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Posted
On 5/10/2019 at 1:12 PM, DAZEros said:

Great work so far.  I'm currently having issues with Trolls, their dong stretches to touch the ground while using Animal SOS as the creature managed option.  I have to revert to MNC mesh.  I tried using SOS P but nothing activates (or is it suppose to just stay as is flacid+balls no activity?)  Animal SoS works for all other creatures.  I don't believe I have any other mods conflicting with it.  I believe I have the mods in correct install/load order.  Everything was working fine until I installed your 1.5 to update troll an falmer.
 

 

SOS

SOS Grower Extended

Skyrim Immersive Creatures SE

SIC Patch

SexlabF SE

Aroused Creatures SSE

More Nasty Creatures 11.4SE
Creature Framework SE

Bad Dogs SIC SOS
Animal SOS
Animal SOS Race patch

Still having issues with ASOS and ASOS P, all models show their junk stretching to stick to the ground.  Yes I've run FNIS, yes I've updated creature framework by re-listing.  I've removed SIC an the mods that patch it as well, still getting the visual issues.  Do I have the ASOS in the correct left panel placement?  As far as mods that change models, I have none other than the listed. I do have a series of texture mods for various animals but I do not believe they should be conflicting?

Posted
19 hours ago, DAZEros said:

Still having issues with ASOS and ASOS P, all models show their junk stretching to stick to the ground.  Yes I've run FNIS, yes I've updated creature framework by re-listing.  I've removed SIC an the mods that patch it as well, still getting the visual issues.  Do I have the ASOS in the correct left panel placement?  As far as mods that change models, I have none other than the listed. I do have a series of texture mods for various animals but I do not believe they should be conflicting? 

The conflict is one, some kind of modification replaces skeletons. You also need to allow ASOS to replace the XPMSSE skeletons. Also, the order of loading of modifications is important.

Posted
8 hours ago, olebronkosrak said:

The conflict is one, some kind of modification replaces skeletons. You also need to allow ASOS to replace the XPMSSE skeletons. Also, the order of loading of modifications is important.

AH... then that is probably the issue.. as I've followed most other mod builds regarding skeletons to always have XPSME to be near bottom of load order.  Thank you.  Will move this around in my LO panel.

  That worked, switching the LO position of the mod to follow after XPMSSE corrected the issues for me.  

Next questions.  Rogueshots creature changes.

  Do you have patch/es for your ASOS SE version?  An if so which of his creatures do you have patched up?

Posted

Is there a way to use this without creature framework?  I have narrowed down most of my issues to that mod - for some reason it works for some creatures and not others (still shows vanilla models rather than either MNC or Animal SOS).  From reading the comments on that mod's thread it seems like there might be some incompatibility between Creature Features' scripts and the VR version of Jcontainers.  I have re-registered the mods several times and it lists both MNC and Animal SOS (and SOS P) as options for each creature but then only shows vanilla in-game for half of them.  

 

For example, if I just installed the Animal SOS (or MNC if that is preferred) models and textures to the normal \meshes\actors\giant\character_assets & \textures\actors\giant folders would the Animal SOS esp recognize those paths, or could you release an Esp version that does recognize those paths instead of (I assume) the virtual paths created by Creature Framework that allows it to switch between models on the fly?

 

Alternately, if you can tell me what the virtual meshes and textures paths Creature Framework creates that your mod looks for, perhaps I can remove Creature Framework, create physical paths in the Data folder with the same structure as CF's virtual paths and then Animal SOS would still be able to find the meshes and textures!  I would think it is something similar to \Meshes\Creature_Framework\giant\character assets.  Thoughts?  

Posted
12 hours ago, VRNord said:

Is there a way to use this without creature framework?  I have narrowed down most of my issues to that mod - for some reason it works for some creatures and not others (still shows vanilla models rather than either MNC or Animal SOS).  From reading the comments on that mod's thread it seems like there might be some incompatibility between Creature Features' scripts and the VR version of Jcontainers.  I have re-registered the mods several times and it lists both MNC and Animal SOS (and SOS P) as options for each creature but then only shows vanilla in-game for half of them.  

 

For example, if I just installed the Animal SOS (or MNC if that is preferred) models and textures to the normal \meshes\actors\giant\character_assets & \textures\actors\giant folders would the Animal SOS esp recognize those paths, or could you release an Esp version that does recognize those paths instead of (I assume) the virtual paths created by Creature Framework that allows it to switch between models on the fly?

 

Alternately, if you can tell me what the virtual meshes and textures paths Creature Framework creates that your mod looks for, perhaps I can remove Creature Framework, create physical paths in the Data folder with the same structure as CF's virtual paths and then Animal SOS would still be able to find the meshes and textures!  I would think it is something similar to \Meshes\Creature_Framework\giant\character assets.  Thoughts?   

It is possible without the Creature Framework. Then you will have to use the original names and meshes.

Posted

I think there are some alignment issues here:

 

https://ibb.co/ScRfxtn
https://ibb.co/8mXGBPS
https://ibb.co/0m6J0Yr
https://ibb.co/nsJ4whF
https://ibb.co/fxNqDQq

 

Is there a permanent way to configure the wolf so things line up better?

 

If the usual wolf has a size of 1.0  this has a size of 1.15 (in creation club type speak)

Nope, ran FNIS again, guess its a setting in the MCM  but besides page up/down each time im not sure.

Posted

Is there a way to use the textures from either one of these mods and still have horse schlongs? So far everything I've tried has failed.

https://www.nexusmods.com/skyrimspecialedition/mods/13402

https://www.nexusmods.com/skyrimspecialedition/mods/7685

 

The problem is that MNC and these mods don't apply the textures the same way, MNC has its own folder, while the other replace the vanilla ones. So you have to take the textures and put them into MNC folders but I don't know if doing so will mess it up like when you use UNP textures on a CBBE body.

Posted
8 hours ago, DAZEros said:

Rogueshots creature mods.  Does your patch for Animal SOS from LE work with SE if ported?   

I'm working on adapting LE to SE

Posted
On 5/25/2019 at 10:37 PM, sillybear said:

I think there are some alignment issues here:

 

https://ibb.co/ScRfxtn
https://ibb.co/8mXGBPS
https://ibb.co/0m6J0Yr
https://ibb.co/nsJ4whF
https://ibb.co/fxNqDQq

 

Is there a permanent way to configure the wolf so things line up better?

 

If the usual wolf has a size of 1.0  this has a size of 1.15 (in creation club type speak)

Nope, ran FNIS again, guess its a setting in the MCM  but besides page up/down each time im not sure. 

Use standard hotkeys SexLab. ([Ctrl] [:;])

Posted
23 hours ago, urielmanx7 said:

Is there a way to use the textures from either one of these mods and still have horse schlongs? So far everything I've tried has failed.

https://www.nexusmods.com/skyrimspecialedition/mods/13402

https://www.nexusmods.com/skyrimspecialedition/mods/7685

 

The problem is that MNC and these mods don't apply the textures the same way, MNC has its own folder, while the other replace the vanilla ones. So you have to take the textures and put them into MNC folders but I don't know if doing so will mess it up like when you use UNP textures on a CBBE body.

Use it  Animal_SOS_Original_Mesh.7z  Creature Framework select  ASOS_P

Posted

I was getting CTD from this mod if I used one of the slongs that changed the body of bears. I switched to one where the body dose not change, and fixed my CTD problem. The only mod I can think of that might conflict with this is Skytest realistic animal behavior. Nothing shows up in sseedit, but it dose have a female bear nif, and I think that's where the problem comes in. Just thought I would post this here if anyone else is getting crashes caused by bears.

Posted

quick question what mod are you using for the hdt collisions? I know there is animated pussy for oldrim ,but I can't find any mods to make use of the collisions for this mod.

Posted

I keep having missing meshes, I tried reinstalling everything and changing to sos p in the creature frame. Then some animals showed up but the penis meshes are still missing and I still have dogs showing as the missing mesh displays.

I'm using

HornyCreaturesofSkyrim_V1_10SE

Animal SOS_0.1.5

Creature Framework 1.1.0-pre2

MoreNastyCritters_v11_4CSE

HentaiCreatures_11_4CSE

 

I have

XPMSSE

SexLab Framework SE

Schlongs of Skyrim SE

Sexlab Aroused Redux SSE

installed also

 

Is there a better order to install things?... I've been installing animal sos last. 

 

 

Posted

This mod is good for putting a sex to creatures. But the problem is that I create each time CTD's. I had to uninstall it and give it up.

Posted

I do not use this mod personally anymore. He puts me a CTD every time.
I prefer Schlong of Skyrim and Schlong of creature which are better.

Posted
26 minutes ago, hana120 said:

I do not use this mod personally anymore. He puts me a CTD every time.
I prefer Schlong of Skyrim and Schlong of creature which are better. 

I am glad for you

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