Ep1cL3w7z Posted February 10, 2015 Author Posted February 10, 2015 So I assume that it is safe to update this from RC7 to RC8 during a game? Yep.
BLZBob Posted February 10, 2015 Posted February 10, 2015 I am not sure this log will help, it was the last one I kept from before I switched back to the old MNC/SLNC. I think my problems with critters not getting an erection during animations or not loosing it after if by chance it did work is simply script lag. My computer is not the fastest and I do use some things like Frostfall. Hope it helps. Papyrus.2 CF8 turbbles.log
SCarverOrne Posted February 11, 2015 Posted February 11, 2015 Really hate to be that guy, but I've been struggling with instability for a while now. To the point I keep starting new games after removing, reordering, redownloading, repatching, etc. all sorts of variations of the mods I want to keep. But this kind of thing keeps popping up in regards to CF. Last thing(s) before CTD [02/10/2015 - 06:06:57PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D30308BA)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]] [02/10/2015 - 06:07:32PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D30308B0)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]] [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (0009B7A9)>]]; already active [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Ma'randru-jo" [WIDeadBodyCleanupScript < (000C8225)>]]; already active [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Karinda" [Actor < (1E01FBCF)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (00068D74)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (DF012C2B)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Khayla" [TrainerGoldScript < (0007433F)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Atahbah" [TGAssaultFenceScript < (00074341)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Ri'saad" [Actor < (00074340)>]]; already active [02/10/2015 - 06:07:52PM] [CF][Creature Apply] Failure on ["Bruse" [brusescript < (7C015B4F)>]]; creature isn't registered; race=["Horse" [Race <AAEMBruseRace (7C041313)>]] skin=["" [Armor < (7C11EB44)>]] [02/10/2015 - 06:07:52PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D302917F)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]] In context, the entire papyrus log of my last game is attached. I am at the point where I don't know what mod(s) is to blame, thought of every potential solution I can, but continue to see CF a lot.papyrus.rtf Mod list attached (mods, not .esp/.esm list). MO lists them upside down (first one listed below, Bash Patch, is last in actuality.) I've added and subtracted (and re-ordered) all this so much I'm losing track of what might cause what. Recently removed Milk Mod Economy, Lovers Comfort, and more thinking they might have been the problem(s), but it seems they weren't. modlist.txt Current plugin order attached (As in at the time of this writing, the papyrus log, etc. - used LOOT, moved the WW stuff down though.)loadorder.txtI have pruned almost everything I don't want to run without. I hope it's as simple as moving CF up or down. Thanks in advance if you took the time to consider all this, any and all help is appreciated.
Ep1cL3w7z Posted February 11, 2015 Author Posted February 11, 2015 Really hate to be that guy, but I've been struggling with instability for a while now. To the point I keep starting new games after removing, reordering, redownloading, repatching, etc. all sorts of variations of the mods I want to keep. But this kind of thing keeps popping up in regards to CF. Last thing(s) before CTD [02/10/2015 - 06:06:57PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D30308BA)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]] [02/10/2015 - 06:07:32PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D30308B0)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]] [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (0009B7A9)>]]; already active [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Ma'randru-jo" [WIDeadBodyCleanupScript < (000C8225)>]]; already active [02/10/2015 - 06:07:38PM] [CF][Framework] Didn't add active actor ["Karinda" [Actor < (1E01FBCF)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (00068D74)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Horse" [Actor < (DF012C2B)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Khayla" [TrainerGoldScript < (0007433F)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Atahbah" [TGAssaultFenceScript < (00074341)>]]; already active [02/10/2015 - 06:07:39PM] [CF][Framework] Didn't add active actor ["Ri'saad" [Actor < (00074340)>]]; already active [02/10/2015 - 06:07:52PM] [CF][Creature Apply] Failure on ["Bruse" [brusescript < (7C015B4F)>]]; creature isn't registered; race=["Horse" [Race <AAEMBruseRace (7C041313)>]] skin=["" [Armor < (7C11EB44)>]] [02/10/2015 - 06:07:52PM] [CF][Creature Apply] Failure on ["slave" [Actor < (D302917F)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]] In context, the entire papyrus log of my last game is attached. I am at the point where I don't know what mod(s) is to blame, thought of every potential solution I can, but continue to see CF a lot.papyrus.rtf Mod list attached (mods, not .esp/.esm list). MO lists them upside down (first one listed below, Bash Patch, is last in actuality.) I've added and subtracted (and re-ordered) all this so much I'm losing track of what might cause what. Recently removed Milk Mod Economy, Lovers Comfort, and more thinking they might have been the problem(s), but it seems they weren't. modlist.txt Current plugin order attached (As in at the time of this writing, the papyrus log, etc. - used LOOT, moved the WW stuff down though.) loadorder.txt I have pruned almost everything I don't want to run without. I hope it's as simple as moving CF up or down. Thanks in advance if you took the time to consider all this, any and all help is appreciated. Those messages are normal, they're just for debugging. I doubt CF is the cause of your instability woes.
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 i dont get it when i get the mod it dosent one admint thad JCon ifen exist the newvs vers of it ifen
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 it keep seying for 3.2.1 jcon thad it missing or not not good vers
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 ok i keep geting error messange seying the verson of jcon is missing or to old and i got it with mnc new vers and it not req it ad all
RebelInfernal Posted February 11, 2015 Posted February 11, 2015 Go to the nexus and download jcon, it's easier to manage on there. You should have jcon 3.2.1. If it's not working switch around the conflict winner for whichever way it is for you, I think jcon needs to win any conflicts but it might be the other way around
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 i have jcon from the MNC and there is ad jcon 3.2.1 and i didnt work i donwload my one 3.2.1 and it didnt work it soo i dont get it why it not admint thad jcon is there and it the right vers
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 it pullshit it sey jcon missing our ot of date, i have seim proplem with mnc8.22 and there it dint work 2
tonykiryu23 Posted February 11, 2015 Posted February 11, 2015 NVM i wonde the proplem got damn mnc 8.23
Ep1cL3w7z Posted February 11, 2015 Author Posted February 11, 2015 NVM i wonde the proplem got damn mnc 8.23 The problem was likely that your out-of-date MNC version was overwriting your up-to-date JContainers installation. The new version of MNC fixes this because it comes with JContainers 3.2.1 bundled.
sinivii Posted February 14, 2015 Posted February 14, 2015 Having problems getting this mod to register the Draugr race. This is a very repeated line in the Papyrus Log: [CF][Creature Apply] Failure on ["draugr" [masterambushscript < (0009ADD1)>]]; creature isn't registered; race=["draugr" [Race <DraugrRace (00000D53)>]] skin=["Draugr Skin" [Armor < (0001FE7F)>]] There's also a lot of these:"cannot be initialized because the script no longer contains that property", but as far as I can tell these are harmless...? I might've misread that though. Entire log if someone is curious enough: http://pastebin.com/ddmh6yzz I gave re-registering a try, and the log I pasted is the result of that. EDIT:Huh, now it works. I didn't change anything, so I have no idea what solved it. Perhaps it was just a re-load of the save that was necessary...? Although I did that multiple times when I was troubleshooting...
Ep1cL3w7z Posted February 15, 2015 Author Posted February 15, 2015 Having problems getting this mod to register the Draugr race. This is a very repeated line in the Papyrus Log: [CF][Creature Apply] Failure on ["draugr" [masterambushscript < (0009ADD1)>]]; creature isn't registered; race=["draugr" [Race <DraugrRace (00000D53)>]] skin=["Draugr Skin" [Armor < (0001FE7F)>]]There's also a lot of these: "cannot be initialized because the script no longer contains that property", but as far as I can tell these are harmless...? I might've misread that though. Entire log if someone is curious enough: http://pastebin.com/ddmh6yzz I gave re-registering a try, and the log I pasted is the result of that. EDIT: Huh, now it works. I didn't change anything, so I have no idea what solved it. Perhaps it was just a re-load of the save that was necessary...? Although I did that multiple times when I was troubleshooting... Looks like the re-registration did its job.
terrorofmorrowind Posted February 19, 2015 Posted February 19, 2015 I don't know if this is an actual bug but for some reason my vampire lord (player) can't get a boner when sexing an npc. The other ones all work fine except my guy. Is it possible it doesn't exist yet or did i screw up something myself?
WaxenFigure Posted February 19, 2015 Posted February 19, 2015 I don't know if this is an actual bug but for some reason my vampire lord (player) can't get a boner when sexing an npc. The other ones all work fine except my guy. Is it possible it doesn't exist yet or did i screw up something myself? Something is not right, Vampire Lords have an erect version so...
terrorofmorrowind Posted February 19, 2015 Posted February 19, 2015 I don't know if this is an actual bug but for some reason my vampire lord (player) can't get a boner when sexing an npc. The other ones all work fine except my guy. Is it possible it doesn't exist yet or did i screw up something myself? Something is not right, Vampire Lords have an erect version so... Sorry for not being clear enough but with "the other ones all work", i meant other npc's that are vampire lords (like the hentai ones from the more critters mod). So, they all work in general except when i try to it on my (player) vampire lord.
Tearoth Posted February 21, 2015 Posted February 21, 2015 Great mod. Seems to work fine for me. Except for one small detail. The Genitals of the Animals doesn't go flaccid again after sex have finished. It keeps being erected. This happened to me after finishing with a Horse. Any way to fix this? My current SexLab Load Order is:SexLab.esmCreatureFramework.esm SexLab AnimalSex.esp MoreNastyCritters.esp SebLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp SexLab Werewolves.esp HentaiCreatures.esp EDIT: It happens with all creatures.
Tearoth Posted February 22, 2015 Posted February 22, 2015 I just realized something... Does Creature Framework provide me with the Menus that pop up, when pressing E (Activate) on a Creature? The ones saying "Sex, Talk to..." ? If so, i guess it's not compatible with SexLab Animal Sex, or atleast SexLab Animal Sex isn't required to interact with creatures? EDIT: Nope. Checked, and there are NO compatibility issues between Creature Framework and SexLab AnimalSex.
dentarr Posted February 22, 2015 Posted February 22, 2015 The only Talk Menu on creatures I know of is from Hentai Creatures
Ailsa Posted February 22, 2015 Posted February 22, 2015 I think that SexChat also lets you talk to creatures after a Defeat event.
Ep1cL3w7z Posted February 22, 2015 Author Posted February 22, 2015 Great mod. Seems to work fine for me. Except for one small detail. The Genitals of the Animals doesn't go flaccid again after sex have finished. It keeps being erected. This happened to me after finishing with a Horse. Any way to fix this? My current SexLab Load Order is: SexLab.esm CreatureFramework.esm SexLab AnimalSex.esp MoreNastyCritters.esp SebLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp SexLab Werewolves.esp HentaiCreatures.esp EDIT: It happens with all creatures. Please post your Papyrus log.
khunzo Posted February 24, 2015 Posted February 24, 2015 Been running this for a while now with MNC - everything Works fine and dandy (except I also have the issue with creatures not reverting to flacid Again, until the framework reinitiates upon load). However on my current playthrough, first one with this in the loadorder. I have been noticing my skse cosave getting unusually large a few KB every save, with my modload it's typically around 40 KB, this playthrough its up to 300 on a lvl 40 character. Not seing any issues with it, but when i poked around in the savefile with a hexeditor 99% of the entries saved are ApplyFailureLogged from CF with active mod SLNC. Is this just the way you store what creatures are not eligible ? like humanoids, or is something gone haywire on my end?, or is there a problem releasing entities?
Ep1cL3w7z Posted February 24, 2015 Author Posted February 24, 2015 Been running this for a while now with MNC - everything Works fine and dandy (except I also have the issue with creatures not reverting to flacid Again, until the framework reinitiates upon load). However on my current playthrough, first one with this in the loadorder. I have been noticing my skse cosave getting unusually large a few KB every save, with my modload it's typically around 40 KB, this playthrough its up to 300 on a lvl 40 character. Not seing any issues with it, but when i poked around in the savefile with a hexeditor 99% of the entries saved are ApplyFailureLogged from CF with active mod SLNC. Is this just the way you store what creatures are not eligible ? like humanoids, or is something gone haywire on my end?, or is there a problem releasing entities? Please provide your Papyrus log so I can see what's causing the perma-erect issue. I've fixed the co-save bloat in RC9.
khunzo Posted February 25, 2015 Posted February 25, 2015 Been running this for a while now with MNC - everything Works fine and dandy (except I also have the issue with creatures not reverting to flacid Again, until the framework reinitiates upon load). However on my current playthrough, first one with this in the loadorder. I have been noticing my skse cosave getting unusually large a few KB every save, with my modload it's typically around 40 KB, this playthrough its up to 300 on a lvl 40 character. Not seing any issues with it, but when i poked around in the savefile with a hexeditor 99% of the entries saved are ApplyFailureLogged from CF with active mod SLNC. Is this just the way you store what creatures are not eligible ? like humanoids, or is something gone haywire on my end?, or is there a problem releasing entities? Please provide your Papyrus log so I can see what's causing the perma-erect issue. I've fixed the co-save bloat in RC9. Summoned a hentai horse and let it go at belethor , Cf registers at line 1081. APapyrus.0.log
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now