Jump to content

Recommended Posts

Posted (edited)
10 minutes ago, coyanimefreak said:

so im my minimal test modlist my papyrus logs are saying sexlab is a dependacy. are you sure there arnt any other mods the eggmania needs? have you tried it with just the mods the eggmania needs?

Papyrus.0.log 88.98 kB · 0 downloads

 

SL is optional and not yet fully supported.  Definitely not required.  Your log has tons of errors like:

 

warning: Property PlatePosition on script dlc2toldarstombpuzzleplatescript attached to  (04027112) cannot be initialized because the script no longer contains that property

 

There are also tons of these errors for Egg Mania, but not just for Egg Mania.  These errors shouldn't be happening as those properties definitely exist and definitely NEED to be initialized, else nothing will work properly.  This ties back to your initial issue of the player alias for the quest not being set.  There is no possible error in the mod that would cause that to happen.  It should be filled by Skyrim itself.  I have no idea why you're having these errors, and it's just not something within my ability to help you with.

 

EDIT:  I also see this error message, which would be why morph changes are not taking place:

 

error: Native static function GetNodeTransformScaleMode does not match existing signature on linked type NiOverride. Function will not be bound

 

Why this error is happening for you I cannot imagine, but it's not related to this mod.  It is just something this mod depends on.

Edited by chrystelle
Posted
52 minutes ago, chrystelle said:

Not at all.  It's just for one optional feature.

what about mods like being female ng and such? are they mandatory?

Posted
4 minutes ago, R3nko said:

what about mods like being female ng and such? are they mandatory?

Not at all.  They are detected only to try to be partially compatible if they are installed.  If the player or npc is detected as already being pregnant via one of those mods, they will be immune to effects of this mod to help prevent issues.  It doesn't work the other way though, meaning, those mods won't know if an NPC is already affected by this mod, so there could be unusual stacking effects.

Posted

Thanks for taking the time to look into this. I don't want to keep pestering you if you've run out of ideas, but I did a few more tests on a minimal profile.

  • Fresh new game

  • Tested with and without Helgen Express (skips the Helgen tutorial stuff)

  • Tested with SexLab and with OStim

  • Pregnancy is detected and appears active

  • Pregnancy never progresses from 0%

  • Belly never grows

  • OStim didn't fix the issue

I also asked on the mod page whether anyone else using the current version with SexLab has seen the same behavior, but haven't gotten any responses yet.

At this point I'm not sure if it's something unique to my setup, a compatibility issue, or a bug that only affects certain configurations. I just wanted to pass along the results in case they help. If you have any other ideas for things to test, I'm happy to try them, but I understand if you're out of suggestions.

I'm honestly at a loss at this point. It feels like I'm either missing something obvious or there's some weird compatibility issue that I haven't been able to identify, even after testing on a minimal setup. I remember the older version where you made that custom .pex fix for me, but I know the mod has changed a lot since then so I don't know if that's even relevant anymore.

Thanks for being so active and always responding. I appreciate all the help you've given me so far.

Posted
7 minutes ago, coyanimefreak said:

Thanks for taking the time to look into this. I don't want to keep pestering you if you've run out of ideas, but I did a few more tests on a minimal profile.

  • Fresh new game

  • Tested with and without Helgen Express (skips the Helgen tutorial stuff)

  • Tested with SexLab and with OStim

  • Pregnancy is detected and appears active

  • Pregnancy never progresses from 0%

  • Belly never grows

  • OStim didn't fix the issue

I also asked on the mod page whether anyone else using the current version with SexLab has seen the same behavior, but haven't gotten any responses yet.

At this point I'm not sure if it's something unique to my setup, a compatibility issue, or a bug that only affects certain configurations. I just wanted to pass along the results in case they help. If you have any other ideas for things to test, I'm happy to try them, but I understand if you're out of suggestions.

I'm honestly at a loss at this point. It feels like I'm either missing something obvious or there's some weird compatibility issue that I haven't been able to identify, even after testing on a minimal setup. I remember the older version where you made that custom .pex fix for me, but I know the mod has changed a lot since then so I don't know if that's even relevant anymore.

Thanks for being so active and always responding. I appreciate all the help you've given me so far.

There is definitely something unique to your set up.  I am trying to explain, you have critical errors in your Skyrim install that are not related to this mod  They affect this mod, but they are not caused by the mod, and probably not by any mod. 

Posted
5 minutes ago, chrystelle said:

There is definitely something unique to your set up.  I am trying to explain, you have critical errors in your Skyrim install that are not related to this mod  They affect this mod, but they are not caused by the mod, and probably not by any mod. 

ik this but every one else just say there normal and dismisses it idk how i can have so many error with only 20 mods and most of them are just libs

Posted (edited)

It's indeed normal to have lots of "errors" even in a very clean Skyrim install.  This is for a couple of reasons:

 

- Modders will often use a function like GetFormFromFile to test whether a particular mod is installed in order to have dynamic compatibility without hard .esp patch files.  These will show up as errors in the log even though they aren't errors, and they can be ignored.

- If a modder adds a property to a script, sets that property to initialize to a certain value in the CK, and then later deletes that property from the script without first unsetting it in the CK, it will cause these "such and such property cannot initialize because that property no longer exists" error.  These are unfortunately quite common, as well, even though they really are errors.  But Skyrim modding is very quirky, and it's easy for even some experienced modders not to understand they need to clear the property and save the esp before removing the property from the script.  So it's a real error, but it's harmless so long as the person who wrote that script really did mean to delete that property. 

 

So for someone just glancing at your log, it might be easy to dismiss all those errors.  But given that I understand your setup and some of the mods you have installed, I can tell these are actually not benign errors.  They are very unusual because of the fact that the properties SHOULD exist on the script.  These are not the usual case of old properties being deleted by mod authors.  These are current, existing properties that your Skyrim install is not recognizing and not initializing. 

 

If I were in your shoes, I would nuke that folder and re-download from Steam (I'm assuming your game is from Steam -- if not, that could be the root source of the problem.  GOG is a different EXE and may not be totally supported by all essential mods,  And pirated is a whole different can of trouble.  Do not even bother, because it will wreck anything that needs SKSE, which is everything).  Then build back up step by step, ensuring you have the right versions of all dlls for AE.  

Edited by chrystelle
Posted (edited)
9 minutes ago, chrystelle said:

It's indeed normal to have lots of "errors" even in a very clean Skyrim install.  This is for a couple of reasons:

 

- Modders will often use a function like GetFormFromFile to test whether a particular mod is installed in order to have dynamic compatibility without hard .esp patch files.  These will show up as errors in the log even though they aren't errors, and they can be ignored.

- If a modder adds a property to a script, sets that property to initialize to a certain value in the CK, and then later deletes that property from the script without first unsetting it in the CK, it will cause these "such and such property cannot initialize because that property no longer exists" error.  These are unfortunately quite common, as well, even though they really are errors.  But Skyrim modding is very quirky, and it's easy for even some experienced modders not to understand they need to clear the property and save the esp before removing the property from the script.

 

So for someone just glancing at your log, it might be easy to dismiss all those errors.  But given that I understand your setup and some of the mods you have installed, I can tell these are actually not benign errors.  They are very unusual because of the fact that the properties SHOULD exist on the script.  These are not the usual case of old properties being deleted by mod authors.  These are current, existing properties that your Skyrim install is not recognizing and not initializing. 

 

If I were in your shoes, I would nuke that folder and re-download from Steam (I'm assuming your game is from Steam -- if not, that could be the root source of the problem.  GOG is a different EXE and may not be totally supported by all essential mods,  And pirated is a whole different can of trouble.  Do not even bother, because it will wreck anything that needs SKSE, which is everything).  Then build back up step by step, ensuring you have the right versions of all dlls for AE.  

i have 980~ mods so a full rebuild is basically out of the question but i will try and reinstall skyrim from steam again. all i will say though is eggmania work right before the sex lab support was added.

EDIT: also i just want too cover all my bases, sorry if i come off as rude, im just blunt

Edited by coyanimefreak
Posted

It won't take that long using MO2.  You don't have to wipe all your mods, just your core game folder.  Which some to think of it, another thing that could cause those errors is old versions of loose scripts hanging around.  If you have a new version of the esp being loaded with an old version of scripts, you could get these sorts of errors about trying to initialize properties that don't exist because of the version mismatch.

Posted (edited)

yeah i did a fresh SE install 4~ months ago. also by chance can i get you modlist.txt so i can see if im missing anything or if it will help?

EDIT: also this mod is for AE right?

Edited by coyanimefreak
Posted (edited)
3 hours ago, chrystelle said:

 

Oh FFS, I see the issue now.  It's another place where I was using a native OStim SA function.  Let me see if I can replace that with a different function from somewhere.

 

With respect to SexLab and surrender:

 

I looked at a few different options using functions from Papyrus Extender and PapyrusUtil.  None of what I've tried so far was as reliable for me for starting scenes without CTD (using OStim in my testing) as when using the native OSA functions.  So I disabled defeat/surrender for SL for now.

 

I'm going to think about it for a bit, but I think what I might do instead is suggest that to start creature scenes with SL, you use one of the existing defeat options.  I think there are quite a few with slightly different flavors, which is not the case for OStim.  And then Egg Mania can listen for threads that start with supported creatures and enable the oviposition progress bar the same way it normally would, just without actually handling the scene start  Something else would need to do that.

Edited by chrystelle
Posted
16 minutes ago, coyanimefreak said:

yeah i did a fresh SE install 4~ months ago. also by chance can i get you modlist.txt so i can see if im missing anything or if it will help?

EDIT: also this mod is for AE right?

 

Yes, I use AE. I don't think you need to worry about a missing dependency until you figure out those errors about not being able to initialize properties.  The idea of doing a minimal install was to be able to remove variables to try to find issues, and that worked.  Just focus for now on the the one issue you know for sure exists.  Check for loose scripts, check for installation error of the mod that might have resulting in old versions of certain files hanging around.   If you resolve this issue and stop seeing those errors about properties that no longer exist, and the mod is still is not working for some reason, then maybe consider a missing dependency.  But I think it's unlikely and wouldn't worry about it for now. 

Posted (edited)
6 hours ago, Fliboudi said:

Hi! I'm trying your mod, and I have a CTD when surrendering to a spider (I havent tried others yet). Here's the crash log. 

(OStim, Mania v3.1.7)

crash-2026-06-14-08-58-03.log 52.97 kB · 0 downloads

 

It can happen sometimes.  Just in case, it's best to use the setting to make Quicksave do a full save, and then hit F5 before surrendering if you haven't saved in a while, especially outdoors.  There's a tradeoff between speed of starting scenes and how sure it is to not cause CTD, although nothing is 100%.  OStim will CTD each and every time if there is any actor hostile to you or detecting you, because it has no built-in safety check for that.  Especially if outdoors, the surrender can trigger and while the scene is setting up, some other actor can become hostile to you, especially if you are very near a cell border.  This is less likely to occur in an interior location.  Alternatives to make it safer would be to scan neighboring cells for actors in addition to the one you're in and also set those manage those before starting a scene.  I so far haven't had enough issues to want to do that.  I prefer a faster start.  I'll keep trying things and tweaking to see if I can improve it, but the methods I'm using have been the most reliable for me of the ones I've tried. 

 

4 hours ago, Kingslayer101 said:

Does regular Sexlab/Sexlab Utility Plus work with this? 

 

I don't know.  If it does now, it may not in the future.  It's targeted to SexLab P+ because it seems pretty widely adopted at this point and has a very nicely documented API.

Edited by chrystelle
Posted
10 minutes ago, chrystelle said:

I don't know.  If it does now, it may not in the future.  It's targeted to SexLab P+ because it seems pretty widely adopted at this point and has a very nicely documented API.


Tested it, didnt work. Sadly not moving to SLP+ because of certain issues that will take time.

Would be cool if there was an expanded version of Estrus Chaurus/Spider that included some options from here for Oviposition.

Posted

ok so i reinstalled skyrim and added skse64 back, i installed engine fixes, i triple checked all the dependencies and mods for the correct version, and the mcm still wont load unless i have SL enabled and the pregnancies still wont progress. i made a new save every time i deleted all the old saves, and still the same problems.

Posted (edited)
1 hour ago, coyanimefreak said:

ok so i reinstalled skyrim and added skse64 back, i installed engine fixes, i triple checked all the dependencies and mods for the correct version, and the mcm still wont load unless i have SL enabled and the pregnancies still wont progress. i made a new save every time i deleted all the old saves, and still the same problems.

 

I don't know how many different ways I can say your issues have nothing to do with the mod or any changes in the mod.  They are specific to your set up.  If everything was really working fine before, just uninstall the mod.

 

EDIT:  I'm sorry to be so blunt, but you keep posting here a lot, and it's creating a lot of noise in the thread,  I'm not sure what you expect me to do.  I can't fix your Skyrim for you.

Edited by chrystelle
Posted

i dont know too tell you but you broke something with the SL support update it cant not get anymore bare and fresh reset than this i removed and fully reinstalled everything for skyrim your mod is broke dude

Posted
12 minutes ago, coyanimefreak said:

i dont know too tell you but you broke something with the SL support update it cant not get anymore bare and fresh reset than this i removed and fully reinstalled everything for skyrim your mod is broke dude

 

Use reason.  I have pointed out to you in detail the evidence from the logs that your Skyrim install is broken.  It is not just affecting this mod, but others, too.  Good luck.

Posted
42 minutes ago, chrystelle said:

 

Use reason.  I have pointed out to you in detail the evidence from the logs that your Skyrim install is broken.  It is not just affecting this mod, but others, too.  Good luck.

i have used all the reason, a fresh install from steam cant be broken. your mod is the only mod that doesn't work. it used to work before SL support keep dodging the evadance.

Posted

I ran into a similar issue to coyanimefreak on trying this mod out, where the MCM didn't start up at all, but all items were added into the game just fine. SSEdit showed no conflicts. My log didn't have any errors about the player not being initialized, but it did spam 'could not find type emquestaffectedscript in the type table in save', along with 'could not find emconfigeggquestscript, emquesttrackerscript, emquestscript' and a few others in both a current game and in a new one with most of my mods disabled. It really spammed the emqueststaffectedscript error though, the others were one line. After verifying that everything was up to date and I was running the listed prereqs, latest version of the game, and confirming that those files are actually there in the game folders, I still got nothing; no MCM startup, same errors in papyrus. Is there a prior version before 3.1.7 for those initializers that I could try? Or a hidden prereq that isn't listed? Otherwise I'm stumped.                    

Posted

Those script files listed as errors in the log should all be present in the mod folder after you finish running the FOMOD.  If they are not, then something went wrong in the installation.  For dependencies, if you're using SexLab, you need anything and everything that's required to make SexLab P+ work.  I don't use SL and know very little about SL, but it does seem some people have been able to use it with the mod without these issues.  One user reported that it does not work with non-P+ SL, which is not really surprising.  Using the mod with non-P+ may cause issues.  Since experimental SL support was added in 3.1, it's always specified P+.  I use it with OStim with no issues.  If you're installing P+ or Ostim for the first time, you should verify that they are functioning correctly before trying to enable this mod.  There are tons of other dependencies, but none that need to be specifically listed if you have the other things installed correctly.  E.g., SKSE itself is a dependency, because obviously.  If you want to a stable game, you probably have engine fixes, Papyrus Tweaks, and other such installed.  But they are not hard dependencies.

Posted

first of, really neat mod.really do like it. 

 

second, does any one have a quick guid on how to get the diffrent curses like "cursed with ink" for ol' Herma mora? im kinda stumped. (the egg curses works just fine, ovetime even because i have SL parasites on and my character is currently the new chaurus queen, so do periodicly get like between 60-100 chaurus eggs in my inventory triggering their "curse" so that works fine and so to the dragon eggs. it is just ink and oil that stumps me. i do have ostim and ocreatures, but im stumped.) 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...