Camo457 Posted May 29, 2021 Posted May 29, 2021 currently using v1.3 sse along with immersive creatures. When v1.4 becomes available, when I upgrade, will I need to run a new bash patch and is that safe to do on a existing game? I only bash the leveled list.
Guest Posted May 29, 2021 Posted May 29, 2021 (edited) 9 hours ago, Ljuba said: In my opinion that's more script issue naming the race or naming the creature than rig issue.Similar stuff happens with mihail draugr cavalry,falmer abyss raider and ceantaurs.The first two accept sexlab animation based on Riekling Rider because somwhere in scripts its named like that but Centaurs are not named like that and race is named like mihail centaurs or something and because of that it doesnt accept animations.Maybe it will help if the race name is changed to chaurus race so it needs to be changed to accept animation.In a word it must be named to something to be recognised by sexlab and use that animations. I did even go further. I rigged it after a chaurus and named it a chaurus race. Still no results I'm afraid. Even replacing ChaurusHARD nif inside morenastycritters didnt do anything. I see that the forager nif and the dwarven worm is actually lacking a total of 16 weight bones from the skeleton which is associated with the 4 legs the chaurus has. I'm have to put these ones aside for a while. I've also asked bad dog to hear if he has some info about chaurus creatures. edit: Did you get any of them to work? EDIT NO2: I obviously fhave something not working here on my end. The vanilla Chaurus creatures showes same behaviour. So there is the culprit. Errors! Gah... Probably for the best. Now it's perhaps easier to fix Edited May 29, 2021 by Thor2000
Guest Posted May 29, 2021 Posted May 29, 2021 2 hours ago, Camo457 said: currently using v1.3 sse along with immersive creatures. When v1.4 becomes available, when I upgrade, will I need to run a new bash patch and is that safe to do on a existing game? I only bash the leveled list. You have to create a new bashed patch to get them all in. Shouldn't make a difference to do that midway in a game. Probably many users in here does this all the time.
Ljuba Posted May 29, 2021 Posted May 29, 2021 4 hours ago, Thor2000 said: I did even go further. I rigged it after a chaurus and named it a chaurus race. Still no results I'm afraid. Even replacing ChaurusHARD nif inside morenastycritters didnt do anything. I see that the forager nif and the dwarven worm is actually lacking a total of 16 weight bones from the skeleton which is associated with the 4 legs the chaurus has. I'm have to put these ones aside for a while. I've also asked bad dog to hear if he has some info about chaurus creatures. edit: Did you get any of them to work? EDIT NO2: I obviously fhave something not working here on my end. The vanilla Chaurus creatures showes same behaviour. So there is the culprit. Errors! Gah... Probably for the best. Now it's perhaps easier to fix Ill check default kwama creatures if they will work (i am on SSE not oldrim)
shiningfang Posted May 29, 2021 Posted May 29, 2021 thanks for the update, but whats new on 1.4? cant find change log for 1.4 in first post
Guest Posted May 29, 2021 Posted May 29, 2021 (edited) 4 hours ago, Ljuba said: Ill check default kwama creatures if they will work (i am on SSE not oldrim) I fucking nailed it ?. The vanilla Chaurus is now working. I haven't tested kwama forager, bonelooper and Dwarven Worm, but now there is simply no reason why they should not work. This was error on my hand only. The behaviour file "chaurusbehavior.hkx" was missing from my folders. Then I realized I was running old FNIS creature 5.6 or something. Lol... I'm just glad it works now. Now I'm going to get those chaurus beasts ingame!!! shiningfang, I pasted it in the "what's new" under the download section. Not really sure where it went cause I can't find it myself. When I updated it Loverslab was highly unstable. You can also find the change notes inside the documents&patches download. Edited May 29, 2021 by Thor2000
Ljuba Posted May 30, 2021 Posted May 30, 2021 22 hours ago, Thor2000 said: I fucking nailed it ?. The vanilla Chaurus is now working. I haven't tested kwama forager, bonelooper and Dwarven Worm, but now there is simply no reason why they should not work. This was error on my hand only. The behaviour file "chaurusbehavior.hkx" was missing from my folders. Then I realized I was running old FNIS creature 5.6 or something. Lol... I'm just glad it works now. Now I'm going to get those chaurus beasts ingame!!! shiningfang, I pasted it in the "what's new" under the download section. Not really sure where it went cause I can't find it myself. When I updated it Loverslab was highly unstable. You can also find the change notes inside the documents&patches download. I tested ordinary Kwama creatures and no joy.First in ESP they are named mostly russian then i changed to fixed esp and names are corrected but still no animations.Race is named Kwama race you can see what animation are using for behaviour but no sex animation because they probably they need to be named somwhere in some script.And if your forager works then wow you really nailed it.
Khorne Flakes Posted May 30, 2021 Posted May 30, 2021 Hello. Is it possible for u to upload the latest file (LE) to different site? My ISP blocked Mediafire
Aki K Posted May 30, 2021 Posted May 30, 2021 How do drowners work, or how are they supposed to work? I'm wondering if they're working properly for me or not.
G1deon388 Posted May 30, 2021 Posted May 30, 2021 (edited) How can i remove penises in female monsters (like female draugr) in the game ? Edited May 30, 2021 by G1deon388
Guest Posted May 31, 2021 Posted May 31, 2021 (edited) 17 hours ago, Ljuba said: I tested ordinary Kwama creatures and no joy.First in ESP they are named mostly russian then i changed to fixed esp and names are corrected but still no animations.Race is named Kwama race you can see what animation are using for behaviour but no sex animation because they probably they need to be named somwhere in some script.And if your forager works then wow you really nailed it. On this creature I changed the race to chaurusrace. Not a requirement to do so. You could use the custom race too, but you need to have the json file reflect that race so CF knows what to expect when the event kicks in. You can use the vanilla chaurus race on this creature since there is no attributes changed on the race record. It points to another skeleton path yes, but the skeletons does not have any major differences (unlike many of mihails creatures). By changing to vanilla race it points to the ABC provided skeleton. If you use the custom forager race, it points to the skeleton provided by 4thunknown. It does not have any ABC nodes included. So if you her custom race, you have to update the skeleton with ABC support as well. Sorry if I'm just throwing out info you already knew , but many keep changing races to try to get things to work. But that might lead to trouble in the end since it changes paths to skeletons used. Here are pics for the upcoming ones for v.15. I specially love the dwarven worm ?. The forager seems a bit strange since it has no legs and hoovers in the air ? Forager: Dwarven Worm: Crawler: [/spoiler] Edited May 31, 2021 by Thor2000
Guest Posted May 31, 2021 Posted May 31, 2021 17 hours ago, Khorne Flakes said: Hello. Is it possible for u to upload the latest file (LE) to different site? My ISP blocked Mediafire I don't have any alternative sites at the moment. Have you tried Tor browsers? Or this free VPN workaround: https://www.youtube.com/watch?v=3ZYjTUSPhZ8 13 hours ago, Aki K said: How do drowners work, or how are they supposed to work? I'm wondering if they're working properly for me or not. If they work, they will crawl up from the ground when you go through an invisible triggerbox (like DLC1 skeletons in soul cairn). But they are as buggy as hell. Usually I find them standing above the hiding place in idle position. Still tHey won't attack you before you go through the triggerbox. Someetimes if you find them standing, you can go inside a nearby cave and sleep for 12 hours and they will be hiding properly when you come out. Also, the encounters are level based. So if you are below level 30 most of them won't show. They do high damage so it makes sense to keep them from spawning at low levels. Is there anyone places where they seem to fail all the time? 8 hours ago, G1deon388 said: How can i remove penises in female monsters (like female draugr) in the game ? You need to open the mesh files called "Creature"HARD.nif with either Nifscope or Outfitstudio (preferable the first) and delete the Penis Trishape (in nifscope, use rightclick and select "remove branch"). Very easy to do. Many tuts around LL lying around. For v1.5 I might add a patch for it.
Ljuba Posted May 31, 2021 Posted May 31, 2021 2 hours ago, Thor2000 said: On this creature I changed the race to chaurusrace. Not a requirement to do so. You could use the custom race too, but you need to have the json file reflect that race so CF knows what to expect when the event kicks in. You can use the vanilla chaurus race on this creature since there is no attributes changed on the race record. It points to another skeleton path yes, but the skeletons does not have any major differences (unlike many of mihails creatures). By changing to vanilla race it points to the ABC provided skeleton. If you use the custom forager race, it points to the skeleton provided by 4thunknown. It does not have any ABC nodes included. So if you her custom race, you have to update the skeleton with ABC support as well. Sorry if I'm just throwing out info you already knew , but many keep changing races to try to get things to work. But that might lead to trouble in the end since it changes paths to skeletons used. Here are pics for the upcoming ones for v.15. I specially love the dwarven worm ?. The forager seems a bit strange since it has no legs and hoovers in the air ? Reveal hidden contents Forager: Dwarven Worm: Crawler: [/spoiler] Its AWESOME !!! I knew that was the problem (i mod other games but this one i don't want to touch yet).For now i can only wait 1.5 (1.4 is not finished yet for SE) and indulge in 1.3 with some small issues provided by one other mod (Genesis surface encounter Mihail edition) which changed several beasts in a way that they lost their texture and animations.
G1deon388 Posted May 31, 2021 Posted May 31, 2021 5 hours ago, Thor2000 said: You need to open the mesh files called "Creature"HARD.nif with either Nifscope or Outfitstudio (preferable the first) and delete the Penis Trishape (in nifscope, use rightclick and select "remove branch"). Very easy to do. Many tuts around LL lying around. For v1.5 I might add a patch for it. Never used this apps before, but i did it. many thanks
Canceller Posted May 31, 2021 Posted May 31, 2021 I got knocked down repeatedly by the Daedroth's Unrelenting Fire/Force just now. Its cooldown is too fast, you won't have any chance to fully get up and dodge the next ?
Gukahn Posted May 31, 2021 Posted May 31, 2021 3 hours ago, Canceller said: I got knocked down repeatedly by the Daedroth's Unrelenting Fire/Force just now. Its cooldown is too fast, you won't have any chance to fully get up and dodge the next ? Try fighting a Sangunine Mistress on level 5.. Thanks for Defeat i wouldn't get even killed, she just knocked me down and air humped my followers until i finally could kill her while animated? (yes it's cheating but.. I wanted the Dragonstone xD)
Guest Posted June 1, 2021 Posted June 1, 2021 When would 1.4 come out for SSE? By the way, excellent mod, although I don't know if it's a problem or not, but the Daedra woman appears to me a lot and in several areas, I don't see anything wrong with it, the bad thing is that by not having more than 10 levels it kills me in a blow haha and avaces it is impossible to dodge it.
dardar Posted June 2, 2021 Posted June 2, 2021 in the 1.4 creature list, it notes that the beaked dinosaur varieties do not have creature framework support, but instead of saying "no" it says "not by this mod". Does anyone know which mod adds CF support?
Guest Posted June 2, 2021 Posted June 2, 2021 (edited) On 5/31/2021 at 4:51 PM, Canceller said: I got knocked down repeatedly by the Daedroth's Unrelenting Fire/Force just now. Its cooldown is too fast, you won't have any chance to fully get up and dodge the next ? EDITED: Gonna check. Neither of the Daedroths knock me down with the fireshout (Mighty Daedroth & Old Daedroth) in game. I checked with tes5edit to see if there was something overwriting the werewolfrace here on my end, but nothing. It's fireshout we are talking about? Not the ususal melee knock down? 13 hours ago, zarza said: When would 1.4 come out for SSE? By the way, excellent mod, although I don't know if it's a problem or not, but the Daedra woman appears to me a lot and in several areas, I don't see anything wrong with it, the bad thing is that by not having more than 10 levels it kills me in a blow haha and avaces it is impossible to dodge it. She will more rare in v1.4. For v1.4 a need a SSE test user. It is ready. 4 hours ago, dardar said: in the 1.4 creature list, it notes that the beaked dinosaur varieties do not have creature framework support, but instead of saying "no" it says "not by this mod". Does anyone know which mod adds CF support? Creature framewok. If you set the arousal threshold low in CF, it will assign schlongs to creatures based on its race. I don't think it does for all races. In my game the gallimimus and beaked dinos constantly ran around with a schlongs Edited June 2, 2021 by Thor2000
ck2modfan Posted June 2, 2021 Posted June 2, 2021 9 hours ago, Thor2000 said: For v1.4 a need a SSE test user. It is ready. SSE user... I don't know if I can do it justice but happy to be an early adopter accepting risk of issues and willing to report issues.
Guest Posted June 2, 2021 Posted June 2, 2021 38 minutes ago, ck2modfan said: SSE user... I don't know if I can do it justice but happy to be an early adopter accepting risk of issues and willing to report issues. You got mail ?!
Canceller Posted June 2, 2021 Posted June 2, 2021 10 hours ago, Thor2000 said: I checked with tes5edit to see if there was something overwriting the werewolfrace here on my end, but nothing. It's fireshout we are talking about? Not the ususal melee knock down? It's the fire shout. Probably just in my game. It's fun though, and not an issue for me.
Guest Posted June 2, 2021 Posted June 2, 2021 29 minutes ago, Canceller said: It's the fire shout. Probably just in my game. It's fun though, and not an issue for me. I'd be interested in knowing which mod who causes this. Does the vanilla werewolf knock you down when he yells? I'm just gonna check the spells here on my end to. Maybe see if they somehow use vanilla assets that might be overwritten by other mods.
WCSC Posted June 2, 2021 Posted June 2, 2021 Anyway to modify this let all creatures come out to play at the start instead of waiting till you reach certain levels?
Canceller Posted June 2, 2021 Posted June 2, 2021 3 hours ago, Thor2000 said: Does the vanilla werewolf knock you down when he yells? Nope.
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