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Bad Dog's Immersive Creatures SE T2.1


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About This File

Bad Dog's Immersive Creature Addon

 

Purpose
This mod adds genitalia to all the new creatures from the Skyrim Immersive Creature Mod SE version on Nexus.

 

Status

 

This is a bit of a placeholder in that it's not at all complete, but what's here works.

 

First, no blue dicks on the canines. All filepaths are correct, I think.

 

Second, I did a bunch of work on Creature Framework to figure out why schlongs weren't appearing reliably and ended up shipping a patch for it. @Ep1cL3w7z you may want to check it out and incorporate whatever works for you in the main mod. Details behind the spoiler. Note the install instructions below for handling the CF/MNC/BDIC stack.

 

Spoiler

The new Creature Framework doesn't use a cloak to find the creatures--instead, it starts a quest on a regular basis with a bunch of actor slots that get filled in by the engine. That's interesting and maybe better, but what I found is that the same slots keep getting filled in by the same creatures, because it's random. So if you have more than a few actors around, it would take many passes before they were all identified. I put a condition on the aliases to exclude any creature with armor carrying the CFNormal or CFAroused keywords. That's good for creatures with a separate flaccid peen, but not for those (chickens) that have no special flaccid form. I'm thinking it could be possible to create an invisible "flaccid" armor for them, but haven't done it.

 

CF has a MCM setting to determine how many actors are dealt with at once. Most users should bump this up to the max, I think.

 

The mechanism requires the race to be tagged with the "Creature" keyword, which not all the SIC creatures have (the deadric creatures). I just added the KW to the race rather than mucking with CF for this.

 

The mechanism also wouldn't touch creatures which were alerted, alarmed, bleeding out, dead, in combat, or some other conditions I forget. Since hostile creatures are on alert just about as soon as they show up, they were always excluded. I removed most of these conditions on the theory that even if they're dead, they deserve their junk.

 

There's a lot of code in CF to ensure the junk is only swapped when necessary. I think there were bugs in this logic but rather than debug it fully I just simplified it so that it does fewer checks. 

 

That's it. Sorry, Ep1cL3w7z, I did try to minimize changes this time.

 

I also did a very minor patch to SexLab. Problem was that SL has the actors walk up to each other before the animation starts (which I like very much) but the radius they use is so small a large horizontal creature can't get close enough to satisfy them. I just increased the radius a bit to keep the creature from bumping into you repeatedly until the mechanism times out.

 

And a minor patch to MNC just to add some of the new races until they can be incorporated in the base mod. @MadMansGun there are more new races to come so choose when you want to pick them up. I couldn't get the new races registered with a separate call to the SL registry--I don't know if that was my problem or what.

 

For the mod itself, I have a stupid complicated spreadsheet showing every creature in SIC, its ARMO record, and the corresponding record in the CF json. Thank you xEdit. There are a lot of new creatures and many of them are quite nice but it will take a while to get to them all so have patience. 

 

Installation

 

Load, in this order

 

Enjoy. You know you have to run FNIS, load the creature animations in SLAL, and turn on creatures in SL. Look at the SL install instructions if you don't know what that means.

 

Run the "Reset Mods" option in Creature Framework if the new creatures aren't being equipped with junk. Also go to Creature Framework's MCM menu, "Performance" tab, and bump up the number of actors to the max.

 

Werewolves

 

If you're using Sexlab Werewolves, Mighty Beasts and HDT Werewolves, load them after this mod. They have their own werewolf meshes. You may also need to reinstall the XP32 skeleton after this mod--if you end up with a mesh explosion (werewolf gets smeared everywhere) that's the problem.

 

You can elect either SOS werewolf schlongs or Creature Framework schlongs. Turn off the werewolf options in SOS if you're using CF, and vice versa. Note that the SOS werewolf schlongs won't match the colors of the SIC werewolf variants--nothing I can do about that because SOS doesn't know about different skins.

 

Good to have with this mod

 

  • SexLab Wear and Tear (ouch! ouch!)
  • SexLab Cumshot
  • SexLab Matchmaker
  • Defeat with the creature option turned on
  • Untamed is sick fun with this mod, too.


And of course the body replacer of your choice.

 


Reporting problems:

 

Reporting problems in useful way is a gift to your modder. I want this stuff to work, but if you don't provide details I'm working in the dark.

 

Always give me the last screen or two of your papyrus log and any animal or sex mods in your load order (or the whole thing dumped from MO). Spoiler tags, please, if you load them here.

 

CTD: There haven't been any reports of crashes, but hey. You may find CTDs that don't seem to be part of your normal Skyrim experience </snark>. One scenario that would not surprise me is that you're running across the landscape and suddenly CTD with no warning and nothing special in the log. If that happens, tell me exactly where in the Skyrim world you were and what time it was (Skyrim time) and I'll try to track it down. (Exactly as in, "The slope above the lake south of Riverwood just above where that bear is always fishing.")

 

Misbehaving creatures: Tell me what it's doing and try to get me the baseID. Hit, ~ , click on the creature, read the baseID off the screen. Then hit ~ again and get the fuck out of there before he nails you. Useful also to report where you were in Skyrim. I've had a problem with draugr legs disappearing--reporting like this will help me solve it.

 

Credits
This mod contains very little original work. It's all mix and match of stuff made by other people. All credit goes to them:

 

lifestorock - Skyrim Immersive Creatures (http://www.nexusmods.com/skyrim/mods/24913/)
dentarr - More Nasty Critters http://www.loverslab.com/topic/32953-more-nasty-critters/
lordescobar666 - SexLab Nude Creatures http://www.loverslab.com/files/file/441-sexlab-nude-creatures/ 
Ep1cL3w7z - Creature Framework http://www.loverslab.com/files/file/1622-creature-framework/
Dayelyte, Gone, Panicforever, Xandero - animations
diarawr, Gone, Leito86, Shocky, SkyMoMod - models
Leito86 - Strapons (http://www.loverslab.com/topic/19260-skyrim-strap-ons/)

MadMansGun - Help with the patch and all the work on MNC

Edited by Bad Dog


What's New in Version T2.1

Released

T2.1

- Update to the CF patch to handle SL Aroused better

- Added the new Durzogs

 

T2.0

- Initial cut at supporting the new SIC



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