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SexLab More Creatures SE (2025-01-07)


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Posted
34 minutes ago, siverian said:

in my game the added animals are immortal, when they lose all health they stay in attack position and frozen they quickly recover all life. Is that normal perhaps in this mod.

Make sure you're using the Non-Essential Respawning version from the downloads. If you are changing versions mid-game, uninstall the previous version first, make a new save without it, then install the replacement.

  • 3 months later...
Posted
14 hours ago, Its_LB said:

Wish there was an option for a little less creatures since there's a little too much.

The mod is designed to be customised via xEdit. You can delete whole cells, or just delete temporary records.

 

This is a copy of the Non-Essential Respawning version with half the records deleted (about 220):

 

SexLab More Creatures SE v1.02 - Non-Essential Respawning - Half Count.7z

 

This is indiscriminate, so there may still be "clumping" in some places and empty cells in others. It also not exhaustively tested, just coced to the city cells and a few outside locations.

 

If you are editing the mod yourself, just be sure not to delete any persistent records, unless you are deleting a whole world cell, as this can affect game stability.

Posted (edited)
14 hours ago, Sailing Rebel said:

The mod is designed to be customised via xEdit. You can delete whole cells, or just delete temporary records.

 

This is a copy of the Non-Essential Respawning version with half the records deleted (about 220):

 

SexLab More Creatures SE v1.02 - Non-Essential Respawning - Half Count.7z 157.39 kB · 0 downloads

 

This is indiscriminate, so there may still be "clumping" in some places and empty cells in others. It also not exhaustively tested, just coced to the city cells and a few outside locations.

 

If you are editing the mod yourself, just be sure not to delete any persistent records, unless you are deleting a whole world cell, as this can affect game stability.

Thanks this is much better for me, I knew from reading the thread that it was possible to remove them from cells using xedit but I'm super lazy and I already spend wayyy too much time tweaking the game and not playing it so I was just going to go with the default version.

Edited by Its_LB
  • 1 month later...
Posted
49 minutes ago, Molllsh said:

what difference does the "non-essential" filename text mean compared with the plain filename?

Non-Essential Respawning means the creatures are all killable, but will respawn later.

 

In the previous version, the creatures were set as essential to avoid rapid depopulation from raids, dragon attacks, CW events, etc. But this introduced other problems when it would actually be better for the creature to be killable.

  • 1 month later...
Posted
48 minutes ago, Rsngo said:

amazing mod but i think half isstill too much 😅

Download the "half count" version of SLMC above and use your preferred xEdit version to delete as many temporary references as you need to from each cell.

 

Screenshot2024-02-181608381.png.331cf1cab0cb77a08fde676cb7b0f51b.png

 

If you prefer to empty out some cells, then just delete those entire cells. But do not delete any individual persistent records by themselves, as this can lead to game stability issues.

 

If it goes wrong, just reinstall the mod and try again.

Posted
On 2/18/2024 at 5:19 PM, Sailing Rebel said:

Download the "half count" version of SLMC above and use your preferred xEdit version to delete as many temporary references as you need to from each cell.

 

Screenshot2024-02-181608381.png.331cf1cab0cb77a08fde676cb7b0f51b.png

 

If you prefer to empty out some cells, then just delete those entire cells. But do not delete any individual persistent records by themselves, as this can lead to game stability issues.

 

If it goes wrong, just reinstall the mod and try again.

update got it done thanks 😁

  • 2 months later...
Posted

Good idea and works as expected, BUT WHY do the creatures have to spawn in ONE place blocking it and not sandboxing? In Windhelm they just lie there and block numerous thoroughfares and followers and other NPCs run around in circles trying to pass them. I used to just console "disable" but with Play with Animals still ticked this had unexpected and amusing (not to this PC) results ☹️)

I noted the "light" version above and will try it but don't get me started on populated Skyrim reborn and the idiot adventurer on his horse who has popped up in numerous places totally blocking passage never moving.

Posted
40 minutes ago, Will55 said:

Good idea and works as expected, BUT WHY do the creatures have to spawn in ONE place blocking it and not sandboxing? In Windhelm they just lie there and block numerous thoroughfares and followers and other NPCs run around in circles trying to pass them. I used to just console "disable" but with Play with Animals still ticked this had unexpected and amusing (not to this PC) results ☹️)

I noted the "light" version above and will try it but don't get me started on populated Skyrim reborn and the idiot adventurer on his horse who has popped up in numerous places totally blocking passage never moving.

In general, I tried to keep the creature markers to spots where there is space for NPCs to go around them... in vanilla.

 

If the cell is modded, especially if the navmesh is significantly different, there are likely to be issues. The safest way to deal with modded city cells is to delete those cells from the More Creatures ESP. You could also use More Informative Console to ID the individual creatures and delete them from the cells in xEdit (as always when doing this, delete the creatures, not the markers).

 

Not used Play With Animals before, but if it's dynamically picking up nearby creatures in quest aliases and scripts, then disabling them mid-process could cause issues. SLAC deals with this by having multiple checks at various stages to ensure that the creature is still there and still usable. Other mods may not be able to respond like this. So, while disabling can solve immediate problems, it is usually best to edit the ESP to get better and more persistent results customised to your modded game.

Posted
16 minutes ago, Sailing Rebel said:

In general, I tried to keep the creature markers to spots where there is space for NPCs to go around them... in vanilla.

 

If the cell is modded, especially if the navmesh is significantly different, there are likely to be issues. The safest way to deal with modded city cells is to delete those cells from the More Creatures ESP. You could also use More Informative Console to ID the individual creatures and delete them from the cells in xEdit (as always when doing this, delete the creatures, not the markers).

 

 

Many thanks for the quick reply The light version seems to have fixed it. The area involved was just inside the Windhelm main gate an especially the LHS path split. My PCs just jumped over him but most NPCs had to find a way around. I use JK's Skyrim and wonder if this has complicated matters: probably. 

  • 3 months later...
Posted (edited)

Awesome mod! 
Have you ever thought of making a non-immersive version with pet sabre cats and house-trolls? There's a lot of great animations for Sexlab, you kinda get bored looking at dogs and horses all day :D 

Edited by sskaut
Posted
1 hour ago, sskaut said:

Awesome mod! 
Have you ever thought of making a non-immersive version with pet sabre cats and house-trolls? There's a lot of great animations for Sexlab, you kinda get bored looking at dogs and horses all day :D 

SLMC was, in part, an alternative to an LE mod that did this, including things like house bears, and NPCs being followed around by tame rabbits and foxes. Unfortunately, I've forgotten the name of it.

 

I've had no luck searching the LE downloads here and on Nexus. I suspect it had some less-than-obvious name that makes for bad SEO.

 

Not sure how I would approach this if I were starting today.

 

Keep in mind that SLMC is open source. If you want to add to it yourself and share the results, please do!

Posted
1 hour ago, Sailing Rebel said:

SLMC was, in part, an alternative to an LE mod that did this, including things like house bears, and NPCs being followed around by tame rabbits and foxes. Unfortunately, I've forgotten the name of it.

 

I've had no luck searching the LE downloads here and on Nexus. I suspect it had some less-than-obvious name that makes for bad SEO.

 

Not sure how I would approach this if I were starting today.

 

Keep in mind that SLMC is open source. If you want to add to it yourself and share the results, please do!

Oh, so there is such a mod. I guess I'll try to look for it, because I'm definitely too lazy to learn Creation Kit now, haha.

  • 3 months later...
Posted
1 hour ago, panaku said:

i downloaded the last hentai creature named creature cummoner and now got some dog who is invisible

Looks like the model for the German Shepherd has been removed from that new version. Unfortunately, I can't find any version or fork of HC available anywhere that includes it, not even from the LE section.

 

I'm looking through the MNC mod, but the model doesn't seem to have been moved there, unless it's under a non-obvious name (the dog used to called "Judah" back in LE).

 

More Creatures expects the model to be under Data/meshes/hentaicreatures/Shepherd.nif, if you can find a replacement.

 

Otherwise, the leveled lists can be altered in SSEEdit to remove the GSD entries. If using an existing save, uninstall SLMC, load and save the game, then reinstall to refresh the spawns after editing.

Posted (edited)
8 hours ago, Sailing Rebel said:

Looks like the model for the German Shepherd has been removed from that new version. Unfortunately, I can't find any version or fork of HC available anywhere that includes it, not even from the LE section.

 

I'm looking through the MNC mod, but the model doesn't seem to have been moved there, unless it's under a non-obvious name (the dog used to called "Judah" back in LE).

 

More Creatures expects the model to be under Data/meshes/hentaicreatures/Shepherd.nif, if you can find a replacement.

 

Otherwise, the leveled lists can be altered in SSEEdit to remove the GSD entries. If using an existing save, uninstall SLMC, load and save the game, then reinstall to refresh the spawns after editing.

i still have the old hentai folder in my download of mo2 can i just installed it  and uninstall the summoner  without breaking my game ?

 

edit: i did it istalled the hentai unistall the creature summoner and it showed me that summoner was not there but hentai menu took it's place and creature was gone in the mcm and the dog appeared

Edited by panaku
Posted
9 hours ago, panaku said:

i still have the old hentai folder in my download of mo2 can i just installed it  and uninstall the summoner  without breaking my game ?

 

edit: i did it istalled the hentai unistall the creature summoner and it showed me that summoner was not there but hentai menu took it's place and creature was gone in the mcm and the dog appeared

You can have both mods installed and just hide or delete everything from Hentai Creatures except the meshes and textures folders.

Posted (edited)
On 11/25/2024 at 8:34 AM, panaku said:

i still have the old hentai folder in my download of mo2 can i just installed it  and uninstall the summoner  without breaking my game ?

 

edit: i did it istalled the hentai unistall the creature summoner and it showed me that summoner was not there but hentai menu took it's place and creature was gone in the mcm and the dog appeared

 

any way we can get a copy of that version of HC? right now its looking like you might have a bit of gold in that there data folder of yours.

 

i talked about this situation on the MNC help thread but got referred to CO more creatures so far...don't like it cause it don't have horse and wolf spawns in whiterun (which is where i frequent). i like this more creatures mod more but axing an NPC due to a mod dependency is a bit disheartening....id prefer to add more npcs and give places more a lively and well populated feel.

 

so the only thing i can do is just keep poking around and eventually some forum will have hentai creatures on it, a version that isnt just a collar mesh and texture lol.

Edited by vecraude21
Posted

If anyone is having any trouble with INVISIBLE DOGS and can't download HENTAI CREATURES on the mod page, I've just spent so much time trying to figure out what to do:

 

Download this mod and install it (or don't install it, you just need the meshes).

 

Create new folders called "hentaicreatures" in Skyrim > Data > Textures and Skyrim > Data > Meshes.

 

Go into the data files of the Judah mod.

 

Copy the Shepard.nif file into the hentaicreatures folder that is in meshes. 

 

Copy the Dark Sable Coat file into the hentaicreatures folder that is in textures.

 

Might be worth putting this somewhere, maybe? Since I've read everything that's been posted here and only knew that maybe this mod was the culprit due to the dogs having an FF form ID number, indicating that they're generated creatures.

 

The mod creator and also some other repliers spent a lot of time explaining stuff to people, lol

  • 3 weeks later...
Posted
On 12/5/2024 at 5:27 PM, Shoewerty said:

If anyone is having any trouble with INVISIBLE DOGS and can't download HENTAI CREATURES on the mod page, I've just spent so much time trying to figure out what to do:

 

Download this mod and install it (or don't install it, you just need the meshes).

 

Create new folders called "hentaicreatures" in Skyrim > Data > Textures and Skyrim > Data > Meshes.

 

Go into the data files of the Judah mod.

 

Copy the Shepard.nif file into the hentaicreatures folder that is in meshes. 

 

Copy the Dark Sable Coat file into the hentaicreatures folder that is in textures.

 

Might be worth putting this somewhere, maybe? Since I've read everything that's been posted here and only knew that maybe this mod was the culprit due to the dogs having an FF form ID number, indicating that they're generated creatures.

 

The mod creator and also some other repliers spent a lot of time explaining stuff to people, lol

I seem to be missunderstanding as some are still invisible, can you provide a super detailed description please? :)

Posted (edited)

Do not download attachments that do not have accurate descriptions of their purpose and content, especially not from new accounts.

 

The aura.zip download in the above post by user basboesavbsasa has been reported. It contains suspect EXE and DLL files and has been posted in several threads at this point.


Do not download or open it.

 

EDIT: The offending post has been removed. If you extracted and used anything in the attachment. I would strongly suggest running a full antivirus scan. This may mean disabling exclusions on your Skyrim and modding-related folders and dealing with any corruption the AV causes.

Edited by Sailing Rebel
  • 2 weeks later...
Posted
7 hours ago, bob112 said:

how do I get rid of the invisible dogs I've got SSEEdit and creation kit

Open the Sexlab More Creatures.esp in SSEEdit, expand and go through the leveled lists that mention Dog in the ID. Remove any Leveled List Entries that reference "slmcEncGSDog", which is the German Shepherd Dog base. The Remove option will show up when right-clicking to the right of the Leveled List Entry in the right panel. For those using zEdit, you may need to expand each list entry to see the reference, but you should delete the whole entry, not just clear the reference field.

 

If you need this to work in a current save, disable the SLMC plugin after editing it, make a new save in-game, then re-enable it.

 

I was hoping I wouldn't have to remove this from the mod - that one extra model increased the dog variety by 50%. But without a legal distribution of the files, it seems that's going to be the only option going forward.

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