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Xenomorph for MNC SE

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This will allow you to summon a Xenomorph to your game, ready to fight and ready for more.

 

This is an MNC adaption of the original mod "Summon_Xenomorph".

You will be able to buy a spell tome in Riverwood (or use console commands to get it (help xeno + player.additem)).

 

The Xenomorph is based on the werewolf skeleton and behavior, it uses the werewolf animations, combat and sounds.

 

Changes to the original mod:

 

  • Modified conjure spell so that the Xenomorph will remain persitant. Using "Follow Me For Sex" you can make it follow you.
  • Changed stats to make it more resilient, it will also adjust to the player level
  • Added scripts and JSON file to get Xenomorph into the list of allowed races for animations
  • Added an aroused mesh which will get triggered via MNC
  • Changed idle sound to that of the Xenomorphs

 

Install:

 

  • Install using your prefered Mod Manager.
  • If you want to have the Xenomorph always erect, also install the patch after this mod.
  • Important: Once installed and the game is loaded you need to reset the animation registry in SexLab to get the race registered, or else no sex animations will run.
    • Open SexLab in MCM, go to "Rebuild & Clean" and click "Reset Animation Registry"
    • This function will re-register all your animations (of course skipping your ignored ones).
      • This will take 5-10 minutes depending on the number of animations you have installed.
      • While this is happening you should not run any animations, you may risk a CTD.
      • You can open the console and watch the progress and see when it finishes, don´t just trust the notification which pops up.
    • Fortunately, this only needs to be done once.

 

Known Issues:

 

  • I couldn´t figure out how to give it the proper follower dialogue options, even though it´s maked as a potential follower. It would probably need some dialogue topics I guess ... If someone would like to pick up this task, please give it a shot.
  • As it uses the werewolf animations, the corresponding sounds are all hard-wired into the werewolf havok file. I have created a beautiful Xenomorph attack sound loop and a Xenomorph death scream, both included in the mod, but all my attempts to make them play have failed. I left the pieces in the mod, if someome is able to make them work, that would be awesome. For now, we have to live with werewolf sounds.
  • I couldn´t figure out how to force an update of only just the race list in SexLab. Resetting the animation registry (as mentioned above) does it implicitly, but it also re-registers all animations and takes forever. I wish there was a more elegant way - again, if someone is a script wizard, feel free to give it a go.

 

And finally, I would like to shout out a HUGE THANKS to MadMansGun - without his patience and help this would never have worked. ☺️?

 

Cheers, mate!

 


  • Submitter
  • Submitted
    06/23/2020
  • Category
  • Requires
    SexLab SE, More Nasty Critters SE
  • Regular Edition Compatible
    No

 

Link to comment
2 hours ago, BigOnes69 said:

It does not pick up on other mods conversation links as a follower as other follower mods do. Maybe look at some of the other animal follower mods for how they do this.

Yeah, it´s one of the known issues I mentioned in the description. Because I fiddled around too long already (and unsuccessfully) with trying to get the sounds to work I gave up on this. I would need someone to help me with this ?

Link to comment
  • 2 months later...

As with all mods; without the details of your other mods and the load order there is no way to find out what is happening in your game when it's working just fine in others.

For instance the appearance and disappearance of the erect cock is handled by creature framework, and the physics problems you are describing may be due to ABC for example.

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  • 2 weeks later...
  • 4 weeks later...
  • 4 weeks later...

I love the mod. I don't mind the bugs tbh, but one thing that really does need to be fixed to make this useable is forwarding the MNC dialogue options to the Xenomorph creature, so I can banish it when I am done or tell my follower to "train" with it. All the MNC creatures add these options, but with Xenomorph, once I spawn it there is no way to banish it from existence so it will forever be in your save.

 

Above all else, this needs to be fixed or this mod is going to be risky to have in your load order.

Link to comment
On 11/11/2020 at 6:08 PM, Husky1o1 said:

What you are refering to is the functionality of Hentai Creatures, but this is not a Hentai Creatures mod. If you want to get rid of it you should be able to kill it.

You can forward the same dialogue from HentaiCreatures' esp to a creature of your own making as far as I know. Also, killing it won't remove it from the cell. Any scripts attached to it will still be running. The game will not autoremove actors unless they are set up to autoremove after so many cell changes, which I believe it is not. Even then, scripts may not de-attach properly. It was a good decision for HentaiCreatures to design them this way. Generally it's a bad idea to leave non-vanilla actors in the game unless they are being handled by the scripts to be despawned at a certain time. It could cause any number of issues if the wrong script tries to attach to the actor many hours later into the playthrough.

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