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Aensland_src

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About Aensland_src

  • Birthday 08/09/1988

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  1. Hello, just wanted to give an opinion and some ideas about this mod, first, I really like this mod since it adds something that is much needed since it gives a lot of popular monsters dongs for the sex mods, which is a pain to do manually xD, so cheers, this mod is amazing. My only criticism is that it adds a lot of extra creatures that are not monsters or demons, like the funky dinos and the ducks and environmental mammals, it also adds stuff way too close to some populated areas. When it comes to the ducks and dinos, there are already mods that adds those things in a dedicated way, and it clashes with this mod, Example, Birds of Skyrim and Skinwalker21 mods. Birds of Skyrim(and other related mods): https://www.nexusmods.com/fallout4/users/3463396?tab=about+me Hadrosaurus of Skyrim(this mod author also have a lot more mods that add prehistoric creatures): https://www.nexusmods.com/skyrimspecialedition/mods/31476 I use these mods so it overcumbers the environment with the same kind of animals, causing fps drops(specially on Riverwood, tons of ducks and some monsters). I would say the same for the Squirrels, Racoons etc. but in my particular case it just saves some esp space, since I was already using the same mods from Mihail. So my suggestion would be to add those environmental creatures as a separate addon(esl), that way they don't need to be addressed in the base mod and would probably make the development of this mod less cumbersome, plus the users can choose if they want to add this extra creatures. Hope this makes sense , and it is just an opinion, I manually removed the ducks and the dinos for my game, and removed the monsters near Riverwood(caused FPS drops and weird behaviors starting the game). I want to share the modded ESP, if possible, so other people can have it if they want, please let me know if I can.
  2. Always when looking for help try to think first what are YOU doing that is causing the mod not to work or if you are introducing something in the chain before asking a particular modder for help, in this case is obvious that is your own particular problem, not concerning this mod because you are introducing your personal modifications that interfere with the mod itself, the bashed patch overwrites everything below it, if is not getting included is because the particular mod doesn't have any bash instructions written in it's description, you have to manually add them yourself, just open Wrye Bash and select the Demonic Creatures esp and add the instructions on the mod description(below any other text included already) and click save, it usually is a {{BASH:Delev,Relev}} for this kind of mod , and the problem itself seems to be you not knowing how to use Wrye Bash, first go to the WB page and READ it's documentation, if you have any doubts you should ask them in the WB forum post, I'm not trying to be an ass, is just that that is the right way to do things, posting unrelated problems may cause the mod author to get mislead and derailed of it's own mod feedback.
  3. Is the mod author not active anymore???, I don't have CK or any related tools installed, and have never done scripting...
  4. I was intending to help jjabrams420 xD, but glad someone else found something useful in that information.
  5. jjabrams420 I would love for this mod to work correctly, I had the problem of NPC re dressing with another mod, it ended up being Sexlab Cumshot, doing some research I found out this issue was fixed but I was using an older version were this was not fixed yet, by all this research I did I found out on the mods support thread the reason why NPCS redress. "NPCs always reevaluate their equipment when adding or removing an armor piece on them - this means that they redress when they were stripped before. To prevent that happening during a SexLab animation: - The cumshot object is directly added by calling EquipItem(), instead of calling AddItem() before." Another instance were this was mentioned before, different mod, having same issue: Possible workaround for "NPC just equip everything": - don't add item, but just equip item (even if that item is not inside inventory) Not: ["item_addex", "$self", "$1", "1", "1"], ["item_equipex", "$self", "$1", "0", "1"], ["actor_qnnu", "$self"], Try: ["item_equip", "$self", "$1", "0", "1"], ["actor_qnnu", "$self"], Hope this helps in any way.
  6. I don't know if this is somehow implemented on the mod, but does this mod has any option for survival mods, like tossing some food every day to be able to stay alive through I need and such??? I don't see any option for it on the MCM, if not that would be a great addition, is the only thing missing for me personally compared to Prison Overhaul.
  7. I don't know if it is too late, But as a stubborn user of both FNIS and NEMESIS, I found out what is happening, FNIS for some reason doesn't really generate some creature's HKX files or folders at all, and in my experience those are, draugr, falmer, giant and dwarvensteamcenturion. Ultimate Combat in this case, seems to be the culprit for some reason, at least I think is suspicious these are exactly the files included with it, and just those creatures are not being generated to "overwrite" folder, I just discovered this so I did the most straight forward method to "fix this" I copied the folders from Ultimate Combat(any other files would work i think) to "Overwrite", and FNIS didn't really generated it, but now that the files are there FNIS modified them, I checked the exact time and they files were modified by FNIS. So it seems for some reason FNIS refuses to generate the files from scratch, and just want to patch them?, I haven't tested them yet but I'm kind of sure they may work. Ultimate Combat in the mod Description says is not compatible with FNIS creatures, so I don't know if what I suggested before would bypass this or it would just not work?. EDIT: this method works, I have been suffering from this problem for a long time and this fixed it.
  8. I'm new on Skyrim SE, on LE, all I had to do was have both of them installed then run FNIS and after that run NEMESIS, and everything worked fine, on SE for some reason NEMESIS seems to be touching creature behaviors, making my creatures to just stay on idle animation during sex scenes, but human would animate normally. So after not knowing why this was happening and a lot of testing I discovered NEMESIS was the culprit ,after that I just ended up with a simple and stupid idea, and it worked.... now everything is working, I'm just leaving this here for anyone is on a similar situation and is willing to test this dumb method that for some reason works, at least it seems, haven't tested extensively but Combat gameplay overhaul is working normally and creature sex animations too. I don't know if this is just me and everyone else is running both just fine or if this information is somewhere else, I just arrived at this point by having the problem I mentioned, then found out why and fixed it, if this is obvious for you, or you don't care about this just go on with your day and have fun, I just post this for anyone that gets into the same problem trying this same thing I tried to do(RUN FNIS and NEMESIS together and keep Creature animations working). IMPORTANT This is using MO2 that's why I mention "overwrite" folder, because this is were all the files created by patches and external programs go to overwrite on top of mod basic files, I highly recommend using MO2, because thanks to "overwrite" folder we know that those files are the ones these programs are creating just when we run them so it is safe and easy to know what to delete or copy since it would be restored again by running the programs, if you are using other Mod manager that doesn't have this feature would recommend to be careful deleting stuff(or just avoid this method since would be harder to guess what to remove). First checking if everything on FNIS is not broken by default even without NEMESIS. I would advice to re install both mods(checking that FNIS creature pack is installed) from scratch to discard any other inconsistency. 1.- go to "overwrite" folder, delete anything FNIS related from "scripts" and go to folder "meshes" and delete the "actors" folder. 2.- Run FNIS, let it finish and check there's no warnings saying something is broken or not working, would advice to check the option "HKX file compatibility ..." for this first run to see if there are incompatible animations. 3.- Open your game and test if creature animations and regular sex animations are running (new save), (all the usual process obviously: slal animation register, etc). If everything is working fine with just FNIS then you can now go for the actual trick. 4.- go to "overwrite" folder, open the "meshes" folder, then got and open "actors" folder, inside there should be a lot of creature name related folders(containing the behavior files FNIS generated), select all the folders(creature related only, if FNIS created a "character" folder, we don't need it) and copy them, then on there (the "actor" folder or wherever you want on your pc) create a new folder name it however you want "FNIS Behavior backup" or whatever, open the new folder and Paste all the creature folders you copied. 5.- now run NEMESIS and let it finish ( Nemesis is going to fiddle your creature behaviors and ruin them), once nemesis is done, go back to where we were before ( actor folder on meshes), open the backup folder you created, copy all the backup creature folders, and paste on the actor folder, and overwrite everything ( that would restore FNIS behaviors while still maintaining the new folders and behaviors nemesis created). 6.- Create a new save, all the usual stuff, register slal animations and configure your mods. Now everything should be working, at least for me it worked, *obviously every time you add new FNIS related animations(Sex animations, etc.) you will have to repeat more or less the same process.
  9. Sorry to nag about it again, but other person responded to my first post basically saying, "bruh but you can change it back in the console", which was not the point I was making at all, so I probably went overboard trying to as clear as posible xDDDDDD. I'll give it a go again once I start a new game.
  10. Seems like you are not aware that most people that play moded skyrim use mods that overhaul races and perks, most of those mods, give different Speed mult changes to every race and some give you the option to increase your movement speed increasing stats, if you were not aware of the speed mult variable value before getting screwed you will not be able to set it to what your character had it before including the other variables other mods added, so setting reverting it to 100 will basically make the other mod changes to be lost, popular mods like SL Survival , Disparity or Worlds Dawn are an example, they change Speed mult, for some reason those will work together, maybe the implementation is not good, that is why I made the suggestion to make it as a spell debuff, it is safer. Small example using the mods I mentioned above, not exact but just a supposition: Base SM: 100 Character Race: Nord SM- 5 Weight : 80 SM-10 Gender: Female SM+5 CarryWeight: 200 SM -5 Agility Stat 20 SM +7 Moded SM= 92 So then if the SM is changed to +80 (bug) or something like that and I mod SM back to 100 I will "unfairly win" 8+ SM , and if I was not constantly monitoring the stat (since is constantly changing) I would not be able to know my SM real Value considering the other mods changes(I would have to know the exact amount added and the amount I had before the bug), which breaks the point of using those changes at all, now Imagine having to do that every time you get hit by a spider web, having to fix your SM via console in any case is not reasonable, and should not be happening, also seems like the author changed the implementation already, wouldn't be able to test it since I removed the mod and I'm already playing a new save.
  11. I would recommend not to mess at all with the speed mult variable your mod is destroying peoples save files, since it breaks a lot of mods that add changes to speed movement based on stats and race progressions, is not as easy as going in the console and change it to 100 again since the character loses all the buffs and progress from other mods, why don't just add it as a debuff with a timer??? , like for real is much much better to slide or to have to roleplay and not move that just for that small detail have the entire save broken, I say this with all due respect.
  12. I don't know if this has been reported yet, but this mods mess with mannequins, I have an Elianora House mod for Breeze Home and it adds some mannequins to the house to put some armors on to display, there have been 2 instances now when I caught them fucking Lydia lol, haven't been able to caught them on dialog start, just discovered them already on the act, I have no other mod that make NPCs have sex so I'm sure is this one, btw the mannequin wont do animations just stay standing there while the other npc animates, afterwards the mannequin will stay stuck in place and will be unmovable by any console command, not even disable, kill or anything I have tried, the way to get them again inj place is to exit the house an enter again and it will be in it's original position, so I have no ide what kind of script is attached to them xD.
  13. Just a small doubt, are the cell and world edits, used or required at all by the mod???, i adds a lot of weird stuff to Breeze home that conflicts heavily with any mod customizing breeze home. I'm using Elinora's mod for BH, and it's conflicting with this mod, because this mod keeps adding old records from the non upgraded BH, like the cobwebs and the old bed, so my BH looks al cozy and shinny but it is full of cobwebs and dirt and it has 2 beds lol.... I will delete all the records from the mod affecting BH, I think it needs cleaning?
  14. To my knowledge, in the most recent Sexlab version, there is an option under animation settings to change your gender, even on the description it says you can change it to male as a female to play as a futa character, so this mod is not needed anymore, I think it does the same thing but in a more messy way, I may be wrong but you ca check on your Sexlab mcm and see for yourselves.
  15. For some reason this mod is not working for me at all anymore, I don't know on what version happened but I have been testing on the last one and is not working, I tried using it through DAYMOYL and through it's own surrender method, What happens is that I get the message that my character has been defeated and enslaved (don't remember the exact text, but is the first popup) then if I remember correctly there's a second pop up with the enslaver info or something like that, well is never getting to that point, just the first popup then nothing happens, tried checking up all the requirements one by one trying different versions of Zaz and such (tried with all the recommended versions too), remaking my bashed patch and re running FNIS every time. Does anyone have had a problem like this or know what may be happening?
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