Husky1o1 Posted January 23, 2021 Posted January 23, 2021 Boars and Daggerbacks - Always Erect View File This mod adds about 200 Boars and Daggerbacks to Skyrim. This mod is based on Boars and Daggerbacks- Mihail Monsters and Animals (MIHAIL SSE PORT) from Nexus - so all credit goes to MihailMods for creating them. I originally made this simplified/adjusted version just for myself, but I thought I might aswell share it in case someone also likes it. The mod is a stand-alone version, the original mod is not required, it would in fact conflict. I simply wanted to make the boars usable by SexLab and I wanted more of them. So I made some changes: In order to make it work I changed their race from custom to the DLC2 boar race to make sure they are recognized by CF and Aroused Creatues (adding custom races is always so cumbersome, I wanted it quick and dirty). Then I added the MNC boar dick. They are always erect, no arousal logic, again just to facilitate it for me (I use always erect anyway). I made them all the same size so that you don't have to go crazy with animation adjustments. Finally, I added quite a few more than in the original mod. Now you will find 200 of them, they are in the forests of The Rift, Falkreath and in the mountains of The Reach. And that's it. If you don't like "always erect", I can't help you. That's just how it is ? Make sure you have boar animation installed, there aren't that many, check out Billyy's SLAL Animations There are two versions to download: tame or aggressive. Personally I prefer the tame ones (I have all creatures tame in the game) simply to have more exciting interactions. The aggressive ones are actually non-hostile, but will attack if you come too close. This is not very helpful for SexLab action obviously, but maybe you want them for hunting? ESL-flagged to not take up any ESP-slot. This does not require MNC or CF or Aroused Creatures anything. Without these they will just be there and no sex will happen. In that case you may prefer the aggressive version so you have additional game in the game. Game in the game, ha! Enjoy. Submitter Husky1o1 Submitted 01/23/2021 Category Misc Sex Requires Regular Edition Compatible No 1
alain31 Posted January 25, 2021 Posted January 25, 2021 Hi, Thanks for the mihail mod and the scamp too. How do you go about adding a cock to creatures and making them work with the creature framework? i am trying to do it for mihail goblins but i cant do it. With the oldgod of the hunt mod from mihail the black bears added by this mod have no genitals even though they are the same as those of skyrim which work them. What must be changed in the esp for it to work? Hope you can help me thanks.
Husky1o1 Posted January 26, 2021 Author Posted January 26, 2021 Boy ... there is so much more to do and to know than would fit in a single post ... To make it short: First of all, the creature needs to be based on an existing creature skeleton. Animations reference specific bones/nodes of a skeleton and move it around, so if the creature has a custom skeleton it will most probably not work. Most custom creatures however are based on an existing skeleton since they will use the existing animations for moving and fighting, etc. but this is not always the case. Then you need to find out which dick would fit, and create a proper texture for it. So Gimp or Photoshop or something is needed, which can save in DDS format. Then you need to create a version of the creature's nif which has the dick attached. For this you will need to give it all the nodes required for the dick, which the creature will probably not have yet. Also, once attached, it may not fit properly depending on how the creature is shaped, so you may need to edit the vertexes in Outfit Studio or some 3D tool. Then, in your mod, you need to create two sets of Armor+ArmorAddon, one for the creatue in its unaroused state (this is probably there already) and another one for the creatue in its aroused state. Then you need to create a JSON file with instructions for CreatureFramework which gives CF the IDs of this creature, its race and the two different armors (CF needs this to swap the armors when the arousal is high enough). If the race of the creature is a custom race, it will still not work, because the race is unknown to CF. So you either need to change the race of the creature to a known one (the one corresponding to the skeleton/animations - which may result in losing some features of the custom race), or write a small quest and a script which adds this custom race to CF, which is a hassle. In general, custom races should be avoided and turned into vanilla races. Of course you can avoid a lot of work by ignoring the proper armor-flipping-on-arousal and simply create a creatue which constantly shows its erect dick (like I did with the Scamps and Boars), but of course, that's not realistic nor immersive and really defies the whole of point of the optical arousal logic. The best starting point for all of this is the guide and all explanations from MadMansGun (he also helped me more than I can thank him): You just need to be aware that it requires a good knowledge of NifSkope and XEdit and their tricky bits. People here in the forum can help you when you get stuck, but first you'll need to do quite a bit of leg work, I'm afraid. It's not the best starting point for modding. But if you are already experienced, it should not be too difficult. Good luck ?
MadMansGun Posted January 26, 2021 Posted January 26, 2021 7 minutes ago, Husky1o1 said: If the race of the creature is a custom race, it will still not work, because the race is unknown to sexlab. So you either need to change the race of the creature to a known one (the one corresponding to the skeleton/animations - which may result in losing some features of the custom race), or write a small quest and a script which adds this custom race to sexlab, which is a hassle. In general, custom races should be avoided and turned into vanilla races. fixed 1
alain31 Posted January 26, 2021 Posted January 26, 2021 man... Thank you for taking the time to answer me, I saw the madmanguns guide, i tried to follow it by making a patch for the bear of the mihailoldgod mod, but the json i created failed to launch when the creature framework made its check at the beginning of the game. I think it is beyond my skill set and it would take me too long to learn everything. I'll stop there
Husky1o1 Posted January 26, 2021 Author Posted January 26, 2021 I can have a look at what might be wrong with the JSON. Just send the JSON and your mods' EPS.
alain31 Posted January 26, 2021 Posted January 26, 2021 Hi, Thanks for your help. I loaded the armor and armor addon of more nasty clutter and put the keyword from creature framework. After in the json I do not understand why we do not put the whole id number but just the last 4 or 5 digits of the identifier. patchframcrea.esp a_blank_json.json mihailoldgod.esp
Husky1o1 Posted January 26, 2021 Author Posted January 26, 2021 Okay, I had a quick look at at. Already on first glance there are two issues with the JSON file: Spoiler { "modID": "patchcreature", "ModName": "patchframework", "creatures": [ { "skinName": "abcpatch", "restrictedSlots": [], "arousedArmor": "__formData|patchframcrea.esp|0x01802", "normalArmor": null, "RaceName": "creature (patch)", "raceForm": "__formData|mihailoldgod.esp|0x0805", "skinForm": "__formData|mihailoldgod.esp|0x87FE" }, { "skinName": "#####", "restrictedSlots": [], "arousedArmor": "__formData|#####.###|0x######", "normalArmor": null, "RaceName": "#####", "raceForm": "__formData|#####.###|0x######", "skinForm": "__formData|#####.###|0x######", "stripArmor": false, "stripWeapons": false }, { "skinName": "#####", "restrictedSlots": [], "arousedArmor": "__formData|#####.###|0x######", "normalArmor": null, "RaceName": "#####", "raceForm": "__formData|#####.###|0x######", "skinForm": "__formData|#####.###|0x######" } ] } Firstly, you will have to remove the lower two entries, they are just stand-in examples and will not work. So remove them. And take care of the brackets. Next, the IDs are wrong. Both the mod and you patch are ESL-flagged. So you may only state the last 3 digits. Why? See spoiler - may not be interesting for everyone. Spoiler One of the differences between ESPs and ESL is the ID-ranges they use. The first two digits are used to identify the mod itsself and the other 6 digits are used to identify the items withing the mod. For example a mod loaded in 12th place will block the ID-space 12:000000 - 12:FFFFFF. Only the last 6 digits are relevant to identify an item withing the mod. This is also the reason why there can be only 256 mods. Because they go from 01:000000 until FF:000000. Now, ESL-flagged mods work around this limit. They are identified by the first 5 digits, they will load as FF000:000 until FFFFF:000, meaning they allow for FFF (= 4095) additional mods. However, on close inspection you will notice that they are now only left with 3 digits at the end to identify single items within the mod. That would result in 4095 mods each with a max 4095 items in them. But what's worse, items in an ESL-flagged mod may only start with the ID 800 (= 2048). So from there to FFF it leaves you with only 2040 IDs in an ESL-flagged mod. Makes sense? There may be more issues with the file and the rest of the mod, but this shall suffice for now to give you some more work to do.
alain31 Posted January 26, 2021 Posted January 26, 2021 ok, i understand a little more the process of esl and esp. I still have a problem with the json which does not want to be read. I put the error message in picture. https://ibb.co/0Mmpcn2 a_blank_json.json
Husky1o1 Posted January 27, 2021 Author Posted January 27, 2021 Well, you worked with spaces instead of with tabs ... not sure if this causes it, but that's where I´d start. Here´s a comparison, left working, right yours.
MadMansGun Posted January 27, 2021 Posted January 27, 2021 10 minutes ago, Husky1o1 said: Well, you worked with spaces instead of with tabs ... not sure if this causes it, but that's where I´d start. Here´s a comparison, left working, right yours. no it's the esp/esl part that is the problem, it may be flagged as esl but the file name is esp 1
Husky1o1 Posted January 27, 2021 Author Posted January 27, 2021 Indeed. Too late for my sore eyes obviously. Thanks MadMan ?
alain31 Posted January 27, 2021 Posted January 27, 2021 hi, Always the same error,i followed the instructions,i don t understand why that pose a problem. I put the identifiers in esp rules this time. )= a_blank_json.json
alain31 Posted January 28, 2021 Posted January 28, 2021 Hi, I have tried it with another mod, mihail goblins, but i still have the error that i have show in the pictures. I added the elements directly in the mihailgoblins.esp this time. My json looks good, i really don't understand what i was missing .. goblins.json
MadMansGun Posted January 28, 2021 Posted January 28, 2021 you sure it's not jcontainers itself that is the problem?
alain31 Posted January 28, 2021 Posted January 28, 2021 1 hour ago, MadMansGun said: you sure it's not jcontainers itself that is the problem? Hi madmansgun Where could the problem come from with jcontainers? If I load the esp of the demoniac creatures mod, the list loads directly into the creature framework without any problem. What to do with jcontainers? I just followed your guide, I might be missing something. I'm not very good in English ) = here my mihail esp. thanks for your time. mihailgoblins.esp
Husky1o1 Posted January 28, 2021 Author Posted January 28, 2021 You esp is called "mihailgoblins.esp" but in the JSON you reference it by the name "mihailgpblins.esp" ... ?
alain31 Posted January 29, 2021 Posted January 29, 2021 I hadn t seen it,my eyes tired whith all these lines.? I just corrected and try again but it s still the same error...
Husky1o1 Posted January 29, 2021 Author Posted January 29, 2021 Well, as I mentioned earlier, if your ESP is ESL-flagged - which it is - you are only supposed to use the last 3 digits of the IDs, because the first 5 digits are used to identify the mod. First misspelling the mod's name, now this, It's a bit tedious to be honest, holding your hand if you continue to make mistakes out of carelessness. Maybe you should also replace all the spaces with tabs, recreate exactly my example further up, just to be on the safe side. Follow the instructions tightly and don't improvise from the start.
MadMansGun Posted January 29, 2021 Posted January 29, 2021 21 minutes ago, Husky1o1 said: Well, as I mentioned earlier, if your ESP is ESL-flagged - which it is - you are only supposed to use the last 3 digits of the IDs, because the first 5 digits are used to identify the mod. First misspelling the mod's name, now this, It's a bit tedious to be honest, holding your hand if you continue to make mistakes out of carelessness. Maybe you should also replace all the spaces with tabs, recreate exactly my example further up, just to be on the safe side. Follow the instructions tightly and don't improvise from the start. are you sure the game is actually treating it like a esl? the file name itself is " .esp " so maybe the game is just treating it as such instead of using the flag.
Husky1o1 Posted January 29, 2021 Author Posted January 29, 2021 10 minutes ago, MadMansGun said: are you sure the game is actually treating it like a esl? Well I loaded it in XEdit and checked.
MadMansGun Posted January 29, 2021 Posted January 29, 2021 goblins.jsonmihailgoblins.esp make sure to reload json in game
alain31 Posted January 29, 2021 Posted January 29, 2021 Hi, Well i picked up a bit ?? Yes I do that in my living room on the sofa, the TV is big but I can see badly sometimes ? I tried madmansgun's esp and json but i still get the same error even when starting a new game. It's too complicated for me and I'll stop rotting husky1o1's mod page with this problem. thank you both for your help.?
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