Jump to content

Recommended Posts

Posted
6 hours ago, Agnot said:

hi there, thanks for your work!

 

In order to have faster loading times I´m reducing the amount of anims, keeping just the paks of my choice. 

My question is about MNC. It´s needed just for the anims or also for the models?

In the second case, would AC still working if I delet meshes folders from MNC but I have other authors packs?

To remove the animations, you would need to delete the SLAL and animation data from the installed MNC mod. I would recommend asking in the MNC support thread about that.

 

MNC provides the aroused models for creatures, which are then handled and applied by Creature Framework. Without these models, creatures will not be properly equipped during animations.

Posted
35 minutes ago, Crimson_Otachi said:

sorry for the late reply I did as you adviced and it ended up saying no animations so I reinstalled all the SLAL animations I had and tried reinstalling the sexlab framework again but it doesnt seem to work the creatures still are not interested when I attempt to test the mod I should also mention that despite running the latest sexlab framework and P+ I get the caution msg when I look at the help section. do you have any more advice on the matter?

If you are getting the caution message for the SexLab version while using SLP+, make sure that the version is 2.5 or later. The 1.8 version previously provided on the SLP+ download page will not work properly. I'm not sure if updating from 1.8 to 2.10 is supported, it may be necessary to start a new game.

Posted
7 hours ago, Agnot said:

MNC. It´s needed just for the anims or also for the models?

there are 3 main parts to mnc:

scripts: mostly used to enable races that were not enabled by sexlab.

meshes: penises and some female creature bodes.

animations: old stock animations setup as a slal pack within mnc.

 

it is possible to remove the stock animations from mnc, but i would not recommend it (definitely not if you happen to want female werewolf animations)

basically you just need to delete anything with .hkx or fnis in its file name, and also the SLAnims folder.

Posted
12 hours ago, MadMansGun said:

there are 3 main parts to mnc:

scripts: mostly used to enable races that were not enabled by sexlab.

meshes: penises and some female creature bodes.

animations: old stock animations setup as a slal pack within mnc.

 

it is possible to remove the stock animations from mnc, but i would not recommend it (definitely not if you happen to want female werewolf animations)

basically you just need to delete anything with .hkx or fnis in its file name, and also the SLAnims folder.

thanks, super clear.

Posted (edited)

so with the latest sexlab P+ the caution message is gone however creatures still are not interested and I dont understand how I've got the slal animations installed example would be billyy's work and with the SLSB converter which is required for sexlab P+ I still get the no interest issue do you have any advice on the matter?

edit: when I tried testing with naked defeat I seemed to get (creature name) errors

Edited by Crimson_Otachi
Posted
55 minutes ago, Crimson_Otachi said:

so with the latest sexlab P+ the caution message is gone however creatures still are not interested and I dont understand how I've got the slal animations installed example would be billyy's work and with the SLSB converter which is required for sexlab P+ I still get the no interest issue do you have any advice on the matter?

edit: when I tried testing with naked defeat I seemed to get (creature name) errors

These are questions better directed to the SLP+ support thread.

 

If by "converter", you mean the SexLab Scene Builder, it is not required unless you are actually converting SLAL animation packs to work with SLP+. There is a ready-made automated conversion mod available on the SLP+ download page. This requires the original SLAL packs to be installed before selecting them during the installation process.

 

Be sure to run Pandora or FINS after installing or uninstalling any of these mods.

Posted (edited)

the automated conversion mod from the SLP+ is the one I am currently using I also still have the SL animation loader still in my modlist (dont know if that one is still required or not) but other than the animations for PC and NPC creatures dont seem to work and they are constantly stated as not interested or doesn't know what to do when tested

 

 

Edit: I dont know what I did but it seems to be working now

 

Edited by Crimson_Otachi
  • 2 weeks later...
Posted (edited)

There is something strange going on in my game. I've tried to manipulate almost every option in the mod but no matter what I do I can't get the animations to work with my male PC. The funny thing is that if I change the gender with ‘showracemenu’ to female, the animations work.

 

When I look at the problem it says ‘No animations’ but they work as a woman!

 

I have used Pandora, with the Osmen patch and without it and i use P+

 

I'm a bit desperate and maybe you can tell me what's going on, whatever it is, thank you.

 

Edit: I created a new game and now instead of the animation not showing (as male), the game crashes. As a female the game not crashes.

Edited by Enkoomer
Posted
3 hours ago, Enkoomer said:

There is something strange going on in my game. I've tried to manipulate almost every option in the mod but no matter what I do I can't get the animations to work with my male PC. The funny thing is that if I change the gender with ‘showracemenu’ to female, the animations work.

 

When I look at the problem it says ‘No animations’ but they work as a woman!

 

I have used Pandora, with the Osmen patch and without it and i use P+

 

I'm a bit desperate and maybe you can tell me what's going on, whatever it is, thank you.

 

Edit: I created a new game and now instead of the animation not showing (as male), the game crashes. As a female the game not crashes.

This may be a particular issues with SLP+ as it's stricter about the participants' sex. If you don't have animations for female creatures installed, it may be rejecting male actors for creature sex.

 

This is not fully tested in SLP+ as it's still in beta, and things can change from one hotfix to the next.

Posted

I think this mod has broken creature animations somehow. Before installing this mod, creature animations were playing out as intended, but once I installed it, humanoid actors are still doing the animation, but creatures are just standing in idle animation. So this is definitely the problem with aroused creatures

Posted
10 hours ago, SimonTheWhoreFox said:

I think this mod has broken creature animations somehow. Before installing this mod, creature animations were playing out as intended, but once I installed it, humanoid actors are still doing the animation, but creatures are just standing in idle animation. So this is definitely the problem with aroused creatures

It sounds like an issue with the SexLab registry. Try resetting the registry under SexLab > Rebuild & Clean. If that doesn't work, use the Clean System option and follow the guidance in the pop-ups. You'll need to reapply your configuration afterwards.

Posted
19 hours ago, Sailing Rebel said:

It sounds like an issue with the SexLab registry. Try resetting the registry under SexLab > Rebuild & Clean. If that doesn't work, use the Clean System option and follow the guidance in the pop-ups. You'll need to reapply your configuration afterwards.

not registry, tried it already. And Uninstalling the mod breaks the whole savefile

Posted
2 hours ago, SimonTheWhoreFox said:

not registry, tried it already. And Uninstalling the mod breaks the whole savefile

Removing mods mid-game is not advisable.

 

In general, actors clipping through each other while using their idle animations indicates an issue with the SL registry. Try the Rebuild & Clean option. Otherwise, try asking in the SL support thread.

Posted
12 hours ago, SimonTheWhoreFox said:

not registry, tried it already.

 

there is one more thing that you may try - run FNIS >> click "de-install creatures" >> restart FNIS >> rebuild.

Posted
8 hours ago, TheLoverLabCriminal said:

I have an issue with this mods why is not working with dremora

 

For some reason dremora is not considered an animal but an NPC by the game (ActorTypeNPC).

Posted (edited)
19 hours ago, TheLoverLabCriminal said:

I have an issue with this mods why is not working with dremora ? I tried invite them and nothing can someone help me ? here

Dremora are NPCs, not creatures. They use the NPC skeleton and NPC animations and must be handled as NPCs by SexLab.

 

The only creature-related thing about them is that they carry the ActorTypeCreature keyword CreatureFaction, which makes them very awkward to work with. I don't think it would be wise to remove that faction just for SLAC compatibility, as it could cause issues elsewhere (assuming there was a good reason for them to be marked as creatures).

Edited by Sailing Rebel
Correction: faction, not keyword
Posted (edited)
1 hour ago, Sailing Rebel said:

Dremora are NPCs, not creatures. They use the NPC skeleton and NPC animations and must be handled as NPCs by SexLab.

 

The only creature-related thing about them is that they carry the ActorTypeCreature keyword, which makes them very awkward to work with. I don't think it would be wise to remove that keyword just for SLAC compatibility, as it could cause issues elsewhere (assuming there was a good reason for them to be marked as creatures).

i see any mod that let me interact with these dremora ?

 

Edited by TheLoverLabCriminal
Posted
2 hours ago, TheLoverLabCriminal said:

i see any mod that let me interact with these dremora ?

Not that I'm aware of. I suppose NPC-focused mods might offer the option. But I imagine they could face the same issue in reverse: trying to filter out creatures and inadvertently filtering Dremora as well.

 

Just a correction: looks like it wasn't the ActorTypeCreature keyword that was the problem, but the CreatureFaction (I haven't looked at this since the LE days). I'll have another stab at this for the next update, but it will be in terms of allowing them to be valid targets for creatures and making sure they get the NPC dialogue options.

Posted (edited)
On 8/2/2024 at 2:22 AM, Sailing Rebel said:

Removing mods mid-game is not advisable.

 

In general, actors clipping through each other while using their idle animations indicates an issue with the SL registry. Try the Rebuild & Clean option. Otherwise, try asking in the SL support thread.

it could also mean le animations installed in se/ae...or vice versa.

10 hours ago, Sailing Rebel said:

Dremora are NPCs, not creatures. They use the NPC skeleton and NPC animations and must be handled as NPCs by SexLab.

 

The only creature-related thing about them is that they carry the ActorTypeCreature keyword CreatureFaction, which makes them very awkward to work with. I don't think it would be wise to remove that faction just for SLAC compatibility, as it could cause issues elsewhere (assuming there was a good reason for them to be marked as creatures).

DremoraRace has ActorTypeNPC [KYWD:00013794] and ActorTypeDaedra [KYWD:00013797]

ActorTypeNPC is used for human based races, so anything that has ActorTypeNPC should NOT have ActorTypeCreature.

 

the Factions do/should not mater, they are a different thing.

9 hours ago, TheLoverLabCriminal said:

i see any mod that let me interact with these dremora ?

 

if they are human based then they should have the ActorTypeNPC keyword, sexlab looks for that keyword when starting human animations.

Edited by MadMansGun
Posted

Dremora play all the human animations, I have no problem with it.

Guess, some kind of a replacer installed with wrong skeleton.

 

 

  • 2 weeks later...
Posted (edited)

Can I ask how do I patch in a new creature race to one of the creatures that's allowed to have sex with PC? Specifically the Daedroth (the newer ones from Nexus) which uses a werewolf skeleton. (Just for personal playthroughs though since I don't have permission from its MA) I've already patched it with MNC so it has a normal and aroused state. It's also active on the Creature Framework MCM so that works. Only thing left is for it use werewolf animations for a scene but the race isn't valid on SL. 

 

20240814025553_1.jpg.68e85406960b18235bbf11b091d28698.jpg

 

For more context though, I tried using the werewolf vanilla race with worn skin route, but the thing is... I use the TWO mod (werewolf overhaul) as well Monster Lipsync, which separates the head from the body of the werewolf and all that jazz to add facegen and expressons, and I found it too troublesome to go that route with this mesh. (Although I would want to someday honestly, because I also want to give him some lipsync stuff but I don't know how to mess with that stuff yet)

 

I guess I'm asking if it would be easier to just add in the Daedroth race so SL and this mod can detect it instead for the mean time?

Edited by DatBaraGuy
Missing words and grammar edits.
Posted
6 hours ago, DatBaraGuy said:

Can I ask how do I patch in a new creature race to one of the creatures that's allowed to have sex with PC? Specifically the Daedroth (the newer ones from Nexus) which uses a werewolf skeleton. (Just for personal playthroughs though since I don't have permission from its MA) I've already patched it with MNC so it has a normal and aroused state. It's also active on the Creature Framework MCM so that works. Only thing left is for it use werewolf animations for a scene but the race isn't valid on SL.

 

For more context though, I tried using the werewolf vanilla race with worn skin route, but the thing is... I use the TWO mod (werewolf overhaul) as well Monster Lipsync, which separates the head from the body of the werewolf and all that jazz to add facegen and expressons, and I found it too troublesome to go that route with this mesh. (Although I would want to someday honestly, because I also want to give him some lipsync stuff but I don't know how to mess with that stuff yet)

 

I guess I'm asking if it would be easier to just add in the Daedroth race so SL and this mod can detect it instead for the mean time?

SLAC depends on SL to determine if creatures can be animated, so It will be necessary to add the new creature race as an alias of the werewolf race in SL.

 

I wouldn't be surprised if there is already a patch for this somewhere. Might be worth asking in the MNC support thread.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...