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Shimsham

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Posts posted by Shimsham


  1.  

    Goddamn, I am getting real sick and tired of this API error. Especially when it happens 5 starts in a row making me have to restart the game every single time until it doesn't say the error. I already installed Aroused redux's files as suggested to fix it but it doesn't work! What patience I had for this minor problem is now running out.

     

    Blame Skyrim for being an unstable POS, don't get mad at us. Once again, I can't even reproduce it. Some peoples' setups just have a higher tendency towards instability.

    Oh don't worry, I don't blame you. My recent experiments with the vampirism system have lead me to believe that Skyrim does a lot of faults.

    Goddamn, I am getting real sick and tired of this API error. Especially when it happens 5 starts in a row making me have to restart the game every single time until it doesn't say the error. I already installed Aroused redux's files as suggested to fix it but it doesn't work! What patience I had for this minor problem is now running out.

    Hey, try installing this "SexLabAroused_V21" maybe it fix and run FNIS...

     

    EDIT: And

     

     Loadorder:

    ==========

     

    CreatureFramework.esm

    Morenastycritters.esp

    SexlabNudecreatures.esp

    SexlabNudecreaturesDG.esp

    SexlabNudecreaturesDB.esp

    Hentaicreatures.esp

    I already tried that. Thank you anyways, though. (That's actually how my load order with it looks right now, actually.)

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  2. Goddamn, I am getting real sick and tired of this API error. Especially when it happens 5 starts in a row making me have to restart the game every single time until it doesn't say the error.

    I already installed Aroused redux's files as suggested to fix it but it doesn't work! What patience I had for this minor problem is now running out.

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  3. So everything works, but I am still pestered by the "Creatureframework API not found" even though it exists. It shows up most times when I make a new save or load into qasmoke to do a safe load. Any fixes? Contrary to popular solution, installing Aroused's files to support with it did not work.

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  4.  

    @Shimsham

     

    Instead of loading the save normal instead load up the game when it hits the load/new game screen open the console with the ~ key and type in coc qasmoke this will warp you to the games testinghall then being up the load screen and select the save you are trying to load. 90% of the times this trick will work unless you have something majorly wrong with the save.

    Yes, I know this. I already do this, and that's how I know it's breaking the API because the elsweyr/qasmoke load save spits the error. Trying to load a save even with the error causes a crash.
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  5. So now that I have the animations working, I'm still faced with a light issue. Mainly, every once in awhile loading saves turns up with a "Unable to load creatureframework APi" error. I installed Aroused files as suggested, but this does not fix it.

    However the error shows up every one in 5 or so loads, so it's not like its a persistent problem. But every time the error comes up I have to restart the game cause trying to load any saves results in a CTD.

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  6.  

     

    I just found these instructions from Neo Heero fixed the issue:

     

    Try this uninstall  FNIS and FNIS Creature Pack, delete the GenerateFNIS_for_Users folder in Data\tools\ and install FNIS and FNIS Creature Pack again.

     

    How does one uninstall something like that? I figure its just delete the FNIS_for_Users folder but he says to uninstall it beffore that, or did I misunderstand the sentence?

    Also I'm just about ready to give up for a few months. Somehow the bug advanced and now all creature anims old and new are fucked, with the creature standing idle not animating and the player animating. I tried upgrading the creature pack, reinitializing the mod, re-registering the creatures and the animations. Absolutely fucking nothing worked.

    If I get some clarification with Neo's post It might be my solution, otherwise I'm in a corner with no way out of it.

     

     

    Hi Shimsham,

     

    First thing you could try is only uninstalling the FNIS creature pack. Start FNIS and below the "Update FNIS" button is a smaller button named "De-Install Creatures". Click on that and when FNIS says it is done, close FNIS and then re-install the FNIS Creature pack. Be sure to run FNIS again to reregister all the behaviours.

    If that doesn't help, de-install the creatures again first. When that is done, delete the complete FNIS folder (either in MO, NMM or the data folder). If you use MO, don't forget to delete the selfmade "mod" with the FNIS output files!

    When that is done, re-install FNIS completely (FNIS, FNIS Creatures and FNIS fix). Rerun FNIS and see if that helped.

     

    That seems to have done it. I uninstalled the creature pack, removed the framework from the save; made a new save, used the savetool to clean the scripts out of it. Then I removed FNIS as a whole, reinstalled it, reinstalled the creature pack and the fix; ran it all through again and reactivated creature framework. Now aside from the genitalia not showing up every one out of 20 times (Which isnt really that big of a deal) it all works!

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  7. I just found these instructions from Neo Heero fixed the issue:

    Try this uninstall  FNIS and FNIS Creature Pack, delete the GenerateFNIS_for_Users folder in Data\tools\ and install FNIS and FNIS Creature Pack again.

     

    How does one uninstall something like that? I figure its just delete the FNIS_for_Users folder but he says to uninstall it beffore that, or did I misunderstand the sentence?

    Also I'm just about ready to give up for a few months. Somehow the bug advanced and now all creature anims old and new are fucked, with the creature standing idle not animating and the player animating. I tried upgrading the creature pack, reinitializing the mod, re-registering the creatures and the animations. Absolutely fucking nothing worked.

    If I get some clarification with Neo's post It might be my solution, otherwise I'm in a corner with no way out of it.

    post-4307-230257_thumb.png

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  8. ... Not to mention the mod insisting it can't find the Creatureframework API on a clean, new save; but then after restarting the game it can suddenly find it now I guess? Either way it doesn't play the new animations.

    Install SexLab Aroused (Redux) to get rid of that "API reference not found" problem. You can disable the esp if you don't want to have Aroused in your game. It has nothing to do with your animation problem though.

    Well, there's one partial fix then I guess.

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  9.  

    As a suggestion: Why not try to do it like NSAP and have a menu that lets you choose which animations to register? I for one could do without the Spider and chaurus anims, and that'd atleast clear a few spots.

     

    Those are animations from basic SL. I have no control over those.

     

    And you can select animations in the SL trigger menu. Why use another menu to select what you can then select in the trigger menu?

     

    Adds just another layer where users can get confused...

     

     

     

     

    This is normal behaviour, because if you look at the ID of the skin you notice that it is not a vanilla skin. And when I remember correctly then I never added non-vanilla bears to SLNC. I don't use Hentai Creatures, so I never noticed that they have a non-vanilla skin (because why should they).

     

     

    They dont. Just checked a Hentai Bear in my game:

    Oh right, I forgot. Guess it'd have to be something like the female werewolf ones, then.

    I meant more so it doesn't register and push over the limit. Otherwise my only option might be to learn scripting and remove animations from the mod myself to sweep under the limit.

    Or atleast I /assume/ the limit is why I'm faced with newer animations not playing on the monster side, but the player side animating entirely. It's really weird to be in various positions clipping inside of a troll that's just standing there idly. Not to mention the mod insisting it can't find the Creatureframework API on a clean, new save; but then after restarting the game it can suddenly find it now I guess? Either way it doesn't play the new animations.

    I have no real idea what's causing it since all I have in the way of animations is NSAP. Hmm....

    post-4307-97556_thumb.png

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  10.  

    Okay, so in 8.5 I didn't really manage to fix what was going on. But with posts I assume maybe it's cause i'm using an unsupported variant, or maybe its related to the animations limit since i have NSAP as well? I don't know, and I didn't get any replies that might suggest fixes for it. Anyway with 8.9 now out I decided to update to it and move to RC12. Right off the bat when pre-loading in the elsweyr cell I got this message. Any idea why this would show up for what is essentially a new save?

    Naturally as last time, simply restarting the game makes the error go away with the vague assumption that maybe it loaded this time? But as last time, newer animations such as the Troll cowgirl or wispmother anims run halfway. The player does her role in the animation, but the wispmother/troll just stand there in their default idle animation. Older animations work without a problem, though.

    Using Sexlab 1.59c, Manual Install.

     

    Use this mod from the great Obachan, is very useful and you will be able to test if you've got an excess in number of animations.

    attachicon.gifSexLabDirector1.0.zip

    Thanks for the suggestion. I was under the impression that trying to run animations when I'm at my cap doesn't work at all or spits an error, rather than half working.

    For example, here's an awkward shot of stage 3 of the wispmother anim. The player has assumed her position, but the wispmother just kinda...stands there.

    EDIT: I hope the images are attaching properly, considering I can't seem to see any kind of attachment thumbnail or anything in my posts. Or your post, believe it or not. Even if I have loverslab scripts on.

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  11. Okay, so in 8.5 I didn't really manage to fix what was going on. But with posts I assume maybe it's cause i'm using an unsupported variant, or maybe its related to the animations limit since i have NSAP as well? I don't know, and I didn't get any replies that might suggest fixes for it. Anyway with 8.9 now out I decided to update to it and move to RC12. Right off the bat when pre-loading in the elsweyr cell I got this message. Any idea why this would show up for what is essentially a new save?

    Naturally as last time, simply restarting the game makes the error go away with the vague assumption that maybe it loaded this time? But as last time, newer animations such as the Troll cowgirl or wispmother anims run halfway. The player does her role in the animation, but the wispmother/troll just stand there in their default idle animation. Older animations work without a problem, though.

    Using Sexlab 1.59c, Manual Install.

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  12. I'm facing an unusual issue with the new version of MNC. (8.5)

    Initially when I first had it, I forgot to run FNIS so naturally none of the new animations played. That was expected, my bad. I ran FNIS, started up the game; and Framework was saying how it didn't detect the framework API and required a clean save? But this showed up before I even loaded a save, cause I was doing the Elsweyr pre-load to dodge the save loading crash. Naturally it showed up on my save too, so I restarted the game, made no changes; and this time the mod works.

    However, the new animations seem bugged. TrollCG, Troll missalt, Troll onground, and so forth animate the player but the troll just stands there. Previous ones like original doggy, Missonary, and Hollding seem to work. And there's No T-shape, it's just the basic idle animation. Is something missing from me?

    Right, I should also mention that I'm using Sexlab 1.59.

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  13.  

    Hey, here's an interesting development.

    So I reinstalled Sexlab DN and tried loading it on my old save that'd crash when trying to start it with DN on, and it didn't crash. For awhile, the mod worked as intended. But recently it's been causing CTD's when trying to use its script, So I removed it again, went to bed.

    Hilariously, the script then activated itself at once, called about 6 people to my bed and started a hodgepodge orgy with only two of the 6 people actually doing the deed. The others just walked off.

    I had another look at your loadorder: could you please explain me why you are using a SOS version for Children of the Sky?

    I made a quick search and found this plugin on pages that make me raise an eyebrow.

    It`s pretty bold of you to post your unambiguous setup here and expect us to help you...

    Well, it's better to not leave out things that could be potential right? Though I suppose I could've served to pluck some out, especially since SOS isn't causing the problem here. The only related glitch is probably that it doesn't apply size correctly to strangers DN spawns so I have to alter size manually, but aside from that it's functional.

    Anyway, I think I know what the problem is. Something /might/ be backing up the script. Cause if I disable the mod, clean scripts; and re-enable the mod it works for another few hours. Maybe I just have things with too many scripts? At the same time though, it doesn't explain why it works just fine in other saves. I'm also glad to hear you have a redesigned version almost done, so if it comes to it I can just put DN on hold till then.

    On an unrelated note: Any idea whats up with Loverslab today? It was broken in white; blank spacing for unknown reasons.

    EDIT: I have DN disabled now, but I might as well run through the process to explain what happens in the details.

    When I was sleeping at the Solitude Winking skeever, I went about 3 hours (in game time) before a CTD, which is about maybe less than a second? In this time the game took the time to run an autosave. Right before the crash, at the least.

    Now when it crashed it was right when the script ran, I assume. Mostly because every time I reloaded the most recent autosave it had progressed slightly forward but there was no one there, spawned or otherwise. Since papyrus always crashed on "VM is freezing/frozen" I disabled save on Rest as well as Spawn stranger in order to test it out, but it still crashed. So I disabled the mod, loaded the save up again; waited a bit for DN to remove itself and slept. I slept the entire 8 hours, but it still ran the DN dialogue cue and spawned about 6 people in my bedroom, two of which actually did the act while the others made snide comments and wandered off.

    So I reloaded the save; waited longer then saved and cleaned it with Savetool. It now doesn't run the script and everything's fine. Since reapplying it, it works out; but I'm wondering if I'll have a repeat. Guess time will tell, I suppose. But if it's a "cause over time" situation, then maybe something of mine is conflicting slowly? I have no programming experience so I'm making baseless assumptions.

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  14. Hey, here's an interesting development.

    So I reinstalled Sexlab DN and tried loading it on my old save that'd crash when trying to start it with DN on, and it didn't crash. For awhile, the mod worked as intended. But recently it's been causing CTD's when trying to use its script, So I removed it again, went to bed.

    Hilariously, the script then activated itself at once, called about 6 people to my bed and started a hodgepodge orgy with only two of the 6 people actually doing the deed. The others just walked off.

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  15.  

    @ Shimsham

     

    I'm as confused and clueless as you are. I never heard of an problem like yours. I also used DN together with OBIS in my own play sessions wiithout any problem.

     

    Your theory with the beds doesn't make sense. In general that the CTD occures when looking down speaks against DN as cause. DN is inactive up to the point when you press "Enter" in the sleep menue. After it triggered a sex animation there are no scripts running.

    Hrm. I can't understand why it's crashing then. I turned off pretty much all my sexlab mods except DN, and I turned off heavy script MCM stuff for good measure; and I still crash. Yet it loads fine on all my other current saves, just causes immediate CTD's on new saves. What a mystery.

    Well, I suppose I can disable it for now. I have plenty of other sexlab mods, and I can always wait till a time when you decide to overhaul it.

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  16. Hello. I'm coming to report an unusual, rather sudden problem that's arisen from Dangerous Nights.

    Since yesterday I've been experiencing crashes from creating a new save, as well as crashes on an ollder save. The older save has gone through a lot of mod changes and was expected to CTD a lot, so I deleted it and started new. However, the new save also kept crashing right out of the character creation, and sometimes even before it. Naturally then, I sorted out the sexlab mods and all my other mods and went through turning them all on slowly. After I had the majority back on, things were fine. Presently I was sitting in the LAL cell, but when I looked down the hallway I crashed. I assumed it was something due to my lighting, but it did not seem to be after further testing.

    With the mods on and carefully avoiding looking down the hallway, I picked my life and navigated to the riften tavern. Where I then crashed. So I ran through my mods again in a cycle, slower and more indepth; and I found two culprits to my crash.

    The first, was Real shelters. Expected, cause it's not the best thing yet in its current state. But the second? Dangerousnights. With it on my new save CTD's, yet old saves - but not the oldest one mentioned earlier - are completely unaffected. I'm not too sure why, but I think something freaks out and CTD's the game whenever it registers new beds with the image space. It would make sense, as LAL has a couple beds down the hallway that I looked that made me crash. More so, the Riften Tavern has a couple beds within reach as well. A person I was discussing the mods with says they noticed a stack overflow with Dangerous nights if there were too many NPC's, but they also might've been talking about dangerously nude.

    Anyway, for the time being and much to my dissapointment; I will have to remove the mod momentarily. Here is the Papyrus log that pertained to the crash, and my load order. Note that the save is loaded by doing COC Elsweyr first, then loading the save from there to safeload. So the start of the papyrus might seem confusing.

    Papyrus: http://pastebin.com/STFU9P2V

    EDIT: A friend of mine who was looking through the papyrus and DN's code says that there is a conflict in OBIS with DN. Something about OBIS trying to apply factions to your stranger NPC's thinking they are bandits?

    EDIT 2: Further attempts to access the code were incapable because the developer files were required, but OBIS is found to not be the problem. However, this keeps showing up in all papyrus testing logs

    [04/11/2015 - 03:53:20PM] warning: Property Agg on script sldn attached to alias Player on quest SLDangerousNights (97000D62) cannot be initialized because the script no longer contains that property

    [04/11/2015 - 03:53:20PM] warning: Property coAgg on script sldn attached to alias Player on quest SLDangerousNights (97000D62) cannot be initialized because the script no longer contains that property

    loadorder.txt

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  17. Hello. Recently when trying to start a new save, my game keeps crashing right to desktop. Usually, it happens right after CF starts to Initialize or Register itself, according to Papyrus.

    I'm upddating it and Jcontainers first, then if it crashes still I will post a papyrus log.

    Edit: Updated both, and I keep getting two different crashes when trying to start a new save. If it crashes before the race menu, it prints http://pastebin.com/ipAZYMRhtoward the end before crashing. If it crashes after I make the character, it prints http://pastebin.com/QEPs9cFL toward the end before crashing.

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  18.  

    Question about this. I stopped using the full version a while a go due to the armours having slot 52 added them which prevented females from wearing underwear with their armour. Has this been fixed with the addition of the skse plugin? Since there are no longer armour edits in the esp does the plugin dynamically apply it to the armour males wear?

    Funny, I was just coming to this thread to report that bug.

    I use the UNP Futa addon (Which Im posting the bug here since this thread is for the framework itself) and it seems after I apply the schlong and go into a sex scene with it, if I remove it I can no longer equip certain things. For example, I use a Lingerie outfit that uses two pieces: One is the Bra that uses the basic Torso slot, and the underwear which uses slot 52. Yet for some reason the bra now hides the underwears visibility, like it would hide the schlong.

    Pretty sure that's not supposed to happen.

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  19. Does this mean that the glitch where accessory "underwear" armors in slot 52 adopt slot 30 is gone now?

    I was just coming in to report that equipping schlongs tends to glitch up anything in slot 52 to avoid being worn together with anything in slot 30 (Or rather, the torso armor slot.) It was annoying for two-piece outfits like Lingerie or bikini's that used that slot + the 30 one for the top.

    EDIT: It seems updating SOS to this new version has caused it to freak out a bit. I updated SKSE and the papyrusutil from the folder itself, but even so it still says this message. Still functions properly, though.

    post-4307-13169_thumb.png

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