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Posted
18 hours ago, WCSC said:

I DL'd your 1.8.1 yester day with Hostiles, do I need the Personal Edits for it?

Nope

Posted
On 8/26/2023 at 7:09 PM, Corsec said:

 

This mod adds riekling camps and ambushes around Skyrim and I really like that part of the mod. The camps have bonfires with nearby human slaves and evidence of rieklings eating humans. I'd really love to see more riekling presence on the Skyrim coast. And also netches there too!

https://www.nexusmods.com/skyrimspecialedition/mods/21572

 

 

 

If you combine the Giants Eat Humans mod along with Mihail's Goblin Villages and Demonic Creatures, you get a Goblin Slayeresque world with small encampments of goblins roasting women.  They're not rieklings but they use the riekling animations.

Posted
7 hours ago, kamithemoon said:

 

If you combine the Giants Eat Humans mod along with Mihail's Goblin Villages and Demonic Creatures, you get a Goblin Slayeresque world with small encampments of goblins roasting women.  They're not rieklings but they use the riekling animations.

going to try those!  Thanks

Posted (edited)
4 hours ago, WCSC said:

going to try those!  Thanks

You'll want to set Demonic Creatures as a master to Goblin Villages then redirect the race and skin records in Goblin Villages to Demonic Creatures instead.  They're named basically the same thing and I found an easy way to do it was just to just change the formids in xedit so they match up then copy the records over.  If you don't do this, it'll still work, but the goblins and their pets won't have dongs >.<

 

If you're on SSE, you'll also want to run Demonic Creatures though Cathedral as some meshes will CTD otherwise.

 

Lastly, I'm not sure if the goblins are too strong, too aggressive, or both, but I stumbled upon them slaughtering an Orc village once.  So you may want to play with their factions or some other factors so they don't go on a killing spree.

Edited by kamithemoon
Posted

Thanks for the NoJail + Hostiles plugin. Maybe it'd be easier for you to make multiple addon patches for disabling the jail creatures and to add the hostiles. Then you can have a single core plugin plus addon patches.

 

11 hours ago, kamithemoon said:

If you combine the Giants Eat Humans mod along with Mihail's Goblin Villages and Demonic Creatures, you get a Goblin Slayeresque world with small encampments of goblins roasting women.  They're not rieklings but they use the riekling animations.

 

Thanks! This was a really good suggestion.

 

I can make an alternate version of the base mod with the goblins removed and replaced by rieklings. It won't be ideal since the villages won't use riekling architecture but it's more than good enough.

 

34 minutes ago, kamithemoon said:

...I found an easy way to do it was just to just change the formids in xedit so they match up then copy the records over.

 

If you have made this yourself then you should share it somewhere.

Posted (edited)
3 hours ago, Corsec said:

If you have made this yourself then you should share it somewhere.

I think I can share it.  This is just a small edit to the esp of Mihail's Goblins to use the armor and race records in Thor2000's Demonic Creatures as a master.  And you'll want Giants Eat Humans to complete the ambiance.  There's an encampment just outside of Riften on the way to the Shadowstone if you want to see what it looks like.

 

Oh, and I added all the goblins to that friend of the Orcs faction you get once you find the Forgemaster's Fingers so they shouldn't attack each other.  They should be friendly to you if you complete that quest too, I think.

 

 

https://www.nexusmods.com/skyrimspecialedition/mods/24525

https://www.loverslab.com/files/file/26322-demonic-creatures-mod-version-v17-patch-v174/

https://www.loverslab.com/files/file/14374-giants-eat-humans/

 

mihailgoblins.esp

Edited by kamithemoon
Posted
On 8/27/2023 at 4:03 PM, Corsec said:

The hostile creatures version has 2 worldspace edits that need USSEP edits (0009144, 00009ae2). Here is the USSEP file with those 2 extra edits added, it includes all previous edits.

 

However if you don't use the hostile creature versions then you don't need this, you should use the other file- "Snoipeh USSEP Edits 27_08_2023".

 

EDIT: OOPS, I missed an USSEP edit, I fixed it and added it in now. Sorry to the 2 who downloaded the wrong one lol.

 

Snoipeh USSEP Edits - Hostile Creatures 27_08_2023.7z 45.11 kB · 11 downloads

 

Does this work on AE ussep or SE ussep? i do beef up my towns and stuff quite a bit with like ryns/jks so im also worried animals will get stuck in random walls lol

 

Posted (edited)
2 hours ago, PurpleSkys said:

 

Does this work on AE ussep or SE ussep? i do beef up my towns and stuff quite a bit with like ryns/jks so im also worried animals will get stuck in random walls lol

 

 

Sorry, I don't know because I don't have AE and am using SSE USSEP 4.2.5 beta. I don't know if the AE USSEP adds anything extra. You can load it in xEdit to find out.

 

10 hours ago, kamithemoon said:

I think I can share it.  This is just a small edit to the esp of Mihail's Goblins to use the armor and race records in Thor2000's Demonic Creatures as a master.  And you'll want Giants Eat Humans to complete the ambiance.  There's an encampment just outside of Riften on the way to the Shadowstone if you want to see what it looks like.

 

Thanks! This is great. Did you see that there was an updated MEG on the Nexus? It uses Base Object Swapper. Not sure if it's compatible with the bodyslide patch for the older LL version.

https://www.nexusmods.com/skyrimspecialedition/mods/75972

It also has a broken ini, here is a fixed version.

Man-Eater Giants - Base Object Swapper - FIXED INI.7z

 

Also, it seems like some human/orc locations have charred humans if you use the LL version, because it applies the swap to every charred skeever regardless of location. The Nexus version only swaps the giant camps.

Edited by Corsec
Posted (edited)

I had to make a minor change to the No Werewolves patch, since I missed an edit the first time. Here are all 3 of my patches.

 

SnoipehMoreCreatures - USSEP.esp

Adds USSEP edits. SSE Only.

For "CO More Creatures 1.8.2" and "CO More Creatures 1.8.2 (No Jail Creatures)".

 

SnoipehMoreCreatures - Hostile Creatures - USSEP.esp

Same as above but includes the hostile creatures. SSE Only.

For "CO More Creatures 1.8.2 (With Hostile Creatures)" and "CO More Creatures 1.8.2 (No Jail+Hostile)".

 

SnoipehMoreCreatures - No Werewolves SSE.esp

Disables werewolves. SSE Only. For all versions of "CO More Creatures 1.8.2".

 

 

 

SnoipehMoreCreatures - Hostile Creatures - USSEP 30_08_2023.7z SnoipehMoreCreatures - USSEP 30_08_2023.7z

SnoipehMoreCreatures - No Werewolves SSE 30_08_2023.7z

Edited by Corsec
Posted
15 hours ago, Corsec said:

Thanks! This is great. Did you see that there was an updated MEG on the Nexus? It uses Base Object Swapper. Not sure if it's compatible with the bodyslide patch for the older LL version.

https://www.nexusmods.com/skyrimspecialedition/mods/75972

It also has a broken ini, here is a fixed version.

Man-Eater Giants - Base Object Swapper - FIXED INI.7z 954 B · 0 downloads

 

Also, it seems like some human/orc locations have charred humans if you use the LL version, because it applies the swap to every charred skeever regardless of location. The Nexus version only swaps the giant camps.

 

I was aware of that mod but didn't use it because it was man-eating as opposed to woman-eating.  But now that I think about it, I could probably just replace the 3 meshes with the ones from Giants Eat Humans and that should fix the activation prompt too so you get human meat instead of skeever meat?  But I think all I did last time to address this was rename it to charred meat so it's more universal.

 

I actually like that the LL version replaces every instance of charred skeevers.  Its fun to see a grilled woman in a random bandit camp and helps my immersion when I ask myself what are they eating out there in the middle of nowhere?

Posted (edited)
17 minutes ago, kamithemoon said:

Its fun to see a grilled woman in a random bandit camp and helps my immersion when I ask myself what are they eating out there in the middle of nowhere?

 

And it also answers the question; why are most *surviving* Skyrim NPCs male? Where did all the 'strong' Nord women disappear to?

 

I think it would be possible to get the best of both worlds. Base Object Swapper plus charred female bodyslide meshes. I'll look into it sometome over the next week or so. I also want to convert that Mihail goblin mod to vanilla rieklings (I have a futa riekling replacer so I really want to try it out lmao).

 

17 minutes ago, kamithemoon said:

I could probably just replace the 3 meshes with the ones from Giants Eat Humans and that should fix the activation prompt too so you get human meat instead of skeever meat?

 

I don't think a mesh swap would change the activation prompt, because it can't tell what the corpse is made out of? I think vanilla has a human meat item somewhere, I thought I'd switch to that.

 

Edited by Corsec
Posted
15 hours ago, Corsec said:

 

I think it would be possible to get the best of both worlds. Base Object Swapper plus charred female bodyslide meshes. I'll look into it sometome over the next week or so. I also want to convert that Mihail goblin mod to vanilla rieklings (I have a futa riekling replacer so I really want to try it out lmao).

 

If you're working on increasing riekling presence in Skyrim, could you also look into adding a schlong to Redcap the Riekling and integrating him into MNC?  I was following the guides given by MadMansGun for More Nasty Critters and I'm certain I was able to get him a schlong as he uses the basic riekling skeleton but where I failed was setting up the json to hook into MNC aroused features.   I also tried just switching his race to basic riekling as I thought it would be easier but he has custom armor that's added to him and will make his body go invisible if you do that.

 

https://www.nexusmods.com/skyrimspecialedition/mods/73441

Posted
2 hours ago, kamithemoon said:

If you're working on increasing riekling presence in Skyrim, could you also look into adding a schlong to Redcap the Riekling and integrating him into MNC?  I was following the guides given by MadMansGun for More Nasty Critters and I'm certain I was able to get him a schlong as he uses the basic riekling skeleton but where I failed was setting up the json to hook into MNC aroused features.   I also tried just switching his race to basic riekling as I thought it would be easier but he has custom armor that's added to him and will make his body go invisible if you do that.

 

https://www.nexusmods.com/skyrimspecialedition/mods/73441

 

It's been a while since I looked at MNC, and MadMansGun was kind enough to do all the work for me in making futa creatures lol.

 

The mod you linked looks like it has custom textures, so it'd also need custom textures for the schlong. If you can't make custom textures for the schlong then it will have a yellow body and blue schlong.

 

1). You could let it keep the custom race, copy the relevant .json content for rieklings in MNC and then make the necessary edits to use the different meshes. Here is my first attempt.

Spoiler

        {
            "skinName": "redcap",
            "normalArmor": null,
            "arousedArmor": "your aroused mesh here",
            "RaceName": "redcap",
            "raceForm": "__formData|FA01RedcapFollower.esp|0x1EE22",
            "skinForm": "__formData|FA01RedcapFollower.esp|0x19D1B"
        },

 

 

2). You can also change his race to vanilla, this would remove the need for custom schlong textures and make him use the relevant MNC meshes/textures. Then you'd need to edit the riekling's Armor Addons (both naked body and all wearables) to switch it over to the vanilla race (look for the "RNAM - Race" inside the Armor Addon records), then it should load properly. You'd also need to transfer all the stuff in the custom race onto the NPC. For example, the custom race has an "SPLO - Actor Effect", you can put it on the NPC instead. You'd also need to add some custom spells as Actor Effects to modify the skills and attributes in line with the custom race. Use xEdit to compare the custom and vanilla riekling races to see what racial edits you need to replicate for the NPC, like this-

 

Spoiler

1.jpg.30fa03da3c94ad80afeaeccd96f0bd48.jpg

 

If you switch him to vanilla then I think you'd still need to copy the MNC entry and edit the "skinForm" to whatever he wore while unaroused. This is the original unedited MNC record that what you'd need to copy and edit-

Spoiler

        {
            "skinName": "riekling",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x5901",
            "RaceName": "riekling",
            "raceForm": "__formData|Dragonborn.esm|0x17f44",
            "skinForm": "__formData|Dragonborn.esm|0x17f46"
        },

 

Here is the plugin for vanilla race armors for redcap. Note that there is a mesh for him on top of a boar, I have no idea what to do with this. I'd suggest just not letting him get on the boar, if at all possible. I'm guessing he does that as an alternative to a horse? Note that this does NOT include the custom naked body, this is just clothes, you would have to decide which bodytype you want him to use.

 

3). Lastly, I guess you could let him use the custom race, but with vanilla + MNC meshes/textures. It would save you from needing to edit his attributes/skills and actor effects.

 

Redcap - Vanilla Race Armors.esp

Posted (edited)
1 hour ago, Corsec said:

Here is the plugin for vanilla race armors for redcap. Note that there is a mesh for him on top of a boar, I have no idea what to do with this. I'd suggest just not letting him get on the boar, if at all possible. I'm guessing he does that as an alternative to a horse? Note that this does NOT include the custom naked body, this is just clothes, you would have to decide which bodytype you want him to use.

looking at the esp i think a npc swap out is done, the boar and "redcap" are disabled and a BoarRiekling is moved & enabled at there location.

(also all Boars in skyrim have a rider, the ones you see without a rider is just a different warnarmor being used and the spear throwing spell removed)

 

so the mod has 4 races to deal with: 1 Riekling, 2 boars, and 1 werewolf/wereboar.

Edited by MadMansGun
Posted
On 9/4/2023 at 7:24 PM, Gyra said:

Does anyone know if Creature Overhaul caused this crash?

crash-2023-09-04-17-36-20.log 39.97 kB · 2 downloads

 

If it's the tame skeevers from this mod then it seems to be the skeleton. Recheck that everything is in the correct load order. It should be -

XP32

MNC

Baka's ABC skeletons

 

Then test it ingame by spawning a few skeevers, if it doesn't CTD then kill the skeevers to see if they ragdoll properly.

 

I doubt that is the cause though. This is the relevant part in your crash log-

Spoiler

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x0000003ECD25 XAudio2_7.dll+002CD25    mov ecx, [r12+0x08]

 

It seems to be "XAudio2_7.dll", it is listed as being loaded into your game and it appears frequently in the stack. That is very suspicious. Doesn't seem like it's part of a Skyrim mod, but is instead a part fo windows that is loaded by the game. You should look into this, and look over your audio mods.

 

Here are three other cases where it caused CTD and was fixed, maybe one of them will help you.

 

Spoiler

 

 

 

 

Posted (edited)
On 8/29/2023 at 9:21 PM, Corsec said:

Thanks for the NoJail + Hostiles plugin. Maybe it'd be easier for you to make multiple addon patches for disabling the jail creatures and to add the hostiles. Then you can have a single core plugin plus addon patches.

Glad I can make people happy with my contributions.

 

"Multiple addon patches" as in multiple esps? If that's what you're saying then I can guarantee you that I will get multiple people bitching about their plugin limit in the comments instead of converting the LE mod they downloaded on an LE mod page to an esl themselves for their overcrowded SE/AE setup.

Confrontational jokes aside, I'm currently fine with keeping up my files how they are. It's easy enough and doesn't waste much time going through the files with TES5Edit and just "trimming the fat" of my 2 main More Creatures esps which are now the standard version as well as the Hostile creatures version.

 

However your way would definitely make things look way more clear than... what mess I have on my mod page with these multiple versions that are slightly different. Maybe a FOMOD installer would make things better for the average user navigating this mod page...

 

On 8/30/2023 at 1:13 AM, Gyra said:

I assume you have no intention of merging the changes.

As of now I have no intention of merging them but I may split my files between LE and SE/AE versions with the corresponding Unofficial Patch edits for the "final" update.

 

 

I'm thinking about integrating an adoption system for the last update. Have select NPCs sell you different creatures for your home just like how you buy furniture from Stewards. I'll probably have to pull the immersion factor down again to allow for a bigger selection of creatures. Maybe limit dangerous creatures to only be purchasable from certain characters? As in spiders/chaurus pets only being purchasable by Nazir/Babette for example.

They'll most likely be unique/named and scale with your level so that they can act as companion for your adventures.

 

I assume this is going to take a very long time to plan, execute, test and refine so don't expect it to release soon.

I'm also very busy with IRL stuff and finally finishing my heavily modded AE setup. I have previously only installed necessary mods on SE/AE to test if my mods work correctly but I am thinking about switching completely. I still have a couple of aggravating but necessary LL mods left to troubleshoot and try to fix and then I'm done and will take some time to do a proper playthrough again after a long time.

 

Edited by Snoopah
Posted
On 9/6/2023 at 5:54 PM, Snoipeh said:

Glad I can make people happy with my contributions.

 

"Multiple addon patches" as in multiple esps? If that's what you're saying then I can guarantee you that I will get multiple people bitching about their plugin limit in the comments instead of converting the LE mod they downloaded on an LE mod page to an esl themselves for their overcrowded SE/AE setup.

 

Sorry, I forgot that this is an LE mod and there is no .esl flag. So that wouldn't work for LE users.

 

If you aren't going to update the files soon, could I upload an SSE conversion? All your files could be .esl flagged at least.

Posted
20 hours ago, Corsec said:

If you aren't going to update the files soon, could I upload an SSE conversion? All your files could be .esl flagged at least.

Absolutely. I appreciate your help.

I'm going to link to these files on the main page afterwards.

Posted (edited)
8 hours ago, Snoipeh said:

Absolutely. I appreciate your help.

I'm going to link to these files on the main page afterwards.

 

Here are all 4 main files converted to SSE, and each file has it's own patch for disabling tame werewolves. This makes my previous patches redundant since they were SSE patches for the LE version.

 

When being converted to get the .esl flag, each plugin has it's creature FormIDs randomly changed by xEdit, so all 4 main files now have different FormIDs for the same creatures. This is why they need seperate 'No Werewolf' patches. It also means that you should only change main files when starting a new game, and not midsave. If a creature has scripts running on it (like for Aroused Creatures) when you swap files then the scripts may be bugged and you may have to manually clean the save. So it's important for users to understand that these files shouldn't be swapped midsave unless you know what you are doing. For the same reason you also shouldn't swap from LE to SSE versions midsave.

 

This isn't a problem if there is only 1 main .esl flagged plugin to contain the tame creatures and if creature spawns are all handled by seperate standalone/addon plugins, but this would require a significant rearrangement of the plugin's content. Not sure if it's worth it if this isn't the final version. Also that single werewolf in the Falkreath jail would qualify both as a werewolf and a jail creature.

Snoipeh Creature Overhaul 1.8.2 SSE Conversion 8th_September_2023.7z

Edited by Corsec
Posted
On 9/9/2023 at 1:12 AM, Corsec said:

Here are all 4 main files converted to SSE, and each file has it's own patch for disabling tame werewolves. This makes my previous patches redundant since they were SSE patches for the LE version.

Thanks a lot!

I linked to your SSE conversions on the main page. If there are any mistakes or things I should change then let me know.

  • 3 months later...
  • 2 weeks later...
Posted
On 12/25/2023 at 8:22 PM, Molllsh said:

what's the CO creature edit 1.1 (I saw the description) vs CO personal edits 1.0 (no description)?

(copied from the mod page)

 

CO Creature Edit:

This one simply edits the values of a lot of vanilla creatures. Edited values include PC level multiplier, min/max level, Starting Health, Damage, Attack effects, Abilities, aggression level and aggro distance.

 

CO Personal Edits:

You can download my SnoiPersonalEdits file which just sets every race to the same height.

 

 

TLDR:

Creature Edit makes creatures stronger.

Personal Edits sets every race to the same height.

  • 1 month later...
Posted

Hello! Bears and chickens are not recognized and, accordingly, animations for them do not work, they just stand there, what could be the reason for this?

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