bredaturk Posted April 26, 2022 Posted April 26, 2022 Hey bro... Let me list the bugs I've found so far! Error 1: sanguinemist Hands error: The femalehands_1 file in textures\newcreatures\fairskin is corrupt. The texture size file in the fairskin folder needs to be adjusted again. Error2: DemonicMCM.esp should be under the DemonicCreatures.esp file in the Mod list. However: Only the eyes of the Mummy with NPC code number EB06279A are visible. His body is not visible. REF FORM:00093C20 This mummy's call ID number is ff00169c This bug is fixed when DemonicMCM.esp is placed higher than the DemonicCreatures.esp mod. Well.. The DemonicMCM.esp mod needs to be rearranged. Please.. If possible, re-edit the DemonicMCM.esp file you shared on the forum page and share it from the main page. (In previous versions, the game was giving a CTD error. What you fixed was working fine) Error3:meshes\newcreatures\rb\entelodon nif file is incorrect.. dds addresses are given as textures!! textures\newcreatures\rb\entelodon\entelodont.dds It needs to be fixed to textures\newcreatures\rb\entelodon\entelodont_n.dds. Since I made this comment with Google Translate, there may be a shift in meaning in the translation. And whatever it is, I love your mod. I wish you continued good work.
Adlerwache87 Posted April 27, 2022 Posted April 27, 2022 i thought demonic mcm is covered by pinkfluf? Thor2000 also commented to this:
Guest Posted April 27, 2022 Posted April 27, 2022 (edited) On 4/25/2022 at 11:06 PM, Naps-On-Dirt said: I keep forgetting to post this, the Ice Giants copied from Witcher 3 don't have a soul level assigned. They should probably be Grand. And some of the dwarven mobs do that shouldn't, like the little spearmen and their missile partners. The Ice titans had "nosoultrap" keyword attached to its race. Fixed that. The dwarven mobs are riekling races since I couldn't get the custom race to work with Sexlab. So that's why they drop souls. I've added a Nosoultrap keyword to their NPC record to see if it prevents it. On 4/26/2022 at 2:56 AM, Popa8888 said: I started testing and messing with it without a patch. If Requiem can overwrite it and yeah the mass majority of creatures didn't spawn but if I had demonic creatures load after it then so far things seem to be working. But yeah I've only just started messing with it but so far by doing that I haven't run into any issues. I was thinking about downloading requiem to check, but it requires several plugins I do not have and then it became more of a "project" for me. Let me know if you run into any issues will you? On 4/26/2022 at 4:34 PM, razzor69 said: Hey Thor2000 have you try this skeleton replacer mod? https://www.nexusmods.com/skyrim/mods/108502 its pretty neat skeleton, because our vanilla skeleton is looks like neanderthal im using it for my 3dnpc follower, its pretty neat, i think it would be awesome if you adding it to your list There is never enough dead. I'll see if I can use it for something ?. 20 hours ago, bredaturk said: Hey bro... Let me list the bugs I've found so far! Here's my few cents: Error 1: sanguinemist Hands error: The femalehands_1 file in textures\newcreatures\fairskin is corrupt. The texture size file in the fairskin folder needs to be adjusted again. -> This bug has been around since the beginning for SE users. On LE on the other hand (at least my version) there is no color mismatch on the hands. I've tried replacing textures with SE textures (no convertion done by me) but still no luck. I've gone through CK and looked at all texture sets and texture paths to see if I did anything wrong, but it shouldn't be anything wrong when it works on LE. So maybe it is a corrupt nif file? I haven't checked that. It would be nice if someone on SE could experiment a little on this. Using LE version I'm just shooting in the dark. The red color tint is made in CK and not in the textures. I did that to save overall filesize since these textures are shared between several creatures. One solution is to add another set of textures with color tint included. It would increase filesize with 60-90mb or so. So that is the reason I haven't done it yet. Error2: DemonicMCM.esp should be under the DemonicCreatures.esp file in the Mod list. However: Only the eyes of the Mummy with NPC code number EB06279A are visible. His body is not visible. REF FORM:00093C20 This mummy's call ID number is ff00169c This bug is fixed when DemonicMCM.esp is placed higher than the DemonicCreatures.esp mod. Well.. The DemonicMCM.esp mod needs to be rearranged. Please.. If possible, re-edit the DemonicMCM.esp file you shared on the forum page and share it from the main page. (In previous versions, the game was giving a CTD error. What you fixed was working fine) It's probably not difficult to fix the invisible mummy. The NPC record inside DemonicMCM.esp points to a armor record in Demonic Creatures.esp that no longer exists (I think there is more than the mummy creature that is invisible). If you want to fix it you just need to load Demonic Creatures.esp and DemonicMCM.esp in tes5edit/xedit and make sure that DemonincMCM.esp uses a "mummy" NPC record that actually exists in Demonic Creatures.Esp. I'm not sure if I'm going to tuckle too much with other peoples ESPs. I was kind of hoping the Demonic Creatures MCM mod would be updated by its author. Error3:meshes\newcreatures\rb\entelodon nif file is incorrect.. dds addresses are given as textures!! textures\newcreatures\rb\entelodon\entelodont.dds It needs to be fixed to textures\newcreatures\rb\entelodon\entelodont_n.dds. Totally true! However, this "Entelodon" is actually not spawning nor is it created as a NPC record and I should remove the files in the next version. Entelodon only exists in combination with the Goblin, named "Entelodon Rider". I'm considering removing this rider too since I don't like the entelodon creature at all ?. My plan is to get a durzog mount instead and replace the rider with one of Outlawers Goblins. They look much better. Thanks for the heads up on this one! EDIT: Here's how it looks. To me this is a better option than the entelodon rider. It's also lorefriendly. So I guess we need to call him a Warzog: Since I made this comment with Google Translate, there may be a shift in meaning in the translation. And whatever it is, I love your mod. I wish you continued good work. No worries and thanks for your comments Edited April 27, 2022 by Thor2000
Naps-On-Dirt Posted April 27, 2022 Posted April 27, 2022 Not sure if you can do anything about this, but the undead patrolling in front of Labrynthian were attacking the apparitions that appear out front when you first arrive on the Mages Guild quest, telling the story of what happened with the Arch Mage back then.
btj1234 Posted April 27, 2022 Posted April 27, 2022 (edited) It's a really cool mod. ^^ Some monsters do not work as aroused creatures. (Aggressive status is not resolved by console.) Edited April 27, 2022 by btj1234
Guest Posted April 28, 2022 Posted April 28, 2022 Many fixes released in patch 1.61. For now I just released the Oldrim version, but if someone could just change the Form Id on the attached ESP I can release the SE version as well. Changelog for Patch V1.61 * If you have one, recreate Bashed patch since this patch also includes some leveled list corrections ----------------------------------------------------------------------------------------------------------------------------------- NEW CREATURES: - Warzog Rider Frostbite (replaces Entelodon Rider) - One more drowner type named Mucknixer ----------------------------------------------------------------------------------------------------------------------------------- CREATURES REMOVED: * Entelodon Rider SPAWNING ADJUSTMENTS: - Removed dwarven worm from one leveled list to another. - Added Lesser Werewolves to the Forest Encounter leveled lists - Added drowner skulker (and Mucknixer) to Drowners leveled lists OTHER FIXES/NEWS: - Testing a new faction on the Labyrinthian Draugrs to make them ignore the ghosts of the mages during the quest "Staff of Magnus" - Hopefully fixed issue with Litte Dwarven Centurions filling soulgems - Fixed issue with Ice titans not filling soulgems - Added backpack to Draugr Caretaker Wight - Fixed "black dots" on Champion of Meridi (earlier named Silver Demon). Also Improved nipple texture and removed ugly artifacts on tail. - New drowner and drowner dead rig with new textures for both bodies and schlongs. - Few fixes on the Drowner skulker mesh. - Weeping Hagravens (Old Lusty) can now conjure Scamps and uses lightning bolt spells. - Tried to make Scamps more offensive with new combatstyle - Fixed specularity error on dwarven ripper - Fixed invisible helm on falmer brute warmonger, falmer sentinel warmonger, draugr brute scourge, overlord and deathlord. - Placed a couple of "Fairies in Jars" from the MyBugs mod in appropriate places. - Adjusted specularity on both gryphons - Hopefully fixed race record error with creature 136 - Fixed specularity error on Dwarven Wereconstruct Schlong - Reduced filesize on human textures in folder newcreatures\fairskin\ (this will decrease the texture quality on Sanguine Mistress) - Added labia textures for sanguine mistress - Fixed all texture paths for bodyparts for Sanguine Mistress so she will use fairskin textures from the mod and not your default (could cause visual bugs for CBBE users) NAME EDITS: - Old Lusty renamed to Weeping Hagraven - Dwemer smasher renamed to Dwarven Smasher - Dwarven Dildo renamed to Dwarven Skullbot - Daedroth Lesser renamed to Lesser Daedroth - Female Daedroth renamed to Female Daedroth Hybrid DemonicCreatures.esp
vaxtang777 Posted April 29, 2022 Posted April 29, 2022 (edited) Form 44 DemonicCreatures.esp Edited April 29, 2022 by vaxtang777 2
Guest Posted April 29, 2022 Posted April 29, 2022 2 hours ago, vaxtang777 said: Form 44 DemonicCreatures.esp 1.11 MB · 5 downloads Many thanks!
JackChurch187 Posted April 29, 2022 Posted April 29, 2022 hey great mod how do i patch 1.61 for skyrim se mo cant find the data thx
variaNTR Posted April 29, 2022 Posted April 29, 2022 Love the mod, got shouted (howl) against the wall over and over by those damn Daedroths hahaha.
Guest Posted April 29, 2022 Posted April 29, 2022 8 hours ago, Thor2000 said: Many thanks! stupid question, how to install the patch? LOL
LoveNothing Posted April 30, 2022 Posted April 30, 2022 15 hours ago, JackChurch187 said: hey great mod how do i patch 1.61 for skyrim se mo cant find the data thx what exactly are you trying to patch in? the esp? 1
ナイコン Posted April 30, 2022 Posted April 30, 2022 (edited) On 4/13/2022 at 1:31 AM, WCSC said: Also...'m using LE, is there any kind of conflict with using Creature aroused, Baka Defeat, and the whole factory suite of mods like dialogue, populated skyrim, SLHH, etc? I'm having issues with demonic creatures when defeated, I even try to surrender and I get the message "You can't surrender to this creature".. they show up/reg as demonic creatures in the Creature Framework as other creatures reg as MNC. I'm also getting a message that creature json 136 is missing Thanks On 4/13/2022 at 11:13 PM, Thor2000 said: I'm not using any of those so can't say for sure, but I honestly don't think any of them should be a problem. This mod only changes leveled lists of creature NPCs but like all mods it depends on vanilla records. So if other mods change vanilla records Demonic Creatures use, you get weird stuff like forexsmple those friendly Skavens in a bandit camp. If you're feeling adventerous, seek out gophers tutorial videos on youtube with instructions on how to solve mod conflicts manually. Create backups of your savegame files and also the ESPs you want to change in advance. Then you can just copy em back if you regret your changes. The issue with no 136 is known and just a race name misspelling (its one of the deer creatures) and will be fixed soon. I'm wondering if your issue could be a load order case. Did you test on a new game to see if the issue persist? If it does it could be the LO. Im having the same problem with Defeat. Some creatures work and some dont. Maybe the problem is the "Enabled races" list, with which you can disable certain races for defeat. Since there are only the Vanilla races in that list it might block non vanilla races? For example for me the the crippled Skeletons ("FalmerRace") work with defeat while the Skeleton Mummies ("akDraugrZombieRace") dont. Just and idea. Edit: So, just for testing I tried to change the Race of the Skeleton Mummies in CK to "DraugrRace". After doing that the Mummies worked with Defeat. Sadly the Mummy is now also invisible... Edited April 30, 2022 by ナイコン 1
JackChurch187 Posted April 30, 2022 Posted April 30, 2022 4 hours ago, LoveNothing said: what exactly are you trying to patch in? the esp? yes
Mez558 Posted April 30, 2022 Posted April 30, 2022 Really like the idea of this mod and suddenly finding a new creature that you have no idea of it's capabilities is fun but I am getting some awkward faction conflicts or issues. E.g. Half of the Falmer in Liar's Retreat would totally ignore me, even when attacking them... but on the opposite end, wildlife, that would normally just run away would suddenly become aggressive to me, which only seemed to happed when there was a "new" encounter, Rabid wolves or Zombie dogs. Has anyone else noticed this or is it perhaps a conflict with something else I have installed?
WCSC Posted April 30, 2022 Posted April 30, 2022 5 hours ago, ナイコン said: Im having the same problem with Defeat. Some creatures work and some dont. Maybe the problem is the "Enabled races" list, with which you can disable certain races for defeat. Since there are only the Vanilla races in that list it might block non vanilla races? For example for me the the crippled Skeletons ("FalmerRace") work with defeat while the Skeleton Mummies ("akDraugrZombieRace") dont. Just and idea. Edit: So, just for testing I tried to change the Race of the Skeleton Mummies in CK to "DraugrRace". After doing that the Mummies worked with Defeat. Sadly the Mummy is now also invisible... That';s the samme for me. I think in previous versions the mummies worked at one time, then in recent versions it stopped working
Guest Posted April 30, 2022 Posted April 30, 2022 On 4/29/2022 at 5:16 PM, JackChurch187 said: hey great mod how do i patch 1.61 for skyrim se mo cant find the data thx 21 hours ago, zarza said: stupid question, how to install the patch? LOL I didn't set it up for mod mangers?. Just copy paste the content in the patch inside your skyrim data folder and it should overwrite everything. Your mod manager might not find the data since I skipped the data folder in the patch structure. I can add it later on. 9 hours ago, ナイコン said: Im having the same problem with Defeat. Some creatures work and some dont. Maybe the problem is the "Enabled races" list, with which you can disable certain races for defeat. Since there are only the Vanilla races in that list it might block non vanilla races? For example for me the the crippled Skeletons ("FalmerRace") work with defeat while the Skeleton Mummies ("akDraugrZombieRace") dont. Just and idea. Edit: So, just for testing I tried to change the Race of the Skeleton Mummies in CK to "DraugrRace". After doing that the Mummies worked with Defeat. Sadly the Mummy is now also invisible... Did you look through all registrated creature skins in CF to see if they are listed? Custom races are listed on the last pages. If its not there it means CF failed to registrate it. Custom races aren't always easy to get CF to register. 4 hours ago, Mez558 said: E.g. Half of the Falmer in Liar's Retreat would totally ignore me, even when attacking them... but on the opposite end, wildlife, that would normally just run away would suddenly become aggressive to me, which only seemed to happed when there was a "new" encounter, Rabid wolves or Zombie dogs. Has anyone else noticed this or is it perhaps a conflict with something else I have installed? Haven't been inside that loc for a while. Can check when I have time. I didn't add anything extra in this place though. 4 hours ago, WCSC said: That';s the samme for me. I think in previous versions the mummies worked at one time, then in recent versions it stopped working Problably the moment I switched to a custom race. They were vanilla before. I switched to get rid of the draugr blue eyes feature
Mez558 Posted April 30, 2022 Posted April 30, 2022 8 minutes ago, Thor2000 said: Haven't been inside that loc for a while. Can check when I have time. I didn't add anything extra in this place though. Might well be my game so if no one else is complaining I wouldn't waste time investigating it
Gukahn Posted April 30, 2022 Posted April 30, 2022 26 minutes ago, Mez558 said: Might well be my game so if no one else is complaining I wouldn't waste time investigating it Had a bit of time and tested it in my game. Falmer attacking me like normal, so it must be something in your List. Do you happen to have a mod that makes specific enemy types friendly to you? Sometimes this evolves into a domino effect where factions friendly to this enemy gets friendly to you too like Bandits becoming friendly because you made wolves docile and since bandits are friends with some magicians too, they get friendly too and yet again spiders too ect.
ナイコン Posted April 30, 2022 Posted April 30, 2022 56 minutes ago, Thor2000 said: Did you look through all registrated creature skins in CF to see if they are listed? Custom races are listed on the last pages. If its not there it means CF failed to registrate it. Custom races aren't always easy to get CF to register. Yes all the custom races are registered in CF.
Guest Posted May 1, 2022 Posted May 1, 2022 (edited) 11 hours ago, ナイコン said: Yes all the custom races are registered in CF. What is listed under the akDraugrZombieRace in the CF MCM? Could you provide a screenshot? Edit: btw... they turned invisible after the racechange you made cause u probably only changed race on the NPC itself? You have to change race on armor addons, armor and NPC for each mummy. Usually these issues gets fixed for me when I run through the trouble shooting section on CreatureFramework made by madmansgun. There's a link in the FAQ section. Some people in this thread had luck with rebuilding the sexlab animation registry from the Sexlab MCM. So you could try that too. No idea why that would work though... Start a completely new game and see if that fixes it. Clean your save. That's been an issue for me many times. If none of the above works I have no clue. Edited May 1, 2022 by Thor2000
Guest Posted May 1, 2022 Posted May 1, 2022 10 hours ago, Gukahn said: Had a bit of time and tested it in my game. Falmer attacking me like normal, so it must be something in your List. Do you happen to have a mod that makes specific enemy types friendly to you? Sometimes this evolves into a domino effect where factions friendly to this enemy gets friendly to you too like Bandits becoming friendly because you made wolves docile and since bandits are friends with some magicians too, they get friendly too and yet again spiders too ect. I'm betting this is happening if the Skavens and NPC merchants from Immersive Patrols 2 are encountering each other. In the end also guards was attacking the merchants and helping the Skavens... which is... unfortunate.
Gukahn Posted May 1, 2022 Posted May 1, 2022 31 minutes ago, Thor2000 said: I'm betting this is happening if the Skavens and NPC merchants from Immersive Patrols 2 are encountering each other. In the end also guards was attacking the merchants and helping the Skavens... which is... unfortunate. Yea ? BSo either f you either alter their patrols again or someone makes a patch?(If that's even how its done.. I'm an air head on Sundays) Nothing i would concern myself with unless it's proven to be it
Mez558 Posted May 1, 2022 Posted May 1, 2022 13 hours ago, Gukahn said: Had a bit of time and tested it in my game. Falmer attacking me like normal, so it must be something in your List. Do you happen to have a mod that makes specific enemy types friendly to you? Sometimes this evolves into a domino effect where factions friendly to this enemy gets friendly to you too like Bandits becoming friendly because you made wolves docile and since bandits are friends with some magicians too, they get friendly too and yet again spiders too ect. I'm actually thinking the likely culprit being whatever version of TKAA I am using, it adds enemy children, bandit, Forsworn an Falmer. The Falmer children (which are just Falmer models, reduced in scale and given the child voice and dialogue) seem to be KoS to both the Bandits in there and the Falmer. I do have immersive encounters installed as well but I've not seen any weird faction issues with them and DC, they seem to play together fine.
LoveNothing Posted May 2, 2022 Posted May 2, 2022 Hey Thor, on your Map Overview on enemies patrol, you might want to make your legend larger, and maybe change red or orange borders to white, or another contrasting color
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