Silvermetal Posted August 23, 2015 Posted August 23, 2015 Probably not, but is this compatible with the FusaFusa Project? http://www.nexusmods.com/skyrim/mods/68920/?
WCSC Posted August 23, 2015 Posted August 23, 2015 I was having an issue where all of a sudden no creature shlongs, not sure if it was affected by humans too but I read to re-register mods, and it was supposed to work. It didn't but what I did have to do was re-register a couple of times (3) then they sudden;y reappeared. Any idea why that is? Another issue not sure if it relates to this mod but the wolves howles are gone, in fact before I ever put any SL mods they were there but since adding SL, Defeat, and Creature frame, they went away. They make the physical motion of howling, but no sound. Any ideas? Thanks
Ashal Posted August 24, 2015 Posted August 24, 2015 FYI on SexLab 1.60: The method of storing creature types has drastically changed. In order to add a race type to a sexlab creature type, you now need to call sslCreatureAnimationSlots.AddRaceID("Skeever", "SkeeverRace") That will add the "SkeeverRace" to the list of valid races for any animation that has "Skeever" set as it's creature type. There is also a creature registration event that is sent whenever the creature animation registry is reset by the modevent "SexLabRegisterCreatureKey", which makes the following snippet/example useful. event OnInit() RegisterForModEvent("SexLabRegisterCreatureKey", "RegisterAltCreatures") endEvent function RegisterAltCreatures() ; // Register 2 new races to the default giant creature type sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_1") sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_2") ; // Create a new creature type that's a mix of both Draugr and Skeletons sslCreatureAnimationSlots.ClearRaceKey("MyCustomRaceType") ; // Resets any race id's registered to the race type previously. sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "DraugrRace") ; // Adds DraugrRace to the now empty type MyCustomRaceType sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "SkeletonRace") ; // Adds SkeletonRace to the type MyCustomRaceType ; // Any animations that use the the creature type "MyCustomRaceType" will now consider DraugrRace or SkeletonRace as valid creature races. endFunction This also brings me to the next important change: To set a race type on an animation at registration, there is "AddCreaturePosition(string CreatureType, int Gender)" in place of the usual "AddPosition(int Gender)", there is also "SetRaceKey(string RaceKey)" which can be used in place of 1.59c's "SetRaceIDs(string[] RaceList)". This serves the same purpose as AddCreaturePosition(). Right now in 1.60, if you use the old method of SetRaceIDs(string[]). Instead of using that list directly, it loops through the race id's given and checks what race type's it belongs to, if any. The first valid one it finds in the string array dictates the race type that gets set for the animations race. For creature gender support, right now sexlab assumes ALL creatures as male by default, as has always been the case in previous versions. In order to define an animation that should be considered "gender relevant" you must set the animation's property "GenderedCreatures = true" and then when calling AddCreaturePosition(), instead of simply using "Creature" for the gender, you can use either "CreatureMale" or "CreatureFemale" You can see an example of this in sslCreatureAnimationDefaults, all werewolf, draugr, and riekling animations in SexLab's defaults are now installed as gendered animations. Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.
Sacremas Posted August 24, 2015 Posted August 24, 2015 Uhm. About the creature race. Is there a foxrace specific animation set? I'm asking because certain lazy modders and makers of monster mods leave race on defautl on many creatures, including draugr bosses, and default/first race you pick in CK is FoxRace. I manually fix these when I see them, but just making sure no draugr bosses are going to use fox animations on me accidentally...
Ashal Posted August 24, 2015 Posted August 24, 2015 Uhm. About the creature race. Is there a foxrace specific animation set? I'm asking because certain lazy modders and makers of monster mods leave race on defautl on many creatures, including draugr bosses, and default/first race you pick in CK is FoxRace. I manually fix these when I see them, but just making sure no draugr bosses are going to use fox animations on me accidentally... FoxRace is a part of the "Wolves" Racekey in SexLab 1.60.
happy_polla Posted August 24, 2015 Posted August 24, 2015 I confirm SL 1.6 and MNC working correct. Before, my problem about skeever is Sexlab Mass Matchmaker. I change mass matchmaker with Sexlab Matchmaker by Ashal and its work perfect with 3P, 4P creature animation. Thank all for support
Dranok Posted August 25, 2015 Posted August 25, 2015 Help please, I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem. Thanks Dranok
OldGuy879 Posted August 25, 2015 Posted August 25, 2015 Help please, I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem. Thanks Dranok Try re-Run FNIS, clear / reset the animation Registration under the Sexlab MCM and the Re-registrate the Creature animations under Creature framework.
Arcturus7777 Posted August 25, 2015 Posted August 25, 2015 I have this and bad dogs stuff. I have not upgraded to SL 1.60 yet. the Problem I am having is with training. IF the animation does not start. the creature will have no dialog option anymore. and I can not banish the creature. The get rid of all training creatures in the hentai mod does nothing.
meme supreme Posted August 25, 2015 Posted August 25, 2015 Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates. I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time. The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually.
Dranok Posted August 26, 2015 Posted August 26, 2015 Help please, I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem. Thanks Dranok Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help.
OldGuy879 Posted August 26, 2015 Posted August 26, 2015 Help please, I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem. Thanks Dranok Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help. you are welcome and sorry it does not help... hmm have you tried upgrading you Skeleton ? the XP32MSE ? in the 3.13 it has skeletons for some creatures as well like the skeevers and trolls if I am not mistaken ::EDIT:: Also there is talk about female creatures not sure if it is implemented yet but if you get a female animation for the creature will not run only male creatures do.
Jmathers Posted August 26, 2015 Posted August 26, 2015 [CF][Creature Apply] Failure on ["Armored Troll" [Actor < (FF0014AD)>]]; creature isn't registered; race=["Troll" [Race <DLC1TrollRaceArmored (030117F5)>]] skin=["" [Armor < (03016689)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Vingalmo" [DLC1VLCrimeScript < (030033B3)>]]; creature isn't registered; race=["High Elf" [Race <HighElfRaceVampire (00088840)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Stalf" [DLC1VLCrimeScript < (030033B1)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Barbara the Builder" [Actor < (C8002F9D)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Salonia Caelia" [DLC1VLCrimeScript < (030033B0)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRaceVampire (00088844)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Garan Marethi" [DLC1VLCrimeScript < (030033AB)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRaceVampire (0008883D)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Fura Bloodmouth" [DLC1VLCrimeScript < (030033B2)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Orthjolf" [DLC1VLCrimeScript < (030033AD)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Gunmar" [Actor < (03003477)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Celann" [Actor < (03015C15)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Feran Sadri" [DLC1VLCrimeScript < (030033AA)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRaceVampire (0008883D)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:14PM] [CF][Creature Apply] Failure on ["Hestla" [DLC1VLCrimeScript < (030033AC)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]] [08/26/2015 - 01:30:14PM] [CF][Creature Apply] Failure on ["Rargal Thrallmaster" [DLC1VLCrimeScript < (030033AE)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]] the joys of papyrus load order CreatureFramework.esm - 27 Morenastycritters.esp - 196 SexlabNudecreatures.esp - 197 SexlabNudecreaturesDG.esp - 198 SexlabNudecreaturesDB.esp -199 Hentaicreatures.esp - 237 the above code is what I get when i try using the mods..
vpoteryaev Posted August 26, 2015 Posted August 26, 2015 Based on Ashal's post FYI on SexLab 1.60: The method of storing creature types has drastically changed. In order to add a race type to a sexlab creature type, you now need to call sslCreatureAnimationSlots.AddRaceID("Skeever", "SkeeverRace")That will add the "SkeeverRace" to the list of valid races for any animation that has "Skeever" set as it's creature type. There is also a creature registration event that is sent whenever the creature animation registry is reset by the modevent "SexLabRegisterCreatureKey", which makes the following snippet/example useful.event OnInit() RegisterForModEvent("SexLabRegisterCreatureKey", "RegisterAltCreatures")endEventfunction RegisterAltCreatures() ; // Register 2 new races to the default giant creature type sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_1") sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_2") ; // Create a new creature type that's a mix of both Draugr and Skeletons sslCreatureAnimationSlots.ClearRaceKey("MyCustomRaceType") ; // Resets any race id's registered to the race type previously. sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "DraugrRace") ; // Adds DraugrRace to the now empty type MyCustomRaceType sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "SkeletonRace") ; // Adds SkeletonRace to the type MyCustomRaceType ; // Any animations that use the the creature type "MyCustomRaceType" will now consider DraugrRace or SkeletonRace as valid creature races.endFunctionThis also brings me to the next important change: To set a race type on an animation at registration, there is "AddCreaturePosition(string CreatureType, int Gender)" in place of the usual "AddPosition(int Gender)", there is also "SetRaceKey(string RaceKey)" which can be used in place of 1.59c's "SetRaceIDs(string[] RaceList)". This serves the same purpose as AddCreaturePosition(). Right now in 1.60, if you use the old method of SetRaceIDs(string[]). Instead of using that list directly, it loops through the race id's given and checks what race type's it belongs to, if any. The first valid one it finds in the string array dictates the race type that gets set for the animations race. For creature gender support, right now sexlab assumes ALL creatures as male by default, as has always been the case in previous versions. In order to define an animation that should be considered "gender relevant" you must set the animation's property "GenderedCreatures = true" and then when calling AddCreaturePosition(), instead of simply using "Creature" for the gender, you can use either "CreatureMale" or "CreatureFemale" You can see an example of this in sslCreatureAnimationDefaults, all werewolf, draugr, and riekling animations in SexLab's defaults are now installed as gendered animations. Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates. small patch for MNC 8.33. Just replace files and reset animations. Waiting for official MNC updates with new animations. Kind Regards. Patch deleted by me.
Eikichi Onizuka Posted August 26, 2015 Posted August 26, 2015 I have 1.60 RC 2 full install and then RC 3 update. Then aktivate Hentai Skeever and use Matchmaker. 2(3) left Click (target) and one right Click (self). No more. Good News..! I love it skeever animations Skeveer 3P animations work fine with SL v.160 RC3 and Match Maker? Probably not, but is this compatible with the FusaFusa Project? http://www.nexusmods.com/skyrim/mods/68920/? Is not compatible because FusaFusa project it has a different path folder, it would be necessary someone to make us a compatibility patch with MNC
Dayelyte Posted August 26, 2015 Posted August 26, 2015 Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates. I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time. The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually. Oh there is plenty of interest in the subject. In fact there is nearly an insatiable interest in critter animations as a whole. It's exciting that critters are now gender-tagged so a lot can be done that couldn't before. With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene. Position options will certainly be limited given size differences, but still possible.
meme supreme Posted August 27, 2015 Posted August 27, 2015 Oh there is plenty of interest in the subject. In fact there is nearly an insatiable interest in critter animations as a whole. It's exciting that critters are now gender-tagged so a lot can be done that couldn't before. With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene. Position options will certainly be limited given size differences, but still possible. Hooray, good to know you're in on things. Though I do have some problems when I toggle SexLab's gendered creatures option on, but it's nothing important. I'm sure it'll be expanded on as the multiple & different creature animation boundaries are. Things are really shaping up on this side of the SL spectrum. Good times
cresen87 Posted August 27, 2015 Posted August 27, 2015 I've been trying to use this mod and noticed that in FNIS that it shows as "MNC v?.?.." and the other mods i have show the version number. I am new to modding and using NMM. I have tried the last two versions of MNC and get the same result. I've also updated my FNIS from 5.3 to 5.5 with the creature patch but get same result. Anyone have a suggestion?
Indigojulze Posted August 27, 2015 Posted August 27, 2015 I'm having an issue where all the creatures are not getting hard. There are flaccid models and lots of them but there are no erect models.
kakashimega009 Posted August 27, 2015 Posted August 27, 2015 help my creature animation are not work although i check SEXLAB on MCM all system are ready but still not work with creature it also say FATAL value that animation
Nicobay Posted August 27, 2015 Posted August 27, 2015 Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates. I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time. The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually. Oh there is plenty of interest in the subject. In fact there is nearly an insatiable interest in critter animations as a whole. It's exciting that critters are now gender-tagged so a lot can be done that couldn't before. With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene. Position options will certainly be limited given size differences, but still possible. *use matchmaker on Bear SaberCat and Mamouth* no animation ? weird
I hate creating usernames Posted August 27, 2015 Posted August 27, 2015 I've been trying to use this mod and noticed that in FNIS that it shows as "MNC v?.?.." and the other mods i have show the version number. I am new to modding and using NMM. I have tried the last two versions of MNC and get the same result. I've also updated my FNIS from 5.3 to 5.5 with the creature patch but get same result. Anyone have a suggestion? You can just ignore that all it means is that MNC is not set up to display the version number in FNIS.
Teddar Posted August 27, 2015 Posted August 27, 2015 Help please, I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem. Thanks Dranok Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help. Check the Sexlab 1.6 download page again. There is a separate download for the creature related content. I missed it as well and had the same issue. Once you install the extra animations and run FNIS again, all should be well in the land of NMC/Sexlab.
power2me Posted August 27, 2015 Posted August 27, 2015 For some reason the creatures have infinite boners after sex animation lol. NOTE: I've only tested beast sex animations with HentaiCreatures summoning spells LOAD ORDER 0 0 Skyrim.esm 1 1 Update.esm 2 2 Unofficial Skyrim Patch.esp 3 3 Dawnguard.esm 4 4 Unofficial Dawnguard Patch.esp 5 5 HearthFires.esm 6 6 Unofficial Hearthfire Patch.esp 7 7 Dragonborn.esm 8 8 Unofficial Dragonborn Patch.esp 9 9 Schlongs of Skyrim - Core.esm 10 a Unique Flowers & Plants.esm 11 b RSkyrimChildren.esm 12 c hdtHighHeel.esm 13 d Demonica.esm 14 e ClimatesOfTamriel.esm 15 f SexLab.esm 16 10 CreatureFramework.esm 17 11 LevelersTower.esm 18 12 Bethesda_Hi-Res_Optimized.esp 19 13 SkyUI.esp 20 14 RaceMenu.esp 21 15 RaceMenuPlugin.esp 22 16 RaceMenuOverlays.esp 23 17 XPMSE.esp 24 18 Schlongs of Skyrim.esp 25 19 SOSRaceMenu.esp 26 1a SOS - Smurf Average Addon.esp 27 1b Skyrim Particle Patch for ENB - Flame Atronach Fix.esp 28 1c DEM HDT Hairs.esp 29 1d dD - Realistic Ragdoll Force - Realistic.esp 30 1e EnhancedLightsandFX.esp 31 1f ELFX - Exteriors.esp 32 20 ELFX - Dawnguard.esp 33 21 Blacksmithforge water fix DG.esp 34 22 dD - Enhanced Blood Main.esp 35 23 dD-Dragonborn-Dawnguard-EBT Patch.esp 36 24 Brows.esp 37 25 ELFX - Dragonborn.esp 38 26 Book Covers Skyrim.esp 39 27 Blacksmithforge water fix HF.esp 40 28 EnhancedWetnessandPuddles.esp 41 29 Prometheus_No_snow_Under_the_roof.esp 42 2a SkyFalls + SkyMills + DG + DB.esp 43 2b SkyFalls Dragonborn Small waterfalls.esp 44 2c SDO Full-LOD - Waterfall Effects.esp 45 2d RealisticWaterTwo.esp 46 2e SDO Full-LOD - The Morthal Swamp Complete.esp 47 2f ELFXEnhancer.esp 48 30 RBB - Snow Merge.esp 49 31 RealisticWaterTwo - Legendary.esp 50 32 SDO Full-LOD - Whiterun Trundra Creeks.esp 51 33 SMIM-Merged-All.esp 52 34 SkyrimImprovedPuddles-DG-HF-DB.esp 53 35 Skyrim Flora Overhaul.esp 54 36 Verdant - A Skyrim Grass Plugin.esp 55 37 SFO - Dragonborn.esp 56 38 Blacksmithforge water fix DB.esp 57 39 WATER Plants.esp 58 3a Blacksmithforge water fix Vanilla.esp 59 3b PilgrimsDelight.esp 60 3c Skyrim_Ice_Shader_Fix.esp 61 3d SDO Full-LOD - Giant Campfires.esp 62 3e DX Armors SeveNBase Bombshell HDT TBBP AIO.esp 63 3f FNISspells.esp 64 40 BlockSparkles.esp 65 41 Chesko_Step418_SN.esp 66 42 BF.esp 67 43 Better Dynamic Snow.esp 68 44 RBB - Row Boats - Hearthfire Hotfix.esp 69 45 BentPines_for_SFO2.0.esp 70 46 Beards.esp 71 47 AshRocks.esp 72 48 83Willows_101BUGS_V4_HighRes.esp 73 49 Dead Body Collision.esp 74 4a BFSEffects.esp 75 4b DeadlySpellImpacts.esp 76 4c DeadlySpellImpacts - Two Fire.esp 77 4d dragonpriestmasks.esp 78 4e Skysan_ENBHorseTrough.esp 79 4f Skysan_Icicle.esp 80 50 SplashofRain.esp 81 51 SRTODragonbornParallax.esp 82 52 SRTOParallax.esp 83 53 stable_signs.esp 84 54 SulfurRocks.esp 85 55 Footprints.esp 86 56 GQJ_DG_vampireamuletfix.esp 87 57 Gri_BeastFeet.esp 88 58 ImprovedFireyFireSalts.esp 89 59 ImprovedFrostyFrostSalts.esp 90 5a KrittaKitty_horses_uniqueFrost.esp 91 5b Moss Rocks.esp 92 5c Moss Rocks_DB.esp 93 5d No_stretching.esp 94 5e ORM-Arvak.esp 95 5f TrueStorms.esp 96 60 RAIN.esp 97 61 Real Roads.esp 98 62 Watercolor_for_ENB_RWT.esp 99 63 RedMountainErupts.esp 100 64 RSChildren - Complete.esp 101 65 RSChildren_PatchUSKP.esp 102 66 RUSTIC SOULGEMS - Unsorted.esp 103 67 Prometheus_NSUTR BDS Patch.esp 104 68 numenume Hair.esp 105 69 HDT Female Hairstyles.esp 106 6a Hoop Earrings.esp 107 6b HDTEarring.esp 108 6c FNISSexyMove.esp 109 6d Aradia Lace Dress.esp 110 6e LeatherHarness - Bombshell.esp 111 6f MinaArmors.esp 112 70 CHHH.esp 113 71 AradiaBikini.esp 114 72 Mememe harness.esp 115 73 DEM VampLord.esp 116 74 DEM Clothes.esp 117 75 DEM Blood Mage.esp 118 76 DEM War Lydia.esp 119 77 ClimatesOfTamriel-Dawnguard-Patch.esp 120 78 ClimatesOfTamriel-Sound.esp 121 79 ClimatesOfTamriel-Sound-Dawnguard-Patch.esp 122 7a ClimatesOfTamriel-Dragonborn-Patch.esp 123 7b CoT-WeatherPatch.esp 124 7c TrueStorms-CoT-WeatherPatch.esp 125 7d Supreme Storms - Cot Version.esp 126 7e CoT-WeatherPatch_Snow-40.esp 127 7f CoT-WeatherPatch_SupStorms.esp 128 80 CoT-WeatherPatch_NL3.esp 129 81 TrueStorms-SupremeStorms-CoT.esp 130 82 mintylightningmod.esp 131 83 MintyLightningMod_COT_Patch.esp 132 84 7Base Remodeled Armor - Replacer - Legendary.esp 133 85 BarmaidMini.esp 134 86 AH1 piercings.esp 135 87 Gatti12Jewelry.esp 136 88 GothiChix.esp 137 89 MoreNastyCritters.esp 138 8a SexLabNudeCreatures.esp 139 8b SexLabNudeCreaturesDG.esp 140 8c SexLabNudeCreaturesDB.esp 141 8d HentaiCreatures.esp 142 8e animal_mansion.esp 143 8f EstrusChaurus.esp 144 90 SexLabWerewolves.esp 145 91 SexLab Submit.esp
TrashMail Posted August 29, 2015 Posted August 29, 2015 Hey Guys may i ask a question for Troubleshooting ? If I install the mod and Start Skyrim, Skyrim chrashs after the Bethesda Sign :/ I have all the requirments installed Any help for me ?
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