MonkeyShoulder Posted July 8, 2014 Posted July 8, 2014 Also I'd recommend using Mod Manager over NMM. Mod manager works much better in terms of overwriting files, and it auto-detects load order issues, missing dependencies and other things like that. Not to mention having all the mods in different directories allows you to turn off mods quickly and easily without having to reinstall them to detect mods causing stability issues. It also means you can go back to vanilla if you need to without any hassle at all.
Buddy Christ Posted July 8, 2014 Posted July 8, 2014 Could anyone draw me a picture (at my knowledge level best with cryaons!) how I can install the CD files like "Dark Deciple Standalone" or the "TeraCBBE Standalone" and the others with CD at the beginning? I tried it and my game goes back to desktop right after the Beth Logo. If I can't do it with NMM, then please let me know, so I can give up trying Cheers! The Addon files only add the items from the original mods to Captured Dreams, you will need the original mods installed. There are links to all the mods used in the addon's in the spoiler in the addon section. Once the original mods are installed put them before the CD addons in the load order (the CD esp needs to be placed before the addon's as well). Thank you, I will give it a go, when I am feeling a bit fitter Edit: I tried MO, but we didn't get along too well. I am an old coot and am glad to find the on-switch on my computer.... well, more or less.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 Could anyone draw me a picture (at my knowledge level best with cryaons!) how I can install the CD files like "Dark Deciple Standalone" or the "TeraCBBE Standalone" and the others with CD at the beginning? I tried it and my game goes back to desktop right after the Beth Logo. If I can't do it with NMM, then please let me know, so I can give up trying Cheers! The Addon files only add the items from the original mods to Captured Dreams, you will need the original mods installed. There are links to all the mods used in the addon's in the spoiler in the addon section. Once the original mods are installed put them before the CD addons in the load order (the CD esp needs to be placed before the addon's as well). speaking of which...there's an inflatable leaotard listed in 1 of the captured dreams vendor lists, I think its master's list, but that shows an image for a robe in the shop and if I buy it, the same thing shows up, not an inflatable leotard - which addon do I need to install or change load order of for that to work Not sure on that, I believe the item from the mod is not working correctly (at least I have not gotten it to work). I will have to poke around sometime and see if the meshes and textures are included in the original mod or not.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 It seems no matter what I do, if I have Captured Dreams enabled, I get an instant CTD from the Skyrim Main Menu. I have other Devious mods on that all work, I have all the requirements, and I disabled tons of other mods just to see if they clashed, but I can't seem to find out why CD makes me crash. Crash on main menu means you miss an requirement for one of your mods. Check requirements for CD Shop and make sure you got them installed/positioned before CD Shop in load order. If by any reason it wont help get yourself wrye bash or LOOT and run it. The most often missed item is the Expansion for Devious Devices. It contains the items like the boots and the ebonite leather gear and is available for download in the same location as Integration.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them.
Buddy Christ Posted July 8, 2014 Posted July 8, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along. ZAZ Animation Version 5.53 will work as it was v5.54 where the names were changed. It looks like SexLab does not require v 5.54+ as of yet (not listed in requirements) and most mods use SexLab for animations.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 Ok, there are a few things to do: #1 check that the following variable is 0 - help cdxLongTermBelting - if this is not 0 then it thinks that you are still supposed to have it on. #2 set the stage on a quest - setstage cdxdeliverycontroller 450 - this should remove the collar and other items that should have been removed Hopefully that should be all that is needed, but if the collar script broke for whatever reason continue with the following #3 unequip everything you can from your character #4 Open the console, select your character and type showinventory #5 use the PgUp and PgDn to look through your inventory for a worn item with no name (the id should end in e9d6 for the harness collar) #6 Use the Removeitem command and remove the unnamed worn item. If you have several items locked on you may see several of these, just remove the one for the collar.
Veladarius Posted July 8, 2014 Author Posted July 8, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along. ZAZ Animation Version 5.53 will work as it was v5.54 where the names were changed. It looks like SexLab does not require v 5.54+ as of yet (not listed in requirements) and most mods use SexLab for animations. I have been going through v 5.55 and only a number of new animations were renamed, the ones I used are still the same so it should be fine. I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/
arkanae Posted July 9, 2014 Posted July 9, 2014 I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ Veladarius, when you have a bit of time on your hands, you should definitely give MO a try. The initial setup might take you a couple of hours, but this is worth it. Among the most valuable features: - beeing able to use several versions of a single mod depending on the playthrough or to verify compatibility - running with different groups of mods enabled (especially mods that overwrite other mods files) depending on the profile - manipulating priority orders for other things than esps, or even beteen lose files and bsas - perhaps more importantly, being abke to rollback any change in a matter of seconds The "hardest" (and not really that hard) things to get to work with MO are FNIS (have a different FNIS installation per MO profile, launch FNIS from MO, set the right cwd for the tool) and BodySlide (launch it from MO, make sure to install slider data in the right tree). Concerning overrides (FNIS or BS), you can transform any iveerude file into its own mod. I have maybe 3 or 4 deoending on what mods I use, instead of re-running FNIS.
Veladarius Posted July 9, 2014 Author Posted July 9, 2014 I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ Veladarius, when you have a bit of time on your hands, you should definitely give MO a try. The initial setup might take you a couple of hours, but this is worth it. Among the most valuable features: - beeing able to use several versions of a single mod depending on the playthrough or to verify compatibility - running with different groups of mods enabled (especially mods that overwrite other mods files) depending on the profile - manipulating priority orders for other things than esps, or even beteen lose files and bsas - perhaps more importantly, being abke to rollback any change in a matter of seconds The "hardest" (and not really that hard) things to get to work with MO are FNIS (have a different FNIS installation per MO profile, launch FNIS from MO, set the right cwd for the tool) and BodySlide (launch it from MO, make sure to install slider data in the right tree). Concerning overrides (FNIS or BS), you can transform any iveerude file into its own mod. I have maybe 3 or 4 deoending on what mods I use, instead of re-running FNIS. I think the only reason I don't switch is I have too much that I would have to move. I have 1400 mods in NMM currently (files plus updates) and the last time I had to reinstall it took most of 2 days just to install the mods. I don't make huge changes to my running mods, usually just between body types and armors for that body. I will probably switch over at some point when I think it will be worth the time for me to. As it is I think all the things people say to do to keep a good running Skyrim game I don't do any of it. I still use NMM, I have modified my ini file quite a bit, I don't clean any mods I have downloaded/installed, I don't do regular clean reinstalls of the game (last was march of last year) and I don't use LOOT or BOSS (if there are any other things people say to do I probably don't do those either).
rusty corkscrew Posted July 9, 2014 Posted July 9, 2014 Hi, I'm getting a problem where when I try to barter with Master, the shop window doesn't show up, the dialogue just closes and she says "all right". This is a recent problem that just seemed to crop up randomly over night. I've tried disabling mods, reinstalling captured dreams, etc it's not working. I'm just wondering if anyone has any idea what could be causing this. Thanks
traveller_phi Posted July 9, 2014 Posted July 9, 2014 I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ Veladarius, when you have a bit of time on your hands, you should definitely give MO a try. The initial setup might take you a couple of hours, but this is worth it. Among the most valuable features: - beeing able to use several versions of a single mod depending on the playthrough or to verify compatibility - running with different groups of mods enabled (especially mods that overwrite other mods files) depending on the profile - manipulating priority orders for other things than esps, or even beteen lose files and bsas - perhaps more importantly, being abke to rollback any change in a matter of seconds The "hardest" (and not really that hard) things to get to work with MO are FNIS (have a different FNIS installation per MO profile, launch FNIS from MO, set the right cwd for the tool) and BodySlide (launch it from MO, make sure to install slider data in the right tree). Concerning overrides (FNIS or BS), you can transform any iveerude file into its own mod. I have maybe 3 or 4 deoending on what mods I use, instead of re-running FNIS. I think the only reason I don't switch is I have too much that I would have to move. I have 1400 mods in NMM currently (files plus updates) and the last time I had to reinstall it took most of 2 days just to install the mods. I don't make huge changes to my running mods, usually just between body types and armors for that body. I will probably switch over at some point when I think it will be worth the time for me to. As it is I think all the things people say to do to keep a good running Skyrim game I don't do any of it. I still use NMM, I have modified my ini file quite a bit, I don't clean any mods I have downloaded/installed, I don't do regular clean reinstalls of the game (last was march of last year) and I don't use LOOT or BOSS (if there are any other things people say to do I probably don't do those either). Well, you certainly have proved that you understand how skyrim works well enough to take care of any issues (I mean coding a great mod, not being a rebel who ignores everyone's advice). As long as it works for you, that is great. Given everything above, I wouldn't recommend jumping to MO until you get to the point where you are considering a clean install of Skyrim anyway. Or when the features become more relevant to what you are doing with Skyrim. Get well quickly, but don't rush anything. After all, patience is a good lesson for the Master's potential slaves to learn.
big tim Posted July 9, 2014 Posted July 9, 2014 I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ Veladarius, when you have a bit of time on your hands, you should definitely give MO a try. The initial setup might take you a couple of hours, but this is worth it. Among the most valuable features: - beeing able to use several versions of a single mod depending on the playthrough or to verify compatibility - running with different groups of mods enabled (especially mods that overwrite other mods files) depending on the profile - manipulating priority orders for other things than esps, or even beteen lose files and bsas - perhaps more importantly, being abke to rollback any change in a matter of seconds The "hardest" (and not really that hard) things to get to work with MO are FNIS (have a different FNIS installation per MO profile, launch FNIS from MO, set the right cwd for the tool) and BodySlide (launch it from MO, make sure to install slider data in the right tree). Concerning overrides (FNIS or BS), you can transform any iveerude file into its own mod. I have maybe 3 or 4 deoending on what mods I use, instead of re-running FNIS. I think the only reason I don't switch is I have too much that I would have to move. I have 1400 mods in NMM currently (files plus updates) and the last time I had to reinstall it took most of 2 days just to install the mods. I don't make huge changes to my running mods, usually just between body types and armors for that body. I will probably switch over at some point when I think it will be worth the time for me to. As it is I think all the things people say to do to keep a good running Skyrim game I don't do any of it. I still use NMM, I have modified my ini file quite a bit, I don't clean any mods I have downloaded/installed, I don't do regular clean reinstalls of the game (last was march of last year) and I don't use LOOT or BOSS (if there are any other things people say to do I probably don't do those either). Well, you certainly have proved that you understand how skyrim works well enough to take care of any issues (I mean coding a great mod, not being a rebel who ignores everyone's advice). As long as it works for you, that is great. Given everything above, I wouldn't recommend jumping to MO until you get to the point where you are considering a clean install of Skyrim anyway. Or when the features become more relevant to what you are doing with Skyrim. Get well quickly, but don't rush anything. After all, patience is a good lesson for the Master's potential slaves to learn. I agree, I like things to be simple. I have not even installed NMM, just mod manager. Don't use Boss any more or Loot either. I am old school, I had quit playing Skyrim for months because of the problems Bethesda left it with until I found this mod and a couple others on this site. I try to make it work to play the new mods. Don't even care about the HD graphics, I am more interested in content. That's why mods like this rejuvenate playing again. Glad to see that you are doing better.
Rdm Posted July 10, 2014 Posted July 10, 2014 Hi, I'm getting a problem where when I try to barter with Master, the shop window doesn't show up, the dialogue just closes and she says "all right". This is a recent problem that just seemed to crop up randomly over night. I've tried disabling mods, reinstalling captured dreams, etc it's not working. I'm just wondering if anyone has any idea what could be causing this. Thanks It means the shop is closed, wait until 8:00 in the morning, just like other vendors c; Sources: Happened to me
Buddy Christ Posted July 10, 2014 Posted July 10, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along. ZAZ Animation Version 5.53 will work as it was v5.54 where the names were changed. It looks like SexLab does not require v 5.54+ as of yet (not listed in requirements) and most mods use SexLab for animations. I have been going through v 5.55 and only a number of new animations were renamed, the ones I used are still the same so it should be fine. I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ I *think* I got FNIs running and I did 8 hours of installing body shapes and Mods with Mod Organizer for the last 8 hours. Now it is time to hit the sack ^^ But I wanted to give a bit of feedback regarding the animations that are not playing. More than once I got the message "failed to start animation [-1]" (not sure about the exact message wording) from SexLab. With MO it is possible to try so much. I installed a lot of stuff for CBBE (but since I can not get Bodyslide to work properly, I abandoned it for now) and tried it out. When I hit a snag with that, I tried UNPB, but hit a snag there as well. So I went for ACED and was happy with it. In my ACED-Profile (after setting it up to my liking), I started to add the SL-Mods. First time I set it up: (+ means, animations were running) Sex Labs (n.a) Zaz animation packs 553 and 553patch (n.a) SexLab aroused + (well, the masturbation animation, not much else to test ^^) TDF Prostitution (+) SexLab Trainers (+) Lovers Comfort (+) Devious Devices, DD Assets, DD Expansion, DD Gags+ (+) Captured Dreams + Patch (didn't visit the store, had just made a Character, who didn't travel) (+) Death Alternative & SexLab Defeat (+) Sex Lab cum Replacer (+) Nude Creatures 2,1.0 and 2.2.0 borked the animations So I gave it another go with a fresh copy of my profile: Sex Labs Zaz Animation packs 553 and 553patch SexLabs Aroused (-) It didn't play animations from here. I did a restart of ZAZ and SLFrameworks Then it worked. Activated TDF Prostitution and the animations where gone agian. Tried the procedure of restarting ZAZ and resetting SL to clean agan. This time it didn't work.... Then I realized, I had Zyn Animations active as well. Copied the clean profile in Mod Organizer again and started the list again. This time it already didn't play animations with TDF Prostitution. I did a restart of the ZAZ animation packs (with registering them to SexLab), also restarted SexLab again and waited. Afterwards, the animation played. When they were finished, I did the procedure of activating one mod after the other again. But I didn't get past Aroused anymore. Every time I held the N key for a while, my testcharacter would just stand there with the "half-T pose" and moan. (Might try this pose IRL sometimes, seems to be rather satisfying from the sounds of it ) Oh, and I did an FNIS-Run before every Mod, just to make sure. So, in short, I wasn't able to pinpoint the Mod that stopped the Animations from working..... *sigh* On the other hand I would presume that it has something to do with SLFramework or ZAZ pack, since they where the first things I installed and couldn't check out. I want my animations baaaack!!!! Sorry that I couldn't help more, but after 8 hours and a bottle of Port I have to hit the sack ^^ And maybe the error message "failed to start animation [-1]" can help a bit at least Nighty night
Veladarius Posted July 10, 2014 Author Posted July 10, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along. ZAZ Animation Version 5.53 will work as it was v5.54 where the names were changed. It looks like SexLab does not require v 5.54+ as of yet (not listed in requirements) and most mods use SexLab for animations. I have been going through v 5.55 and only a number of new animations were renamed, the ones I used are still the same so it should be fine. I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ I *think* I got FNIs running and I did 8 hours of installing body shapes and Mods with Mod Organizer for the last 8 hours. Now it is time to hit the sack ^^ But I wanted to give a bit of feedback regarding the animations that are not playing. More than once I got the message "failed to start animation [-1]" (not sure about the exact message wording) from SexLab. With MO it is possible to try so much. I installed a lot of stuff for CBBE (but since I can not get Bodyslide to work properly, I abandoned it for now) and tried it out. When I hit a snag with that, I tried UNPB, but hit a snag there as well. So I went for ACED and was happy with it. In my ACED-Profile (after setting it up to my liking), I started to add the SL-Mods. First time I set it up: (+ means, animations were running) Sex Labs (n.a) Zaz animation packs 553 and 553patch (n.a) SexLab aroused + (well, the masturbation animation, not much else to test ^^) TDF Prostitution (+) SexLab Trainers (+) Lovers Comfort (+) Devious Devices, DD Assets, DD Expansion, DD Gags+ (+) Captured Dreams + Patch (didn't visit the store, had just made a Character, who didn't travel) (+) Death Alternative & SexLab Defeat (+) Sex Lab cum Replacer (+) Nude Creatures 2,1.0 and 2.2.0 borked the animations So I gave it another go with a fresh copy of my profile: Sex Labs Zaz Animation packs 553 and 553patch SexLabs Aroused (-) It didn't play animations from here. I did a restart of ZAZ and SLFrameworks Then it worked. Activated TDF Prostitution and the animations where gone agian. Tried the procedure of restarting ZAZ and resetting SL to clean agan. This time it didn't work.... Then I realized, I had Zyn Animations active as well. Copied the clean profile in Mod Organizer again and started the list again. This time it already didn't play animations with TDF Prostitution. I did a restart of the ZAZ animation packs (with registering them to SexLab), also restarted SexLab again and waited. Afterwards, the animation played. When they were finished, I did the procedure of activating one mod after the other again. But I didn't get past Aroused anymore. Every time I held the N key for a while, my testcharacter would just stand there with the "half-T pose" and moan. (Might try this pose IRL sometimes, seems to be rather satisfying from the sounds of it ) Oh, and I did an FNIS-Run before every Mod, just to make sure. So, in short, I wasn't able to pinpoint the Mod that stopped the Animations from working..... *sigh* On the other hand I would presume that it has something to do with SLFramework or ZAZ pack, since they where the first things I installed and couldn't check out. I want my animations baaaack!!!! Sorry that I couldn't help more, but after 8 hours and a bottle of Port I have to hit the sack ^^ And maybe the error message "failed to start animation [-1]" can help a bit at least Nighty night I don't use SexLab to run any animations, I use them directly. If you are getting that check that you have the Masturbate on Belt Removal unchecked, Integration may be trying to run the masturbation animation and that is interfering with the scene.
Dominica Posted July 10, 2014 Posted July 10, 2014 I finally had a chance to see what has changed in the last week on some of the required mods for CD and some of the updates will cause issues with CD (pretty sure at least). ZAZ Animation has had the names of animations changed so if you are having issues with scenes suddenly not starting anymore that is likely the cause. I am going to update the mods I have installed today and see what all needs updating in CD but it is likely to be just about all of them. That is strange. I had every animation working fine after installing CD. I installed a bit of this and that today (can't even remember ^^) and all of a sudden no animation worked anymore. So I thought *wtf*, because I started uninstalling the stuff again (thanks to the timestamp for the installation in NMM), but it didn't do any good. I thought I had shot my Skyrim (once again in two days ) and removed all the mods, and copied a clean vanilla into my steam folder. And I seized the moment and installed MO. After reading for about 2 hours how to install FNIS (still not sure if it works, since the stuff seems to be in the override folder and after reading for another hour, I decided to leave them there I am eager to test CBBE, UNPB and the other bodymods and I think I get the hang of MO. One question off topic: does it matter in which order I install the mods with MO or does it only matter in the load order? So, after derailing the thread for a bit and to cut a long story short (too late, I know!) here is an on topic question: Would it make sense to use an older version of ZAZ Animation with the unchange names for the time being? (although my files seem to be the 553 and 553missingAnim, not the 555) Sorry, once I start to write, I tend to ramble along. ZAZ Animation Version 5.53 will work as it was v5.54 where the names were changed. It looks like SexLab does not require v 5.54+ as of yet (not listed in requirements) and most mods use SexLab for animations. I have been going through v 5.55 and only a number of new animations were renamed, the ones I used are still the same so it should be fine. I am not sure on installing things on MO as I am still hanging on to NMM. I think this should have the info you need on getting FNIS and MO working together: http://www.loverslab.com/topic/21128-fnis-mod-organizer/ I *think* I got FNIs running and I did 8 hours of installing body shapes and Mods with Mod Organizer for the last 8 hours. Now it is time to hit the sack ^^ But I wanted to give a bit of feedback regarding the animations that are not playing. More than once I got the message "failed to start animation [-1]" (not sure about the exact message wording) from SexLab. With MO it is possible to try so much. I installed a lot of stuff for CBBE (but since I can not get Bodyslide to work properly, I abandoned it for now) and tried it out. When I hit a snag with that, I tried UNPB, but hit a snag there as well. So I went for ACED and was happy with it. In my ACED-Profile (after setting it up to my liking), I started to add the SL-Mods. First time I set it up: (+ means, animations were running) Sex Labs (n.a) Zaz animation packs 553 and 553patch (n.a) SexLab aroused + (well, the masturbation animation, not much else to test ^^) TDF Prostitution (+) SexLab Trainers (+) Lovers Comfort (+) Devious Devices, DD Assets, DD Expansion, DD Gags+ (+) Captured Dreams + Patch (didn't visit the store, had just made a Character, who didn't travel) (+) Death Alternative & SexLab Defeat (+) Sex Lab cum Replacer (+) Nude Creatures 2,1.0 and 2.2.0 borked the animations So I gave it another go with a fresh copy of my profile: Sex Labs Zaz Animation packs 553 and 553patch SexLabs Aroused (-) It didn't play animations from here. I did a restart of ZAZ and SLFrameworks Then it worked. Activated TDF Prostitution and the animations where gone agian. Tried the procedure of restarting ZAZ and resetting SL to clean agan. This time it didn't work.... Then I realized, I had Zyn Animations active as well. Copied the clean profile in Mod Organizer again and started the list again. This time it already didn't play animations with TDF Prostitution. I did a restart of the ZAZ animation packs (with registering them to SexLab), also restarted SexLab again and waited. Afterwards, the animation played. When they were finished, I did the procedure of activating one mod after the other again. But I didn't get past Aroused anymore. Every time I held the N key for a while, my testcharacter would just stand there with the "half-T pose" and moan. (Might try this pose IRL sometimes, seems to be rather satisfying from the sounds of it ) Oh, and I did an FNIS-Run before every Mod, just to make sure. So, in short, I wasn't able to pinpoint the Mod that stopped the Animations from working..... *sigh* On the other hand I would presume that it has something to do with SLFramework or ZAZ pack, since they where the first things I installed and couldn't check out. I want my animations baaaack!!!! Sorry that I couldn't help more, but after 8 hours and a bottle of Port I have to hit the sack ^^ And maybe the error message "failed to start animation [-1]" can help a bit at least Nighty night Hey GornGrimm I can't get MO to start bodyslide (maybe lack of skill) but you can got to your MO folder and open the mods folder there.... go to bodyslide (every cbbe bodyslide mod got a folder named Caliente tools you need to copy them to this mod first) start bodyslide as usual create your armor.... then open your normal skyrim/data/meshes (maybe backup the meshes folder before using bodyslide) there you will find folders with the changed armor and the folder actors/character/character assets. Now you will take all these files create a new zip (I use 7zip) with the following structure: Meshes/ alternated armor folders (name differs depending on installed mods) actors/ character assets/ female....._0/1.nif (should be at least 4 different) load that with MO and it should work I hope it wasn´t too confusing.... I´m a little confused now... Well and for the animation problem... maybe you should try ZAZ 555 since TDF Prostitution was updated a few days ago.... I hope that my tips were helpfull..... p.s. please forgive possible grammar mistakes I´m not a native ;P
Dominica Posted July 10, 2014 Posted July 10, 2014 Oh and is your SL framework updated to 1.58b? the last patch should fix some animation issues
CliftonJD Posted July 10, 2014 Posted July 10, 2014 Hi, I'm getting a problem where when I try to barter with Master, the shop window doesn't show up, the dialogue just closes and she says "all right". This is a recent problem that just seemed to crop up randomly over night. I've tried disabling mods, reinstalling captured dreams, etc it's not working. I'm just wondering if anyone has any idea what could be causing this. Thanks It means the shop is closed, wait until 8:00 in the morning, just like other vendors c; Sources: Happened to me agreed, same here
CliftonJD Posted July 10, 2014 Posted July 10, 2014 (edited) getting a problem with the customer quest - the customer scene went ok until the master told me to wait here then re-added the cuff chains to the floor, saves me from removing the armbinder, but the chained arms now appear in every sl scene since , its even caused some sl scenes to ctd and already reset the customer and punishment scenes to get the customer quest to updfate for the next appointment on the 1st any idea how to fix this edit: mining doesn't work either with this bug, no mining, no drafting table or workbenches for my home, no forge working.... Edited July 10, 2014 by CliftonJD
traveller_phi Posted July 10, 2014 Posted July 10, 2014 About MO and bodyslide: I found that I had to set MO to run as Administrator to get bodyslide working for me. But it does work for me when set that way.
Buddy Christ Posted July 10, 2014 Posted July 10, 2014 Hey GornGrimm I can't get MO to start bodyslide (maybe lack of skill) but you can got to your MO folder and open the mods folder there.... go to bodyslide (every cbbe bodyslide mod got a folder named Caliente tools you need to copy them to this mod first) start bodyslide as usual create your armor.... then open your normal skyrim/data/meshes (maybe backup the meshes folder before using bodyslide) there you will find folders with the changed armor and the folder actors/character/character assets. Now you will take all these files create a new zip (I use 7zip) with the following structure: Meshes/ alternated armor folders (name differs depending on installed mods) actors/ character assets/ female....._0/1.nif (should be at least 4 different) load that with MO and it should work I hope it wasn´t too confusing.... I´m a little confused now... Well and for the animation problem... maybe you should try ZAZ 555 since TDF Prostitution was updated a few days ago.... I hope that my tips were helpfull..... p.s. please forgive possible grammar mistakes I´m not a native ;P Huh, that sounds too complicated for my little brain ^^ I found a way to play either CBBE or any of the other body styles. When I am playing CBBE I will play with a modded Skyrim and NMM. If I want to play with one of the others, I just move the modded folder out of the Steam folder and a Vanilla into it. Afterwards I change it back before starting NMM That is something I can manage ^^ But thank you for trying to help Oh and is your SL framework updated to 1.58b? the last patch should fix some animation issues SL Framework is up to date. I decided to go slow with the Mods for a bit and only install some minor stuff for now. Once I am sure that all goes well with them and after the playthrough I will add the next one. I might have been a bit too eager to cram everything into my Skyrim at one hehe
Arcturus7777 Posted July 11, 2014 Posted July 11, 2014 Do all the CD ad addons require the tes5edit to install still? Cause I am not confident enough to try, it seems very complicated to me. Exp. the piercings addon.
Veladarius Posted July 11, 2014 Author Posted July 11, 2014 Do all the CD ad addons require the tes5edit to install still? Cause I am not confident enough to try, it seems very complicated to me. Exp. the piercings addon. No, you need the original mod for the items and the addon. Install the mods as normal just make sure the esp for addon is after both the CD esp and the esp for the items added.
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