Jump to content

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


Recommended Posts

Posted (edited)
31 minutes ago, Hatoc123 said:

Well on the plus side its not saying quiver anymore so I suppose thats progressimage.png.f52cc4168d6819f2d42363b517fa5877.png

Ok I tried running it again with those refrences deactivated and now it succesfully cleaned

This is good this is progress though I'm really confused why devoulsy cursed loot may be one of the problems its definitely one of the probelms or something else is colliding with it since if I renable it it crashes

 

p.s sorry for spamming this feed up Its just that someone might spot something and go Oh I know what that is its this mod and you need to reinstall that particular mod like this

Edited by Hatoc123
Posted (edited)
48 minutes ago, Hatoc123 said:

Well on the plus side its not saying quiver anymore so I suppose thats progress

 

It can be anything then - script runtime, faulty .dll and "bad win"/overwrite of one or more of you mods - I personally see no progress here.

I may be wrong but at this point I'm less and less convinced that issue at hand is strictly related to SLF beta9.

Isn't SLF crash more like a symptom of problem than cause of it?

 

 

On 10/31/2021 at 10:57 PM, Hatoc123 said:

Crash_2021_10_31_21-49-13.txt 53.04 kB · 8 downloads

 

I've noticed strange thing in you log, it lists as loaded modules:

binkw64.dll + binkw64_.dll

and at the same time

d3dx9_42.dll

 

AFAIK - both those suppose to do the same thing - they are dll loaders for SKSE and to my knowledge should not be used at the same time. Am i right?

 

 

Edited by PippinTom
Posted
1 minute ago, PippinTom said:

 

It can be anything then - script runtime, faulty .dll and "bad win"/overwrite of one or more of you mods - I personally se no progress here.

I may be wrong but at this point I'm less and less convinced that issue at hand is strictly related to SLF beta9.

Isn't SLF crash more like a symptom of problem that cause of it?

 

 

 

I've noticed strange thing in you log, it lists as loaded modules:

binkw64.dll + binkw64_.dll

and at the same time

d3dx9_42.dll

 

AFAIK - both those suppose to do the same thing - they are dll loaders for SKSE and to my knowledge should not be used at the same time. Am i right?

 

 

I dont know I do know that blinkw64 is the DLL plugin loader on skyrim nexus and I kno wthat d3dx9_42 is reletad to skse but thats all I know

Posted
46 minutes ago, Hatoc123 said:

I dont know I do know that blinkw64 is the DLL plugin loader on skyrim nexus and I kno wthat d3dx9_42 is reletad to skse but thats all I know

A bizzare update I tried cleaning with the referenced mods all renabled on a save that I have made after I cleaned the previous save but had loaded with only Cynns proudspire and deviulosly cursed loot and it cleaned successfully I'm really confused since their shouldnt of been any difference since that previous one was cleaned yet if I go onto the cleaned save with all referenced mods reenbled it crashes when cleaning I'm very confused about this. I'm going to do another cleaning this time I'll do I full clean rather than just unattached instances and I'll be right back. though surely if this is something to do with refrences then surely it will just come back again later since it will be the same loadout hmmm I dont know back to clean

Posted
2 minutes ago, Hatoc123 said:

I dont know I do know that blinkw64 is the DLL plugin loader on skyrim nexus and I kno wthat d3dx9_42 is reletad to skse but thats all I know

 

As I said - they are both loaders... of the same. and as .NET Script Framework at nexus page says:

 

Quote

Requirements
DLL Plugin Loader
or
SSE Engine Fixes skse64 Preloader
pick one only.

 

Where OR and ONLY ONE seems significant.

 

 

So then lets look on the rest of the log: there are 320 mod related files listed (so at least 100+ unique mods).

Isn't it possible then, that on one of pages from which you have downloaded all those mods is written something what may be important to solving your problems but have been missed/ignored too?

 

You've said that you reinstalled everything and started clean. Well maybe it's time to repeat that - but this time, knowing a bit more, do it differently, with consideration - "WHY and IF at all I REALLY need that mod and WHAT FOR".

 

What brings me to another finding in your crash log that looks odd to me:

    [FE 055] BHUNP3BBB.esp
    [D0] RaceMenuMorphsBHUNP.esp
and
    [4A] CBBE.esp
    [D4] RaceMenuMorphsCBBE.esp

What for have you installed two different body types?


Are you really on clean restart now or you just recreated exactly what you tried to run from by reainstalling and starting new game?

 

Be minimalist, or you will choke again.

Posted
31 minutes ago, PippinTom said:

 

As I said - they are both loaders... of the same. and as .NET Script Framework at nexus page says:

 

 

Where OR and ONLY ONE seems significant.

 

 

So then lets look on the rest of the log: there are 320 mod related files listed (so at least 100+ unique mods).

Isn't it possible then, that on one of pages from which you have downloaded all those mods is written something what may be important to solving your problems but have been missed/ignored too?

 

You've said that you reinstalled everything and started clean. Well maybe it's time to repeat that - but this time, knowing a bit more, do it differently, with consideration - "WHY and IF at all I REALLY need that mod and WHAT FOR".

 

What brings me to another finding in your crash log that looks odd to me:

    [FE 055] BHUNP3BBB.esp
    [D0] RaceMenuMorphsBHUNP.esp
and
    [4A] CBBE.esp
    [D4] RaceMenuMorphsCBBE.esp

What for have you installed two different body types?


Are you really on clean restart now or you just recreated exactly what you tried to run from by reainstalling and starting new game?

 

Be minimalist, or you will choke again.

Well in an update I was about to post making a save while being in the clean save the loading that save of the clean save seems to of fixed the crashes for now.

 

As for the launcher buiness Im really dont know how that slipped in I really dont I must of been have asleep at that point of installation I will disable dll loader immeditly thanks for pointing that out. And yes I did pay close attention to the instructions of each mod I was installing.

 

Yes I'm on A brand new clean save and game I'm not lying when I say that It double me a few allnighters to get together.

 

As for the bodytypes yep I know thats a mess and I already knew that was a mess but most of those esps are all cbbe related(just fucking looked thanks for pointing that out Baka haynun had activated itself somewhere through my playthrough must of been when I was comparing mod lists using save files since m02 sometimes just activates the mods even if you click cancel thanks for pointing that out) look I'll share a screenshot to prove that(reason why I have two skeltons is that right now TBD hasnt been fully ported for one of the bikina mods so I'm making do with this horrible patch work until the extended version is updated Yes I'm aware its bad I'm Very aware about how skeltons game fuck up in game had several incidents in fallout new vegas with skeletons

 

In conclusion to this mess of a post BHUNP got enabled by accident when looking through saves in mo2 and dll loader was a mistake made when I was really bloody tired but wanted to get things finished and yes this was a completly clean reinstall but you will have to relay on my word since I didnt record it.

 

I hope you dont hate me for all this maybe its fixed now who bloody knows guess I'll find out later in my playthough thanks for your help and stress you have helped me alot

 

i fucking hate myself

Posted

Okay, my turn.

 

I don't see a problem with arrows. It looks to me like a bug in PapyrusUtil - could even be SKSE, but I think they would have heard about it by now.

 

The list of "possibly relevant objects" is really very much a list of possibly relevant objects. It's far more useful to look at the top of the stack, and the stack for all four crash dump files ends the same way: PapyrusUtil attempting to write out a log message during Forms::IsValidObject. With different objects each time. I only see IsValidObject being used during a cleanup process, and that process seems to be triggered by a call to Debug.Trace.

 

Ah, if only I knew x64 calling conventions...

 

I'd be curious to see the PapyrusUtilDev log and, this being one of those very rare times it's potentially useful, the Papyrus log.

Posted
20 hours ago, Vyxenne said:

 

I opened Syrim.esm in SSEEdit and filtered on the 00034182 FormID in question- it turns out that it is the Ancient Nord Arrow and its mesh is in

Data\Meshes\Weapons\Draugr\DraugrArrow.nif.

I remember read something about a problem with the Ancient Arrows and some custom race. I can't remember the details but apparently was caused by the skeleton file and basically can be solved with replace the "skeleton.nif" of the race by one of the "XP32 Maximum Skeleton"

Posted (edited)

So its crashed again when trying out cleaning again and I would share a crash log with you but the crash logger is no longer making crash logs again I dont know why its not I can only assume that some how cleaning the save makes the logger no longer able to make reports about it even if that doesnt make much sense

 

EDIT: It has finally given me crash logs and I cant make head nor tail of what they are talking about since the mod loadout has stayed the same through all these crashes and yet these logs a wildly different. can someone pin down what might be the common thing since I really dont know(well apart from the arm node thing)

 

I have attached all the logs below for that time sorry its alot mo2 only decided to show me the logs today so I didnt think they were being made

Crash_2021_11_3_4-18-27.txt Crash_2021_11_3_4-32-57.txt Crash_2021_11_3_3-40-52.txt Crash_2021_11_3_3-48-27.txt Crash_2021_11_3_3-54-36.txt Crash_2021_11_3_4-6-17.txt Crash_2021_11_3_4-12-37.txt

Edited by Hatoc123
Posted
23 hours ago, Hatoc123 said:

So its crashed again when trying out cleaning again and I would share a crash log with you but the crash logger is no longer making crash logs again I dont know why its not I can only assume that some how cleaning the save makes the logger no longer able to make reports about it even if that doesnt make much sense

 

EDIT: It has finally given me crash logs and I cant make head nor tail of what they are talking about since the mod loadout has stayed the same through all these crashes and yet these logs a wildly different. can someone pin down what might be the common thing since I really dont know(well apart from the arm node thing)

 

I have attached all the logs below for that time sorry its alot mo2 only decided to show me the logs today so I didnt think they were being made

Crash_2021_11_3_4-18-27.txt 51.85 kB · 1 download Crash_2021_11_3_4-32-57.txt 52.38 kB · 0 downloads Crash_2021_11_3_3-40-52.txt 52.39 kB · 0 downloads Crash_2021_11_3_3-48-27.txt 50.76 kB · 0 downloads Crash_2021_11_3_3-54-36.txt 51.35 kB · 0 downloads Crash_2021_11_3_4-6-17.txt 51.05 kB · 0 downloads Crash_2021_11_3_4-12-37.txt 50.77 kB · 0 downloads

 

It's time you created your own support thread in here: https://www.loverslab.com/forum/73-technical-support-skyrim-special-edition/ and continued posting about your issues there. 

 

While you're certainly experiencing issues using Sexlab, it's rather obvious the issues you're having with Sexlab aren't problems WITH Sexlab.  This thread is for issues and support for SexLab Framework SE explicitly, not Skyrim SE plus all your other mods by extension just because you happen to ALSO be having problems with Sexlab.

 

Once you and those helping you there have your game stable and in good working order, you should finally be able to install Sexlab and use it successfully without even needing to come back here for help.

Posted

I been using this just fine, but I was trying to remember if there a way to pick witch animation you like to use. Also sometime when one animation start, but then it suddnly switch to a different  one.

Posted
11 hours ago, 4nk8r said:

 

It's time you created your own support thread in here: https://www.loverslab.com/forum/73-technical-support-skyrim-special-edition/ and continued posting about your issues there. 

 

While you're certainly experiencing issues using Sexlab, it's rather obvious the issues you're having with Sexlab aren't problems WITH Sexlab.  This thread is for issues and support for SexLab Framework SE explicitly, not Skyrim SE plus all your other mods by extension just because you happen to ALSO be having problems with Sexlab.

 

Once you and those helping you there have your game stable and in good working order, you should finally be able to install Sexlab and use it successfully without even needing to come back here for help.

Alright Then I'll go over there with my Crash logs thanks for your help though you have been very patient with me and I appreciate that.

Now time to see what the hell is going on.

 

Have A Good Day

Posted

I can't get this to work at all. I've been reinstalling all day. 

I keep getting this stupid error saying

"Outdated or none Skyrim install detected.

SexLab currently requires Skyrim v1.5 or newer in order to function.

To continue using this mod; you must update your install and reload your game."

 

I have installed through Vortex with

Skyrim SE v1.5.97,
SKSE64 v2.0.20,

SexLabFrameworkSE v163 Beta9,

and basically just the dependencies.

 

Did I break my game or something or does this just not work?

 

Posted
2 hours ago, kyunpls said:

I can't get this to work at all. I've been reinstalling all day. 

I keep getting this stupid error saying

"Outdated or none Skyrim install detected.

SexLab currently requires Skyrim v1.5 or newer in order to function.

To continue using this mod; you must update your install and reload your game."

 

I have installed through Vortex with

Skyrim SE v1.5.97,
SKSE64 v2.0.20,

SexLabFrameworkSE v163 Beta9,

and basically just the dependencies.

 

Did I break my game or something or does this just not work?

 

You're definitely doing something wrong.  Sexlab SE 1.63b9 works fine with 1.5.97/2.0.20.  I use everything you're using (Vortex, etc.).  Make sure you've resolved all your file conflicts and that all the plugins are activated and sorted correctly.

Posted
3 hours ago, ithinkicould.idontknow said:

i updated from the previous beta to beta 9 and out of a sudden it wont allow me to play animations it just says that it failed to find a default animation to play even tho i have all animations enabled

 

Do a Clean and Rebuild in the SexLab MCM.  If that doesn't work, start a new game.  papyrusutil.dll is newer in Beta 9, so it may require a new game or a game cleaned of Sexlab before it will work correctly.

Posted (edited)
On 11/3/2021 at 12:08 AM, Hatoc123 said:

So its crashed again when trying out cleaning again and I would share a crash log with you but the crash logger is no longer making crash logs again I dont know why its not I can only assume that some how cleaning the save makes the logger no longer able to make reports about it even if that doesnt make much sense

 

EDIT: It has finally given me crash logs and I cant make head nor tail of what they are talking about since the mod loadout has stayed the same through all these crashes and yet these logs a wildly different. can someone pin down what might be the common thing since I really dont know(well apart from the arm node thing)

 

I have attached all the logs below for that time sorry its alot mo2 only decided to show me the logs today so I didnt think they were being made

 

You're not alone here, I'm getting crashes pointing to PapyrusUtil.dll+9EF7 with SexLab 1.63beta9 when using the "Clean System" option as well.

SexLab Separate Orgasm SE 1.7.4 and SexLab Utility Plus v20211020 are installed too.

 

The number of people trying to point to things unrelated to PapyrusUtil and SexLab really doesn't bring us any closers to the issue considering none of us have the PapyrusUtil source to be able to debug the issue.

With how consistently the crash can be replicated through activating 'Clean System,' it's either an issue with the new version of PapyrusUtil or changes that were made in beta9.

 

Besides troubleshooting the issue by starting a new game with the minimum SexLab requirements and then slowly adding mods back until the crash occurs (if it didn't already,) there's not much any of us can do if it's an issue with PapyrusUtil, which Ashal would need to look into.

 

Edit: Looking at the last couple lines of the Papyrus log before the crash happens, it could have something to do with the StorageUtil function debug_Cleanup() that's called by CleanActorStorage() in sslSystemAlias after running 'Clean System'

Although, CleanActorStorage is called when SexLab first starts up, as well...

 

[11/05/2021 - 04:12:20AM] SEXLAB - NOTICE: SexLabFramework - Enabled
[11/05/2021 - 04:12:20AM] SexLab  - SexLab v1.63 SE dev beta 9 - Ready!
[11/05/2021 - 04:12:20AM] SEXLAB - CleanActorStorage: Starting...
[11/05/2021 - 04:12:27AM] SEXLAB - CleanActorStorage: 222 -> 217

 

Crash_2021_11_5_3-17-11.txt PapyrusUtilDev.log

Edited by Hylysi
Posted
14 minutes ago, Hylysi said:

 

You're not alone here, I'm getting crashes pointing to PapyrusUtil.dll+9EF7 with SexLab 1.63beta9 when using the "Clean System" option as well.

SexLab Separate Orgasm SE 1.7.4 and SexLab Utility Plus v20211020 are installed too.

 

The number of people trying to point to things unrelated to PapyrusUtil and SexLab really doesn't bring us any closers to the issue considering none of us have the PapyrusUtil source to be able to debug the issue.

With how consistently the crash can be replicated through activating 'Clean System,' it's either an issue with the new version of PapyrusUtil or changes that were made in beta9.

 

Besides troubleshooting the issue by starting a new game with the minimum SexLab requirements and then slowly adding mods back until the crash occurs (if it didn't already,) there's not much any of us can do if it's an issue with PapyrusUtil, which Ashal would need to look into.

 

Crash_2021_11_5_3-17-11.txt 60.5 kB · 0 downloads PapyrusUtilDev.log 236.86 kB · 0 downloads

The source is on github. https://github.com/eeveelo/PapyrusUtil

Posted
15 hours ago, redeyesandlonghair said:

I have this weird issue where anytime I start a sex animation involving a bed, both actors end up having sex on the floor under the bed, both clipping completely into the bed.  No clue why that specific thing is going wrong.

You have to specify the SexLab version if you want help.

 

The BETA 9 allow you set the Bed offset for each Animation but apparently you are not using the Bed. For what you said something is making you use the Bed position but not the bed. Send me the "Papyrus.0.log" file

Posted

Using SL Beta 9 for SE...

 

Haven't had a problem after several games. On new game, when animation starts, neither player is undressing. I can go back to previous game and everything worked fine. Using the same settings.

 

Would greatly appreciate any assistance in correcting this. After spending 2 hours updating MCM settings for all mods for the animations to not work is frustrating. Desperately looking for help.

Posted

My Sexlab was working just fine. until i downloaded the creature animations, and its required files, no they are the only animations I have, I am no longer able to toggle into the human npcs, any reasons why?  i have uninstalled and redownloaded sexlabs multiple times to no avail 

Posted

when i try to have sex im put into 3d person and the woman walks away. as far as i know FINS is working just fine. can someone please help

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...