shadowslayer1008 Posted September 13 Share Posted September 13 (edited) Hello I have sexlab defeat, animation frameworks, and harrasment, whenever a defeat sex scene happens, I get teleported to a giant camp while the camera is in the air with no sight of my character. Please help. My load order: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 ccBGSSSE001-Fish.esm 254 FE 0 ccQDRSSE001-SurvivalMode.esl 254 FE 1 ccBGSSSE037-Curios.esl 6 6 ccBGSSSE025-AdvDSGS.esm Unofficial Skyrim Special Edition Patch.esp RaceCompatibility.esm CallYourHorse.esl SkyUI_SE.esp CarryweightExtended.esp Relationship Dialogue Overhaul.esp FNISspells.esp FNIS.esp icepenguinworldmapclassic.esp Essential Followers.esp RichMerchantsSkyrim_x10.esp UIExtensions.esp RaceMenu.esp RaceMenuPlugin.esp The Paarthurnax Dilemma.esp RaceCompatibilityUSKPOverride.esp FNIS_PCEA2.esp RaceMenuHH.esp AddItemMenuSE.esp Crimson Blood Armor.esp KS Hairdo's.esp AIOHighPolyForAE.esp HalfKhajiit.esp HalfKhajiitHighPolyHeadPatch.esp Book of UUNP Iron And Steel.esp Ursine Armor Pack.esp Daedric Reaper Armor.esp Merta Black Rose Armor.esp Book of UUNP - Textures.esp SGEyebrows.esp FNISSexyMove.esp SimpleXPBuff.esp Race Compatibility Dialogue SSE.esp MOD - Simply Better Horses (SSE).esp Tembtra Thief Armor.esp Merta Assassin Armor.esp Celes Nightingale Armor.esp Gwelda Vampire.esp DX Druid Armor.esp DX Necromancer Robes.esp dD - Enhanced Blood Main.esp dD-Larger Splatter Size.esp SimpleItemSpawner.esp Infinite Stamina Out of Combat.esp InfiniteHorseStaminaOutofCombat.esp Minerva.esp Better Vampires.esp Alternate Start - Live Another Life.esp Race Compatibility Dialogue SSE - ASLAL.esp Edited September 13 by shadowslayer1008 forgot to add more to the question, Link to comment Share on other sites More sharing options...
Karna5 Posted September 13 Share Posted September 13 I don't use Sexlab so am not sure, but did you try hitting 3 on the numeric pad? I think that's the Sexlab free camera toggle button. Link to comment Share on other sites More sharing options...
Chronepsys Posted September 14 Share Posted September 14 11 hours ago, shadowslayer1008 said: I have sexlab defeat, animation frameworks, and harrasment, Hi Shadowslayer, Is your load order complete ? I don't see them in it ? You may look help on the SexLab forum for better result i think. I guess you get your three mods there. However what you describ seem to comes from bad install, bad load order, conflict, version compatibility or missing requirement. You may look about this. Lastely and i don't believe it may do camera issue but, did you launch fniss after installing ? Sorry, if I can't be more helpful. Link to comment Share on other sites More sharing options...
drsemmel Posted September 17 Share Posted September 17 @shadowslayer1008 This is a well known problem with no "official" solution. I fixed it in my game by re-installing SL and making sure that no script tries to use animations I do not have. What happened was, that a mod sometimes tried to pull creature animations for NPC on NPC scenes off screen (and I noticed it only occasionally, because it was happening off screen). When I ran to the scene with my player character the NPCs would stand there frozen. (killing all running animation resolves this, but the game is bonked from that point on). You get teleported to the 0 coordinates of the worldspace you are in everytime you start a scene or a mod tries to start one. For Whiterun and surroundings this would be the giant camp you mentioned. 1 Link to comment Share on other sites More sharing options...
Karna5 Posted September 18 Share Posted September 18 19 hours ago, drsemmel said: @shadowslayer1008 This is a well known problem with no "official" solution. I fixed it in my game by re-installing SL and making sure that no script tries to use animations I do not have. What happened was, that a mod sometimes tried to pull creature animations for NPC on NPC scenes off screen (and I noticed it only occasionally, because it was happening off screen). When I ran to the scene with my player character the NPCs would stand there frozen. (killing all running animation resolves this, but the game is bonked from that point on). You get teleported to the 0 coordinates of the worldspace you are in everytime you start a scene or a mod tries to start one. For Whiterun and surroundings this would be the giant camp you mentioned. This is fascinating. Thanks for explaining that, my friend. I wonder, then, if I have a solution which might work for SexLab users. I don't use Sexlab. I use OStim Standalone. However, some mods I like to use (such as prison alternative) want Sexlab to be installed. So I installed Sexlab (without its animations mostly), and then I installed SexlabToOstim which intercepts when mods try to make Sexlab calls and forwards them to Ostim Standalone. However, I noticed in the MCM settings that with this setup you can have Ostim send calls to Sexlab just like you can have Sexlab send calls to Ostim. The significance of this is that if a mod does try to trigger a Sexlab call for which there's no animation, it simply says it fails to trigger the animation and does nothing. An example of this is during Prison Alternative one of the events which can trigger is two guards wanting to assault you before they hang you. As I do not have the Sexlab animations in question, it can't forward it to Ostim Standalone because it can't find the Sexlab version to look for a match. So instead my character simply stands up and gets hung on a noose (which is fine for me as that's the fun part). Another example is the BaboDialogue mod I use which has a zillion random encounters. Some of the encounters try to have sex with animals such as a horse. As I do not have such animations installed, my game doesn't have a problem if BaboDialogue tries to call that animation. Simply nothing happens, and the game goes on normally, unstuck. Basically, I never get a game breaking error if a Sexlab animation a mod wants to use is not present, and I think the reason is that the Sexlab to Ostim setup is a buffer which tries to figure out if it can use Sexlab or Ostim, and if neither works, it simply aborts. 1 Link to comment Share on other sites More sharing options...
drsemmel Posted September 18 Share Posted September 18 3 hours ago, Karna5 said: Basically, I never get a game breaking error if a Sexlab animation a mod wants to use is not present, and I think the reason is that the Sexlab to Ostim setup is a buffer which tries to figure out if it can use Sexlab or Ostim, and if neither works, it simply aborts. There is a new version of SL that has a fail safe for these situations, but I haven t tested it yet. To make a full transition to Ostim is probably the smart thing to do anyways. The mod that gives shadowslayer1008 trouble is most likely Defeat. That mod has a lot of features that can potentially ruin your game. Its highly customizable on one hand (and does exactly what you want it to do), but on the other, it allows you to screw up your config. As far as I know, every iteration of Defeat has these problems (though to be fair, its technically a user error). 1 Link to comment Share on other sites More sharing options...
anjenthedog Posted September 18 Share Posted September 18 Best I can offer is avoid any and all mod settings that enable "teleport" functions (aside from hotkey teleport thingies, I mean MCM enable-able.diable-able, programmatic teleports like shown below) For me, and for my game, I reduced the incidence of being auto teleported to world coordinates 0,0,0 (giant camp due west of Whiterun) to virtually zero by doing so. Link to comment Share on other sites More sharing options...
Karna5 Posted September 18 Share Posted September 18 1 hour ago, drsemmel said: The mod that gives shadowslayer1008 trouble is most likely Defeat. That mod has a lot of features that can potentially ruin your game. Just an FYI, I use ODefeat (the Ostim Standalone version of the mod) along with Acheron Death Alternative. Acheron handles the defeat triggers deciding when you've been defeated, and if it deems what "killed" you is something ODefeat can handle, it sends you to ODefeat. There's an MCM setting to let you pick probability of the ODefeat outcome as well (I set it to 100%). This doesn't have the problem you describe because ODefeat is only triggered when it can handle it, and if it's a death which can't be handled by ODefeat then Acheron itself handles what happens (by configuration whether you just get up and fight or whether you get sent to a nearby area such as just outside the dungeon if you were defeated in the dungeon by a non-ODefeat trigger). p.s. I've had the Acheron/ODefeat triggered contless hundreds of times, so it's definitely stable. I've never had an issue. 1 Link to comment Share on other sites More sharing options...
Karna5 Posted September 18 Share Posted September 18 Thinking about it some more, I have tons of teleport events configured without issues. For instance, if I'm defeated by guards, Acheron sends me to jail into the Prison Alternative events. If Prison Alternative decides I have to be dunked in a river or hanged or whatever, then it teleports me out of the jail cell outside for the march of death. If it decides I have to be cooked by cannibal vampires, I get sent to that area. Likewise if Ravenous decides I'm going to be sacrificed and eaten in a lengthy and elaborate ritual, then that teleport goes fine. I think in general teleportation in Skyrim SE/AE isn't an issue. It really sounds like Sexlab is the only mod which sends people to the 0,0 coordinates. At least I've never had that issue, but I don't use Sexlab. Link to comment Share on other sites More sharing options...
Karna5 Posted September 18 Share Posted September 18 Post post script: Sorry for the third comment, but I just thought of a lengthy follow up which I don't want to squeeze in as an edit. In Fallout 4 over the years a very stable system of defeat developed by having one mod handle the defeat decision and letting that one mod decide what other mod will handle the defeat. Specifically, AAF Violate handles the actual defeat. Then, depending on your MCM configuration and installed mods, you can be sent to: Public Bondage events Raider Pet events Execution Events Kidnapping (where you have no gear and have to escape a stronghold and get your gear back) Simple assault by up to 9 aggressors This model works well because there's only one very stable mod (AAF Violate) handling the decision and routing. It strikes me that the Ostim Standalone users have the same model. They have Acheron which takes on the role of AAF Violate (though not yet as sophisticated as AAF Violate), and then Acheron can send you to whatever compatible mod you have installed if applicable (for me it's ODefeat and Prison Alternative). I don't have any slavery mods installed (I tried one and didn't care for it), but Acheron can handle that as well. 1 Link to comment Share on other sites More sharing options...
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