Snowarc1 Posted May 20, 2016 Posted May 20, 2016 am having this issue NOTICE: ValidateActor(Garm) --False-- They are a creature type that is currently not supported (DLC1HuskyArmoredCompanionRAceGARM) I have the Garam Husky Mod from Nexus, Everything else works fine, i just cant get garam to work Am thinking its because he is a custom husky race. How do I Add him to sexlab? so i can use him like every other creature I have ran Fnis everything else works perfect, just not my MOD Husky Garam If i have to do anything within the CK let me know, i know how to use am just not sure what to do to get this to work.
Guest Posted May 20, 2016 Posted May 20, 2016 You need to add a line like: AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRAceGARM") in the function RegisterRaces() (better if you add it after all the other dog races.) in the file sslCreatureAnimationSlots.psc and recompile it.
Snowarc1 Posted May 21, 2016 Author Posted May 21, 2016 You need to add a line like: AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRAceGARM") in the function RegisterRaces() (better if you add it after all the other dog races.) in the file sslCreatureAnimationSlots.psc and recompile it. Well i added that line in now But am not really sure how to go about getting NOTEPAD++ and papyrus working nicely. So i deiced to use the CK to get the script going ive troubledshooted most the errors but now am stuck on this one. Am guessing am missing a script? that needs to be in my scripts folder? *I use Mod organizer and CK dont play nice with that and scripts* So i had to dump scripts from MO into my actually scripts folder for skyrim Here is the error am getting! what am i missing? Starting 1 compile threads for 1 files... Compiling "sslCreatureAnimationSlots"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(299,31): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(299,42): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(300,19): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(300,30): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(305,5): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(305,16): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(306,5): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(306,16): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(715,31): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(715,42): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(716,5): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(716,16): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(696,61): variable NiOverride is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(696,72): none is not a known user-defined type C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(696,91): cannot compare a none to a int (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(696,91): cannot relatively compare variables to None No output generated for sslCreatureAnimationSlots.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on sslCreatureAnimationSlots.psc
Guest Posted May 21, 2016 Posted May 21, 2016 The sources of RaceMenu (or NiOverride in case you don't use RaceManu.) To use Notepad++, check my signature.
Snowarc1 Posted May 22, 2016 Author Posted May 22, 2016 I added everything in the file ClearRaceKey("Dogs") AddRaceID("Dogs", "DogRace") AddRaceID("Dogs", "DogCompanionRace") AddRaceID("Dogs", "MG07DogRace") AddRaceID("Dogs", "DA03BarbasDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace") AddRaceID("Dogs", "DLC1HuskyArmoredRace") AddRaceID("Dogs", "DLC1HuskyBareCompanionRace") AddRaceID("Dogs", "DLC1HuskyBareRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRaceGARM") I got it to compile correctly even checked the compiled file. all checks outBut when I load in game and try and use Match maker on Garm, Nadda same message comes up Here is a screen shot. *should i be running any sort of rebuild/clean command in the ingame mod menu?*Garm is nothing but a Husky race that his is OWN race with custom AI behavior files. no meshes or textures/skeletons added from hime
Guest Posted May 22, 2016 Posted May 22, 2016 Just reinizialize SexLab (to reload the races), there should be a button in the MCM.
Snowarc1 Posted May 22, 2016 Author Posted May 22, 2016 HAHA i ran the rebuild animinations in sexlab and BOOM works now! yay! but now its just the trick to figure out why his "asset" is not showing :/ any ideas? i use creature framework
Guest Posted May 22, 2016 Posted May 22, 2016 Because probably Creature Framework meshes for nude creatures do not include this race. And it is not easy to add it by duplicating one.
Snowarc1 Posted May 22, 2016 Author Posted May 22, 2016 aw drat It uses the same mesh and body as all the other dog/wolf races its just a seperate race this garm husky.I looked at creature framework and i see that it imports sslCreatureAnimationSlots The animinations work but yeah his mesh dont change with his asset. he has his sheath but nadda else hmmmm ponder
Guest Posted May 22, 2016 Posted May 22, 2016 If you created the race, maybe you can replace the mesh with the one provided by CF.
Snowarc1 Posted May 22, 2016 Author Posted May 22, 2016 yeah that's a possibility i didn't make it but i can fiddle with things within my own pc naturallyam not sure if its a MESH issue or just the garam just being his own race he doesnt even have the full animination poses like the rest of the canines do :/ hmmmmI could see if i could just find a companion husky already that Creatureframework already supports but. Garama AI stuff as a follower pretty cool but i gues followers are just harder to support here
KhajitBro Posted May 22, 2016 Posted May 22, 2016 You need to add a line like: AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRAceGARM") in the function RegisterRaces() (better if you add it after all the other dog races.) in the file sslCreatureAnimationSlots.psc and recompile it. I'm not the best with modding, but if this problem is the same with custom human races (including my own character, it always fizzles), then how would I add a custom race, and to what file?
Guest Posted May 22, 2016 Posted May 22, 2016 I'm not the best with modding, but if this problem is the same with custom human race (inluding my own character, it always fizzles), then how would I add a custom race, and to what file? Wait. If your actors has his behaviors inside "Character", then you don't need it. Also if it is a custom race. In case you have custom behaviors files, then you need to add the race that is named like the folder that contains the behaviors. But in case your custom race is "human-like" but has a custom skeleton, then probably this is the problem.
KhajitBro Posted May 22, 2016 Posted May 22, 2016 I'm not the best with modding, but if this problem is the same with custom human race (inluding my own character, it always fizzles), then how would I add a custom race, and to what file? Wait. If your actors has his behaviors inside "Character", then you don't need it. Also if it is a custom race. In case you have custom behaviors files, then you need to add the race that is named like the folder that contains the behaviors. But in case your custom race is "human-like" but has a custom skeleton, then probably this is the problem. I spent some time looking for the behaviors and couldn't find them, Then i realized the custom race just alters the appearance/skeleton of already existing characters and keeps their behaviors. However, testing it in-game, sexlab seems to work with some of the race, but not others. And still not with myself.
Guest Posted May 22, 2016 Posted May 22, 2016 I spent some time looking for the behaviors and couldn't find them, Then i realized the custom race just alters the appearance/skeleton of already existing characters and keeps their behaviors. However, testing it in-game, sexlab seems to work with some of the race, but not others. And still not with myself. Do you have a name for the race, or better the mod that adds it?
KhajitBro Posted May 22, 2016 Posted May 22, 2016 I spent some time looking for the behaviors and couldn't find them, Then i realized the custom race just alters the appearance/skeleton of already existing characters and keeps their behaviors. However, testing it in-game, sexlab seems to work with some of the race, but not others. And still not with myself. Do you have a name for the race, or better the mod that adds it? It's pretty much like a lord of the rings-esk elf race. Tall fair, skinny blonde dudes. I found it on a random yaoi blog. I dont know where else it exists. It works between a few of them (like 5%), and I finally got the animations to line-up properly. When I talk to the NPC 's using the follower mods, it always warns me that they are a "non-custom NPC which could lead to blahblah." Which helps the case that their behaviors are part of the game, i think? if you want me to copy any folder paths I can type them out.
Guest Posted May 22, 2016 Posted May 22, 2016 Check what is in the "Meshes/Actors/" folders. Just tell me the sub-folders you have. It should be enough.
KhajitBro Posted May 22, 2016 Posted May 22, 2016 /bear /canine/ /character (contains animations, behaviors, and some more character assests) /chaurus /dlc01 /dlc02 /dragon /draugr /falmer /frostbitespider /giant /horse /elf (contains skeleton, feet, head, hands, eyes, etc) /sabrecat /troll /vimpirelord /werewolfbeast
Guest Posted May 22, 2016 Posted May 22, 2016 I think these folders are not all of them from the mod that you were talking about. But I see a possible problematic folder. The one called "elf", it MAY be the one that adds your NPC, but because it is not inside the "Character" folder "transforms" it to a creature. And the problem that this creature will be ignored by FNIS. But without downloading the mod I cannot be sure. Can you provide a link to it?
KhajitBro Posted May 22, 2016 Posted May 22, 2016 I dont have a link, its been two years since i found it. I'm assuming i cant just move it inside? haha. There is more elf stuff inside the characters folder though, not just outside.
Guest Posted May 22, 2016 Posted May 22, 2016 Sorry, but without looking at the mod, I cannot help more. I have no idea of the race of the NPC and which behavior files is it using.
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