MadMansGun Posted November 4, 2020 Posted November 4, 2020 that's just CF being a bitch Quote Aroused mesh not getting/staying applied during animations (a list of things to try): A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. B. go to the Creature Framework MCM and click on "Clear Creatures"....(and then maybe add "bPreemptivelyUnloadCells=1" to the skyrim.ini file in your save folder, it should go under the "[General]" section) C. go to the Creature Framework MCM and enable "Force arousal update" D. go to the Creature Framework MCM and disable "SexLab Aroused integration" E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register) F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts from your save file, then turn off/uninstall MNC & CF's esps, then load the game and save & quit, reinstall/enable MNC but replace CF with the old stand alone version.
factoryclose Posted November 5, 2020 Author Posted November 5, 2020 5 hours ago, MadMansGun said: that's just CF being a bitch Maybe we should abandon CF? Unerect ABC version might work.
MadMansGun Posted November 5, 2020 Posted November 5, 2020 2 hours ago, factoryclose said: Maybe we should abandon CF? i already tried to, i can make/edit sexlab to strip outfits off of creatures like it does for humans but the problem is they first need to have outfits added to them for sexlab to strip. the way it works is the "worn armor" (and/or race skin) is setup to be the aroused mesh and then a "outfit" is used to apply the non aroused mesh on top of it, therefor when the edited sexlab strips off the outfit the game will reveal the aroused mesh. but draugers and horses are a major problem because they are already using outfits to apply there beards and saddles, the horses alone would take at least 15 new outfits to deal with all of there possible combinations (100s for draugers, also a bunch of things would need to have sexlab's "no strip" keyword added to them). also there is the fact that every creature npc in the game would need to be edited for it to work, therefor it would conflict with every creature stat editing mod ever made.
janbui Posted November 5, 2020 Posted November 5, 2020 Hey @factoryclose, there does seem to be some sort of issue regarding the newer meshes for the creatures, as I don't seem to have collision for horses, bears, or gargoyles as I have checked so far. Going to the previous version though did solve the issue, so nothing major for us, we can wait a little more! Thanks for the mod too, really well done!
factoryclose Posted November 5, 2020 Author Posted November 5, 2020 13 hours ago, MadMansGun said: i already tried to, i can make/edit sexlab to strip outfits off of creatures like it does for humans but the problem is they first need to have outfits added to them for sexlab to strip. the way it works is the "worn armor" (and/or race skin) is setup to be the aroused mesh and then a "outfit" is used to apply the non aroused mesh on top of it, therefor when the edited sexlab strips off the outfit the game will reveal the aroused mesh. but draugers and horses are a major problem because they are already using outfits to apply there beards and saddles, the horses alone would take at least 15 new outfits to deal with all of there possible combinations (100s for draugers, also a bunch of things would need to have sexlab's "no strip" keyword added to them). also there is the fact that every creature npc in the game would need to be edited for it to work, therefor it would conflict with every creature stat editing mod ever made. That makes sense. A replacer option for those who know what they are diong might work. Hm... Complicated. It woudln't be a problem if CF worked normal though.
MadMansGun Posted November 5, 2020 Posted November 5, 2020 another possibility is using SOS, but the problems there are 1: i don't know how to make scripts for that mod, 2: i don't think that mod is setup to apply different dicks when a different worn armor is getting used (one dick per race, no color variation), and 3: i don't know if it's MCM can handle all of the entrys it would end up getting.
Illuminati Posted November 6, 2020 Posted November 6, 2020 I cannot seem to get collisions working with 3BBB Amazing through SMP after applying the SMP player armor. Is there a trick to this?
Sailing Rebel Posted November 6, 2020 Posted November 6, 2020 On 11/5/2020 at 3:52 AM, MadMansGun said: i already tried to, i can make/edit sexlab to strip outfits off of creatures like it does for humans but the problem is they first need to have outfits added to them for sexlab to strip. the way it works is the "worn armor" (and/or race skin) is setup to be the aroused mesh and then a "outfit" is used to apply the non aroused mesh on top of it, therefor when the edited sexlab strips off the outfit the game will reveal the aroused mesh. but draugers and horses are a major problem because they are already using outfits to apply there beards and saddles, the horses alone would take at least 15 new outfits to deal with all of there possible combinations (100s for draugers, also a bunch of things would need to have sexlab's "no strip" keyword added to them). also there is the fact that every creature npc in the game would need to be edited for it to work, therefor it would conflict with every creature stat editing mod ever made. I honestly think the CF's basic approach is the correct one and that it's only hampered by bugs rather than any fundamental issue. A switch to equipable junk rather than complete body slot outfits could greatly improve compatibility and reduce dev workload in a lot of cases - for instance most horses could use a single penis NIF along with a single un-aroused junk NIF with alternate texture sets.
MadMansGun Posted November 6, 2020 Posted November 6, 2020 2 hours ago, Sailing Rebel said: A switch to equipable junk rather than complete body slot outfits could greatly improve compatibility and reduce dev workload in a lot of cases - for instance most horses could use a single penis NIF along with a single un-aroused junk NIF with alternate texture sets. i've tried that before and it's not reliable (that's to say even less reliable than normal) see stock mnc dragon penis as an example.
Sailing Rebel Posted November 6, 2020 Posted November 6, 2020 Just now, MadMansGun said: i've tried that before and it's not reliable (that's to say even less reliable than normal) see stock mnc dragon penis as an example. I've been customising MNC and it's meshes to work this way for my own game and it's been exactly as reliable as the full-body replacement. Main reason is so I can pick, choose and swap out creature textures without having to worry about compatibility. The issues appear to be with mods like Immersive Horses which also seem to try and re-equip or model-swap horses (not looked into the code but the in-game results suggest this).
MadMansGun Posted November 6, 2020 Posted November 6, 2020 me and bad dog have had problems doing it that way before so that's why i avoid it..........but those stupid fucking horses.......maybe it is worth looking into again just for those bastards.
Sailing Rebel Posted November 7, 2020 Posted November 7, 2020 1 hour ago, MadMansGun said: me and bad dog have had problems doing it that way before so that's why i avoid it..........but those stupid fucking horses.......maybe it is worth looking into again just for those bastards. I feel you. Best thing I ever did was throw out all the over-complex horse mods and switch to Simple Horse instead. Zero compatibility issues. CH and IH are the bane of Aroused Creatures.
splashzone Posted November 7, 2020 Posted November 7, 2020 Hello fellow modding enthusiasts... I seem to be having a problem with beast erections in game for several types of characters. While some animations play properly (some ABC some non-ABC) most others related to giants, horses, lurkers, and trolls don't spawn erections. I have done the following in addition to scouring about 30 pages of this thread for a fix: 1. Ensure XPMSE>MNC>ABC load order 2. Rebuilt CF Creature list 3. Run and re-run FNIS 4. Moved ABC to the bottom of my load order 5. Verified that all creatures in CF are using MNC Default meshes Below I have attached some reference images: Spoiler Can someone please point me in the right direction? I have spent the last 2 or 3 weeks reinstalling my Skyrim onto my new rig and with everything looking and running perfectly, this is the last step before I can enjoy the skyrim of my dreams. Thanks in advance Edit: I am not using Animal SOS and I am using hentai creatures for testing purposes. Also I am using some texture upgrades on the above mentioned creatures as well as an ai package for animals (cannot remember the name) but I have NOT installed any immersive creatures mods nor anything that adds new creatures or variants to the game. 1
wildtangent Posted November 7, 2020 Posted November 7, 2020 4 minutes ago, splashzone said: Hello fellow modding enthusiasts... I seem to be having a problem with beast erections in game for several types of characters. While some animations play properly (some ABC some non-ABC) most others related to giants, horses, lurkers, and trolls don't spawn erections. I have done the following in addition to scouring about 30 pages of this thread for a fix: 1. Ensure XPMSE>MNC>ABC load order 2. Rebuilt CF Creature list 3. Run and re-run FNIS 4. Moved ABC to the bottom of my load order 5. Verified that all creatures in CF are using MNC Default meshes Below I have attached some reference images: Hide contents Can someone please point me in the right direction? I have spent the last 2 or 3 weeks reinstalling my Skyrim onto my new rig and with everything looking and running perfectly, this is the last step before I can enjoy the skyrim of my dreams. Thanks in advance Try letting ABC overwrite XPMSE. So ABC>XPMSE>MNC. That' the way I have it, and don't forget to run FNIS.
wildtangent Posted November 7, 2020 Posted November 7, 2020 2 hours ago, Shadow Lurker said: im having this issue on SE too. I switch between both CBPC and SMP physics and im getting no collisions with BHUNP bodytypes Do you have the latest version of ABC? I rolled back to previous version, because I wasn't getting collision. A few people have mentioned this in previous posts.
splashzone Posted November 7, 2020 Posted November 7, 2020 1 minute ago, wildtangent said: Try letting ABC overwrite XPMSE. So ABC>XPMSE>MNC. That' the way I have it, and don't forget to run FNIS. Well I have XPMSE then MNC then ABC in the left panel and right panel. Where do you have ABC in each column (assuming you also use MO2)?
wildtangent Posted November 7, 2020 Posted November 7, 2020 8 minutes ago, splashzone said: Well I have XPMSE then MNC then ABC in the left panel and right panel. Where do you have ABC in each column (assuming you also use MO2)? I run Vortex, but I have ABC overwriting XPMSE. After I posted and walked away from my computer I realized that you said that is the way you had it. Edit: just looked back at previous post. Is XPMSE overwriting MNC?
wildtangent Posted November 7, 2020 Posted November 7, 2020 So the order should be MNC over written by XPMSE over written by ABC.
wildtangent Posted November 8, 2020 Posted November 8, 2020 6 hours ago, Shadow Lurker said: im using the latest version. can you share an older version that does have collisions pls? It's still available in the downloads 1.80
splashzone Posted November 9, 2020 Posted November 9, 2020 On 11/7/2020 at 12:25 PM, wildtangent said: I run Vortex, but I have ABC overwriting XPMSE. After I posted and walked away from my computer I realized that you said that is the way you had it. Edit: just looked back at previous post. Is XPMSE overwriting MNC? Turned out ot be Creature framework related. Apparently the included CF in the newest MNC has issues. I cleaned my save and downgraded to the old CF and everything worked perfectly. Thanks for your help either way
E Boy Posted November 10, 2020 Posted November 10, 2020 Amazing mod! Unfortunately, I can't get the collisions to work at all. I'm not sure what I'm doing wrong, as I'm a complete smp noob, but the smp collisions between penis/vagina just don't work. When I used ASOS, the collisions worked at least for cbp, but still not for smp, so I'm assuming this is an xml issue. If it helps, here's what my defaultbbps.xml looks like: Also, I'm using CBBE 3BBB body. Any help is greatly appreciated.
no_way Posted November 11, 2020 Posted November 11, 2020 On 11/7/2020 at 3:30 PM, wildtangent said: So the order should be MNC over written by XPMSE over written by ABC. No, XPMSE overwritten by MNC, overwritten by ABC. Critters are the exception to overwritting XMPSE 2
no_way Posted November 11, 2020 Posted November 11, 2020 @factoryclose I can confirm that abc 1.82 de does not work with MNC 12.3 SE or earlier. You lose all the collisions for some reason. Reverting to ABC 1.74 works with 12.3. I guess it’s just a matter of waiting for 12.4 MNC conversion for SE?
Kristus Kringle Posted November 12, 2020 Posted November 12, 2020 Is ABC 1.74 online anywhere? ABC quit working for me sometime back and I tried uninstalling and doing a clean save but nada. I want to roll back and see if that fixes things.
janbui Posted November 13, 2020 Posted November 13, 2020 On 11/11/2020 at 1:32 PM, no_way said: @factoryclose I can confirm that abc 1.82 de does not work with MNC 12.3 SE or earlier. You lose all the collisions for some reason. Reverting to ABC 1.74 works with 12.3. I guess it’s just a matter of waiting for 12.4 MNC conversion for SE? Porting MNC over to SE is not too bad actually, all you have to do is use Cathedral Assets Optimizer and run the mod's folder through the program, it makes everything semi work in Skyrim SE and is the same way that Pfiffy ports over MNC to Skyrim SE (I think I remember seeing them say that) EDIT: So I ported over the newest MNC version to SSE and it works well, but the collisions still do not work still, so it is most likely not because of the MNC version. Hopefully the fix comes soon, I did revert back to a 1.74 version of ABC though and the collisions work as normal. The collision issue is most likely due to the new skeleton that factoryclose made, as I ran the skeletons through NifSkope and found the various new parts added for compatibility, in which the skeletons dictate collision through the mechanics of HDT-SMP. I don't know too much about how HDT-SMP collision works, but if I'm right about the skeleton, the issue resides in the skeleton. A interesting fix would be to try out ASOS alongside the newer update, maybe the skeleton compatibility would allow collision for that new mesh in particular.
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