RamasesII Posted July 30, 2018 Posted July 30, 2018 I am having an issue, I just dl'd Creature Framework because MNC, and Hentai Creatures said it was missing this. Now I am getting an error at log in saying something about JContainers not being correct version, or not there, and I have it, I even dl'd it to make sure it was current version. Wondering if anyone else has seen this, and has a fix? Thanks for your time. R.
RamasesII Posted July 31, 2018 Posted July 31, 2018 have done Reinstall of Jcontainers, and Creature Framework, same issue. Just going to delete CF.
MadMansGun Posted July 31, 2018 Posted July 31, 2018 4 hours ago, RamasesII said: . https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/
Bad Dog Posted August 2, 2018 Posted August 2, 2018 I think the peen swapping is broken (in the SSE version at least) in the situation where there is a base skin, a "normal" armor that is only the peen, and an "aroused" armor that is only the peen. Initially, the normal armor is shown; on arousal the aroused armor is shown; but when the creature goes back to unaroused the peen disappears and the creature is neutered. The log says it was applied and it is in the creature's inventory. Equipitem from the console makes it appear. I'm guessing there's a race condition or something in the equip logic. I looked briefly and didn't see anything obvious. I'm remembering somewhere seeing code that equipped an item, waited a fraction of a second and then equipped it again just in case the first time didn't take. I wonder if that's needed here. BTW the whole "puppet" thing in SL is awesome. It makes all this debugging much easier.
Bad Dog Posted August 7, 2018 Posted August 7, 2018 This fixes it: ; 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 if actorForm.GetItemCount(armorForm) == 0 actorForm.AddItem(armorForm, 1, true) Utility.Wait(0.5) ; <<<< give the engine time endIf actorForm.EquipItem(armorForm, false, true) endFunction
shencereys Posted August 12, 2018 Posted August 12, 2018 I see there is a very lively discussion about this mod, its very interesting to read. I'm hoping I can interrupt for moment. I'm having a new issue that's perplexing me. I have never noticed the issue previously, however it's possible i've had it for some time. When sexlab is filling actors for an animations, it's sometimes selecting nearby actors that shouldn't be allowed in the animation, when creatures are involved: E.g. Falmer + Charus in an animation that's for all falmers (causing all actors to stand at idle in a clump). It is correctly grabbing the right number of participants, and sorting their genders, but failing to exclude participants that shouldn't meet the criteria. (eg throwing trolls in an animation for draugurs) This occurs with several methods that are capable of calling 3+ actors at once (matchmaker, defeat, petcollar ), and with any/all of these mods disabled in any combination. This occurs with old saves and new games both. This occurs with both new and old version of CF & MNC I have not yet tried reinstalling FNIS or the Creature Pack, or SexLabFramework if anybody thinks that might help...hoping to not have to. I am using MO I can provide more information if this is insufficient to begin diagnosis. succeed in helping me to get this fixed and I'll get you a pizza.
MadMansGun Posted August 12, 2018 Posted August 12, 2018 18 minutes ago, shencereys said: . that sounds like a SL Defeat problem, not a CF problem. CF has nothing to do with starting animations. 1
shencereys Posted August 12, 2018 Posted August 12, 2018 38 minutes ago, MadMansGun said: that sounds like a SL Defeat problem, not a CF problem. CF has nothing to do with starting animations. Thanks for having a look so far, One thing though - it's doing it with defeat uninstalled and in saves where I neveer installed it in the MCM; Unless having its files installed is having some effect i'm ignorant of..? It's also seeing it happen with matchmaker and pet collar (pet collar also can call nearby creatures to an actor). I guess if matchmaker also has no logic to forbid incompatible creature actors, then it's possible petcollar ALSO has no logic to forbid incompatible creature actors, in which case nothing's broken except perhaps my defeat config? But if CF has nothing to do with starting animations or forbidding actors then I'm already in the wrong place... happy to go there if someone could be so kind as to direct me. If it turns out Matchmaker & petcollar don't forbid and defeat is the issue I think I owe you that pizza MadMansGun, because if the problem is just some defeat config tweaks i'm confident I can get that worked out.
MadMansGun Posted August 12, 2018 Posted August 12, 2018 41 minutes ago, shencereys said: . Matchmaker can have that problem as well but it has more to do with sexlab itself, it sometimes gets "confused" when creatures are involved (more so with my creature on creature animations), activating the human/s first and then the creature/s helps deal with the problem but mass matchmaker and defeat don't do that, defeat is much more likely to encounter the problem because it just spams all the actors around you in no order, and since SexLab has a 2 race limit you end up with no animations when it tries to force 3. 1
shencereys Posted August 12, 2018 Posted August 12, 2018 45 minutes ago, MadMansGun said: Matchmaker can have that problem as well but it has more to do with sexlab itself, it sometimes gets "confused" when creatures are involved (more so with my creature on creature animations), activating the human/s first and then the creature/s helps deal with the problem but mass matchmaker and defeat don't do that, defeat is much more likely to encounter the problem because it just spams all the actors around you in no order, and since SexLab has a 2 race limit you end up with no animations when it tries to force 3. wow, i had no idea I'm sort of suprised ive never run into this yet then. I've been using Sexlab and creatures and defeat for years and never seen it til lately. It's definitely possible i've just never triggered a situation that would cause this, though, since different base creature types bearing the same faction tend not to mix in the same place out in the wild. Maybe my never having seen it has a lot to do with the recent bout of 3+ actor creature anims like billyy etc have put out. I haven't had but a handful 3+ actor creature anims installed until recently so.. So just to confirm, - Sexlab may try to grab a mismatched mix of creatures (mismatched meaning trying to fill a Draugur slot with a Charus) then START the animation anyway , (an animation starts with [Draugurx2+Chaurus+Human] actors but it's meant only for [Draugurx3+Human]) which results in most actors standing at idle with perhaps one or two "movers", comically thrusting away at air? enjoy the pizza
MadMansGun Posted August 12, 2018 Posted August 12, 2018 9 hours ago, shencereys said: So just to confirm, - Sexlab may try to grab a mismatched mix of creatures (mismatched meaning trying to fill a Draugur slot with a Charus) then START the animation anyway , (an animation starts with [Draugurx2+Chaurus+Human] actors but it's meant only for [Draugurx3+Human]) which results in most actors standing at idle with perhaps one or two "movers", comically thrusting away at air? pretty much, Falmer, Dwarven, Riekling and Draugr areas are much more likely to get the problem than anywhere else because of the mixed races you fight in those areas: Falmers and 3 different races of Charus bugs. Dwarven Spiders, Spheres, Centurions and Ballistas. Rieklings and Boar Riders. Draugrs, Skeletons and Dragon Priests. 1
RamasesII Posted August 13, 2018 Posted August 13, 2018 On 7/31/2018 at 4:57 PM, MadMansGun said: https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ Thank you. Ok so I want to say that I believe I followed your guide, but moving plugins around is not something I am to familiar with, in fact I moved them around and now my game will not load at all. Hoping maybe you can look at it, and tell me where I borked it all up? 81218 Load order SSE.txt
MadMansGun Posted August 13, 2018 Posted August 13, 2018 1 hour ago, RamasesII said: Thank you. Ok so I want to say that I believe I followed your guide, but moving plugins around is not something I am to familiar with, in fact I moved them around and now my game will not load at all. Hoping maybe you can look at it, and tell me where I borked it all up? 81218 Load order SSE.txt i think you have Schlongs of Skyrim.esp in the wrong spot, i see "SOS - Smurf Average Addon.esp" and "SOS - VectorPlexus Regular Addon.esp" loading before it.
RamasesII Posted August 13, 2018 Posted August 13, 2018 ok I looked at it, found: SoS core.esm SoS Vector SoS Smurf and way down the list : SoS.esp Move .esp up to just under the .esm <cause it wouldn't let me go above. Moved the Vector and Smurf up so all 4 were together. Still dont start. and if I run Loot, it wants to move the .esp back down. confused, and thankyou for helping. EDIT: so I started unclicking boxes in my plugins area of NMM, and when I clicked of SL Tools, clicked the SKSE launcher, nothing happened for about 5-6 seconds, so I clicked it back on to try another box, but the game started, loaded the menus, and seemed to work ok. Tried it again without rechecking itthe box, and the game started but no menus. is it possible I have Tools in the wrong spot?
MadMansGun Posted August 13, 2018 Posted August 13, 2018 10 hours ago, RamasesII said: so I started unclicking boxes in my plugins area of NMM, and when I clicked of SL Tools, clicked the SKSE launcher, nothing happened for about 5-6 seconds, so I clicked it back on to try another box, but the game started, loaded the menus, and seemed to work ok. Tried it again without rechecking itthe box, and the game started but no menus. is it possible I have Tools in the wrong spot? not that i know of, the only thing that can make SL Tools kill skyrim is missing scripts, Eg: forgetting to install UIExtensions.
RamasesII Posted August 13, 2018 Posted August 13, 2018 1 hour ago, MadMansGun said: not that i know of, the only thing that can make SL Tools kill skyrim is missing scripts, Eg: forgetting to install UIExtensions. well I can try to re-install UIExt and see it that helps, but for now if I dont load SL Tools game runs.
HolyHand Posted August 20, 2018 Posted August 20, 2018 how to make creature framework appear in MCM without start a new game? Never installed any mod in my current save until exit the helgen cave, CF is the first mod that i've install after its prerequisite, now i'm at high hrothgar and this is the first day that i know CF MCM menu exist by start a new game.
Bad Dog Posted August 20, 2018 Posted August 20, 2018 You hardly ever need to start a new game to load up a new mod. Certainly you don't for CF.
HolyHand Posted August 20, 2018 Posted August 20, 2018 what is the cause that make CF not appear in MCM for old save? i try to find the solution around, many people also got this problem some fix with setstage ski_configmanagerinstance 1 but that command seem like doesn't work since2017 Edit: delete CF then start a new game, save and exit, then install CF. I guaranteed that CF not gonna show up in MCM ISSUE: creature framework not show up in MCM for old save solve: start a new game
MadMansGun Posted August 20, 2018 Posted August 20, 2018 5 hours ago, HolyHand said: Edit: delete CF then start a new game, save and exit, then install CF. I guaranteed that CF not gonna show up in MCM my save works fine, the problem is on your end. Quote Creature Framework Troubleshooting: "Creature Framework API reference not found" error and/or the MCM for Creature Framework is missing: you need to install the .bsa file from Sexlab Aroused to fix this problem.http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/ Aroused mesh not getting applied during animations: go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. note: if you have SexLab Aroused fully installed you may need to lower the "Arousal threshold" setting in the Creature Framework MCM. Creature Framework not registering mods or stuck in a registering loop: try reinstalling JContainers.https://www.nexusmods.com/skyrim/mods/49743/?
HolyHand Posted August 20, 2018 Posted August 20, 2018 Thanks for help and analyze my problem. I'll just start the new game
Caliban44 Posted August 30, 2018 Posted August 30, 2018 On 8/20/2018 at 7:23 AM, HolyHand said: what is the cause that make CF not appear in MCM for old save? i try to find the solution around, many people also got this problem some fix with setstage ski_configmanagerinstance 1 but that command seem like doesn't work since2017 Edit: delete CF then start a new game, save and exit, then install CF. I guaranteed that CF not gonna show up in MCM ISSUE: creature framework not show up in MCM for old save solve: start a new game try this mod over on nexusmods jaxonz mcm kicker the file number is 57795 this help with mods not showing up in the mcm
Nohrin Posted September 1, 2018 Posted September 1, 2018 Is there anyway to have animals added by SkyTest to have penises? Perhaps a patch? I'm not sure if they're supposed to by default, but all Skytest related animals do not have any penises, and I have tried pretty much everything to get them to.
echotest123 Posted September 1, 2018 Posted September 1, 2018 7 minutes ago, visoth said: Is there anyway to have animals added by SkyTest to have penises? Perhaps a patch? I'm not sure if they're supposed to by default, but all Skytest related animals do not have any penises, and I have tried pretty much everything to get them to. Have a look at and the changelog, maybe it's already included.
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