Bad Dog Posted August 9, 2018 Posted August 9, 2018 Bad Dog's Immersive Creatures SE View 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 Skyrim Immersive Creatures V7.0.2 or later. Creature Framework V2.0.3 (you're getting it from the MNC page) More Nasty Critters Bad Dog's Immersive Creatures (this mod) BDIC Creature Framework Patch SexLab check to make sure you get the latest BDIC Sexlab Patch BDIC MNC Patch SexLab Aroused Redux Sexlab Animation Loader Whatever animataion files you choose. Get all of Billyy's stuff. 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 Submitter Bad Dog Submitted 08/08/2018 Category Misc Sex Requires Regular Edition Compatible 7
ButchDiavolo Posted August 10, 2018 Posted August 10, 2018 Hey Bad Dog, As I am rebuilding SE again, I have added this most excellent mod to my modlist. When I ran it through SE Edit, it did throw out 4 errors. No idea if this is a problem really, but I thought I would share it with you. I haven't played with the mod yet, but if I run into things, I will let you know as well. So the SE Edit errors are: Spoiler [01:32] _00GSCuirassAA [ARMA:3B10EC0B] [01:32] ARMA \ Additional Races \ MODL - Race -> [0604FD7A] < Error: Could not be resolved > [01:32] ARMA \ Additional Races \ MODL - Race -> [0608F372] < Error: Could not be resolved > [01:32] BDGoldenSaintNudeAA [ARMA:A01D7765] [01:32] ARMA \ Additional Races \ MODL - Race -> [0604FD7A] < Error: Could not be resolved > [01:32] ARMA \ Additional Races \ MODL - Race -> [0608F372] < Error: Could not be resolved >
Bad Dog Posted August 10, 2018 Author Posted August 10, 2018 Good info, thx. I didn't run that check.
ButchDiavolo Posted August 11, 2018 Posted August 11, 2018 Well, it gets worse... Dunno if it is because of my tinkering with it in SE Edit, but... I noticed that Skyrim Immersive Creatures wasn't a master for BDIC. So I added it as a master and ran the error check again. This time I got a whole shedload of errors about armors etc. ? Then I ran SE Edit with the cleaning filter and I got 6 ITM errors. So question, should I leave BDIC as it is, with Skyrim Immersive NOT a master? And the ITM errors intact? I started the game and all the bits were added to Creature Framework, but I got kinda nervous because of the errors in SE Edit, so I didn't play the game before getting confirmation. Oh and another question, did you run BDIC through CK2? Wrye Bash said that it has formlist 43. And did you run the meshes through Nif optimizer or some such? Thanks in advance! P.S. I am not criticizing or anything. Just trying to find out what has been done during the conversion. Cos well, I NEED this mod ;)
Pfiffy Posted August 11, 2018 Posted August 11, 2018 1 minute ago, Vachnic said: Well, it gets worse... Dunno if it is because of my tinkering with it in SE Edit, but... I noticed that Skyrim Immersive Creatures wasn't a master for BDIC. So I added it as a master and ran the error check again. This time I got a whole shedload of errors about armors etc. ? Then I ran SE Edit with the cleaning filter and I got 6 ITM errors. So question, should I leave BDIC as it is, with Skyrim Immersive NOT a master? And the ITM errors intact? I started the game and all the bits were added to Creature Framework, but I got kinda nervous because of the errors in SE Edit, so I didn't play the game before getting confirmation. Oh and another question, did you run BDIC through CK2? Wrye Bash said that it has formlist 43. And did you run the meshes through Nif optimizer or some such? Thanks in advance! P.S. I am not criticizing or anything. Just trying to find out what has been done during the conversion. Cos well, I NEED this mod For SE I can say that most of these errors from SE Edit are harmless (sometimes they are not even errors....). If cleanig leads to more errors: DON'T CLEAN IT. For the header: I hate this discussion and I had it often enough. The right header will not make a good mod better, but it can make a bad one even worse.
Bad Dog Posted August 11, 2018 Author Posted August 11, 2018 I certainly *thought* I'd run BDIC through CK. Lemme look at those errors.
Pfiffy Posted August 11, 2018 Posted August 11, 2018 You have the Creature framworkUtil.pex in the mod. NMM asks about overriding.... Did you make any changes?
ButchDiavolo Posted August 11, 2018 Posted August 11, 2018 36 minutes ago, Bad Dog said: I certainly *thought* I'd run BDIC through CK. Lemme look at those errors. I redownloaded BDIC just now, so I could start over and see what I probably fucked up. This time Skyrim Immersive creatures IS a master in SE Edit (yay) and I only got the 4 errors about _cuirassAA and GoldenSaintNude armor. So the shedload of errors was caused by my screwing around and not the mod. Is my face red? It should be... I installed the mod and reinitialized Creature Framework and again everything from BDIC got installed in the appropriate places. So yah... I am probably "panicking" over my own stupidity. Sorry about that.
Bad Dog Posted August 11, 2018 Author Posted August 11, 2018 I got brilliant and found a converter from json to csv. So now I have all the creatures in the CF json files in one excel tab and all the creatures from SIC in another excel tab and they're cross-referenced, so I can see which creatures don't have CF entries and vice versa. And... there's lots of mismatches. Some are bogus, some are because form IDs changed, some are because we don't have freaking enough goblins already and we had to add a few dozen more. So go ahead and play, but don't be surprised if things are missing their junk. I'm working through the errors now. I'm also panicking a bit because there's a new atronach mesh and I realize I have no idea how to get it into blender. I assume the old scripts won't work anymore. My whole modding setup may be busted. Argh. 1
Dranzer Posted September 20, 2018 Posted September 20, 2018 been trying to get it to work with the moonlight tale mod but keep getting the broken werewolf
sophiextime Posted September 20, 2018 Posted September 20, 2018 Does this also schlongify the new creatures in Bruma? I seen the Bruma mod adds some cool creatures like the Minotaur and such.
Bad Dog Posted September 23, 2018 Author Posted September 23, 2018 I did a LE Bruma patch for MNC, but haven't converted it to SE yet.
sophiextime Posted September 23, 2018 Posted September 23, 2018 15 hours ago, Bad Dog said: I did a LE Bruma patch for MNC, but haven't converted it to SE yet. Okie dokie. Will you be likely making one in the future when you have time? i am seriously considering installing Bruma so would be awesome if your able.
Ammonia2251 Posted October 24, 2018 Posted October 24, 2018 On 9/19/2018 at 11:54 PM, Dranzer said: been trying to get it to work with the moonlight tale mod but keep getting the broken werewolf I can second the broken Moonlight Tales model.
Bad Dog Posted October 25, 2018 Author Posted October 25, 2018 Yes to the SE patch--say truth, I'm not done testing the LE version (I know some of the models are wrong) but got distracted. When that's done I'll do the SE version. & I'll check out Moonlight Tails. 1
JackBikwik Posted November 24, 2018 Posted November 24, 2018 Holy shit, I've wanted this for SO long. I used immersive creatures back in the day and absolutely loved it, but when I found lovers lab, I begrudgingly gave up IC in favor of anatomic models provided here. I'm over the moon about them being made compatible. Immersion is a huge deal for me.
Moxxle Posted November 24, 2018 Posted November 24, 2018 I tested Increase/Decrease arousal on the Skeevers and highlighted them on the speadsheet. They all worked except xx0BF75D which has no balls and didn't get hard. Not something I've encountered in-game, so not a problem, just relaying the test info. EDIT: xx1A5D91 Khajiit Skeleton - He has a bow and quiver on his back, and the bow disappears (the quiver is unaffected) when he's zapped with an increase arousal spell. When subsequently zapped, the bow appears briefly then disappears. His erection works properly. Decrease arousal spell does not restore bow. xx1793CE Skeleton Lord Magic - Arousal spells have no effect. xx1A5D92 Argonian Skeleton - Erection works properly but sword disappears and reappears briefly when zapped with Increase Arousal. Decrease arousal doesn't restore sword. xx6E3745 Wereskeever - Erection works properly, so I highlighted it green, but I got a (unrelated?) shadow artifact. Shadow moves when I move the camera, even if the light-source doesn't change, and appears on top of everything, including the PC and other NPCs. It's there even whether CF genitalia is enabled/disabled. (See attached image, note how shadow from far creature displays over near.) There is about a one second delay when going from flaccid to nothing to erect states, I assume that's normal? I haven't encountered anything in actual gameplay (I haven't encountered a wereskeever lately, so I'm not sure about that shadow) that works incorrectly, just want to put Animal Penis Beta Tester on my resume.
Bad Dog Posted November 25, 2018 Author Posted November 25, 2018 Fabulous, thanks for testing. I'm coming back to this, promise.
paramour1313 Posted November 25, 2018 Posted November 25, 2018 I am having a problem with wolf and dog (imperial patrol dog) textures from this mod. I get the purple mesh, but the texture is not being properly applied (not even sure they are present). I've tried to look in the Data/texture folders where I think the BDIC textures would be, but I do not see them. BDIC does register in Creature Framework and is used by those creatures that just show the (shocking) purple mesh. Any suggestions as to how I can fix the missing/misplaced textures issue?
Bad Dog Posted November 27, 2018 Author Posted November 27, 2018 If you read somewhere upthread, oh wait, the FIRST POST, you'll see this is still a WIP and some creatures may have problems because I haven't yet gone through them all. I'll mark the dogs as having problems. (And I'll get back to this, I just got swallowed whole by YA5.) Edit: Well, except both are marked green on the spreadsheet, so I or someone checked them. Make sure you don't have any other animal mods mucking things up.
JackBikwik Posted November 27, 2018 Posted November 27, 2018 For the record, I don't have any issues with any of the dog models. I use Creature Framework, MNC and this. If you have another mod affecting animal models, it's likely the culprit.
paramour1313 Posted November 27, 2018 Posted November 27, 2018 1 hour ago, Bad Dog said: If you read somewhere upthread, oh wait, the FIRST POST, you'll see this is still a WIP and some creatures may have problems because I haven't yet gone through them all. I'll mark the dogs as having problems. (And I'll get back to this, I just got swallowed whole by YA5.) Edit: Well, except both are marked green on the spreadsheet, so I or someone checked them. Make sure you don't have any other animal mods mucking things up. I do realize it's a WIP (thanks for the work), and I did checkout the Google Sheet as I did some testing (giants), but didn't post those results (some good, some not), when I realized I had some other kind of issue. Thanks for the suggestion, I'll keep looking.
tentaclemight Posted December 5, 2018 Posted December 5, 2018 The MCM menu for Creature Framework, MoreNastyCreatures and BadDog's Immersive Creatures are not showing up, even if I create a new character or enter the qasmoke. The MoreNastyCreatures animations do show up in SLAL though, and HentaiCreature's MCM is also showing up. Any idea on what the problem may be?
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