Jump to content

Recommended Posts

Posted

wat is the file name + path for the minautor ? i will retouch the texture , but cant find the path file >_<

 

i see is a draugr creature but dont see noyhing is only on esp ?

Posted
On 9/14/2022 at 12:18 AM, lafo said:

wat is the file name + path for the minautor ? i will retouch the texture , but cant find the path file >_<

 

i see is a draugr creature but dont see noyhing is only on esp ?

try find this on your data\textures\newcreatures\viltuska_minotaur\lord.dds

Posted

I have summon dusk panther spell from this mod. Sems it is summoned for endless time. It would be fine to have some interactions with it, but it have no dialog and is not even in creation faction. Like this beast, want more from it.

Posted
On 9/16/2022 at 7:50 PM, crococat said:

I have summon dusk panther spell from this mod. Sems it is summoned for endless time. It would be fine to have some interactions with it, but it have no dialog and is not even in creation faction. Like this beast, want more from it.

Yeah I saw that. I changed it to 60 seconds.

Posted (edited)
On 9/7/2022 at 9:43 PM, pinkfluf said:

Awesome, thanks!

 

I've asked some modders if I can use their resources and they've said no. Thor sent me a link to this page yesterday and it looks awesome, the cock is what I wanted too but alas I don't have the skills for rigging.

I'll give you a heads up if I rig that model. You may of course use it... I'm starting to grow %*&# tired of modders who don't allow reuse of their assets.

Edited by Thor2000
Posted
7 hours ago, Thor2000 said:

I'll give you a heads up if I rig that model. You may of course use it... I'm starting to grow %*&# tired of modders who don't allow reuse of their assets.

thanks!

 

I managed to get 4-5 different varieties of minotaur (same viltuska minotaurs), that worked with CF & MNC buuuut they were non-idle (i.e just stood there), I want some of the minotaurs to....

 

Sit down, lay in bed, eat animations etc

 

So I ended up tweaking the race from draugrproject.hkx to defaultmale.hkx this allowed them to use idles, but this is what I ended up with..

 

Spoiler

testmino.jpg.b571195c03e1521858881899c6134bc1.jpg

 

The one on the left is using draugr skeleton with draugrpoject.hkx, the right is using a skeletonbeast version with defaultmale.hkx. The one on the left looks fantastic but has no idle behaviour, the one on the right looks terrible with his left foot in the ground :(

 

After spending days fiddling about I was about to give up and use the mihail minotaur (uses skeletonbeast.nif & defaultmale.hkx) but that's limited to 2 minos (wanted more variety, the others looked liked goats to me).

 

Thanks Thor, if you do manage to rig it can you make it so...

 

it has skeletonbeast so I can use defaultmale.hkx

 

I'll owe you one! .....just don't sell your soul to the devil!

 

 

 

 

 

 

Posted
15 hours ago, pinkfluf said:

thanks!

 

I managed to get 4-5 different varieties of minotaur (same viltuska minotaurs), that worked with CF & MNC buuuut they were non-idle (i.e just stood there), I want some of the minotaurs to....

 

Sit down, lay in bed, eat animations etc

 

So I ended up tweaking the race from draugrproject.hkx to defaultmale.hkx this allowed them to use idles, but this is what I ended up with..

 

  Hide contents

testmino.jpg.b571195c03e1521858881899c6134bc1.jpg

 

The one on the left is using draugr skeleton with draugrpoject.hkx, the right is using a skeletonbeast version with defaultmale.hkx. The one on the left looks fantastic but has no idle behaviour, the one on the right looks terrible with his left foot in the ground :(

 

After spending days fiddling about I was about to give up and use the mihail minotaur (uses skeletonbeast.nif & defaultmale.hkx) but that's limited to 2 minos (wanted more variety, the others looked liked goats to me).

 

Thanks Thor, if you do manage to rig it can you make it so...

 

it has skeletonbeast so I can use defaultmale.hkx

 

I'll owe you one! .....just don't sell your soul to the devil!

 

 

 

 

 

 

https://www.nexusmods.com/skyrim/mods/96027 this author also using minotaur Viltuska for human skeleton rig

Posted
25 minutes ago, pinkfluf said:

Thanks, I already asked him if I could use his assets in a quest based nsfw (albeit tasteful) minotaur mod along with

 

https://www.nexusmods.com/skyrim/mods/79899

https://www.nexusmods.com/skyrim/mods/106215 (for facegen)

 

But he gave a polite "no". :(

Hmm its weird though some of his followers have SOS support, for the texture and for the meshes, but i think its fine if the meshes just keep it for yourself, i have mine too, but not yet test it ingame, if you want you can DM me

Posted

Hello, I don't know, if someone asked this before, but I noticed some some things abuot the Dwarven Doll.

 

I'm using ver 1.62 on Skyrim LE with CBBE Body and for some Reason the Doll's Mouth isn't moving durink talking. And I see that her Vagina's 3D so I think, it should move too during Animations, but it doesn't. In Addition the Body has very low Polygons for me.

 

Are you using another Body?

Am I missing something for the Mouth and Vagina to work?

And is it possible to convert it to CBBE?

 

image.jpeg.08aa7bfe687d7caa04bfb7d48992e9c5.jpeg

 

 

That's how she's looking for me...

Posted

Ok so I'm having an issue mainly with the sexlab/defeat aspect of this mod, certain creatures mainly the mummy variants and the bloodsuckerfish don't work in sexlab scenes, every time I try to surrender to one of these creatures the game prompts with "You cant surrender to this enemy" and I have even tried using SL Debug spells the scenes wont even play out, the creatures show up in the creature framework but they aren't working, I've already tried rebuilding/resetting the creatures using the options in the MCM but it still isn't working, any help or input would be nice. Thanks for making a great mod too, has added a lot of variety to my playthrough. If you need any more info to further this to possibly fixing the issue just let me know, thanks again for your time.

 

Posted
2 hours ago, Lifted Legend said:

Ok so I'm having an issue mainly with the sexlab/defeat aspect of this mod, certain creatures mainly the mummy variants and the bloodsuckerfish don't work in sexlab scenes, every time I try to surrender to one of these creatures the game prompts with "You cant surrender to this enemy" and I have even tried using SL Debug spells the scenes wont even play out, the creatures show up in the creature framework but they aren't working, I've already tried rebuilding/resetting the creatures using the options in the MCM but it still isn't working, any help or input would be nice. Thanks for making a great mod too, has added a lot of variety to my playthrough. If you need any more info to further this to possibly fixing the issue just let me know, thanks again for your time.

 

Some information is needed in order to assist you. Also I doubt it is this mod that is your issue. This mod adds the monsters into the game, sure. It does not add in the sex animations or the scenes to make those animations occur. What version of Skyrim are you playing? Did you install this mid-way through a game or start a new game? Are all of your LL mods up to date? Did you enable Creature Sex in the Sexlab MCM? 

Posted
49 minutes ago, Gundalypse said:

Some information is needed in order to assist you. Also I doubt it is this mod that is your issue. This mod adds the monsters into the game, sure. It does not add in the sex animations or the scenes to make those animations occur. What version of Skyrim are you playing? Did you install this mid-way through a game or start a new game? Are all of your LL mods up to date? Did you enable Creature Sex in the Sexlab MCM? 

I'm playing on 1.5.97,  and no I did not install these mods during the middle of any save file, I started with the mods I just discovered this problem recently, all of my mods are up to date, however I did update demonic creatures from 1.5 to the current version, but I was experiencing stated issues before, and yes I did enable the setting in SL MCM, ask anything else if needed

Posted (edited)
On 9/25/2022 at 9:26 AM, AnonEgg said:

Hello, I don't know, if someone asked this before, but I noticed some some things abuot the Dwarven Doll.

 

I'm using ver 1.62 on Skyrim LE with CBBE Body and for some Reason the Doll's Mouth isn't moving durink talking. And I see that her Vagina's 3D so I think, it should move too during Animations, but it doesn't. In Addition the Body has very low Polygons for me.

 

Are you using another Body?

Am I missing something for the Mouth and Vagina to work?

And is it possible to convert it to CBBE?

 

image.jpeg.08aa7bfe687d7caa04bfb7d48992e9c5.jpeg

 

 

That's how she's looking for me...

The face is just a mask. There ain't any mouth tri files that can make the mouth move. To me this facegen stuff is complicated so I didn't look into it any further.

Regarding the body. If you add the HDT path to it it will make her vagina move, fingers interact etc etc. See example pic. BUT you must make sure you have those xml files at the right path for it to work.

 

Anyone that wants to convert it to whatever body they want can do so. Even a more poly one ;)

example.png

Edited by Thor2000
Posted (edited)

Is there a way to make it so creatures don't try to return to their original spawnpoint?
A way to keep a bunch of creatures that i dragged to a specific area, to stay in that area?

Edited by Attenater
Posted

So I see this is a busy forum so, maybe, this is the place to ask. I am currently using AE 1.6.353 and have Immersive Creatures, More Nasty Critters, Bad Dog, Skytest and Demonic Creatures, all up to date. They all seem to work fine except for one particularly odd glitch. For some reason some, maybe all, mobs at some point just randomly become passive. I noticed it outside of Falkreath after running the near-by Cairn, as well as in Bleak Falls Barrow in the giant spider room. I tried the bash fix but none of those mobs show as eligible for some reason. So I am hoping there is a fix so I can keep Demonic with the rest.

 

Thanks everyone!

Posted

hey guys, i was interested in this mod cuz it appears to have Scamps!

 

questions: do scamps use riekling sex animations or falmer animations, or do they need their own animations on account of a custom skeleton? i believe the oblivion community used riekling skeleton for their scamps so wasn't sure.

Posted (edited)
On 10/2/2022 at 1:17 AM, Darkwyntergirl74 said:

So I see this is a busy forum so, maybe, this is the place to ask. I am currently using AE 1.6.353 and have Immersive Creatures, More Nasty Critters, Bad Dog, Skytest and Demonic Creatures, all up to date. They all seem to work fine except for one particularly odd glitch. For some reason some, maybe all, mobs at some point just randomly become passive. I noticed it outside of Falkreath after running the near-by Cairn, as well as in Bleak Falls Barrow in the giant spider room. I tried the bash fix but none of those mobs show as eligible for some reason. So I am hoping there is a fix so I can keep Demonic with the rest.

 

Thanks everyone!

Make a new Save game.
Open console.
Click on the mob in question (check the info in console to make sure you have the creature targeted). You don't want parts of your world to be deleted.
type      markfordelete

hit enter.

Save the game again over your new save.

Reload your save.

The static mob has been deleted and will respawn in the set timeframe.

Installing this many creature/behavior altering mods tends to bug creatures sometimes. I don't think there is much else you can do about this unless you are willing to sacrifice mods.
I myself only use demonic creatures and more nasty creatures and never have this issue.

I believe immersive creatures modifies some of the same files as demonic creatures does which may also be the cause of your problem but don't quote me on that. 
 

Edited by TheBitchOfSkyrim
Posted (edited)
On 9/30/2022 at 6:00 AM, Attenater said:

Is there a way to make it so creatures don't try to return to their original spawnpoint?
A way to keep a bunch of creatures that i dragged to a specific area, to stay in that area?


Hentaicreatures and beastess mod are the only ones i can think of to achieve this.

Downsides...
- Hentaicreatures and the demonic creatures version of hentaicreatures only spawn friendly creatures towards the PC.
- Beastess Mod you need to do a bunch of quests to get all the creatures in a premade location made by the mod author. (Quests can bug... read the description on the mod page for fixing that). Note that here to the creatures are friendly.

 

Upsides...

- Hentaicreatures wont despawn untill you banish them (at least i think so).
- Beastess Mod has you have the creatures in that location permanantly.

Edited by TheBitchOfSkyrim
Posted
10 hours ago, Crabrangooned said:

hey guys, i was interested in this mod cuz it appears to have Scamps!

 

questions: do scamps use riekling sex animations or falmer animations, or do they need their own animations on account of a custom skeleton? i believe the oblivion community used riekling skeleton for their scamps so wasn't sure.

The scamp on demonic pack is using 4thunknown meshes, and it using riekling skeleton rig, no need custom skeleton or the animation, you can use riekling SL anims for it

Posted
11 hours ago, razzor69 said:

The scamp on demonic pack is using 4thunknown meshes, and it using riekling skeleton rig, no need custom skeleton or the animation, you can use riekling SL anims for it

 

Thank you, that's fantastic.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...