Acejhm1 Posted March 27, 2016 Posted March 27, 2016 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.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm5 5 Skyrim Project Optimization - Full Version.esm6 6 Falskaar.esm7 7 Wyrmstooth.esp8 8 Unofficial Skyrim Legendary Edition Patch.esp9 9 CreatureFramework.esm10 a dcc-soulgem-oven-000.esm11 b SexLab.esm12 c Devious Devices - Assets.esm13 d SexLabAroused.esm14 e SkyTEST-RealisticAnimals&Predators.esm15 f Campfire.esm16 10 moonpath.esm17 11 ZaZAnimationPack.esm18 12 MiasLair.esp19 13 Devious Devices - Integration.esm20 14 Devious Devices - Expansion.esm21 15 ETaC - RESOURCES.esm22 16 hdtHighHeel.esm23 17 WM Flora Fixes.esp24 18 RSkyrimChildren.esm25 19 ScocLB.esm26 1a daymoyl.esm27 1b Schlongs of Skyrim - Core.esm28 1c StrapOnbyaeonv1.1.esp29 1d dD - Realistic Ragdoll Force - Realistic.esp30 1e LoadScreens.esp31 1f ETaC - Complete.esp32 20 LocationChanges.esp33 21 A Blur In Time - Dungeon Restoration.esp34 22 RealisticRoomRental.esp35 23 LegacyoftheDragonborn.esp36 24 AOS.esp37 25 Guard Dialogue Overhaul.esp38 26 Complete Alchemy & Cooking Overhaul.esp39 27 Weapons & Armor Fixes_Remade.esp40 28 Complete Crafting Overhaul_Remade.esp41 29 Purity.esp42 2a Immersive Citizens - AI Overhaul.esp43 2b SDO Full-LOD - The Morthal Swamp Complete.esp44 2c Skyrim Immersive Creatures.esp45 2d fallentreebridges.esp46 2e NPCs Protected and Uncapped.esp47 2f Immersive Sounds - Compendium.esp48 30 PerkusMaximus_Master.esp49 31 PerMa Expansion 1 - Wintermyst.esp50 32 PerkusMaximus_Mage.esp51 33 Civil War Overhaul.esp52 34 Rebirth Monster.esp53 35 BetterQuestObjectives.esp54 36 Book Covers Skyrim.esp55 37 Morrowloot.esp56 38 ProudspireManorChildBeds.esp57 39 hydra_slavegirls.esp58 3a Skyrim Immersive Creatures - DLC2.esp59 3b SexLabNudeCreatures.esp60 3c SexLabNudeCreaturesDB.esp61 3d SexLabNudeCreaturesDG.esp62 3e AmazingFollowerTweaks.esp63 3f Weapons & Armor_TrueWeaponsLvlLists.esp64 40 Immersive Weapons.esp65 41 WeaponsArmorFixes_ImmersiveWeapons_Patch.esp66 42 Hothtrooper44_ArmorCompilation.esp67 43 HentaiCreatures.esp68 44 SDO Full-LOD - Waterfall Effects.esp69 45 BellyachesNewDragonSpecies.esp70 46 Schlongs of Skyrim.esp71 47 AFT_ManagedFollowerBoost.esp72 48 Cloaks.esp73 49 RealisticNeedsandDiseases.esp74 4a RND Patches.esp75 4b sanguinesDebauchery.esp76 4c ISC Patches.esp77 4d PerkusMaximus_Thief.esp78 4e StavesofSkyrim.esp79 4f SDO Full-LOD - Whiterun Trundra Creeks.esp80 50 moonpath_questdata.esp81 51 DBM_IWIA_Patch.esp82 52 treesincitiescomplete.esp83 53 Deviously Cursed Loot.esp84 54 SkyUI.esp85 55 Hunterborn.esp86 56 Immersive Patrols II.esp87 57 Immersive Citizens - RRR patch.esp88 58 SkyTEST-RealisticAnimals&Predators-Dragonborn.esp89 59 Skyrim Flora Overhaul.esp90 5a Armbinders_With_Hands.esp91 5b BodySlotsMCM.esp92 5c RaceMenuMorphsCBBE.esp93 5d DBM_CCOR_patch.esp94 5e BCS - CCOR Patch.esp95 5f BCS - PERMA Patch EN.esp96 60 BCSLL-SKYREorPERMA Patch.esp97 61 CalienteVanillaArmorTweaks.esp98 62 CCO_SIC_Patch.esp99 63 BreezehomeChildBeds.esp100 64 HjermChildBeds.esp101 65 HoneysideChildBeds.esp102 66 VlindrelHallChildBeds.esp103 67 Cloaks - Dawnguard.esp104 68 Convenient Horses.esp105 69 CrimeDecay.esp106 6a DeadlyDragons.esp107 6b DeadlyMonsters.esp108 6c Devious Deviants.esp109 6d display-model.esp110 6e AOS2_DD Patch.esp111 6f Vividian - Weather Patch Purity.esp112 70 PRKLweather.esp113 71 AOS2_Purity Patch.esp114 72 Traps Are Dangerous.esp115 73 AOS2_TAD Patch.esp116 74 DBM_WAFR Patch.esp117 75 Unique Uniques.esp118 76 AOS2_WAF Patch.esp119 77 AOS2_Unique Uniques Patch.esp120 78 VioLens.esp121 79 Dragon Combat Overhaul.esp122 7a Fantasy Soundtrack Project.esp123 7b 0SACT.esp124 7c Extended UI.esp125 7d Rebirth Monster - SIC Patch.esp126 7e FNIS.esp127 7f XPMSE.esp128 80 FNISSexyMove.esp129 81 getSnowy.esp130 82 HDT Female Hairstyles.esp131 83 HearthfireMultiKid.esp132 84 HearthfireMultiKid_LastName.esp133 85 randomthunder.esp134 86 MoreBrains.esp135 87 MoreNastyCritters.esp136 88 Fantasy Soundtrack Project - Combat.esp137 89 RaceMenuOverlays.esp138 8a NewmillerPiercings2.esp139 8b NewmillerPiercings3.esp140 8c Proper Aiming.esp141 8d RaceMenu.esp142 8e RaceMenuPlugin.esp143 8f RSChildren - Legacy Patch.esp144 90 Spell Perk Restrictions - SkyRe - Novice Spells Untouched.esp145 91 RSChildren - Complete.esp146 92 ScoclbQuestSexlab.esp147 93 SDpatch - frostfall.esp148 94 SexLab Extra Voices.esp149 95 SFO - Dragonborn.esp150 96 SkyTEST-RealisticAnimals&Predators-Dawnguard.esp151 97 SexLabDefeat.esp152 98 SLALAnimObj.esp153 99 SLAnimLoader.esp154 9a SlaveTats.esp155 9b SkySight-Simply-Bigger-Trees-Slower-Branches.esp156 9c SmartCast_1_0.esp157 9d Spells Cast Light.esp158 9e The Eyes Of Beauty - Elves Edition.esp159 9f Trees In Cities - Solstheim.esp160 a0 UIExtensions.esp161 a1 UnreadBooksGlow.esp162 a2 lanterns.esp163 a3 Hunterborn Patch.esp164 a4 Frostfall.esp165 a5 SexLab_Dialogues.esp166 a6 SOS Addons.esp167 a7 ArtOfTheCatch.esp168 a8 BooksOfSkyrim.esp169 a9 The Paarthurnax Dilemma.esp170 aa Extended Encounters.esp171 ab UniqueBows.esp172 ac SDO Full-LOD - Giant Campfires.esp173 ad KhajiitChildren.esp174 ae My Home Is Your Home.esp175 af Apocalypse - The Spell Package.esp176 b0 Apocalypse - Dragonborn Staff Crafting.esp177 b1 Apocalypse - PerMa Compatibility Patch.esp178 b2 PerMaDefluffedPerkDescriptions.esp179 b3 PerkusMaximus_Warrior.esp180 b4 Perma Defluff + Apocalypse.esp181 b5 RSChildren_PatchBooksofSkyrim.esp182 b6 CharacterCreation.esp183 b7 Jaxonz Utilities.esp184 b8 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp185 b9 Better Quests Patch.esp186 ba CACO Patches.esp187 bb CACO_LegacyoftheDragonborn_Patch.esp188 bc FEMALE Merged.esp189 bd Improved Dragon Shouts Combined.esp190 be Captured Dreams.esp191 bf Alternate Start - Live Another Life.esp192 c0 ImmerSlave.esp193 c1 Bashed Patch, 0.esp194 c2 ASIS-Dependency.esp195 c3 PatchusMaximus.esp196 c4 ASIS.esp197 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.
Alpia Posted March 27, 2016 Posted March 27, 2016 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
Acejhm1 Posted March 27, 2016 Author Posted March 27, 2016 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.
Alpia Posted March 27, 2016 Posted March 27, 2016 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.
Acejhm1 Posted March 28, 2016 Author Posted March 28, 2016 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.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.