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Posted
On 3/1/2024 at 7:40 PM, Aqtal92 said:

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?

I'm not sure what you mean. Can you elaborate on these issues you're having?

More Creatures places 0 chickens and the bears that have been placed work with animations.
The changes made by Creature Edit also does not exclude them from being animated on either.

Posted (edited)

How would I go about making a patch so that this mod uses the animals from Fluffworks and SC Horses? These models seem to be working pretty good with ABC but swap back and forth between vanilla and modded for the added animals in this mod for sex.

Edited by Civvie69
  • 1 month later...
Posted
On 3/3/2024 at 1:04 AM, Snoopah said:

I'm not sure what you mean. Can you elaborate on these issues you're having?

More Creatures places 0 chickens and the bears that have been placed work with animations.
The changes made by Creature Edit also does not exclude them from being animated on either.

 

I got it to work before I upgraded to 1170.

Now my creature framework is botched since it doesn't recognize latest JContainers.

So you might get some complains that have nothing to do with your mod for awhile until they fix that.

 

Interestingly creatures worked when I just had sexlab and no creature framework (minus some missing parts of course 😜 ).

  • 2 weeks later...
Posted
On 9/9/2023 at 4:12 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.

 

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 415.01 kB · 273 downloads


Im dumb, so can I install this midgame in AE when I don't have CO?

Posted
On 5/1/2024 at 1:57 PM, Kingslayer101 said:


Im dumb, so can I install this midgame in AE when I don't have CO?

 

It's been a while, so I don't remember what that patch does anymore lol.

 

But I'm 100% sure that it needs Creature Overhaul to be installed.

Posted
13 hours ago, Corsec said:

 

It's been a while, so I don't remember what that patch does anymore lol.

 

But I'm 100% sure that it needs Creature Overhaul to be installed.

I've got this running so I think it runs fine. I'll see if it has any problems xD

Posted
On 9/9/2023 at 8:12 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.

 

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 415.01 kB · 278 downloads

 

Sorry, I'm not good at English.
My MODlist is full and I'm looking for a mod to add creatures with the esl flag for SexLab Aroused Creatures, but is it okay to introduce it midway?

Posted
4 hours ago, meimei06 said:

Sorry, I'm not good at English.
My MODlist is full and I'm looking for a mod to add creatures with the esl flag for SexLab Aroused Creatures, but is it okay to introduce it midway?

 

No, you can't add that patch midway through a game, because an .esl-flagged plugin will change the FormIDs of creatures which can cause bugs.

 

Install it only on a new game.

Posted
On 5/5/2024 at 8:16 PM, Corsec said:

 

No, you can't add that patch midway through a game, because an .esl-flagged plugin will change the FormIDs of creatures which can cause bugs.

 

Install it only on a new game.

Thank you for your kind reply. Just one more thing please. I went to see the horse that was added in the new game, but the texture of the tail was strange. am I misunderstanding?

I use witcher horse and Craftable Horse Barding.

PXL_20240510_203650040.jpg

Posted
2 hours ago, meimei06 said:

Thank you for your kind reply. Just one more thing please. I went to see the horse that was added in the new game, but the texture of the tail was strange. am I misunderstanding?

I use witcher horse and Craftable Horse Barding.

PXL_20240510_203650040.jpg

 

Does that happen on all vanilla horses or just ones added by CO?

Posted (edited)
6 hours ago, Corsec said:

 

Does that happen on all vanilla horses or just ones added by CO?

There were no abnormalities with the horses in the Whiterun stable. Only horses added in CO.

Edited by meimei06
  • 2 weeks later...
Posted
On 5/11/2024 at 9:47 AM, meimei06 said:

There were no abnormalities with the horses in the Whiterun stable. Only horses added in CO.

That's unusual. Could you check those mods/my mod in TESV Edit/SSE Edit for some conflicts/overrides?

  • 2 weeks later...
Posted (edited)

I just updated to MoreNastyCrittersSE_v15_5 and notice that some creature added by this mod has the problem in the picture. The dogs in Bannered Mare work fine but the one behind Alvor's house and in Sleeping Giant Inn got the bug. When the creatures are not in sex animation, only the "blue part" will appear. I'm using Corsec's esl version but testing your esp version has the same result on new game. Do you know what might cause this?

 

My load order (Left panel MO2):

Snoipeh Creature Overhaul

MNC SE v15.5

Sexlab Aroused Creatures

True Wolves of Skyrim (LE - Run through Cathedral Optimizer)

Baka ABC

CO More Creature - Dog to Grey Wolf SE

 

 



 

 

image.jpeg.c4ab7c48bd69f025bcc313c83af89efe.jpeg

Edited by Casandor26
Spoiler
Posted
On 6/8/2024 at 1:44 PM, Casandor26 said:

Do you know what might cause this?

First and foremost, I'm still on MNC 15.3.

 

There seems to be a problem with your (black) wolves specifically I believe.

The Canine behind Alvor's house and the one inside the Sleeping Giant Inn are both black wolves and the one in the Bannered Mare is a dog. Try spawning in a wolf using the console (player.placeatme 00023abe) to rule out that only the ones placed by my mod are affected somehow. Also check if the other wolf types are affected (Ice Wolf, Red Wolf).

 

The blue part indicates a missing/incorrect texture path for WolfBlackSheath/Balls/Sheath of the Wolfblack.nif/WolfblackHard.nif files found inside Data\meshes\MoreNastyCritters\canine I think?

You can use a tool like NifSkope to inspect .nif files and check for incompatibilities.

Spoiler

WolfBlacknif.PNG.d55d903c1c5f891496ddf5b6da1a7e4b.PNG

 

Posted
On 6/11/2024 at 1:36 AM, Snoopah said:

(black) wolves specifically

I think you're right. The other wolfs, except black and ice wolfs, I spawn through console command did not have this problem. Since not all of the wolfs are affected I can just ignore the bug for now. Thanks

  • 2 weeks later...
Posted

Strangely, many creatures added by this mod don't seem to work in sexlab animations, and don't have penises on them from Creature Framework. In addition, enabling debugging with creature framework causes a lot of error logs referencing this mod.

  • 6 months later...
Posted
22 hours ago, Celedhring said:

This mod only places creatures and doesn't trigger encounters with them without other mods right?

That is correct.

You'll need other mods like SL Aroused Creatures for example to trigger scenes.

Posted

After installing Creature Edit I'm experiencing serious misalignments with the creatures you specified in the description. Personal edits and Even Actors Height setting did not help in any configuration. I installed CE mid-game and am using Creature Summoner for testing. Am I missing something?

Posted
16 minutes ago, Arcturus96 said:

After installing Creature Edit I'm experiencing serious misalignments with the creatures you specified in the description. Personal edits and Even Actors Height setting did not help in any configuration. I installed CE mid-game and am using Creature Summoner for testing. Am I missing something?

Can you tell me which creatures and animations are misaligned specifically?
What version of MNC are you on?
You could open TES5Edit, click on Creature Edit and then search through the "Race" tab for any incompatibilities with other mods.

I also made a quick edit of my mod and forwarded the height and skeleton changes from MNC 15.3. Maybe this fixes your problem?

CO Creature Edit 1.1 Height Changes.rar

Posted
1 hour ago, Snoopah said:

I also made a quick edit of my mod and forwarded the height and skeleton changes from MNC 15.3. Maybe this fixes your problem?

24.9 kB · 0 downloads

It absolutely did, I'm amazed at the quick reply!
In the interest of being thorough - I'm using MNC 15_6 from 7Oct 2024. I tested with Billy's anims for Chaurus and Spider variants, all of which caused issues.

 

This mod perfectly fits my playstyle, so I'm happy I won't have to go without it. Hope you continue doing what you're doing.

Posted

Anyone here know of a way to shut up dogs and tame wolves/foxes? this mod is great but my god are they annoying. I've tried both Quiet Dog and Conditional Dog Barking but they don't seem to have any affect. I think the reason they don't work is because the creatures added in this mod don't use the same references as the two listed mods instead adding its own for the animals but I'm not sure.

  • 1 month later...
Posted

Hey, could use a bit of a help. First, I like this mod a whole lot because the amount of added creature isn't complete overkill. It gives the world a nice extra depth to it that I felt was always missing from the base game.

That said, I don't really understand how to read these crash files, so I used https://www.skyrimcrashdecoder.com/ to figure it out for me. It said that the most likely cause was, unfortunately, this mod. Everything worked fine last night, then I saved, went to sleep, came back to it today, and just as the loading finished, and it would go from loading screen to dark just before fading in the real world, the game would crash to desktop. I disabled this mod and tried again, and the game loaded fine. Surely there's just something wrong with my load order or something. As I said, I'm not quite sure how to read these, so I don't even know where to start.

crash-2025-03-27-05-31-44.log

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