WaxenFigure Posted March 27, 2016 Posted March 27, 2016 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.
reikiri Posted March 27, 2016 Posted March 27, 2016 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: 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 Testing the animations with normal npcs (e.g. whiterun guards) didn't cause any CTDs. 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 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
Kinky Posted March 28, 2016 Posted March 28, 2016 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...
reikiri Posted March 29, 2016 Posted March 29, 2016 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.
reikiri Posted April 8, 2016 Posted April 8, 2016 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.
Ep1cL3w7z Posted April 8, 2016 Author Posted April 8, 2016 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.
reikiri Posted April 9, 2016 Posted April 9, 2016 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)
Spacetronaut Posted April 21, 2016 Posted April 21, 2016 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
Ep1cL3w7z Posted April 21, 2016 Author Posted April 21, 2016 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.
Kinky Posted April 21, 2016 Posted April 21, 2016 How do i get rid of this papyrus log spam? "warning: Could not find type CFEffectCreatureApply in the type table in save"
LukeDuke Posted April 21, 2016 Posted April 21, 2016 Why do you guys play with Papyrus logging enabled? I just use it when I really need it.. It also reduces performance when enabled...
reikiri Posted April 21, 2016 Posted April 21, 2016 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.
reikiri Posted April 21, 2016 Posted April 21, 2016 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).
Spacetronaut Posted April 21, 2016 Posted April 21, 2016 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
reikiri Posted April 21, 2016 Posted April 21, 2016 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).
Spacetronaut Posted April 22, 2016 Posted April 22, 2016 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!
reikiri Posted April 22, 2016 Posted April 22, 2016 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).
Wandering_Mania Posted April 24, 2016 Posted April 24, 2016 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?
Fredas Posted April 24, 2016 Posted April 24, 2016 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.
GemGem Posted May 2, 2016 Posted May 2, 2016 Are the mod's Defeat and Scent of Sex supported? I use both but cannot get the creature animations to register with these mods. [edit] The animations do show up in sexlab though.
Painzy Posted May 4, 2016 Posted May 4, 2016 What can I do if the "Re-register all mods" is greyed out? I can't click it, thus not fix the issue with the aroused animals. How can I fix this?
D_ManXX2 Posted May 7, 2016 Posted May 7, 2016 is there a way to check how cf works in game ? i think one of cf scripts malfunction it was spamming papyrus and causes a crash with stacks.
mr.darkboy2010 Posted May 10, 2016 Posted May 10, 2016 (edited) 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 May 12, 2016 by mr.darkboy2010
Bad Dog Posted May 10, 2016 Posted May 10, 2016 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.
Wandering_Mania Posted May 10, 2016 Posted May 10, 2016 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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