occationally when I save outdoors for example normally the last script I see is _wetplayer.... something or rather but that doesn't mean thats cause my crash. This is a common skyrim issue I've found that saving in an empty vanilla cell like breezehome eliminates the issue for me. Â There are a lot of post for for this issue in skyrim and reaching that 3.1 seems to be one of the causes I've heard others say you can't accuratly montior when that limit is reached I don't know if that's true or not. I wouln't think that this mod would be the cause though because it's so light on the game untill it's actually used during sex but I'm no expert just my opinion.
McChuckles Posted April 15, 2014 Posted April 15, 2014 for some reason the wolves have permaboners with no other creatures having a problem, please assist   fixed it, turning of EB-gender worked so if anyone else has this same problem check that out
WaxenFigure Posted April 15, 2014 Posted April 15, 2014 Well it pretty much crashes at random points (this being the last script that was run as it crashed), majority of the crashes come when loading saves. My PC is pretty much beast mode so I doubt its that. (i7-4820k, 16gig ram, Asus P9X79 WS and 2x GTX780) got around 120 mods installed. Boss load order with alot of manual tweaks. I even monitor the system usage so that it doesnt go over the magical 3.1gig ram usage. But as I said this script is allways the last to load when it crashes or the 2nd last. When it goes 2nd last Dawnguard goes after it for some reason. (DG is placed where it should be in the load order) Install SKSE 1.7 version and get ENBOOST then stop worrying about the 3.1 GB limit because you'll never get close again. You will also see those CTDs reduced dramatically if not eliminated entirely. Â SKSE does have an option to crate a minidump file when the game crashes, that can be used with a minidump reader tool to determine the source of the crash. Â (Yes SKSE 1.7 is still alpha code for some reason but it seems to be very stable).
Darkone82 Posted April 15, 2014 Posted April 15, 2014 To reply to the both of you because I fail at doing Multiquote Shane4244: Â Hey I appreciate youre opinion it gives off a healthy discussion that will bring me closer to finding a way to live with this issue. What I forgot to mention earlier is that IF I uninstall this mod I dont get the crashes. Its really wierd. As for monitoring I use Skyrim Performance Monitor as for how acurate it is I have no idea. But it gives you a general sense on how much you are spending. Â WaxenFigure: Sir that is a pro tip really but I am waaaaaaaaay ahead of you on it. Ive been using SKSE 1.7 for a while now. (even though these issues came up on a freshly installed Skyrim less than a week old by now) I spend around 2 hours watching Gophers videos on getting everything technical that will enchance performance everytime I reinstall Skyrim this was my 6 or 7th time in 2 months (yes I like to break the game but that is from entirely other reasons) Oh and I am using ENB RealVision with recommended mods which also has the ENB Boost built in if you tweak it abit.Â
Daycrist Posted April 15, 2014 Posted April 15, 2014 Question is Version 2.0 able to work with just vanilla skyrim?
shane4244 Posted April 15, 2014 Posted April 15, 2014 To reply to the both of you because I fail at doing Multiquote . What I forgot to mention earlier is that IF I uninstall this mod I dont get the crashes. Its really wierd. Â Â Theres one thing you can try if you haven't already I know this mod doesn't add any animations but for me and it's happened too often to be a coincidence when adding a new mod I sometimes will get a CTD while loading a save and I run FNIS for users and it stops. I know it doesn't make since but it doesn't hurt to run it and like I said it's worked too often for me to be a coincidence it wouldn't hurt to try if you didn't do that to begin with.
Darkone82 Posted April 15, 2014 Posted April 15, 2014 Â To reply to the both of you because I fail at doing Multiquote . What I forgot to mention earlier is that IF I uninstall this mod I dont get the crashes. Its really wierd. Â Â Theres one thing you can try if you haven't already I know this mod doesn't add any animations but for me and it's happened too often to be a coincidence when adding a new mod I sometimes will get a CTD while loading a save and I run FNIS for users and it stops. I know it doesn't make since but it doesn't hurt to run it and like I said it's worked too often for me to be a coincidence it wouldn't hurt to try if you didn't do that to begin with. Â Way ahead of you mate. But pro tip none the less. Rule of thumb for me is: Everytime I install or uninstall any mod that can move any part of my character or interact with my character I run FNIS before I start up the game But as for now I havent had a CTD in a while. Havent really changed anything except progressed in the game, mainly the main story line. Not sure if the crashes from the mod are related to the main story line in any way. Also a fun note when I had the crash yesterday I had a 30mb Papyrus log thats a first for me. SLNC being the last thing to run before crash. Â
fore Posted April 16, 2014 Posted April 16, 2014  To reply to the both of you because I fail at doing Multiquote . What I forgot to mention earlier is that IF I uninstall this mod I dont get the crashes. Its really wierd.   Theres one thing you can try if you haven't already I know this mod doesn't add any animations but for me and it's happened too often to be a coincidence when adding a new mod I sometimes will get a CTD while loading a save and I run FNIS for users and it stops. I know it doesn't make since but it doesn't hurt to run it and like I said it's worked too often for me to be a coincidence it wouldn't hurt to try if you didn't do that to begin with.   No, it's no coincidence. But it can go both ways.  The cause of probably 99% of all load CTDs is not a specific mod, it's the Skyrim memory bug. This bug is not reproducible. It depends on memory usage, and how the memory was used during the former load. So when you add a new mod, or run the FNIS generator, you will have new memory allocation, and you might get CTD. And the very next time the load works fine, because the memory was changed during your previous load, and it won't CTD.  To improve the CTD situation you should use SKSE 1.7 Alpha (but don't forget the necessary SKSE ini file change). But still then you will experience CTDs. Here is what I have written in the FNIS FAQ:  I personally have NO load CTD with 1500 animations, about 0.5 with 3000 animations, and about 3-6 CTD with 4000 animations before the game is loaded. Interestingly, once Skyrim starts sucessfully, an immediate re-load of the same file will almost always succeed, even with 4000+ animations. So there is an apparent dependency between memory usage and CTD frequency. Here my advice when you have an unacceptable CTD rate: Install SKSE 1.7.0 Alpha or later. This will install "sheson's memory patch", which will not totally cure Skyrim, but geatly reduce CTD likelyhood. Make sure you have a Data/SKSE/skse.ini file with the following lines: [Memory]DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=512 Make a "clean save". Skyrim's problems to deal with updates of scripted mods is another big CTD cause. At least temporarily reduce the number of FNIS based mods. Pinup Poser, for example, is a great mod. But I can't understand why user keep a pose mod active all the time when they suffer from frequent CTDs.
nutluck Posted April 16, 2014 Posted April 16, 2014 Interesting Fores almost everyone else I have seen has said to limit the memory to one of the following [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 or [Memory]DefaultHeapInitialAllocMB=512ScrapHeapSizeMB=256 Â Granted I have not looked into the memory upgrades in awhile, so has opinions changed? Just curious.
RDKateran Posted April 16, 2014 Posted April 16, 2014 I don't even have a SKSE.ini file... where can I get one/what should I put in it to make one?
nutluck Posted April 16, 2014 Posted April 16, 2014 I don't even have a SKSE.ini file... where can I get one/what should I put in it to make one? Â Just right click and create a new text file with notepad or something. Then add the information you need and then click save as and name it SKSE.ini that will create a ini file with the information it needs. Just make sure you save it in the correct place.
wildtangent Posted April 16, 2014 Posted April 16, 2014 Interesting Fores almost everyone else I have seen has said to limit the memory to one of the following [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 or [Memory] DefaultHeapInitialAllocMB=512 ScrapHeapSizeMB=256  Granted I have not looked into the memory upgrades in awhile, so has opinions changed? Just curious. [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256  Would set the initial memory block at 512 (which is what you want it to be at)  [Memory]DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=512 Would set the initial memory block at 256 (which would be vanilla, and change nothing) At least that is my understanding  I have mine set as  [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256  If you open your skse_steam_loader.log you will get a statement like this. overriding memory pool sizes default heap = 768MB (effective 512MB if not preloading animations) scrap heap = 256MB
nutluck Posted April 16, 2014 Posted April 16, 2014 Yeah which is why I was asking Fores if something changed since he posted it at 768 and 512.
fore Posted April 16, 2014 Posted April 16, 2014 Interesting Fores almost everyone else I have seen has said to limit the memory to one of the following [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 or [Memory] DefaultHeapInitialAllocMB=512 ScrapHeapSizeMB=256  Granted I have not looked into the memory upgrades in awhile, so has opinions changed? Just curious.    Interesting Fores almost everyone else I have seen has said to limit the memory to one of the following [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 or [Memory] DefaultHeapInitialAllocMB=512 ScrapHeapSizeMB=256  Granted I have not looked into the memory upgrades in awhile, so has opinions changed? Just curious. [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256  Would set the initial memory block at 512 (which is what you want it to be at)  [Memory]DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=512 Would set the initial memory block at 256 (which would be vanilla, and change nothing) At least that is my understanding  I have mine set as  [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256  If you open your skse_steam_loader.log you will get a statement like this. overriding memory pool sizes default heap = 768MB (effective 512MB if not preloading animations) scrap heap = 256MB   In part you are right, and it's my mistake. But in part it wass intended due to my test results.  My understanding is that 512/256 are vanilla values. The usually proposed values are 768/256, or 1024/512 if you want to use more memory. And I tested by changing the number of animations added by the different FNIS based mods. I used between 1500 and 4500 animations in my original test described in the FAQ. The result was that I had considerably more CTDs with 512/256 than I had with 768/512. At that time it had skipped my attention that I wanted to test with 1024/512 instead. So this "wrong" value pair made the way into the FAQ.  Today I made a quick re-test. With 768/256 and 3,500 animations still got 2 CTDs before the load succeeded. But with both 768/512 and 1024/512, and with 3,500 it worked without CTD. And then, surprise, surprise, even 7,000 worked. I'm stunned.  So from my tests I have no idea what is better, 768/512 or 1024/512. And I have no idea why this drastic improvement. Since then I have hardly changed anything. No changed mods, except the one I'm currently working on. And the structure of custom behaviors has changed only in few details (due to a new parameter I cannot re-use as many nodes as I did before, but re-use is common in behaviors).  So before someone spreads the news again that FNIS has fixed CTD issues: it can well be that the improvement is onyl because there were different background processes running now and then. But at least it shows that 768/256 is not the optimum solution.
nutluck Posted April 16, 2014 Posted April 16, 2014 Ah and interesting. That suggests the animations are using the dump a lot more than the main memory then. Which seems odd but if it cycles them into the main and then dumps them right away I could see it make a little bit of sense.
forerunner777 Posted April 23, 2014 Posted April 23, 2014 when will there be more animations or an update for this mod, I love the work so far but it seems like the more sexlabs gets updated, the older this one is and the hard it is to trigger the animations.
shane4244 Posted April 23, 2014 Posted April 23, 2014 when will there be more animations or an update for this mod, I love the work so far but it seems like the more sexlabs gets updated, the older this one is and the hard it is to trigger the animations. Â This mod has nothing to do with animations. It adds the non-erect genitals to creatures when they are not in an animation and erect genitals when they are there is no reason for this mod to be updated unitll there are more creatue genitals. The mod does exactly what is intended and does it well, the age of the mod doesn't make any difference even almost a whole two months.
blindmankind Posted April 25, 2014 Posted April 25, 2014 after the new sexlab updates the creatures are still errect after sex  thanks for help  e: with the new sexlab 1.54 version it works correct now, so problem solved
Taven Posted April 25, 2014 Posted April 25, 2014 Is there a way to pick and choose which creatures get the genitals without causing them to be invisible when you move the files out..?
parruyo Posted April 25, 2014 Posted April 25, 2014 After the new sexlab updates the creatures are still errect after sex, i use resurrect and erection disappears.
toastman3 Posted April 27, 2014 Posted April 27, 2014 Could you consider adding khajiit barbed penis model and argonian? Or as a separate mod.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now