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Posted

Current: Special Edition build 2.0.20 (game version 1.5.97)

My impressions. Installed this mod last week but only tried it for the first time 2 days ago when my character reached level 10 (I play a Necromancer (Psikotics) who is kinda weak). All works great and it feels like playing a new game. Knowing new and dangerous monsters are lurking around is so nice. And the sexlab was active as I found out when I was defeated by some creepy thing. So no issues either for that part of the game haha.

But then troubles started. Not the game or CTD but the saves. First I had feeling my saves became slower but then soon I could only save 3 - 4 times and a CTD during saving started to happen. The saves itself were like 6.8MB and +/- the same as before activating the mod. This is Skyrim and even years later it still buggy so I save alot (every few minutes a new save), and the slow saves were indoors and outdoors. When I stopped using the mod my char was level 12 and the saves were at 7.1MB so nothing special.

I uninstalled the mod and went back to my savegame at level 10 before I activated the mod. I am now level 12, the saves are now back at normal speed and no CTD.

 

Maybe I have to many mods (350), maybe its the mod itself, maybe its my PC (I doubt), it could be anything. Maybe I need start new game.

Anyway, cheers for the mod and I will keep an eye on it. The game is bit boring now without your mod.

 

Still wondering if I do a new install 1 day to anniversary? in the hope to have a more stable skyrim but updating/reinstalling/testing so many mods will take at least week and I need be sure that is worth the time.

Posted
On 1/22/2023 at 8:55 AM, skybird said:

Still wondering if I do a new install 1 day to anniversary? in the hope to have a more stable skyrim but updating/reinstalling/testing so many mods will take at least week and I need be sure that is worth the time.

I'm sorry but I can't be to much help for you with this issue. I've never had this issue myself. Nor have I seen anyone else report the same here in this thread. If your setup works without it, then I just play without Demonic Creatures. Surely there is something that is causing it, but I have no clue what.

Posted
19 hours ago, razzor69 said:

Hello @Thor2000 have you take a look at this animal resource (not rigged)? https://www.nexusmods.com/skyrimspecialedition/mods/43274?tab=posts

there are some of animals that might be fit on your pack like a cow, wolf, mastiff, bear etc, a non monster animal would be great  xD

I downloaded it. There is very good classic fox (red colored) with good 4k textures in it. Some good dog models too. All the cows where 512 resolutions unfortunately. The pig looks ok. Some of the bears are 2k, while some are only 1k. I'll see if I can look into in the uhm... future. Got lots of stuff to finish in the mod now... ?

 

I have this goodlooking wolf from another artist to attend too also. I'm planning to either release it as a replacer for the cyrodillian wolves with different textures.

 

A little sneak peak on a larger goblin (draugr animation) that I'm releasing in at least three different textures. All with three different custom armors. It's defently not a goblin acc to lore. More like a Ogre. But it doesn't look like the Ogres we have from before in the Skyrim modding world. So I went with "Goblin Berserker" ?

 

 

wolf.png

goblin berserker.png

goblin berserker2.png

  • 2 weeks later...
Posted (edited)

Heyah Thor2000 , just wanted to drop by and say i've been using this mod for about a month, and it's fucking awesome.  Even just for my casual playthrough, this mod is a pillar in my LO, i've had no issue this far and all the monsters added integrated seemlessly into my game, thx for working on that mod and sharing it with us.

 

I use combat evolved mod, wich is pretty harsh on the poisoned status, the kwama are absolutly terrifying for a low level PC, i love it!

 

Speaking of the kwama, i know it's probably a MNC issue, but often when a scene happens, the creature often revert back to it's default idle anim instead of the SL anim, is there anything i can do to prevent this...

 

Also about about dongeon creature placement, take soljund sinkhole as an example, you got crippled skelly (wich use falmer skeletons) and draugr in the same room, if a gangbang is called for a defeated scene, it's gonna fail, cuz theres no draugr/falmer 3p+anim. Sure it's gona go through with the individual called scene after that, but i think you should not mix different skeletons creature in the same room to avoid that.  Just my 2 cents, it never really caused me any real issue, it all work in the end.

 

PS wanted to ask, how is the aggression AI for the chimp set, everytime i encounter one they are really passive (unless i attack something) but when i go naked into the springs around darkwater crossing they just went fubar, i'd like them to get aroused by me going to take a bath, but they seem to be really hostile about it lol

Edited by erynyes
Posted
7 hours ago, erynyes said:

Heyah Thor2000 , just wanted to drop by and say i've been using this mod for about a month, and it's fucking awesome.  Even just for my casual playthrough, this mod is a pillar in my LO, i've had no issue this far and all the monsters added integrated seemlessly into my game, thx for working on that mod and sharing it with us.

Thanks :) Appreciate to hear that.

7 hours ago, erynyes said:

I use combat evolved mod, wich is pretty harsh on the poisoned status, the kwama are absolutly terrifying for a low level PC, i love it!

 

Speaking of the kwama, i know it's probably a MNC issue, but often when a scene happens, the creature often revert back to it's default idle anim instead of the SL anim, is there anything i can do to prevent this...

I've been thinking of adjusting the kwama. I find it a bit too hard to beat. One bite and my 200 health is gone. I also have noticed the issue with the idle thing. It happens to chaurus as well on my end. I have on thing I want to try out and that is to replace the behaviour file with an older one and see if it helps.

7 hours ago, erynyes said:

you got crippled skelly (wich use falmer skeletons) and draugr in the same room, if a gangbang is called for a defeated scene, it's gonna fail, cuz theres no draugr/falmer 3p+anim. Sure it's gona go through with the individual called scene after that, but i think you should not mix different skeletons creature in the same room to avoid that.  Just my 2 cents, it never really caused me any real issue, it all work in the end.

wellknown issue that also happen in vanilla skyrim (falmer + (chaurus + spider). There isn't any good fix (for me) that I can do about it. You know all these creatures spawn randomly also in every dungeon. Therefor you will see this everywhere. As I mentioned, this also can happen in vanilla skyrim, but the chance for it to happen with demoniccreatures installed is increased a lot. The only fix would be to totally remove all these "different" races, but that means hundreds of creatures will either be gone or must be placed in exterior cells instead. I can't have gorillas together with chimps forexample. It would defeat my mods purpose, to bring varity in creatures and races.

 

I usually just lower the chance for threesome in my defeat mod to avoid it when indoor. Then increase it again if outdoor.

 

7 hours ago, erynyes said:

PS wanted to ask, how is the aggression AI for the chimp set, everytime i encounter one they are really passive (unless i attack something) but when i go naked into the springs around darkwater crossing they just went fubar, i'd like them to get aroused by me going to take a bath, but they seem to be really hostile about it lol

The chimps (both black and white) has three types of aggression AI. I've updated this recently so it is not quite the same in your version of the mod, but something similar

-> One type is friendly. Second type is Unaggressive but fears you and will flee. Third type is Aggressive and will attack you if you get to close.

 

This is why you noticed the unpredictable behaviour. It was kind of planned from my side. You never know where you have your monkey ?! Gorillas on the other hand have the chimps third aggression AI. They attack if you get too close.

 

If you want to change all to "friendly - no matter what", open up the mod in tes5edit/xedit and alter the value as in the picture

Untitled.png

Posted
49 minutes ago, Thor2000 said:

wellknown issue that also happen in vanilla skyrim (falmer + (chaurus + spider).

 

I'm curious, is this due to lack of animations, or can Sexlab not do more than two species at a time?

Posted
1 hour ago, Naps-On-Dirt said:

 

I'm curious, is this due to lack of animations, or can Sexlab not do more than two species at a time?

Good question. Doesn't Billyy have animations with dog+horse+human or something? Or do I remember incorrect. Anyway it doesn't seem that Sexlab checks if there is available animations for an actor when a scene is about to start. Wonder if such a check would be possible to create within sexlab.

Posted
6 minutes ago, Thor2000 said:

Good question. Doesn't Billyy have animations with dog+horse+human or something? Or do I remember incorrect. Anyway it doesn't seem that Sexlab checks if there is available animations for an actor when a scene is about to start. Wonder if such a check would be possible to create within sexlab.

Lord had one or two before it got put down, I still have the pack but never came around to try them ?

Posted
15 hours ago, Gukahn said:

Lord had one or two before it got put down, I still have the pack but never came around to try them ?

Maybe that's the one I'm thinking of. If so than sexlab can handle 3 races at the time. Lord's anims where special compared to the others ?. Lots of furniture and machines(?)

Posted (edited)
7 hours ago, Thor2000 said:

Lots of furniture and machines(?)

Think you remember another one, Lord was the one who put a small but good quality slal pack together, it contained a few werewolf animations (and the only 2 males + 2 women animation I've ever seen ) and a hand full of normal human anims^^
One of those animations contained a Female, a Wolf and a Werewolf, like I said never tried triggering this it, the slal pack is gone for a while now too ?

Edited by Gukahn
Posted (edited)
17 hours ago, Gukahn said:

Think you remember another one, Lord was the one who put a small but good quality slal pack together, it contained a few werewolf animations (and the only 2 males + 2 women animation I've ever seen ) and a hand full of normal human anims^^

You're right. I'm mixing it up. I see there is a SE version of his pack floating around.

 

EDIT: I just checked an anim from Billyy named "Billyy (Canine) FFC 1 Doggycum".

 

This animation has three actors. 2 humans and one Canine. But if one human gets downed by two canine, this animation is valid. Meaning it will play. One dog will just stand idle while the animation plays.

 

Seems like Sexlab just try to fill an animation with actors without checking if the actor's races are correct.

Edited by Thor2000
Posted

Like animals from this mod, specially sabre cats variations. Is it possible to have them as followers?

There is summon dusk panther spel, but panther is even not in creature faction.

Posted
1 hour ago, crococat said:

Like animals from this mod, specially sabre cats variations. Is it possible to have them as followers?

There is summon dusk panther spel, but panther is even not in creature faction.

It is if I make them potential followers.

 

Which creature would you suggest, and a bit for the immersion part, where would place it? I know wolves could be placed inside that pit wolf place. Maybe outside in a cage. 

 

If you have any ideas just drop them ?

Posted
4 hours ago, Thor2000 said:

Seems like Sexlab just try to fill an animation with actors without checking if the actor's races are correct.

Mh.. I wouldn't give sexlab the fault for that first. I mean I trigger FF+C animations from time to time, but I do this for Screenshots, so I don't let a Defeat mod handle it. But remembering how problematic a mod like Defeat usually is with moresomes, wouldn't surprise me if it is the problematic one ?

For example, I once let hentai creature do all the work together with aroused creature, even got gangbang animations at random.

 

 

Posted (edited)
8 minutes ago, Gukahn said:

Mh.. I wouldn't give sexlab the fault for that first. I mean I trigger FF+C animations from time to time, but I do this for Screenshots, so I don't let a Defeat mod handle it. But remembering how problematic a mod like Defeat usually is with moresomes, wouldn't surprise me if it is the problematic one ?

For example, I once let hentai creature do all the work together with aroused creature, even got gangbang animations at random.

 

 

yeah you could be right. But it happens with Sexlab matchmaker too. If you cast a spell on yourself and two dogs, the animation with two humans + dog will be availble. But for sure, it doesn't mean sexlab is the cuprit. Maybe it could be inproper tagging of animations?

Edited by Thor2000
Posted (edited)
5 minutes ago, Thor2000 said:

yeah you could be right. But it happens with Sexlab matchmaker too. If you cast a spell on yourself and two dogs, the animation with two humans + dog will be availble. But for sure, it doesn't mean sexlab is the cuprit. Maybe it could be inproper tagging of animations?

Mh this is matchmaker again. If you cast it on you and 3 Dogs, 2 will be available. With Matchmaker you always need one creature more then you want to use. Dunno why tho ?

 

Never had it happen that it choose to play 2 human +1 creature that way tho.. @.@  

Edited by Gukahn
Posted
4 minutes ago, Thor2000 said:

It is if I make them potential followers.

 

Which creature would you suggest, and a bit for the immersion part, where would place it? I know wolves could be placed inside that pit wolf place. Maybe outside in a cage. 

 

If you have any ideas just drop them ?

As for me i like Dusk Panther most of all and maybe wild dark panther (meet near Morthal).

As about placing creatures - some of them already are placed in yarl houses. So first thing that come in head is to use them.

And why yarls of Whiterun, Markarth, Solitude dont have creatures as others (there may be my favorite dark panther somewere)

 

But better is to speak to yarls or their houscarls about this creatures - and there maybe many outcomes.

- yarl may sell to you brother(sister) of that creature that he may have already

- yarl may tell you where this creature was captured and you may find it by yourself (creature may be free, captured by bandits ...)

- yarl may send you to trader that sell creature to him and you may buy another (there may be some zoo or market or just wizard that can summon creatures)

 

It must be your decision to add quests to mod to obtain creatures or just place them. I am not moder.

Just another idea come while writing. All familiars have same behavior.

But demonic creatures may be different. Each with own temperament, allies, preferences, maybe sexlab interactions, even become hostile to player in some events.

Posted

What to do about creatures that don't rescale properly for sexlab scenes?  Eg the minotaur is using falmer animations but is huge and doesn't rescale for me so doesn't line up.

Posted

 

23 hours ago, crococat said:

As for me i like Dusk Panther most of all and maybe wild dark panther (meet near Morthal).

As about placing creatures - some of them already are placed in yarl houses. So first thing that come in head is to use them.

And why yarls of Whiterun, Markarth, Solitude dont have creatures as others (there may be my favorite dark panther somewere)

 

But better is to speak to yarls or their houscarls about this creatures - and there maybe many outcomes.

- yarl may sell to you brother(sister) of that creature that he may have already

- yarl may tell you where this creature was captured and you may find it by yourself (creature may be free, captured by bandits ...)

- yarl may send you to trader that sell creature to him and you may buy another (there may be some zoo or market or just wizard that can summon creatures)

 

It must be your decision to add quests to mod to obtain creatures or just place them. I am not moder.

Just another idea come while writing. All familiars have same behavior.

But demonic creatures may be different. Each with own temperament, allies, preferences, maybe sexlab interactions, even become hostile to player in some events.

I tried make a follower of the black panther yesterday. All scripts compiled fine but it's dialogue wouldn't show up ingame (I followed both of Darkfox's tutorials). Did 3 times, even following some tips from Opusglass but to no avail. When I went into tes5edit I saw the mod relationship dialogue overhaul EFF patch was overwriting some stuff that my stuff depended on.... short story: I deleted the whole shallbang ... I'd really want something like a creature follower, but I'm not the right person to see it through.

12 hours ago, no_way said:

What to do about creatures that don't rescale properly for sexlab scenes?  Eg the minotaur is using falmer animations but is huge and doesn't rescale for me so doesn't line up.

Hopefully its not using falmer animations.

 

Viltuska must have done something "special" with these minotaurs since setting its race height to 1.00 (same as draugr) makes it even bigger than it already is. Not only that. There is a difference between the lord and the regular minotaur also. I tested some values and I found that

0.70 for the CYRMinotaurRace was ok in my game.

0.67 for the CYRMinotaurLordRace, to get the same similar alignment.

 

I tested with the animation from Billyy called Kneeling-facefuck 2. So you could try to edit the height values for males to the above values. I'm gonna implement those values in v1.7 anyway.

lordminotaur.png

regular minotaur.png

Posted

Mh for the follower request. Why not just rely on hentai creatures features? You can spawn them, tell them to follow and they behave like any other follower in their system as far as I remember. ? Only downside is that they don't really level up? This is just theory, I don't really play the game to play the game anymore ?

Anyway, if this would work it releases  you of making them followers, only thing you might wanna do is to add the docile creatures you already have, like the dusk panther in the college, to the faction?

Posted
6 minutes ago, Thor2000 said:

I tried make a follower of the black panther yesterday. All scripts compiled fine but it's dialogue wouldn't show up ingame (I followed both of Darkfox's tutorials). Did 3 times, even following some tips from Opusglass but to no avail. When I went into tes5edit I saw the mod relationship dialogue overhaul EFF patch was overwriting some stuff that my stuff depended on.... short story: I deleted the whole shallbang ... I'd really want something like a creature follower, but I'm not the right person to see it through.

So if it is so hard maybe just add permanent summon spells and add them to creature faction. There was such spell for dusk panther but without faction. If they would be in creature factions there would be some interaction methods with them from other mods.

Posted
2 hours ago, Gukahn said:

Mh for the follower request. Why not just rely on hentai creatures features? You can spawn them, tell them to follow and they behave like any other follower in their system as far as I remember. ? Only downside is that they don't really level up? This is just theory, I don't really play the game to play the game anymore ?

Anyway, if this would work it releases  you of making them followers, only thing you might wanna do is to add the docile creatures you already have, like the dusk panther in the college, to the faction?

 

2 hours ago, crococat said:

So if it is so hard maybe just add permanent summon spells and add them to creature faction. There was such spell for dusk panther but without faction. If they would be in creature factions there would be some interaction methods with them from other mods.

Yeah I've added the college dusk panther to the creaturefaction. Same with the summoned dusk panther.

 

I'm pretty sure the issue with the missing follower dialogue can be tracked to my modding setup. So if I get my hands free, I'm gonna make a standalone panther follower mod for testing purposes only.

Posted
4 hours ago, Thor2000 said:

 

I tried make a follower of the black panther yesterday. All scripts compiled fine but it's dialogue wouldn't show up ingame (I followed both of Darkfox's tutorials). Did 3 times, even following some tips from Opusglass but to no avail. When I went into tes5edit I saw the mod relationship dialogue overhaul EFF patch was overwriting some stuff that my stuff depended on.... short story: I deleted the whole shallbang ... I'd really want something like a creature follower, but I'm not the right person to see it through.

Hopefully its not using falmer animations.

 

Viltuska must have done something "special" with these minotaurs since setting its race height to 1.00 (same as draugr) makes it even bigger than it already is. Not only that. There is a difference between the lord and the regular minotaur also. I tested some values and I found that

0.70 for the CYRMinotaurRace was ok in my game.

0.67 for the CYRMinotaurLordRace, to get the same similar alignment.

 

I tested with the animation from Billyy called Kneeling-facefuck 2. So you could try to edit the height values for males to the above values. I'm gonna implement those values in v1.7 anyway.

/cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2023_02/lordminotaur.thumb.png.26f1a1fbea030b74c8a47d39e631f434.png

/cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2023_02/1670254671_regularminotaur.thumb.png.c5a618d913cdef7f6a9c05ed0ceaee1f.png

Yes sorry not falmer but draugr animations.  But same issue, with even actor heights on it doesn’t rescale appropriately at all for me.  So what exactly do I have to do to fix it, not sure I understood sorry

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