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All work fine but I don't know how to activate Letio Dog/Wolf MFC motion, I tried with matchmaker spell. Didn't work with any of combinations. 

Also, in case you are tying it on two dogs (like i first did) it has to be on a human(ish) NPC and a dog.

 

It worked when I did it on two dogs... it just looked... weiiiiiird... lol

 

 

Also, I managed to get parts back on my skeevers and dogs when doing the 2p animations. I literally just redownloaded everything and fresh installed around 12 times before it finally worked.

 

 

But now my hentai foxes dont have anything underneath :@

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All work fine but I don't know how to activate Letio Dog/Wolf MFC motion, I tried with matchmaker spell. Didn't work with any of combinations. 

 

If you use matchmaker to trigger the animations, whatever you do pick the dog as last actor

 for example first your character( ex. Female)  then the male actor and Last  the dog  :)

 

 

 

That's not work either...

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Dentarr, I've updated all of the folders in my mod to include a "creature name" actor list.txt file to tell you which creatures to add to which animation. I separated between vanilla+DLC and those added from other mods so it's easier for you to just see the vanilla+DLC ones.

I know I told you this before but now it's in each folder and specific rather than all in one .psc file.

 

Thanks again.

 

 

EDIT: From testing, rabbits seem to bug out after the 4th animation. Lets see if that problem persists once added to MNC.

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Hi!

 

I hope one of you guys will be able to help me. I apologize if I didn't read all 214 pages - I read the last few, and did a search, but came up with no solution.

 

I have two problems that came up a couple of times in this thread.

 

One: If I install More Nasty Critters, run FNIS and open Skyrim, everything works like a charm. No problem at all. I can play for hours, everything's fine. So I save and close Skyrim. When I later reload that save, it instantly crashes to desktop. Only if I delete More Nasty Critters, run FNIS again, load up  the game, save it, close the game and reinstall MNC does it work again - until the next time I try to open it. Rinse and repeat.

 

Two: Sometimes I get the "Missing API" message the other guys get. I tried installing Aroused to fix it, and I can even load a game again if I do - but I can't get Hentai Creatures  to train, and any sex scene I initiate otherwise instantly crashes the game.

 

I've attached my load order, but messing around with it did nothing to fix the issue.

 

I'll also post a papyrus log if someone tells me how :-)

 

I'm very sorry if this has already been answered and will retreat into a cave if this is the case.

 

Thank you!

post-33224-0-73211900-1443859213_thumb.png

post-33224-0-75982500-1443859218_thumb.png

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One: If I install More Nasty Critters, run FNIS and open Skyrim, everything works like a charm. No problem at all. I can play for hours, everything's fine. So I save and close Skyrim. When I later reload that save, it instantly crashes to desktop. Only if I delete More Nasty Critters, run FNIS again, load up  the game, save it, close the game and reinstall MNC does it work again - until the next time I try to open it. Rinse and repeat.

 

Have you tried starting a new game and the load the old savegame? I have this problem too and this seems to fix it("Alternate Start Live another Live" is highly recommended since the intro would be way too long :D)

 

As for the other Problem I have no clue ...

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Attention users of Mod Organizer and MNC or other FNIS creature animations like FNIS Zoo; I've been talking to MistakenMystic who's the go-between/punching bag between Fore and Tannin42, as well as the authors of MNC and it's components (special thanks to lordescobar666) and it's led to the discovery with some faults in the codes of both those programs. A soltuion is being worked on now but the baics is that if you have used a creature animation pack with FNIS in MO, then change to a profile without those creature mods like a non-MNC profile, a lot of your creatures will be frozen because FNIS is apparently smarter than MO and skips by the Override directory entirely. If you want to reanimate your creatures you either need to reinstall the mod that provided the animations like MNC or FNIS Zoo, hit Deinstall Creatures in FNIS (which by itself causes several issues Fore is currently looking into), or install two versions of FNIS, like one called "FNIS for Creatures" and one called "FNIS without Creatures" and keep them active on separate profiles. This avoids the frozen creatures and T-posing.

 

 

Dentarr, maybe you would be so kind as to leave a quote of this on the front page?

What if we only have one profile? Are we safe?

 

 

That depends, are you going to at any time in your Skyrim career uninstall this mod? If you install it at all you can never uninstall it without reinstalling FNIS. Same goes for Fore's own FNIS Zoo.

 

 

Ah. Thanks for the clarification!

I don't intend to uninstall the mod, no. Though I hope it doesn't affect reinstalls. :/

 

Fingers crossed that by the time I have reason to un/reinstall (probably months), there will be a fix.

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I'm surprised there hasn't been an animation for dogs and wolves where the player begins by just standing there with the canine behind her doing something that dogs do like sniffing her butt to start and then surprises her by trying to mount her, after a brief struggle with the dog trying to pull her down she finally fumbles over and the dog has his way with her, that would be a very fitting animation I think, I hope someone makes it happen, *Cough Cough* Leito! *Cough*

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I'm surprised there hasn't been an animation for dogs and wolves where the player begins by just standing there with the canine behind her doing something that dogs do like sniffing her butt to start and then surprises her by trying to mount her, after a brief struggle with the dog trying to pull her down she finally fumbles over and the dog has his way with her, that would be a very fitting animation I think, I hope someone makes it happen, *Cough Cough* Leito! *Cough*

 

There is atlest two animations like that for both dog and wolf...

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I'm surprised there hasn't been an animation for dogs and wolves where the player begins by just standing there with the canine behind her doing something that dogs do like sniffing her butt to start and then surprises her by trying to mount her, after a brief struggle with the dog trying to pull her down she finally fumbles over and the dog has his way with her, that would be a very fitting animation I think, I hope someone makes it happen, *Cough Cough* Leito! *Cough*

 

There is atlest two animations like that for both dog and wolf...

 

 

I know the ones you mean but they're more of a consensual kind of thing I'm talking about a more surprise sex kind of animation, something that feels like it would fit in with the animal kingdom if you know what I mean, most of the animations are lacking 1 thing which is the feeling that there's an actual beginning to them, instead when the animation starts the character just immediately plops down on the ground when they do it, most lack a transition period.

 

But don't get me wrong, I do like the animations and my favorites so far I'd have to say are Leito's because his animations feel a bit more natural and if I must say the BIG word "Immersive" lol, I don't mean to belittle the efforts of our fine animators out there I just think the time has come to do away with the animations that look like the characters are awkwardly bumping against each other and give them more stages that feel fluid and natural, after all, who still uses animations like the ones given in the AP prostitution mod?

 

the difference with my idea is that the animation will begin with the character standing up, like I said, with the characters back to the dog like she's just lost in thought or something and then the dog walks closer and starts sniffing her, the character looks back to see what the dogs doing and then it stands on its hind legs and puts its paws around her waist much like a dog would when its trying to mount a human, the character falls over and then the magic happens.

 

another idea if possible is that this animation could be tagged in Sexlab as a "Foreplay" animation since so far animals don't have any, I think it would make sex with canines a lot more "immersive" and most importantly interesting.

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I'm surprised there hasn't been an animation for dogs and wolves where the player begins by just standing there with the canine behind her doing something that dogs do like sniffing her butt to start and then surprises her by trying to mount her, after a brief struggle with the dog trying to pull her down she finally fumbles over and the dog has his way with her, that would be a very fitting animation I think, I hope someone makes it happen, *Cough Cough* Leito! *Cough*

 

There is atlest two animations like that for both dog and wolf...

 

 

I know the ones you mean but they're more of a consensual kind of thing I'm talking about a more surprise sex kind of animation, something that feels like it would fit in with the animal kingdom if you know what I mean, most of the animations are lacking 1 thing which is the feeling that there's an actual beginning to them, instead when the animation starts the character just immediately plops down on the ground when they do it, most lack a transition period.

 

But don't get me wrong, I do like the animations and my favorites so far I'd have to say are Leito's because his animations feel a bit more natural and if I must say the BIG word "Immersive" lol, I don't mean to belittle the efforts of our fine animators out there I just think the time has come to do away with the animations that look like the characters are awkwardly bumping against each other and give them more stages that feel fluid and natural, after all, who still uses animations like the ones given in the AP prostitution mod?

 

the difference with my idea is that the animation will begin with the character standing up, like I said, with the characters back to the dog like she's just lost in thought or something and then the dog walks closer and starts sniffing her, the character looks back to see what the dogs doing and then it stands on its hind legs and puts its paws around her waist much like a dog would when its trying to mount a human, the character falls over and then the magic happens.

 

another idea if possible is that this animation could be tagged in Sexlab as a "Foreplay" animation since so far animals don't have any, I think it would make sex with canines a lot more "immersive" and most importantly interesting.

 

Might have to wait for FO4 to see any more canine animations from me.

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File Name: More Nasty Critters

File Submitter: dentarr

File Submitted: 20 Jun 2014

File Category: WIP / Beta

Requires: SL 1.57, FNIS Creaturepack, Dawnguard, Dragonborn

 

Also check http://www.loverslab.com/topic/41270-creature-framework-rc3-updated-2015-1-9/page-2 if there is a newer version of Creature Framework (RC12 included)

 

 

Help me out here, please...   I didn't download CF Framework 12, because it is included in MNC.  Right?

 

Well, My game keeps crashing when I enter Dragonreach and the end of my papyrus logs all show something similar.

 

papyrus.0.log

 

 

[10/03/2015 - 10:00:35AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyArmoredCompanionRace (03003D01)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 10:00:35AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]
[10/03/2015 - 10:00:35AM] [CF][Framework] Cleared log Form DB
[10/03/2015 - 10:00:35AM] [CF][Framework] Creature Framework is done initialising
[10/03/2015 - 10:00:35AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 10:00:36AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]
[10/03/2015 - 10:00:36AM] [CF][Main Quest] The cloak is being applied for the first time since game load
[10/03/2015 - 10:00:36AM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[10/03/2015 - 10:00:36AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 10:00:36AM] [slnc] [slncMainQuestScript <slncControllerQuest (550110DF)>]: OnCreatureFrameworkRegister() End
[10/03/2015 - 10:00:36AM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[10/03/2015 - 10:00:36AM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 10:00:36AM] [CF][Creature] Finished on ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 10:00:36AM] [CF][Framework] Deactivated actor ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 10:00:36AM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 10:00:36AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].CFEffectCreature.Dispel() - "<native>" Line ?
	[None].CFEffectCreature.ChangeArousal() - "CFEffectCreature.psc" Line 257
	[None].CFEffectCreature.OnEffectFinish() - "CFEffectCreature.psc" Line 51
[10/03/2015 - 10:00:38AM] [slamainscr <sla_Main (14042D62)>]:Defered maintenance...
[10/03/2015 - 10:00:38AM] [slamainscr <sla_Main (14042D62)>]: Enabled Desire spell
[10/03/2015 - 10:00:38AM] [slamainscr <sla_Main (14042D62)>]: Updated notification key to 49
[10/03/2015 - 10:00:38AM] [slamainscr <sla_Main (14042D62)>]: finished maintenance
[10/03/2015 - 10:00:47AM] Error: Method GetFormID not found on sofiamcmscript. Aborting call and returning None
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97
[10/03/2015 - 10:00:47AM] Warning: Assigning None to a non-object variable named "::temp67"
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97
[10/03/2015 - 10:00:47AM] Error: Method GetFormID not found on mzinBatheMCMMenu. Aborting call and returning None
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97
[10/03/2015 - 10:00:47AM] Warning: Assigning None to a non-object variable named "::temp67"
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97
[10/03/2015 - 10:00:47AM] Error: Method GetFormID not found on KuNeruNomu_MCM_script. Aborting call and returning None
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97
[10/03/2015 - 10:00:47AM] Warning: Assigning None to a non-object variable named "::temp67"
stack:
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.Cleanup() - "SKI_ConfigManager.psc" Line ?
	[SKI_ConfigManagerInstance (79000802)].SKI_ConfigManager.OnUpdate() - "SKI_ConfigManager.psc" Line 97

 

 

 

papyrus.1.log

 

 

[10/03/2015 - 09:56:02AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DogCompanionRace (000F1AC4)>]]
[10/03/2015 - 09:56:02AM] [CF][Framework] Registered ["Dog" [Race <DogCompanionRace (000F1AC4)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:02AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DA03BarbasDogRace (000CD657)>]]
[10/03/2015 - 09:56:02AM] [CF][Framework] Registered ["Dog" [Race <DA03BarbasDogRace (000CD657)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:02AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <MG07DogRace (000F905F)>]]
[10/03/2015 - 09:56:02AM] [CF][Framework] Registered ["Dog" [Race <MG07DogRace (000F905F)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:02AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["skeever" [Race <SkeeverRace (00013201)>]]
[10/03/2015 - 09:56:02AM] [CF][Framework] Registered ["skeever" [Race <SkeeverRace (00013201)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:02AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["skeever" [Race <SkeeverWhiteRace (000C3EDF)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["skeever" [Race <SkeeverWhiteRace (000C3EDF)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [slnc] [slncaddondgscript <slncAddonDG (56002F9A)>]: AddonDG.registerStuff()
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Vampire Lord" [Race <DLC1VampireBeastRace (0300283A)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Vampire Lord" [Race <DLC1VampireBeastRace (0300283A)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleRace (0300A2C6)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleRace (0300A2C6)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleVariantBossRace (03010D00)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleVariantBossRace (03010D00)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleVariantGreenRace (03019D86)>]]
[10/03/2015 - 09:56:03AM] FWChildSettings OnGameLoad() called
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleVariantGreenRace (03019D86)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 09:56:03AM] FWAddOnManager OnGameLoad() called
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1DeathHoundRace (0300C5F0)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Dog" [Race <DLC1DeathHoundRace (0300C5F0)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Deathhound" [Race <DLC1DeathHoundCompanionRace (03003D02)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Deathhound" [Race <DLC1DeathHoundCompanionRace (03003D02)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyArmoredRace (03018B33)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyArmoredRace (03018B33)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyArmoredCompanionRace (03003D01)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyArmoredCompanionRace (03003D01)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]
[10/03/2015 - 09:56:03AM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 09:56:03AM] [slnc] [slncMainQuestScript <slncControllerQuest (550110DF)>]: OnCreatureFrameworkRegister() End
[10/03/2015 - 09:56:04AM] [CF][Framework] Beginning JSON registration
[10/03/2015 - 09:56:04AM] [CF][Framework] Found 5 JSON files in creatures.d
[10/03/2015 - 09:56:04AM] [CF][Framework] Already loaded file slnc-db.json; skipping
[10/03/2015 - 09:56:04AM] [CF][Framework] Already loaded file slnc-dg.json; skipping
[10/03/2015 - 09:56:04AM] [CF][Framework] Already loaded file slnc-mnc-db.json; skipping
[10/03/2015 - 09:56:04AM] [CF][Framework] Already loaded file slnc-mnc-dg.json; skipping
[10/03/2015 - 09:56:04AM] [CF][Framework] Already loaded file slnc.json; skipping
[10/03/2015 - 09:56:04AM] [CF][Framework] Finished JSON registration
[10/03/2015 - 09:56:04AM] [CF][Framework] Forcing active actor restart
[10/03/2015 - 09:56:04AM] [CF][Creature] Finished on ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 09:56:04AM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (00109620)>]]; restarting
[10/03/2015 - 09:56:04AM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 09:56:04AM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].CFEffectCreature.Dispel() - "<native>" Line ?
	[None].CFEffectCreature.ChangeArousal() - "CFEffectCreature.psc" Line 257
	[None].CFEffectCreature.OnEffectFinish() - "CFEffectCreature.psc" Line 51

 

 

 

papyrus.2.log

 

 

[10/03/2015 - 09:46:47AM] [CF][Creature Apply] Failure on ["Ria" [WIDeadBodyCleanupScript < (0001A6D8)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (6300C6A6)>]]
[10/03/2015 - 09:46:47AM] [CF][Framework] Activating actor ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 09:46:47AM] [CF][Creature Apply] Failure on ["Aela the Huntress" [TrainerGoldScript < (0001A697)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (6300C68C)>]]
[10/03/2015 - 09:46:47AM] [CF][Creature Apply] Failure on ["Eorlund Gray-Mane" [WIDeadBodyCleanupScript < (0001A683)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:46:47AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00109620)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/03/2015 - 09:46:47AM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[10/03/2015 - 09:46:48AM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[10/03/2015 - 09:46:48AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (00109620)>]]; there is no normal armour
[10/03/2015 - 09:46:52AM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037070)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:47:05AM] VM is freezing...
[10/03/2015 - 09:47:05AM] VM is frozen
[10/03/2015 - 09:47:05AM] Saving game...
[10/03/2015 - 09:47:06AM] VM is thawing...

 

 

 

papyrus.3.log

 

 

	[Active effect 1 on  (51012010)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/03/2015 - 09:41:50AM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037080)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:41:50AM] [CF][Creature] Started on ["Goat" [Actor < (5101200F)>]] with race/skin ["Goat" [Race <GoatRace (000131FA)>]]["Goat" [Armor < (0006FC49)>]]
[10/03/2015 - 09:41:50AM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037058)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:41:50AM] [CF][Creature] ["Goat" [Actor < (5101200F)>]] unaroused
[10/03/2015 - 09:41:50AM] [CF][Creature] Started on ["Goat" [Actor < (51012010)>]] with race/skin ["Goat" [Race <GoatRace (000131FA)>]]["Goat" [Armor < (0006FC49)>]]
[10/03/2015 - 09:41:50AM] [CF][Creature] Not equipping normal armour on ["Goat" [Actor < (5101200F)>]]; there is no normal armour
[10/03/2015 - 09:41:50AM] [CF][Creature] ["Goat" [Actor < (51012010)>]] unaroused
[10/03/2015 - 09:41:50AM] [CF][Creature] Not equipping normal armour on ["Goat" [Actor < (51012010)>]]; there is no normal armour
[10/03/2015 - 09:41:50AM] [CF][Creature Apply] Failure on ["Saadia" [WIDeadBodyCleanupScript < (000D7505)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:41:56AM] [CF][Creature Apply] Failure on ["Heimskr" [WIDeadBodyCleanupScript < (0001A682)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:42:02AM] [CF][Creature Apply] Failure on ["Ria" [WIDeadBodyCleanupScript < (0001A6D8)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (6300C6A6)>]]
[10/03/2015 - 09:42:02AM] [CF][Creature Apply] Failure on ["Aela the Huntress" [WIDeadBodyCleanupScript < (0001A697)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (6300C68C)>]]
[10/03/2015 - 09:42:02AM] [CF][Creature Apply] Failure on ["Ysolda" [WIDeadBodyCleanupScript < (0001A69A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:42:03AM] [CF][Creature Apply] Failure on ["Eorlund Gray-Mane" [TrainerGoldScript < (0001A683)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:42:08AM] [CF][Framework] Activating actor ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 09:42:08AM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037070)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 09:42:08AM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00109620)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/03/2015 - 09:42:09AM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[10/03/2015 - 09:42:09AM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[10/03/2015 - 09:42:09AM] [CF][Creature] Not equipping normal armour on ["Skeleton" [Actor < (00109620)>]]; there is no normal armour
[10/03/2015 - 09:42:13AM] slaScanner start time is ....487.980011
[10/03/2015 - 09:42:13AM] Found 4 arousedActors
[10/03/2015 - 09:42:13AM] Found 0 nakedActors
[10/03/2015 - 09:42:14AM] slaScanner After getting actors is ....489.365997, player is naked False, Actor Count 4
[10/03/2015 - 09:42:15AM] slaScanner end time is ....490.079010
[10/03/2015 - 09:42:15AM] Next update in 120.000000

 

 

 

I'm not sure what it is, but because I see CF most of the time at the end, I am under the assumption that CF is the cause???   It doesnt simply CTD, the game just stops responding.  I'll try removing MNC next, but I hope thats not the problem.

 

 

 

Edit:  I Upgraded to MNC 9.0 and now it crashes just walking around.   I snipped the last part of my Papyrus.0.log.

 

 

[10/03/2015 - 02:24:43PM] ========== Auto Unequip Ammo: Scan complete.
[10/03/2015 - 02:24:43PM] [CF][Framework] SexLab Aroused 20140124 is installed
[10/03/2015 - 02:24:43PM] [slamainscr <sla_Main (14042D62)>]: starting maintenance... Update frequency 120.000000
[10/03/2015 - 02:24:43PM] [slamainscr <sla_Main (14042D62)>]: registered for maintenance
[10/03/2015 - 02:24:43PM] InitWidgetLoader()
[10/03/2015 - 02:24:44PM] [sic_configmenuscript <SIC_ConfigMenuQuest (560C4C3A)>]: Loaded user settings. 
[10/03/2015 - 02:24:46PM] Error: File "WetandCold.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[_SPLQuest (2E000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 94
	[alias _SPLPlayer on quest _SPLQuest (2E000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[10/03/2015 - 02:24:46PM] Error: Cannot call GetValue() on a None object, aborting function call
stack:
	[_SPLSKConfigQuest (2E00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
	[_SPLQuest (2E000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
	[alias _SPLPlayer on quest _SPLQuest (2E000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[10/03/2015 - 02:24:46PM] Warning: Assigning None to a non-object variable named "::temp13"
stack:
	[_SPLSKConfigQuest (2E00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93
	[_SPLQuest (2E000D65)]._splquestscript.Maintenance() - "_SPLQuestScript.psc" Line 112
	[alias _SPLPlayer on quest _SPLQuest (2E000D65)]._SPLPlayerAlias.OnPlayerLoadGame() - "_SPLPlayerAlias.psc" Line 6
[10/03/2015 - 02:24:46PM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[10/03/2015 - 02:24:46PM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[10/03/2015 - 02:24:46PM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[10/03/2015 - 02:24:46PM] daymoyl -  SKI_MeterWidget OnWidgetReset()
[10/03/2015 - 02:24:47PM] ===============================[DAYMOYL: Ignore all Warnings start]================================
[10/03/2015 - 02:24:47PM] daymoyl - SkyUI.esp found
[10/03/2015 - 02:24:47PM] daymoyl - Dawnguard.esm found
[10/03/2015 - 02:24:47PM] daymoyl - AmazingFollowerTweaks.esp found
[10/03/2015 - 02:24:47PM] ================================[DAYMOYL: Ignore all Warnings end]=================================
[10/03/2015 - 02:24:48PM] daymoyl - All Registered Events Validated
[10/03/2015 - 02:24:48PM] daymoyl - Registering custom quest events
[10/03/2015 - 02:24:49PM] [CF][Framework] Sending register event
[10/03/2015 - 02:24:49PM] [slnc] [slncMainQuestScript <slncControllerQuest (990110DF)>]: OnCreatureFrameworkRegister() Begin
[10/03/2015 - 02:24:49PM] [slnc] [slncMainQuestScript <slncControllerQuest (990110DF)>]: OnCreatureFrameworkRegister() Registering
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DogRace (000131EE)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["Dog" [Race <DogRace (000131EE)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DogCompanionRace (000F1AC4)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["Dog" [Race <DogCompanionRace (000F1AC4)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DA03BarbasDogRace (000CD657)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["Dog" [Race <DA03BarbasDogRace (000CD657)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <MG07DogRace (000F905F)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["Dog" [Race <MG07DogRace (000F905F)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["skeever" [Race <SkeeverRace (00013201)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["skeever" [Race <SkeeverRace (00013201)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["skeever" [Race <SkeeverWhiteRace (000C3EDF)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["skeever" [Race <SkeeverWhiteRace (000C3EDF)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:49PM] [slnc] [slncaddondgscript <slncAddonDG (9B002F9A)>]: AddonDG.registerStuff()
[10/03/2015 - 02:24:49PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Vampire Lord" [Race <DLC1VampireBeastRace (0300283A)>]]
[10/03/2015 - 02:24:49PM] [CF][Framework] Registered ["Vampire Lord" [Race <DLC1VampireBeastRace (0300283A)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleRace (0300A2C6)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleRace (0300A2C6)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleVariantBossRace (03010D00)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleVariantBossRace (03010D00)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["gargoyle" [Race <DLC1GargoyleVariantGreenRace (03019D86)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["gargoyle" [Race <DLC1GargoyleVariantGreenRace (03019D86)>]]["" [Armor < (170058CB)>]] events to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1DeathHoundRace (0300C5F0)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Dog" [Race <DLC1DeathHoundRace (0300C5F0)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Deathhound" [Race <DLC1DeathHoundCompanionRace (03003D02)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Deathhound" [Race <DLC1DeathHoundCompanionRace (03003D02)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyArmoredRace (03018B33)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyArmoredRace (03018B33)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] FWChildSettings OnGameLoad() called
[10/03/2015 - 02:24:50PM] FWAddOnManager OnGameLoad() called
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyArmoredCompanionRace (03003D01)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyArmoredCompanionRace (03003D01)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareRace (03018B36)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] [CF][Framework] Added skin ["" [Armor < (170058CB)>]] to race ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]
[10/03/2015 - 02:24:50PM] [CF][Framework] Registered ["Dog" [Race <DLC1HuskyBareCompanionRace (030122B7)>]]["" [Armor < (170058CB)>]] armors to mod "slnc"
[10/03/2015 - 02:24:50PM] [slnc] [slncMainQuestScript <slncControllerQuest (990110DF)>]: OnCreatureFrameworkRegister() End
[10/03/2015 - 02:25:15PM] [CF][Framework] Beginning JSON registration
[10/03/2015 - 02:25:15PM] [CF][Framework] Found 5 JSON files in creatures.d
[10/03/2015 - 02:25:15PM] [CF][Framework] Already loaded file slnc-db.json; skipping
[10/03/2015 - 02:25:15PM] [CF][Framework] Already loaded file slnc-dg.json; skipping
[10/03/2015 - 02:25:15PM] [CF][Framework] Already loaded file slnc-mnc-db.json; skipping
[10/03/2015 - 02:25:15PM] [CF][Framework] Already loaded file slnc-mnc-dg.json; skipping
[10/03/2015 - 02:25:15PM] [CF][Framework] Already loaded file slnc.json; skipping
[10/03/2015 - 02:25:15PM] [CF][Framework] Finished JSON registration
[10/03/2015 - 02:25:15PM] [CF][Framework] Forcing active actor restart
[10/03/2015 - 02:25:15PM] [CF][Creature] Finished on ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 02:25:15PM] [SLW][Main Quest] Decremented rape attempts; attempts=-1
[10/03/2015 - 02:25:15PM] [CF][Framework] Didn't deactivate actor ["Skeleton" [Actor < (00109620)>]]; restarting
[10/03/2015 - 02:25:15PM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 02:25:15PM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].CFEffectCreature.Dispel() - "<native>" Line ?
	[None].CFEffectCreature.ChangeArousal() - "CFEffectCreature.psc" Line 257
	[None].CFEffectCreature.OnEffectFinish() - "CFEffectCreature.psc" Line 51
[10/03/2015 - 02:25:17PM] [SLW][Main Quest] Decremented rape attempts; attempts=-2
[10/03/2015 - 02:25:17PM] [CF][Framework] Cleared log Form DB
[10/03/2015 - 02:25:17PM] [CF][Framework] Creature Framework is done initialising
[10/03/2015 - 02:25:17PM] [CF][Creature] Started on ["Skeleton" [Actor < (00109620)>]] with race/skin ["Skeleton" [Race <RigidSkeletonRace (000B9FD7)>]]["" [Armor < (000B799A)>]]
[10/03/2015 - 02:25:17PM] [CF][Main Quest] The cloak is being applied for the first time since game load
[10/03/2015 - 02:25:17PM] [CF][Creature] ["Skeleton" [Actor < (00109620)>]] unaroused
[10/03/2015 - 02:25:17PM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 02:25:17PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].CFEffectCreature.RegisterForSingleUpdate() - "<native>" Line ?
	[None].CFEffectCreature.OnEffectStart() - "CFEffectCreature.psc" Line 39
[10/03/2015 - 02:25:17PM] [CF][Creature] Finished on ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 02:25:18PM] [CF][Framework] Deactivated actor ["Skeleton" [Actor < (00109620)>]]
[10/03/2015 - 02:25:18PM] [CF][Creature] No active mod for ["Skeleton" [Actor < (00109620)>]]; dispelling
[10/03/2015 - 02:25:18PM] Error: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].CFEffectCreature.Dispel() - "<native>" Line ?
	[None].CFEffectCreature.ChangeArousal() - "CFEffectCreature.psc" Line 257
	[None].CFEffectCreature.OnEffectFinish() - "CFEffectCreature.psc" Line 51
[10/03/2015 - 02:25:20PM] [slamainscr <sla_Main (14042D62)>]:Defered maintenance...
[10/03/2015 - 02:25:20PM] [slamainscr <sla_Main (14042D62)>]: Enabled Desire spell
[10/03/2015 - 02:25:20PM] [slamainscr <sla_Main (14042D62)>]: Updated notification key to 49
[10/03/2015 - 02:25:20PM] [slamainscr <sla_Main (14042D62)>]: finished maintenance
[10/03/2015 - 02:25:36PM] [CF][Creature Apply] Failure on ["CowBull" [Actor < (0010EBAF)>]]; creature isn't registered; race=["highlandcow" [Race <CowRace (0004E785)>]] skin=["highlandcow" [Armor < (0004E784)>]]
[10/03/2015 - 02:25:36PM] [CF][Creature Apply] Failure on ["Olfrid Battle-Born" [WIDeadBodyCleanupScript < (0001A687)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:36PM] [CF][Creature Apply] Failure on ["Idolaf Battle-Born" [WIDeadBodyCleanupScript < (0001A689)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:43PM] [CF][Creature Apply] Failure on ["Heimskr" [WIDeadBodyCleanupScript < (0001A682)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:43PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037058)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:43PM] [CF][Creature Apply] Failure on ["Ysolda" [WIDeadBodyCleanupScript < (0001A69A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:44PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037080)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:44PM] [CF][Creature Apply] Failure on ["Lucia" [Actor < (05003F5E)>]]; creature isn't registered; race=["Nord Child" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (0E0012CF)>]]
[10/03/2015 - 02:25:44PM] [CF][Creature Apply] Failure on ["Saadia" [WIDeadBodyCleanupScript < (000D7505)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 02:25:49PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (4E0114DC)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/03/2015 - 02:25:49PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (4E0114DB)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/03/2015 - 02:25:49PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037081)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

 

 

 

Not sure why Creature Feature is trying to Apply to Whiterun Guard, Saadia, Lucia, Ysolda...etc....

 

 

Edit 2:  New Save, New start, I make it to Whiterun, make it INTO Dragons Reach and it CTDs.

 

papyrus.0.log

 

 

[10/03/2015 - 04:57:53PM] FWAbilityBeeingFemale::OnUpdateGameTime(Adrianne Avenicci) 4130.912598 sec
[10/03/2015 - 04:57:55PM] FWSaveLoad::Update(Alfhild Battle-Born) 3.621582 sec
[10/03/2015 - 04:58:21PM] VM is freezing...
[10/03/2015 - 04:58:21PM] VM is frozen
[10/03/2015 - 04:58:24PM] Saving game...
[10/03/2015 - 04:58:25PM] VM is thawing...
[10/03/2015 - 04:58:26PM] [FillHerUp]: Restoring inflation for Angela Marshall...
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Farengar Secret-Fire" [WIDeadBodyCleanupScript < (0001A67E)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (000D0FF6)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Proventus Avenicci" [Actor < (0001A67D)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (000D0FF4)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:27PM] FWAbilityBeeingFemale::OnGameLoad() 4164.788574 sec
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Irileth" [WIDeadBodyCleanupScript < (0001A67F)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRace (00013742)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:27PM] [CF][Creature Apply] Failure on ["Balgruuf the Greater" [Actor < (0001A677)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:28PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (000D0FF5)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:58:30PM] FWSaveLoad::Update(Irileth) 0.943848 sec
[10/03/2015 - 04:58:33PM] FWAbilityBeeingFemale::OnEffectStart(Irileth) 4170.383789 sec
[10/03/2015 - 04:58:46PM] FWAbilityBeeingFemale::OnUpdateGameTime(Angela Marshall) 4183.215820 sec
[10/03/2015 - 04:58:49PM] FWSaveLoad::Update(Khayla) 0.896973 sec
[10/03/2015 - 04:58:52PM] [CF][Creature Apply] Failure on ["Whiterun Guard" [Actor < (00037057)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:59:10PM] [CF][Creature Apply] Failure on ["Fianna" [WIDeadBodyCleanupScript < (000D16E2)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]]
[10/03/2015 - 04:59:10PM] [CF][Creature Apply] Failure on ["Gerda" [WIDeadBodyCleanupScript < (000D16E1)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

 

 

 

Again, for some reason it's trying to "Apply" to non-creatures... this last go around, I ran Beeing Female with debug on.  

 

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All work fine but I don't know how to activate Letio Dog/Wolf MFC motion, I tried with matchmaker spell. Didn't work with any of combinations. 

 

If you use matchmaker to trigger the animations, whatever you do pick the dog as last actor

 for example first your character( ex. Female)  then the male actor and Last  the dog  :)

 

 

 

That's not work either...

 

 

Assuming you are playing a straight, female PC

 

Using matchmaker, cast the Target spell at a Male NPC, cast the MM Self spell, cast the Target spell at a wolf or dog

 

This should start the animation correctly.  You can do   Self, Female NPC, Dog   as well, but not all of the animations look right with a female first.

 

Just to spell things out, in case there is a misunderstanding.

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As for the CF API error... which version of the mod do you use? fomod or normal one? Also do you run MO or not?

In my case: Tried it with fomod (both from ll and mega (hag thingy)) and normal (from ll) and is using MO. Also tried installing CF (RC12) and jcontainers (3.4) separately (both tried having them overwrite mnc and not including them in the mnc install (only with fomod versions)).

 

This is with sl 1.6 hotfix 2 and using both a "cleanish" (uninstalled mnc, cf, jcontainers and used save cleaners) save and just upgrading from 8.33 to 9.0. Still haven't tried it on a fresh game (like new game with just sl, mnc and their dependencies). Only permanent way to get rid of the API-thing for me so far has been to use aroused.

 

I'm using MNC 8.5  normal  and I run MO ( but sometimes use NMM when MO doesn't work ( rarely) .

I haven't tried installing RC12 since i saw the problem still persists even with it

but when i first installed MNC 8.5 without RC  it had that API problem and I thought ihad to install the RC framework as well so i separately installed RC 11 then but still came with the same error :P

I am still using SL 1.59 because I am afraid of big changes :P

I am by no means gonna  try a new game because I don't wanna start another char :(  and I'm pretty sure the game will crash when I start a new game due to integrated mods

 

 

That was a clean save/character made specifically for this issue though.

 

Made a new, clean save/character again. On first game restart and save load I got the API error pop-up.

 

MNC 9.0 with Hag, and SexLab 1.60 hotfix 2. Made sure everything was functional, registered and re-registered before saving.

Load order:

 

Skyrim.esm

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

CreatureFramework.esm

SexLab.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

SkyUI.esp

MoreNastyCritters.esp

SexLabNudeCreatures.esp

SexLabNudeCreaturesDG.esp

SexLabNudeCreaturesDB.esp

HentaiCreatures.esp

Alternate Start - Live Another Life.esp

 

If I'm stubborn enough, playing russian roulette with the error is an option, as I can reload the same save until CF is functional again.

I cannot reload the save if this happens neither can i make a new save game

i always have to close the game and then reload and MAYBE it might not appear and i can play normally

but it happens often :/ 3/5 times

also if i manage to save the game via console when the API error appears that new save game becomes corrupt when i try to load it

( so i just delete it afterwards and here we go again :/ )

I dunno what to do :/ and to be honest this .. is my main character , everything was goin' well so far while i was on MNC 8.33

The only two problems i have now are the API one and the animal mansion dialogue glitch "Oh my god, look at that... that's incredible" .

I currently have an issue involving Creature Framework. After installing it, running FNIS, modifying my load order to match this one, I get an error message when I load my game stating "Creature API reference missing." (Either that, or something very similar to that), and I believe this prevents the erections from happening on the creatures. Any suggestions on how to fix it? (I'm tried reinstalling Creature Framework several times already.)

I am running out of ideas to solve the problem. Every log related to that problem I have seen so far contains lines with "Unable to link types associated with ..." and "... the object is flagged as invalid" mentioning CF scripts. Judging from these messages it sounds like a linker problem, but since I didn't develop the Papyrus VM and have no access to its source code, I don't know the exact context which causes these lines to be emitted. That I am not able to reproduce the problem on my system does not help either.

 

I hoped that the problem is caused by leftovers from older versions and can be solved by doing a clean save, but apparently it is also occuring with new games. The last thing which comes to my mind is that user stepanBo said something about a script limit he thinks he has encountered. Maybe his and your problems are somehow related. @MannySauce: Did you enable all your mods when starting a new game? If yes, could you try again with a minimal selection of mods?

 

When someone else may have some ideas what is causing these problems, please tell me.

 

 

 

 

 

 

Well i had the same problem with the API thing, seemed randomly. I installed aroused redux and the save game started without error message. Maybe it is a requirement now. Have to see how it works on my next load

So.. We got three people able to solve the API issue by Installing aroused so far. Anyone who installed the damn thing with no effect on the "API missing"?

 

 

Well i had the same problem with the API thing, seemed randomly. I installed aroused redux and the save game started without error message. Maybe it is a requirement now. Have to see how it works on my next load

 

well I USED to have SL aroused ( not redux) in my modlist ... but that was a loooooooooooong time ago and it didnt pose a problem till now..

I don't really like it because my save is already kinda script heavy and this mod might pretty much go overweight if I install it as well

btw guys I will link the papyrus log I get the next time because I had forgotten to enable papyrus logging till now XD

so I didnt have one :P

@lordescobar666 ty bro for requoting my post , I thought ppl went past our problems for a bit and got worried it won't be solved and that we're just a minority :/

 

I do not like having it installed either, but since it seems like it's either MNC 8.33 and no aroused or MNC 9 and aroused atm (for my install at least): it's a matter of preference and what you got saved on your harddrive (i use redux with pc set to perma -2 arousal in a possibly futile attempt to minimize script impact).

 

Edit: quoting got funky.

 

i have over 150 mods installed some script heavy like wet and cold ,campfires, bathing in Skyrim, And sexlab and I run sl aroused redux with no problems, I have some script lag but that is due to the age of the cpu of my computer and I get 20 to 50 fps it depends on if there are a lot of npcs or not on if I have 20 fps or 50 fps

 

 

 

 

I investigated the "API reference" problem further and can now reproce it: I created a new minimal profile with USKP + skyUI + RaceMenu + Alternate Start + SexLab with Creature Pack + MNC, and got the "API reference not found" message every time i start a new game. The strange thing is that installing any mod (Aroused, ZAZ, Falskaar or SexLabUtils where the ones I tested) on top of that minimal profile caused the problem to go away, at least for a while. I need to restart the game a lot to get the error message again (restarting MO seems to increase the change of getting the error again. Can anyone confirm this?). The more scripts I have installed the more seldom it seems to occurs.

 

My best guess from the evidence so far is that the problem is caused by a rare race-condition when the Papyrus VM builds the type table. CF references the class slautilscr from SexLab Aroused, and when this type is missing, the types defined by CF seem be not correctly created sometimes for some still unknown reason. The higher the number of other types the more seldom the race-condition is triggered.

 

To solve the problem we need to avoid that race-condition, but how to we do it? There seem to be two possible solutions according to my observations: (1) install a lot of script-heavy mods :D, or (2) install SexLab Aroused (Redux). Actually you only need the script folder of SexLab Aroused. So if you don't want to play with SexLab Aroused, just disable the SexLabAroused.esm and you are good to go.

 

 

 

I do not appear to get an API error but my CF menu in MCM is empty!  Could it be related to this error?  Sorry if that's a dumb question, but I have no idea.  I have never had any problems with CF until updating to MNC9 and CF12 for SL602.  SkyUI is latest, tried reinstalling, cleaning saves, starting new games, swapping load orders etc.  Totally lost.

 

Could you post your Papyrus log.

 

 

Here is the log.  Sorry took some time - didn't know where MO put it lol.  1st time I've ever run it.

Weird thing tho - logging in, CF is not even in my MCM now (which it was when I saved), but is checked in my left and right panes in MO!  This is a new save - just completed Helgen and got to Riverwood.  Done some smithing but nothing else.

 

 

 

 

Your log shows no trace of CF at all. No error messages or the usual log messages from CF. Maybe it is not installed at all for some strange reason, or you didn't wait long enough.

 

This should concern anyone who may post a log in the future: Just don't close the game as soon as it is loaded. Give it some minutes. Some mods need time till they are initialised. If you close you game too early then the log tells me nothing.

 

 

Hi!

 

I hope one of you guys will be able to help me. I apologize if I didn't read all 214 pages - I read the last few, and did a search, but came up with no solution.

 

I have two problems that came up a couple of times in this thread.

 

One: If I install More Nasty Critters, run FNIS and open Skyrim, everything works like a charm. No problem at all. I can play for hours, everything's fine. So I save and close Skyrim. When I later reload that save, it instantly crashes to desktop. Only if I delete More Nasty Critters, run FNIS again, load up  the game, save it, close the game and reinstall MNC does it work again - until the next time I try to open it. Rinse and repeat.

 

Two: Sometimes I get the "Missing API" message the other guys get. I tried installing Aroused to fix it, and I can even load a game again if I do - but I can't get Hentai Creatures  to train, and any sex scene I initiate otherwise instantly crashes the game.

 

I've attached my load order, but messing around with it did nothing to fix the issue.

 

I'll also post a papyrus log if someone tells me how :-)

 

I'm very sorry if this has already been answered and will retreat into a cave if this is the case.

 

Thank you!

 

See here for how to create a Papyrus log.

 

With a heavily modded Skyrim it is normal that a save crashes when you try to load it from the main menu. Nothing to be concerned about. You should only start to worry when you cannot load that save from another save.

 

 

One: If I install More Nasty Critters, run FNIS and open Skyrim, everything works like a charm. No problem at all. I can play for hours, everything's fine. So I save and close Skyrim. When I later reload that save, it instantly crashes to desktop. Only if I delete More Nasty Critters, run FNIS again, load up  the game, save it, close the game and reinstall MNC does it work again - until the next time I try to open it. Rinse and repeat.

 

Have you tried starting a new game and the load the old savegame? I have this problem too and this seems to fix it("Alternate Start Live another Live" is highly recommended since the intro would be way too long :D)

 

As for the other Problem I have no clue ...

 

 

I'll try, thanks. Do I have to start a new game every time I want to load the old savegame, or just once? That would be slightly annoying, but not too bad.

 

You don't need to start a new game every time. You just need to keep the save that is created by Alternate Start after you have finished creating your character. This save should always load without problem, and from this save you can load your actual save.

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Attention users of Mod Organizer and MNC or other FNIS creature animations like FNIS Zoo; I've been talking to MistakenMystic who's the go-between/punching bag between Fore and Tannin42, as well as the authors of MNC and it's components (special thanks to lordescobar666) and it's led to the discovery with some faults in the codes of both those programs. A soltuion is being worked on now but the baics is that if you have used a creature animation pack with FNIS in MO, then change to a profile without those creature mods like a non-MNC profile, a lot of your creatures will be frozen because FNIS is apparently smarter than MO and skips by the Override directory entirely. If you want to reanimate your creatures you either need to reinstall the mod that provided the animations like MNC or FNIS Zoo, hit Deinstall Creatures in FNIS (which by itself causes several issues Fore is currently looking into), or install two versions of FNIS, like one called "FNIS for Creatures" and one called "FNIS without Creatures" and keep them active on separate profiles. This avoids the frozen creatures and T-posing.

 

 

The fact that I have agreed to make changes in FNIS doesn't necessarily imply that there are bugs in FNIS.

 

Sure, FNIS has bugs, maybe a lot of them. But not here. There are none known problems for non-MO users. The only reason why I have agreed to make changes (not fixes!) is to work-around MO's implementation peculiarities (overwrite folder) and bugs (creation delay).

 

And honestly, I don't see it as MY responsibility to chase after another tool's problems.

 

Because the seemingly easy change MistakenMystic and I have agreed to is not sufficient. Instead of creating a hkx file directly at its final destination, we thought about creating those files temporarily, and then doing a seperate move afterwards. That change is ok as long as everything works out. But in case the generation step fails for whatever reason, the problems begin again. 2 scenarios:

  1. I don't do anything in FNIS. Then an unhandled exception occurs (error 5). BAD.
  2. I add a fileexist() check. Then the MO bug hits again. Remember the error messages when FNIS reported that bearbehavior, then dogbehavior, then draugrbehavior, ...were all missing. The same MO (!) bug woulf come up here. EVEN WORSE.

And in either case it's me who has the bad end of the deal. I'm so tired of all that, you folks just can't imagine.

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" You MUST NOT enable Werewolves in Nude Creatures! SL Werewolves takes care of itself!"

 

when i go into nude creatures there isn't an option for werewolves, in fact there arnt any options for much at all...

the "werewolf gal" is also male and dosent perform female animations.

 

 


 "You MUST NOT enable Werewolves in Nude Creatures! SL Werewolves takes care of itself!"

 

i dont options for werewolves under "nude creatures"

 

also there dosent appear to be ANY female werewolves.

 

has anyone had this before?

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@fore

 

With all the nice features MO brings to the table people tend to forget all the problems it might cause.

 

In the end I see it here too... people looking for problems in MNC that are actually problems in MO.

 

I never used it so I cant tell one way or another. It seems really useful for people who really know the finer details and problems and know their way around it.

For all others its just another way to fuck things up...

 

 

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Constantly losing JContainers. That loaded normally, with 3 - 4 attempts. Once 20 have to run the game that he saw JContainers. And it's not just me.
What is it and what to do? If there is a solution, where it is hidden? I ask not for the first time.
SL 160.2
MHC 9 installed correctly.

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@fore

 

With all the nice features MO brings to the table people tend to forget all the problems it might cause.

 

In the end I see it here too... people looking for problems in MNC that are actually problems in MO.

 

I never used it so I cant tell one way or another. It seems really useful for people who really know the finer details and problems and know their way around it.

For all others its just another way to fuck things up...

 

I dont use MO anymore because of the mixing up of bash mods and normally I use NMM.   But even then, if I get problems I clean it up, delete the old and manually install..  Though it can be daunting with over 100 mods going.

 

I understand fore's frustration and sympathize with him.   I know MO, it is the buggiest mod manager i've ever used , not saying NMM is much better, but at least I don't have to 'recreate' the wheel everytime I reload a mod.

 

Many mod author's and creative minds like fore's and others, have ran into issues with MO.   FNIS is not buggy if the animators do it right.

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so seeing there are new updates for all the creature files I decided to update them all :/

 

so I did a compete clean / uninstall of all "animal" files then reinstalled only the ones need ie followed the instructions listed, then did fnis.

 

all seems to work fine but for some reason I don't get the mcm hentai creatures menu/config pop up, I've left it for a good 10mins to :/

 

anybody know what I've missed?

Papyrus.0.log

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Hi Dentarr... I have been using this for a while, with delight and excitement... and I wanted to thank you (and Panic, and Dayelyte, and Leito, and Gone, and all the others who have contributed animations) for this fantastic combination of works.

Please keep it going... and one day, maybe, we will even have a dragon-human-lurker spitroast animation, or a chaurus reaper-hunter human sandwich :)

 

Also, the last 9.0 update works like a charm, but I did have to upgrade FNIS to 5.5 and SL to 1.60 to get anything to work. I don't think it's working well with SL 1.59, although my testing was brief.

 

I also think there is an issue with HentaiCreatures: I can use the menu with a creature only once... after the first train, nothing ever happens again when I use any of the operations on the menu... Not a deal breaker, I only use HC for testing.

 

And finally, as far as I can tell, the new (and fantastic!) Chaurus Hunter anim is tagged as anal only, despite the vaginal cum action). Some pregnancy mods do care about the tags, and don't register "fertile" cum in that case. Could we have it set as both anal or vaginal, or fixed to have the Vaginal tag?

 

Will check on the Chaurus Hunter. Probably a little mistake on my part.

 

Training in HC: If you have other follower mods running that could happen. Try to select "dismiss", wait a while and then train again. If dismiss doesnt do anything visible then something is probably interfering

 

The SL 1.59 topic.... stuff in MNC 9.0 should work for it within the known limitations. However I can no longer test for 1.59 as I dont run it anymore.

 

 

Then.. the new MNC v9.0 works 100% perfectly on SexLab v1.59c, right? :)

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The fact that I have agreed to make changes in FNIS doesn't necessarily imply that there are bugs in FNIS.

 

Sure, FNIS has bugs, maybe a lot of them. But not here. There are none known problems for non-MO users. The only reason why I have agreed to make changes (not fixes!) is to work-around MO's implementation peculiarities (overwrite folder) and bugs (creation delay).

 

And honestly, I don't see it as MY responsibility to chase after another tool's problems.

 

Because the seemingly easy change MistakenMystic and I have agreed to is not sufficient. Instead of creating a hkx file directly at its final destination, we thought about creating those files temporarily, and then doing a seperate move afterwards. That change is ok as long as everything works out. But in case the generation step fails for whatever reason, the problems begin again. 2 scenarios:

  1. I don't do anything in FNIS. Then an unhandled exception occurs (error 5). BAD.
  2. I add a fileexist() check. Then the MO bug hits again. Remember the error messages when FNIS reported that bearbehavior, then dogbehavior, then draugrbehavior, ...were all missing. The same MO (!) bug woulf come up here. EVEN WORSE.

And in either case it's me who has the bad end of the deal. I'm so tired of all that, you folks just can't imagine.

 

 

Chuckle,  at some point you'll probably have to call FNIS for Skyrim done :D   We are, after all, still modding a game that's going on what . . . four years old now ?  Once FO4 hits, most of the development / modding work will shift over to that platform assuming Bethesda continues to allow it. 

 

At which point wherever the mods are in Skyrim is probably where they'll stay outside of the occasional and rare bug fix.  I figure major rewrites / new mods are going to start wrapping up and slowly fade away once everyones focus shifts to FO4. 

 

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