petterparker09 Posted September 17, 2022 Posted September 17, 2022 I'm already waiting for the update for SKSE 2.2.0 xD Do you know if that takes a long time?
tasairis Posted September 17, 2022 Posted September 17, 2022 36 minutes ago, petterparker09 said: I'm already waiting for the update for SKSE 2.2.0 xD Do you know if that takes a long time? Probably not: it does not look like the changes with SKSE 2.2 come with any particular problems for mod authors.
Nigeljf Posted September 17, 2022 Posted September 17, 2022 SKSE is out with update but there are a lot of compatibles out there like this version of sexlab
Sailing Rebel Posted September 17, 2022 Posted September 17, 2022 From the SKSE devs on Reddit: Quote As you may have heard, 1.6.629 made some changes to internal structures used in Skyrim, which will force most plugins to be recompiled. Plugins that do not operate on these structures directly will need to update their version resource and recompile as well, because it's impossible to tell which plugins are safe and which will crash the game. From the Address Library dev on Nexus: Quote Game struct changed, ExtraDataList now has a vtable. That means everything using this (TESObjectREFR for example) will have all subsequent fields +8 offset. For mod authors it means you must wait for CommonLib to update with the new info and recompile. And again some plugins will not work between this version border of 1.6.353 <-> 1.6.629 due to this problem. For mod users: if you are using a plugin from before 1.6.629 in version 1.6.629 or later it may cause bugs or crashes or not work, depending on whether or not it is accessing any of the stuff that changed. A compatibility tracker is maintained on modding.wiki, but it's still early days, so not much to work with as-of-writing.
alex_85 Posted September 17, 2022 Posted September 17, 2022 1.6.629 sexlabutil.dll disabled, do i need to update or will one come?
Vyxenne Posted September 17, 2022 Posted September 17, 2022 2 hours ago, Sailing Rebel said: From the SKSE devs on Reddit: Quote As you may have heard, 1.6.629 made some changes to internal structures used in Skyrim, which will force most plugins to be recompiled. Plugins that do not operate on these structures directly will need to update their version resource and recompile as well, because it's impossible to tell which plugins are safe and which will crash the game. From the Address Library dev on Nexus: Quote Game struct changed, ExtraDataList now has a vtable. That means everything using this (TESObjectREFR for example) will have all subsequent fields +8 offset. For mod authors it means you must wait for CommonLib to update with the new info and recompile. And again some plugins will not work between this version border of 1.6.353 <-> 1.6.629 due to this problem. For mod users: if you are using a plugin from before 1.6.629 in version 1.6.629 or later it may cause bugs or crashes or not work, depending on whether or not it is accessing any of the stuff that changed. A compatibility tracker is maintained on modding.wiki, but it's still early days, so not much to work with as-of-writing. I am SOOOOOO glad I decided to get off the updates Merry-Go-Round when 1.6.xxx was released! My heart goes out to everybody who allowed updates, but at the same time I'm so happy that my game and 420+ mods all play like butter with only a couple of glitches (e.g. no cum, ever, but that was an incurable issue the moment I installed 1.63c- I'm still hoping @OsmelMC will come up with a fix that works.) To anybody else who is tired of the constant barrage of game-breaking bombshells for no actual benefit to users, upgrade to 1.5.97 and never look back. As a bonus, you'll get to install .Net Script Framework again along with mods that depend on it. 1
OsmelMC Posted September 17, 2022 Posted September 17, 2022 (edited) 54 minutes ago, Vyxenne said: I am SOOOOOO glad I decided to get off the updates Merry-Go-Round when 1.6.xxx was released! My heart goes out to everybody who allowed updates, but at the same time I'm so happy that my game and 420+ mods all play like butter with only a couple of glitches (e.g. no cum, ever, but that was an incurable issue the moment I installed 1.63c- I'm still hoping @OsmelMC will come up with a fix that works.) To anybody else who is tired of the constant barrage of game-breaking bombshells for no actual benefit to users, upgrade to 1.5.97 and never look back. As a bonus, you'll get to install .Net Script Framework again along with mods that depend on it. The cum is fine on my v1.63 for SE and the v1.64c have the same files so should be fine too. Of course I use also the Cum Overly of @Monoman1 that is for LE but work fine on SE and AE. Edited September 17, 2022 by OsmelMC
Reefor Posted September 17, 2022 Posted September 17, 2022 As everyone already knows, Bethesda did another stealthy update and I hadn't turned off auto updates yet. So after updating SKSE & the address library, I get the "SL needs to be updated" error message. So now I'm going through the mods trying to update them. 14 need to be updated or uninstalled before I can see how many mods got broken. I'll be turning off auto updates as soon as I'm done. But I'm too chicken to roll back my version so I have to ask. Will SL be getting an update to run with the new AE & SKSE versions?
petterparker09 Posted September 17, 2022 Posted September 17, 2022 (edited) I get the following poster... why? How can I solve it? Spoiler Edited September 17, 2022 by petterparker09
MadMansGun Posted September 17, 2022 Posted September 17, 2022 58 minutes ago, petterparker09 said: I get the following poster... why? How can I solve it? Reveal hidden contents skyrim was updated, all skse plugins are broken. 1
nomkaz Posted September 17, 2022 Posted September 17, 2022 (edited) If you got stealth updated here's the previous AE exe (version 1.6.353) https://mega.nz/file/jogWjJ7J#3nmiJR8xTQJqnerYLnI9HMMYjF-wbfLm694DsUw1XOM Always back up your exe files in case this happens again, likely there's another update next week so very few mod authors will update anything before then. Edited September 17, 2022 by nomkaz 2
Mourn12 Posted September 18, 2022 Posted September 18, 2022 Just bought the game. Found that there was an update 2 days ago. F
seyal Posted September 18, 2022 Posted September 18, 2022 Yeah a game that's been out for almost a decade, and they keep fucking it up by updating it and making everything not work after it's been stable for a while
VeraDra Posted September 18, 2022 Posted September 18, 2022 1 hour ago, Mourn12 said: Just bought the game. Found that there was an update 2 days ago. F With steam running, press Win + R, and type "steam://open/console" Paste the following command in: download_depot 489830 489833 4570833277049890269 download_depot 489830 489832 1476684358338706955 download_depot 489830 489831 7089166303853251347 This will redownload the .exe, and all the .esp, .esm, .esl, and .bsa files (+other) from 1.6.359 To avoid future updates, go to Library > Skyrim Special Edition > Settings cog > Properties... > Updates, and set it to Only update this game when I launch it. Now, never launch the game through steam, or the shortcut on your desktop (as this launches it through steam). Ensure you are using MO2 or whichever mod organizer you use to launch the game. 1
Mourn12 Posted September 18, 2022 Posted September 18, 2022 Yeah i just changed the update settings to when i launch. I'll give the depots a shot
Mourn12 Posted September 18, 2022 Posted September 18, 2022 1 hour ago, VeraDra said: With steam running, press Win + R, and type "steam://open/console" Paste the following command in: download_depot 489830 489833 4570833277049890269 download_depot 489830 489832 1476684358338706955 download_depot 489830 489831 7089166303853251347 Do i need whatever skse version that was used for 1.63?
Vyxenne Posted September 18, 2022 Posted September 18, 2022 (edited) 1 hour ago, Mourn12 said: Do i need whatever skse version that was used for 1.63? You need whatever version of SKSE is appropriate for your SkyrimSE.exe version. Right-click it (after you revert it, of course) to find its version under Properties >> Details. There is a list of game and corresponding SKSE64 versions in my sig spoiler. If you use VeraDra's reversion commands above, you will need SexLab Framework 1.64c. Edited September 18, 2022 by Vyxenne Because SexLab version is important too
Vyxenne Posted September 18, 2022 Posted September 18, 2022 (edited) 12 hours ago, OsmelMC said: Of course I use also the Cum Overly of @Monoman1 that is for LE but work fine on SE and AE. Thank you. Just to make sure I get the same results as you are getting, which cum texture pack did you install? There are two linked on Monoman's mod page, plus one for SlaveTats, which I don't use. EDIT UPDATE: I installed @Monoman1's Cum Overlays and Quite The Sperm Replacer and still have no cum in-game. Both Cum options are ticked in the SexLab 1.63 MCM. Using Baka's BHUNP body with Demoniac textures. I have tried turning off my ENB to see if that's the issue, but I don't get any visible cum either way (ENB off or ENB on). Can you think of anything else I can check? Edited September 18, 2022 by Vyxenne Because even negative test results are important
saberthesword Posted September 18, 2022 Posted September 18, 2022 Is there more to just copy-pasting scripts and editing them? Because I'm getting a lot of errors when I try to compile them, and a lot of these seem to be referring to other scripts.
Kropledonosa Posted September 18, 2022 Posted September 18, 2022 I have a problem, when sexlab animation starts female characters put strap on and fuck male characters, same happens when 2 females have sex, npc puts on strap on and fucks my pc, only gay animations work correctly. I've tried to fix it by playing around with load order, but even when sexlab wins all conflicts problem persists, any idea how to fix it? I also have problem with dissapering dick on my futa character, and npc's not putting on cloths/armor after sex.
Allwcard Posted September 18, 2022 Posted September 18, 2022 On 9/1/2022 at 12:48 AM, silent_ninja said: What would be the reason for Sexlab to not do anything when I go to MCM and click on the 'CLICK HERE' label below the INSTALL label? Another thing that doesn't seem right is that my prerequisite checks on the MCM menu are blank, as in, not showing checks Xs or ?s. Im playing Skyrim AE v1.6.318 and trying to install Sexlab v164c. In fact I've tried clean reinstall of everything about 5 times today, I've read the whole FAQ and guide sections. I found that with the Beta 8 version of Sexlab it does let me install the mod in MCM as I click it the INSTALL label changes to WORKING ON IT or something like that, but as you might know its useless because later I'll get the error that the SexLabUtil is outdated. So it seems the problem is with the MCM install phase of this particular Sexlab version. Would appreciate any help, I'm confident I'm 100% following instructions. EDIT: Reading my latest papyrus logs, I see multiple errors (related to Sexlab lines) that say "error: Unbound native function "xxxxx"" with functions such as FormListRemove, FloatListCount, ClampFloat, etc. Still no idea how to fix the issue but someone might know about this stuff. I'm having the same issue
OsmelMC Posted September 18, 2022 Posted September 18, 2022 7 hours ago, Vyxenne said: Can you think of anything else I can check? First you have to check if the Cum is being called after the orgasm. For that you have to try few animations with the DebugMode and the papyrus logs enabled. I think the Cum Overly come without the cum texture's and you have to install them. You can use any cum texture you can find, but most be sure of place them on the right folder. Also both Mods (Cum Overly and The Sperm Replacer) use the NiOverride of the RaceMenu and that have his own limitations because I think it comes configured to allow 20 layers of texture's and almost everyone is making use of them for example SlaveTats use around 12 of them. So probably you are on the limit. If you don't have SlaveTats you should install it at least to see if you can get some tats on the body. After all this if the problem continue, send me the papyrus.0.log
OsmelMC Posted September 18, 2022 Posted September 18, 2022 6 hours ago, Kropledonosa said: I have a problem, when sexlab animation starts female characters put strap on and fuck male characters, same happens when 2 females have sex, npc puts on strap on and fucks my pc, only gay animations work correctly. I've tried to fix it by playing around with load order, but even when sexlab wins all conflicts problem persists, any idea how to fix it? I also have problem with dissapering dick on my futa character, and npc's not putting on cloths/armor after sex. Looks like configuration. But first just to be sure, install my SexLab Utility Plus that between other things is better with the FUTA actors. Now: To get rid of the Strapon's first you have to know is that the animations in self allow or disallow the use of the Strapon's on the scene that is usually when the female actor is on the male position. So the best is disabling the Strapon's on the "Animation Settings" of the SexLab MCM. You can also enable the Gay and gender filters. But the most important when you have FUTA actors is that SexLab can't know if are FUTA actors unless you force the opposite SexLab Gender on the actor. That means that you have to select the actor with the "N" key and on the Animation Settings of the SexLab MCM change the Gender of the Target or the player if the FUTA is the player, to the opposite gender (if in the Skyrim the Sex is Female then on SexLab the gender should be Male) once SexLab notice that it will start to treat the actor as FUTA and not only will be able of be on any position and have orgasm for any reason, also not longer will get Strapon's equipped. By the way some mods identify the sos addon on the actor and change the SexLab gender for you. 1
Monoman1 Posted September 18, 2022 Posted September 18, 2022 (edited) 10 hours ago, Vyxenne said: Can you think of anything else I can check? 1. Load your mods in TesEdit and check for conflicts on the cum magic effects in SexLab. SLCO should be the winning override for them. 2. Make sure you have enough empty racemenu overlay slots so they can be applied. If not, increase slot count. Edited September 18, 2022 by Monoman1
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now