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Incorrect SexLab Scenes and Random Crashes


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Posted

So, I finally got everything installed from a fresh re-install of Skyrim, configured all the MCM stuff, and was playing using an Immerslave Alternate Start.  I've been getting random crashes during my SD+ enslavement, and I'm unsure why.  I'm thinking it may be too many scripts running at once, but I'm not sure if that is the case.
 
Secondly, I'm getting the incorrect animation for a particular scene.  By this I mean that a mod may request an aggresive, or a multiple npc scene, or so forth, the scene will trigger, an aggressive animation (or whatever) will say it's playing at the top left, the PC and NPC will undress, and then a new animation says its playing which is not aggresive/related to the actors involved.  Basically, it's like a mod calls for a scene, gets it, then another scene is called which had different tags.  I disabled the Zaz animation "Override" tag, but that didn't really help.  I was getting three calls at one point, but I don't know what I did to make it stop and only give me two.

 

As for what I've tried....
 
I'm using Mod Manager (just switched to it from NMM, so I may be doing something wrong in installation)

I've cleaned the skyrim masters with TES5Edit

I created a Wyre Bash bashed patch and merged quite a few plugins into single esps

I've run FNIS with no errors, I've run the ASIS, Automatic Variants, and Patchus Maxiums patchers

I've sorted my load order with LOOT, and then made a few manual adjustments

I've adjusted my mod priorities in mod organizer

I've set my skse.ini plugin up with 512mb (which, according to Memory Blocks Log, I've yet to get anywhere near), and my vram to be 4096 since that's as high as Windows 10 will let DirectX 9 applications access.

I even ran my most recent save through Papyrus Util to remove invalid script references and there were none.

 

After having done all that, Mod Oragnizer, LOOT, and TES5Edit have me no errors regarding missing masters, load order problems, or any such other errors, and everything loaded perfectly fine on a new game creation.
 
Load Order (like I mentioned above, I have a few merged esps, mostly just mod patches) :

 

0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Skyrim Project Optimization - Full Version.esm
6 6 Falskaar.esm
7 7 Wyrmstooth.esp
8 8 Unofficial Skyrim Legendary Edition Patch.esp
9 9 CreatureFramework.esm
10 a dcc-soulgem-oven-000.esm
11 b SexLab.esm
12 c Devious Devices - Assets.esm
13 d SexLabAroused.esm
14 e SkyTEST-RealisticAnimals&Predators.esm
15 f Campfire.esm
16 10 moonpath.esm
17 11 ZaZAnimationPack.esm
18 12 MiasLair.esp
19 13 Devious Devices - Integration.esm
20 14 Devious Devices - Expansion.esm
21 15 ETaC - RESOURCES.esm
22 16 hdtHighHeel.esm
23 17 WM Flora Fixes.esp
24 18 RSkyrimChildren.esm
25 19 ScocLB.esm
26 1a daymoyl.esm
27 1b Schlongs of Skyrim - Core.esm
28 1c StrapOnbyaeonv1.1.esp
29 1d dD - Realistic Ragdoll Force - Realistic.esp
30 1e LoadScreens.esp
31 1f ETaC - Complete.esp
32 20 LocationChanges.esp
33 21 A Blur In Time - Dungeon Restoration.esp
34 22 RealisticRoomRental.esp
35 23 LegacyoftheDragonborn.esp
36 24 AOS.esp
37 25 Guard Dialogue Overhaul.esp
38 26 Complete Alchemy & Cooking Overhaul.esp
39 27 Weapons & Armor Fixes_Remade.esp
40 28 Complete Crafting Overhaul_Remade.esp
41 29 Purity.esp
42 2a Immersive Citizens - AI Overhaul.esp
43 2b SDO Full-LOD - The Morthal Swamp Complete.esp
44 2c Skyrim Immersive Creatures.esp
45 2d fallentreebridges.esp
46 2e NPCs Protected and Uncapped.esp
47 2f Immersive Sounds - Compendium.esp
48 30 PerkusMaximus_Master.esp
49 31 PerMa Expansion 1 - Wintermyst.esp
50 32 PerkusMaximus_Mage.esp
51 33 Civil War Overhaul.esp
52 34 Rebirth Monster.esp
53 35 BetterQuestObjectives.esp
54 36 Book Covers Skyrim.esp
55 37 Morrowloot.esp
56 38 ProudspireManorChildBeds.esp
57 39 hydra_slavegirls.esp
58 3a Skyrim Immersive Creatures - DLC2.esp
59 3b SexLabNudeCreatures.esp
60 3c SexLabNudeCreaturesDB.esp
61 3d SexLabNudeCreaturesDG.esp
62 3e AmazingFollowerTweaks.esp
63 3f Weapons & Armor_TrueWeaponsLvlLists.esp
64 40 Immersive Weapons.esp
65 41 WeaponsArmorFixes_ImmersiveWeapons_Patch.esp
66 42 Hothtrooper44_ArmorCompilation.esp
67 43 HentaiCreatures.esp
68 44 SDO Full-LOD - Waterfall Effects.esp
69 45 BellyachesNewDragonSpecies.esp
70 46 Schlongs of Skyrim.esp
71 47 AFT_ManagedFollowerBoost.esp
72 48 Cloaks.esp
73 49 RealisticNeedsandDiseases.esp
74 4a RND Patches.esp
75 4b sanguinesDebauchery.esp
76 4c ISC Patches.esp
77 4d PerkusMaximus_Thief.esp
78 4e StavesofSkyrim.esp
79 4f SDO Full-LOD - Whiterun Trundra Creeks.esp
80 50 moonpath_questdata.esp
81 51 DBM_IWIA_Patch.esp
82 52 treesincitiescomplete.esp
83 53 Deviously Cursed Loot.esp
84 54 SkyUI.esp
85 55 Hunterborn.esp
86 56 Immersive Patrols II.esp
87 57 Immersive Citizens - RRR patch.esp
88 58 SkyTEST-RealisticAnimals&Predators-Dragonborn.esp
89 59 Skyrim Flora Overhaul.esp
90 5a Armbinders_With_Hands.esp
91 5b BodySlotsMCM.esp
92 5c RaceMenuMorphsCBBE.esp
93 5d DBM_CCOR_patch.esp
94 5e BCS - CCOR Patch.esp
95 5f BCS - PERMA Patch EN.esp
96 60 BCSLL-SKYREorPERMA Patch.esp
97 61 CalienteVanillaArmorTweaks.esp
98 62 CCO_SIC_Patch.esp
99 63 BreezehomeChildBeds.esp
100 64 HjermChildBeds.esp
101 65 HoneysideChildBeds.esp
102 66 VlindrelHallChildBeds.esp
103 67 Cloaks - Dawnguard.esp
104 68 Convenient Horses.esp
105 69 CrimeDecay.esp
106 6a DeadlyDragons.esp
107 6b DeadlyMonsters.esp
108 6c Devious Deviants.esp
109 6d display-model.esp
110 6e AOS2_DD Patch.esp
111 6f Vividian - Weather Patch Purity.esp
112 70 PRKLweather.esp
113 71 AOS2_Purity Patch.esp
114 72 Traps Are Dangerous.esp
115 73 AOS2_TAD Patch.esp
116 74 DBM_WAFR Patch.esp
117 75 Unique Uniques.esp
118 76 AOS2_WAF Patch.esp
119 77 AOS2_Unique Uniques Patch.esp
120 78 VioLens.esp
121 79 Dragon Combat Overhaul.esp
122 7a Fantasy Soundtrack Project.esp
123 7b 0SACT.esp
124 7c Extended UI.esp
125 7d Rebirth Monster - SIC Patch.esp
126 7e FNIS.esp
127 7f XPMSE.esp
128 80 FNISSexyMove.esp
129 81 getSnowy.esp
130 82 HDT Female Hairstyles.esp
131 83 HearthfireMultiKid.esp
132 84 HearthfireMultiKid_LastName.esp
133 85 randomthunder.esp
134 86 MoreBrains.esp
135 87 MoreNastyCritters.esp
136 88 Fantasy Soundtrack Project - Combat.esp
137 89 RaceMenuOverlays.esp
138 8a NewmillerPiercings2.esp
139 8b NewmillerPiercings3.esp
140 8c Proper Aiming.esp
141 8d RaceMenu.esp
142 8e RaceMenuPlugin.esp
143 8f RSChildren - Legacy Patch.esp
144 90 Spell Perk Restrictions - SkyRe - Novice Spells Untouched.esp
145 91 RSChildren - Complete.esp
146 92 ScoclbQuestSexlab.esp
147 93 SDpatch - frostfall.esp
148 94 SexLab Extra Voices.esp
149 95 SFO - Dragonborn.esp
150 96 SkyTEST-RealisticAnimals&Predators-Dawnguard.esp
151 97 SexLabDefeat.esp
152 98 SLALAnimObj.esp
153 99 SLAnimLoader.esp
154 9a SlaveTats.esp
155 9b SkySight-Simply-Bigger-Trees-Slower-Branches.esp
156 9c SmartCast_1_0.esp
157 9d Spells Cast Light.esp
158 9e The Eyes Of Beauty - Elves Edition.esp
159 9f Trees In Cities - Solstheim.esp
160 a0 UIExtensions.esp
161 a1 UnreadBooksGlow.esp
162 a2 lanterns.esp
163 a3 Hunterborn Patch.esp
164 a4 Frostfall.esp
165 a5 SexLab_Dialogues.esp
166 a6 SOS Addons.esp
167 a7 ArtOfTheCatch.esp
168 a8 BooksOfSkyrim.esp
169 a9 The Paarthurnax Dilemma.esp
170 aa Extended Encounters.esp
171 ab UniqueBows.esp
172 ac SDO Full-LOD - Giant Campfires.esp
173 ad KhajiitChildren.esp
174 ae My Home Is Your Home.esp
175 af Apocalypse - The Spell Package.esp
176 b0 Apocalypse - Dragonborn Staff Crafting.esp
177 b1 Apocalypse - PerMa Compatibility Patch.esp
178 b2 PerMaDefluffedPerkDescriptions.esp
179 b3 PerkusMaximus_Warrior.esp
180 b4 Perma Defluff + Apocalypse.esp
181 b5 RSChildren_PatchBooksofSkyrim.esp
182 b6 CharacterCreation.esp
183 b7 Jaxonz Utilities.esp
184 b8 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
185 b9 Better Quests Patch.esp
186 ba CACO Patches.esp
187 bb CACO_LegacyoftheDragonborn_Patch.esp
188 bc FEMALE Merged.esp
189 bd Improved Dragon Shouts Combined.esp
190 be Captured Dreams.esp
191 bf Alternate Start - Live Another Life.esp
192 c0 ImmerSlave.esp
193 c1 Bashed Patch, 0.esp
194 c2 ASIS-Dependency.esp
195 c3 PatchusMaximus.esp
196 c4 ASIS.esp
197 c5 Automatic Variants.esp

 

 

Honestly, at this point, I'm not sure what to do, as I've followed every guide out there to try and make my game stable and bug free....ish.  It was working fine when I started in the Alternate Start cell and was configuring the plethora of MCM settings.  Even the crashing aside, I don't understand why the sexlab scenes aren't triggering like they should, unless some mod is causing some random unforseen issue.

Posted

 

I'm thinking it may be too many scripts running at once, but I'm not sure if that is the case.

Exactly either to much or faulty script instances etc. due not following updating or installation correctly

 

For the wrong animation the only reason why this would be the case is false naming from the mod itself which is obviously not the case or the animation called to play gets blocked by another setting or you dont have any animations fitting. Like for example tag aggresive/vaginal and you dont have any fitting animations enabled it will either depending on your settings skip the animation enterly or switch to whatever animation is available so I think you should rework your mcm settings

 

So steps I recommend for you:

Check sexlab animation settings if you have aggresive animations and they are enabled

Check the mcm settings of whatever mod is not triggering the correct scenes

 

I disabled the Zaz animation "Override" tag, but that didn't really help.  I was getting three calls at one point, but I don't know what I did to make it stop and only give me two.

Check the ZaZ menu and the Devious devices MCM they have settings to either allow only aggresive/bound or allow consensual/unbound scenes

Check if the scenes are played correctly if you are using a other mod (For testing purposes I recommend you sexlab match maker) so you can test if the animation is working correctly if it does you know the mod or your settings are faulty

 

For rnd crashes as you said yourself you get them when using sd+ like any other scripted mod you will allways have the risk of a crash when you run other mods while its working

I did not look trough all of your loadorder, but as you have a bunch of mods I assume you also have modded your skyrim with texture packs? if yes you should not only monitor the use of the memory blocks, but also the vram usages overall and the ram usage (especially if you dont use enb, but even with it monitor it) if its not a vram/ram problem the only thing left is the scripting and there is no fix for it besides try lighten your loadorder.

 

 

Bit of topic:

From overviewing I see you use PerkusMaximus I did not play with it, but from older posts I see its quite big and "invasive" so make sure you followed the installation process correct also check mods you are installing allways for incompatible other mods. From odler posts I also see it helped people placing it higher in the loadorder then loot places it

 

Q: Load order pls

A:

The fake master: As early as possible.

The patch: As late as possible.

The small modules: In between; laster is usually better, unless you want to override certain features. But that is for you to figure out.

Wintermyst: Before PerkusMaximus_Mage.esp

 

Posted

Thanks for the info.

 

Check the ZaZ menu and the Devious devices MCM they have settings to either allow only aggresive/bound or allow consensual/unbound scenes

Check if the scenes are played correctly if you are using a other mod (For testing purposes I recommend you sexlab match maker) so you can test if the animation is working correctly if it does you know the mod or your settings are faulty

 

It seems to be all mods triggering it incorrectly, as Defeat and a few others are not working as intended.  It actually is triggering the right scene, then just as it starts it triggers a different scene.  I see the "Starting XXXX" message in the top left twice.  Once with the correct scene, then the next with the wrong one.

 

 


 

For rnd crashes as you said yourself you get them when using sd+ like any other scripted mod you will allways have the risk of a crash when you run other mods while its working

I did not look trough all of your loadorder, but as you have a bunch of mods I assume you also have modded your skyrim with texture packs? if yes you should not only monitor the use of the memory blocks, but also the vram usages overall and the ram usage (especially if you dont use enb, but even with it monitor it) if its not a vram/ram problem the only thing left is the scripting and there is no fix for it besides try lighten your loadorder.

 

Is there a way to tell if I have to many scripts running?  Basically, if I start removing mods, how will I know I've removed enough so I don't get random crashes?  I have a mod that has a script latency tester, so I've used that on occasion to test my performance, and it was giving between 60, and 70, milleseconds on latency.  Not optimal, but that was with Frostfall, Realistic Needs, DD, and SD+ running.  Is there a value that could tell me I'm getting close to the limit so  I can perhaps turn some stuff down?  I can always turn update intervals for mods down, removing them entirely is messy.

 

I know that the VRAM isn't an issue, as I was in a cave interior cell the whole time until I crashed.  Not much to load in the way of textures.  I do have some texture packs and an ENB, but I've played for longer outside (where there are far more textures to load) and didn't get a crash.

 

EDIT:  Literally just tested again, and I crashed about 2-3 minutes after having loaded.  My average latency for scripts was 40 milliseconds.  I had disabled several script heavy mods as well, like Frostfall.  Not sure if my crashes are even script related at this point, as I've had much much worse script lag and not crashed.

 

Edit Again:  However, I'm not consistently crashing every 2-3 minutes, I played for awhile just fine.  I don't know what's up at this point.

Posted

Thanks for the info.

 

It seems to be all mods triggering it incorrectly, as Defeat and a few others are not working as intended.  It actually is triggering the right scene, then just as it starts it triggers a different scene.  I see the "Starting XXXX" message in the top left twice.  Once with the correct scene, then the next with the wrong one.

 

 

Dont know then, but I'm fairly sure there is no other thing as wrong settings. As said test with sexlab match maker and sexlab tools if the animations are playing correctly (with sexlab tools you can choose which animation should be played while in the act) if the animation plays when choosing in sexlab tools you can be sure its a setting you made.

If they dont work I would reinstall the animations and reregister the sexlab animation register

 

 

Is there a way to tell if I have to many scripts running?  Basically, if I start removing mods, how will I know I've removed enough so I don't get random crashes?

 

I dont know if there is a way honestly, you can see it in your savegames, but that is not really informative as the number varys in big ranges depending on what is active due the time of saving there are sure tools that can monitore if something is running, but as I dont have used any I cant recommend any here.

If you want to know if a mod is script heavy think about what this mod does like creature framework as example it applies visuals depending on the arousal status so depending on your settings in the mcm it calls every x seconds for a information from aroused for every actor that is loaded.

that is heavy (depending on the settings)

If you would have a mod that is on a a certain circumstance and of it this dosent apply like devious devices if no actor wears them I would call it lite as it is not constantly checking rather is either on or off

So if I would be you I would check my modlist and look for mods I dont really use that are just nice to have and then from this list continue filtering may this mod cause stress to the engine?

For knowing when the limit is reached there is non you can spawn a lot of actors or use matchmaker to engage a lot of sexacts to stress, but I dont know a way for testing everything besides just playing.

 

If you decide to remove some mods that you think are heavy you should test on a new game or at the very least before calling it a test clean the savegame.

 

Good example on mod status

 

In my earlier testbuild I had Inconsequental NPCs, Interesting NPCs, Headtracking, When Vampires Attack, Run for your lifes, Frostfall, RND, Wet and Cold and Skyrim Immersive creatures all running at the same time. Meaning I had multiple cloak spell scripts constantly checking player condition, scripts checking for NPCs in the area, altering NPC behavior dependend on conditions(Weather, Attacks etc) and on top of that put a shitload of additional actors into the game. I guess it's no big surprise my game bugged out completly at some point starting with scenes not playing or having actors missing during scenes and more and more freezes, ctds and ILS with the game progressing.

Posted

 

Thanks for the info.

 

It seems to be all mods triggering it incorrectly, as Defeat and a few others are not working as intended.  It actually is triggering the right scene, then just as it starts it triggers a different scene.  I see the "Starting XXXX" message in the top left twice.  Once with the correct scene, then the next with the wrong one.

 

 

Dont know then, but I'm fairly sure there is no other thing as wrong settings. As said test with sexlab match maker and sexlab tools if the animations are playing correctly (with sexlab tools you can choose which animation should be played while in the act) if the animation plays when choosing in sexlab tools you can be sure its a setting you made.

If they dont work I would reinstall the animations and reregister the sexlab animation register

 

 

Is there a way to tell if I have to many scripts running?  Basically, if I start removing mods, how will I know I've removed enough so I don't get random crashes?

 

I dont know if there is a way honestly, you can see it in your savegames, but that is not really informative as the number varys in big ranges depending on what is active due the time of saving there are sure tools that can monitore if something is running, but as I dont have used any I cant recommend any here.

If you want to know if a mod is script heavy think about what this mod does like creature framework as example it applies visuals depending on the arousal status so depending on your settings in the mcm it calls every x seconds for a information from aroused for every actor that is loaded.

that is heavy (depending on the settings)

If you would have a mod that is on a a certain circumstance and of it this dosent apply like devious devices if no actor wears them I would call it lite as it is not constantly checking rather is either on or off

So if I would be you I would check my modlist and look for mods I dont really use that are just nice to have and then from this list continue filtering may this mod cause stress to the engine?

For knowing when the limit is reached there is non you can spawn a lot of actors or use matchmaker to engage a lot of sexacts to stress, but I dont know a way for testing everything besides just playing.

 

If you decide to remove some mods that you think are heavy you should test on a new game or at the very least before calling it a test clean the savegame.

 

Good example on mod status

 

In my earlier testbuild I had Inconsequental NPCs, Interesting NPCs, Headtracking, When Vampires Attack, Run for your lifes, Frostfall, RND, Wet and Cold and Skyrim Immersive creatures all running at the same time. Meaning I had multiple cloak spell scripts constantly checking player condition, scripts checking for NPCs in the area, altering NPC behavior dependend on conditions(Weather, Attacks etc) and on top of that put a shitload of additional actors into the game. I guess it's no big surprise my game bugged out completly at some point starting with scenes not playing or having actors missing during scenes and more and more freezes, ctds and ILS with the game progressing.

 

 

Alright, well, thanks for the help.  I'll just have to do some more testing and experimentation.

 

 

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