jaeos Posted February 1, 2022 Posted February 1, 2022 3 minutes ago, wollboi said: For anybody still using creature mods, did anyone find a reliable way to fix the boner issue? About 75% of the time, no animals have erections irregardless of their arousal level. I remember a while back someone posted their setup but I'm wondering if it's still relevant. It's still a 50/50 or closer to a 25/75 shot if the creature will have the appropriate.. equipment. That being said things like dragons, unique animals (arvak, named animals will almost all have the needed meshes, but if you get say 4 wolves into the same area and have a gang bang one will have the equipment, the others in the area will not. As soon as the one with the equipment runs away or is dismissed (i use henti spells to summon different animals) Dwarven erm.. things, almost always have the updated meshes in place, charus, reapers yes, regular charus, again it falls into the 25/75 if there are 4 in the area.
wollboi Posted February 1, 2022 Posted February 1, 2022 2 minutes ago, jaeos said: It's still a 50/50 or closer to a 25/75 shot if the creature will have the appropriate.. equipment. That being said things like dragons, unique animals (arvak, named animals will almost all have the needed meshes, but if you get say 4 wolves into the same area and have a gang bang one will have the equipment, the others in the area will not. As soon as the one with the equipment runs away or is dismissed (i use henti spells to summon different animals) Dwarven erm.. things, almost always have the updated meshes in place, charus, reapers yes, regular charus, again it falls into the 25/75 if there are 4 in the area. Yeah, this is pretty much what I'm experiencing. Draugr, seletons, automatons all are 100% ready for business. Basically the ones I have no interest whatsoever in. Was hoping someone found a magical MCM setup to fix it.
jaeos Posted February 1, 2022 Posted February 1, 2022 35 minutes ago, wollboi said: Yeah, this is pretty much what I'm experiencing. Draugr, seletons, automatons all are 100% ready for business. Basically the ones I have no interest whatsoever in. Was hoping someone found a magical MCM setup to fix it. no i even tried the animated cocks and other than making things a little more floppy, it didn't increase the chances of common creatures having one.
wollboi Posted February 2, 2022 Posted February 2, 2022 2 hours ago, jaeos said: no i even tried the animated cocks and other than making things a little more floppy, it didn't increase the chances of common creatures having one. Hmm. There's a mod here on LL that makes them constantly erect. That's better than nothing, but it hasn't been updated for newer versions of SLA.
jaeos Posted February 2, 2022 Posted February 2, 2022 3 minutes ago, wollboi said: Hmm. There's a mod here on LL that makes them constantly erect. That's better than nothing, but it hasn't been updated for newer versions of SLA. should use the address library i believe, but to me thats more breaking than one being invisible is every single animal running around with a hard-on
Gudulba Posted February 2, 2022 Posted February 2, 2022 14 hours ago, jaeos said: what happens if you disable the mountain? are the rocks floating there? Ah, didn't think of that. But I have found out which mesh is involved by systematically disabling mods and files: rockgrass01.nif from Skyrim 2020 8.4.2 Other. Once I hide this file in MO2, the stones are not blue anymore (see screenshot in spoiler section). I also noticed that I missed the recommended High Poly Pebbles mod. May have something to do with that. I will install it and check again. Thank you for all your valuable support! Spoiler
Jessica_Degurechaff Posted February 2, 2022 Posted February 2, 2022 If anyone is using a modified list of the guide (and haves a lot of "horny" mods) this may fit right in. Its a bit op imo, but you can tweak almost anything in the MCM https://www.loverslab.com/files/file/6350-succubus-heart-se/
remodel Posted February 2, 2022 Posted February 2, 2022 17 hours ago, jaeos said: make a copy of the manifest How did you know which one to select?
jaeos Posted February 2, 2022 Posted February 2, 2022 (edited) 46 minutes ago, remodel said: How did you know which one to select? in the pics look at the manifest number. originally you will only have 1, it's after you _back it and paste a new one that you get 2 the manifest number is going to be the same for everyone. 489830 (i believe) Edited February 2, 2022 by jaeos 1
remodel Posted February 2, 2022 Posted February 2, 2022 Thanks, looks great, got it all working! Mist flowing into Oakwood.
Decopauge123 Posted February 3, 2022 Posted February 3, 2022 (edited) 17 hours ago, Jessica_Degurechaff said: If anyone is using a modified list of the guide (and haves a lot of "horny" mods) this may fit right in. Its a bit op imo, but you can tweak almost anything in the MCM https://www.loverslab.com/files/file/6350-succubus-heart-se/ @Jessica_Degurechaff Thanks for the heads-up. Edited February 3, 2022 by Decopauge123
lolthisis Posted February 3, 2022 Posted February 3, 2022 20 hours ago, Jessica_Degurechaff said: If anyone is using a modified list of the guide (and haves a lot of "horny" mods) this may fit right in. Its a bit op imo, but you can tweak almost anything in the MCM https://www.loverslab.com/files/file/6350-succubus-heart-se/ Yeah I've used that in a few runs. It has some really good features, but can also be very OP. It does mean that you can build up skills without as much combat though, which can make some playstyles work a bit better.
Thardrim Posted February 3, 2022 Posted February 3, 2022 On 1/9/2022 at 9:53 AM, Thardrim said: About schlongs with creatures, I don't use the version of "Creature Framework" that was in the guide a few months ago. I use this instead: The version I use is "Creature Framework 1.1.0-pre2A-SE.7z". The only thing to consider is to load "More Nasty Criters" BEFORE this version of CF. This setup works for me flawlessly. All creatures have their schlongs correctly equipped every time they are involved in animations. @wollboi This is the setup I use for creatures and I never run into problems. Maybe it works for you too.
Tops34 Posted February 4, 2022 Posted February 4, 2022 (edited) Hi guys, I'm having a little diffuculty to narrow down a ctd I'm having. Maybe someone can help me out. Whenever I'm entering The Frozwn Heart in Winterhold the crash happens. The logs says it has something to do with: BSTriShape(Name: `FemaleBrowsHuman07`) and BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`) I looked into the textures folders, meshes and skse but I didn't find the brows. Edited February 4, 2022 by Tops34
Heartless1206 Posted February 4, 2022 Posted February 4, 2022 is this the most updated guide sense that new skyrim addition that added fishing?
alaunus01 Posted February 4, 2022 Posted February 4, 2022 1 hour ago, Heartless1206 said: is this the most updated guide sense that new skyrim addition that added fishing? Short answer: No, it still builds upon a pre-AE skyrim. Slightly more complicated answer: Some guinea pigs have volunteered and so far it seems to mostly work fine? (As in casual glance fine)
Decopauge123 Posted February 4, 2022 Posted February 4, 2022 (edited) Consider SSEEdit Script - Statistically Accurate NPC Height Randomizer Randomize height of NPCs in any mod by gender and race. You can use this mod in two ways: the easy option is to download the (esl-ified) ESP file, add it to your mods, and start playing. This is going to get you your randomized NPCs immediately. The second option is to download SSEEdit and the script, and create your own patch. Instructions are below, if you follow them, you can get random heights for all NPCs. I currently have Option 1 installed, per mod directions, and here's screenshots from Solitude and Whiterun, This one is a keeper for me. Edited February 4, 2022 by Decopauge123 1
Decopauge123 Posted February 4, 2022 Posted February 4, 2022 On 12/24/2021 at 1:16 AM, Jessica_Degurechaff said: Heres a mod that basically by-pases the tedius MCM config process https://www.nexusmods.com/skyrimspecialedition/mods/13956 No, its not the same as the MCM config series, this is another kind. Im checking it still and while is a bit hard to use it does get the job done in one sitting unlike the other (that is a per mod basis and only covers some of the mods here) @Jessica_Degurechaff Are you still working with this mod? Were you able to add it to mods that don't support it?
wollboi Posted February 4, 2022 Posted February 4, 2022 @Thardrim Hmm, that would be a big step back in versions and I'm afraid I'd lose something, especially on AE. @Heartless1206 I've been running the list more-or-less with AE for a while and my build is very stable. Most everything has been updated so far, although you'd have to look for an AE version if the author posts a separate version for AE and SE. There are also a number of AE alternatives you'll have to find for mods on this site, but they're all pretty easy to find at this point.
repent-harlequin Posted February 4, 2022 Posted February 4, 2022 I'm encountering issues getting FNIS and nemesis to play well together with creature animations. I've tried both the steps on this guide, as well as the steps outlined at https://www.nexusmods.com/skyrimspecialedition/mods/54702?tab=description Whenever I initiate a stock Sexlab creature animation my character animates properly, but the creature remains in the idle loop. Wondering if anyone else has this issue, hopefully with a workaround.
repent-harlequin Posted February 5, 2022 Posted February 5, 2022 2 hours ago, deadlydawn said: I'm encountering issues getting FNIS and nemesis to play well together with creature animations. I've tried both the steps on this guide, as well as the steps outlined at https://www.nexusmods.com/skyrimspecialedition/mods/54702?tab=description Whenever I initiate a stock Sexlab creature animation my character animates properly, but the creature remains in the idle loop. Wondering if anyone else has this issue, hopefully with a workaround. So I don't know exactly what fixed it, but for anyone else having this problem I made two tweaks: I was using FNIS XXL, but did not have the core behavior files. All other animations were working, but I added the core generator files with the XXL files overwriting the standard behavior files. I disabled the CTD check in the FNIS ini file. I don't know why either would resolve the issue and am too nervous to experiment and see exactly what did it.
Celedhring Posted February 5, 2022 Posted February 5, 2022 Please keep a guide to non AE install around please. Thank you!
alaunus01 Posted February 5, 2022 Posted February 5, 2022 8 hours ago, Celedhring said: Please keep a guide to non AE install around please. Thank you! I do not think that is a viable long term option. Sure it is fine now but it only takes one essential mod to require AE and the dominos start cascading. Happened with the original DLCs and will happen again at some point.
akadeadpool Posted February 5, 2022 Posted February 5, 2022 18 hours ago, Decopauge123 said: @Jessica_Degurechaff Are you still working with this mod? Were you able to add it to mods that don't support it? FISS is outdated anyway. Most modder now use MCM helper to make profile for MCM. You can follow MaskedRPGFan to see if author upload MCM helper for the mod you want.
wollboi Posted February 5, 2022 Posted February 5, 2022 (edited) Yeah, the list will eventually have to move to AE. Maintaining two separate lists is going to be an insane amount of work for Aylis, especially as time goes on and we move further and further away from 11/11/21. Guys, it is not that bad. I don't feel like I've sacrificed anything and everything is playing fine with each other now. And I'd say my build is very stable, like maybe one crash per 8 hours of play. @Aylis When you do decide to make the switch, let me know. I've got pretty good notes on what I needed to change that will hopefully be a good starting point. Edited February 5, 2022 by wollboi 1
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