Sacremas Posted February 25, 2015 Posted February 25, 2015 Sorry, I can't help you there, my current character is a paladin type so RP is not appropriate for her, once I get a bit on the way in my next playthrough (Requiem Vampire Succubus) and explore that a bit I'll be able to reply here. But that'll probably be a LONG way off.
halieslade Posted February 25, 2015 Author Posted February 25, 2015 Sorry, I can't help you there, my current character is a paladin type so RP is not appropriate for her, once I get a bit on the way in my next playthrough (Requiem Vampire Succubus) and explore that a bit I'll be able to reply here. But that'll probably be a LONG way off. Well, after all the great help you've given already, it's ok. Enjoy your Paladin
Sacremas Posted February 25, 2015 Posted February 25, 2015 She's a paladin werewolf futunari who's currently pregnant with a giant, so you know... my definition of Paladin may not be everyone's definition of Paladin!
halieslade Posted February 25, 2015 Author Posted February 25, 2015 She's a paladin werewolf futunari who's currently pregnant with a giant, so you know... my definition of Paladin may not be everyone's definition of Paladin! Holeeeeee!! That's a fascinating idea! I look forward to some updates from you.
Sacremas Posted March 3, 2015 Posted March 3, 2015 Everything still good, your game running fine without problems you can't manage on your own? Just the periodic housecall you see.
halieslade Posted March 4, 2015 Author Posted March 4, 2015 Everything still good, your game running fine without problems you can't manage on your own? Just the periodic housecall you see. Thanks for checking back! Everything so far is smooth, however ... I got brave but tried hard to be cautious about how and which mods I added. So I removed Verdant (again) and went back to Grass on Steroids - Goldilocks version. Everything worked fine. Added a couple of minor armor/clothing mods and then got really brave and stuck "Immersive Creatures" into the load. I think that's where my problems started, because no matter how I mess with load order a few of my SexLab creature mods have stopped working. I didn't think Immersive Creatures would nerf the generic Skyrim creatures, but I'm about to do an experiment and remove I.C. and see if that fixes it. The textures on one of the armor mods, "Bob's Boots for CBBE" do not show up -- well maybe 2 or 3 of the boot styles work. The others are just transparencies that erase my lower legs. I've been too busy fussing with creatures to really worry about fixing Bob's Boots yet, but load order doesn't seem to matter so I'm wondering if MO didn't install it correctly.
Sacremas Posted March 4, 2015 Posted March 4, 2015 For Skyrim Immersive Creatures there's no naked nifs for most of those creatures in the files that are provided, so if the creature is a new one then your sexlab creature won't work on it, or it'll be dry humping. Things like Frost Giants are new and added by the mod so can't be naked, but Elder Giant Berserker is fine, that can be naked. Same goes for special variants from all mods, you can have sex with a frost troll elder but you will never have sex with a swettroll. Most of the creatures aren't going to work, you're never going to have Draman sex until they make a patch for it for example. For load order place SIC above your creature mods, and to be certain use a TES5Merged patch. If you want a challenge throw in Revenge of the Enemies as well (including SiC Revenge as well), that will really make Vampires, Falmer and dragon priests something special to fight. Revenge is fully compatible with sexlab... but more towards the defeat spectrum. Don't try your luck on dragon priests until you're over level 30 and well geared, including TONS of resistance as they deal a fukton of damage, as an ancient lich should. Note that SPERG actually has less maximum possible resistance than vanilla does to even out some of the feats you get that grant permanent dodge and reduce incoming damage by 20 % or more or magic absorb ontop of magic resist. It's very easy to max out your magic resist using only a few perks (2 if you're Breton, three if you're anyone else) and no armor enchants, and get about 55 % resistance in other elements, making it very easy to enchant gear to max out your cap on just a couple of items. I had a look at Bob's boots, it's packaged in a very peculiar fashion with each boot in a separate archive, just a minor scewup on either author or MO's virtual data library's building will cause them to not show up. As long as you during install set the "Bob's Boots CBBE" as the data directory then you've done your part. Obviously make sure you use HDT and HDT high heels, and get the patches for the mod.
halieslade Posted March 4, 2015 Author Posted March 4, 2015 Fixed the problem by removing Immersive Creatures completely I wasn't thinking so much of sexytime as just having something different to kill when I hunted. No big. Yeh, I saw that with Bob's. I think the installation is borked so I'll uninstall/reinstall again. Otherwise, back to working well. I was skeptical about GoS after my other experience, but I think the Goldilocks version is "just right" (hahaha).
halieslade Posted March 4, 2015 Author Posted March 4, 2015 Ok, turns out I do have a question. I've been running Wyre Bash to create bash patches for a couple of weird mods that claim it's needed whenever I add/remove a mod. It works great, but whenever I close WB, MO has unchecked Skyrim.esm and my entire mod list then shows the "missing master" flag. Not hard to re-enable the esm, but that's weird behavior. Hadn't seen it before. Texture issues are the main thing preventing me from my next experiment: using BodyChange to have 2 or 3 body types available at all times. I'm using CBBE right now and keep seeing amazing UNP and 7Base armor/clothing I want. And I'd love to try out the Lady Body mod for some of the sexy armor I've seen. But if I can't get a simple pair of boots to work, my faith in being able to use BodyChange is out the window. Also, I did find a pretty handy mod for anyone using SexLab mods -- "Auto-unequip Ammo". While it's not that big of a deal to open inventory when sex animations start and unequip my arrows, it's so much nicer to have this and unequip both bow and arrows at the same time just with a hotkey. It's a small esp, worked flawlessly out of the box!
Sacremas Posted March 4, 2015 Posted March 4, 2015 Okay that's not right, because MO CAN'T uncheck Skyrim.esm (try to do it manually, if you can you have something SERIOUSLY wrong with either your Mod Organizer or Skyrim install), it's impossible, that's not a mod anything can uncheck because it causes EVERYTHING else to fail. I'm sure it has to be something else it's unchecked, like Sexlab.esm? I'll walk you through patching; First off I want you to scroll down to the bottom of your mod list and find Overwrite, make sure you don't have any categories or nexus links selected if you can't see it. Double click that, it should not be red, if there are files in your Overwrite then if you don't know where to put them delete them. Run Wrye Bash through Mod Organizer like anything else by adding it as an executable and running it, now scroll down to the bottom and find Bashed Patch, 0.esp, right click that and select Rebuild Patch, you don't want to do anything else in Wrye Bash. At this point you may get an error about derelict masters, if you do then exit Wrye Bash and fix your load order for those files (probably because something that depended on one mod got loaded before it), and go back into Wrye Bash. You'll possibly see a Merge mods selection, these should be ONLY .esp's, never select merge on an ESM if it's possible at all. Also check your load order if anything that Wrye Bash wants to merge is used as a master by another mod, in that case do not merge that patch, DO NOT recheck a mod after it's been merged so keep in mind which files are merged, if you don't want to rememeber them then don't merge any mods at all by unchecking that option. The main thing you want Wrye Bash to fix is Leveled Lists, leave that checked and only check the others if the mod you are installing it for specifically gave you instructions to check them. You don't need any of the game adjustments because you got SkyTweak, you can do any of them from in-game. When you're done looking over select Build Patch and let it finish, it doesn't matter if you activate it from here or not however. Once back into Mod Organizer your Bashed Patch, 0.esp has ended up on the bottom of your load order and the mods it merged has been unchecked... however the mod's physical placement is in your Overwrite folder and nothing should ever be in your overwrite folder as said because it'll overwrite everything else. So enter your Overwrite folder and make sure that the only file you have there is Bashed Patch, 0.esp, if you have any other files you didn't clear out your overwrite folder to begin with. Delete any files that's not this ESP. Exit the overwrite folder, right click it and select Create New Mod and name it something like "Wrye Bash Patch for PuppyPorn" or whatever, so you'll remember. Now activate your new mod and Bashed Patch, 0.esp will be at the bottom of your load order again, activated. If it deactivated anything else that caused mod dependencies to fail then you either have something wrong with your Mod Organizer or your Wrye Bash, make sure they're both of the latest version, and make sure you did the step on merge patches where you made sure these actually were things you didn't need. By default Wrye Bash can't merge any mod that disabling it would cause a dependency error, even if you decide to merge something like Radiant Schlongs Patch which normally can be merged (it's the Schlongs of SKyrim patch for Radiant Prostitution, which can almost always be merged) then Wrye Bash will be unable to merge it if you've somehow made that mod a master of another mod accidentally (which you shouldn't do, always deactivate these types of files before running mods like Everbody's Different that can cause that, and make sure you don't cause it yourself in TES5Edit). By the way, specifically waht mod is it that claims it absolutely needs Wrye Bash? Some falsely say so, like for example Deadly Wenches claim so but as long as you don't have Diverse Guards it doesn't matter, you'll get wenches anyway.
Sacremas Posted March 4, 2015 Posted March 4, 2015 I've never used Bodychange or anything like that because it doesn't like to play nicely with the armor mods you have installed for your NPCs, and unlike you I actually care what my girls look like both in armor and naked, so if I have a sexy armor installed I want to see it on them, and not have their bodies deform when they take it off. By the way there's nothing stopping you from using those armors anyway. Fuck em, you can use unp armor on a HGEC body even, because the armor has a separate body mesh to it, you'll always be wahtever body the armor is sized for. The reason they claim it's required is because as soon as your HGEC girl with KK tits standing like bazookas take off your ultra-slim UNP armor, the body will bounce back to it's naked mesh instaead. Also texture files will distort your neck and cleavage and the like if your skin can be seen. If you're using UNP body then the UNP skins fit sevenbase bodies just fine with no deformity, you'll just see your body changing shapes. Think of it as the corset effect if you've sized your body to be something of a medium between the armors you're using. Personally however I'm very much into realism so seeing bodies bounce back and forth on undress would just rob me of my immersion, so I use UNPB and only UNPB armors. And yeah I probably should have mentioned Auto Unequip Ammo in my guide, it's something I've used for years. Except when I'm using Equipment Overhaul where I can actually see every single item in my inventory on my body so I'll have a pair of knives, a pair of one handed swords, an axe and a mace, a two hander, a crossbow and a long bow along with a backpack and a cloak for example. Looks... heavy. I only use that on big burly males running realisitc survival mods.
Sacremas Posted March 4, 2015 Posted March 4, 2015 By the way if you removed SIC you want to run Savetool on your game, you have a quite a few scripts flying around in your save. For your sake you likely had ClearInvalidRegistrations=1 in your SKSE.ini, if you didn't... well you can always reinstall it and go back to a save where you hadn't uninstalled it yet! 'Note by the way that I use Skyrim Immersive Creatures, and I'm pregnant with a giant still, so clearly it doesn't stop naked creature mods from working, you just have to be selective in which creatures you decide to sex up and be able to tell the difference between a mod added one or base skyrim one. If you're unsure enter Console, click the creature and on the right side you should see Locate if that says skyrim.esm or any of the official DLCs then it's fine, sex it up (unless it's a dwarven centurion, bah I got annoyed when I couldn't have robot sex, same with the mammoth), if it says Skyrim Immersive Creatures or anything but Sexlab mods then it's off the table.
halieslade Posted March 4, 2015 Author Posted March 4, 2015 First off I want you to scroll down to the bottom of your mod list and find Overwrite, make sure you don't have any categories or nexus links selected if you can't see it. Double click that, it should not be red, if there are files in your Overwrite then if you don't know where to put them delete them. Run Wrye Bash through Mod Organizer like anything else by adding it as an executable and running it, now scroll down to the bottom and find Bashed Patch, 0.esp, right click that and select Rebuild Patch, you don't want to do anything else in Wrye Bash. At this point you may get an error about derelict masters, if you do then exit Wrye Bash and fix your load order for those files (probably because something that depended on one mod got loaded before it), and go back into Wrye Bash. You'll possibly see a Merge mods selection, these should be ONLY .esp's, never select merge on an ESM if it's possible at all. Also check your load order if anything that Wrye Bash wants to merge is used as a master by another mod, in that case do not merge that patch, DO NOT recheck a mod after it's been merged so keep in mind which files are merged, if you don't want to rememeber them then don't merge any mods at all by unchecking that option. The main thing you want Wrye Bash to fix is Leveled Lists, leave that checked and only check the others if the mod you are installing it for specifically gave you instructions to check them. You don't need any of the game adjustments because you got SkyTweak, you can do any of them from in-game. When you're done looking over select Build Patch and let it finish, it doesn't matter if you activate it from here or not however. I've already been doing that (just did it again as you outlined). There are no derelict masters in either WB or LOOt. Once back into Mod Organizer your Bashed Patch, 0.esp has ended up on the bottom of your load order and the mods it merged has been unchecked... however the mod's physical placement is in your Overwrite folder and nothing should ever be in your overwrite folder as said because it'll overwrite everything else. So enter your Overwrite folder and make sure that the only file you have there is Bashed Patch, 0.esp, if you have any other files you didn't clear out your overwrite folder to begin with. Done and done. By the way, specifically waht mod is it that claims it absolutely needs Wrye Bash? Some falsely say so, like for example Deadly Wenches claim so but as long as you don't have Diverse Guards it doesn't matter, you'll get wenches anyway. I double-checked and now I'm not sure. I was up late last night going through Nexus looking at mods and downloaded a bunch to my PC that I did not install but wanted to hang onto for later (like Falskaar). One that I did install specifically instructed to run Wrye Bash any time I added or removed another mod, but after reviewing the mods that I ended up keeping in my load order, I don't see any. False alarm, I guess. And yeh, I have ClearInvalidRegistrations=1 going back to before I threw up my hands and asked for help Ran Savetool just now. 466 orphaned script instances! Glad that's cleaned up. Holy moly.
Sacremas Posted March 4, 2015 Posted March 4, 2015 Glad that worked out for you, I'm hoping you'll retry SIC at a later date with a better load order however as it's great. Very happy you're still playing the game and making progress when you seemingly came so close to quitting entirely earlier.
halieslade Posted March 4, 2015 Author Posted March 4, 2015 Glad that worked out for you, I'm hoping you'll retry SIC at a later date with a better load order however as it's great. Very happy you're still playing the game and making progress when you seemingly came so close to quitting entirely earlier. Yeh I let the frustration get the best of me. I'm a very long-time gamer and I managed to run a few mods even before Morrowind and Oblivion, but nothing I've ever tried offered the same flexibility and expanded opportunities as Skyrim modding. It would seem that comes with the price of complexity and ease of screwing things up You're the biggest reason I'm still playing. I'd either be back to vanilla Skyrim or on to another game without your help.
Sacremas Posted March 4, 2015 Posted March 4, 2015 Oh you have way more experience than me then, I started modding on Skyrim, then went back to Fallout New Vegas and modded that, then Fallout 3. I tried Oblivion but after tons of time picking my mods I got a CTD every time out of the imperial dungeons so I gave up. Really wanted to try some mods like Unnecessary Violence and the sex stuff that was then. I may go back to it now with the knowledge I have now, after all MO works for Oblivion as well, I have a Fallout 3 game set up with MO and a lot of the same tools (Wrye Bash and TES5Edit or rather the FO3 versions) with hundreds of merged mods. Which by extension hopefully means that modding Fallout 4 and TES6 will be much easier than our experience here. I just have one of those heads that's only good for one thing, if I care about something things go like a sponge in there, I remember mods and maps I made for games in the 1990s like it was last week (hell one of them got be a job offer from Blizzard pre WoW, but what the hell do you do with that when you're a kid living in Norway?), and if I don't then it's like I have Altzheimers, and I'm not kidding, I'm a horrible person to be around in RL. So if my obsessive behaviour can help out some of my fellow gamers so they don't necessarily have to obsess quite so much about it, then I don't feel quite so selfish about it! So as you see, I did it all for my own benefit entirely.
Sacremas Posted March 10, 2015 Posted March 10, 2015 You might be interested in that I just solved the JContainers save game kill issue, and here's how you can do it to get rid of that problem for good; Double click Radiant Prostitution in Mod Organizer, go to Filetree and expand SKSE until you get to JContainers.dll, right click it and select Hide. That's it, you can now install JContainers, Creature Framework and Radiant Prostitution in any order you wish. Do the same for any future mods that may use JContainers and bundle it, get rid of that damn bundle and install the newest version separately instead.
Sacremas Posted May 5, 2015 Posted May 5, 2015 If you're still around and playing, you might be interested in this; https://mega.co.nz/#!1RxAwArI!bj1rN3DutBHFr8Bau07cYAMJPIFFBy0ZxNiTLxwBp7Q This is latest Radiant Prostitution with the old JContainers that was killing your saves taken out, and with updated scripts. You can run this alongisde More Nasty Critters and the like and it'll work just fine. Make sure you have downloaded a separate JContainers to use with this.
Caliban44 Posted June 18, 2015 Posted June 18, 2015 Final update: Apparently, when Steam says "Delete local content", they're not being 100% accurate. After it failed the first time, by manually deleting the entire Data folder and then getting Steam to delete local content, I was finally able to get a working copy of the base game going! Now it's time to carefully and patiently add my top priority mods back in, one at a time. There really is hope on the horizon! why are you re-dl'ing when steam as this little thing called "backup and restore games"
Caliban44 Posted June 19, 2015 Posted June 19, 2015 I didn't know that JContainers was needed for Creature Framework. I have CF installed and it's working fine inclduing alternate looks for naked creatures and I don't have JContainers installed at all. No idea what I did to make it work without requirements. more nasty critters comes with jcontainers
Sacremas Posted June 19, 2015 Posted June 19, 2015 Thread necrofilia alert! As far as I know the OP doesn't post here any longer, or I haven't seen her in a while. All of those quotes are vastly outdated by now.
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