fawksiii Posted June 26, 2022 Posted June 26, 2022 On 6/25/2022 at 10:26 AM, Thor2000 said: ur welcome ! which ones? Some of them is because they aren't a custom race. Those Falmer Skeletons named Crippled skeletons being one example. I don't know why but they won't change to aroused mesh when they are registrated as anything else but falmerrace. Which is really strange since haven't had any problems with the other creatures. I might have to do a bit more testing, but I believe the draugr using the troll skeleton was one of them......
FFXV_NoctisCaelum Posted June 26, 2022 Posted June 26, 2022 (edited) So a quick bit of advice and just my two cents.. Remove the Unrelenting Force shout effect from creatures, it breaks the Havok engine because they spam it too much, character gets stuck in the wall and it actually bricks the computer. All 3 encounters I had with the Abberant? Demon ended in a hard Reset for me.. First it glitches the Player, then when you try to quit the game it freezes, then you Ctrl Alt Del to force close the game and it crashes the PC, forcing me to power off by holding the power button. Went in and removed the push spell and the issue was completely resolved. Im running a Nvidia GeForce RTX 2060 and AMD Ryzen 7 so performance wasnt really a factor. Edit: Should also add this is the SE version, but I would imagine the LE version would produce similar results. Edited June 26, 2022 by FFXV_NoctisCaelum
Guest Posted June 26, 2022 Posted June 26, 2022 1 hour ago, fawksiii said: I might have to do a bit more testing, but I believe the draugr using the troll skeleton was one of them...... Yeah, the draugr brutes too. And also the draugr witches that uses Hagraven skeleton. I'm going to check and see if there's any already Creatureframework compatible races I can use for them. It's a nice effect and I'd like the undead creatures of this mod be affected by it. 48 minutes ago, FFXV_NoctisCaelum said: So a quick bit of advice and just my two cents.. Remove the Unrelenting Force shout effect from creatures, it breaks the Havok engine because they spam it too much, character gets stuck in the wall and it actually bricks the computer. All 3 encounters I had with the Abberant? Demon ended in a hard Reset for me.. First it glitches the Player, then when you try to quit the game it freezes, then you Ctrl Alt Del to force close the game and it crashes the PC, forcing me to power off by holding the power button. Went in and removed the push spell and the issue was completely resolved. Im running a Nvidia GeForce RTX 2060 and AMD Ryzen 7 so performance wasnt really a factor. Edit: Should also add this is the SE version, but I would imagine the LE version would produce similar results. I've been tangling with this issue before, but I didn't resolve it then. I do see the your point in this. In my game, right now, the creatures that uses this shout does not have a full unrelenting force effect. In other words I don't go tumbling in the wall when it shouts at me like it happens to you. So I'm guessing there is another factor here as well. I don't fully understand these shouts when used by other actors. I have experienced earlier that this creature sent me flying. But it doesn't do it now. Anyway, I've now tweaked the recovery time for the shout. The creatures will only use it every 30 second. Maybe that is still too often. I don't want to totally remove the effect because makes the game more diificult. I'm gonna do something similar with the Fleshgrinders Ice shout because built up the same way.
g123e Posted June 26, 2022 Posted June 26, 2022 Great mod and some creatures are really nice addition for the game, but I had to uninstall it, because there's too many creatures now and some of them are out of place and really ruins immersion for me. I really like to add only 20-25 new creatures to the game, but sadly there's no fomod option to choose and no MCM yet. Thanks again for great work and will be waiting for MCM, or fomod, which is far better option if done right (with screenshots and names, which already included in pdf file), hope someone can make it... 2
FFXV_NoctisCaelum Posted June 27, 2022 Posted June 27, 2022 Maybe instead of the Havok engine effect, you could look into a 2 - 3 sec paralysis "fear" effect? In my experience anything that messes with the Havok physics too much will break the game, but if the paralysis spell were to be used upon impact it would render the player unable to act for 2 or 3 secs, similar to the force effect but without being glitched through the wall. (in my experience I literally couldnt even stand up, as soon as the stand up animation finished the bastard hit me again and repeated until I was glitched through a wall and upside down lol..) But besides that, the mod is awesome! loving the diversity. I homebrewed my own leveled lists and removed certain creatures but hands down the best monster mod ive played, can definitely tell you put alot of effort and time into it. 1
Canceller Posted June 27, 2022 Posted June 27, 2022 LE user here and the ragdoll effect of the creature shouts doesn't break my game. If anything, the vanilla paralysis effect causes more glitch when npcs get killed while paralyzed. 13 hours ago, Thor2000 said: I don't want to totally remove the effect because makes the game more diificult. I really appreciate this feature. I don't want my character to tank everything. 1
btasqan Posted June 28, 2022 Posted June 28, 2022 On 6/26/2022 at 10:14 PM, g123e said: Great mod and some creatures are really nice addition for the game, but I had to uninstall it, because there's too many creatures now and some of them are out of place and really ruins immersion for me. I really like to add only 20-25 new creatures to the game, but sadly there's no fomod option to choose and no MCM yet. Thanks again for great work and will be waiting for MCM, or fomod, which is far better option if done right (with screenshots and names, which already included in pdf file), hope someone can make it... I agree, well made mod. But too many creatures which cant be turned off. FOMOD or MCM option would to the trick. Currently we can probly only use CK or Xedit to delete records so that certain beasts dont appear in game.
Kernog Posted July 2, 2022 Posted July 2, 2022 On 6/28/2022 at 7:14 PM, btasqan said: I agree, well made mod. But too many creatures which cant be turned off. FOMOD or MCM option would to the trick. Currently we can probly only use CK or Xedit to delete records so that certain beasts dont appear in game. I'm more or less in the same boat. I'm mostly interested in the patrols/raids and the goblin-ken creatures, not so much for the rest. So an option to at least be able to filter each category of creature in configuration would be greatly appreciated. ? 1
Dojo_dude Posted July 3, 2022 Posted July 3, 2022 An MCM like the one in Immersive Creatures or DFB Random Encounters would be great! 1
Scarlet Queen Posted July 11, 2022 Posted July 11, 2022 (edited) Are you still taking suggestions on what creatures to add in a future update? I have a few that I find will be a nice addition for this mod ( Pretty damn Horrific), about 3-6 max (I understand you may have other things planned for this mod). Thanks for releasing the patch as well, I went to check up on this mod after a bit and am happy to see you're still adding updates / patches! Edited July 11, 2022 by Niggaram
btj1234 Posted July 13, 2022 Posted July 13, 2022 (edited) I have a question. Some creatures aroused creature mod not working. They are just standing there. And some monsters with setav aggressin 0 , setrelationshiprank console not working. Can't we make love to them peacefully? And I think there's something wrong with Cyrodiil Wolf's tail. Edited July 13, 2022 by btj1234
Guest Posted July 13, 2022 Posted July 13, 2022 On 7/11/2022 at 9:02 AM, Niggaram said: Are you still taking suggestions on what creatures to add in a future update? I have a few that I find will be a nice addition for this mod ( Pretty damn Horrific), about 3-6 max (I understand you may have other things planned for this mod). Thanks for releasing the patch as well, I went to check up on this mod after a bit and am happy to see you're still adding updates / patches! You can throw out suggestions as you like, but most creature modders has restrictions on use of their assets. So I'm basically only rigging creatures based on free to use 3d models now. 6 hours ago, btj1234 said: I have a question. Some creatures aroused creature mod not working. They are just standing there. And some monsters with setav aggressin 0 , setrelationshiprank console not working. Can't we make love to them peacefully? And I think there's something wrong with Cyrodiil Wolf's tail. I don't know what you mean by the first part. If they don't engage in sex that's probably a CF issue, so seek out creatureframework troubleshooting. I haven't seen any issues with the wolves tail. Can you show with a pic?
Gundalypse Posted July 15, 2022 Posted July 15, 2022 I started a new game last weekend and while doing my multiple escape Helgen to Riverwood runs for testing, I noticed that the Nekkers spawn very close to Riverwood that it seems to constantly cause the citizens to flee in terror. When approaching the Nekker to place an arrow in it, it too is in a state of fear and running away from my character, yet also seems to be running away from the citizens of Riverwood.
Guest Posted July 15, 2022 Posted July 15, 2022 7 hours ago, Gundalypse said: I started a new game last weekend and while doing my multiple escape Helgen to Riverwood runs for testing, I noticed that the Nekkers spawn very close to Riverwood that it seems to constantly cause the citizens to flee in terror. When approaching the Nekker to place an arrow in it, it too is in a state of fear and running away from my character, yet also seems to be running away from the citizens of Riverwood. Nekkers shouldn't appear anywhere when you are level 1. Just to be sure, you are not talking about the drowners in riverwood? If so they are planned to be removed.
Gundalypse Posted July 16, 2022 Posted July 16, 2022 15 hours ago, Thor2000 said: Nekkers shouldn't appear anywhere when you are level 1. Just to be sure, you are not talking about the drowners in riverwood? If so they are planned to be removed. You are correct- "Drowners", sorry I wrote that post in the early morning before work and coffee and forgot the name. Yes, I have two Drowners that spawn in that area and act like that.
razzor69 Posted July 16, 2022 Posted July 16, 2022 Someone is making Goblin 4thunknown got anatomically correct for the peepee and even female goblin xD https://www.nexusmods.com/skyrimspecialedition/mods/71463 it needs ABC patch for them
Gundalypse Posted July 16, 2022 Posted July 16, 2022 3 hours ago, razzor69 said: Someone is making Goblin 4thunknown got anatomically correct for the peepee and even female goblin xD it needs ABC patch for them Thor can't use 4thUnknown's assets without his permission. It's been stated over a year- two years now? Maybe you should post this in the MNC or ABC thread instead?
jalingon3011 Posted July 20, 2022 Posted July 20, 2022 Hi, is there any chance you can make a penis for Albino Spiders? Thank you.
FishStick509 Posted July 21, 2022 Posted July 21, 2022 does any one know why the creatures are invisible??? pls help
cawdor01 Posted August 1, 2022 Posted August 1, 2022 I was unable to add this mod to the Leveled List in Wrye Bash or Mator Smash in a NEW GAME as it would CTD when I tried to save said game. I can keep the mod active in my mod list and save with no issues but once I add it to a Bashed/Smashed Patch it will CTD when I try to save
crococat Posted August 1, 2022 Posted August 1, 2022 1 hour ago, cawdor01 said: I was unable to add this mod to the Leveled List in Wrye Bash or Mator Smash in a NEW GAME as it would CTD when I tried to save said game. I can keep the mod active in my mod list and save with no issues but once I add it to a Bashed/Smashed Patch it will CTD when I try to save My Bash does not see Demonic creatures (or dont want to add them to Leveled List) but anyway have it as dependance. I had manually add DC to Bash Leveled List and had played some months with no often CTDs. 10 days ago i start new game and forgot to add DC to list, so dont know about lastest version if it exist
zelurker Posted August 1, 2022 Posted August 1, 2022 6 hours ago, crococat said: My Bash does not see Demonic creatures (or dont want to add them to Leveled List) but anyway have it as dependance. I had manually add DC to Bash Leveled List and had played some months with no often CTDs. 10 days ago i start new game and forgot to add DC to list, so dont know about lastest version if it exist Weird from memory I never added any tag manually to this mod and it's automatically detected by wrye bash and the bashed patch works without problem (except it takes very long to generate with all the mods but it's another problem !).
SpectrumQT Posted August 1, 2022 Posted August 1, 2022 (edited) Hello! Lately I've been coding xEdit script (aka Delphi GUI app that uses xEdit's API) that should make the ultimate task of customizing Demonic Creatures possible. It implements following algo: 1) Collects NPC_ master records with non-empty WNAM records from DemonicCreatures.esp (basically all creatures with modded meshes) 2) Filters out NPC_ records without LVLN/ACHR/QUST references (creatures that were already disabled by this script) 3) Provides GUI where user can uncheck creatures he wants to disable (NifSkope integration included, user can double click any creature to open the mesh once path to NifSkope is provided) 4) Starts iterating through references for every selected NPC_ record: 4.1) If spots ACHR: removes ACHR record 4.2) If spots LVLN: goes to LVLN>Leveled List Entries and removes related LVLO records 4.3) If spots QUST: goes to QUST>Aliases and replaces related ALCO records with EncBandit01Melee1HNordM [NPC_:0001BCD8] 5) Attempts to do a cleanup in background: 5.1) If after #4.2 any LVLN has empty Leveled List Entries: 5.1.1) If there's ref from NPC_ (usually named DEMLvlEncXXX that uses it as a template) 5.1.1.1) Removes all ACHR records from that NPC_ 5.1.1.2) Removes NPC_ record itself if no refs left (so if it was DEMLvlEncXXX record only with ACHR refs) 5.1.2) If there's ref from another LVLN: 5.1.2.1) Goes to LVLN>Leveled List Entries and removes related LVLO records 5.1.2.2) Recursively calls #5.1 for said another LVLN 5.1.3) Removes LVLN record without LVLO entries if it ended up with no refs left after #5.1.1 and #5.1.2 The algo itself does its job well and effectively disables 'WNAM-ed' NPC_'s spawns without removing their records and I consider it mostly done except one thing. If some LVLN record without LVLO entries is referenced by DEMLvlEncXXX-type NPC_ record that is referenced by QUST, algo keeps whole chain alive (#5.1.1.2 conditions not met due to NPC_<-QUST ref, #5.1.3 not met due to LVLN<-NPC_ ref). For example, DEMLCharGrummitesTeam [LVLN:070629FE] left without LVLO records. It's referenced by DEMLvlEncGrummitesLeader [NPC_:075A12BC] that is referenced by DEMWE33 "Grummites Attacking Merchant" [QUST:070DC2C0] and DEMWE34 "Roaming Grummites" [QUST:070DC2C1]. The question is what is going to happen when the game engine will attempt to spawn enemy via DEMLvlEncGrummitesLeader record with 'empty' DEMLCharGrummitesTeam template? Will it just spawn nothing or hang quest / CTD? If the latter, can I just replace DEMLvlEncGrummitesLeader with stuff like LvlBanditMelee1H [NPC_:0003DECB]? For algo it would mean an additional step between #5.1.1.1 and #5.1.1.2 ("If spots QUST: goes to QUST>Aliases and replaces related ALCO records with LvlBanditMelee1H [NPC_:0003DECB]"). So, from my limited understanding of quest creation pipeline, this way the quest will spawn leveled bandits on marker instead of grummites, and I can safely remove "DEMLvlEncGrummitesLeader" NPC_ and "DEMLCharGrummitesTeam" LVLN records? Also I'd want to ask about your position regarding releasing this script. Can I release it to public, and if I can, where the instructions and file should be located (separate post or this thread)? Spoiler P.S. Thank you for this great mod btw, the amount of efforts behind even the concept alone feels overwhelming! I really love how it expands the spawning system and of course the new creatures (well, around 66.6% of them, else I wouldn't came up with idea of manager app ?). Edited August 2, 2022 by SpectrumQT 2
no_way Posted August 3, 2022 Posted August 3, 2022 FYI the Ogre Warriors do not scale correctly in sexlab. They are playing the giant animations but they scale down smaller than giants with "even actor height" activated in sexlab so nothing lines up. If I disable "even actor height" they still aren't the right size. Giants work fine for me though with "even actor height on" so I'm not sure what tag the ogres have for race that isn't working with scaling
btj1234 Posted August 4, 2022 Posted August 4, 2022 Can you reduce nekker's penis size? It pierces the abdomen. ?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now