Cerral Posted December 22, 2016 Posted December 22, 2016 hello, i have some questions. For my pc, the mod run perfectly. no issue, perfect. but for my followers .... they never infested after a tentacles attack. i tested on Lydia, and she does not infected too. i use Extensible Follower Framework to have several follower. Can it cause a problem? sorry for my bad english, difficult to search and find solutions. my follower: Lydia. Sofia, xymena and Nireda from nexus. Sorry again for my bad english.
foxminoso Posted December 24, 2016 Posted December 24, 2016 i instaled correctly (i think) the mod seem's to work but i can't select the "pregnancy" option both in chaurus and spider ! so ... i can't get infected, what is that trouble solution ?
M.BISON Posted December 24, 2016 Posted December 24, 2016 stepped on a trap on the floor and was attacked by those solo dwemer/estrus sex things, really cool feature, caught me off guard, is there more traps like that in dwemer ruins? so far i only found the one...
bicobus Posted December 26, 2016 Posted December 26, 2016 That's probably a cursed loot trap. Estrus Chaurus do not modify the traps by itself, just the chauruses.
Aequus Posted December 27, 2016 Posted December 27, 2016 That's probably a cursed loot trap. Estrus Chaurus do not modify the traps by itself, just the chauruses. Nope, that's definitely not Cursed Loot. Maybe you remember dwemer rotating blade trap from Blackreach Silent Ruin? (cell BlackreachZcell02) EC+ replaces it with unique estrus machine trap. Aside that, Estrus Chaurus truly do not modify any other traps.
kplh Posted January 1, 2017 Posted January 1, 2017 I noticed a weird behavior with Devious Devices: using masturbate option on the belt started a dwemer machine animation, but DDi should not have picked that animation from the registered animation pool while wearing a belt, I looked into animation tags and it does not have 'vaginal' tag or any other body part related tags. Looks like none of the estrus animations have the appropriate vaginal/anal tags.
Bane Master Posted January 2, 2017 Author Posted January 2, 2017 I noticed a weird behavior with Devious Devices: using masturbate option on the belt started a dwemer machine animation, but DDi should not have picked that animation from the registered animation pool while wearing a belt, I looked into animation tags and it does not have 'vaginal' tag or any other body part related tags. Looks like none of the estrus animations have the appropriate vaginal/anal tags. The tags haven't changed since the mod was released. I'm no expert on SL tags but won't adding those tags fix the masturbate option at the cost of increasing the risk of incorrect selection in other situations?
kplh Posted January 2, 2017 Posted January 2, 2017 I noticed a weird behavior with Devious Devices: using masturbate option on the belt started a dwemer machine animation, but DDi should not have picked that animation from the registered animation pool while wearing a belt, I looked into animation tags and it does not have 'vaginal' tag or any other body part related tags. Looks like none of the estrus animations have the appropriate vaginal/anal tags. The tags haven't changed since the mod was released. I'm no expert on SL tags but won't adding those tags fix the masturbate option at the cost of increasing the risk of incorrect selection in other situations? Hmm... I don't know. I had a look at DDi code for masturbate option and the animation tags it used to request should not have been triggering any of the estrus animations. I did however manage to fix it by resetting the SL animation registry so it could be that some other mod interfered with something.
Alluthek1d Posted January 3, 2017 Posted January 3, 2017 Is there MCM menu? if there is i dont have it.
bicobus Posted January 3, 2017 Posted January 3, 2017 The MCM menu appears after a load, not on installation. You have to save your game, exit then load your savegame. Hint: that way, you can configure eveything needed for EC+ to configure itself properly.
Alluthek1d Posted January 3, 2017 Posted January 3, 2017 The MCM menu appears after a load, not on installation. You have to save your game, exit then load your savegame. Hint: that way, you can configure eveything needed for EC+ to configure itself properly. Thanks!
jbezorg Posted January 4, 2017 Posted January 4, 2017 Finally got it working now. It seems that I needed both the .pex and .psc and I didn't have all the scripts needed so I had to dig into all the .bsa files to get them. All the options are finally connected and I also added a could more options to toggle and edit. I also added the other EstrusForSkyrim animations as well as some texture edits to make them match the Dwemer/Chaurus textures in the game. Only the essentials are added into this repackage (original mod not required, but the prerequisites are), but you can install it over EstrusForSkyrim if you want to use both. Note: A clean save may be required in order for the updates to show properly... estrus_chaurus+_options.zip The additional options in the MCM are as follows: Under the "Options" tab, there is a submenu called "Notifications" which toggles whether or not you want 1st-person, 3rd-person, or no narration messages for each time the character changes. Under the "Animations" tab, you can select what kind of birth animation the character can have: Default, Missonary (a typo I need to fix!), Masturbate, and Bleed Out. The Masturbation animation is gender specific, but the males might not be erect during this animation (I need some advice on how to fix that...). For Bleed Out, the character may gain some movement control, but it is not always very consistent for some reason. Try not to press the jump button while in the birthing position (probably for masturbation and bleed out) as that might make the character revert to a normal pose until the birthing is finished. Also under the "Animations" menu, I've added a "Chaurus Rape" toggle for those who don't want the Chaurus rape animations to play, so the script will skip over that trigger (the Chaurus rape animations only play when the Chaurus sees the character as a target--if the character is out of the Chaurus' range, the tentacle animations will play instead). For those who want it on, you can fine tune the distance at which it triggers (this does not control the distance of the spit, only how far the character is from the Chaurus)--like if ou only want it to play when the character is really close or really far away. The "Registered Animations" have been extended to include the rest of the EstrusForSkyrim animations. (These may or may not work--but they require lots of testing!) Lastly, compared to the original mod, under the "Skeleton Check" tab, the sliders have been extended. Unfortunately, I could not get the extra three animations to work on my setup--only the tentacles seemed to work, but I possibly need a clean save install or edit the ,hkx files or something. If anyone has any advice on what I should edit, please let me know. The animations are properly listed in the "zzestruschaurusanim" list with all the SexLab tags and such, as well as being incorporated into the "zzestruschaurusmcmscript" script. I assume that the "zzestruschaurusae" handles the triggering of the animation by digging through the SexLab list, but if I am wrong, please correct me. Thanks to the original creators/modders and I'll see about editing more parts once I learn how to and have the time for it. Have fun! You rebuild the behavior files with GenerateFNISforModders.exe?
Zinmar Posted January 4, 2017 Posted January 4, 2017 Has anyone else had a problem with the view locking in first person? I tried using num3 to go freecam but it isn't working. I looked through the MCM and I can't find what I'm doing wrong. I know it must be simple but apparently I'm simpler then this mod.
Suldra Posted January 5, 2017 Posted January 5, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this?
Aequus Posted January 5, 2017 Posted January 5, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this? There is nothing wrong with your Estrus mod. "Too many animations" error means you have too many animations installed. FNIS can handle nearly 6000-7000 installed animations, but installing too many animations and exceeding this handicap will inevitably lead to an error 2062, which you experienced. FNIS author knows about this problem, but he won't increase the handicap any further, his recommendations in case of error 2062 are all about reducing the number of installed animations. He recommends to delete any rarely used animations, like Posers and such.
CaerHenWen Posted January 6, 2017 Posted January 6, 2017 So I posted this over in Sexlab Framework because I'm not sure honestly if it should be there or here, since updating to the new Sexlabs, when an Estrus type attack occours be it Machine or Slime, only the new voice chosen via the sexlab voice option plays during the animation, and none of the old machine / tentacle sounds? Anyone else had this issue? Secondly when the dwemer machine animations are playing I notice some items are missing, like in the on back chair type one, there is no belt and the dildo type device is floating in the air, also with the standing up type animation the leg binders aren't there, I had this issue a long time ago and managed to fix it, but I forgot what I did lol! I'm pretty sure I have no texture / mesh files missing! Any help / advice with this issues would be great, thanks! Sorry to keep asking but any help would be greatly appreciated! Edit: Off topic, was just reading over the whole mods forum pages again, it's a shame none of the ideas from page 10-13 never ended up being made! Well if it makes you feel any better, I'm experiencing the same bug. I have the Estrus animations working fine, but there's no Estrus sound fx, instead it's just the usual SexLab voice set.
fizzybutt Posted January 6, 2017 Posted January 6, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this? Go get FNIS 6.3 XXL version. It'll run the animations you need. Though if you run ALL of possible animations from mods along with funnybizness SLAL packs, even that won't be large enough. I don't run any funnybizness packs and have almost 11k animations combined. Attempting to use a couple of those behemoth packs launched it over the 12k limit.
moddingnoob Posted January 6, 2017 Posted January 6, 2017 I keep getting "script no longer contains that property" errors that cause my game to crash. I start a new game, wait for everything to load, save, load the save, and set up EC+. Then, I can play for a bit, a few load screens and whatnot, but then the game crashes. When the game doesn't crash, there aren't these errors in the log, but when it does, there are.
fizzybutt Posted January 6, 2017 Posted January 6, 2017 Help. I can't get EC+ to register animations for the life of me anymore. I go into the MCM menu, animations, click register, press enter to accept, and the register checkbox immediately un-checks itself, and no animations get registered. I have: -- Made sure SexLab Creature Animations is checked -- Ensured that everything says "version OK" under the "version check" tab. -- Tried resetting all SexLab Animations -- Tired a clean reinstall (uninstall, clean with ReSaver, reload EC+) -- Tried removing Estrus Spider, since the versions are now out of sync and I don't even know if they work together anymore or not -- Looked in the Papyrus log, but I cannot find any specific entries for EC+. What is the log prefix I need to search for?? Anyone have any ideas what to try next, or look for in the Papyrus log? That happens normally as far as I know. Did you exit out of the menus, watch for the pop up about "estrus checking registered animations" then look at the menu again? They should be registered just fine after that.
cetuximab Posted January 6, 2017 Posted January 6, 2017 Help. I can't get EC+ to register animations for the life of me anymore. I go into the MCM menu, animations, click register, press enter to accept, and the register checkbox immediately un-checks itself, and no animations get registered. I have: -- Made sure SexLab Creature Animations is checked -- Ensured that everything says "version OK" under the "version check" tab. -- Tried resetting all SexLab Animations -- Tired a clean reinstall (uninstall, clean with ReSaver, reload EC+) -- Tried removing Estrus Spider, since the versions are now out of sync and I don't even know if they work together anymore or not -- Looked in the Papyrus log, but I cannot find any specific entries for EC+. What is the log prefix I need to search for?? Anyone have any ideas what to try next, or look for in the Papyrus log? That happens normally as far as I know. Did you exit out of the menus, watch for the pop up about "estrus checking registered animations" then look at the menu again? They should be registered just fine after that. No, nevermind, I figured it out 2 seconds after I posted this I had maxed out all my SexLab animation slots (500). de-registered a bunch, and then EC+ was able to register its animations.
Aequus Posted January 8, 2017 Posted January 8, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this? Go get FNIS 6.3 XXL version. It'll run the animations you need. Though if you run ALL of possible animations from mods along with funnybizness SLAL packs, even that won't be large enough. I don't run any funnybizness packs and have almost 11k animations combined. Attempting to use a couple of those behemoth packs launched it over the 12k limit. Seems like I need to update too. Thank you. Did you experienced any CTDs during game load? Fore mentioned that FNIS 6.3 XXL version may cause some crashes. FNIS Behavior 6.3 XXL: (Optional release) Increases the maximum number of animations by 50% (8000 to 12000) Adds Alternate Animations for npc_turnXXX.hkx Note: FNIS 6.3 XXL will run slower on PCs with little memory. It is also likely, that using mods with a total of more than 8000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk.
fizzybutt Posted January 8, 2017 Posted January 8, 2017 ~Snip~ Seems like I need to update too. Thank you. Did you experienced any CTDs during game load? Fore mentioned that FNIS 6.3 XXL version may cause some crashes. FNIS Behavior 6.3 XXL: (Optional release) Increases the maximum number of animations by 50% (8000 to 12000) Adds Alternate Animations for npc_turnXXX.hkx Note: FNIS 6.3 XXL will run slower on PCs with little memory. It is also likely, that using mods with a total of more than 8000 animations will increase the likelyhood of load CTD. How much? I don't know. Use at your own risk. I've got a stuffed load order. My load order sits at 248, with about 415 mods stuffed into various merges. (160+ of those being armor jammed into two alone) I crash on loading a save once every... 5-7 games I think? I have almost 9k human animations running and 1200 something creature animations. I don't run any funnybiz animations because there's just too damn many and there's too many other animations I like better. I've also got crash fixes for lots of things (Shesons memory patch working rather than crash fixes because for some damn reason it makes me more unstable), a string fix for sexlab that happens to work on my rig, (but not my boyfriends, go figure), and I restring certain mods. I can run an hour and a half to 3 hours depending on what exactly I'm doing in the game before a crash. I don't have a powerful rig. The only thing awesome in my rig is the processor and even it is aging. I've got a measly 8 gigs of ram to play with. I run at 23 fps with a mild ENB (No ambient occlusion, no DoF, nothing fancy), 20 in towns. So there you go. Sharing that info in the hopes that you try it out for yourself and see how your machine does it.
Suldra Posted January 11, 2017 Posted January 11, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this? There is nothing wrong with your Estrus mod. "Too many animations" error means you have too many animations installed. FNIS can handle nearly 6000-7000 installed animations, but installing too many animations and exceeding this handicap will inevitably lead to an error 2062, which you experienced. FNIS author knows about this problem, but he won't increase the handicap any further, his recommendations in case of error 2062 are all about reducing the number of installed animations. He recommends to delete any rarely used animations, like Posers and such. Go check out the latest version.....when I updated to it the error went away. I think it supports up to 8000.
Bluedragon918 Posted January 11, 2017 Posted January 11, 2017 All I get is just the default pose with the tentacles, could something be interfering with it?
fizzybutt Posted January 11, 2017 Posted January 11, 2017 UPDATE: I updated my version of FNIS (I was one build behind and didn't see it) Fixed the issue but I will leave this here in case anyone else gets this issue. I am not sure this is the right place to report this and ask for help but here goes. I just updated all my mods and now I am running FNIS I am getting the following error: Reading zzEstrus ERROR(2026): Too many animations 123 (..\..\meshes\actors\character\animations\zzEstrus\FNIS_zzEstrus_List.txt): o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect I looked up line 123 in the zzEstrus file and here is how it looks: o -B1.0 zzEstrusETC01S42 zzEstrusETC01S42.hkx zzEstrusAOETC01parts2 zzEstrusAOETC01base1 zzEstrusAOCommon02effect zzEstrusAOCommon04effect Does anyone have a clue what i need to do about this? There is nothing wrong with your Estrus mod. "Too many animations" error means you have too many animations installed. FNIS can handle nearly 6000-7000 installed animations, but installing too many animations and exceeding this handicap will inevitably lead to an error 2062, which you experienced. FNIS author knows about this problem, but he won't increase the handicap any further, his recommendations in case of error 2062 are all about reducing the number of installed animations. He recommends to delete any rarely used animations, like Posers and such. Go check out the latest version.....when I updated to it the error went away. I think it supports up to 8000. There's the XXL version that supports up to 12k. That's the one I use.
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