Vyxenne Posted March 7, 2020 Posted March 7, 2020 21 hours ago, bobjunker said: i am having trouble running any animations, any time i try to start an animations is says animation failed. I used vortex to install everything. help. Just so you know, I installed SexLab and related mods (plus all the rest of my 280+ mods) using Vortex and had no problems. So Vortex isn't necessarily the prime suspect in issues with mods installed using it. 1
4nk8r Posted March 7, 2020 Posted March 7, 2020 5 hours ago, Vrailis said: Hello - I woke up one morning and received an error (attached) concerning Sexlab on Mod Organizer. Evidently the Sexlab plugin has been deemed 'incompatible'. I have the latest Skyrim SE and Sexlab versions. Has anyone experienced anything similar and might be able to lend a hand? Thank you in advance. Beta 8's DLL is for Skyrim SE 1.5.97/SKSE64 2.0.17. What versions of Skyrim SE and SKSE64 are you using?
4nk8r Posted March 7, 2020 Posted March 7, 2020 On 3/5/2020 at 9:01 PM, bobjunker said: i am having trouble running any animations, any time i try to start an animations is says animation failed. I used vortex to install everything. help. Did you install FNIS? Are you using FNIS integration with Vortex on Deploy? If so, did you configure FNIS *IN* Vortex (Mods window. Gear icon along top bar) before you deployed and Vortex ran it? If you're not using Vortex FNIS integration, did you run GenerateFNISForUsers.exe via any means after you'd finished installing all of your mods?
sexfrnd1 Posted March 7, 2020 Posted March 7, 2020 Has anyone else seen this problem? Sexlab beta 8 has been running fine. I am level 43 now and have had no problems until, suddenly, starting any sex scene causes Skyrim to hang/freeze. I have to open Task Manager to kill it. I tried removing all my other sex mods except for Sexlab. Tried clean/rebuild. Tried uninstall/reinstall Sexlab. Nothing worked. Then, I tried opening a much earlier save game and found that Sexlab was working fine in that version. So, I figured something got messed up in that savegame. I bit the bullet and resumed playing from that earlier save. I took a completely different direction in the replay -- all different dungeons and quests than before. Nevertheless, I am at about the same level now and Sexlab is not working again. Opening up an animation hangs the game. Has anyone seen this? And ideas for debugging? Google search has been fruitless. Thanks!
Vyxenne Posted March 8, 2020 Posted March 8, 2020 Have you run Resaver on your latest savegame (wherein SL is not working) to see if you have orphan script instances and/or undefined elements? You can safely clean Unattached Instances and Undefined Elements but I wouldn't go any further with Resaver unless you know exactly what you are doing. And if Resaver fails and/or makes something worse in that savegame, you can pick up the backup of your existing savegame that Resaver made before it wrote the cleaned version to disk.
sexfrnd1 Posted March 8, 2020 Posted March 8, 2020 1 hour ago, Vyxenne said: Have you run Resaver on your latest savegame Yes, I'm sorry I should have mentioned that I tried that already. One other thing -- I set my character's arousal to be disabled in the Sexlab Arousal mod. I was tired of constantly stopping to masturbate. A little too much realism for my taste. But I don't know if that may have contributed to my freezing problem. Re-enabling my arousal did not fix it though.
Warfieldz Posted March 8, 2020 Posted March 8, 2020 Any one help me,please : i got " .... " command when try to talk to NPC and Follower, but, somehow, commands still work, , some times game shows " lookup failed" What did i've done wrong? BTW, i got T-pose error after install Hydra slavegirl, funnyblizzanimation, and zazanimation pack, no matter how many times i run FNIS. And look like i picked wrong base body. My choice is CBBE body, and 3BBB with C cup size
katanablade624 Posted March 8, 2020 Posted March 8, 2020 So I'm trying to run both Sexlab and OSA/OSEX, but there are some file conflicts. Does it matter which mod is loaded first? Also, should papyrus Util. be loaded after sexlab?
4nk8r Posted March 8, 2020 Posted March 8, 2020 1 hour ago, katanablade624 said: So I'm trying to run both Sexlab and OSA/OSEX, but there are some file conflicts. Does it matter which mod is loaded first? Also, should papyrus Util. be loaded after sexlab? The the parts of OSA that conflict with Sexlab are the included Papyrus Util parts. Don't let OSA overwrite anything, really. ConsoleUtilSSE, MfgFix, Sexlab SE Framework and PapyrusUtil SSE are all newer than the latest version of version of OSA for SSE. If you want to maintain PapyrusUtil SE separately from Sexlab, use this https://www.nexusmods.com/skyrimspecialedition/mods/13048 and never let anything overwrite it (except maybe newer versions of Sexlab Framework SSE). Both Papyrus Utils (both LE/SE) and Sexlab Framework (both LE/SE) are maintained by Ashal. As long as you stay up to date there you should be good.
janbui Posted March 9, 2020 Posted March 9, 2020 On 2/19/2020 at 11:52 AM, Teddar said: Sure. Attached. I dont have bundles of mods like some and i swap out stuff occasionally. Have fun. LoadOrder.txt 1.63 kB · 21 downloads Alright buddy, just for you and me, I've been able to fix the Lip Syncing issue. It took me a while for understanding how the script works, but I took my sweet time and it paid off well. Still, kinda annoyed that no one could say they had the same issue, but eh, it is a random feature in the MCM menu after all. Also, make sure to download Mfg Fix alongside this script so it can work, or else it cannot edit the values correctly. Also, @Ashal, here's a fix to include into the mod (make sure you reference the hyperlinked mod too). sslBaseVoice.pex 1
Vyxenne Posted March 9, 2020 Posted March 9, 2020 21 hours ago, Warfieldz said: i got T-pose error after install Hydra slavegirl, funnyblizzanimation, and zazanimation pack, no matter how many times i run FNIS. Sounds like something is overriding XPMSSE. You might want to try reinstalling it, or at least making sure it has priority ("loads after") any other mod that has its own skeleton. 21 hours ago, Warfieldz said: And look like i picked wrong base body. My choice is CBBE body, and 3BBB with C cup size The screenshot shows displaced nipples and hip gaps. Both are symptoms of incompatible textures. Installing textures that are made for CBBE/3BBB should fix this. 1
Warfieldz Posted March 9, 2020 Posted March 9, 2020 8 hours ago, Vyxenne said: Sounds like something is overriding XPMSSE. You might want to try reinstalling it, or at least making sure it has priority ("loads after") any other mod that has its own skeleton. The screenshot shows displaced nipples and hip gaps. Both are symptoms of incompatible textures. Installing textures that are made for CBBE/3BBB should fix this. thanks, i fixed it, but one more trouble: i got " .... " command when try to talk to NPC and Follower, but, somehow, commands still work, animations woring , some times game shows " lookup failed"What did i've done wrong?
Ashal Posted March 9, 2020 Author Posted March 9, 2020 16 hours ago, janbui said: Also, @Ashal, here's a fix to include into the mod (make sure you reference the hyperlinked mod too). sslBaseVoice.pex 5.22 kB · 3 downloads Fix is of no use to me as a pex, I'd need the psc file and to know what you changed.
janbui Posted March 9, 2020 Posted March 9, 2020 49 minutes ago, Ashal said: Fix is of no use to me as a pex, I'd need the psc file and to know what you changed. Oh sorry, I changed most values that where meant for oldrim, I’ll send the psc as soon as I can get to my computer EDIT: Alright, here's the psc. I'll put down which line the change is on and what was changed. Lines 3, 45, 53, 91, and 98: Changed whole line from comment to code. Lines 46, 54, 92, and 99: Changed whole line from code to comment. (Obviously exclude the reminders of what code belongs where, unless you want to delete the Special Edition code as it is technically obsolete) And that's it. Yeah, a good majority of the work was me figuring out what sources was used for this mod to compile it, but I luckily made a small mistake yet it took me a long ass time to figure it out. The mod Mfg Fix too was mentioned in the code, so I just started where you left off. It was actually some fun though, since I looked back at previous code for SexLab Oldrim and found the similarities and missing files, most notably on Line 3 where it references the script needed to fix this issue by name: MfgConsoleFunc. Hopefully this is enough info since its kind of confusing saying what my changes were, but they should work. Again, you have to use the MfgConsoleFunc that comes with Mfg Fix mod, or else it wont solve a thing and create errors instead. And thank you for including all that info inside of the script, I would have honestly not know how to fix the issue without it. ACTUAL IMPORTANT INFO: There is one additional file that needs updates too so it can utilize MfgConsoleFunc named sslBaseExpression, I could do it but I think after you see what I did in sslBaseVoice that it is insanely simple, no script knowledge really. sslBaseVoice.psc
katanablade624 Posted March 9, 2020 Posted March 9, 2020 On 3/8/2020 at 6:13 PM, 4nk8r said: The the parts of OSA that conflict with Sexlab are the included Papyrus Util parts. Don't let OSA overwrite anything, really. ConsoleUtilSSE, MfgFix, Sexlab SE Framework and PapyrusUtil SSE are all newer than the latest version of version of OSA for SSE. If you want to maintain PapyrusUtil SE separately from Sexlab, use this https://www.nexusmods.com/skyrimspecialedition/mods/13048 and never let anything overwrite it (except maybe newer versions of Sexlab Framework SSE). Both Papyrus Utils (both LE/SE) and Sexlab Framework (both LE/SE) are maintained by Ashal. As long as you stay up to date there you should be good. So an ideal load order would be: OSA, OSex, Sexlab Framework, Sexlab Arousal, Sexlab EagerNPCs, MfgFix, Papyrus Util Does that sound right? Because right now I have papyrus util loading before OSA and OSex and those two mods are working perfectly.
4nk8r Posted March 10, 2020 Posted March 10, 2020 Papyrus Utils is a DLL and 6 scripts (with script source), so before/after doesn't really have any context from a plugin standpoint. It only matters with which versions of the DLL and scripts are loaded when the game starts. If you're going to use the discrete Papyrus Utils package, its files should be the ones loaded when the game starts vs. the same file name/paths bundled in other mods (Sexlab, OSA, etc.) Otherwise, defer to the version bundled with Sexlab next.
ThePandaHero Posted March 10, 2020 Posted March 10, 2020 Not sure if this issue has been solved already, but I cannot shake this off. Whenever I use the lip sync option, any actor involved will have their mouths agape. If their is a soundbite that needed animation, the mouths would vibrate. I am using anything and everything from the mfg command+fix, as well as the expressive facial animations for males and females to solve this issue, however this still is a recurring problem.
dkcydr Posted March 11, 2020 Posted March 11, 2020 On 2/5/2020 at 10:39 PM, Kluze said: Framework can't read SKSE properly. I already installed SKSE 2.0.17(Latest Version) for SexLab Framework SE 1.63 Beta 8. I can't figure out why it happened. Please help I'm having the same exact issue, I redownloaded SKSE64 just to be sure, and still have this issue. I seem to be having similar problems with racemenu as well.
4nk8r Posted March 11, 2020 Posted March 11, 2020 3 hours ago, dkcydr said: I'm having the same exact issue, I redownloaded SKSE64 just to be sure, and still have this issue. I seem to be having similar problems with racemenu as well. If you're having this issue, you don't have the 2.0.17 version of SKSE64 installed like you think you do.
dkcydr Posted March 11, 2020 Posted March 11, 2020 1 hour ago, 4nk8r said: If you're having this issue, you don't have the 2.0.17 version of SKSE64 installed like you think you do. Allow me to rephrase; after getting the error, I went to the SKSE site,(http://skse.silverlock.org/), downloaded the current version and installed it, and continued to get the error. following screenshots are of the .zip file I downloaded, and the loader dll's contained within. looking at the notes on the website, the number on the dll is the runtime id not the version.
dkcydr Posted March 11, 2020 Posted March 11, 2020 So unless it is possible to download older versions when they're labelled as the current version, I did actually download the current version. please, pay attention to what is written. If I'm wrong, I'll accept that, but off hand "you did it wrong" replies without any kind of thought of how to perhaps correct it piss me off.
4nk8r Posted March 11, 2020 Posted March 11, 2020 31 minutes ago, dkcydr said: So unless it is possible to download older versions when they're labelled as the current version, I did actually download the current version. please, pay attention to what is written. If I'm wrong, I'll accept that, but off hand "you did it wrong" replies without any kind of thought of how to perhaps correct it piss me off. I can confirm for certain the existing Beta 8 version of SexLab does not have any issue detecting SKSE64 versions correctly. The issue must lie with your install of Sexlab and/or SKSE64. I don't know what mod manager you're using or how you're installing SKSE (manually or via a mod manager), etc. I can't tell you how to fix it if I don't have any other details. Your screenshots certainly indicate the correct version, but it isn't an issue with a correctly installed Sexlab Framework. SKSE64 binaries are put in the folder with the SkyrimSE.exe, and the SKSE64 scripts folder needs to be placed in Data. Make sure you've done both steps. Some people add the script folder via their mod manager vs. directly applying to the game folder, so if you choose the latter make sure it is done correctly via whichever mod manager you're using. 2
Vyxenne Posted March 12, 2020 Posted March 12, 2020 12 hours ago, dkcydr said: I'm having the same exact issue, I redownloaded SKSE64 just to be sure, and still have this issue. I seem to be having similar problems with racemenu as well. 6 hours ago, dkcydr said: So unless it is possible to download older versions when they're labelled as the current version, I did actually download the current version. please, pay attention to what is written. If I'm wrong, I'll accept that, but off hand "you did it wrong" replies without any kind of thought of how to perhaps correct it piss me off. Here is how to correct your incomplete installation of SKSE64 2.0.17: Installing SKSE64 into Skyrim (Special Edition or Legendary Edition) It's easy to configure Vortex to install ALL OF SKSE64 into your game with only a half-minute's extra work. Here's how to do that: Installing Script Extenders With Vortex. There is also a tutorial video but the author was apparently late for an appointment or whatever, so be prepared to stop it at the important spots so you have at least a fighting chance to read what he's doing. If you're not using Vortex or do not wish to take the 3 minutes required to learn how to do it, then you will need to do a manual installation of SKSE64: 1. Choose the correct version of SKSE64 to match the game version you are using- here is a list: Game / SKSE64 1.5.97 / 2.0.17 (Current versions as of November 20, 2019) 1.5.80 / 2.0.16 1.5.73 / 2.0.15 1.5.62 / 2.0.12 1.5.53 / 2.0.10 1.5.50 / 2.0.8 1.5.39 / 2.0.7 1.5.23 / 2.0.6 1.5.16 / 2.0.5 1.5.03 / 2.0.4 2. Install SKSE64 manually: 2a- Download the SKSE64 7z archive to your desktop 2b- Extract the SKSE64 7z archive to your desktop 2c- Open the top folder of the SKSE64 extracted archive 2d- Copy the SKSE64 archive's Data folder, skse64_n_n_nn.dll, skse64_loader.exe and skse64_steam_loader.dll 2e- Open your Skyrim Special Edition main folder, ..\Steam\SteamApps\common\Skyrim Special Edition 2f- Delete any and all files you see there that begin with "skse." 2g- Paste the 4 objects you Copied in Step 2d into the open SSE folder 2h- Authorize the folder merge with the existing Data folder- if you already have a Data folder and do not get a Data folder merge warning, try to find and delete the files you just pasted into the wrong location and start over, this time reading these instructions more carefully. If you do NOT already have a Data folder, meaning SKSE64 is the first mod you have installed, you will not get a folder merge warning and that's OK. 2i- Authorize all Script overwrites 3. Right-click the new copy of skse_loader.exe in your Skyrim Special Edition folder 4. Select "Send to" then "Desktop (create shortcut)" 5. Close your game folder and the extracted SKSE64 7z Archive folder if they are still open 6. Manually launch Steam (if it is not already running) using the Steam shortcut >>>NOT<<< skse64_loader.exe. 7. With Steam already running, double-click your new skse_loader.exe shortcut to launch SSE with SKSE64 properly installed 8. Later, when Vortex tells you there have been external changes and asks for guidance, be sure to select "Save All Changes" so Vortex does not undo anything you just did 9. Never again use the Mod handler of the vanilla game launcher because it will disable SkyUI_SE* 10. Always and forevermore make sure Steam is already running before you launch SSE via skse64_loader.exe *You can eliminate this restriction by adding Skyrim.esm as a Master to SkyUI_SE.esp
dkcydr Posted March 12, 2020 Posted March 12, 2020 16 hours ago, 4nk8r said: I can confirm for certain the existing Beta 8 version of SexLab does not have any issue detecting SKSE64 versions correctly. The issue must lie with your install of Sexlab and/or SKSE64. I don't know what mod manager you're using or how you're installing SKSE (manually or via a mod manager), etc. I can't tell you how to fix it if I don't have any other details. Your screenshots certainly indicate the correct version, but it isn't an issue with a correctly installed Sexlab Framework. SKSE64 binaries are put in the folder with the SkyrimSE.exe, and the SKSE64 scripts folder needs to be placed in Data. Make sure you've done both steps. Some people add the script folder via their mod manager vs. directly applying to the game folder, so if you choose the latter make sure it is done correctly via whichever mod manager you're using. 10 hours ago, Vyxenne said: Here is how to correct your incomplete installation of SKSE64 2.0.17: Installing SKSE64 into Skyrim (Special Edition or Legendary Edition) It's easy to configure Vortex to install ALL OF SKSE64 into your game with only a half-minute's extra work. Here's how to do that: Installing Script Extenders With Vortex. There is also a tutorial video but the author was apparently late for an appointment or whatever, so be prepared to stop it at the important spots so you have at least a fighting chance to read what he's doing. If you're not using Vortex or do not wish to take the 3 minutes required to learn how to do it, then you will need to do a manual installation of SKSE64: 1. Choose the correct version of SKSE64 to match the game version you are using- here is a list: Game / SKSE64 1.5.97 / 2.0.17 (Current versions as of November 20, 2019) 1.5.80 / 2.0.16 1.5.73 / 2.0.15 1.5.62 / 2.0.12 1.5.53 / 2.0.10 1.5.50 / 2.0.8 1.5.39 / 2.0.7 1.5.23 / 2.0.6 1.5.16 / 2.0.5 1.5.03 / 2.0.4 2. Install SKSE64 manually: 2a- Download the SKSE64 7z archive to your desktop 2b- Extract the SKSE64 7z archive to your desktop 2c- Open the top folder of the SKSE64 extracted archive 2d- Copy the SKSE64 archive's Data folder, skse64_n_n_nn.dll, skse64_loader.exe and skse64_steam_loader.dll 2e- Open your Skyrim Special Edition main folder, ..\Steam\SteamApps\common\Skyrim Special Edition 2f- Delete any and all files you see there that begin with "skse." 2g- Paste the 4 objects you Copied in Step 2d into the open SSE folder 2h- Authorize the folder merge with the existing Data folder- if you already have a Data folder and do not get a Data folder merge warning, try to find and delete the files you just pasted into the wrong location and start over, this time reading these instructions more carefully. If you do NOT already have a Data folder, meaning SKSE64 is the first mod you have installed, you will not get a folder merge warning and that's OK. 2i- Authorize all Script overwrites 3. Right-click the new copy of skse_loader.exe in your Skyrim Special Edition folder 4. Select "Send to" then "Desktop (create shortcut)" 5. Close your game folder and the extracted SKSE64 7z Archive folder if they are still open 6. Manually launch Steam (if it is not already running) using the Steam shortcut >>>NOT<<< skse64_loader.exe. 7. With Steam already running, double-click your new skse_loader.exe shortcut to launch SSE with SKSE64 properly installed 8. Later, when Vortex tells you there have been external changes and asks for guidance, be sure to select "Save All Changes" so Vortex does not undo anything you just did 9. Never again use the Mod handler of the vanilla game launcher because it will disable SkyUI_SE* 10. Always and forevermore make sure Steam is already running before you launch SSE via skse64_loader.exe *You can eliminate this restriction by adding Skyrim.esm as a Master to SkyUI_SE.esp @4nk8r thank you for the more explorative answer, I can work off that.@Vyxenne thanks for the walk through, but I guess I ought to have mentioned I'm using MO2, not vortex. one of these days I'll give all the information needed when asking for help. Still, I think I know what I may have missed, so I'm on the right track now.@4nk8r sorry for getting testy, btw. I'll update after I play around with it, see if my hunch is correct.
dkcydr Posted March 12, 2020 Posted March 12, 2020 FIXED! I know what I hadn't done; like an absolute idiot I hadn't copied over the data folder; the new scripts werent there. all error messages have ceased. Thanks for your patience guys.
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