Guest Posted January 14 Posted January 14 Fixing Fixing Eat - Fixing Fixing Shower - Fixing Fixing Fixing Sleep. Frustrated and tired. My Creature animations would not work after I had almost everything working so I panicked and removed FNIS and NEMESIS. (I did reload FNIS and ran it once but disabled it and the output). Only have Pandora now. Now I get this in the Pandora Output with "Fails" listed. Hoping someone can look at it. 🥵 Engine.log
plutocene Posted January 14 Posted January 14 (edited) Mine looks similar. The problem probably was that you mixed all three animation for patching Skyrim behaviour mods. You can't do that. Pandora alone should suffice, I haven't heard or read about issues for a while except, I believe draugr still have some, for me they always are erect, but that could be a individual issue.You could try and test some of the specific "failed" ones, i. e. the new troll combat animation. Edited January 14 by plutocene
Guest Posted January 15 Posted January 15 Thank you for helping. I'm at a crossroads with my game and feeling tired and desparate. My brother told me to stop modding and just play vanilla because I complain to him every time we talk. I agreed only if he would be patient while I tried once more. He doesn't know I enjoy the LL mods. May be for the best. At least now I will have confidence as I try to restart again. Hugs from me and thank you again. 🥰 * Always erect" ? I assume you mean the hangy thing and not them always standing. I will check once I get going.
traison Posted January 15 Posted January 15 (edited) You again? 😄 4 hours ago, plutocene said: The problem probably was that you mixed all three ... You can't do that. Sure you can, they all write the same files so every time you run one, the previous output gets overwritten. In the case of Nemesis the overwrite is partial, but still. I switch between FNIS and Pandora occasionally, and I never manually delete any files between these. 4 hours ago, plutocene said: Pandora alone should suffice, I haven't heard or read about issues for a while... I believe draugr still have some, for me they always are erect. Probably still crashes in the Helgen intro. But yes, besides that CTD issue I've played with Pandora for a long time now and it's been good. Erection issues are coming from whichever mod is defining the concept of arousal, and the plugin that provides the erect meshes and configs for CF; or you have a mod that just replaces all draugrs with one with a boner and there's no other fancy logic behind it. More Informative Console will tell you what's going on. Check the draugr race's naked skin armor, and the current equipped armors. Open these meshes in NifSkope to find your "hangy thing", as TFor2 put it. 4 hours ago, plutocene said: Pandora alone should suffice... Except it doesn't contain FNIS scripts so mods like XPMSE will spam errors in the Papyrus log. Keeping FNIS installed is good for debugging Pandora too. Speaking of debugging... 5 hours ago, TFor2 said: Now I get this in the Pandora Output with "Fails" listed. Hoping someone can look at it. I wouldn't personally care about issues in the Pandora output unless something was also broken in-game. It's not like FNIS where every warning and error has to be fixed. For instance, all the FAILED errors from the FNIS Parser are bogus. These were fixed in a previous version, but clearly they're still here so maybe the fix needs a fix. If you're having issues in-game: Check Pandora output. Anything related to your issue? Rebuild with FNIS. Check output: there must be no warnings or errors. Test in-game. Works? The problem is in a mod that uses Pandora's expanded (relative to FNIS) features. Still broken? You missed something in the FNIS output. Rebuild with Pandora to return to "normal" behaviour files. The dispatcher and validator errors could be something worth looking into. But otherwise I see nothing in your log that's worth fixing, just based on the log. Edited January 15 by traison
Guest Posted January 15 Posted January 15 25 minutes ago, traison said: You again? 😄 Sure you can, they all write the same files so every time you run one, the previous output gets overwritten. In the case of Nemesis the overwrite is partial, but still. I switch between FNIS and Pandora occasionally, and I never manually delete any files between these. Probably still crashes in the Helgen intro. But yes, besides that CTD issue I've played with Pandora for a long time now and it's been good. Erection issues are coming from whichever mod is defining the concept of arousal, and the plugin that provides the erect meshes and configs for CF; or you have a mod that just replaces all draugrs with one with a boner and there's no other fancy logic behind it. More Informative Console will tell you what's going on. Check the draugr race's naked skin armor, and the current equipped armors. Open these meshes in NifSkope to find your "hangy thing", as TFor2 put it. Except it doesn't contain FNIS scripts so mods like XPMSE will spam errors in the Papyrus log. Keeping FNIS installed is good for debugging Pandora too. Speaking of debugging... I wouldn't personally care about issues in the Pandora output unless something was also broken in-game. It's not like FNIS where every warning and error has to be fixed. For instance, all the FAILED errors from the FNIS Parser are bogus. These were fixed in a previous version, but clearly they're still here so maybe the fix needs a fix. If you're having issues in-game: Check Pandora output. Anything related to your issue? Rebuild with FNIS. Check output: there must be no warnings or errors. Test in-game. Works? The problem is in a mod that uses Pandora's expanded (relative to FNIS) features. Still broken? You missed something in the FNIS output. Rebuild with Pandora to return to "normal" behaviour files. The dispatcher and validator errors could be something worth looking into. But otherwise I see nothing in your log that's worth fixing, just based on the log. Loading FNIS now you sweet person. Running it after Pandora and hoping. Thank you so much. You may have just saved my modding future. 🤗
plutocene Posted January 15 Posted January 15 (edited) 13 hours ago, traison said: Sure you can, they all write the same files so every time you run one, the previous output gets overwritten. In the case of Nemesis the overwrite is partial, but still. I switch between FNIS and Pandora occasionally, and I never manually delete any files between these. This is the first time I have read that someone says you can run these together w/o breaking something. Leaving the files behind sounds very sus to me in particular to sensitive stuff like TK Dodge (that critter is a pain to get running these days), but okay I have no evidence at present time to prove otherwise, except a lot of statements and previous personal issues with running FNIS and Pandora. 13 hours ago, traison said: Except it doesn't contain FNIS scripts so mods like XPMSE will spam errors in the Papyrus log. Keeping FNIS installed is good for debugging Pandora too. Are you talking about this? E. g. from Papyrus log 1 (W/O FNIS): stack: <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line 238 [Active effect 7 on (000590F0)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line 1553 [Active effect 7 on (000590F0)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 511 [Active effect 7 on (000590F0)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418 [Active effect 7 on (000590F0)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/15/2026 - 02:22:40PM] Error: Static function SetAnimGroupEX not found on object fnis_aa. Aborting call and returning None[01/15/2026 - 02:20:33PM] Error: Static function _2hmeqp not found on object fnis_aa. Aborting call and returning None So, your'e saying running placebo behaviour files is preferable to "log spam"? (I really need to look into this bard script in comparison, good grief, thats log spam...) Papyrus.1.log Edited January 15 by plutocene
traison Posted January 15 Posted January 15 (edited) 46 minutes ago, plutocene said: So, your'e saying running placebo behaviour files is preferable to "log spam"? Installing FNIS is not the same as running FNIS. If you're allergic to FNIS, then simply keep it installed for the scripts; or you can reinstall XPMSE in such a way that it doesn't require FNIS. I used to copy FNIS scripts into the Pandora install, but after running into so many issues with early versions of Pandora, I switched to having both installed. FNIS in my opinion is essential to have when running Pandora - it's a very quick way to do a sanity test on behaviour files, saving lots of time trying to guesswork your way through a crash log for instance. 46 minutes ago, plutocene said: Leaving the files behind sounds very sus to me in particular to sensitive stuff like TK Dodge... As far as I'm aware, there's no special behaviour files. As in ,TK Dodge is not going to create a new hkx file that didn't exist before. Switching between FNIS and Pandora is not going to leave files behind as, like I said, they overwrite the same files. Nemesis on the other thand only generates humanoid behaviour files. Hence why creatures do not work with Nemesis, and why you need to juggle files to prevent FNIS from overwriting files generated by Nemesis. I've never used TK Dodge though, but it seems unlikely to me that in my 15 years of modding I've never seen this special use case of FNIS/Pandora. 46 minutes ago, plutocene said: Are you talking about this? ... Error: Static function SetAnimGroupEX not found on object fnis_aa. That is Papyrus telling you XPMSEWeaponStyleScaleEffect.pex is trying to use and can't find fnis_aa.pex. Edited January 15 by traison
plutocene Posted January 15 Posted January 15 1 hour ago, traison said: or you can reinstall XPMSE in such a way that it doesn't require FNIS. This. I wasn't aware that the MCM option for XPMSE requires FNIS, only race menu doesn't. Says so at the XPMSE page. Hence, I followed your suggestion and reinstalled it. I don't know why I need it in MCM anyways and if that helps with papyrus.log all the better. FNIS.esp is after all also a heavy plugin and I'm at 251, so unless there is a necessity to install it, I can't afford it. As you said, errors in Pandora are not problematic per se and while I have troubles with stability right now (update soon), I haven't seen t-posing or specific issues now or before I decided to break my load order, apart from the draugr being horny. As you also mentioned, I do recall they had serious issues with earlier Pandora versions but this one is likely a mod/load order issue. Thanks for the insights.
traison Posted January 15 Posted January 15 2 hours ago, plutocene said: FNIS.esp is after all also a heavy plugin and I'm at 251, so unless there is a necessity to install it, I can't afford it. Pandora contains FNIS.esp as well. Never looked into why that is. Could be simply to provide a master for plugins that reference it in one way or another, as in, for "is FNIS installed" -checks.
plutocene Posted January 15 Posted January 15 20 minutes ago, traison said: Pandora contains FNIS.esp as well. Never looked into why that is. Could be simply to provide a master for plugins that reference it in one way or another, as in, for "is FNIS installed" -checks. Argh. Yea, probably backwards compatibility.
Guest Posted January 17 Posted January 17 I think I'm done. I truly can't go through this anymore. I did everything right. Made adjustments. Fixed load order. Updated mods. I even got TK Dodge to work. Something is impacting FNIS and I can't find it. FNIS is so slow loading animations, a mod is impacting it that I cannot find. It happened before switching to Pandora. Who cares. My mod list is broke. I tried simply having FNIS in the load order and using Pandora. Seems right but falmer animation simply freezes the game and is unplayable. Maybe this, maybe that. I had loaded the Sexlab Animation Remover to remove all of the Sexlab base animations. Checked papyrus log and it is calling for an animation that isn't there. Is that it? I don't know how to find out. Does it need a new game to test? Run FNIS after Pandora, TK Dodge stops working and Falmer animations still freeze. Other creatures seem ok. It's too much. Too much. How can anyone care so much to have the game they want and get nothing. I know the drill. Disable half your mods and try again until it works. I'm just so tired of trying. I appreciate everyone who tried to help and gave encouragement. When my profile goes away, that is goodbye to all. Your kind assistance will be remembered.
traison Posted January 17 Posted January 17 9 minutes ago, TFor2 said: FNIS is so slow loading animations, a mod is impacting it that I cannot find. FNIS is always slow. Probably the biggest reason why people like Pandora - it doesn't take 5 minutes but more like 0.5 seconds. 10 minutes ago, TFor2 said: Run FNIS after Pandora... These cancel eachother out. Only run FNIS if you suspect there's something wrong with the Pandora behaviour files. 11 minutes ago, TFor2 said: Checked papyrus log and it is calling for an animation that isn't there. Papyrus has nothing to do with FNIS nor Pandora. Some Papyrus mod reporting it can't find an animation is not a behaviour file thing. 12 minutes ago, TFor2 said: How can anyone care so much to have the game they want and get nothing. For me it's the secondary benefits. You can think of it this way: Instead of taking classes in computer science, you can take Skyrim modding seriously: File management, sound and art creation and editing, Windows software/tool manipulation, debugging and problem solving skills, programming (Papyrus -> Assembly: simplest to hardest, perhaps the widest range possible). 16 minutes ago, TFor2 said: ...TK Dodge stops working... Maybe it's not your fault. Do we actually know if TK Dodge works or not? Plenty, and I mean plenty of mods that don't work properly OOTB. I make at least one change to every single mod I install. Here's an example from the most recent mod I installed; it's a very simple mod too, yet: CC Wild Horses - Hideable Quest Objectives-154385-1-0-1751920252 Issues: * Does not work on existing saves. The map can't be dropped because it's a quest item, and the script for some reason doesn't run before it is dropped once. Changes: * Made the map not be a quest item so that it can be dropped. 1
plutocene Posted January 18 Posted January 18 On 1/17/2026 at 8:22 PM, traison said: Maybe it's not your fault. Do we actually know if TK Dodge works or not? I can confirm that TK Dodge works on AE (which is presumably the version in question?) others work with no problem too, but it is complex, tricky and easy to break. My workflow is already outdated but I still use it and it works. I install and load-order in the following order: And yes, I am 100% serious, thou shall not question it I have this info from some guy and it works. TK Dodge / https://www.nexusmods.com/skyrimspecialedition/mods/15309 TK Dodge RE / https://www.nexusmods.com/skyrimspecialedition/mods/56956 TK Dodge NG / https://www.nexusmods.com/skyrimspecialedition/mods/115408 [Obsolete?] Another TK Dodge Animation Pandora Patch https://www.nexusmods.com/skyrimspecialedition/mods/144894 According to the author of the patch: jiuzhoucanglan 29 Jul 2025, 2:05PM pandora 3.0+ make all extra patch obsolete "In Pandora, click the "Tk Dodge standalone" and not the "Tk Dodge/Ultimate combat" If you use Ultimate combat, I suppose choose that option. I do not know if this crazy stacking is still required or if someone stepped in and fixed it, but like I said thats how I use it right now on AE game version. I would however suggest to skip TK-Dodge and fix the rest first. It is a standalone plugin with very limited impact compared to having dozens of actors T-posing or animations freezing. On 1/17/2026 at 8:03 PM, TFor2 said: TK Dodge stops working and Falmer animations still freeze. Other creatures seem ok. Regarding Falmer, it is peculiar that only they are breaking,did you try trolls, ashman, rieklings, draugr, etc.? They falmer us creature animations from several packs. I don't know exactly which, but that can be determined quickly. Do you by chance use a mod that enables human animation behavior for falmers? (https://www.nexusmods.com/skyrimspecialedition/mods/130459) That would be a prime suspect. Do you use any other mod that overhauls falmer? I. e. there is a mod that replaces draugr. Also: Provide a detailed list of your animation mods for SL, exactly which version, ideally with links for confirmation. You may be using a poorly ported one from some derelict thread. You can also refer to the SSE Compatibility thread, which lists packages. New ones that are recently updated should be fine. I can also share my current list. However, if or not an anim package or something else is to blame though I don't know. I think thats perfectly fixable situation regardless.
Guest Posted January 19 Posted January 19 4 hours ago, plutocene said: I can confirm that TK Dodge works on AE (which is presumably the version in question?) others work with no problem too, but it is complex, tricky and easy to break. My workflow is already outdated but I still use it and it works. I install and load-order in the following order: And yes, I am 100% serious, thou shall not question it I have this info from some guy and it works. TK Dodge / https://www.nexusmods.com/skyrimspecialedition/mods/15309 TK Dodge RE / https://www.nexusmods.com/skyrimspecialedition/mods/56956 TK Dodge NG / https://www.nexusmods.com/skyrimspecialedition/mods/115408 [Obsolete?] Another TK Dodge Animation Pandora Patch https://www.nexusmods.com/skyrimspecialedition/mods/144894 According to the author of the patch: jiuzhoucanglan 29 Jul 2025, 2:05PM pandora 3.0+ make all extra patch obsolete "In Pandora, click the "Tk Dodge standalone" and not the "Tk Dodge/Ultimate combat" If you use Ultimate combat, I suppose choose that option. I do not know if this crazy stacking is still required or if someone stepped in and fixed it, but like I said thats how I use it right now on AE game version. I would however suggest to skip TK-Dodge and fix the rest first. It is a standalone plugin with very limited impact compared to having dozens of actors T-posing or animations freezing. Regarding Falmer, it is peculiar that only they are breaking,did you try trolls, ashman, rieklings, draugr, etc.? They falmer us creature animations from several packs. I don't know exactly which, but that can be determined quickly. Do you by chance use a mod that enables human animation behavior for falmers? (https://www.nexusmods.com/skyrimspecialedition/mods/130459) That would be a prime suspect. Do you use any other mod that overhauls falmer? I. e. there is a mod that replaces draugr. Also: Provide a detailed list of your animation mods for SL, exactly which version, ideally with links for confirmation. You may be using a poorly ported one from some derelict thread. You can also refer to the SSE Compatibility thread, which lists packages. New ones that are recently updated should be fine. I can also share my current list. However, if or not an anim package or something else is to blame though I don't know. I think thats perfectly fixable situation regardless. Human anything works like it should. Even TK Dodge. Thank you for the list. It's the creature animations that are the issue. I know that some disagree with using creature animations. I thought about it for a long time before trying them. Now they are an inconsistent problem, I need to remove them or fix them which I can't. Example: Falmer animations work since I disabled the FNIS output. FYI - I don't use a human animation replacer for any creatures. Baka, Anub or Billy. Don't even use the MNC animations. Disable them all. Falmer began working after I deleted everything in the FNIS output then disabled the FNISesp. Falmer do get stuck at the end of a SL scene. Any scene. They are frozen in the last position from the SL animation. This has been reported to Pandora. Easy fix. Console - disable - enable during the defeat scenario and they return to normal. I use Naked Defeat so there is aftermath following the sexy time. I would say most creatures do animate but it is not consistent. Tested Horkers. First animation proceeded normally. 2nd horker approached and froze during the Sexlab adjustment prior to animating the scene. I don't know what else to call it. The jumping around getting aligned. This is when the freezing is occuring. Repeated the exact sequence and the 1st horker froze this time during the adjustment scene. I had thought earlier it was specific creatures that were the issue. Chaurus for example. Start the alignment - freeze. So I proceeded with running around upon restart from the Horkers. A wolf ran up and "captured" my PC (Aroused Creatures). Wolf animations have never been a problem during my testing. This one froze during the "adjustment" sequence. At least I recognize when the freeze occurs now. I didn't recognize it before but it's always during this step. So that realization that it's not a specific creature but the intersection of Sexlab and Pandora. Somehow. This never happened with FNIS Nemesis. Never. It's almost like Pandora is going faster than Sexlab can compute that opening alignment scene. So Sexlab is the issue. 1170? It's not my PC. I have tons of graphic capability. This is why I said I'm done. I know I can revert. But I crafted EVERYTHING to work with Pandora. Don't know how I could find all the adjustments and pieces that I added or changed. P+ - never tried it. Too many issues I hear. So delete creatures is the option. Zero. That means another defeat mod as well. I'm not good at combat and I don't want to face the anxiety of combat. ND took that away. So an alternative. So no creatures. Sexlab and creatures was spice to my game. If I felt like some sexy time, creatures did that for me. They were a natural attraction element I enjoyed. No male Abuse which is not sexy time to me. I'm going out in a few minutes but I will say this. When I decide to test again, I will strip every SLAL pack except the 3 I mentioned. I have more because of ND. Reload Sexlab? Works for humans. Not a single freeze. I will try and make it easy for SL to find an animation with fewer options. I still don't see how that will make a difference based on when SL anims are freezing but it's that or reverting and more testing. It takes me an hour to setup up my game once I"m in the start room. Or more. All to freeze at the first creature animation. My issue to find. I know. SLAL packs? I get them from Sexlab. Main pages of the various packs. I will reload them. It's a mind twist now and I don't want to think about it. Next step is to delete anything creature related? Delete Delete Delete. And then wait for human animations to freeze. Sweet of you to take the time to respond. I sincerely mean that. I know people use Pandora and SL and with creatures. It doesn't make it easier for me. I had a working list and I broke it. I upgraded and 6 months of work is ahead of me to get it back to where I was. Hard to face that. It's my game and I have to learn and fix it. If I want to play. Time to go dancing. Later..................................................
Guest Posted January 19 Posted January 19 My roommate just yelled at me and said forget all the sex during gaming. Maybe that's the future. (She was reading as I typed telling me to hurry. Personally I think she is jealous of my new dress.) 🤣
traison Posted January 19 Posted January 19 6 hours ago, TFor2 said: Falmer do get stuck at the end of a SL scene. Any scene. They are frozen in the last position from the SL animation. Same issue as here, I suspect. 6 hours ago, TFor2 said: ...froze during the Sexlab adjustment prior to animating the scene. Not seen that before, unless by freezing you mean them sticking to their idle animations rather than playing the SL scene animations. 6 hours ago, TFor2 said: It takes me an hour to setup up my game once I"m in the start room. Or more. All to freeze at the first creature animation. Instead of trying to fix it, learn how to break it. A vital part of troubleshooting is to get time to test down to a minute or 2. You can't do 100 tests if each takes 1 hour to do, you'll go nuts before then.
plutocene Posted January 19 Posted January 19 9 hours ago, TFor2 said: Human anything works like it should. Even TK Dodge. So gathered all these infos for nothing Well, progress! 9 hours ago, TFor2 said: So that realization that it's not a specific creature but the intersection of Sexlab and Pandora. Somehow. Important discovery. Thus, it has to be something that affects them all, not a specific, broken animation or a specific broken rigging of the Falmer for example. 9 hours ago, TFor2 said: This never happened with FNIS Nemesis. Never. It's almost like Pandora is going faster than Sexlab can compute that opening alignment scene. So Sexlab is the issue. 1170? It's not my PC. I have tons of graphic capability. I don't think there is any serious Skyrim modder out there who has not uttered these very same words at least a couple times 🤣 Your previous experience is based on a different setup. A single change/update can have a huge impact. For example, in Fallout 4 there is a debris feature when you shoot stuff. Fancy for 2015 but the support was dropped in later GPU's, if you activate this feature today, Fallout 4 will CTD unless you install a mod that fixes that. I had to figure that out the hard way. 9 hours ago, TFor2 said: I know I can revert. But I crafted EVERYTHING to work with Pandora. That I do not comprehend, Pandora merely processes the animation files like FNIS or Nemesis. Traison said, he/she runs them even together, which I wouldn't. I only use Pandora these days. Neither FNIS nor Nemesis are supported. Pandora as far as I know, should work for pretty much every animation bundle out there. ZAZ was allegedly fixed in September. Furthermore, I think I have the same packages you listed, baka motion, bakafactory, anub and billy, and I haven't observed the issues described. However, there is at least one caveat. Baka's packs for example have file conflicts. Lots of them involving skeleton data, nifs, textures, animations files - see example from my current load order. Any of these could be or become problematic in specific circumstances, maybe you have a very specific load order problem thats causing this. Also note: Baka is a sloppy modder, ask Crajjj, so I would test his stuff in particular. Spoiler 9 hours ago, TFor2 said: P+ - never tried it. Too many issues I hear. I tried it years ago, so I do not know the current state. The main issue as far as I understand is, you have to convert the animation packages. I would not recommend to use it as long as you have issues though regardless. You have to reduce complexity and isolate the issue not pile up on it. 10 hours ago, TFor2 said: When I decide to test again, I will strip every SLAL pack except the 3 I mentioned. Strip bare. Literally. Disable all plugins for SL, SL comes with animations, probably not hoarker, but enough to test. Try if SL in its very basic minimum build works. Use aroused creatures in example to trigger scenes, as you've said you observed the issue with it as well. Then, add mods. 10 hours ago, TFor2 said: Sweet of you to take the time to respond. I sincerely mean that. I know people use Pandora and SL and with creatures. It doesn't make it easier for me. I had a working list and I broke it. Np, I'm in the same boat. Well, the same boat on the same lake in a different reality. 10 hours ago, TFor2 said: My roommate just yelled at me and said forget all the sex during gaming. Maybe that's the future. Find a new roommate. The future is for you to decide. TLDR, I'm inclined to believe you have a load order issue, something is overwriting something that it shouldn't.. I do not think Pandora is to blame, I believe its the input not the output which has to load after your animations btw. Not a very precise statement I'm afraid. I can and will however do extensive tests with SL Naked defeat, Aroused creatures, etc. with these animation packages in February when I have the time, struggling with some animation issues myself. Should this issue not be resolved by then, maybe I uncover something.
Guest Posted January 19 Posted January 19 8 hours ago, traison said: Same issue as here, I suspect. Not seen that before, unless by freezing you mean them sticking to their idle animations rather than playing the SL scene animations. Instead of trying to fix it, learn how to break it. A vital part of troubleshooting is to get time to test down to a minute or 2. You can't do 100 tests if each takes 1 hour to do, you'll go nuts before then. I know how to break it. I've earned my masters in fact. For those that aspire to this path, you don't need to waste time in reading or studying. 1st - Add mods until you break your game. Get stubborn and keep going. 2nd - Fix things that are not broken. Of course, you know better. 3rd - Mod when you are emotional. Only play when you are emotional. FYI - My name is not Anna as in Analytical. You have me confused with someone else. 🤣 My Dad had a favorite movie when I was young. Nuclear war computer movie where a computer was going to launch missles. The only thing I remember is the final saying from the computer - "The only winning move is not to play" Thank you for the suggestions and have a wonderful day.
Guest Posted January 19 Posted January 19 5 hours ago, plutocene said: Strip bare. Literally. Disable all plugins for SL, SL comes with animations, probably not hoarker, but enough to test. Try if SL in its very basic minimum build works. Use aroused creatures in example to trigger scenes, as you've said you observed the issue with it as well. Then, add mods. Np, I'm in the same boat. Well, the same boat on the same lake in a different reality. Find a new roommate. The future is for you to decide. TLDR, I'm inclined to believe you have a load order issue, something is overwriting something that it shouldn't.. I do not think Pandora is to blame, I believe its the input not the output which has to load after your animations btw. Not a very precise statement I'm afraid. I can and will however do extensive tests with SL Naked defeat, Aroused creatures, etc. with these animation packages in February when I have the time, struggling with some animation issues myself. Should this issue not be resolved by then, maybe I uncover something. Strip bare? If that's a comment about last night, very funny. That was an accident. Find a new roommate. I have 3 and wouldn't know which one to boot. Load order? I hope you are right. I promise to look further into this. When and if. Message if I ever discover what the issue is.
traison Posted January 19 Posted January 19 (edited) 39 minutes ago, TFor2 said: Nuclear war computer movie where a computer was going to launch missles. War Games WarGames, classic Edit: details Edited January 19 by traison 1
plutocene Posted January 19 Posted January 19 13 minutes ago, TFor2 said: Strip bare? If that's a comment about last night, very funny. That was an accident. Find a new roommate. I have 3 and wouldn't know which one to boot. Load order? I hope you are right. I promise to look further into this. When and if. Message if I ever discover what the issue is. Caught me there 😄 By running a bare set up, you can test the general functionality of Sexlab and the Pandora output, if it still glitches, then you have fare fewer suspects to deal with. Funny thing, today, someone with the same animation issue I've encountered (see here) claims to have fixed it by running FNIS. instead of Pandora, while I opted to downgrade the mod in question and it works as well. So, there are some inexplicable errors occurring (for some people) even in maintained animation mods with 3k+ downloads. Good luck.
traison Posted January 21 Posted January 21 TFor2.exe has stopped working. It is only posting images of forks now. Someone reinstall it before it finds the knives and gets personal.
Guest Posted January 23 Posted January 23 (edited) Discovery: After my hormones stopped messing with me, I spent some time searching. I keyword searched everywhere I could think of to find a solution to my game problem. Why? I couldn't find a Defeat mod that would work with Ostim. Basically that's it. Ostim is for guys anyway. Every mod is designed to get into a womans pants. I was going to deal with it to be able to have special time with my followers at least. So, I had decided to delete any Sexlab mod I had and was in the process of doing it. I tell ladies not to mod when they are emotional but I can't seem to recognize it myself most of the time. I jumped to Pandora because of one single game incident. Smart? Don't answer. 🫵 It's obvious. When I finally got a working game, the creature thing happened. And again, and again, etc. Traison, I may not have explained very well what happens. In fact, I know I did not. During the adjustment faze fase, I can't spell today, the game freezes while both characters are adjusting. The whole game freezes. Not one character, the whole game. Have to ctrl alt delete to exit the game. Solution: First - both of you stopped me from deleting my game or at least sexlab things. I was at that point. Minutes away. Traison responded first with some analytical things but there was hope there. A glimmer that I felt. You wrote that it may not be my fault. I felt that maybe just maybe it's not hopeless. I just re-read what you wrote and still don't understand why it affected me that way but it did. Maybe it was simply that your post slowed me down. Then Plutocene responded with some very direct but helpful things. Mainly that it can't be Pandora but most importantly that it's not the animations. 2nd post on that one. Through the back and forth you said one thing that made the difference. Freezing during the adjustment phase was important. Now it was up to me. I read. I searched, I read again. For days I looked. Reddit, Nexus, LL, google, everywhere I could think of. Finally, I found one post from 2014ish. They had the same problem as I had. Freeze during the adjustment period with creature animations. No answers but they mentioned Precision may be involved. What? A combat mod. Then I searched Precision on LL and found one of Traison's recent posts. It was addressed TO ME. 🤯 You wrote I should delete Precision and something else and try again. It was another one of my ranting complaint posts about some animations I think. My Dad calls that a clue. Soooooooooooooooo, I checked my modlist. (If you are still reading, I didn't actually check every single mod in my modlist to see if it needed updating when I validated the game and moved to 1170. That would take too much time of course. I am checking when there is a problem of course but I had not checked Precision). Precision was out of date. Still not showing as specifically compatible with 1170 but out of date. Read most every page in the bugs and comments and found one or 2 suggestions for MCM adjustments. Can't remember. Rechecked my patches for Precision, fresh pair of panties for me, new cup of tea and decided to restart. Restart - PC, MCM recorder, pick outfit, hand adjust MCM, save, exit, restart, alt start into the game. AND - Falkreath Inn and straight to the watchtower nearby. Spriggan always there. Heart pounding as I go, wondering if this is actually the answer. Walk to the watchtower and she jumps me. I recover, catch my breath. pick some flowers, and she's on me again. 4 consecutive creature events without a freeze. Hadn't seen that since 1.6.640. I do see adjustments being made when Sexlab sets up to start and actually saw the moment the game always froze before. My hair is sticking straight up and the back of my neck is bare. Always the same moment. Not this time. The original post and the few comments I read said that the Sexlab didn't like the Precision collision boxes expecially for creatures. So, I updated Precision and turned off the unarmed Collission boxes. Maybe something else. So, I'm sorry. I really am. Such a childish rant. But, I truly cannot thank you enough for your help. What you both said made the difference and I will try a lengthy game this weekend. NO ice storm for me. Ha. Now, if I have any other issues, goodbye Precision. I'm mostly a mage anyway but I like the close combat in later game. If this works and I can play a game without freezing, I may create a bug post simply to share the solution in case others have the issue. I will take advice on whether to do that or not. Hugs from a friend and may you both have a wonderful and safe weekend. 🥰 Edited January 23 by TFor2
traison Posted January 23 Posted January 23 26 minutes ago, TFor2 said: The whole game freezes. Oh, I assumed it was just the character in the current SL scene. The only reasonable way to sort out a game freeze is to remove mods until the problem goes away. Everything else involves a debugger and gets complicated real quick. 27 minutes ago, TFor2 said: Mainly that it can't be Pandora... Yeah, about that... Yesterday my game went into a crash frenzy I've never seen before. 7 unique crashes with 30 mins, pointing to foot IK, Havok physics and a fire hazard object outside Whiterun (of all things). I couldn't find anything off with the fire hazard so I moved on to the physics and foot IK. First thing was to rebuild behavior files with FNIS and test, so I did. All problems went away, including the fire hazard crash. These were *all* repeatable before with Pandora files. I'm now running on FNIS behaviour files again, wondering whether Pandora is such a good idea after all. 31 minutes ago, TFor2 said: No answers but they mentioned Precision may be involved. What? When a mod with a dll is involved, all bets are off. When in doubt, dump the mods containing a dll, even (or epscially?) the ones that claim to fix things. 31 minutes ago, TFor2 said: ...and found one of Traison's recent posts. ... 4 consecutive creature events without a freeze. Hadn't seen that since 1.6.640. Oh, that weirdo's been posting over there too? 35 minutes ago, TFor2 said: I will take advice on whether to do that or not. I'm generally against removing threads or conversations, especially if they went somewhere. With any luck one of them shows up in a future Google search and solves someone else's problem.
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