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Animated Beast's Cocks(ABC) For users LE / SE


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Posted
4 minutes ago, sila said:

This would need to be loaded after MNC? Or before?

 

What part of bash patch can mess things up? I need at least the levelled lists patch, not entirely sure about the rest. I just left the defaults on.

i would assume after

 

bash can sometimes mess up the body template flags in the armor & armoraddon entrys.

Posted (edited)

Oh I just realized the other person was talking about a patch for a horse mod.

 

I don't know why I was thinking this would need a patch for a mod it already requires...

 

Anyway, gunna try running bashed patch without armor addon entries. Thanks for the info

 

 

 

Edited by sila
Posted (edited)
9 hours ago, Skylaaa said:

Need help with the SC horse patch

 

they either dont update(no schlong) or the horse just turns invisible (when tried to make it aroused via Sexlab aroused)

 

loaded (descending order) they're already in the bottom of my load order

 

SC_horseReplacer

SC_horseReplacer_SSE

BakaFactoryABC (with the SC patch enabled)

 

 

tried re-registering the meshes, no dice.

all horses are set to MNC meshes in CF 

 

edit:
image.png.a1fa35c4b44d66f762635a76515f4bc4.png
got it to work erect and not erect however, the problem is now the non erect appears to float not attached properly to the horse.

 

 

 

i updated creature framework and mnc to latest.

 

 

i looked into xedit, turns out there is no mesh for the non erect style, it just uses a placeholder to prevent crashes i guess.

 

in xedit>ArmorAddon>all suffix that end with -soft>Male world model entry.

 

the nif file "MoreNastyCritters\horse\Addon_None.nif" is the culprit,

i looked it at nifskope, and bingo, its just an empty mesh.

 

tried changing it to 
"MoreNastyCritters\horse\addon_HorseBlack.nif".

now it works, but the problem is, that it's not attached properly, and looks floating.

 

(further testing is required) also if anyone know how to properly attach this to the skeleton of sc horse, that would be swell.

 

i might try to just elevate the mesh to the proper position but i dont know if that's the correct way of doing this.

 

 

 

 

 

 

 

floating.png

Edited by Skylaaa
Posted (edited)
33 minutes ago, Skylaaa said:

Addon_None.nif

that is used to stop penises from getting equipt onto female horses, nothing else should be using it.

 

so somethings not right there

 

33 minutes ago, Skylaaa said:

now it works, but the problem is, that it's not attached properly, and looks floating

sc horses just need to eat more, there asses are too skinny.

Edited by MadMansGun
Posted
3 minutes ago, MadMansGun said:

that is used to stop penises from getting equipt onto female horses, nothing else should be using it.

the thing is, the males are using it tooimage.png.8f01b9f0a055096bab13d60909c4bfda.png

Posted
2 minutes ago, sila said:

Nice, thanks.

 

 

Anyway back to figuring out why invisible horses.... no bashed patch, this is loaded after MNC, still invisible horse.

tried updating mnc and CF, that fixed my problem i dont know about yours tho, sorry

Posted (edited)
4 minutes ago, Skylaaa said:

tried updating mnc and CF, that fixed my problem i dont know about yours tho, sorry

Yeah, I am already up to date on those sadly. 3.0 of creature framework and 12.7f on MNC

 


 

Edit: can confirm if I remove ABC I have horse models so... it's some conflict with this for sure.

Edited by sila
Posted (edited)
6 minutes ago, sila said:

Yeah, I am already up to date on those sadly. 3.0 of creature framework and 12.7f on MNC

is your horse invisible when erect, not, or both?


does it happen when CF updates the horsie?

 

i cleared the DB of CF after updating and re-registered the animals in a different cell, like a cave

edit
Tried switching models in CF? if it has ASOS model we can assume it's MNC since ABC replaces MNC

Edited by Skylaaa
Posted
2 minutes ago, Skylaaa said:

is your horse invisible when erect, not, or both?


does it happen when CF updates the horsie?

 

i cleared the DB of CF after updating and re-registered the animals in a different cell, like a cave

Dunno, I am just loading in spawning a horse and seeing if they are still invisible. I did try changing the options in creature framework and resetting but that did not seem to do anything. Does it take a while to implement, even when spawning in new horses?

Posted
1 minute ago, sila said:

Does it take a while to implement, even when spawning in new horses?

there's a force update feature in CF, in puppeteer, i think? you have to select that horsie first default key is "N"

Posted (edited)
9 minutes ago, Skylaaa said:

there's a force update feature in CF, in puppeteer, i think? you have to select that horsie first default key is "N"

Is animated beast cock meant to have its own option in creature framework? When I look in the MCM the only options for horses are MNC or disable.

 

I tried forcing an update with both options enabled and neither fixed the issue.

 

 

Edited by sila
Posted (edited)
7 minutes ago, sila said:

Is animated beast cock meant to have its own option in creature framework? When I look in the MCM the only options for horses are MNC or disable.

 

I tried forcing an update with both options enabled and neither fixed the issue.

i asked that once too, and no, it's mnc that it replaces 

 

get asos instead to temporarily fix your problem for now

Edited by Skylaaa
Posted (edited)
38 minutes ago, Skylaaa said:

i asked that once too, and no, it's mnc that it replaces 

 

get asos instead to temporarily fix your problem for now

Didn't know that was a thing, lemme try that then.

 

Edit: wait is there a version of that for SE?

Second edit: found it.

 

 

This fixed it :D

Animal SOS+ABC in creature framework, hit force update aaaand.... a wild horse appeared! Huzzah!

 

 

Edited by sila
Posted
2 hours ago, sila said:

This fixed it :D

Animal SOS+ABC in creature framework, hit force update aaaand.... a wild horse appeared! Huzzah!

no problem homie

Posted
13 hours ago, kcs27 said:

What was asos? I've been having similar issues.

It works but it means all of creature framework will default to the meshes from that mod, which are worse than MNC's version. I ended up having to go through the mcm and change each one back to MNC every time I start a new save.

Posted

OK so if anyone else is getting very shaky/jittery vagina collisions with the latest version of this mod or CBPC or whatever, I recommend disabling the collider nodes for everything but the capsule shape.

 

For example, this is the config for the trolls:

Spoiler

image.png.8ca72b02da770878f6b51e1fff360c45.png

 

If you comment out under 'Node Lists' where it says "#Troll 3~7" by placing a hashtag (#) before TD 4 through TD 7, the collisions will be much more stable since the spheres will no longer be colliding with the vagina. This method worked for me, however it might not work for anyone else but it is worth a shot.

 

Troll config after: 

image.png.c8b8aed5c2cbc21103cb381b46d36108.png

 

 

 

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