captaincum Posted November 9, 2020 Posted November 9, 2020 So I installed MNC and its dependencies and noticed that dogs will on occasion not be erect when an encounter starts, or even lose their erection, while other creatures seem to work fine. I tried solutions such as re-registering mods and reinstalling all mods, and followed the Creature Framework troubleshooting guide, but none of that worked reliably. I did find a temporary workaround: target the dog in the console, run inv, and equipitem <id> for the unnamed item. It also seems like the MNC Always Erect mod would work around the issue. To me it seems that the erection is not being equipped when it should, or even unequipped when it shouldn't, but the papyrus log sadly does not tell me much. The best idea I have for a band-aid would be to make a mod that keeps trying to equip the "item" during an animation, but I'd rather figure out what the cause of this is. My mod list: Spoiler # This file was automatically generated by Mod Organizer. +BakaFactory Animated Beasts Cocks +RaceCompatibility with fixes for SSE +RaceMenu +UIExtensions +JContainers SE +SKSE Logs +Alternate Start - Live Another Life - SSE +SkyUI SE - Flashing Savegames Fix +FNIS Data -FNIS Logs +Unofficial Skyrim Special Edition Patch +HentaiCreatures +MoreNastyCritters +XP32 Maximum Skeleton Special Extended +Sexlab Aroused Creatures +SexLabArousedSSE +SexLabFrameworkSE +Fuz Ro D-oh - Silent Voice +Fores New Idles in Skyrim SE - Creature Pack +Fores New Idles in Skyrim SE - FNIS SE +SkyUI *DLC: Dawnguard *DLC: Dragonborn *DLC: HearthFires Papyrus.0.log
jap2015 Posted November 9, 2020 Posted November 9, 2020 This voodoo trick works for me. Start with a clean save. Install creature framework and go into game. approach any critter and and hit the "n" key. Go into the MCM menu and see that the critter was see by the framework. Save, exit and load the rest as recommended by guide. Good luck and always follow the authors install guide
captaincum Posted November 10, 2020 Author Posted November 10, 2020 Thank you, but sadly that voodoo trick did not work for me. I started from scratch, installed just creature framework and its dependencies, created a save after checking that the critter showed up in the MCM, exited, installed everything else and then loaded the save, but dog cocks are still either absent or getting removed on animation start. If you have any other voodoo tricks I'm happy to try them!
jap2015 Posted November 13, 2020 Posted November 13, 2020 Sorry for late reply. Did you get it working? I just looked at your mod list. Follow the load order here, and make sure you have MNC loaded after your XP32 skelly. For SSE, I use the old CF 1.1.0 pre2A found here. Lastly, try different versions MNC. Versions 11.4 and 12.08b works near perfect for me. On 11/10/2020 at 10:28 AM, captaincum said: If you have any other voodoo tricks I'm happy to try them!
captaincum Posted November 14, 2020 Author Posted November 14, 2020 Thank you again for helping me with this. I've tried both the right and wrong load order for the XP32 skeleton, but that didn't seem to make a difference. On 11/13/2020 at 5:16 AM, jap2015 said: For SSE, I use the old CF 1.1.0 pre2A found here. It does seem like downgrading fixes all unequipping issues, which is wonderful. I'm testing for a while longer to see if I run into the issue again, but so far it looks promising.
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