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Papyrus logs are 99% useless for hunting down the source of CTDs.

 

If you want help in finding the cause of a CTD look here: http://www.loverslab.com/topic/46913-how-to-debug-ctd/?do=findComment&comment=1174832

 

But first look here for fixes based on the findings from there: http://www.loverslab.com/topic/56084-crash-fixes/

 

Thanks for the links.

 

The 'anti-crash' plugin didn't seem to do anything to prevent the crashes.  Tried getting crash dumps, out of four of them, two were zero-size files, the other two had some info:

 

 

 

Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com)
Online Crash Dump Analysis Service
See http://www.osronline.com for more information
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
kernel32.dll version: 6.1.7601.19135 (win7sp1_gdr.160121-1718)
Machine Name:
Debug session time: Sat Mar 26 18:48:25.000 2016 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:08:59.000
Kernel time: 0 days 0:01:29.000
User time: 0 days 0:12:30.000
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2
*******************************************************************************
* *
* Exception Analysis *
* *
*******************************************************************************

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2
*** WARNING: Unable to verify timestamp for hdtPhysicsExtensions.dll
*** ERROR: Module load completed but symbols could not be loaded for hdtPhysicsExtensions.dll
*** WARNING: Unable to verify timestamp for XAudio2_6.dll
*** WARNING: Unable to verify timestamp for nvd3dum.dll
*** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll
*** WARNING: Unable to verify timestamp for JContainers.dll
*** ERROR: Module load completed but symbols could not be loaded for JContainers.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2

FAULTING_IP:
TESV+263095
00663095 8b4654 mov eax,dword ptr [esi+54h]

EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 00663095 (TESV+0x00263095)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 00000000
Parameter[1]: 00000054
Attempt to read from address 00000054

DEFAULT_BUCKET_ID: NULL_CLASS_PTR_READ

PROCESS_NAME: TESV.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1: 00000000

EXCEPTION_PARAMETER2: 00000054

READ_ADDRESS: 00000054

FOLLOWUP_IP:
TESV+263095
00663095 8b4654 mov eax,dword ptr [esi+54h]

FAULTING_THREAD: 00001bfc

PRIMARY_PROBLEM_CLASS: NULL_CLASS_PTR_READ

BUGCHECK_STR: APPLICATION_FAULT_NULL_CLASS_PTR_READ

LAST_CONTROL_TRANSFER: from 00000000 to 00663095

STACK_TEXT:
00000000 00000000 00000000 00000000 00000000 TESV+0x263095


STACK_COMMAND: ~0s; .ecxr ; kb

SYMBOL_STACK_INDEX: 0

SYMBOL_NAME: TESV+263095

FOLLOWUP_NAME: MachineOwner

MODULE_NAME: TESV

IMAGE_NAME: TESV.exe

DEBUG_FLR_IMAGE_TIMESTAMP: 51437ce5

FAILURE_BUCKET_ID: NULL_CLASS_PTR_READ_c0000005_TESV.exe!Unknown

BUCKET_ID: APPLICATION_FAULT_NULL_CLASS_PTR_READ_TESV+263095

WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/TESV_exe/1_9_32_0/51437ce5/c0000005/00263095.htm?Retriage=1

Followup: MachineOwner
---------

Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com)
Online Crash Dump Analysis Service
See http://www.osronline.com for more information
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
kernel32.dll version: 6.1.7601.19135 (win7sp1_gdr.160121-1718)
Machine Name:
Debug session time: Sat Mar 26 18:17:24.000 2016 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:08:50.000
  Kernel time: 0 days 0:01:27.000
  User time: 0 days 0:11:42.000
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2
*** WARNING: Unable to verify timestamp for d3d9.dll
*** ERROR: Module load completed but symbols could not be loaded for d3d9.dll
*** WARNING: Unable to verify timestamp for hdtPhysicsExtensions.dll
*** ERROR: Module load completed but symbols could not be loaded for hdtPhysicsExtensions.dll
*** WARNING: Unable to verify timestamp for XAudio2_6.dll
*** WARNING: Unable to verify timestamp for nvd3dum.dll
*** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll
*** WARNING: Unable to verify timestamp for JContainers.dll
*** ERROR: Module load completed but symbols could not be loaded for JContainers.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2

FAULTING_IP:
TESV+2e07c6
006e07c6 d904af          fld     dword ptr [edi+ebp*4]

EXCEPTION_RECORD:  ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 006e07c6 (TESV+0x002e07c6)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: b1fc385c
Attempt to read from address b1fc385c

DEFAULT_BUCKET_ID:  INVALID_POINTER_READ

PROCESS_NAME:  TESV.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1:  00000000

EXCEPTION_PARAMETER2:  b1fc385c

READ_ADDRESS:  b1fc385c

FOLLOWUP_IP:
TESV+2e07c6
006e07c6 d904af          fld     dword ptr [edi+ebp*4]

FAULTING_THREAD:  00000f30

PRIMARY_PROBLEM_CLASS:  INVALID_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_INVALID_POINTER_READ

IP_ON_HEAP:  87146660
The fault address in not in any loaded module, please check your build's rebase
log at \bin\build_logs\timebuild\ntrebase.log for module which may
contain the address if it were loaded.

FRAME_ONE_INVALID: 1

LAST_CONTROL_TRANSFER:  from 87146660 to 006e07c6

STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
62f4fe5c 87146660 00000000 8eccb6e0 0000001e TESV+0x2e07c6
62f4fe60 00000000 8eccb6e0 0000001e 0049522a 0x87146660


SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  TESV+2e07c6

FOLLOWUP_NAME:  MachineOwner

MODULE_NAME: TESV

IMAGE_NAME:  TESV.exe

DEBUG_FLR_IMAGE_TIMESTAMP:  51437ce5

STACK_COMMAND:  ~22s; .ecxr ; kb

FAILURE_BUCKET_ID:  INVALID_POINTER_READ_c0000005_TESV.exe!Unknown

BUCKET_ID:  APPLICATION_FAULT_INVALID_POINTER_READ_TESV+2e07c6

WATSON_STAGEONE_URL:  http://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/TESV_exe/1_9_32_0/51437ce5/c0000005/002e07c6.htm?Retriage=1

Followup: MachineOwner
---------

 

 

Doesn't say much to me, the addresses seem to be different but bothtimes seem to be memory access violations.

 

Post that on the thread I indicated, not here where the guru of dumps won't see it.

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Post that on the thread I indicated, not here where the guru of dumps won't see it.

 

 

"Guru of dumps", that just sounded wrong somehow.  :)

 

Anyway, I think I tracked the issue down.  To me it's always seemed like papyrus logs are more like 70-80% helpful in tracking down crashes, even if they don't always give exact answers.  I'd seen a good deal of stuff like what I posted, along with sometimes lines that pointed to dual sheath redux scripts.

 

In the end, it seems if I unequip any weapons, I can leave the game running SL animations for an hour or two and the game's still running when I get back.  If I equip a weapon though, it'll crash pretty quickly.  It seems to be tied with the scripts unequiping or re-equiping weapons, although I can't pinpoint it further than that.  The dumps seem to indicate exception addresses at pretty much random, always referencing memory space that seems to be outside where Skyrim is running.

 

Problem is it could be connected to dual sheath redux, sexlab scripts, perma scripts - or, creature framework.  The particular script in the log I sent does deal with equiping stuff:

; Equip an item or a spell to an actor
function GenericEquip(Actor actorForm, Form theThing, bool preventRemoval = false, int spellSlot = 0) global
    if theThing as Spell
        actorForm.EquipSpell(theThing as Spell, spellSlot)
    else
        actorForm.EquipItem(actorForm, preventRemoval, true)
    endIf
endFunction

I'll try testing it a bit further, and could post a few of the dumps on that thread too.

 

-- edit --

Posted a few crashdumps on the other thread, maybe I'll get some comments on them.  Meanwhile however..

I was wrong about weapons stopping the CTDs.  That's the problem with crashes that only occur occasionally.  With further testing, they hapened with weapons and armor both unequiped as well.  Here's how it looks now though:

 

  1. Leaving game running overnight for hours, at qasmoke area, with just a script that cast a spell every 10 seconds, the game was still up and running when I came back to check about 8 hours later
  2. Testing the animations with normal npcs (e.g. whiterun guards) didn't cause any CTDs.
  3. Testing the animations with creatures causes CTDs at random.  Sometimes on first animation, sometimes it takes a few.  Usually the game crashes within 20-30 minutes at latest, often earlier
  4. After disabling equip/unequip on CreatureFrameworkUtil script, there were no CTDs while testing the creature animations.

I added return statements to all three functions to disable them (code listed below).  Creatures have no naughty bits of course since the swap now doesn't occur, but crashes don't occur either.  While this doesn't necessarily mean that CF itself causes the crashes, I'm pretty certain it is somehow involved in them.

 

So again - does anyone have any thoughts on what could be causing this?  Crashes do not happen all the time, even with same creature involved (e.g. testing with hentai werebear, the animation - even the same animation - can go through half dozen times without problems, only to crash after the following one), so I don't think it's something like a broken nif file, but I really don't know enough of everything involved with CF to say anything certain.

; Add and equip an armour to an actor (the wiki says just doing EquipItem sometimes doesn't register the equip if they don't have the item already)
function AddAndEquipArmor(Actor actorForm, Armor armorForm) global
return
    if actorForm.GetItemCount(armorForm) == 0
        actorForm.AddItem(armorForm, 1, true)
    endIf
    actorForm.EquipItem(armorForm, false, true)
endFunction

; Equip an item or a spell to an actor
function GenericEquip(Actor actorForm, Form theThing, bool preventRemoval = false, int spellSlot = 0) global
return
    if theThing as Spell
        actorForm.EquipSpell(theThing as Spell, spellSlot)
    else
        actorForm.EquipItem(actorForm, preventRemoval, true)
    endIf
endFunction

; Unequip an item or a spell to an actor; optionally, do it multiple times
function GenericUnequip(Actor actorForm, Form theThing, bool preventEquip = false, int spellSlot = 0, int iterations = 1, float waitTime = 0.25) global
return
    int i = 1
    if theThing as Spell
        actorForm.UnequipSpell(theThing as Spell, spellSlot)
        while i < iterations
            Utility.Wait(waitTime)
            actorForm.UnequipSpell(theThing as Spell, spellSlot)
            i += 1
        endWhile
    else
        actorForm.UnequipItem(theThing, preventEquip, true)
        while i < iterations
            Utility.Wait(waitTime)
            actorForm.UnequipItem(theThing, preventEquip, true)
            i += 1
        endWhile
    endIf
endFunction

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How can i completely uninstall this mod? What i did was click on uninstall in mcm then waited a bit saved the game and cleaned that save with save cleaner tool.

 

But even after all that this mod is still spamming my papyrus log...

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I'm still trying to find the root cause for the crashes I mentioned on previous posts, and still haven't been able to really pinpoint the cause (beyond the fact that disabling the armor swap scripts seems to stop the crashes).

 

While tracking the cause, I came across the 'RemoveArmors' function in CreatureFramework.psc and wanted to ask something about it.  While every test I ran had only one armor item to be removed, and thus in practice this shouldn't make a difference, does that script really work right in cases where there are multiple pieces to remove?

; Remove the unaroused and aroused armours from an actor
function RemoveArmors(Actor actorForm, bool removeNormal = true, bool removeAroused = true)
    int i
    while i < actorForm.GetNumItems()
        Form item = actorForm.GetNthForm(i)
        if (removeNormal && item.HasKeyword(ArmorNormalKeyword)) || (removeAroused && item.HasKeyword(ArmorArousedKeyword))
            actorForm.UnequipItem(item, false, true)
            actorForm.RemoveItem(item, 5, true)
        endIf
        i += 1
    endWhile
endFunction

If I'm reading this correctly, the loop goes through inventory, removing items based on their index in inventory.  Nevermind the int i not being initialized, I assume it starts from zero, but if an item is removed from inventory with RemoveItem, shouldn't that change the index number of the items for the next iteration?  E.g.

 

0: Armor 1

1: Armor 2

2: Armor 3

 

If you start from 0, and remove Armor 1..

 

0: Armor 2

1: Armor 3

 

The next iteration would skip Armor 2 and continue from index 1 which would be Armor 3?  Or is the handling of inventory somehow different from what I'd expect?

 

The loop condition would still stop the loop before it goes beyond index space, so this shouldn't cause anything more serious than skipping some armor pieces, and when dealing with only one piece, the results should still be as expected.  I'd think a more reliable way would be to go through the indexes in reverse order though, something like:

; Remove the unaroused and aroused armours from an actor
function RemoveArmors(Actor actorForm, bool removeNormal = true, bool removeAroused = true)
    int i = actorForm.GetNumItems()
    while i > 0
        i -= 1
        if i < actorForm.GetNumItems()
            Form item = actorForm.GetNthForm(i)
            if (removeNormal && item.HasKeyword(ArmorNormalKeyword)) || (removeAroused && item.HasKeyword(ArmorArousedKeyword))
                actorForm.UnequipItem(item, false, true)
                Utility.Wait(0.1)
                actorForm.RemoveItem(item, 5, true)
            endIf
        endIf
    endWhile
endFunction

Testing the i < actorForm.GetNumItems() on each loop is paranoia mode, just in case something messed with inventory in mid-execution (which at least in theory is possible).  I don't know if the Utility.Wait is really needed, but I'd like to give the engine a bit of slack in processing unequiping, before actually removing the item.

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  • 2 weeks later...

I seem to have the CF cloak spell active, even when I've set it to 0 (zero) in MCM.

 

I'm thinking the reason might be the way CFQuestMain handles OnUpdate and OnCloakSettingChange:

 

OnCloakSettingChange unregisters update, and will not register a new update if setting is set to zero.

 

However, OnUpdate has a Utility.Wait that's dependent on PrfCloakDuration, and fires RegisterForSingleUpdate after that wait - without testing whether the PrfCloakRate > 0.  I assume this would still fire the update cycle, if the setting was set to zero during the wait.

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I seem to have the CF cloak spell active, even when I've set it to 0 (zero) in MCM.

 

I'm thinking the reason might be the way CFQuestMain handles OnUpdate and OnCloakSettingChange:

 

OnCloakSettingChange unregisters update, and will not register a new update if setting is set to zero.

 

However, OnUpdate has a Utility.Wait that's dependent on PrfCloakDuration, and fires RegisterForSingleUpdate after that wait - without testing whether the PrfCloakRate > 0.  I assume this would still fire the update cycle, if the setting was set to zero during the wait.

Good point. Thanks for pointing out these issues.

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Good point. Thanks for pointing out these issues.

 

 

CF has been great, so I'm happy if I was able to do something little for it. :3

 

I have a question and possible suggestion for future.  Background is I have a waaaay too script-heavy mod list, and I've been snipping away whatever I can to get it under control (and it seems it's getting towards stable now).  For that end...

 

Is there currently a way to use CF without the cloak and polling, just to enable swapping for SL creature scenes?  I'm assuming no, since I couldn't find a way to accomplish this on MCM, and couldn't find script references that would enable creatures without cloak.

 

If that's true, then suggestion is: make it possible? :3  Well I sort of did already, but since I don't have confidence that I understand the whole framework well enough, would be nice to have it more properly implemented - and I'm thinking if it's something useful to me, it might be useful for some other people too.  >.>

 

What I did was, first moved OnEffectStart from CFEffectCreatureApply to main CreatureFramework script:

; Give creature spell to actor in need
function GiveSpellToActor(Actor target)
    Armor skin = GetSkinOrFakeFromActor(target)
    if IsCreatureRegistered(target.GetRace(), skin)
        if GetActiveMod(target.GetRace(), skin) != "" || GetActiveMod(target.GetRace(), none) != ""
            ActivateActor(target)
            ; A pause to let the creature spell initialize
            Utility.Wait(0.25)
        else
            if !(JFormDB.GetInt(target, ".CreatureFrameworkFormLog.ApplyFailureLogged") as bool)
                CFDebug.Log("[Creature Apply] Not activating " + CreatureFrameworkUtil.GetDetailedActorName(target) + "; creature has no active mod; race=" + CreatureFrameworkUtil.GetDetailedFormName(target.GetRace()) + " skin=" + CreatureFrameworkUtil.GetDetailedFormName(skin))
                JFormDB.SetInt(target, ".CreatureFrameworkFormLog.ApplyFailureLogged", true as int)
            endIf
        endIf
    else
        if !(JFormDB.GetInt(target, ".CreatureFrameworkFormLog.ApplyFailureLogged") as bool)
            CFDebug.Log("[Creature Apply] Not activating " + CreatureFrameworkUtil.GetDetailedActorName(target) + "; creature isn't registered; race=" + CreatureFrameworkUtil.GetDetailedFormName(target.GetRace()) + " skin=" + CreatureFrameworkUtil.GetDetailedFormName(skin))
            JFormDB.SetInt(target, ".CreatureFrameworkFormLog.ApplyFailureLogged", true as int)
        endIf
    endIf
endFunction

I removed api. reference since it's now in api itself, and added short 0.25 wait, otherwise the event from OnSexLabAnimationStart fires before the creature spell has registered it on the creature and arousal on first scene will fail.  Added the wait here rather than calling event so it only waits when it actually needs to.

 

One line for OnSexLabAnimationStart to call this moved function:

event OnSexLabAnimationStart(string eventName, string strArg, float numArg, Form sender)
    if IsSexLabEnabled()
        Actor[] actors = SexLab.HookActors(strArg)
        int a
        while a < actors.length
            ; Give creaturespell to participants
            GiveSpellToActor(actors[a])
...

Finally, removed the function from CFEffectCreatureApply and replaced it with just a call to the function in api (no point to have redundant code):

Scriptname CFEffectCreatureApply extends ActiveMagicEffect
{The effect script that adds the creature spell to actors that are in the cloak | Creature Framework}

; The effect has started
event OnEffectStart(Actor target, Actor caster)
    CreatureFramework api = CreatureFrameworkUtil.GetAPI()
    api.GiveSpellToActor(target)
endEvent

This seems to work for me from what testing I did, no idea how good implementation it is, when taking account the whole of the framework.

 

Since this seems to take care of swaps for animation whether it's with player or another NPC, the cloak itself could probably be disabled along with polling for arousal, if integration with SL aroused is unchecked in MCM, same way it's with the current refresh 0 disable. When creatures aren't supposed to be waving their stuff around when they're in heat, there's probably no point to catch them pre-scene with cloak.  Probably would just need one pass when the options are actually disabled, to remove arousal from any currently aroused creatures not currently in animation.

 

What do you think?

 

-- edit --

Since the short pause wasn't always enough to let the creature spell initialize on heavy script-load areas, I ended up doing additional change I hope makes things more reliable - altered CFEffectCreature script's OnEffectStart:

    ; Make the actor unaroused, then start polling for arousal if SexLab Aroused is installed and enabled
    if (target.IsInFaction(API.Sexlab.AnimatingFaction))
        self.OnSexLabSceneStart()
    else
        ChangeArousal(false, false, false)
        if API.IsArousedEnabled()
            RegisterForSingleUpdate(0.25)
        endIf
    endIf
endEvent

If creature is involved in SL animation, it starts up as aroused.  If not involved in animation, the original startup happens (unaroused + arousal polling)

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  • 2 weeks later...

For some reason I'm getting an error that states:

 

"Your installed JContainers version is incompatible with Creature Framework, or you dont have JContainers at all. Things will be broken!"

 

Before it's mentioned, I Google'd it and this thread did NOT help: http://www.loverslab.com/topic/46020-jcontainers-version-error-with-creature-framework/

 

Anyways. It popped up upon loading into a new save. I followed the above thread's advice and moved it just below USLEEP. For some reason, now it pops up AFTER the initial new save load, and not until I'm finished creating a character.

 

This error is new to me and I'd rather not waste 4 hours ignoring the error to find out it's going to CTD me into oblivion. Should I worry about this error at all?

 

My modding info:

Mod Organizer

SKSE 1.7.3

USLEEP (all needed mods converted from USKP series masters)

FNIS 6.2 (Creature 6.1)

JContainers 3.2.6

CF 1.0.3

 

(That's all I can think of. If you need anymore info in order to help let me know. I'm gonna run through Skyrim a little and see if anything looks off.)

 

EDIT: I'M AN IDIOT AND INSTALLED CREATURE FEATURES INSTEAD OF FRAMEWORK MY BAD.

 

EDIT 2: I was wrong and I'm still getting the error.

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
Schlongs of Skyrim - Core.esm
Campfire.esm
ZaZAnimationPack.esm
SexLab.esm
CreatureFramework.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
daymoyl.esm
BeeingFemale.esm
notice board.esp
Cutting Room Floor.esp
Skyrim Project Optimization - Full Version.esp
dD - Realistic Ragdoll Force - Realistic.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
SOS - Leito Addon.esp
No Skill Limit.esp
SOSRaceMenu.esp
XPMSE.esp
Realistic crime report radius.esp
SkyUI.esp
Weapons & Armor Fixes_Remade.esp
Immersive Citizens - AI Overhaul.esp
Clothing & Clutter Fixes.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Complete Crafting Overhaul_Remade.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
Unique Uniques.esp
Immersive Weapons.esp
Apocalypse - The Spell Package.esp
Teleport.esp
Frostfall.esp
Realistic Lighting Overhaul - Brighter Dungeons.esp
Realistic Lighting Overhaul - Major City Interiors.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
RLO - Adaptive Interiors Vanilla Weathers Patch.esp
SkyRe_Main.esp
SkyRe_Combat.esp
SkyRe_EncounterZones.esp
SkyRe_EnemyAI.esp
SkyRe_EnemyScaling.esp
SkyRe_Races.esp
SkyRe_StandingStones.esp
Apocalypse - SkyRe Compatibility Patch.esp
Schlongs of Skyrim.esp
Scarcity - Less Loot Mod.esp
SexLabSkoomaWhore.esp
SLSW Addicted.esp
RealisticNeedsandDiseases.esp
CCF_RND_Patch.esp
RND_Dawnguard-Patch.esp
RND_Dragonborn-Patch.esp
RND_USKP-Patch.esp
The Dance of Death - Ultimate Edition.esp
Dodge Mod.esp
SkyRealism - Capacity and Carry Weight.esp
SkyRealism - Encumbrance.esp
morerealisticcarrying.esp
SexLab_Dialogues.esp
SexLab_Solutions.esp
AmazingFollowerTweaks.esp
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
Life In Prison.esp
HentaiCreatures.esp
sanguinesDebauchery.esp
SexLabSexBounty.esp
Extended Encounters.esp
Run For Your Lives.esp
When Vampires Attack.esp
SLAnimLoader.esp
SLAL_AnimationsByLeito.esp
MoreNastyCritters.esp
SexLab Aroused Creatures.esp
SexLabWerewolves.esp
sr_FillHerUp.esp
Thugs.esp
wizDynamicThings.esp
Devious Cidhna.esp
RND_HearthFires-Patch.esp
daymoyl_DawnguardAddon.esp
SexLab Romance.esp
SexLab Eager NPCs.esp
LoversComfort.esp
SpousesEnhanced.esp
MF_RadiantProstitution.esp
notice board - dragonborn patch.esp
BeeingFemaleBasicAddOn.esp
Devious Deviants.esp
DeviouslyHelpless.esp
Devious Devices For Him.esp
FtM_3.esp
FtM_3 - CCOR.esp
SexLabDangerousNights2.esp
SexCrime.esp
SexLab STDs.esp
Bounty Gold.esp
Scarcity - 10x Loot Rarity.esp
Scarcity - 10x Merchant Item Rarity.esp
Scarcity - 2x Loot Rarity.esp
Scarcity - 2x Merchant Item Rarity.esp
Scarcity - 4x Loot Rarity.esp
Scarcity - 4x Merchant Item Rarity.esp
Scarcity - 6x Loot Rarity.esp
Scarcity - 6x Merchant Item Rarity.esp
Scarcity - 8x Loot Rarity.esp
Scarcity - 8x Merchant Item Rarity.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
SexLabDefeat.esp
mslDeviousCaptures.esp
RND_AnimalLoot.esp
SexLab_DibellaCult.esp
SexLab_DibellaCult_Sisters.esp
WetandCold.esp
WetandCold - Ashes.esp
Alternate Start - Live Another Life.esp
Alternate Start -- New Beginnings.esp
Dual Sheath Redux.esp
FNIS.esp
TES5EditMerged.esp
Bashed Patch, 0.esp
Pre ReProccer WAFR IA7 IW UU Patch.esp
CCF PreReProccer Patch.esp
ReProccer.esp
Dual Sheath Redux Patch.esp
CCOR_SkyRe_Patch.esp
CCOR_IA7_Patch.esp
CCOR_IW_Patch.esp
Post ReProccer Fixes CCOR IA7 IW UU Patch.esp
Unique Unique's_Skyre Patch.esp

Link to comment

 

Good point. Thanks for pointing out these issues.

 

CF has been great, so I'm happy if I was able to do something little for it. :3

 

I have a question and possible suggestion for future.  Background is I have a waaaay too script-heavy mod list, and I've been snipping away whatever I can to get it under control (and it seems it's getting towards stable now).  For that end...

 

Is there currently a way to use CF without the cloak and polling, just to enable swapping for SL creature scenes?  I'm assuming no, since I couldn't find a way to accomplish this on MCM, and couldn't find script references that would enable creatures without cloak.

 

If that's true, then suggestion is: make it possible? :3  Well I sort of did already, but since I don't have confidence that I understand the whole framework well enough, would be nice to have it more properly implemented - and I'm thinking if it's something useful to me, it might be useful for some other people too.  >.>

 

-snip-

 

This seems to work for me from what testing I did, no idea how good implementation it is, when taking account the whole of the framework.

 

Since this seems to take care of swaps for animation whether it's with player or another NPC, the cloak itself could probably be disabled along with polling for arousal, if integration with SL aroused is unchecked in MCM, same way it's with the current refresh 0 disable. When creatures aren't supposed to be waving their stuff around when they're in heat, there's probably no point to catch them pre-scene with cloak.  Probably would just need one pass when the options are actually disabled, to remove arousal from any currently aroused creatures not currently in animation.

 

What do you think?

 

-- edit --

Since the short pause wasn't always enough to let the creature spell initialize on heavy script-load areas, I ended up doing additional change I hope makes things more reliable - altered CFEffectCreature script's OnEffectStart:

    ; Make the actor unaroused, then start polling for arousal if SexLab Aroused is installed and enabled
    if (target.IsInFaction(API.Sexlab.AnimatingFaction))
        self.OnSexLabSceneStart()
    else
        ChangeArousal(false, false, false)
        if API.IsArousedEnabled()
            RegisterForSingleUpdate(0.25)
        endIf
    endIf
endEvent
If creature is involved in SL animation, it starts up as aroused.  If not involved in animation, the original startup happens (unaroused + arousal polling)

 

I don't want to add cloakless support to CF, because without the cloak, the unaroused armours will not function properly. This would encourage mod authors to do the unaroused bodies the "wrong" way, which is modifying the vanilla assets instead of adding a custom armour with its own separate meshes/textures. I've allowed More Nasty Critters to get away with it without too much of a fuss because it was around long before Creature Framework, and going through all of those assets and moving them around, editing texture paths, adding armour items, etc. would take bloody ages.

 

I'll definitely modify OnEffectStart to include the check to see if the actor is already animating, though.

Link to comment

 

I don't want to add cloakless support to CF, because without the cloak, the unaroused armours will not function properly. This would encourage mod authors to do the unaroused bodies the "wrong" way, which is modifying the vanilla assets instead of adding a custom armour with its own separate meshes/textures. I've allowed More Nasty Critters to get away with it without too much of a fuss because it was around long before Creature Framework, and going through all of those assets and moving them around, editing texture paths, adding armour items, etc. would take bloody ages.

 

I'll definitely modify OnEffectStart to include the check to see if the actor is already animating, though.

 

 

Ahh, yes I see what you mean.  It works for me because I'm really on the edge with resources, so anything I can save is more significant for me.. and the need to swap away from vanilla mesh comes up rarely for me to begin with - but from viewpoint of mod working 'correctly' for overall use it's different.  Basically what I did introduced a glitch that I'm ok with for my own use.

Link to comment

 

For some reason I'm getting an error that states:

 

"Your installed JContainers version is incompatible with Creature Framework, or you dont have JContainers at all. Things will be broken!"

 

Before it's mentioned, I Google'd it and this thread did NOT help: http://www.loverslab.com/topic/46020-jcontainers-version-error-with-creature-framework/

 

Anyways. It popped up upon loading into a new save. I followed the above thread's advice and moved it just below USLEEP. For some reason, now it pops up AFTER the initial new save load, and not until I'm finished creating a character.

 

This error is new to me and I'd rather not waste 4 hours ignoring the error to find out it's going to CTD me into oblivion. Should I worry about this error at all?

 

My modding info:

Mod Organizer

SKSE 1.7.3

USLEEP (all needed mods converted from USKP series masters)

FNIS 6.2 (Creature 6.1)

JContainers 3.2.6

CF 1.0.3

 

(That's all I can think of. If you need anymore info in order to help let me know. I'm gonna run through Skyrim a little and see if anything looks off.)

 

EDIT: I'M AN IDIOT AND INSTALLED CREATURE FEATURES INSTEAD OF FRAMEWORK MY BAD.

 

EDIT 2: I was wrong and I'm still getting the error.

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
Schlongs of Skyrim - Core.esm
Campfire.esm
ZaZAnimationPack.esm
SexLab.esm
CreatureFramework.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
daymoyl.esm
BeeingFemale.esm
notice board.esp
Cutting Room Floor.esp
Skyrim Project Optimization - Full Version.esp
dD - Realistic Ragdoll Force - Realistic.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
SOS - Leito Addon.esp
No Skill Limit.esp
SOSRaceMenu.esp
XPMSE.esp
Realistic crime report radius.esp
SkyUI.esp
Weapons & Armor Fixes_Remade.esp
Immersive Citizens - AI Overhaul.esp
Clothing & Clutter Fixes.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Complete Crafting Overhaul_Remade.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
Unique Uniques.esp
Immersive Weapons.esp
Apocalypse - The Spell Package.esp
Teleport.esp
Frostfall.esp
Realistic Lighting Overhaul - Brighter Dungeons.esp
Realistic Lighting Overhaul - Major City Interiors.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
RLO - Adaptive Interiors Vanilla Weathers Patch.esp
SkyRe_Main.esp
SkyRe_Combat.esp
SkyRe_EncounterZones.esp
SkyRe_EnemyAI.esp
SkyRe_EnemyScaling.esp
SkyRe_Races.esp
SkyRe_StandingStones.esp
Apocalypse - SkyRe Compatibility Patch.esp
Schlongs of Skyrim.esp
Scarcity - Less Loot Mod.esp
SexLabSkoomaWhore.esp
SLSW Addicted.esp
RealisticNeedsandDiseases.esp
CCF_RND_Patch.esp
RND_Dawnguard-Patch.esp
RND_Dragonborn-Patch.esp
RND_USKP-Patch.esp
The Dance of Death - Ultimate Edition.esp
Dodge Mod.esp
SkyRealism - Capacity and Carry Weight.esp
SkyRealism - Encumbrance.esp
morerealisticcarrying.esp
SexLab_Dialogues.esp
SexLab_Solutions.esp
AmazingFollowerTweaks.esp
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
Life In Prison.esp
HentaiCreatures.esp
sanguinesDebauchery.esp
SexLabSexBounty.esp
Extended Encounters.esp
Run For Your Lives.esp
When Vampires Attack.esp
SLAnimLoader.esp
SLAL_AnimationsByLeito.esp
MoreNastyCritters.esp
SexLab Aroused Creatures.esp
SexLabWerewolves.esp
sr_FillHerUp.esp
Thugs.esp
wizDynamicThings.esp
Devious Cidhna.esp
RND_HearthFires-Patch.esp
daymoyl_DawnguardAddon.esp
SexLab Romance.esp
SexLab Eager NPCs.esp
LoversComfort.esp
SpousesEnhanced.esp
MF_RadiantProstitution.esp
notice board - dragonborn patch.esp
BeeingFemaleBasicAddOn.esp
Devious Deviants.esp
DeviouslyHelpless.esp
Devious Devices For Him.esp
FtM_3.esp
FtM_3 - CCOR.esp
SexLabDangerousNights2.esp
SexCrime.esp
SexLab STDs.esp
Bounty Gold.esp
Scarcity - 10x Loot Rarity.esp
Scarcity - 10x Merchant Item Rarity.esp
Scarcity - 2x Loot Rarity.esp
Scarcity - 2x Merchant Item Rarity.esp
Scarcity - 4x Loot Rarity.esp
Scarcity - 4x Merchant Item Rarity.esp
Scarcity - 6x Loot Rarity.esp
Scarcity - 6x Merchant Item Rarity.esp
Scarcity - 8x Loot Rarity.esp
Scarcity - 8x Merchant Item Rarity.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
SexLabDefeat.esp
mslDeviousCaptures.esp
RND_AnimalLoot.esp
SexLab_DibellaCult.esp
SexLab_DibellaCult_Sisters.esp
WetandCold.esp
WetandCold - Ashes.esp
Alternate Start - Live Another Life.esp
Alternate Start -- New Beginnings.esp
Dual Sheath Redux.esp
FNIS.esp
TES5EditMerged.esp
Bashed Patch, 0.esp
Pre ReProccer WAFR IA7 IW UU Patch.esp
CCF PreReProccer Patch.esp
ReProccer.esp
Dual Sheath Redux Patch.esp
CCOR_SkyRe_Patch.esp
CCOR_IA7_Patch.esp
CCOR_IW_Patch.esp
Post ReProccer Fixes CCOR IA7 IW UU Patch.esp
Unique Unique's_Skyre Patch.esp

 

 

First thing just to be sure - on MO (you said you followed that thread, so assuming you are using MO), right pane, go to 'data' tab.  Scroll down and expand SKSE folder, then Plugins under that.  Scroll down the expanded list until you find JContainers.dll and JContainers.pdb on the file column, and check the 'mod' column to see that they are indeed provided by the JContainers 3.2.6 mod (whatever you named that mod).  That should make sure that no other mod is sneaking in an outdated version.

 

If something is overwriting it, move the JContainers mod on higher priority on the left pane - usually this means moving the mod down the list since usually the list is sorted by increasing priority (higher priority values down the list).  The important part is the 'priority' column on that list though - a mod with higher number on that column will overwrite conflicting files from mod with lower number (even if this is clear to you, I'll post it anyway in case someone else has same issue and stumbles on this post through search).

 

Link to comment

 

 

For some reason I'm getting an error that states:

 

"Your installed JContainers version is incompatible with Creature Framework, or you dont have JContainers at all. Things will be broken!"

 

Before it's mentioned, I Google'd it and this thread did NOT help: http://www.loverslab.com/topic/46020-jcontainers-version-error-with-creature-framework/

 

Anyways. It popped up upon loading into a new save. I followed the above thread's advice and moved it just below USLEEP. For some reason, now it pops up AFTER the initial new save load, and not until I'm finished creating a character.

 

This error is new to me and I'd rather not waste 4 hours ignoring the error to find out it's going to CTD me into oblivion. Should I worry about this error at all?

 

My modding info:

Mod Organizer

SKSE 1.7.3

USLEEP (all needed mods converted from USKP series masters)

FNIS 6.2 (Creature 6.1)

JContainers 3.2.6

CF 1.0.3

 

(That's all I can think of. If you need anymore info in order to help let me know. I'm gonna run through Skyrim a little and see if anything looks off.)

 

EDIT: I'M AN IDIOT AND INSTALLED CREATURE FEATURES INSTEAD OF FRAMEWORK MY BAD.

 

EDIT 2: I was wrong and I'm still getting the error.

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
Schlongs of Skyrim - Core.esm
Campfire.esm
ZaZAnimationPack.esm
SexLab.esm
CreatureFramework.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
daymoyl.esm
BeeingFemale.esm
notice board.esp
Cutting Room Floor.esp
Skyrim Project Optimization - Full Version.esp
dD - Realistic Ragdoll Force - Realistic.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
SOS - Leito Addon.esp
No Skill Limit.esp
SOSRaceMenu.esp
XPMSE.esp
Realistic crime report radius.esp
SkyUI.esp
Weapons & Armor Fixes_Remade.esp
Immersive Citizens - AI Overhaul.esp
Clothing & Clutter Fixes.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Complete Crafting Overhaul_Remade.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
Unique Uniques.esp
Immersive Weapons.esp
Apocalypse - The Spell Package.esp
Teleport.esp
Frostfall.esp
Realistic Lighting Overhaul - Brighter Dungeons.esp
Realistic Lighting Overhaul - Major City Interiors.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
RLO - Adaptive Interiors Vanilla Weathers Patch.esp
SkyRe_Main.esp
SkyRe_Combat.esp
SkyRe_EncounterZones.esp
SkyRe_EnemyAI.esp
SkyRe_EnemyScaling.esp
SkyRe_Races.esp
SkyRe_StandingStones.esp
Apocalypse - SkyRe Compatibility Patch.esp
Schlongs of Skyrim.esp
Scarcity - Less Loot Mod.esp
SexLabSkoomaWhore.esp
SLSW Addicted.esp
RealisticNeedsandDiseases.esp
CCF_RND_Patch.esp
RND_Dawnguard-Patch.esp
RND_Dragonborn-Patch.esp
RND_USKP-Patch.esp
The Dance of Death - Ultimate Edition.esp
Dodge Mod.esp
SkyRealism - Capacity and Carry Weight.esp
SkyRealism - Encumbrance.esp
morerealisticcarrying.esp
SexLab_Dialogues.esp
SexLab_Solutions.esp
AmazingFollowerTweaks.esp
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
Life In Prison.esp
HentaiCreatures.esp
sanguinesDebauchery.esp
SexLabSexBounty.esp
Extended Encounters.esp
Run For Your Lives.esp
When Vampires Attack.esp
SLAnimLoader.esp
SLAL_AnimationsByLeito.esp
MoreNastyCritters.esp
SexLab Aroused Creatures.esp
SexLabWerewolves.esp
sr_FillHerUp.esp
Thugs.esp
wizDynamicThings.esp
Devious Cidhna.esp
RND_HearthFires-Patch.esp
daymoyl_DawnguardAddon.esp
SexLab Romance.esp
SexLab Eager NPCs.esp
LoversComfort.esp
SpousesEnhanced.esp
MF_RadiantProstitution.esp
notice board - dragonborn patch.esp
BeeingFemaleBasicAddOn.esp
Devious Deviants.esp
DeviouslyHelpless.esp
Devious Devices For Him.esp
FtM_3.esp
FtM_3 - CCOR.esp
SexLabDangerousNights2.esp
SexCrime.esp
SexLab STDs.esp
Bounty Gold.esp
Scarcity - 10x Loot Rarity.esp
Scarcity - 10x Merchant Item Rarity.esp
Scarcity - 2x Loot Rarity.esp
Scarcity - 2x Merchant Item Rarity.esp
Scarcity - 4x Loot Rarity.esp
Scarcity - 4x Merchant Item Rarity.esp
Scarcity - 6x Loot Rarity.esp
Scarcity - 6x Merchant Item Rarity.esp
Scarcity - 8x Loot Rarity.esp
Scarcity - 8x Merchant Item Rarity.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
SexLabDefeat.esp
mslDeviousCaptures.esp
RND_AnimalLoot.esp
SexLab_DibellaCult.esp
SexLab_DibellaCult_Sisters.esp
WetandCold.esp
WetandCold - Ashes.esp
Alternate Start - Live Another Life.esp
Alternate Start -- New Beginnings.esp
Dual Sheath Redux.esp
FNIS.esp
TES5EditMerged.esp
Bashed Patch, 0.esp
Pre ReProccer WAFR IA7 IW UU Patch.esp
CCF PreReProccer Patch.esp
ReProccer.esp
Dual Sheath Redux Patch.esp
CCOR_SkyRe_Patch.esp
CCOR_IA7_Patch.esp
CCOR_IW_Patch.esp
Post ReProccer Fixes CCOR IA7 IW UU Patch.esp
Unique Unique's_Skyre Patch.esp

 

 

First thing just to be sure - on MO (you said you followed that thread, so assuming you are using MO), right pane, go to 'data' tab.  Scroll down and expand SKSE folder, then Plugins under that.  Scroll down the expanded list until you find JContainers.dll and JContainers.pdb on the file column, and check the 'mod' column to see that they are indeed provided by the JContainers 3.2.6 mod (whatever you named that mod).  That should make sure that no other mod is sneaking in an outdated version.

 

If something is overwriting it, move the JContainers mod on higher priority on the left pane - usually this means moving the mod down the list since usually the list is sorted by increasing priority (higher priority values down the list).  The important part is the 'priority' column on that list though - a mod with higher number on that column will overwrite conflicting files from mod with lower number (even if this is clear to you, I'll post it anyway in case someone else has same issue and stumbles on this post through search).

 

 

 

Could you elaborate how to check to see if the .dll is provided by the version I have?

 

Currently, JContainers is near the top of the mods priority list. Nothing is overwriting it according to the mods list, but when I check data, it has "More Nasty Critters" in red text next to it, if that means anything.

 

Ah, I understand now. So moving it DOWN the list = high priority? If that's true, then do I have my whole mod list backwards in MO? And would it be safe to move JContainers way near the bottom of the list just so MNC stops overwriting it?

 

Also an update: that thread I linked to mentioned Radiant Prostitution. I have the RP Tweaked version and made a guess that it might be conflicting in some way, so I disabled it and I no longer get the error. I was using the original RP with no errors before, so it's something with Tweaked, I'm almost sure of it.

 

Edit 2: I reactivated RP Tweaked out of curiosity and it does indeed override JContainers. I checked the mod folder itself and it has a ton of .json files and stuff I assume would go to JContainers. Does that imply RP Tweaked and MNC have older JC versions built in them or something? If so, what would I have to remove? From looking at the files I assume move all the scripts related to the other mods to the JC folder and delete all the duplicates that are already in the JC folders?

 

Edit 3: I have included my modlist.txt from MO. I launched the game after following your advice and moving JC to the bottom. I no longer get the error, however I feel like I did everything completely backwards now. If anyone could take a look at the modlist, please tell me how awful it looks so I can fix it. Thanks!

 

 

# This file was automatically generated by Mod Organizer.

+Bashed Patch
+Merged Patch
+ReProccer Patches - UU 1.8
+ReProccer Patches - USKRP
+SkyRe Compatibility and ReProccer Patches
+ReProccer Update
+ReProccer
+SUM - SkyProc Unified Manager
+FNIS Creature Pack
+FNIS Behavior
+Immersive Animations
+Dual Sheath Redux
+Enhanced Camera 1.3a-57859-1-3a
+Alternate Start -- New Beginnings
+Alternate Start - Live Another Life
+JContainers
+Wet and Cold
+DibellaSisterhoodSistersUNPv129c
+DibellaSisterhoodSisters131
+DibellaSisterhood131
+mslDeviousCaptures2
+SL Defeat v5.3.1
+Bounty Gold
+SexlabSTDs 1
+SexCrime
+DangerousNights2
+DD - For the Masses
+Devious Devices For Him 8
+Deviously Helpless
+BeeingFemale
+The Notice Board - Dragonborn Patch
+The Notice Board
+SpousesEnhanced version1
+Radiant Schlongs Patch
+Radiant Prost Loose 1.8b
+FurtherLoversComfort
+SexLab Eager NPCs_20150928
+SexLab Romance
+Devious Cidhna v1_8
+Guards attack thugs assassins and more
+FillHerUp
+SexLab Werewolves
+Scarcity
+SLAL AnimationsByLeito v1
+SexLab Aroused Creatures v04.0 Beta 05
+SexLabAroused V21
+MoreNastyCritters9 1
+SLAnimLoader
+When Vampires Attack
+Run For Your Lives
+Extended Encounters
+SexLabSexBounty
+SDPlus343
+Life In Prison
+SexLab Solutions v4.0.2
+Devious Devices Expansion
+DeviousDevices
+Devious Devices Assets
+Death Alternative - Captured
+Death Alternative - Your Money Or Your Life
+SLSW Addicted 3.41
+SkoomaWhore1
+SLDialogues231a
+SexLab CreatureAnimations v160
+Creature Framework 1.0.3
+SL Textures
+SexLabFramework v160 hotfix2 FULL
+Immersive Citizens - AI Overhaul
+More Realistic Carrying 0 1b
+The Dance of Death - A Killmove Mod
+SkyRealism - Encumbrance Dawnguard Edition
+SkyRealism - Encumbrance
+SkyRealism - Capacity and Carry Weight Dawnguard Edition
+SkyRealism - Capacity and Carry Weight
+AmazingFollowerTweaks
+Apocalypse SkyRe Patch
+T3nd0s Skyrim Redone
+Realistic Lighting Overhaul
+Complete Crafting Overhaul Remade
+Frostfall
+Campfire
+Realistic Needs and Diseases
+Dynamic
+Dynamic Things
+Dodge Mod Version
+teleport
+Apocalypse
+Unique
+Unique Uniques
+Immersive Weapons
+Immersive Armors
+CCF Compatibilify Patch for Realistic Needs and Diseases
+Clothing and Clutter Fixes
+Weapons and Armor Fixes Remade
+ZazAnimationPack v61
+SkyUI
+Skyrim -Community- Uncapper
+Fuz Ro Doh
+PSVAC 0982 DB
+PSVAC 0982 DG
+PSVAC 0982
+Realistic Crime Radius
+D13 Faster Get up Stand up animation
+No Skill Limit
+HDT Breast And Butt Physics - TBBP BBP Supported
+PapyrusUtil - Scripting Utility Functions
+XP32 Maximum Skeleton Extended
+SOS_Leito_Schlongs_Addon v1.0.1
+SOS
+HDT Physics Extensions
+RaceMenu v3-4
+UNP
+UNP BASE Main body V1dot2
+Realistic Force
+OneTweak
+Skyrim Project Optimization - Full Version
+Cutting Room Floor
+Mods
*Unmanaged: Bashed Patch, 0
+Unofficial Skyrim Legendary Edition Patch
-Unofficial Dragonborn Patch
*Unmanaged: Dragonborn
-Unofficial Hearthfire Patch
*Unmanaged: HearthFires
-Unofficial Dawnguard Patch
*Unmanaged: Dawnguard
-Unofficial Skyrim Patch

Link to comment

 

 

 

Could you elaborate how to check to see if the .dll is provided by the version I have?

 

Currently, JContainers is near the top of the mods priority list. Nothing is overwriting it according to the mods list, but when I check data, it has "More Nasty Critters" in red text next to it, if that means anything.

 

Ah, I understand now. So moving it DOWN the list = high priority? If that's true, then do I have my whole mod list backwards in MO? And would it be safe to move JContainers way near the bottom of the list just so MNC stops overwriting it?

 

Also an update: that thread I linked to mentioned Radiant Prostitution. I have the RP Tweaked version and made a guess that it might be conflicting in some way, so I disabled it and I no longer get the error. I was using the original RP with no errors before, so it's something with Tweaked, I'm almost sure of it.

 

Edit 2: I reactivated RP Tweaked out of curiosity and it does indeed override JContainers. I checked the mod folder itself and it has a ton of .json files and stuff I assume would go to JContainers. Does that imply RP Tweaked and MNC have older JC versions built in them or something? If so, what would I have to remove? From looking at the files I assume move all the scripts related to the other mods to the JC folder and delete all the duplicates that are already in the JC folders?

 

Edit 3: I have included my modlist.txt from MO. I launched the game after following your advice and moving JC to the bottom. I no longer get the error, however I feel like I did everything completely backwards now. If anyone could take a look at the modlist, please tell me how awful it looks so I can fix it. Thanks!

 

 

# This file was automatically generated by Mod Organizer.

+Bashed Patch
+Merged Patch
+ReProccer Patches - UU 1.8
+ReProccer Patches - USKRP
+SkyRe Compatibility and ReProccer Patches
+ReProccer Update
+ReProccer
+SUM - SkyProc Unified Manager
+FNIS Creature Pack
+FNIS Behavior
+Immersive Animations
+Dual Sheath Redux
+Enhanced Camera 1.3a-57859-1-3a
+Alternate Start -- New Beginnings
+Alternate Start - Live Another Life
+JContainers
+Wet and Cold
+DibellaSisterhoodSistersUNPv129c
+DibellaSisterhoodSisters131
+DibellaSisterhood131
+mslDeviousCaptures2
+SL Defeat v5.3.1
+Bounty Gold
+SexlabSTDs 1
+SexCrime
+DangerousNights2
+DD - For the Masses
+Devious Devices For Him 8
+Deviously Helpless
+BeeingFemale
+The Notice Board - Dragonborn Patch
+The Notice Board
+SpousesEnhanced version1
+Radiant Schlongs Patch
+Radiant Prost Loose 1.8b
+FurtherLoversComfort
+SexLab Eager NPCs_20150928
+SexLab Romance
+Devious Cidhna v1_8
+Guards attack thugs assassins and more
+FillHerUp
+SexLab Werewolves
+Scarcity
+SLAL AnimationsByLeito v1
+SexLab Aroused Creatures v04.0 Beta 05
+SexLabAroused V21
+MoreNastyCritters9 1
+SLAnimLoader
+When Vampires Attack
+Run For Your Lives
+Extended Encounters
+SexLabSexBounty
+SDPlus343
+Life In Prison
+SexLab Solutions v4.0.2
+Devious Devices Expansion
+DeviousDevices
+Devious Devices Assets
+Death Alternative - Captured
+Death Alternative - Your Money Or Your Life
+SLSW Addicted 3.41
+SkoomaWhore1
+SLDialogues231a
+SexLab CreatureAnimations v160
+Creature Framework 1.0.3
+SL Textures
+SexLabFramework v160 hotfix2 FULL
+Immersive Citizens - AI Overhaul
+More Realistic Carrying 0 1b
+The Dance of Death - A Killmove Mod
+SkyRealism - Encumbrance Dawnguard Edition
+SkyRealism - Encumbrance
+SkyRealism - Capacity and Carry Weight Dawnguard Edition
+SkyRealism - Capacity and Carry Weight
+AmazingFollowerTweaks
+Apocalypse SkyRe Patch
+T3nd0s Skyrim Redone
+Realistic Lighting Overhaul
+Complete Crafting Overhaul Remade
+Frostfall
+Campfire
+Realistic Needs and Diseases
+Dynamic
+Dynamic Things
+Dodge Mod Version
+teleport
+Apocalypse
+Unique
+Unique Uniques
+Immersive Weapons
+Immersive Armors
+CCF Compatibilify Patch for Realistic Needs and Diseases
+Clothing and Clutter Fixes
+Weapons and Armor Fixes Remade
+ZazAnimationPack v61
+SkyUI
+Skyrim -Community- Uncapper
+Fuz Ro Doh
+PSVAC 0982 DB
+PSVAC 0982 DG
+PSVAC 0982
+Realistic Crime Radius
+D13 Faster Get up Stand up animation
+No Skill Limit
+HDT Breast And Butt Physics - TBBP BBP Supported
+PapyrusUtil - Scripting Utility Functions
+XP32 Maximum Skeleton Extended
+SOS_Leito_Schlongs_Addon v1.0.1
+SOS
+HDT Physics Extensions
+RaceMenu v3-4
+UNP
+UNP BASE Main body V1dot2
+Realistic Force
+OneTweak
+Skyrim Project Optimization - Full Version
+Cutting Room Floor
+Mods
*Unmanaged: Bashed Patch, 0
+Unofficial Skyrim Legendary Edition Patch
-Unofficial Dragonborn Patch
*Unmanaged: Dragonborn
-Unofficial Hearthfire Patch
*Unmanaged: HearthFires
-Unofficial Dawnguard Patch
*Unmanaged: Dawnguard
-Unofficial Skyrim Patch

 

 

By default moving down the list = higher priority because by default the mods are sorted with ascending priority from top down.  It's a bit confusing because often people write about putting so and so on top of so and so on the list, when technically putting it over or under on the list doesn't mean a thing becasue you can sort the mods by their name if you so please and then the order has nothing at all to do with priority.

 

And yet the sorting of mods happens by moving them up and down on the list.. whilst sorted by priority.  Anyhow, as long as you are aware of how you have sorted them, and how it affects the mod loading, you should be fine.

 

In regards to that, just move the JContainers to higher priority than anything that would overwrite it and you should be fine - there shouldn't be need to delete (or use hide feature) for JContainer files on other mods.

 

From looking at that load order you posted, I'm assuming it's posted there with lowest priority on bottom of the list (I think MO writes the list out in that order), in which case it looks fine on a glance.  That doesn't mean everything's necessarily alright, but at least it's towards right direction - and in many cases the mod load order isn't really critical.  Sky proccer patches (like dual sheath patch, or generally would SUM creates) should go at higher priority than bashed patch or TES5 merged patch (and should generally be generated after you have done first TES5 merged and then bashed patch).

Link to comment

 

 

 

 

Could you elaborate how to check to see if the .dll is provided by the version I have?

 

Currently, JContainers is near the top of the mods priority list. Nothing is overwriting it according to the mods list, but when I check data, it has "More Nasty Critters" in red text next to it, if that means anything.

 

Ah, I understand now. So moving it DOWN the list = high priority? If that's true, then do I have my whole mod list backwards in MO? And would it be safe to move JContainers way near the bottom of the list just so MNC stops overwriting it?

 

Also an update: that thread I linked to mentioned Radiant Prostitution. I have the RP Tweaked version and made a guess that it might be conflicting in some way, so I disabled it and I no longer get the error. I was using the original RP with no errors before, so it's something with Tweaked, I'm almost sure of it.

 

Edit 2: I reactivated RP Tweaked out of curiosity and it does indeed override JContainers. I checked the mod folder itself and it has a ton of .json files and stuff I assume would go to JContainers. Does that imply RP Tweaked and MNC have older JC versions built in them or something? If so, what would I have to remove? From looking at the files I assume move all the scripts related to the other mods to the JC folder and delete all the duplicates that are already in the JC folders?

 

Edit 3: I have included my modlist.txt from MO. I launched the game after following your advice and moving JC to the bottom. I no longer get the error, however I feel like I did everything completely backwards now. If anyone could take a look at the modlist, please tell me how awful it looks so I can fix it. Thanks!

 

 

# This file was automatically generated by Mod Organizer.

+Bashed Patch
+Merged Patch
+ReProccer Patches - UU 1.8
+ReProccer Patches - USKRP
+SkyRe Compatibility and ReProccer Patches
+ReProccer Update
+ReProccer
+SUM - SkyProc Unified Manager
+FNIS Creature Pack
+FNIS Behavior
+Immersive Animations
+Dual Sheath Redux
+Enhanced Camera 1.3a-57859-1-3a
+Alternate Start -- New Beginnings
+Alternate Start - Live Another Life
+JContainers
+Wet and Cold
+DibellaSisterhoodSistersUNPv129c
+DibellaSisterhoodSisters131
+DibellaSisterhood131
+mslDeviousCaptures2
+SL Defeat v5.3.1
+Bounty Gold
+SexlabSTDs 1
+SexCrime
+DangerousNights2
+DD - For the Masses
+Devious Devices For Him 8
+Deviously Helpless
+BeeingFemale
+The Notice Board - Dragonborn Patch
+The Notice Board
+SpousesEnhanced version1
+Radiant Schlongs Patch
+Radiant Prost Loose 1.8b
+FurtherLoversComfort
+SexLab Eager NPCs_20150928
+SexLab Romance
+Devious Cidhna v1_8
+Guards attack thugs assassins and more
+FillHerUp
+SexLab Werewolves
+Scarcity
+SLAL AnimationsByLeito v1
+SexLab Aroused Creatures v04.0 Beta 05
+SexLabAroused V21
+MoreNastyCritters9 1
+SLAnimLoader
+When Vampires Attack
+Run For Your Lives
+Extended Encounters
+SexLabSexBounty
+SDPlus343
+Life In Prison
+SexLab Solutions v4.0.2
+Devious Devices Expansion
+DeviousDevices
+Devious Devices Assets
+Death Alternative - Captured
+Death Alternative - Your Money Or Your Life
+SLSW Addicted 3.41
+SkoomaWhore1
+SLDialogues231a
+SexLab CreatureAnimations v160
+Creature Framework 1.0.3
+SL Textures
+SexLabFramework v160 hotfix2 FULL
+Immersive Citizens - AI Overhaul
+More Realistic Carrying 0 1b
+The Dance of Death - A Killmove Mod
+SkyRealism - Encumbrance Dawnguard Edition
+SkyRealism - Encumbrance
+SkyRealism - Capacity and Carry Weight Dawnguard Edition
+SkyRealism - Capacity and Carry Weight
+AmazingFollowerTweaks
+Apocalypse SkyRe Patch
+T3nd0s Skyrim Redone
+Realistic Lighting Overhaul
+Complete Crafting Overhaul Remade
+Frostfall
+Campfire
+Realistic Needs and Diseases
+Dynamic
+Dynamic Things
+Dodge Mod Version
+teleport
+Apocalypse
+Unique
+Unique Uniques
+Immersive Weapons
+Immersive Armors
+CCF Compatibilify Patch for Realistic Needs and Diseases
+Clothing and Clutter Fixes
+Weapons and Armor Fixes Remade
+ZazAnimationPack v61
+SkyUI
+Skyrim -Community- Uncapper
+Fuz Ro Doh
+PSVAC 0982 DB
+PSVAC 0982 DG
+PSVAC 0982
+Realistic Crime Radius
+D13 Faster Get up Stand up animation
+No Skill Limit
+HDT Breast And Butt Physics - TBBP BBP Supported
+PapyrusUtil - Scripting Utility Functions
+XP32 Maximum Skeleton Extended
+SOS_Leito_Schlongs_Addon v1.0.1
+SOS
+HDT Physics Extensions
+RaceMenu v3-4
+UNP
+UNP BASE Main body V1dot2
+Realistic Force
+OneTweak
+Skyrim Project Optimization - Full Version
+Cutting Room Floor
+Mods
*Unmanaged: Bashed Patch, 0
+Unofficial Skyrim Legendary Edition Patch
-Unofficial Dragonborn Patch
*Unmanaged: Dragonborn
-Unofficial Hearthfire Patch
*Unmanaged: HearthFires
-Unofficial Dawnguard Patch
*Unmanaged: Dawnguard
-Unofficial Skyrim Patch

 

 

By default moving down the list = higher priority because by default the mods are sorted with ascending priority from top down.  It's a bit confusing because often people write about putting so and so on top of so and so on the list, when technically putting it over or under on the list doesn't mean a thing becasue you can sort the mods by their name if you so please and then the order has nothing at all to do with priority.

 

And yet the sorting of mods happens by moving them up and down on the list.. whilst sorted by priority.  Anyhow, as long as you are aware of how you have sorted them, and how it affects the mod loading, you should be fine.

 

In regards to that, just move the JContainers to higher priority than anything that would overwrite it and you should be fine - there shouldn't be need to delete (or use hide feature) for JContainer files on other mods.

 

From looking at that load order you posted, I'm assuming it's posted there with lowest priority on bottom of the list (I think MO writes the list out in that order), in which case it looks fine on a glance.  That doesn't mean everything's necessarily alright, but at least it's towards right direction - and in many cases the mod load order isn't really critical.  Sky proccer patches (like dual sheath patch, or generally would SUM creates) should go at higher priority than bashed patch or TES5 merged patch (and should generally be generated after you have done first TES5 merged and then bashed patch).

 

 

Okay, well I think I understand now. I was under the impression that JC was intended to be set in the load order like a "framework", for other mods to build off of. Now that I know it goes near the end of the order, that makes things a lot nicer.

 

Thank you again!

Link to comment

 

 

Okay, well I think I understand now. I was under the impression that JC was intended to be set in the load order like a "framework", for other mods to build off of. Now that I know it goes near the end of the order, that makes things a lot nicer.

 

Thank you again!

 

 

It is something other mods use, or build off of.  If it had an .esp (or .esm) file, that would probably load pretty early in the load order.  But when it comes to actual module order.. that's basically same as 'install order'.  Anything installed later on will overwrite something installed earlier.. and the problem here is that several mods that use JContainers will 'helpfully' provide it along their own installation.  That too wouldn't be a problem except that those mods are not going to be updated every time JContainers is updated (and even if they did, you're not likely to update all of them right away).

 

It's the same deal with - say - XP32MSE skeleton.  It's certainly something other mods build off of, but again many of the mods will want to provide their own skeleton file - which often is either outdated XP32MSE or some custom skeleton that isn't going to be compatible with some other mod.  So again to make certain that you're actually using the latest XP32MSE - and not some random skeleton another mod provided - you'll want to put it to high priority so that it can overwrite any other skeleton.  Messup with skeleton is among the more common causes of all kinds of random weirdness, largely precisely because so many mods want to install their own version of it - which may work fine with that specific mod, but causes issues with another random mod.

 

NIOverride is another example, Race Compatibility, HDT Physics plugin.. just to mention the few that come to mind.  It may be counter intuitive to load (or install) them -after- the things that need to use them, but it makes a bit more sense when you think of the actual reasons (make sure the newer version overwrites the older ones).

Link to comment

Okay I seem to have a slight problem. For some reason CF refuses to register any creatures, but they are installed via SSL 1.6b. I just see the single "General 1" tab and under that it says "no creature mods installed". I try using the "re-register mods" function and it does nothing. I try unchecking SSL's creatures, and re-checking them to re-install, and nothing. Any help?

Link to comment

Don't have the time to dissect what's going on, so I'm just going to ask: What do the toggles in the menu actually do?  I ask because I have every single thing except the 12 horse varieties toggled off, yet the only creatures in the game that show genitals (that I've seen) are ones I have toggled off: werewolves and trolls.  "Clearing" spells via the menu does nothing; CF Creature Apply remains on.  Horses do not show any change.

 

Pretty confused, all in all.

 

Link to comment

Putting this Here because i have NO IDEA what is causing my problem, but it has to do with creatures so hopefully someone will know.

 

When I get raped by a draugr (either through defeat or Deviously Helpless) the Draugr does the correct animation, but my character does a completely different animation met for sex with other humans. when i try it with other creatures a similar thing happens, except the creatures just stand there and do nothing while i have sex with an invisible person.

 

What is going on and how do I fix it?

 

Edit: After updating a bunch of stuff and doing a clean install the Draugr animations work properly again, however they take several seconds between when they trigger and when they start. the other creatures seem to trigger correctly but then the system seems to 'give up' when they don't start immediately and play the human animation instead.

 

 

plugins.txt

Edited by mr.darkboy2010
Link to comment

If 're-register all mods' is greyed out, CF is already working on it. Wait a bit and try again. If it never un-greys-out, that's your problem--your scripts are wedged somehow. Not sure what to do then--probably uninstall, clean save, and try again.

Link to comment

If 're-register all mods' is greyed out, CF is already working on it. Wait a bit and try again. If it never un-greys-out, that's your problem--your scripts are wedged somehow. Not sure what to do then--probably uninstall, clean save, and try again.

 What if it never registers any mods, and re-registering then never works? As it stands CF has ceased working (at least for me) with SSL 1.61b, and it includes them. And before you ask, yes I have creature animations turned on and installed. CF just refuses to detect them.

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