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SexLab SE - Sex Animation Framework v1.66b - 01/18/2024


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Posted
11 hours ago, Just Don't said:

 

Or no/wrong Address Library, pretty sure the error message is the same or very similar. It's a requirement so confirm you have it installed and it's the right version for you (I think there's an all in one nowadays so this shouldn't be an issue, but still happens).

I'll give it a shot thank you

Posted
On 4/30/2026 at 11:28 AM, Anno_nymos said:

i run into a problem that none of the sexlab button works, like they doesn't do anything, the "play animation" doesn't work, not even the "clean system" or "disable" button work as i tried to uninstall it

no one knows the solution for this? there is no prompts or anything pop up for when i click play animations or even able to "clean system" and disable the mod via Mod Menu

Posted

Anyone have any idea how to unisntall sexlab if the rebuild and clean page is gone, or what might be removing the page? Just says debug in its place, with no uninstall options.

Posted
On 5/2/2026 at 1:27 PM, Anno_nymos said:

no one knows the solution for this? there is no prompts or anything pop up for when i click play animations or even able to "clean system" and disable the mod via Mod Menu

FOUND THE CULPRIT, IT WAS THE NEWEST VERSION OF SKYUI

Posted (edited)
19 minutes ago, Anno_nymos said:

FOUND THE CULPRIT, IT WAS THE NEWEST VERSION OF SKYUI

 

similar to this then - looks like it's just the beginning of a weird/unseen avalanche of bugs that will probably popup all over LL mods threads. As usual - newer does not always mean better, especially if project is picked up by next gen with ambition to fix all things while doing exact opposite. 

 

Edited by PippinTom
Posted
10 hours ago, PippinTom said:

 

similar to this then - looks like it's just the beginning of a weird/unseen avalanche of bugs that will probably popup all over LL mods threads. As usual - newer does not always mean better, especially if project is picked up by next gen with ambition to fix all things while doing exact opposite. 

 

well shit no wonder its smegging up, they are letting fucking Arthmoor work on it.💀

  • 2 weeks later...
Posted

Need some help trying to get this to work with pandora and everything is fine before loading the animations into pandora. However after doing so my character is eternally in an A pose any ideas how to fix

Posted
27 minutes ago, jackdaniels696969 said:

Need some help trying to get this to work with pandora and everything is fine before loading the animations into pandora. However after doing so my character is eternally in an A pose any ideas how to fix

 

Hi, I was a successful user of FNIS, Nemesis, and now Pandora. Pandora works quite well with this mod. You've probably installed Pandora incorrectly somehow. I recommend carefully reviewing the Pandora documentation, as well as the guides for Sexlab that you can find on this site. Some examples:
 

 

 

 

Cheers

Posted (edited)

anyone got any ideas as to why my controls lock up post-scene? can't sprint, shout, attack, sheathe or unsheathe. some/most keyboard inputs work, but no gamepad ones. only fix i've found so far is to savequit to desktop and reload. i've tried enableplayercontrols, crafting furniture, pushactoraway, but ain't shit worked so far. wouldn't be such an issue for me if my game didn't take 10 minutes to load...

 

fixed it PNO was breaking something somehow

Edited by the0010v
Posted

I'm really struggling to get sexlab AE to work, I'm running the SE version that I've heard runs with AE stuff, version 1.6.1170.0 of the game.

 

I've spent days going through the utter confusion (as a former LE user) of figuring out when modders decided to branch off into a million different splinter groups, some supporting "pre-AE" SE, some supporting AE only, Then figuring out that a lot of AE mods actually work on my version of SE cos actually it's basically AE but without the creation club stuff...

 

I'm so FREAKIN confused at this point where I've gone wrong with Sexlab that I just don't know where to even begin.

 

first issue I had was a papyrus mod being outdated error from sexlab, and I think I fixed that...

 

I have cbbe 3ba body and faster hdt-smp installed (no idea if this makes a difference) but I was trying to get Sexlab to work with collisions from "The new gentlemen" and something I found called Penetration physics and "procedural penis animation" as I heard something about it being usable with sexlab (I could be SO wrong and please tell me if I am).

 

Admittedly I have been a little less careful than I usually am because I never thought I would EVER get to try Skyrim SE cos my previous rig couldn't support it RAM wise, so I kinda rushed as much as possible to get my loadout anywhere close to how I used to have it, and try some of the new stuff I never could before.

 

Anyway, I believe I have everything NON Sexlab related working and stable, but Sexlab and all it's stuff is really screwing me (no pun intended) XD

 

For starters, MO2 is saying in LOOT that most all of my sexlab and animation stuff is using something called "form 43", which is how LE recognises the mods.

it says that "Form 44" is what SE/AE needs to recognise them, and that those mods need to be opened with Creation Kit in order to register as Form 44 mods.

 

Thing is, before anyone says to just "do that", I downloaded ALL of those from loverslab through any SE/AE downloads that I could find, so unless the authors of Sexlab, Anub, Billy, MNC, etc ALL failed to register their SE mod versions as SE mods... feels unlikely... something very weird is going on with either MO2 or loverslab mods in general.

 

Can anybody confirm anything about this? or was I wrong to even use LOOT to sort plugins? I heard it was something you should ALWAYS trust... but I could have been wrong to trust that lmao XD

 

Please guys... any help would be much appreciated, cos I've hit a major wall here and I don't wanna screw anything up more than it already is.

Posted (edited)
25 minutes ago, AnonAngelion said:

I'm really struggling to get sexlab AE to work, I'm running the SE version that I've heard runs with AE stuff, version 1.6.1170.0 of the game.

 

I've spent days going through the utter confusion (as a former LE user) of figuring out when modders decided to branch off into a million different splinter groups, some supporting "pre-AE" SE, some supporting AE only, Then figuring out that a lot of AE mods actually work on my version of SE cos actually it's basically AE but without the creation club stuff...

 

I'm so FREAKIN confused at this point where I've gone wrong with Sexlab that I just don't know where to even begin.

 

first issue I had was a papyrus mod being outdated error from sexlab, and I think I fixed that...

 

I have cbbe 3ba body and faster hdt-smp installed (no idea if this makes a difference) but I was trying to get Sexlab to work with collisions from "The new gentlemen" and something I found called Penetration physics and "procedural penis animation" as I heard something about it being usable with sexlab (I could be SO wrong and please tell me if I am).

 

Admittedly I have been a little less careful than I usually am because I never thought I would EVER get to try Skyrim SE cos my previous rig couldn't support it RAM wise, so I kinda rushed as much as possible to get my loadout anywhere close to how I used to have it, and try some of the new stuff I never could before.

 

Anyway, I believe I have everything NON Sexlab related working and stable, but Sexlab and all it's stuff is really screwing me (no pun intended) XD

 

For starters, MO2 is saying in LOOT that most all of my sexlab and animation stuff is using something called "form 43", which is how LE recognises the mods.

it says that "Form 44" is what SE/AE needs to recognise them, and that those mods need to be opened with Creation Kit in order to register as Form 44 mods.

 

Thing is, before anyone says to just "do that", I downloaded ALL of those from loverslab through any SE/AE downloads that I could find, so unless the authors of Sexlab, Anub, Billy, MNC, etc ALL failed to register their SE mod versions as SE mods... feels unlikely... something very weird is going on with either MO2 or loverslab mods in general.

 

Can anybody confirm anything about this? or was I wrong to even use LOOT to sort plugins? I heard it was something you should ALWAYS trust... but I could have been wrong to trust that lmao XD

 

Please guys... any help would be much appreciated, cos I've hit a major wall here and I don't wanna screw anything up more than it already is.

 

This is what MO2's error reader says when I open it.

 

 

You have one or more plugins that are not form 44. They are:

• AnubAnimObj.esp (form 43)
• Apropos2.esp (form 43)
• CreatureFramework.esm (form 43)
• CreatureSummoner.esp (form 43)
• DealingwithSexualDaedra.esp (form 43)
• MoreNastyCritters.esp (form 43)
• SexLab Confabulation - Solutions Patch.esp (form 43)
• SexLab_Solutions.esp (form 43)
• SLALAnimObjBillyy.esp (form 43)

Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly.

To be converted, these plugins simply need to be opened and saved with the SSE Creation Kit but their presence can be an indication that a mod was not properly ported to SSE and so can potentially have additional issues.

 

(EDIT): Sorry, Sexlab was actuall one of the few that DIDN'T have this problem... but even so, can anyone help me work out if I need to do what it says above? cos by all rights these mods SHOULD work, cos all of them were downloaded as SE/AE mods for skyrim version 1.6.1170.0, so should work in theory.

Edited by AnonAngelion
Posted (edited)

Guys, I have a problem. Been trying to fix it for days and it's driving me crazy. I think it's above my paygrade, so I'm gonna need some help here.

 

First, the basics of what I have installed (the essentials at least):

 

Skyrim SE v 1.5.97

SexLab v163

XP32 Maximum Skeleton Special Extended v5.06

SkyUI v6.7

Pandora v4.3.1

SLAL v1.0.0

 

I have over a hundred mods, so I'm not going to list them all, but hopefully I haven't forgotten anything major. I'll just add that I followed Luna's guide pretty much to the letter, except for the switch to Pandora.

 

So, when I first tested this setup, I noticed that when I launched a sex scene, my PC and the NPC would blend together and remain standing there as one, with only the sound running but no animation.

 

Following some advice I got on this forum, I installed FNIS (v7.6) and that seemed to fix the issue. I mean, the characters still blended together but only for a few seconds and then everything would run as expected.

 

Mind you, at that point, I'd only installed one SLAL pack, and that was Billyys.

 

Now, since I thought the issue was resolved, I went ahead and added more packs: ZAZ, Anubs, and Funnybizness.

 

And... now I'm back with the same issue. I mean, it's really weird, because Billyys still runs fine, as do a few others (I think they're from ZAZ), but all the Anubs and Funnybizness stuff is frozen in that blended pose with just the sound running, like I had in the beginning.

 

I've tried running with Pandora alone and FNIS alone, doesn't change a thing. Actually, it makes them worse, as in either case ALL animations stop working--riddle me that!

 

Looking at my papyrus log (I'll attach a copy), I have to say I'm a bit alarmed as there are A LOT of errors in there, including a bunch at the beginning that don't seem related to SexLab? But I can't make any sense of all this. (For the specific scene I tested in this log, look for Anubs_MMF_rape).

 

Hoping someone can help me puzzle this one out.

 

Thanks!

 

PS. Let me know if you need information on anything else I have installed!

 

PPS. I should mention that I run the Pandora exe every time I add a new pack, and that I also enable & register all animations through the SLAL menu.

 

Papyrus.0.log

Edited by RicZen
Posted
5 hours ago, AnonAngelion said:

You have one or more plugins that are not form 44. They are:

Ignore it. There are rare instances where there might be a problem, but I haven't run into them. I'm on se 1.6.1170 and have several mods that are Form 43. I don't use MO2, but I understand there's a setting somewhere that will hide the Form 43 messages.

 

6 hours ago, AnonAngelion said:

have cbbe 3ba body and faster hdt-smp installed (no idea if this makes a difference) but I was trying to get Sexlab to work with collisions from "The new gentlemen" and something I found called Penetration physics and "procedural penis animation"

don't know what you mean by working with collisions, but I do have CBBE, FSMP - Faster HDT-SMP, and TNG installed and working. I do not have Penetration physics and penis animation installed.

 

Take a breath. You can create another profile in MO2 and install only what you need to get Sexlab working. The first post in this thread is a useful guide as well as links to other information. I use Vortex instead of MO2 and created a blog (see my signature) that might also help. It's a slower process, but ... it can be easy to miss a requirement or accidentally download the wrong version.

 

Anyway, good luck.

 

 

Posted
3 hours ago, RicZen said:

And... now I'm back with the same issue. I mean, it's really weird, because Billyys still runs fine, as do a few others (I think they're from ZAZ), but all the Anubs and Funnybizness stuff is frozen in that blended pose with just the sound running, like I had in the beginning.

 

There is at least one step in FNIS (and by analogy most likely also on Pandora) description page that you have missed. I wont point you any further - I wish you to figure it out on your own because if/when you do, it will help you in the future solving similar cases.

Posted
7 hours ago, PippinTom said:

There is at least one step in FNIS (and by analogy most likely also on Pandora) description page that you have missed. I wont point you any further - I wish you to figure it out on your own because if/when you do, it will help you in the future solving similar cases.

 

Alright, I'll bite! So let's be methodical about this.

 

I'll copy-paste below the Pandora instructions (from its "step-by-step guide" on Nexus) with my comments on each step (I'm going with Pandora here since I'd rather use that one over FNIS).

 

Forgot to mention that I'm using MO2, by the way, so we'll look at the details for that manager:


 

Spoiler

    1. Install Pandora:
    You can either add Pandora as a mod or install Pandora manually.
    If installing manually, extract Pandora so that 'Pandora Behaviour Engine.exe’ lives in your Skyrim\Data folder.

 

I installed with MO2, so we're good here.

 

Spoiler

    2. Create Output Mod:
    Scroll to the bottom of the left panel in MO2. 
    Right click in an empty space and click 'Create Empty Mod'. 
    Name it 'Pandora Output'.
    Right click the 'Pandora Output' mod in MO2, click 'Open in Explorer', then copy the path from the field at the top. This is your Output Path.
    After creating your Pandora Output mod in MO2, enable it. 

 

Done. I even made separate mods for FNIS and Pandora (I was wondering if there was a point in doing so, but I'm glad I did as it made it much easier to test one without the other).

 

Spoiler

    3. Add Pandora as an Application for MO2:
    Click the green and blue Gear icon
    on the top bar in MO2.
    In the 'Modify Executables' window that appears, click the small blue + icon
    in the top left corner. Select 'Add from File'.
    Navigate to the location of your 'Pandora Behaviour Engine+.exe' from wherever you installed it, then select it. 
    Click the 3 dots to the right of the 'Start in' field. Set this to your Skyrim\Data folder.
    Leave the "Create files in mod instead of overwrite" box unchecked, then click Apply and Okay in the bottom left corner.

 

Also done.

 

Spoiler

    4. Configure and Run Pandora:
    Launch Pandora through MO2. Select the "Paths" option on the top menu toolbar.
    Set your "Game" Path so it points to the Skyrim.exe of the Skyrim instance you are using.
    Set your "Output" Path so it points to the PandoraOutput mod folder you created above.
    At the bottom of the main Pandora window, click the long bar button with the sideways triangle in it. This is how you Run Pandora.

 

Pandora needs to be run anytime you make changes to animation mods which require Pandora. 

 

Also done.

 

Spoiler

    Note:
    It is recommended to use the Paths > Output option in Pandora itself to designate the output folder instead of MO2's "Create files in mod instead of overwrite".
    ”Create files in mod instead of overwrite” allows files produced by Pandora within MO2 to copy over existing files in other mod folders if they share the same name.
    The Path option forces those files to instead land only in the folder specified.

 

Yep, got this covered.

 

OK, since this actually went much faster than I had expected, let's also double-check the FNIS instructions from that mod's page, just in case they mention something major that the above missed (I did read them as well, but I could have missed something too, so better safe than sorry).

 

Spoiler

    NOTE: It is GENERALLY and STRONGLY recommended, that you DO NOT INSTALL any of Steam, Skyrim, FNIS in folders that are protected by Windows UAC (User Account Control). These are "C:/Program Files (x86)" or "C:/Program Files" (or their localized correspondents, e.g. "C:/Programme (x86)"). Use root folders like "D:\Games". This way you can avoid serious protection issues, especially when using Mod Managers.

 

Good tip that's missing on the Pandora page, but I had that covered before I even installed this as all my games are on an external HDD.

 

Spoiler

    - Install FNIS Behavior SE V7_6
    - Install Creature Pack V7_0 (optional, necessary for creature animation mods)
    - Install FNIS Idle Spells SE V5_0_1 (optional, necessary for the spells)

 

Did the first of these, but skipped the other two because they're optional and, well, Pandora handles creatures from what I've read (not sure about spells? though I haven't had any issues with them--ie MassMatchMaker works fine--so I'm assuming it handles them too).

 

Spoiler

    - Activate the FNIS plugin (FNIS.esp)

 

I know a lot of people miss this one, but not me! ;)

 

Spoiler

    - Install other FNIS dependant mods (see mod list below)

 

Skipped, since I rely more on Pandora.

 

Spoiler

    - If you use MO: Configure FNIS as executable (IMPORTANT - See one of the videos shown here, or read S.T.E.P. Project: Fores New Idles in Skyrim)

 

This matches Pandora's step #3, so yep, done as well.

 

Spoiler

    Select necessary "Available Patches" (ONLY those you need! See section "Patches") from the bottom part of the generator window

 

Alright, let's talk about this one. Pandora doesn't really have an equivalent. I mean, in the left side panel, it does, sort of? Except I only have one entry listed there (Pandora itself).

 

When I added FNIS for testing purposes, I saw a longer list, but left all the entries unchecked because I couldn't tell what was what and whether I had it or not (I don't think so?) Plus, FNIS itself tells you to ignore those if you don't know what they are, so that's what I did.

 

Spoiler

    Click "Update FNIS Behavior"

 

It's called differently in Pandora, but I click that big button every time I add new animations. Did it in FNIS too when I was testing.

 

Spoiler

    To check if new animation mods can cause problems: press the "Consistence Check" button

 

Aaaand... okay, I did miss this one. Completely. But in my defense, it's not mentioned at all in the Pandora guideline. In fact, looking at their exe's interface, I don't see any equivalent feature?

 

Went to try it on FNIS just now, but it's messd up because I now have way more animations than FNIS can handle lol. It doesn't like that, apparently (meanwhile, Pandora is saying "hold my beer" lol), as the "Consistence Check" button remains grayed out after I run "Update FNIS Behavior."

 

Spoiler

    If you have uninstalled any mod that uses the FNIS Creature Pack: press the "De-Install Creatures" button (and install the Creature Pack again, if necessary)

 

N/A

 

Okay, so after going through all that, unless you were referring to the "Consistence Check," I'm still not sure what I missed?

 

I'll say this though...

 

1. I initially started installing everything manually, then halfway through Luna's guide I realized I was going to end up with a mess on my hands, so I removed all the stuff I could and re-installed from MO2.

 

2. XP32 says that "Pandora does not implement Alternative Animations, so XPMSE WILL NOT BE ABLE to change animations on the fly regardless of using Nemesis Patches or not." Since I did install XP32, I went with their first proposed alternative: "With the XPMSE MCM: OAR and Weapon Styles." However, Weapon Styles CTD'd my game before it could even launch and I had to remove it. So I'm running with OAR alone.

 

So I wonder if one of these might not be the cause of my problems? If so, I don't know how to fix it.

 

Thanks for your help, much appreciated!

Posted
Spoiler
40 minutes ago, RicZen said:

 

Alright, I'll bite! So let's be methodical about this.

 

I'll copy-paste below the Pandora instructions (from its "step-by-step guide" on Nexus) with my comments on each step (I'm going with Pandora here since I'd rather use that one over FNIS).

 

Forgot to mention that I'm using MO2, by the way, so we'll look at the details for that manager:


 

  Hide contents

    1. Install Pandora:
    You can either add Pandora as a mod or install Pandora manually.
    If installing manually, extract Pandora so that 'Pandora Behaviour Engine.exe’ lives in your Skyrim\Data folder.

 

I installed with MO2, so we're good here.

 

  Hide contents

    2. Create Output Mod:
    Scroll to the bottom of the left panel in MO2. 
    Right click in an empty space and click 'Create Empty Mod'. 
    Name it 'Pandora Output'.
    Right click the 'Pandora Output' mod in MO2, click 'Open in Explorer', then copy the path from the field at the top. This is your Output Path.
    After creating your Pandora Output mod in MO2, enable it. 

 

Done. I even made separate mods for FNIS and Pandora (I was wondering if there was a point in doing so, but I'm glad I did as it made it much easier to test one without the other).

 

  Hide contents

    3. Add Pandora as an Application for MO2:
    Click the green and blue Gear icon
    on the top bar in MO2.
    In the 'Modify Executables' window that appears, click the small blue + icon
    in the top left corner. Select 'Add from File'.
    Navigate to the location of your 'Pandora Behaviour Engine+.exe' from wherever you installed it, then select it. 
    Click the 3 dots to the right of the 'Start in' field. Set this to your Skyrim\Data folder.
    Leave the "Create files in mod instead of overwrite" box unchecked, then click Apply and Okay in the bottom left corner.

 

Also done.

 

  Hide contents

    4. Configure and Run Pandora:
    Launch Pandora through MO2. Select the "Paths" option on the top menu toolbar.
    Set your "Game" Path so it points to the Skyrim.exe of the Skyrim instance you are using.
    Set your "Output" Path so it points to the PandoraOutput mod folder you created above.
    At the bottom of the main Pandora window, click the long bar button with the sideways triangle in it. This is how you Run Pandora.

 

Pandora needs to be run anytime you make changes to animation mods which require Pandora. 

 

Also done.

 

  Hide contents

    Note:
    It is recommended to use the Paths > Output option in Pandora itself to designate the output folder instead of MO2's "Create files in mod instead of overwrite".
    ”Create files in mod instead of overwrite” allows files produced by Pandora within MO2 to copy over existing files in other mod folders if they share the same name.
    The Path option forces those files to instead land only in the folder specified.

 

Yep, got this covered.

 

OK, since this actually went much faster than I had expected, let's also double-check the FNIS instructions from that mod's page, just in case they mention something major that the above missed (I did read them as well, but I could have missed something too, so better safe than sorry).

 

  Hide contents

    NOTE: It is GENERALLY and STRONGLY recommended, that you DO NOT INSTALL any of Steam, Skyrim, FNIS in folders that are protected by Windows UAC (User Account Control). These are "C:/Program Files (x86)" or "C:/Program Files" (or their localized correspondents, e.g. "C:/Programme (x86)"). Use root folders like "D:\Games". This way you can avoid serious protection issues, especially when using Mod Managers.

 

Good tip that's missing on the Pandora page, but I had that covered before I even installed this as all my games are on an external HDD.

 

  Hide contents

    - Install FNIS Behavior SE V7_6
    - Install Creature Pack V7_0 (optional, necessary for creature animation mods)
    - Install FNIS Idle Spells SE V5_0_1 (optional, necessary for the spells)

 

Did the first of these, but skipped the other two because they're optional and, well, Pandora handles creatures from what I've read (not sure about spells? though I haven't had any issues with them--ie MassMatchMaker works fine--so I'm assuming it handles them too).

 

  Hide contents

    - Activate the FNIS plugin (FNIS.esp)

 

I know a lot of people miss this one, but not me! ;)

 

  Hide contents

    - Install other FNIS dependant mods (see mod list below)

 

Skipped, since I rely more on Pandora.

 

  Hide contents

    - If you use MO: Configure FNIS as executable (IMPORTANT - See one of the videos shown here, or read S.T.E.P. Project: Fores New Idles in Skyrim)

 

This matches Pandora's step #3, so yep, done as well.

 

  Hide contents

    Select necessary "Available Patches" (ONLY those you need! See section "Patches") from the bottom part of the generator window

 

Alright, let's talk about this one. Pandora doesn't really have an equivalent. I mean, in the left side panel, it does, sort of? Except I only have one entry listed there (Pandora itself).

 

When I added FNIS for testing purposes, I saw a longer list, but left all the entries unchecked because I couldn't tell what was what and whether I had it or not (I don't think so?) Plus, FNIS itself tells you to ignore those if you don't know what they are, so that's what I did.

 

  Hide contents

    Click "Update FNIS Behavior"

 

It's called differently in Pandora, but I click that big button every time I add new animations. Did it in FNIS too when I was testing.

 

  Hide contents

    To check if new animation mods can cause problems: press the "Consistence Check" button

 

Aaaand... okay, I did miss this one. Completely. But in my defense, it's not mentioned at all in the Pandora guideline. In fact, looking at their exe's interface, I don't see any equivalent feature?

 

Went to try it on FNIS just now, but it's messd up because I now have way more animations than FNIS can handle lol. It doesn't like that, apparently (meanwhile, Pandora is saying "hold my beer" lol), as the "Consistence Check" button remains grayed out after I run "Update FNIS Behavior."

 

  Hide contents

    If you have uninstalled any mod that uses the FNIS Creature Pack: press the "De-Install Creatures" button (and install the Creature Pack again, if necessary)

 

N/A

 

Okay, so after going through all that, unless you were referring to the "Consistence Check," I'm still not sure what I missed?

 

I'll say this though...

 

1. I initially started installing everything manually, then halfway through Luna's guide I realized I was going to end up with a mess on my hands, so I removed all the stuff I could and re-installed from MO2.

 

2. XP32 says that "Pandora does not implement Alternative Animations, so XPMSE WILL NOT BE ABLE to change animations on the fly regardless of using Nemesis Patches or not." Since I did install XP32, I went with their first proposed alternative: "With the XPMSE MCM: OAR and Weapon Styles." However, Weapon Styles CTD'd my game before it could even launch and I had to remove it. So I'm running with OAR alone.

 

So I wonder if one of these might not be the cause of my problems? If so, I don't know how to fix it.

 

Thanks for your help, much appreciated!

 

 

Hi, a tip: you don't need to look up anything about FNIS if you're now using Pandora.

 

You're doing the right thing by following the advice to keep your Skyrim installation clean. Never install things directly in the game's original directory unless it is explicitly required (e.g., SKSE). Yes, I know there are great computing geniuses who then come in bragging that they install everything directly and never have any problems (here’s your cookie 🍪). For the rest of us mere mortals, it’s better to keep things clean 👍 


Pandora really is a fairly simple engine, unlike its other alternatives, since all it takes is a simple click and you’re ready to play, which is why it is so popular. But that does not mean it is immune to improper installation and use by users. Did you check whether files were generated in the "Pandora Outpost"? That folder should not be empty, or that would mean something went very wrong. Some people consider that Nemesis works much better for them in its older versions of Skyrim (before AE). I’m not sure what issues Pandora might give you on older versions of the game, since I use version 1170.

 

Skyrim is one of those games where modding is not so plug and play; it requires patience and a lot of willingness to read. You will usually find that a mod will have many other mods as requirements, and those requirements will also have many other requirements. Here I’m leaving you a link to a guide on the basics that you will absolutely need if you want to get started with mods. You could also use one of those famous mod collections, although that does not stop those users from filling the forums (of course) with requests for help because of the numerous errors they will encounter.


Also remember that it is always mandatory to run "SLAL" or none of those nice animations will play in your game, even if you have +90,000 
Once you install the animations, you must let the MCMs initialize properly before even starting to update SexLab or load the animations in SLAL, a process that will also take its own time. If you are just starting out with this, you should not begin by adding so many things to your load order if you do not really know how they work. The recommended approach is to add a couple of mods, check in the game that nothing breaks, and keep testing with another couple, and so on.


If by pure chance you are using that thing called sexlab p+, then you are in the wrong forum. Cheers

Posted
1 hour ago, RicZen said:

Aaaand... okay, I did miss this one. Completely. But in my defense, it's not mentioned at all in the Pandora guideline. In fact, looking at their exe's interface, I don't see any equivalent feature?

 

Nice that you caught it - that's one reason to keep FNIS at hand even if you plan to use Pandora - it actually reports errors... Whenever you have problems to diagnose - turnoff Pandora completely (if that's possible - I bet it is) and rely solely on FNIS until you figure out what the issue is.

 

But in your case, if you really hit "update FNIS..." after adding new SLAL packs, followed by actually registering those new animations with SLAL (did you?) then culprit is in your mods collection (or load order but I doubt it since you followed any guideline) - just disable everything that is not essential to test SL ability to play your animations but may be SL related (even if not dependent). Crowd/spectators are not for sure. And test again using SL MatchMaker. Unless you didn't fully cleaned up your DATA directory after initial manunal-intallation-phase-mess, Which I'm not assuming since purging/restoring pristine state is as easy as deleting everything / re-installing vanilla clean copy.

 

Last things - why do you use SLAL 1.0 while there is at least 1.6 available already?

However long shot this may sound - at least for test try with SkyUI 5.2 instead of what you already have.

BTW: ZAZ is not a SLAL pack AFAIK.

Posted
45 minutes ago, 深淵の神 said:

 Did you check whether files were generated in the "Pandora Outpost"? That folder should not be empty, or that would mean something went very wrong.

 

Yeah, it's not empty. There are tons of files in there, I just double checked.

 

45 minutes ago, 深淵の神 said:

Skyrim is one of those games where modding is not so plug and play; it requires patience and a lot of willingness to read. You will usually find that a mod will have many other mods as requirements, and those requirements will also have many other requirements.

 

I've been careful with the requirements and always install them all, though load order always feels a bit like groping in the dark. At least for the left side panel in MO2. For the right side, I use LOOT. For the left side, I found a few template-like guides online that I try to use as model. Mainly this one.

 

45 minutes ago, 深淵の神 said:

Also remember that it is always mandatory to run "SLAL" or none of those nice animations will play in your game, even if you have +90,000 
Once you install the animations, you must let the MCMs initialize properly before even starting to update SexLab or load the animations in SLAL, a process that will also take its own time. 

 

Yep. I do all this every time I add animations. Although I'm a bit surprised by the "update SexLab" part. Are you saying I need to do something in the SexLab menu when I install new animations? Or do you just mean if I need to update SexLab itself? Cause right now I just go into SLAL where I click on enable, then register, and that's it.

 

45 minutes ago, 深淵の神 said:

If you are just starting out with this, you should not begin by adding so many things to your load order if you do not really know how they work. The recommended approach is to add a couple of mods, check in the game that nothing breaks, and keep testing with another couple, and so on.

 

I've actually been modding my game for a couple of months now, so it's been a slow process, and I've been adding things little by little and testing along the way.

 

45 minutes ago, 深淵の神 said:

If by pure chance you are using that thing called sexlab p+, then you are in the wrong forum. Cheers

 

Nope. I did consider switching to P+ as it sounds like it's easier (?) to install and possibly to run, but not all the SLAL packs I'm interested in have been converted yet, so I decided to stick with the original SexLab.

 

7 minutes ago, PippinTom said:

if you really hit "update FNIS..." after adding new SLAL packs, followed by actually registering those new animations with SLAL (did you?)

 

I did.

 

7 minutes ago, PippinTom said:

then culprit is in your mods collection (or load order but I doubt it since you followed any guideline)

 

I'm always uncertain about the load order. As stated above, I use LOOT to sort it automatically, but I'm nervous about getting something wrong in MO2's left-side panel. There's so much stuff in there now lol.

 

7 minutes ago, PippinTom said:

- just disable everything that is not essential to test SL ability to play your animations but may be SL related (even if not dependent). Crowd/spectators are not for sure. And test again using SL MatchMaker.

 

That's actually one thing I tried early on (when the issue first popped up, and before I installed FNIS). I created a new profile in MO2 and made it as vanilla as possible, keeping only the essential + the sex stuff. Sadly, it didn't change a thing. The only thing that helped was FNIS (but I only had the Billyys pack at the time).

 

7 minutes ago, PippinTom said:

Unless you didn't fully cleaned up your DATA directory after initial manunal-intallation-phase-mess, Which I'm not assuming since purging/restoring pristine state is as easy as deleting everything / re-installing vanilla clean copy.

 

Admittedly, I did leave four mods in there, but they're very basic stuff that I figured I would want in any playthrough:

 

- SKSE

- Engine Fixes (All-In-One) for 1.5.97

- JContainers

- PapyrusUtil

 

The first is supposed to be manually installed anyway. Engine Fixes I could easily remove and reinstall through MO2, if you think that might help?

 

I'm more concerned about the latter two, as looking at the contents of the archive files I downloaded, it's hard to tell if they overwrote anything, and I'm concerned that just deleting those files might remove something essential?

 

7 minutes ago, PippinTom said:

Last things - why do you use SLAL 1.0 while there is at least 1.6 available already?

 

Well, I grabbed SLAL from this page and it says 1.0.0... is there another page out there (for SE) that I missed?

 

7 minutes ago, PippinTom said:

However long shot this may sound - at least for test try with SkyUI 5.2 instead of what you already have.

BTW: ZAZ is not a SLAL pack AFAIK.

 

Can I remove SkyUI safely though? Well, I suppose I could try this with a new profile first. Wouldn't hurt to do another semi-vanilla test.

 

I'll report back!

 

And good to know about ZAZ. It does get its own menu, but I think I saw it listed along with a bunch of SLAL packs, and that's what confused me.

 

It really puzzles me that some packs work and others don't, though. Weird as hell.

Posted
7 minutes ago, RicZen said:

Admittedly, I did leave four mods in there, but they're very basic stuff that I figured I would want in any playthrough:

 

- SKSE

- Engine Fixes (All-In-One) for 1.5.97

- JContainers

- PapyrusUtil

 

If you ask me - literally nothing should be in the Data dir that I'm aware of (and I don't know everything - sure), especially if you use MO2 - it can handle everything. First - because you WILL forget about it and at some point it will bite you in the ass, maybe not today, not tomorrow, but some day.

 

One thing in you list looks weird - "PapyrusUtil" - which tutorial suggested that you have to install it? (I'm not even asking about version, because I'm afraid what will be the answer). PU is for weird folks that play shitty skyrim with all kinds of SFW mods that attempt to make a great game out of its ugly corpse - while failing over and over again.

SL package has already PU bundled, and in version most appropriate for its needs that should never be updated unless specifically instructed otherwise by someone whose opinion matters. So yet another point on your checklist.

Posted
37 minutes ago, RicZen said:

As stated above, I use LOOT to sort it automatically

 

Again - if you ask me - NEVER let LOOT do anything with your LO after you have started a game. Use it as a helper with suggestions, sure, if you wish, and as a reported of bad plugins/bad-dirty edits etc or missing dependencies/patches. But if you want to have stable (such thing does not exist but it's fun to chase it) long running setup with mods which all act as they supposed to (not causing CTD is not the same) figure out proper load order for mods you have on your own. That is good policy for beginners because it exploits their laziness against their will to "install all that there is at once". Why reordering mods may have undesired yet not obvious consequences? [...].

Anyway, where to start? there is a good tip for skeleton of your NSFW load order stitched in the description. And it's just my opinion.

Posted

  

3 hours ago, PippinTom said:

One thing in you list looks weird - "PapyrusUtil" - which tutorial suggested that you have to install it? (I'm not even asking about version, because I'm afraid what will be the answer). PU is for weird folks that play shitty skyrim with all kinds of SFW mods that attempt to make a great game out of its ugly corpse - while failing over and over again.

 

I followed Luna's guide to set everything up (it's a PDF linked to in this reddit post) and it does seem like a requirement for CBBE 3BA and another mod I added later (PC Head Tracking and Voice Type SE).

 

As for its version, well, I went with the most recent that was compatible with SSE 1.5.97--ie v3.8.

  

3 hours ago, PippinTom said:

Anyway, where to start? there is a good tip for skeleton of your NSFW load order stitched in the description. And it's just my opinion.

 

Yeah, I did see that load order example and used it as a model, though I have so many more mods than that lol. But it's a good starting point, I agree.

Posted

Oh this is amazing. Guys! I got the animations to work!!!

 

Okay, okay, so this is what I did.

 

I went ahead and created a new profile, making it as close to vanilla as possible.

 

Now, like I mentioned previously, I'd already attempted this once before, but this time I did things a bit differently--because, you know, you can't expect a different outcome if you do everything exactly the same way ;) 

 

So, the first time, I'd basically stripped down the SFW stuff, keeping it down to the minimal requirements. But for everything else, I stuck with Luna's guide.

 

Now the thing about her guide is that it includes a lot of optional stuff. Mind, I never installed all of them--some because I had no interest in them, others because they crashed my game. But I did add to that testing profile all the same optional stuff I'd added in my first playthrough.

 

For this new test, however, I decided to keep out all of the optional stuff, sticking only to the essentials for both the NSFW and SFW material.

 

And lo and behold, it worked!!!

 

Not only are all animations running as expected, it also removed another bug (some of the bandit guys would sometimes inexplicably lack a schlong and have a hole instead, awkward! I haven't noticed this anymore with this new profile).

 

I can only assume from this that one of those optional mods was conflicting with Pandora (or another mod?) and thus affecting my animations (and schlongs).

 

The plan now is to re-add all the stuff I left out, little by little, until the problem pops up again, which should help identify the culprit.

 

Fun!

 

One bug that remains (though I suspect it's unrelated and might not be fixable) is that no matter how careful I am at picking a flat surface before I start a scene, I'll almost always get transported before it starts, and often to a very inconvenient spot.

 

For instance, in Fort Greymoor, I would surrender in the middle of the courtyard, but then the scene would start in the forge. And when I say 'in' I mean IN lmao. That's super weird and inconvenient.

 

It's not as bad indoors or in cities in general, but it can happen there too.

 

Anyway, I will report what I find out about the conflicting mods--though it might take some time.

 

Thanks for the help, guys!

Posted (edited)
23 minutes ago, RicZen said:

Oh this is amazing. Guys! I got the animations to work!!!

 

Okay, okay, so this is what I did.

 

I went ahead and created a new profile, making it as close to vanilla as possible.

 

Now, like I mentioned previously, I'd already attempted this once before, but this time I did things a bit differently--because, you know, you can't expect a different outcome if you do everything exactly the same way ;) 

 

So, the first time, I'd basically stripped down the SFW stuff, keeping it down to the minimal requirements. But for everything else, I stuck with Luna's guide.

 

Now the thing about her guide is that it includes a lot of optional stuff. Mind, I never installed all of them--some because I had no interest in them, others because they crashed my game. But I did add to that testing profile all the same optional stuff I'd added in my first playthrough.

 

For this new test, however, I decided to keep out all of the optional stuff, sticking only to the essentials for both the NSFW and SFW material.

 

And lo and behold, it worked!!!

 

Not only are all animations running as expected, it also removed another bug (some of the bandit guys would sometimes inexplicably lack a schlong and have a hole instead, awkward! I haven't noticed this anymore with this new profile).

 

I can only assume from this that one of those optional mods was conflicting with Pandora (or another mod?) and thus affecting my animations (and schlongs).

 

The plan now is to re-add all the stuff I left out, little by little, until the problem pops up again, which should help identify the culprit.

 

Fun!

 

One bug that remains (though I suspect it's unrelated and might not be fixable) is that no matter how careful I am at picking a flat surface before I start a scene, I'll almost always get transported before it starts, and often to a very inconvenient spot.

 

For instance, in Fort Greymoor, I would surrender in the middle of the courtyard, but then the scene would start in the forge. And when I say 'in' I mean IN lmao. That's super weird and inconvenient.

 

It's not as bad indoors or in cities in general, but it can happen there too.

 

Anyway, I will report what I find out about the conflicting mods--though it might take some time.

 

Thanks for the help, guys!

 

So, in the end, the problem was that you had too many mods interfering with each other. That's why you were explicitly told that you needed to stick to the basics and essentials to verify that only Sexlab +Pandora actually work. Be careful when creating your own load order because sometimes we add things that end up generating these conflicts, which seem harmless at first but aren't.

 

Also, pay close attention to the version of the mod you're going to install because that synchronization is vital. You're using an older version of SE, which is fine; I don't mean to criticize that. But you should check that the mod you decide to use doesn't say something like "only compatible with the latest version v1170", it should work with your version of SE (Although that's what BEES is for.). There are still mods with compatibility issues, like AddItemMenu in v1170. That's why it's important that you be careful with this. 

 

I don't know which guide you're following, but it should have told you that don't make a long load order without verifying each mod first. That's why Skyrim with mods can become boring and tedious for the casual player who doesn't want to spend entire afternoons debugging because of a nice CTD. Cheers.

Edited by 深淵の神
Posted

Alright, I think I figured it out--though it's nothing any of us expected lol.

 

So I re-added all the optional stuff, running the game every 2-3 mods to check my animations. I got them all back in, and... the animations never broke!

 

That got me scratching my head and I wondered if the issue might be related to load order. I was planning to test that, but then I decided to switch back to my main game for a change, as I hadn't touched it in a few days, while I was focusing on that new profile.

 

And surprise surprise, the animations were fine there too! That really puzzled me because I hadn't touched that profile, all the changes I'd made were on the new one exclusively.

 

Then I realized that wasn't entirely accurate.

 

Here's what happened.

 

While I was setting up the test account, I added some new SLAL animation packs (for variety's sake lol) and so ran Pandora again.

 

When I did that, stuff showed up in my Overwrite folder (as a reminder, I'm using MO2). When I dumped that stuff as usual in my Pandora Output mod, I noticed it wanted to use a different structure than what was already in there.

 

Initially, with my original playthrough, when I'd done this, MO2 had created a Pandora_output folder within the Pandora Ouput mod. I'd figured at the time it was normal, that it was how MO2 wanted to run things, so I left it as is. But now, seeing that the new profile wanted to put things directly in the root folder, I let it do it, then went into my file explorer and deleted the "Pandora_output" folder. I figured if my main profile requires it, I can just run Pandora again.

 

And so there you have it. A few days later I start my main profile, forget to run Pandora, and thus the game uses what's in the Pandora Output mod (which is shared between all profiles) and... it just works 👀 

 

I have no idea why MO2 did that weird setup the first time around. Must be a bug, heh.

 

Anyway, everything's looking good now.

Posted
47 minutes ago, RicZen said:

MO2 had created a Pandora_output folder within the Pandora Ouput mod. I'd figured at the time it was normal, that it was how MO2 wanted to run things, so I left it as is. But now, seeing that the new profile wanted to put things directly in the root folder, I let it do it, then went into my file explorer and deleted the "Pandora_output" folder. I figured if my main profile requires it, I can just run Pandora again.

 

My brother in Sithis, then you had just configured Pandora wrong, just as was said from the start. There shouldn’t be an Output Folder inside the Output Folder, period. I assure you that problem has never happened to the rest of us MO2+Pandora users. And no, that’s not a bug in either Pandora or MO2, which is why you have to be very careful when setting up any mod or the slightest mistake will ruin the party. Glad you were finally able to fix it! Enjoy your victory and time to play.

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