NexusModel Posted January 28, 2020 Posted January 28, 2020 well to upate it is only new games that do not work now, i can load saved games. but trying to do a new game just remaisn stuck at the main menu with the Dragonborn symbol
Dcasteel7 Posted January 29, 2020 Posted January 29, 2020 I think I got it! I fiddled around with my load order and I made the left panel of mo2 look almost identical to the loot organized right panel and it started a new game just fine.
TheRaizin Posted January 29, 2020 Posted January 29, 2020 Sorry if this has already been talked about but I installed SL Framework correctly and stuff but when I initiate the You-Know-What nothing is happening except they're making sounds. It says it's playing an animation yet nothing is happening. Only sounds.
Just Don't Posted January 29, 2020 Posted January 29, 2020 18 minutes ago, TheRaizin said: Sorry if this has already been talked about but I installed SL Framework correctly and stuff but when I initiate the You-Know-What nothing is happening except they're making sounds. It says it's playing an animation yet nothing is happening. Only sounds. FNIS. Install it, use it. If you already did and animation doesn't work run it again and check if you have any warnings (enable HKX compatibility check before using it so it checks if you have incompatible animations installed).
Gaiseric1806 Posted January 29, 2020 Posted January 29, 2020 Hello guys. I'm just wonder its normal that Lips sync bug with facial expression ? And if is the case, can I fix it ? Not a big bug, mouth tend to stay open 0.5sec after a moan effect ? Can't remenber if that was the case on other playthrough. But anyway, not a big deal and the mod work like a charm.
Dcasteel7 Posted January 30, 2020 Posted January 30, 2020 5 hours ago, Gaiseric1806 said: Hello guys. I'm just wonder its normal that Lips sync bug with facial expression ? And if is the case, can I fix it ? Not a big bug, mouth tend to stay open 0.5sec after a moan effect ? Can't remenber if that was the case on other playthrough. But anyway, not a big deal and the mod work like a charm. Youre not suppose to use lip sync and facial expressions together because it can cause issues, it even says it in a warning text in the mod itself.
Gaiseric1806 Posted January 30, 2020 Posted January 30, 2020 14 hours ago, Dcasteel7 said: Youre not suppose to use lip sync and facial expressions together because it can cause issues, it even says it in a warning text in the mod itself. Yep you rigth bro. Like I say can't remenber if this "jaw dropping" always happen to me on Newrim, I 100% sure that was not the case on SE oldrim. But anyway like I say not a big deal, and I'm sure that's gonna be fix on the final version of SE Newrim. Thanks for you'r time and you'r reply. Have a nice day all !
darkconsole Posted January 30, 2020 Posted January 30, 2020 @Ashal re: storageutil - i cannot tell you at which version this started happening, it used to work ok. but now there is a temp actor loading bug from storageutil. 1) placeatme randomactor or find an unnamed actor in the world. ours is FF000123 [note: persistence here does not matter. in my mods cases (soulgem oven, display model, etc) persistence is forced onto all actors.] 2) StorageUtil.FormListAdd(None,"OurList",OurActor) 3) StorageUtil.FormListGet(None,"OurList",0) returns our actor. everything is fine. [note, we are still staring right at the actor. FF000123 just standing here] 4) Save the game. 5) Reload the game. 6) StorageUtil.FormListGet(None,"OurList",0) returns NONE. everything is ruined. only happens for unnamed temp actors in the FF id space. actors like lydia are just fine. [note, we are STILL staring right at the actor and we can confirm its ID is still FF000123 - just standing here] 7) quit game without saving, i can confirm by hex inspection that my data for actor FF000123 is legit still inside the cosave, but we are no longer able to access its data. @CPU suggested JsonUtil does not suffer this problem. him and i both were hypothesizing that it has something to do with maybe something involving a FE work around in storageutil but we don't know because we cannot see the source. im still trying to abstract storageutil out of my mods so that jsonutil can be swapped in to test, or worse case... jcontainers. Oldrim did not suffer this, and Newrim i am turbo sure did not always suffer this, i would have noticed pretty quick when spawning my orc follower at me and filling her full of soulgems. this also affects calls like StorageUtil.FormListCount(OurActor,"SomeOtherList") i humbly ask for an investigation... or public source... so that this issue may be laid to rest without having to do something drastic like just not using it any more >_>
fred200 Posted January 30, 2020 Posted January 30, 2020 You problem is (apparently) related to the FF ref ID. Normal NPCs with an actual mod number there are not affected. The supposition is that ESL support (FE ref ID) broke something. PapyrusUtil gets most of the blame - but only because it bundles the other functions. I am hoping for a quick resolution - AYGAS is toast at the moment. MME is fine - if you don't make slaves milk maids. PAHE and HSH appear to be fine - they don't use the broken functions. Oh yes - I can tell you the version - it was the first one that included PapyrusUtil 3.8. Before that, everything was fine. 1
darkconsole Posted January 30, 2020 Posted January 30, 2020 47 minutes ago, fred200 said: Oh yes - I can tell you the version - it was the first one that included PapyrusUtil 3.8. Before that, everything was fine. it might be likely then we can roll back PU, since i feel like it was working great prior. i'll have to give it a run for a few days and if so ill just tell my users to do that in the mean time overwriting the version in the sexlab beta.
fred200 Posted January 30, 2020 Posted January 30, 2020 1 minute ago, darkconsole said: it might be likely then we can roll back PU, since i feel like it was working great prior. i'll have to give it a run for a few days and if so ill just tell my users to do that in the mean time overwriting the version in the sexlab beta. I thought that might work! Please let us know the result! And Thanks!
darkconsole Posted January 30, 2020 Posted January 30, 2020 1 minute ago, fred200 said: I thought that might work! Please let us know the result! And Thanks! i only just realized that we cant because the DLL and SKSE >_> RIP
fred200 Posted January 30, 2020 Posted January 30, 2020 2 minutes ago, darkconsole said: it might be likely then we can roll back PU, since i feel like it was working great prior. i'll have to give it a run for a few days and if so ill just tell my users to do that in the mean time overwriting the version in the sexlab beta. I thought that might work! Please let us know the result! And Thanks! Well it is not as easy as I had hoped. You can not just drop in Papyrus 3.7B. PapyrusUtil.dll is not compatible with the current game engine. You can delete the dll from PapyrusUtil and overlay Sexlab with that. Runs fine - except still broken. The problem is in PapyrusUtil.dll 3.8. You will need to rebuild that.
Sailing Rebel Posted January 30, 2020 Posted January 30, 2020 46 minutes ago, fred200 said: Well it is not as easy as I had hoped. You can not just drop in Papyrus 3.7B. PapyrusUtil.dll is not compatible with the current game engine. You can delete the dll from PapyrusUtil and overlay Sexlab with that. Runs fine - except still broken. The problem is in PapyrusUtil.dll 3.8. You will need to rebuild that. If anyone wants to use the previous version of PU they will need to roll back to the previous version of SkyrimSE.exe, which will also require rolling back SKSE64 to the previous version, which will in turn require rolling back all installed SKSE plugin mods to versions compatible with the older SKSE. SKSE plugin mods can be identified in MO2 using the <Contains Script Extender> filter (bottom left of the left panel). Note that the instructions for retrieving the earlier SkyrimSE.exe is for a specific version. The IDs for other versions can be found here.
fred200 Posted January 30, 2020 Posted January 30, 2020 With all due respect - the effort involved to roll back the executable boggles the imagination. I will just live with the current situation (no AYGAS) until this is resolved.
darkconsole Posted January 30, 2020 Posted January 30, 2020 48 minutes ago, Sailing Rebel said: If anyone wants to use the previous version of PU they will need to roll back to the previous version of SkyrimSE.exe, which will also require rolling back SKSE64 to the previous version, which will in turn require rolling back all installed SKSE plugin mods to versions compatible with the older SKSE. SKSE plugin mods can be identified in MO2 using the <Contains Script Extender> filter (bottom left of the left panel). Note that the instructions for retrieving the earlier SkyrimSE.exe is for a specific version. The IDs for other versions can be found here. yeah, that quickly becomes not worth the effort, especially considering things like racemenu over the versions has a lot of crash fixes that only exist in recent releases.
Sailing Rebel Posted January 31, 2020 Posted January 31, 2020 57 minutes ago, darkconsole said: yeah, that quickly becomes not worth the effort, especially considering things like racemenu over the versions has a lot of crash fixes that only exist in recent releases. Agreed. It was more of a cautionary on what rolling back PU would actually entail. But then I'm not using any mods that suffer noticeably from this bug so can't say just how frustrating it might be for users.
fred200 Posted January 31, 2020 Posted January 31, 2020 OK - where is the source for PapyrusUtil.dll 3.8? It is not distributed with the mod - and I can't find the current version on Github. Why is this so hard... The source is needed to rebuild the package.
Velis Posted January 31, 2020 Posted January 31, 2020 15 minutes ago, fred200 said: OK - where is the source for PapyrusUtil.dll 3.8? It is not distributed with the mod - and I can't find the current version on Github. Why is this so hard... The source is needed to rebuild the package. My copy of 3.8 has the source files in a folder called Source. I'm referring to the version not included with SexLab.
fred200 Posted January 31, 2020 Posted January 31, 2020 9 minutes ago, Velis said: My copy of 3.8 has the source files in a folder called Source. I'm referring to the version not included with SexLab. Source contains the .psc Papyrus source. No sign of the .cpp DLL source.
littlegandalf Posted January 31, 2020 Posted January 31, 2020 Is anyone else having this problem? I've re-installed skyrim se and the newest edition of SexLab Framework for SE (1.63 Beta 8). The game loads with SexLab perfectly well on its own, but after installing addons such as SexLab Tools, Animation Loader, Creature Framework; the game doesn't even open. The mod manager just stops operating and won't run the game until I remove anything related to SexLab SE. If I could get some help with this I'd very much appreciate it, many thanks
fred200 Posted January 31, 2020 Posted January 31, 2020 Each of the addons that have a DLL in SKSE/Plugins have to also be updated. Browse that directory to see which they are. And don't add all those mods at once - add them one at a time to see which is broken.
Zertos Posted January 31, 2020 Posted January 31, 2020 I have a problem that on my player female character the strap-on from SexLab is not visible. Other females do have their strapon. I'm using the CBBE 3BBB body. Edit: Nevermind. Had selected a SOS for my female which disabled the strapon.
hazelboi Posted February 2, 2020 Posted February 2, 2020 I have a problem, every time I transform into a werewolf sexlab changes my gender to female! i've used the console commands to no avail, i just get not found for parameter Faction. is there any way to get sex lab or creature framework to switch me back to male? or do i have to delete the female werewolf model and force it too?
hazelboi Posted February 2, 2020 Posted February 2, 2020 46 minutes ago, hazelboi said: I have a problem, every time I transform into a werewolf sexlab changes my gender to female! i've used the console commands to no avail, i just get not found for parameter Faction. is there any way to get sex lab or creature framework to switch me back to male? or do i have to delete the female werewolf model and force it too? I removed the female meshes from the folder in the hopes that'd force skyrim to default into a male body, but it had no effect. i did however find out what added the female werewolf model i keep on getting stuck as.
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