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Posted

 

 

 

 

Hmm, ma

returning on-topic, one of the missing things IMHO is a chaurus-hunter woohoo animation.
if some kind animator wants to try :D (although it has already been asked several times, maybe is too difficult)..

 

 

You're in luck Saeros. it seems Dayerlite is working on it right now. 

Posted

No matter what I do the animations seem to refuse to register with sexlab? any ideas as to what might cause them to fail to resister?

 

If you are using sexlab 1.59 and have things that add animations like NSAP and Zaz, you are most likely hitting the 124 animation limit in sexlab, easy way to check, disable all NSAP animations and try re-registering Estrus, if they appear, thats the cause. I only use the leito animations and about 3 others and donot register Zaz with sexlab and I get all 6 estrus animations, but if I register all of NSAP i can't even get Zaz. try picking just your favorites in NSAP, don't register Zaz <they will still be used when in stocks and stuff> and you should be fine <or wait for sexlab 1.60 which has a much higher animation limit and includes alot of and NSAP animations already>

Posted

 

No matter what I do the animations seem to refuse to register with sexlab? any ideas as to what might cause them to fail to resister?

 

If you are using sexlab 1.59 and have things that add animations like NSAP and Zaz, you are most likely hitting the 124 animation limit in sexlab, easy way to check, disable all NSAP animations and try re-registering Estrus, if they appear, thats the cause. I only use the leito animations and about 3 others and donot register Zaz with sexlab and I get all 6 estrus animations, but if I register all of NSAP i can't even get Zaz. try picking just your favorites in NSAP, don't register Zaz <they will still be used when in stocks and stuff> and you should be fine <or wait for sexlab 1.60 which has a much higher animation limit and includes alot of and NSAP animations already>

 

 

I had no idea there was an animation limit, explains a lot. Thanks for the advice.

Posted

 

 

 

 

 

Hmm, ma

returning on-topic, one of the missing things IMHO is a chaurus-hunter woohoo animation.
if some kind animator wants to try :D (although it has already been asked several times, maybe is too difficult)..

 

 

You're in luck Saeros. it seems Dayerlite is working on it right now. 

 

 

I noticed..  ;)

Posted

so first of all thx for providing such a great mod. estrus chaurus has been in my load order since a long time.

i should be happy to still see updates for this mod but sadly a companion mod "estrus chaurus spider addon" didnt have that much luck as it seems to be dead and not updated for estrus chaurus 4.x which is a shame because it really is quite a nice and easy addition to the core idea of this mod.

could there be any plans of integrating ths spider addon in the original estrus chaurus+?

Posted

 

 

returning on-topic, one of the missing things IMHO is a chaurus-hunter woohoo animation.

if some kind animator wants to try :D (although it has already been asked several times, maybe is too difficult)..

 

You're in luck Saeros. it seems Dayerlite is working on it right now.

I noticed.. ;)

I had not noticed... thank you for mentioning it... :)

Posted

I've reverted back as well as there was some problems with bloat on the .skse saves with the later skeleton upgrades (haven't checked v3.13 yet though). TBH unless you use HDT PE (which I don't) there's no advantage in upgrading the skeleton in any case.

Posted

The Un7B body mod has a built in skeleton, with all the bounce, pregnancy, and vagina stuff built in. So it easy to get that stuff working.

 

I still have this mod installed, as I really like it.

 

What is the most recent version that does not use nioverride(sp)

Posted

i now tried the current version (Estrus Chaurus+ V4.20a). suddenly the chaurus spit attacs work (they did not work for me in the earlier versions) but sexlab scenes from a chaurus still dont get my char pregnant.

 

edit:

 

now sexlab scenes work too. turns out that the "Estrus Chaurus v3.94 Spider Addon V3.94 Addon V2" was the problem, as it replaces the curent code (and the old versions did not work for me).

Posted

The Un7B body mod has a built in skeleton, with all the bounce, pregnancy, and vagina stuff built in. So it easy to get that stuff working.

 

I still have this mod installed, as I really like it.

 

What is the most recent version that does not use nioverride(sp)

That skeleton included in there is a XPMSE one if you would read the description of that mod one time.

 

Thanks for complaining with no knowledge about the topic.

 

And if you would read the XPMSE page there is explicite compatibility for UN7B.

I've reverted back as well as there was some problems with bloat on the .skse saves with the later skeleton upgrades (haven't checked v3.13 yet though). TBH unless you use HDT PE (which I don't) there's no advantage in upgrading the skeleton in any case.

Maybe trying 3.13 before judging XPMSE by version 3.0? There were no complains since 3.1, about that problem.

Posted

 

The Un7B body mod has a built in skeleton, with all the bounce, pregnancy, and vagina stuff built in. So it easy to get that stuff working.

 

I still have this mod installed, as I really like it.

 

What is the most recent version that does not use nioverride(sp)

That skeleton included in there is a XPMSE one if you would read the description of that mod one time.

 

Thanks for complaining with no knowledge about the topic.

 

And if you would read the XPMSE page there is explicite compatibility for UN7B.

I've reverted back as well as there was some problems with bloat on the .skse saves with the later skeleton upgrades (haven't checked v3.13 yet though). TBH unless you use HDT PE (which I don't) there's no advantage in upgrading the skeleton in any case.

Maybe trying 3.13 before judging XPMSE by version 3.0? There were no complains since 3.1, about that problem.

 

 

 

I am sorry, I did not know you needed to know exactly what you were doing to post a question.  OBVIOUSLY if I knew everything, i would not need to post.

 

I am not complaining just stating what happened with the new requirement.  I like the MOD!

 

Also, this is a quote from the UN7B body page  maybe you should talk to him about your skeleton.  See i did read.

 

1.The skeleton is already packed with the meshes together so don't use other skeletons.It's base on XP32 Maximum Skeleton Extended X.93ar50 and Alan added some bones for the pussy(name as vagina and labmin)

 

 

 

Posted

The UN7B version on LL is pretty old and so are the instructions. there's newer updates on the nexus. XPMSE > X.93ar50 already contains those bones. So there's no reason not to use XPMSE3.13+ which also is compatible with NiOverride.

Posted

Hi and thanks for such a good mod, just needed some advice from you good people to cover for my stupidity.

I have had this installed for quite a long time now but have never been able to get the tentacle animations to work. I don't like having to ask as I don't like to bother you all. usually I can fix stuff by reading the forums. finally decided that I'm being dumb and should just ask so...

 

I can get pregnant and have birth animations no problem so everything seems installed ok.

In sexlab animations I have the 6 tentacle attack animations appear and are toggled so I assume they have registered ok. I do not have them toggled on in the list of aggressive animations and in sexlab settings I do not have restrict aggressive animations toggled on.

 

Everything else seems fine and I don't have any issues with animations for any other sexlab mod (to be clear I am pointing finger at me and only me).

 

If anyone can think of anything I may have missed would be very grateful.

 

Thank you

 

Varin

 

Posted

Bug report, mod may cause error spamming in Papyrus log with latest XPMSE 3.13 and 3.12.  Unknown if present in 3.11.  Unknown if present in 2.18

 

[08/18/2015 - 02:26:35AM] warning: Replacing native function GetCurrentIdle on unlinked object zzEstrusUtil.
[08/18/2015 - 02:26:36AM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
[item 3 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
[item 3 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ?
[08/18/2015 - 02:27:41AM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[Active effect 3 on  (000E94CC)].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[Active effect 3 on  (000E94CC)].XPMSEWeaponStyleScaleEffect.OnUpdate() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/18/2015 - 02:27:41AM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[Active effect 3 on  (000590F0)].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[Active effect 3 on  (000590F0)].XPMSEWeaponStyleScaleEffect.OnUpdate() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/18/2015 - 02:27:41AM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[Active effect 3 on  (000590F1)].XPMSEWeaponStyleScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?
[Active effect 3 on  (000590F1)].XPMSEWeaponStyleScaleEffect.OnUpdate() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
 
Will attempt to replicate.
 
Edit: replicated.  If someone is using the latest XPMSE there's going to be this error.
Posted

 

I've reverted back as well as there was some problems with bloat on the .skse saves with the later skeleton upgrades (haven't checked v3.13 yet though). TBH unless you use HDT PE (which I don't) there's no advantage in upgrading the skeleton in any case.

Maybe trying 3.13 before judging XPMSE by version 3.0? There were no complains since 3.1, about that problem.

 

 

With the greatest respect I did say that I hadn't tried v3.13. However it does appear to still be an issue from what is mentioned in multiple threads, though I gather from your comments in another thread that reloading a save does reduce the load in the .skse save if it starts getting too large.

 

Posted

 

 

I've reverted back as well as there was some problems with bloat on the .skse saves with the later skeleton upgrades (haven't checked v3.13 yet though). TBH unless you use HDT PE (which I don't) there's no advantage in upgrading the skeleton in any case.

Maybe trying 3.13 before judging XPMSE by version 3.0? There were no complains since 3.1, about that problem.

 

 

With the greatest respect I did say that I hadn't tried v3.13. However it does appear to still be an issue from what is mentioned in multiple threads, though I gather from your comments in another thread that reloading a save does reduce the load in the .skse save if it starts getting too large.

 

If not 10 people complain on the XPMSE page comments and just some random people in some threads with none of any kind of information I do not do anything. 3.1X works exaclty like 2.82 it always cleaned up when it was cleanable, and for people 2.82 was without issues.

Posted

 

If not 10 people complain on the XPMSE page comments and just some random people in some threads with none of any kind of information I do not do anything. 3.1X works exaclty like 2.82 it always cleaned up when it was cleanable, and for people 2.82 was without issues.

 

 

I was referring to your comments to srayesmanll in your own thread made today, but perhaps I have misunderstood.

 

Posted

 

 

If not 10 people complain on the XPMSE page comments and just some random people in some threads with none of any kind of information I do not do anything. 3.1X works exaclty like 2.82 it always cleaned up when it was cleanable, and for people 2.82 was without issues.

 

 

I was referring to your comments to srayesmanll in your own thread made today, but perhaps I have misunderstood.

 

 

XPMSE and NiO work always that way it can only discard stuff that is unloaded and deleted from the game, I can't throw away unloaded stuff because it is just invalidated and unavailable.

Posted

Hello, i would like to try out this mod, but somehow the mcm menu won't appear.

I installed it new together wit the estrus mod. The normal estrus menu appears in mcm, but not the Estrus chaurus. I waited for 10 minutes or so, or do i just need to be more patient, that the EC MCM menu will appear?

Posted

Hello, i would like to try out this mod, but somehow the mcm menu won't appear.

I installed it new together wit the estrus mod. The normal estrus menu appears in mcm, but not the Estrus chaurus. I waited for 10 minutes or so, or do i just need to be more patient, that the EC MCM menu will appear?

 

Try this :

 

Install Estrus and EC+ but DISABLE the zzestrus.esp ( the estrus mod is not needed just the animation files and the mod itself causes a lot of papyrus errors.)

 

Load your game - Nothing will appear to happen even though you have installed EC+

 

Save your game

 

Load the save you just made - you should then see EC+ initialise

Posted

 

Hello, i would like to try out this mod, but somehow the mcm menu won't appear.

I installed it new together wit the estrus mod. The normal estrus menu appears in mcm, but not the Estrus chaurus. I waited for 10 minutes or so, or do i just need to be more patient, that the EC MCM menu will appear?

 

Try this :

 

Install Estrus and EC+ but DISABLE the zzestrus.esp ( the estrus mod is not needed just the animation files and the mod itself causes a lot of papyrus errors.)

 

Load your game - Nothing will appear to happen even though you have installed EC+

 

Save your game

 

Load the save you just made - you should then see EC+ initialise

 

 

 

thanks a lot, that helped :D

 

But somehow now, when a chaurus spit on my character, not the tentacle from estrus is starting, but a masturbation animation from sexlab :o (even though i activatet the estrus again)

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