HytekDragn Posted August 19, 2018 Posted August 19, 2018 14 minutes ago, pburnt said: The downloads page says this was updated today but the file looks the same as the original. Am I seeing things? Updated JContainer link to the SE version on description page.
pburnt Posted August 19, 2018 Posted August 19, 2018 1 minute ago, HytekDragn said: Updated JContainer link to the SE version on description page. Thank you.
Pfiffy Posted August 19, 2018 Author Posted August 19, 2018 2 hours ago, pburnt said: The downloads page says this was updated today but the file looks the same as the original. Am I seeing things? I have updated the links to Jcontainers in the discription...
Inanna17 Posted August 21, 2018 Posted August 21, 2018 Not sure where to ask this. I have certain creatures that are static...unmoving. Horse, dog, wolf, troll. Others are moving such as cow, chicken, rabbit. I have MNC, CF, and all requirements, but can't figure this out. Just started a SSE playthrough so restarting isn't an issue. Everything was in fine in legendary edition but im' unfamiliar with sse. Tried deinstaling creature behavior files with fnis and reinstalling.Â
Tron91 Posted August 21, 2018 Posted August 21, 2018 19 minutes ago, Inanna17 said: Not sure where to ask this. I have certain creatures that are static...unmoving. Horse, dog, wolf, troll. Others are moving such as cow, chicken, rabbit. I have MNC, CF, and all requirements, but can't figure this out. Just started a SSE playthrough so restarting isn't an issue. Everything was in fine in legendary edition but im' unfamiliar with sse. Tried deinstaling creature behavior files with fnis and reinstalling. Skeletons are missing probably. Reinstall XPMSSE. Also, ditch any CC mods if you have them installed. They interfere in correct registration of CF.
Rdeme Posted August 21, 2018 Posted August 21, 2018 On 8/18/2018 at 11:04 AM, HytekDragn said: Having issue "Your installed version of JContainers is incompatible with Creature Framework, or you dont have Jcontainers at all". I have downloaded and installed the JContainers file that was linked in the description, https://www.nexusmods.com/skyrim/mods/49743, and an SE version of JContainers, neither seem to work. Anyone know how to fix?  On 8/18/2018 at 9:24 PM, HytekDragn said: Thanks, that fixed that issue. But the Creature Framework MCM Menu still has a message say "The framework is currently initializing or working on registration" the games been running at least 30minutes and the message still stays there. Did I set something up wrong? I was able to manually activate one creature animation, and have one play from creature arousal. same problem here, the only version that works is 4.0.0,and I tried a lot before it worked... Â
Tron91 Posted August 21, 2018 Posted August 21, 2018 27 minutes ago, Rdeme said: Â same problem here, the only version that works is 4.0.0,and I tried a lot before it worked... Â Any CC mods in your load order?
Inanna17 Posted August 21, 2018 Posted August 21, 2018 I've reinstalled cf, mnc, xpmse, fnis behavior/creature (deinstalled bahaviors first), removed sexlab more creatures. Horse, troll, dog, wolf are still static. Cow, chicken, deer, rabbit all good. xpmse.esp below bashed patch in load order, no creation club mods. Creature framework mcm operationable. No messages about missing dependencies.  edit. opening up creation kit i got the message  Scripts: Property FakeSkin on script CreatureFramework on CFQuestFramework (0400D62) is pointing at an invalid object.  and  Invalid Biped object slot 52 for ***quite a few***race  Could any of that be a factor?
HytekDragn Posted August 22, 2018 Posted August 22, 2018 On 8/21/2018 at 4:26 PM, Rdeme said: Â same problem here, the only version that works is 4.0.0,and I tried a lot before it worked... Â I actually have everything running now, using the latest version of JContainers SE, the Creature Framework MCM menu doesnt have the "Initializing" message any more, at least on a new save that I made for this playthough.
pburnt Posted August 23, 2018 Posted August 23, 2018 There was an error in the CreatureFramework quest in xEdit so I fixed it. I'll remove the file if it's not cool. This is just the esp. CreatureFramework.esm
Pfiffy Posted August 23, 2018 Author Posted August 23, 2018 On 8/22/2018 at 12:48 AM, Inanna17 said: I've reinstalled cf, mnc, xpmse, fnis behavior/creature (deinstalled bahaviors first), removed sexlab more creatures. Horse, troll, dog, wolf are still static. Cow, chicken, deer, rabbit all good. xpmse.esp below bashed patch in load order, no creation club mods. Creature framework mcm operationable. No messages about missing dependencies.  edit. opening up creation kit i got the message  Scripts: Property FakeSkin on script CreatureFramework on CFQuestFramework (0400D62) is pointing at an invalid object.  and  Invalid Biped object slot 52 for ***quite a few***race  Could any of that be a factor? slot 52 is the underwear slot. It is used for the 'equippment' and xedit doesn't know that... (Short version) 1 hour ago, pburnt said: There was an error in the CreatureFramework quest in xEdit so I fixed it. I'll remove the file if it's not cool. This is just the esp. CreatureFramework.esm Have you tested it? And If you do, did it make any difference execept from stopping xedit to complain?
Rdeme Posted August 23, 2018 Posted August 23, 2018 On 8/21/2018 at 11:54 PM, Tron91 said: Any CC mods in your load order? no CC mod installed, even with a clean new install I have the version error message, only the v4.0.0 works for me 22 hours ago, HytekDragn said: I actually have everything running now, using the latest version of JContainers SE, the Creature Framework MCM menu doesnt have the "Initializing" message any more, at least on a new save that I made for this playthough. v4.1.2 does not work properly and sends me back to jcontainer version error    Spoiler   Spoiler   Â
Tron91 Posted August 23, 2018 Posted August 23, 2018 JContainers v4.1.2 is kinda choosy lol. Sometimes it works, sometimes doesn't. I got mine working after i swapped it from github or nexus. Forgot which one did the trick.
Pfiffy Posted August 23, 2018 Author Posted August 23, 2018 38 minutes ago, Rdeme said: no CC mod installed, even with a clean new install I have the version error message, only the v4.0.0 works for me v4.1.2 does not work properly and sends me back to jcontainer version error     Reveal hidden contents    Hide contents    This version of CF is working with every version of JC that has been released for SE. (I had them all installed) So you did something wrong, or you have a mod installed, that overwrites some of the scripts. Re instal JC, then CF and make sure, that you have at least one mod installed, that makes use on CF (MNC) load a clean save, open the MCM and enable the debug to console feature. (you will have to open the mcm twice)
pburnt Posted August 23, 2018 Posted August 23, 2018 16 hours ago, Pfiffy said: Have you tested it? And If you do, did it make any difference execept from stopping xedit to complain? It just fixes the fakeskin armor. xEdit and Papyrus logs no longer mentioning it.
Rdeme Posted August 24, 2018 Posted August 24, 2018 22 hours ago, Pfiffy said: This version of CF is working with every version of JC that has been released for SE. (I had them all installed) So you did something wrong, or you have a mod installed, that overwrites some of the scripts. Re instal JC, then CF and make sure, that you have at least one mod installed, that makes use on CF (MNC) load a clean save, open the MCM and enable the debug to console feature. (you will have to open the mcm twice)  I found,skse was the problem,I downloaded it the last version again and it seems to work Now i have the same problem as Inanna17 ,creatures does not start the animation, I have the last fnis + addon creatures (0 error) and the last xpmsse  Spoiler   Spoiler Â
Pfiffy Posted August 24, 2018 Author Posted August 24, 2018 3 minutes ago, Rdeme said: Â I found,skse was the problem,I downloaded it the last version again and it seems to work Now i have the same problem as Inanna17 ,creatures does not start the animation, I have the last fnis + addon creatures (0 error) and the last xpmsse Reregister all mods in the CF menu and make sure that the animations are registered in SL anim loader and SL. Also make sure that the creature sceletons of MNC are not overwritten by other mods.Â
Rdeme Posted August 24, 2018 Posted August 24, 2018 2 hours ago, Pfiffy said: Reregister all mods in the CF menu and make sure that the animations are registered in SL anim loader and SL. Also make sure that the creature sceletons of MNC are not overwritten by other mods. I found the problem, all the animations were not activated in aroused creatures,some animations did not work while sexlab was set to have only aggressive animation with the creatures, after having selected them in aroused creatures "agressives animations toggles",everything works very well now thank you for your help  Spoiler  Spoiler   Spoiler Â
stevr98 Posted September 9, 2018 Posted September 9, 2018 I cannot get creature framework to run for me, if it loads it says it has issues with Jcontainers. i have tried slowly enabling mods to get it to work. if i see the mod in my mcm menu it is because it has detected and issue with jcontainers, other then that i cannot get the mod to show in mcm. creatureframework.esm is my top priority mod. I have also tried other versions of jcontainer with no luck.
pburnt Posted September 9, 2018 Posted September 9, 2018 1 hour ago, stevr98 said: I cannot get creature framework to run for me, if it loads it says it has issues with Jcontainers. i have tried slowly enabling mods to get it to work. if i see the mod in my mcm menu it is because it has detected and issue with jcontainers, other then that i cannot get the mod to show in mcm. creatureframework.esm is my top priority mod. I have also tried other versions of jcontainer with no luck. I had the same issue but reinstalling JContainers helped. Also had to reinstall SKSE and Papyrus Util SE.
stevr98 Posted September 11, 2018 Posted September 11, 2018 seems to be fixed with new update to jcontainers.
sophiextime Posted September 18, 2018 Posted September 18, 2018 The Creature Framework version i was using before the Skyrim SE update and SKSE update sill seems to work just fine. i did update my Jcontainers when i updated Skyrim SE and SKSE64. Do i still need to update CF or leave well enough alone? everything seems to be working ok.
Pfiffy Posted September 18, 2018 Author Posted September 18, 2018 12 minutes ago, sophiextime said: The Creature Framework version i was using before the Skyrim SE update and SKSE update sill seems to work just fine. i did update my Jcontainers when i updated Skyrim SE and SKSE64. Do i still need to update CF or leave well enough alone? everything seems to be working ok. CF does not have a .dll that needs to be fixed. The setvehiclewhatever it is called.dot.dll in the package is not really needed. I should remove it someday. Right now I'm occupied with Skyrim LE again and it is driving me into fustration, Nothing works like I remember it...
sophiextime Posted September 18, 2018 Posted September 18, 2018 well everything seems to be running smoothly in my game so i wont worry about updated the CF. i never like messing with something that is working fine lmao
Pfiffy Posted September 18, 2018 Author Posted September 18, 2018 8 minutes ago, sophiextime said: well everything seems to be running smoothly in my game so i wont worry about updated the CF. i never like messing with something that is working fine lmao Its not Skyrim, that is driving me crazy but 3DS Max.
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