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I can only activate Sexout's animations once and then they don't work.


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Posted

I don't know if this has been mentioned:  Are you using FOMM or NMM?  If you're using NMM, that's your problem (or the majority of it).

Posted

I have NVSE 4.2 beta 4 and NVSE extender 14. What do you use to activate the mod.

Doublecheck they are installed correctly.

 

Open nvse.log in the falloutNV directory and look at the top line, what's it say?

 

Start the game, open the console, and type nx_getversion. What's it say?

Posted

I don't know if this has been mentioned:  Are you using FOMM or NMM?  If you're using NMM, that's your problem (or the majority of it).

 

I'm using NMM.

Posted

 

I have NVSE 4.2 beta 4 and NVSE extender 14. What do you use to activate the mod.

Doublecheck they are installed correctly.

 

Open nvse.log in the falloutNV directory and look at the top line, what's it say?

 

Start the game, open the console, and type nx_getversion. What's it say?

 

 

I opened up a thing called nvse.log0 and the first line says:

NVSE runtime: initialize (version = 3.0.2 040020D0 01CEFC66C265A4C9)

 

I opened a text document called nvse and the first line says:

NVSE runtime: initialize (version = 4.2.3 040020D0 01CF788F441AB27C)

 

and the nx_getversion command says:

NVSE Extender Version: 14

 

I have installed previous versions of both NVSE and NVSE Extender in the past correctly.

Posted

I was having this problem (retained Sexout tokens with newest SexoutNG versions), did a clean save and loaded my mods one at a time.

 

Tracked it down to the old version of Sexout Sound Replacer (SOSReplacer.esp) I was still using.  With that deactivated, tokens were not retained, at least with brief testing.  The newer SOS (SexoutSound.esp) does not seem to produce this problem.

 

May not help the initial poster, whose load order doesn't seem to included SOSReplacer, but he may want to try adding one mod at a time till problem is reproduced.

Posted

Good point eurgetes.

 

When problems occur with mods it is always best to use try to get the current versions of all your mods listed if possible. May issues may have been fixed with these current versions. If support is requested it will often times be assumed that you are using the current (available) version of the mod unless stated otherwise. Sure sometimes you will find a problem and have to revert to a previous version but that will be resolved with the testing like you did eurgetes. It is the first thing I do when running into problems. It is so important that I finally stopped putting off updating my entire mod library and not in the very time consuming process of updating my mods. Lo and behold there were updates and optimizations I wasn't even aware of for some of my mods. These could have been very nasty trying to resolve later with newer mods in the list.

 

As always .. please keep at least one or two versions of the mods prior to the updated one. Many times you run into need to use those older ones as an update or change might need to be fixed.

 

Do these things and you will be able to at least have access to the mods you need to quickly get up and running once you figure out the issue. Besides in my experience many times mods go missing for days, weeks or forever because the author has removed them from public and trying to find the version from a reliable source is difficult at best and  near impossible at times.

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