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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:

  • I don't do anything in FNIS. Then an unhandled exception occurs (error 5). BAD.
  • 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.

 

Mods for Oblivion seem to still be going strong though they are definitely past their heyday. How fast really good mods appear for Fallout 4 depends in a large part on how badly they fuck up the game engine this time around.

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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.

 

 

Apologies, I was quoting MistakenMystic but rereading his PM I clearly got it wrong;

 

 

There are actually two separate but related problems with FNIS & MO that this has highlighted.

 

The 'De-install creatures' button @fore has not only removes the newly created animations from the file system, which is good, but it also removes the TEMPLATES from the Creatures mod, which is bad. This means if you notice the new creature animations in the FNIS main mod and then see you can remove them with that button, you have to re-install the Creature Pack each time before updating FNIS or else it will complain it isn't installed.

Next is the main issue. No matter how many profiles we have since the main FNIS mod will be populated with creature animations every profile will be using the same ones and if you disable the profile that has the plugins that use them, you get the t-pose and frozen creatures.

 

MM's intention with the statement was clearly now that it was two errors in FNIS and MO when used together that was the issue, not an issue with FNIS used manually or through NMM.

 

Note I haven't actually run into the issue with FNIS mod after deinstall complaining about missing FNIS Creature pack, I have a deinstalled creature pack on one of my profiles, it puts out an output just fine, but he obviously ran into it (or I'm misreading him, which is entirely possible). Since I actually reinstall FNIS entirely when reenabling creature animations, I avoided the problem, hence why I said in my quoted post to install two versions of FNIS for Users.

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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.

I start a new game every time. I am already used to this since it only takes a few seconds.

I have noticed  that this problem only occurs on my laptop. On my desktop PC I can load the game normally.

I don't know if it's because my laptop is weaker than my desktop or some other reason...

Further i noticed that I am only unable to load the old savegame when I am outside or in bigger interior areas.

I can always load the game if it is saved in the alternate start area. So you could make a save there and everytime you start skyrim you load this save and then load the old one. This way you can skip the character creation.

 

You only have to create a new game every time you start up skyrim. So if you die or something you can normally load the old savegame.  

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I have a wierd problem where not all  animals get aroused during the sex animations, for example a brown bear will have his dick out but a black bear wont even have the flaccid dick model just like many other creatures, wolves have a flaccid dick but it doesnt get erect during animation, all the animations play fine and all creatures are enabled as "sexlab nude creatures" in the creature framework. I have sexlab integration turned on and i tried with sexlab aroused integration both on and off, no difference.

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Here's my original post:

(yes, still having issues with CTD and only when I have MNC installed)

 

 

 

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.  

 

 

 

 

Okay... if you read all that, goody.  If not, oh well.  thought there might be something in there that would help figure this out.

 

I de-installed MNC and no longer have 'CTDs' and/or game freezing up.   From what I can tell, it is Creature Features doing it, not MNC in its entirety.

 

Here's my load order:

 

GameMode=Skyrim

Skyrim.esm=1
Update.esm=1
Unofficial Skyrim Patch.esp=1
Dawnguard.esm=1
Unofficial Dawnguard Patch.esp=1
HearthFires.esm=1
Unofficial Hearthfire Patch.esp=1
Dragonborn.esm=1
Unofficial Dragonborn Patch.esp=1
ApachiiHairMales.esm=1
ApachiiHair.esm=1
AzarHair.esm=1
ApachiiHairFemales.esm=1
BeeingFemale.esm=1
RSkyrimChildren.esm=1
hdtHighHeel.esm=1
JSwords.esm=1
OblivionHairPackAIO.esm=1
RaceCompatibility.esm=1
SexLab.esm=1
SexLabAroused.esm=1
ZaZAnimationPack.esm=1
daymoyl.esm=1
HighResTexturePack01.esp=1
HighResTexturePack02.esp=1
HighResTexturePack03.esp=1
Unofficial High Resolution Patch.esp=1
SexLabMatchMaker.esp=1
ethereal_elven_overhaul.esp=1
The Eyes Of Beauty - Elves Edition.esp=1
GDRangerArmor.esp=1
Elisif Makeover.esp=1
Locational Damage.esp=1
EmpyreanCS.esp=1
AmeliaFace.esp=1
BFA_CreatureChildActors_V+DG+DB.esp=1
Aeri.esp=1
Facelight.esp=1
SGEyebrows.esp=1
OCR-Fixes.esp=1
Brows.esp=1
Brawl Bugs CE.esp=1
CharredSkeeverReplacer.esp=1
CharacterMakingExtender.esp=1
WondersofWeather.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
dD - Enhanced Blood Main.esp=1
Differently Ebony.esp=1
Bijin Wives.esp=1
Immersive detection of NPC.esp=1
EnhancedLightsandFX.esp=1
CollegeOfWinterholdImmersive.esp=1
Brighter Candles.esp=1
TrueBrows.esp=1
Proper Aiming.esp=1
JSwords_Load_Screens.esp=1
XPMSE.esp=1
LovelyHairstylesCE.esp=1
FISS.esp=1
AMatterOfTime.esp=1
FreckleMania.esp=1
RSChildren - Complete.esp=1
RSChildren_PatchUSKP.esp=1
MainMenu.esp=1
Moss Rocks.esp=1
Kawaii Face Presets.esp=1
milva - nord face preset.esp=1
dD-Dragonborn-Dawnguard-EBT Patch.esp=1
immersive roads.esp=1
Auto Unequip Ammo.esp=1
InigoPerkPointGiver.esp=1
FCO - Follower Commentary Overhaul.esp=1
The Dance of Death - Ultimate Edition.esp=1
Better Dynamic Snow.esp=1
TrueStorms.esp=1
RaceMenuMorphsUUNP.esp=1
SexLabDefeat.esp=1
vImmersiveBeds - HFDG.esp=1
SexLabWerewolves.esp=0
zzArmormashups.esp=1
Skyrim Immersive Creatures.esp=1
Guard Dialogue Overhaul.esp=1
Weapons & Armor Fixes_Remade.esp=1
AmazingFollowerTweaks.esp=1
Endgame NPC Overhaul.esp=1
CWINPCApachiiSkyHair.esp=1
Bijin Warmaidens.esp=1
aMidianborn_Skyforge_Weapons.esp=1
RaceCompatibilityUSKPOverride.esp=1
Insanity's Dragonbane.esp=1
LightBladesArmor.esp=1
PerkusMaximus_Master.esp=1
PerkusMaximus_Mage.esp=1
AMB Glass Variants Lore.esp=1
Skyrim Immersive Creatures - DLC2.esp=1
WATER DG + DB.esp=1
Immersive Horses.esp=1
Point The Way.esp=1
Cloaks.esp=1
1nivWICCloaks.esp=1
CWIDawnDragonPatch.esp=1
Esmeralda.esp=1
1nivWICSkyCloaksPatch.esp=1
HeljarchenFarm.esp=1
PerkusMaximus_Thief.esp=1
InteractiveWashBasinsCOMPLETE.esp=1
WindstadMine.esp=1
SkyRe_SIC Crossbowfix.esp=0
zzlovelyfeather.esp=1
SkyUI.esp=1
Customizable Camera.esp=1
SkyTweak.esp=1
Tales_of_Lycanthropy.esp=1
SPTDiverseGuardsSkyrim.esp=1
sr_FillHerUp.esp=1
Toccata.esp=1
Uthgerd Kriegswolfe.esp=1
VexAnimNotMonsterDLC1.esp=1
VexAnimNotMonsterDLC2.esp=1
VexsAnimalsNotMonsters.esp=1
vImmersiveBeds.esp=1
Vivid Landscapes.esp=1
Weapons & Armor_TrueWeaponsLvlLists.esp=1
JSwordsDistributionBalancePlugin.esp=1
Immersive Patrols II.esp=1
Farm Animals_HF.esp=1
ShowersInInns.esp=1
Beatrix Shadowfrost.esp=1
SexLab_Dialogues.esp=1
daymoyl_DawnguardAddon.esp=1
PerkusMaximus_Warrior.esp=1
The Paarthurnax Dilemma.esp=1
skyforge_map_marker.esp=1
BeeingFemaleBasicAddOn.esp=1
FNISspells.esp=1
Light Elven Armor.esp=1
ErynielElfV2.esp=1
TheEyesOfBeauty.esp=1
WildHuntress.esp=1
Ysolda.esp=1
AV1DragonPaint.esp=1
BS-TheHag_Overlays.esp=1
RaceMenu.esp=1
RaceMenuPlugin.esp=1
Alternate Start - Live Another Life.esp=1
Warburg's 3D Paper World Map - Texture 2.esp=1
warburg's 3d paper world map - dawnguard.esp=1
Warburg's 3D Paper World Map - Dragonborn.esp=1

 

 

 

As you can see, I have quite a few mods running.  about 145 or so.   I run Loot, FNIS and Tes5edit frequently when changing or adding mods.  

 

I have the latest of all mods.    I use NMM to do most of my installs unless the Author specifically states to do it manually.  (I figured since there is a FOMOD for MNC, that using NMM would be fine.)  Is that correct?>

 

I've used MNC since it first came out and I haven't had this issue before.  The last few updates have been great.   I think it is when CF 12 got added to MNC, not sure why/how that matters.  

 

Shrug... I don't know enough to really say... maybe my papyrus logs and load out will shed some light on this issue.

Link to comment

 

Shrug... I don't know enough to really say... maybe my papyrus logs and load out will shed some light on this issue.

 

I'd say you definitely need this: http://www.nexusmods.com/skyrim/mods/53045/?I had a similiar issue not long ago, caused by me installing and uninstalling SL and other mods on and off again on one active savegame. At some point it just "died" and I couldn't play any more since it crashed after a few minutes after loading.

 

With the above linked "Savegame scalpel" you can do a complete sript-cleaning of your savegame, because even if you uninstall mods with NMM, the scripts are still active and running in your SKSE.

 

I'd advice you do the following, it worked for me:

 

Load up your current savegame. If it loads correctly, hit up the console and type "save buggy1" or something similiar, without the quotation marks of course. This will generate a savegame called "buggy1".

 

Now open NMM and disable (not uninstall) every SL related mod you have. Start the game and load "buggy1". It will tell you that objects have been removed, but that's okay. If you load the save properly, hit the console and save "buggy2". If it crashes on loading "buggy1" you continue using "buggy1" but you have to keep the SL mods disabled.

 

Then run the savegame tool from above. You can use the wizard and tell the programm when the crash occurs, it'll give you advice how to fix the game. You can also skip the wizard, load up your savegame (it should be selected by default) and wait for the tool to analyze your script structure, this may take a while.

 

It will tell you how many scripts are running with missing in-game objects, those are empty scripts that most likely crash your game. Once the analysis is finished, remove all empty scripts and all empty script instances - the program will probably advice you do the same.

 

Upon editing the savegame, the tool will automatically create a "edit_buggy1/2" savegame. Load that in the game (without SL!) and see if it works. If you succesfully load it, save it again "buggy3". Open the savegame scalpel again and repeat the steps until no empty scripts are left in the game and no other propblems persist. Than load the new edit savegame - if you load it succesfully walk around a bit, talk to NPCs and hit "t" and wait for a few hours. If it works without crashes you have succesfully scrubbed your save squeaky-clean :)

 

After that you can re-enable SL one-by-one (bare framework first, then content mods) until it runs again :)

Link to comment

 

 

Shrug... I don't know enough to really say... maybe my papyrus logs and load out will shed some light on this issue.

 

I'd say you definitely need this: http://www.nexusmods.com/skyrim/mods/53045/?I had a similiar issue not long ago, caused by me installing and uninstalling SL and other mods on and off again on one active savegame. At some point it just "died" and I couldn't play any more since it crashed after a few minutes after loading.

 

 

I did try that on an existing save, thanks though derder.   This problem also occurs on new saves after i've done an entire reload.   I'm missing something, I just know it.  i've never had problems with MNC before.   I just got a suggestion from someone to add "S.O.S." in my game because it wasn't listed in my load order.   I'm going to give that a try and see if it makes any difference. 

 

I love MNC, it makes it a ton easier than doing the three mods manually after every update.  

 

My favorite addition is the Troll DoggyALT.  

Link to comment

I've been having issues with Creatureframework reference API not found coming up every time I load my game. I've installed Creatureframework 12 and J.containers over this and it still doesn't work.

 

the animations work perfectly, but the mesh swapping for erect models don't work.

Link to comment

 

 

I did try that on an existing save, thanks though derder.   This problem also occurs on new saves after i've done an entire reload.   I'm missing something, I just know it.  i've never had problems with MNC before.   I just got a suggestion from someone to add "S.O.S." in my game because it wasn't listed in my load order.   I'm going to give that a try and see if it makes any difference. 

 

I love MNC, it makes it a ton easier than doing the three mods manually after every update.  

 

My favorite addition is the Troll DoggyALT.  

 

 

Even if you start a new game your SKSE is still loaded with scripts which is why a clean save is so important. I'm not an expert, though. If even a new game crashes I'd suggest you disable mods one-by-one to see which one it is. If it's MNC then I suspect it's actually the Creature Framework which tries to misalign properties. If it's installed succesfully you probably have a creature mod installed conflicting with it (something that added new creatures MNC/CF doesn't know).

 

I would suggest to disable everything that's not a cosmetic mod and everything SL related. Then only use the SL essentials - 1.6HF2, ZaZ, MNC and see if it works. If so you know MNC is not the problem but another mod doing something to creatures.

Link to comment

Following up on my last post, i got ingame, triggered a scene with a black bear (wich still didnt get his package out during the animation), closed the game and opened the papyrus log, very last line says: 

 

[CF][Creature] Not equipping aroused armour on ["Hentai Bear" [HentaiCreaturesActor < (FF000DB3)>]] race [Race <BearBlackRace (000131E8)>] skin [Armor < (120058CB)>]; there is no aroused armour

 

Did i fuck up when installing the mod?

Link to comment

 

 

 

I did try that on an existing save, thanks though derder.   This problem also occurs on new saves after i've done an entire reload.   I'm missing something, I just know it.  i've never had problems with MNC before.   I just got a suggestion from someone to add "S.O.S." in my game because it wasn't listed in my load order.   I'm going to give that a try and see if it makes any difference. 

 

I love MNC, it makes it a ton easier than doing the three mods manually after every update.  

 

My favorite addition is the Troll DoggyALT.  

 

 

Even if you start a new game your SKSE is still loaded with scripts which is why a clean save is so important. I'm not an expert, though. If even a new game crashes I'd suggest you disable mods one-by-one to see which one it is. If it's MNC then I suspect it's actually the Creature Framework which tries to misalign properties. If it's installed succesfully you probably have a creature mod installed conflicting with it (something that added new creatures MNC/CF doesn't know).

 

I would suggest to disable everything that's not a cosmetic mod and everything SL related. Then only use the SL essentials - 1.6HF2, ZaZ, MNC and see if it works. If so you know MNC is not the problem but another mod doing something to creatures.

 

 

Hmmm... went through just like you suggested and disabled most of my mods and left so much turned off, its not even fun any more.   I turn Being Female back on, it crashes.... So, I figured that was it... So I turned it off and turned SOS back on.. it crashes... turn off SoS, it works fine... turn on immersive bedroom... it crashes after 20 to 30 minutes... pretty much each time the last few lines in papyrus.0.log show CF was doing something...

 

New saves, cleared out ALL my saves and started from NEW only... same thing... I have to keep all my good meshes and mods off in order to us the Animations of MNC now, just because CF does this:::

 

 

[10/04/2015 - 05:11:55PM] Next update in 120.000000
[10/04/2015 - 05:12:08PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:12:18PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8C)>]]; already has effect
[10/04/2015 - 05:12:18PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8C)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:12:18PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8B)>]]; already has effect
[10/04/2015 - 05:12:18PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:12:38PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:11PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:32PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8C)>]]; already has effect
[10/04/2015 - 05:13:32PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8C)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:13:33PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8B)>]]; already has effect
[10/04/2015 - 05:13:33PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:13:55PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:57PM] VM is freezing...
[10/04/2015 - 05:13:57PM] VM is frozen

 

 

 

I'm uninstalling every single mod except the USKP mods and the SexLab ones, requirements and MNC...   Then Adding the ones I had back, one.. by freaking one again...

 

This all began happening after MNC 8.7, so I think it has something to do with CF12, if I am reading the changelog's of MNC right.. thats about when my CTDs and Freezing began.

 

 

Link to comment

Leito newest draugr animations has arrive xD

 

Cool. Hope I find some time today to add them.

 

And NO, they wont work in 1.59. Because since the last ones were already over the hard limit.  New animations will be even more so.

 

There is nothing I can do about that. Except maybe removing other animations and I wont go down that road...

 

Just as a word of warning. Not to get your hopes up and then being disappointed....

Link to comment

Following up on my last post, i got ingame, triggered a scene with a black bear (wich still didnt get his package out during the animation), closed the game and opened the papyrus log, very last line says: 

 

[CF][Creature] Not equipping aroused armour on ["Hentai Bear" [HentaiCreaturesActor < (FF000DB3)>]] race [Race <BearBlackRace (000131E8)>] skin [Armor < (120058CB)>]; there is no aroused armour

 

Did i fuck up when installing the mod?

 

I think i figured it out, when i use Hentai creatures to spawn the animals none of them have their dicks out but if i use the console to spawn the animals it works fine, so i guess i'll just do that

Link to comment

 

 

I think i figured it out, when i use Hentai creatures to spawn the animals none of them have their dicks out but if i use the console to spawn the animals it works fine, so i guess i'll just do that

 

 

This might be also dinomagick 's problem. I think Hentaicreatures is bugged/outdated at this point, I have it disabled by default. You ether spawn your creatures or go out in the wild and tame them, that's even more fun :)

 

@dinomagick: Try running MNC without Hentaicratures, maybe that helps. Because Hentaicreatures-creatures are not the same as "wild" ones and if you use that and Hentaicreatures is most likely outdated it might cause hickups.

Link to comment

 

This might be also dinomagick 's problem. I think Hentaicreatures is bugged/outdated at this point, I have it disabled by default. You ether spawn your creatures or go out in the wild and tame them, that's even more fun :)

 

@dinomagick: Try running MNC without Hentaicratures, maybe that helps. Because Hentaicreatures-creatures are not the same as "wild" ones and if you use that and Hentaicreatures is most likely outdated it might cause hickups.

 

 

Actually there is no rational cause why Hentai Creatures should behave essentially different concerning meshswapping then normal critters.

They are the same basic race and swapping mostly triggers based on race.

 

It is certainly not outdated...

 

Link to comment

 

 

Actually there is no rational cause why Hentai Creatures should behave essentially different concerning meshswapping then normal critters.

They are the same basic race and swapping mostly triggers based on race.

 

It is certainly not outdated...

 

 

 

But Hentaicreatures are "Hentaicreatures", their own category. I just assumed that makes it difficult, as I can confirm that Hentaicreatures do not work as regular creatures do, they seem to use different animations (a hentaicreatures female werewolf will use male animations while a female werewolf from SL werewolves seem to work better, for example in the companion cave).

 

I haven't looked into as much because I don't use Hentaicreatures, I can only confirm that something about them seems fishy.

 

@gameleiravh: Since it's his mod that is expected :D

Link to comment

 

Leito newest draugr animations has arrive xD

 

Cool. Hope I find some time today to add them.

 

And NO, they wont work in 1.59. Because since the last ones were already over the hard limit.  New animations will be even more so.

 

There is nothing I can do about that. Except maybe removing other animations and I wont go down that road...

 

Just as a word of warning. Not to get your hopes up and then being disappointed....

 

I guess its about time we all leave SL1.59, with more new animations coming we really need more slot for it so yeah move to 1.60 its what we need xD

Link to comment

 

 

 

 

I did try that on an existing save, thanks though derder.   This problem also occurs on new saves after i've done an entire reload.   I'm missing something, I just know it.  i've never had problems with MNC before.   I just got a suggestion from someone to add "S.O.S." in my game because it wasn't listed in my load order.   I'm going to give that a try and see if it makes any difference. 

 

I love MNC, it makes it a ton easier than doing the three mods manually after every update.  

 

My favorite addition is the Troll DoggyALT.  

 

 

Even if you start a new game your SKSE is still loaded with scripts which is why a clean save is so important. I'm not an expert, though. If even a new game crashes I'd suggest you disable mods one-by-one to see which one it is. If it's MNC then I suspect it's actually the Creature Framework which tries to misalign properties. If it's installed succesfully you probably have a creature mod installed conflicting with it (something that added new creatures MNC/CF doesn't know).

 

I would suggest to disable everything that's not a cosmetic mod and everything SL related. Then only use the SL essentials - 1.6HF2, ZaZ, MNC and see if it works. If so you know MNC is not the problem but another mod doing something to creatures.

 

 

Hmmm... went through just like you suggested and disabled most of my mods and left so much turned off, its not even fun any more.   I turn Being Female back on, it crashes.... So, I figured that was it... So I turned it off and turned SOS back on.. it crashes... turn off SoS, it works fine... turn on immersive bedroom... it crashes after 20 to 30 minutes... pretty much each time the last few lines in papyrus.0.log show CF was doing something...

 

New saves, cleared out ALL my saves and started from NEW only... same thing... I have to keep all my good meshes and mods off in order to us the Animations of MNC now, just because CF does this:::

 

 

[10/04/2015 - 05:11:55PM] Next update in 120.000000
[10/04/2015 - 05:12:08PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:12:18PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8C)>]]; already has effect
[10/04/2015 - 05:12:18PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8C)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:12:18PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8B)>]]; already has effect
[10/04/2015 - 05:12:18PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:12:38PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:11PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:32PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8C)>]]; already has effect
[10/04/2015 - 05:13:32PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8C)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:13:33PM] [CF][Framework] Didn't activate actor ["skeever" [Actor < (00054D8B)>]]; already has effect
[10/04/2015 - 05:13:33PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 1 on  (00054D8B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/04/2015 - 05:13:55PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].HazardBase.UnregisterForUpdate() - "<native>" Line ?
	[None].HazardBase.OnUpdate() - "HazardBase.psc" Line 57
[10/04/2015 - 05:13:57PM] VM is freezing...
[10/04/2015 - 05:13:57PM] VM is frozen

 

 

 

I'm uninstalling every single mod except the USKP mods and the SexLab ones, requirements and MNC...   Then Adding the ones I had back, one.. by freaking one again...

 

This all began happening after MNC 8.7, so I think it has something to do with CF12, if I am reading the changelog's of MNC right.. thats about when my CTDs and Freezing began.

 

 

Had a similar problem with Dawnguard in my last PC. The game would crash on a specific cell change in the valley. Lasts logs where allways something about creatures.

 

Turned to be a stack vannilla quest though. With that quest stuck I remembe Dragonsreach was also crushing. 

 

Do you have Dawnguard ,found the initial two people Isran askes and have you just found serana ?

 

Do a search, it might be a stack quest

Link to comment

I've been having issues with Creatureframework reference API not found coming up every time I load my game. I've installed Creatureframework 12 and J.containers over this and it still doesn't work.

 

the animations work perfectly, but the mesh swapping for erect models don't work.

Install SexLab Aroused (Redux), then he "API reference not found" error should be gone.

 

Following up on my last post, i got ingame, triggered a scene with a black bear (wich still didnt get his package out during the animation), closed the game and opened the papyrus log, very last line says: 

 

[CF][Creature] Not equipping aroused armour on ["Hentai Bear" [HentaiCreaturesActor < (FF000DB3)>]] race [Race <BearBlackRace (000131E8)>] skin [Armor < (120058CB)>]; there is no aroused armour

 

Did i fuck up when installing the mod?

This is normal behaviour, because if you look at the ID of the skin you notice that it is not a vanilla skin. And when I remember correctly then I never added non-vanilla bears to SLNC. I don't use Hentai Creatures, so I never noticed that they have a non-vanilla skin (because why should they).

Link to comment

As a suggestion: Why not try to do it like NSAP and have a menu that lets you choose which animations to register? I for one could do without the Spider and chaurus anims, and that'd atleast clear a few spots.

 

Those are animations from basic SL. I have no control over those.

 

And you can select animations in the SL trigger menu. Why use another menu to select what you can then select in the trigger menu?

 

Adds just another layer where users can get confused...

 

 

 

 

This is normal behaviour, because if you look at the ID of the skin you notice that it is not a vanilla skin. And when I remember correctly then I never added non-vanilla bears to SLNC. I don't use Hentai Creatures, so I never noticed that they have a non-vanilla skin (because why should they).

 

 

They dont. Just checked a Hentai Bear in my game:

post-394960-0-46069800-1444065273_thumb.jpg

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