FireSplitter Posted February 11, 2023 Posted February 11, 2023 (edited) I also noticed that SkyTest creatures are not covered. Any plans for that to be ported? There is a patch for LE (BDICSkyTestPatchV3.0), I wonder if you could change the masters name (because master names have changed) then running it through CAO would work. I will try it but I never done any edit so far. Later edit: So I renamed the masters in esp, BDST.json and run it through CAO. Then re-registered mods in CF and it has registered the wolves from SKYTEST. A quick test in game and seems to work. I have no idea if I need anything more to do or if it is fine like this. I just added a zip here for anyone to test or check. BDICSkyTestPatchVRenameForSE.zip Edited February 11, 2023 by FireSplitter
Bad Dog Posted February 11, 2023 Author Posted February 11, 2023 The SkyTest patch was difficult because it wasn't just about the meshes. I had to make decisions about what SkyTest behavior should apply to the SIC creatures.
Bazzal Posted February 12, 2023 Posted February 12, 2023 (edited) This is the page in the links for More Nasty Critters and framework for SE. Your links lead me to the LE version of MNC and I could not understand why My Skyrim broke. Didn't see there was a link to SE version of it. I also am wondering if any human penises get put on werewolves? I am getting Vectorplexus Regular on my werewolves and I can't remove them. I figured it out. It was the mod HDT werewolves in its meshes character-assets folder male werewolf models have attached human penises of vectorplexus regular or whatever they are. Damn... Looks like I am going to mod my first fix. Unless the mod author can do it. I won't edit the models but replace them. I don't know where I am going to get a skinny and big buffy werewolf to safely mod into this. Edited February 15, 2023 by Bazzal
quail_other Posted February 27, 2023 Posted February 27, 2023 I have been suffering for the second day, trying to figure out my problems. What the point is, for some reason, all the creatures from the SIC do not want to participate in the animation. BDIС does the job and creates the genitals of all new creatures, there are no problems with this, but the animations are completely absent. During the scene, only the PC animation plays, while the creature from the SIC just stands in an idle position and does not move at all. Perhaps there is some special trifle that I do not notice. (If a similar question has already been raised in the topic, then I apologize in advance, I personally did not see exactly this problem. 2
MattTheRagdoll Posted March 3, 2023 Posted March 3, 2023 Hey, I posted this in the technical forum but figured here would also be a good place to ask for advice (see below). The final thing I want to do in my current build is add some of the new creatures to the Creature Framework (in the same way as Bad Dogs SIC or Demonic Creatures). I've downloaded both mods and been having a poke around but I am hoping someone can point me towards some documentation on how to do this. I have already made the aroused meshes, just not sure where to go from here.
darius666666 Posted March 3, 2023 Posted March 3, 2023 Hello, quick question. Does this mod gives collision between monster penis and vagina/belly of pc? I have everything installed, collisions are working on normal creatures, but it seem to not work with immersive creatures. Can anyone help?\
Pingcyclo Posted March 5, 2023 Posted March 5, 2023 On 8/10/2022 at 1:50 AM, Zombie1234 said: I'm getting the ValidateActor error with Minotaurs, and I do not see them in the CF menu. No issues with the others though. This has been driving me nuts. I've followed all the instructions about editing saves, reregistering animations, testing on a new character, running FNIS, enabling creatures. Ogres have schlongs, and are recognized by CF puppeteer, but minotaurs don't and they aren't. Weirdly, minotaurs DO appear in the creature menu! Judging by the previous posts, it looks like this is all just because it's a work in progress.
Bad Dog Posted March 7, 2023 Author Posted March 7, 2023 Minotaurs were working at one point. I don't know what changed to break them. Understand tho that there are a bunch of different layers: Sexlab has to know there are animations for a creature. You know that's okay when you hit the creature with a matchmaker spell and you see the spell aura, and not the "spell fizzles" error. CF has to know about the creature. That gets the erection in place. You actually have to have flaccid ad aroused meshes, and there are a few different ways to do that. There are mostly no collisions on the peens because the whole mod happened before they were a thing. @MattTheRagdoll it's complicated but doable. Make your aroused and flaccid meshes. These can be combined with the body, so you're swapping the whole body out, or they can be independent like SOS. You can find examples of both. If you want them to be independent the peens can't use slot 32. I generally use SOS's slot 52. Create a json file in the creatures.d directory. The "normalArmor" and "arousedArmor" are the flaccid and erect states. If you're adding the peens as stand-alone parts, you'll need to provide the right ARMO form ID for each. If you're swapping the whole body the flaccid peen might be built into the body and you might make it a replacer for the vanilla body. In that case you can leave the normal armor "null", which tells CF to leave it alone. Do this also when there's no flaccid peen, like with the skeletons. Load it all up and swear because it's not working right. Spend a lot of time looking over log files.
darius666666 Posted March 7, 2023 Posted March 7, 2023 Maybe if i post more you can help. I have problem only with few creatures for example durzog. Creatures that are based on werewolves work fine. I tried to set actor height and other sl options but its not working. Some creatures seem to get too large before animation and game doesnt see any collision, here is example and my load order, please help: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm FISS.esp SexLab.esm SexLabAroused.esm CreatureFramework.esm SkyUI_SE.esp Skyrim Immersive Creatures Special Edition.esp Hothtrooper44_ArmorCompilation.esp Tame Beast.esp EFFStandCosMenu.esp AK- Alternate Actors SE.esp AnubAnimObj.esp MoreNastyCritters.esp BDSICHC.esp MoMo.esp PROTEUS.esp TRexKing.esp Prehistoric.esp Immersive Weapons.esp Hothtrooper44_Armor_Ecksstra.esp BDIC.esp BDICCFPatch.esp BDICHentaiCreatures.esp doticu_npc_lookup.esp SLALAnimObjBillyy.esp SexLabDefeat.esp SLAnimLoader.esp SexLabMatchMaker.esp SexLabTools.esp 3BBB.esp CBBE.esp SOSRaceMenu.esp FNISspells.esp FNIS.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuMorphsCBBE.esp XPMSE.esp UIExtensions.esp Bashed Patch, 0.esp
MattTheRagdoll Posted March 14, 2023 Posted March 14, 2023 On 3/7/2023 at 3:28 AM, Bad Dog said: Minotaurs were working at one point. I don't know what changed to break them. Understand tho that there are a bunch of different layers: Sexlab has to know there are animations for a creature. You know that's okay when you hit the creature with a matchmaker spell and you see the spell aura, and not the "spell fizzles" error. CF has to know about the creature. That gets the erection in place. You actually have to have flaccid ad aroused meshes, and there are a few different ways to do that. There are mostly no collisions on the peens because the whole mod happened before they were a thing. @MattTheRagdoll it's complicated but doable. Make your aroused and flaccid meshes. These can be combined with the body, so you're swapping the whole body out, or they can be independent like SOS. You can find examples of both. If you want them to be independent the peens can't use slot 32. I generally use SOS's slot 52. Create a json file in the creatures.d directory. The "normalArmor" and "arousedArmor" are the flaccid and erect states. If you're adding the peens as stand-alone parts, you'll need to provide the right ARMO form ID for each. If you're swapping the whole body the flaccid peen might be built into the body and you might make it a replacer for the vanilla body. In that case you can leave the normal armor "null", which tells CF to leave it alone. Do this also when there's no flaccid peen, like with the skeletons. Load it all up and swear because it's not working right. Spend a lot of time looking over log files. Hey man, Thanks for taking the time to get back to me, you are appreciated! Made a simple test mod to create a summonable custom horse with its own mesh and CF picked it up! So now I'm working on a more ambitious mod, but ran into a small issue, not sure which number to include in the creature JSON when the esp is light and high in the load order. See picture below It feels like it would just be the final 3 digits since the first 5 are part of the esp header, but I am honestly not sure. Thought I'd ask see if any of the veteran modders would know! Matt
MadMansGun Posted March 14, 2023 Posted March 14, 2023 1 hour ago, MattTheRagdoll said: It feels like it would just be the final 3 digits since the first 5 are part of the esp header, but I am honestly not sure. Thought I'd ask see if any of the veteran modders would know! not sure myself, i've never worked on esl stuff before, for all i know it could be 0000x80e
Bad Dog Posted March 17, 2023 Author Posted March 17, 2023 I'm not sure ESL mods work with CF at all. In general trying to have references to forms from outside the ESL is... highly problematic.
MattTheRagdoll Posted March 17, 2023 Posted March 17, 2023 (edited) 2 hours ago, Bad Dog said: I'm not sure ESL mods work with CF at all. In general trying to have references to forms from outside the ESL is... highly problematic. On 3/14/2023 at 10:01 PM, MadMansGun said: not sure myself, i've never worked on esl stuff before, for all i know it could be 0000x80e Thanks for the replies both! It does indeed work with esl, just used 0x80e and it worked like a charm! Only slight issue I've had is that I had to change the race to standard draugr, since the races in Draugr Improvements are not included in the MoreNastyCrittersRace script. I was hoping you could give me a pointer on precisley how you identify the race in the script? I have it open at the minute, but I honestly haven't scripted in papyrus before so I'm just trying to figure it out. It looks like it's just the editorID used, but I could be way off base. Thanks again for all the help thus far! Edited March 17, 2023 by MattTheRagdoll
MadMansGun Posted March 18, 2023 Posted March 18, 2023 (edited) 4 hours ago, MattTheRagdoll said: It looks like it's just the editorID used it is edit: also you need to clear the old script from your save file and re register the animations in game. Edited March 18, 2023 by MadMansGun 1
J_Hera Posted March 31, 2023 Posted March 31, 2023 Hi - First, thank you for this! Love all the IC having what was missing. I'm fairly new to the whole SL process. I have everything working perfectly, but I was curious - can you have matchmaking with all the IC now that they're geared for action? I just started using it. I came across wholly rhino, but any of the matchmaker & massmatchmaker target spells just fizzle out. The creature is aroused, beyond the set levels, but just goes about its business while my character goes into solo masturbation. Is this a case of no animation available for the Rhino? Does that mean other IC may work but just not this one? All the vanilla creatures (giant, mammoth, etc..) will interact without problems, so I was wondering if I was missing something or this is normal. Thanks!
meatslinger Posted April 3, 2023 Posted April 3, 2023 On 3/30/2023 at 8:49 PM, J_Hera said: Hi - First, thank you for this! Love all the IC having what was missing. I'm fairly new to the whole SL process. I have everything working perfectly, but I was curious - can you have matchmaking with all the IC now that they're geared for action? I just started using it. I came across wholly rhino, but any of the matchmaker & massmatchmaker target spells just fizzle out. The creature is aroused, beyond the set levels, but just goes about its business while my character goes into solo masturbation. Is this a case of no animation available for the Rhino? Does that mean other IC may work but just not this one? All the vanilla creatures (giant, mammoth, etc..) will interact without problems, so I was wondering if I was missing something or this is normal. Thanks! Seems like you and I have the same problem. When I check in Creature Framework's MCM, I can see the various creatures added by Immersive Creatures, and they all (for the most part) have "Bad Dog's Monsters" as the mesh to use, or in some cases, "More Nasty Critters". To me, this seems correct, and I can see the added hardware dangling from the creatures themselves. I also know I have the right animation packs installed, because something such as the Clannfear uses werewolf animations, and I can do the nasty with werewolves just fine. But when I use matchmaker spells on the extra creatures, it just "fizzles". Can't make heads or tails of it. Not sure if it's something I have to tweak with BDIC, or if I need to do something else to get SexLab to recognize them as valid targets.
MadMansGun Posted April 4, 2023 Posted April 4, 2023 1. don't use massmatchmaker. 2. re register the animations in game.
johnhamm Posted April 4, 2023 Posted April 4, 2023 Is it possible to use this with just skytest? I'm not a huge fan of Immersive Creatures but it would be great if my wolves weren't neutered anymore, which skytest does
Bad Dog Posted April 9, 2023 Author Posted April 9, 2023 Gonna add a note to the OP about "fizzles" and such. TL;DR is that if your matchmaker spell fizzles, SL doesn't recognize the target as having sex animations. That could be because you haven't enabled creatures, or SL doesn't recognize the race as one that has been animated. MNC registers most creatures in the known universe including a bunch of the new IC creatures, but I think the latest IC may have added some that aren't recognized--woolly rhinos being one. If/when I get back to this mod going through those creatures is one main task. I intend to get back to it but I keep getting sidetracked. When there are upwards of 1000 creatures to look at the task is a bit daunting. 1
MadMansGun Posted April 10, 2023 Posted April 10, 2023 last ic update was in 2021, so i think i have the rhino race registered.
meatslinger Posted April 11, 2023 Posted April 11, 2023 Is there any way to get the console to spit out a list of what creatures are recognized by Creature Framework or SexLab? Or is it written to a log file somewhere? Could be useful in troubleshooting animation recognition, if so.
MadMansGun Posted April 11, 2023 Posted April 11, 2023 46 minutes ago, meatslinger said: Is there any way to get the console to spit out a list of what creatures are recognized by Creature Framework turn on logging in cf and be near creatures that have high arousal, the console should tell you if they have a mesh registered or not. 53 minutes ago, meatslinger said: or SexLab? use matchmaker on a creature and look at the console to see what sexlab thinks about it. 1
Stormblade11252 Posted June 18, 2023 Posted June 18, 2023 are there any female creatures in this mod? 1
jensan55 Posted June 20, 2023 Posted June 20, 2023 why i can start animations with some of the creatures but for some i cant?
Bad Dog Posted June 24, 2023 Author Posted June 24, 2023 Creatures have to be supported at multiple levels for the animations to work. SL has to have "allow creatures" turned on. The creature has to be a type that SL recognizes. (The matchmaker spell "fizzles" if it doesn't.) There have to be animations for that type of creature. MNC/BDIC have to recognize the creature and have a schlong for them.
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