CutieKittie Posted April 20, 2024 Posted April 20, 2024 It seems like the Horrible Harassment Expansion is incompatible or one of its requirements (se aroused redux bakafactory edited version // baka motion data pack) are incompatible
InnocentWorld Posted April 20, 2024 Posted April 20, 2024 I'm pretty sure that EC+ is incompatible with the newest version of XPMSSE. It's not detecting it in the mod manager at the very least. Anyone have an older, working version, or perhaps a fix?
Bane Master Posted April 21, 2024 Author Posted April 21, 2024 18 hours ago, Gnat0 said: I'm pretty sure that EC+ is incompatible with the newest version of XPMSSE. It's not detecting it in the mod manager at the very least. Anyone have an older, working version, or perhaps a fix? I'm using the latest XPMSSE 5.06 with no problems and there have been no other reports of issues since this version of XPMSSE was released in February. (GetXPMSELibVersion for this version, as reported in the EC+ MCM, is still 4.20 )
Celedhring Posted April 23, 2024 Posted April 23, 2024 On 4/20/2024 at 3:03 PM, CutieKittie said: It seems like the Horrible Harassment Expansion is incompatible or one of its requirements (se aroused redux bakafactory edited version // baka motion data pack) are incompatible I don't have that installed. It's problematic, to put it mildly. I wish it worked, but it doesn't for me especially since I use the original SLSF.
dunnolol4 Posted May 1, 2024 Posted May 1, 2024 (edited) On 4/20/2024 at 10:05 PM, Gnat0 said: I'm pretty sure that EC+ is incompatible with the newest version of XPMSSE. It's not detecting it in the mod manager at the very least. Anyone have an older, working version, or perhaps a fix? I've been wrestling with this issue too. I disabled almost every mod I had and XPMSSE was still showing version 0.0 in EC+. I'm pretty sure it's because I was following this guide: and I picked standard (basic) instead of advanced (extended), which is what the guide advises. Reinstall XPMSSE, pick extended, works flawlessly now. Edited May 1, 2024 by dunnolol4 2
Kingslayer101 Posted May 3, 2024 Posted May 3, 2024 Has anyone able to run this with 1.6.1170? For some reason after birth or cleaning infection I cant load from the same save.
XarisZ Posted May 11, 2024 Posted May 11, 2024 What version of Estrus should i download? Im on 1.5.97 and i used v2.0.20_ver1.5.97 and i got CTD, i reverted back to 2.45 and it worked. Should i keep that version or get another one?
NativeEngoyer Posted May 16, 2024 Posted May 16, 2024 On 4/20/2024 at 10:43 PM, CutieKittie said: OKAY I have it once again working I had to make sure that the estrus esp and chaurus were the very last plugins in my list, not sure if this will lead to problems with other mods but so far this makes it work prefectly Delete estrus esp
The Lonesome Spirit Posted May 19, 2024 Posted May 19, 2024 (edited) So how do we actually get this to work with 3BA/3BBB? To elaborate everything with the mod works fine except with the body scaling. I personally only have the belly scaling on, and nothing changed while the pregnancy progressed. The MCM Menu shows everything is ok There was a script edit, but I think that was when the mod used SLIF... Reading previous comments it seems like it just doesn't work with 3BA unless I'm reading wrong, if it does work, that's the reason for my question. Edited May 19, 2024 by The Lonesome Spirit
lavatube Posted May 28, 2024 Posted May 28, 2024 On 5/20/2024 at 10:17 AM, Drakuld said: There is a way to make this mod work with males? I think there's an option to switch it between females and males in the menu. I also attempted a modification of the zzEstrus.esp in xEdit to remove the gender check. I think that worked.
Lillithcometh Posted May 28, 2024 Posted May 28, 2024 Is there not a way to increase the pregnancy chance on either tentacle attack or sexlab scene with chaurus?
Rotte boy Posted June 1, 2024 Posted June 1, 2024 Hi there. im trying to test the impregnation event to see if it works, so far ive had no luck i load up a fresh save, wait for mcm menus to load, enable EC+ in DCL, save and reload so the EC+ mcm menu appears. i set the impregnation chance to 100 for the sake of ease, spawn a chaurus in the location (im using live another live, so its the cell you spawn in) and let the thing attack me while kepping myself alive with console commands. so far i havnt been able to trigger an attack once, and im not sure anymore what might cause this. thanks in advance
donttouchmethere Posted June 1, 2024 Posted June 1, 2024 (edited) 9 hours ago, Rotte boy said: i load up a fresh save You mean you start a new game? 9 hours ago, Rotte boy said: wait for mcm menus to load, enable EC+ in DCL Why would you do that? Wait until all mods did their thing and just save/reload, after that start playing around with MCM. Even better wait till Estrus+ has registered it's animation and MCM first and then do a save reload and start manipulating MCM of other mods related to EC+. EDIT I: The reason: Mods don't always check for new mods in LO all the time, but check once after loading. Means if you wait until EC+ is done with animations and MCM registrations and do a save load other mods will search on load for newly added mods and can find EC+ active. 9 hours ago, Rotte boy said: i set the impregnation chance to 100 for the sake of ease, spawn a chaurus in the location (im using live another live, so its the cell you spawn in) and let the thing attack me while kepping myself alive with console commands. If you have any mods in LO that change anything chaurus related make sure they get overwritten by EC+ (includes zzEstrusSkyrim if you still have the esp active). Careful with bashed and smashed patches. Make sure they don't overwrite EC+ esp entries - by either not merging EC+ to the patch - or/and let it win all chaurus spit attack related conflicts - or change the patches with TESVedit in case they overwrite EC+ changes to chaurus spit attacks. What you can check: > where in LO is EC+ located and are any mods in LO that change chaurus spit attacks (creature replacer, combat mods...) below EC+ in LO > make sure bashed/smashed patches don't overwrite chaurus spit attacks. > don't activate EC+ as mod in other mods MCM before EC+ is fully loaded and it's MCM shows up, this way you can make sure other mods that connect to EC+ find it active already EDIT II: The chaurus spit attack transfers the chaurus pregnancy (by starting an tentacle attack animation). If the tentacle attack animation doesn't play check if you have the correct zzEstrus version installed and if any SL animations play correctly. Also check if the EC+ animations are all registered in SL (SL MCM animations tab) If the spit attack with your spawned chaurus doesn't work: > Check LO if Estrus+ got overwritten in TESVedit (if you don't know if you have any mods installed that change spit attacks) > Check if you spawned a vanilla chaurus or one of any additional mod you installed Chaurus spit attacks that trigger tentacle pregnancy are unrelated to DCL EDIT III: OH! And check if the EC+ animations are still registered after you save/reload, just in case there is a conflict or you ran out of SL animation slots (500 animation limit if you didn't install a mod to rise that and have too many SL animations registered already) Edited June 2, 2024 by donttouchmethere
Rotte boy Posted June 1, 2024 Posted June 1, 2024 (edited) 1 hour ago, donttouchmethere said: You mean you start a new game? Why would you do that? Wait until all mods did their thing and just save/reload, after that start playing around with MCM. Even better wait till Estrus+ has registered it's animation and MCM first and then do a save reload and start manipulating MCM of other mods related to EC+. EDIT I: The reason: Mods don't always check for new mods in LO all the time, but check once after loading. Means if you wait until EC+ is done with animations and MCM registrations and do a save load other mods will search on load for newly added mods and can find EC+ active. If you have any mods in LO that change anything chaurus related make sure they get overwritten by EC+ (includes zzEstrusSkyrim if you still have the esp active). Careful with bashed and smashed patches. Make sure they don't overwrite EC+ esp entries by either not merging EC+ and let it win all chaurus attack related conflicts or change the patches with TESVedit in case they overwrite EC+ changes to chaurus spit attacks. What you can check: > where in LO is EC+ located and are any mods in LO that change chaurus spit attacks (creature replacer, combat mods...) below EC+ in LO > make sure bashed/smashed patches don't overwrite chaurus spit attacks. > don't activate EC+ as mod in other mods MCM before EC+ is fully loaded and it's MCM shows up, this way you can make sure other mods that connect to EC+ find it active already EDIT II: The chaurus spit attack transfers the chaurus pregnancy (by starting an tentacle attack animation). If the tentacle attack animation doesn't play check if you have the correct zzEstrus version installed and if any SL animations play correctly. Also check if the EC+ animations are all registered in SL (SL MCM animations tab) If the spit attack with your spawned chaurus doesn't work: > Check LO if Estrus+ got overwritten in TESVedit (if you don't know if you have any mods installed that change spit attacks) > Check if you spawned a vanilla chaurus or one of any additional mod you installed Chaurus spit attacks that trigger tentacle pregnancy are unrelated to DCL EDIT III: OH! And check if the EC+ animations are still registered after you save/reload, just in case there is a conflict or you ran out of SL animation slots (500 animation limit if you didn't install a mod to rise that and have too many SL animations registered already) thank you for the comprehensive guide. I did the following: reinstalled EC+ to make sure it overwrites what it should. waited until all mcm menues were loaded including EC+, saved, reloaded set impgreg chance to 100, enabled EC+ in DCL, saved, reloaded, and did the thing with the chaurus again (i use the base id for the chaurus which i found on the wiki, its the box standerd version) i havnt used a bashed patch yet, so that shouldnt interfere. Checked my LO. all i have so far are stability mods, patches and SL mods. nothing should interfere with the chaurus. EC+ esp i placed before zzEstrus, but just in case i added my LO below: (the basehed patch is disabled) the problem however stays the same, no attack occurs. Spoiler # Automatically generated by Vortex *Unofficial Skyrim Special Edition Patch.esp *Vanilla Script MicroOptimizations.esl *SexLab.esm *Devious Devices - Assets.esm *SexLabAroused.esm *Devious Devices - Integration.esm *Devious Devices - Expansion.esm *Devious Devices - Contraptions.esm *Toys.esm *Landscape and Water Fixes.esp *ZaZAnimationPack.esm *Schlongs of Skyrim - Core.esm *SimplyOptimizedScripts.esl *Lightened Skyrim - merged.esp *SkyUI_SE.esp *Skyrim Landscape and Water Fixes - Light Sources.esp *EstrusChaurus.esp *zzEstrus.esp *Deviously Cursed Loot.esp *Devious Devices SE patch.esp *12FemaleBrows.esp *BHUNP3BBB.esp *RaceMenuMorphsBHUNP.esp *SOSRaceMenu.esp *RaceMenu.esp *XPMSE.esp *UIExtensions.esp *SexLabTools.esp *SLAnimLoader.esp *SOS - VectorPlexus Regular Addon.esp *Schlongs of Skyrim.esp *CBBE.esp *RaceMenuPlugin.esp *FNISspells.esp *FNIS.esp *Alternate Start - Live Another Life.esp *Deviously Cursed Loot LAL AddOn.esp Bashed Patch, 0.esp Edited June 1, 2024 by Rotte boy
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) 20 hours ago, Rotte boy said: reinstalled EC+ to make sure it overwrites what it should. Oops you're on SE. Well, make sure you only have SE Estrus stuff installed. "Overwriting" might be a bit confusing in regard to LO/files. > During installation (via mod manager) you overwrite files (guess there shouldn't be files overwritten, but would need to check) > In your case it's important to check LO overwrites, means plugins in LO overwrite the entries of the one above in LO. Just for fun open your LO in xEdit and see how plugin "entries" overwrite each other to get a feeling what ends up ingame. The lowest plugin in LO wins conflicts (and to compensate for that you can use a bashed patch among other thing like loot/level lists. I only use a bashed patch for loot/lvl merges and nothing else). 20 hours ago, Rotte boy said: *EstrusChaurus.esp *zzEstrus.esp *Deviously Cursed Loot.esp in this case I would sort the plugins so that the requirements for EC+ are above it. * Deviously Cursed Loot.esp (DCL uses only the tentacle animations and EC+ effects for traps and doesn't do anything with chaurus attacks) >> I wouldn't activate anything Estrus related in DCL for now, get EC+ working first * (any combat/magic/anything that changes chaurus spit attacks or spawns chaurus, like summonable chaurus) * zzEstrus.esp (can be deactivated, EC+ only needs animations from it (only files and not control functions of it's esp), thus this esp is only needed if you want the functions zzEstrus provides ingame) * EstrusChaurus.esp (btw, if you have a mod that allows you to have chaurus summons and combine it with EC+ you get the ultimate tentacle bio weapon) EDIT I: There might be other issues related to your installed body, like CBBE and BHUNP3BBB.esp, I would guess CBBE needs to be overruled in LO by BHUNP Are there any warnings XPMSE related in EC+ MCM? Any warnings in FNIS? In addition: 20 hours ago, Rotte boy said: waited until all mcm menues were loaded including EC+, saved, reloaded set impgreg chance to 100, enabled EC+ in DCL, saved, reloaded, and did the thing with the chaurus again (i use the base id for the chaurus which i found on the wiki, its the box standerd version) Best way to make sure everything is loaded correctly in LAL on a new game: Start a new game > wait till all mods are loaded save/reload 2nd wave of mods that waited for a save/reload will now start installing > wait till they are done save/reload > I think that should be enough for SE (because SE SL should have more available animation slots by default) > for testing to make sure make another save reload and after that and check: EC+ MCM if all animations got registered and if you see any warnings (like XPMSE not found), only then start testing. > test if any SL animations work at all unrelated to EC+ > Make some screenshots of your EC+ MCM > copy paste your FNIS output, maybe there are errors already Just in case: IIRC in EC+ MCM is a slider for a chance of a tentacle attack and chance of pregnancy during that tentacle attack, means set chance for tentacle attack to 100% to get even a chance to get pregnant. Edited June 2, 2024 by donttouchmethere
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) 8 hours ago, Rotte boy said: the problem however stays the same, no attack occurs. Spoiler # Automatically generated by Vortex *Unofficial Skyrim Special Edition Patch.esp *Vanilla Script MicroOptimizations.esl *SexLab.esm *Devious Devices - Assets.esm *SexLabAroused.esm *Devious Devices - Integration.esm *Devious Devices - Expansion.esm *Devious Devices - Contraptions.esm *Toys.esm *Landscape and Water Fixes.esp *ZaZAnimationPack.esm *Schlongs of Skyrim - Core.esm *SimplyOptimizedScripts.esl *Lightened Skyrim - merged.esp *SkyUI_SE.esp *Skyrim Landscape and Water Fixes - Light Sources.esp *EstrusChaurus.esp *zzEstrus.esp *Deviously Cursed Loot.esp *Devious Devices SE patch.esp *12FemaleBrows.esp *BHUNP3BBB.esp *RaceMenuMorphsBHUNP.esp *SOSRaceMenu.esp *RaceMenu.esp *XPMSE.esp *UIExtensions.esp *SexLabTools.esp *SLAnimLoader.esp *SOS - VectorPlexus Regular Addon.esp *Schlongs of Skyrim.esp *CBBE.esp *RaceMenuPlugin.esp *FNISspells.esp *FNIS.esp *Alternate Start - Live Another Life.esp *Deviously Cursed Loot LAL AddOn.esp Bashed Patch, 0.esp Not sure if that helps you in SE, I would sort your LO like that (and would read up on BHUNP/CBBE) Spoiler Schlongs of Skyrim - Core.esm=1 (warning, LE version comes with it's own skeleton, do not install or overwrite files of SOS with XPMSE during install via mod manager) SexLab.esm=1 SexLabAroused.esm=1 ZaZAnimationPack.esm=1 (probably would move toys framework here) Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 Devious Devices - Contraptions.esm=1 SkyUI.esp=1 UIExtensions.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 (example for a racemenu addon) RaceMenuOverlays.esp=1 (example for a racemenu addon) RaceMenuMorphsUUNP.esp=1 (example for a racemenu addon) AddItemMenuLE.esp=1 (as example for ingame tools) akornoMicroHunters.esp=1 (as example for a follower mod/creature summon mod with chaurus spit attacks) aaaEnemyPlus.esp=1 (as example for hostiles adding mod including chaurus variants) Immersive Wenches.esp=1 Forgotten Wenches.esp=1 (as example for a hostiles adding mod including chaurus variants) Judgment Wenches.esp=1 (as example for a hostiles adding mod including dwemer variants) SLAnimLoader.esp=1 XPMSE.esp=1 SOSRaceMenu.esp=1 (empty esp from XPMSE if you give control to racemenu instead control via SOS MCM) FNIS.esp=1 FNISspells.esp=1 (IIRC only PAHE needs it related to all devious mods) MoreNastyCritters.esp=1 (example for MNC and MNC addon plugins) SLALAnimObjBillyy.esp=1 (example for SLAL packs) Schlongs of Skyrim.esp=1 SOS - VectorPlexus Regular Addon.esp=1 SOS - Leito Addon.esp=1 SexLabTools.esp=1 (probably would put DCL here or much higher in LO depending on what else is in LO, maybe move it up to any devious quest mods, DCL effects many things in game, so move every plugin below it with similar functions but you want to let those mods win over DCL) (zzEstrus.esp=0 > deactivated, ONLY THE ESP not the whole mod, especially if you are still troubleshoot I recommend to let it deactivated, EC+ is what you want for now, you can experiment later) EstrusChaurus.esp=1 EstrusDwemer.esp=1 (example for EC+ addons) EstrusSpider.esp=1 (example for EC+ addons) dD Enchanted Chests.esp=1 (example for EC+ addons that I would like to win against DCL) Devious Devices - BRRF.esp=1 (example for DD patches, for beasts in this case) SexLab Inflation Framework.esp=1 (example for an inflation controller, not sure if you need that on SE or if you need it with only have one inflation triggering mod, although DCL does some inflation too) Alternate Start - Live Another Life.esp=1 Bashed Patch, 0.esp=1 (only for lvl/loot lists, for traps on chests, loot and hostiles distribution, does some odd things if used as plugin conflict resolution) Smashed Patch.esp=1 (conflict resolution (instead of bashed patch), does a good job on it's own, until it doesn't. Also has better routines to combine damage output modifications if multiple mods modify the same weapons than bashed patch (at least the last bashed patch version I used)) Just examples of mods that I move below bashed/smashed patch so they don't get messed up or me having to constantly check the patches. It's mostly weapon/armor replacer and NPC replacer in the correct order to prevent gray faces, skin texture mix ups and the like: Spoiler BD UUNP Armor and cloth replacer.esp=0 BD UUNP Dawnguard armor and cloth replacer.esp=0 BD-UUNP Dragonborn armor clothes replacer.esp=0 CL BladeofWoe.esp=0 CL BladeofSacrifice.esp=0 CL ChillrendV3.esp=0 CL Nettlebane.esp=0 CL's AmrensSword.esp=0 CL Ebonyblade.esp=0 DEATHBRAND - My version by Xtudo.esp=0 aaaKukatsuoThaneWeaponReplacer.esp=0 JS Unique Utopia - Daggers - Johnskyrim.esp=0 Box CL-Kukatsuo-BDUUNP.esp=1 VanillaArgoniansRedux.esp=1 Feminine Females.esp=1 Vampire Skin Color Fix.esp=1 Botox - Skyrim.esp=1 Botox - Unofficial Skyrim Legendary Edition Patch.esp=1 Botox - Alternate Start - Live Another Live.esp=1 PAN_NPCs.esp=0 PAN_NPCs_DG.esp=0 PAN_NPCs_DB.esp=0 PAN_NPCs_Males.esp=0 PAN_NPCs_Males2.esp=0 PAN_AIO_big.esp=1 HSG Beauty - Immersive Wenches.esp=1 Hydra Slavegirls Patch for Devious Devices.esp=1 SimpleSlaveryPlus - Devious Devices Beauty Patch.esp=1 LBS - Immersive Wenches Patch.esp=1 Edited June 2, 2024 by donttouchmethere
Rotte boy Posted June 2, 2024 Posted June 2, 2024 (edited) 9 hours ago, donttouchmethere said: Reveal hidden contents # Automatically generated by Vortex *Unofficial Skyrim Special Edition Patch.esp *Vanilla Script MicroOptimizations.esl *SexLab.esm *Devious Devices - Assets.esm *SexLabAroused.esm *Devious Devices - Integration.esm *Devious Devices - Expansion.esm *Devious Devices - Contraptions.esm *Toys.esm *Landscape and Water Fixes.esp *ZaZAnimationPack.esm *Schlongs of Skyrim - Core.esm *SimplyOptimizedScripts.esl *Lightened Skyrim - merged.esp *SkyUI_SE.esp *Skyrim Landscape and Water Fixes - Light Sources.esp *EstrusChaurus.esp *zzEstrus.esp *Deviously Cursed Loot.esp *Devious Devices SE patch.esp *12FemaleBrows.esp *BHUNP3BBB.esp *RaceMenuMorphsBHUNP.esp *SOSRaceMenu.esp *RaceMenu.esp *XPMSE.esp *UIExtensions.esp *SexLabTools.esp *SLAnimLoader.esp *SOS - VectorPlexus Regular Addon.esp *Schlongs of Skyrim.esp *CBBE.esp *RaceMenuPlugin.esp *FNISspells.esp *FNIS.esp *Alternate Start - Live Another Life.esp *Deviously Cursed Loot LAL AddOn.esp Bashed Patch, 0.esp Not sure if that helps you in SE, I would sort your LO like that (and would read up on BHUNP/CBBE) Hide contents Schlongs of Skyrim - Core.esm=1 (warning, LE version comes with it's own skeleton, do not install or overwrite files of SOS with XPMSE during install via mod manager) SexLab.esm=1 SexLabAroused.esm=1 ZaZAnimationPack.esm=1 (probably would move toys framework here) Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 Devious Devices - Contraptions.esm=1 SkyUI.esp=1 UIExtensions.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 (example for a racemenu addon) RaceMenuOverlays.esp=1 (example for a racemenu addon) RaceMenuMorphsUUNP.esp=1 (example for a racemenu addon) AddItemMenuLE.esp=1 (as example for ingame tools) akornoMicroHunters.esp=1 (as example for a follower mod/creature summon mod with chaurus spit attacks) aaaEnemyPlus.esp=1 (as example for hostiles adding mod including chaurus variants) Immersive Wenches.esp=1 Forgotten Wenches.esp=1 (as example for a hostiles adding mod including chaurus variants) Judgment Wenches.esp=1 (as example for a hostiles adding mod including dwemer variants) SLAnimLoader.esp=1 XPMSE.esp=1 SOSRaceMenu.esp=1 (empty esp from XPMSE if you give control to racemenu instead control via SOS MCM) FNIS.esp=1 FNISspells.esp=1 (IIRC only PAHE needs it related to all devious mods) MoreNastyCritters.esp=1 (example for MNC and MNC addon plugins) SLALAnimObjBillyy.esp=1 (example for SLAL packs) Schlongs of Skyrim.esp=1 SOS - VectorPlexus Regular Addon.esp=1 SOS - Leito Addon.esp=1 SexLabTools.esp=1 (probably would put DCL here or much higher in LO depending on what else is in LO, maybe move it up to any devious quest mods, DCL effects many things in game, so move every plugin below it with similar functions but you want to let those mods win over DCL) (zzEstrus.esp=0 > deactivated, ONLY THE ESP not the whole mod, especially if you are still troubleshoot I recommend to let it deactivated, EC+ is what you want for now, you can experiment later) EstrusChaurus.esp=1 EstrusDwemer.esp=1 (example for EC+ addons) EstrusSpider.esp=1 (example for EC+ addons) dD Enchanted Chests.esp=1 (example for EC+ addons that I would like to win against DCL) Devious Devices - BRRF.esp=1 (example for DD patches, for beasts in this case) SexLab Inflation Framework.esp=1 (example for an inflation controller, not sure if you need that on SE or if you need it with only have one inflation triggering mod, although DCL does some inflation too) Alternate Start - Live Another Life.esp=1 Bashed Patch, 0.esp=1 (only for lvl/loot lists, for traps on chests, loot and hostiles distribution, does some odd things if used as plugin conflict resolution) Smashed Patch.esp=1 (conflict resolution (instead of bashed patch), does a good job on it's own, until it doesn't. Also has better routines to combine damage output modifications if multiple mods modify the same weapons than bashed patch (at least the last bashed patch version I used)) Just examples of mods that I move below bashed/smashed patch so they don't get messed up or me having to constantly check the patches. It's mostly weapon/armor replacer and NPC replacer in the correct order to prevent gray faces, skin texture mix ups and the like: Reveal hidden contents BD UUNP Armor and cloth replacer.esp=0 BD UUNP Dawnguard armor and cloth replacer.esp=0 BD-UUNP Dragonborn armor clothes replacer.esp=0 CL BladeofWoe.esp=0 CL BladeofSacrifice.esp=0 CL ChillrendV3.esp=0 CL Nettlebane.esp=0 CL's AmrensSword.esp=0 CL Ebonyblade.esp=0 DEATHBRAND - My version by Xtudo.esp=0 aaaKukatsuoThaneWeaponReplacer.esp=0 JS Unique Utopia - Daggers - Johnskyrim.esp=0 Box CL-Kukatsuo-BDUUNP.esp=1 VanillaArgoniansRedux.esp=1 Feminine Females.esp=1 Vampire Skin Color Fix.esp=1 Botox - Skyrim.esp=1 Botox - Unofficial Skyrim Legendary Edition Patch.esp=1 Botox - Alternate Start - Live Another Live.esp=1 PAN_NPCs.esp=0 PAN_NPCs_DG.esp=0 PAN_NPCs_DB.esp=0 PAN_NPCs_Males.esp=0 PAN_NPCs_Males2.esp=0 PAN_AIO_big.esp=1 HSG Beauty - Immersive Wenches.esp=1 Hydra Slavegirls Patch for Devious Devices.esp=1 SimpleSlaveryPlus - Devious Devices Beauty Patch.esp=1 LBS - Immersive Wenches Patch.esp=1 I did what you suggested for testing when loading the new save and having mcm menus load. I went through the following mods to check if their depending mods were detected and working: EC+: All versions good DCL: EC+ found SL: all versions good SL anim loader: all versions good -> pressed the "run all" button, EC+ was found and no problems detected XPMSE: All versions checked as "Groovtama, you barely made it" i assume that means it is running as intended Fnis detects nothing out of the ordinary, all mods show up as reading: see attached screenshot. tried rearranging my LO, trying to follow your example: Spoiler # Automatically generated by Vortex Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl Unofficial Skyrim Special Edition Patch.esp Vanilla Script MicroOptimizations.esl Schlongs of Skyrim - Core.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm Landscape and Water Fixes.esp ZaZAnimationPack.esm Toys.esm SimplyOptimizedScripts.esl Lightened Skyrim - merged.esp SkyUI_SE.esp Skyrim Landscape and Water Fixes - Light Sources.esp SOSRaceMenu.esp RaceMenu.esp SLAnimLoader.esp XPMSE.esp SOS - VectorPlexus Regular Addon.esp Schlongs of Skyrim.esp Deviously Cursed Loot.esp zzEstrus.esp ------------------------------------(disabled) EstrusChaurus.esp Devious Devices SE patch.esp 12FemaleBrows.esp BHUNP3BBB.esp RaceMenuMorphsBHUNP.esp UIExtensions.esp SexLabTools.esp CBBE.esp RaceMenuPlugin.esp FNISspells.esp FNIS.esp Alternate Start - Live Another Life.esp Deviously Cursed Loot LAL AddOn.esp Bashed Patch, 0.esp ------------------------------------(disabled) I also noticed something interesting when testing with the chaurus. When it does the spit attack, with the tentacle event set to 20%, a dust cloud on the ground would sometimes appear. i then set the chance to 100% and the cloud would appear every time i got hit by the spit attack. this might be an effect tied to the tentacle event, meaning the game is registration the event is happening, but is unable to to play it out further I attached a photo of what the dust cloud looks like. Edited June 2, 2024 by Rotte boy 1
Rotte boy Posted June 2, 2024 Posted June 2, 2024 2 hours ago, Rotte boy said: I did what you suggested for testing when loading the new save and having mcm menus load. I went through the following mods to check if their depending mods were detected and working: EC+: All versions good DCL: EC+ found SL: all versions good SL anim loader: all versions good -> pressed the "run all" button, EC+ was found and no problems detected XPMSE: All versions checked as "Groovtama, you barely made it" i assume that means it is running as intended Fnis detects nothing out of the ordinary, all mods show up as reading: see attached screenshot. tried rearranging my LO, trying to follow your example: Reveal hidden contents # Automatically generated by Vortex Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl Unofficial Skyrim Special Edition Patch.esp Vanilla Script MicroOptimizations.esl Schlongs of Skyrim - Core.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm Landscape and Water Fixes.esp ZaZAnimationPack.esm Toys.esm SimplyOptimizedScripts.esl Lightened Skyrim - merged.esp SkyUI_SE.esp Skyrim Landscape and Water Fixes - Light Sources.esp SOSRaceMenu.esp RaceMenu.esp SLAnimLoader.esp XPMSE.esp SOS - VectorPlexus Regular Addon.esp Schlongs of Skyrim.esp Deviously Cursed Loot.esp zzEstrus.esp ------------------------------------(disabled) EstrusChaurus.esp Devious Devices SE patch.esp 12FemaleBrows.esp BHUNP3BBB.esp RaceMenuMorphsBHUNP.esp UIExtensions.esp SexLabTools.esp CBBE.esp RaceMenuPlugin.esp FNISspells.esp FNIS.esp Alternate Start - Live Another Life.esp Deviously Cursed Loot LAL AddOn.esp Bashed Patch, 0.esp ------------------------------------(disabled) I also noticed something interesting when testing with the chaurus. When it does the spit attack, with the tentacle event set to 20%, a dust cloud on the ground would sometimes appear. i then set the chance to 100% and the cloud would appear every time i got hit by the spit attack. this might be an effect tied to the tentacle event, meaning the game is registration the event is happening, but is unable to to play it out further I attached a photo of what the dust cloud looks like. I have never used SSEEdit before, so i dont really know what im doing with it. However, i did mess about with it and found this: see attached. the normal base id for chaurus is 000A5600, here it is listed as 000A5601, i tried to spawn it with player.placeatme 000A5601, but it didnt recognise the id
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) 3 hours ago, Rotte boy said: I attached a photo of what the dust cloud looks like. I think we are nearly there. If you ever post FNIS information: you can copy+past the whole text in the generator window, that's more helpful than screenshots. 3 hours ago, Rotte boy said: I also noticed something interesting when testing with the chaurus. When it does the spit attack, with the tentacle event set to 20%, a dust cloud on the ground would sometimes appear. i then set the chance to 100% and the cloud would appear every time i got hit by the spit attack. this might be an effect tied to the tentacle event, meaning the game is registration the event is happening, but is unable to to play it out further YES! Now that means EC+ is working and tries to trigger the tentacle attack. Means the animation fails. My guess is: You installed zzEstrus v250 (see FNIS window) and not zzEstrus v245 Uninstall zzEstrus v250 > Go to nexus and grab Estrus For Skyrim SE V2.45 > install it and run FNIS > set tentacle chance to 100% > It's time for tentacle o'clock! Edited June 2, 2024 by donttouchmethere 1
Rotte boy Posted June 2, 2024 Posted June 2, 2024 9 minutes ago, donttouchmethere said: I think we are nearly there. If you ever post FNIS information: you can copy+past the whole text in the generator window, that's more helpful than screenshots. YES! Now that means EC+ is working and tries to trigger the tentacle attack. Means the animation fails. My guess is: You installed zzEstrus v250 (see FNIS window) and not zzEstrus v245 Uninstall zzEstrus v250 > Go to nexus and grab Estrus For Skyrim SE V2.45 > install it and run FNIS > set tentacle chance to 100% > It's time for tentacle o'clock! the version placed under "old versions"?
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) 9 minutes ago, Rotte boy said: the version placed under "old versions"? Yes! (the tension, THE TENSION!) Edited June 2, 2024 by donttouchmethere
Rotte boy Posted June 2, 2024 Posted June 2, 2024 (edited) 19 minutes ago, donttouchmethere said: Yes! (the tension, THE TENSION!) no succes, BUT, in fnis i noticed that the new zzEstrus file is tagged as version 2.30, not 2,45. despite the file on nexus being named V245 In the vortex mod list, it also has the V245 as its name and version Fnis log: Spoiler FNIS Behavior V7.6 02-06-2024 17:15:14 Skyrim SE 64bit: 1.6.1170.0 - D:\Steam\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones) Patch: "SKELETON Arm Fix" Reading DD V4.0.0 ... Reading DD2 V4.0.0 ... Reading DD3 V4.1.0 ... Reading DDC V1.2 ... Reading DDSL V4.0.0 ... Reading Deviously Cursed Loot V9.0 ... Reading EstrusChaurus V4.35 ... Reading FNISBase V7.6 ... Reading FNISCreatureVersion V7.0 ... Reading FNISSpells V5.0.1 ... Reading SexLab V1.64 ... Reading SexLabAP V1.64 ... Reading SexLabAroused V2.9 ... Reading SexLabCreature V1.64 ... Reading Toys V2.62 ... Reading ToysStarter V1.0 ... Reading XPMSE V7.2 ... Reading ZaZAnimationPack V7.00 ... Reading zzEstrus V2.30 ... All Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 6 sets: 59 total groups: 238 added file slots: 1833 alternate files: 1483 Create Creature Behaviors ... Reading SexLabCreature V1.63 ... 6062 animations for 19 mods successfully included (character) 322 animations for 1 mods and 18 creatures successfully included. Edited June 2, 2024 by Rotte boy
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) 18 minutes ago, Rotte boy said: no succes, BUT, in fnis i noticed that the new zzEstrus file is tagged as version 2.30, not 2,45. despite the file on nexus being named V245 In the vortex mod list, it also has the V245 as its name and version Bugger, I was sure that was the issue. Don't Panic - just yet. Edited June 2, 2024 by donttouchmethere
donttouchmethere Posted June 2, 2024 Posted June 2, 2024 (edited) Try this: activate the "Gender specific animations" patch in FNIS > run FNIS again > test ingame (usually only zap whipping fails if not checked, but maybe... just maybe...) Edited June 2, 2024 by donttouchmethere
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