Guest Posted March 22, 2023 Posted March 22, 2023 Demonic Creatures - Mod Version V2.0 View File Not allowed to upload on other sites! NEVER! The mod is available, free of charge, no login required at Alternative 1: https://subscribestar.adult/glittertind unless you live in countries requiring age verification for adult content. If you live in such a wonderful western country, your other alternative will be here: Alternative 2: https://discord.gg/vermishub Mod Description Text Spoiler MOD DESCRIPTION: This is a creature mod that brings 375 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further. "See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares. Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it." Hadvar I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world. "The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors. Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders. Mod features: - 375 new creatures (including leveled variants) - 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks) - ABC and creatureframework support for most of the creatures - Goblins and other Daedra may spawn in all type of caves - Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you. - Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath) - Small swarms of skeletons and other creatures inside tombs here and there. - Many new patrols (mostly group patrols) with wolf packs, draugrs, falmers, grummites, ghouls, werewolves, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages. - Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs. Modding philosophy: - BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods - Servants of the Daedra and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run. - Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage. - Most creatures have same size as their vanilla counterparts (improves sexlab compabillity, but sometimes they are resized or desized to enhance immersion of their species. This means that not every creature will align 100% in every sex animation created. You can check the Creature List in the "Patches, Textures & Documents V1.X" download. Patrols more explained: Spoiler Creatures will now patrol in groups together. Some will typically roam around in small areas covering 9 cells, while others will travel much further covering over 100 cells. Some will only patrol at specific weather conditions like clear sky after midnight or rain. Some creature types will leave their dens and dungeons at dusk in groups and start wandering the wild together. When dawn comes they will wander back inside to their interior positions. Both Falmers, Draugrs and Ghouls do this now, making travelling at night much more dangerous. This also means there are more enemies inside Draugr crypts, Falmer caves and other caves since all these patrol actors are new additions. Hopefully none of the creatures will spawn in areas where it makes no sense. Draugrs and Falmers will patrol arund their own crypt/cave. Drowners will spawn near waterbodies. Werewolf groups will patrol in large forests. Often the patrols will pass through the locations where Random Wilderness Encounters spawn. This can lead to many different encounter outcomes. There is also a few larger creature encounters where 20-30 actors from different species are battling. One of them is in center of Ustengrav (the cell holding the Wordwall). In Blackreach, the falmers now have a king in the city. Kill the king and the falmers will be slightly mispleased. They will show that in numbers and secure their city. MORE DETAILS ON PATROLLING CREATURES: Bjaergtrolls: Little innocent friendly trolls are scattered around Tamriel near human settlements like mills and farms. They often pay visits to the humans living there. It's possible for the player to summon one of these creatures and have them following around as long as you stay outside. Read more about in the spoiler below: Spoiler Bjaergtrolls - the small trollish creatures that reside among humans They live close to humans (not in bigger cities). Now and then, they'll come out and follow certain human NPCs. Some will even sneak into into houses. The player may be approached by a Bjaergtroll when following conditions are met: - It is not raining, since Bjaergtrolls hate rain. - The Player has at least one "Ale" (not Nord Mead) in their inventory. Bjaergtrolls love ale. - The Player has at least one copy of the book "Bjaergtrolls" in their inventory. - The Player is outside in the wilderness in Skyrim (what is refered to as Tamriel) - The Player is in a sitting state. Meaning sitting on "something" in Skyrim (time to try out one of those camping mods) If these conditions are met, a bjaergtroll may appear. The minute the troll enters the outside world a follow package will be applied to it as long as the following conditions are met: - The Bjaergtroll itself is outside in Skyrim (Tamriel) - The Player still have at least one "Ale" (not Nord Mead) in their inventory - The Player has at least one copy of the book "Bjaergtrolls" in their inventory. - The Player is outside in the wilderness in Skyrim (what is refered to as Tamriel) - The time is between 0600am and 1800pm. So when sun goes down, this little dude is going home. The Bjaergtroll can be dismissed by doing the following: - kill it (aaaah please don't do that) - drink your only "Ale" (better, but still not nice) - go inside somewhere (such a good friend you are) - or wait until 1800pm and he will leave himself. The second time / next day you want a Bjaergtroll to approach, you may be able to skip the "sitting state" condition. This is because the Bjaergtroll is still in Tamriel even if it left you. It takes time for him to return to the cell where he rests, but you still need the other conditions met The Bjaergtrolls are friendly. If combat or danger is near they will run away. They will follow you again when the threat is over. Troubleshooting: Bjaergtroll won't approach: Tamriel is big. They way it is now, it takes a great deal amount of time to summon it. You may find yourself sitting for a long while. Instead, to speed this up, sit on the chair or whatever it is for about 60 reallife seconds, then while still sitting, wait 1 ingame hour through the game "wait" funtion. Then the troll may be quickly teleported to you. It won't work everytime, but often it does. Which I kind of find immersive myself. Draugrs: New draugrs actors inside tombs. They blend with vanilla ones, patrollingen from A to B, but when night comes, they will follow their leader outside of the tombs for an exterior patrol. Sometimes it's just to get those needed supplies. Other times they go to Dragon shrines to pay their tribute to their original masters. Sometimes they attack bandits who occupied their habitats. When their done (if they survive) they will go back to their interior patrol routes. Many nordic ruins also has extended interior draugr patrols, not only from A to B, but perhaps even A to G through the whole cell. Some exterior ruins also have draugrs guarding them outside. Drowners: Drowners will be patrolling in groups of 4-6 (sometimes up to 12 in choosen locations). They can only be encountered when it starts raining. When it stops raining or their AI package time out they will go back to where they belong (unless aggroed). Falmers: Same as with draugrs. New actors added inside the caves. When night comes they too will venture out. Sometimes they set up a ambushstand at some road to attack unlucky travelers. Other times they directly launch attacks on settlements (none of those non-combat friendly settlements), or just simple hunting patrols around exterior areas before they go back at dawn to their cave positions again. Ghouls: Stays inside caves (often together with vampires). Leave the caves at dusk and travel to new caves in search of meat. Once they arrive the new cave they will go inside and stay there until it's time to travel to a new cave. Groups of 4-5. Werewolf patrol: Two werewolves patrol through Falkreath forest (starting and ending at Glenmoril Koven, condition based-> clear sky & midnight). They are kept inside Glenmoril Koven so that place is a bit harder than vanilla now. ZombieDogs: Zombiedogs go in groups. They rest at day near selected nordic ruins, and go for patrols in the evening when sun goes down. When dawn comes they will return to their resting place. All groups is located around whiterun plains for now. At low PC levels, these dogs can take down alomst anything but a giant. So avoid them or go with followers. Ancient Tree Guardians: The protector of the forests and descendant creatures to Kynareth. They are hostile towards anything that walk on two legs and carry a weapon. It's said that some of them has accepted human hunters as inhabitants of the woods, but it is yet to be confirmed. They patrol the forests endlessly and only rest at night. They have abilities to spit a fluid that interacts with the ground so that the roots themselves will magically bound to the tree guardian, and wherever the tree guardian hits, roots will shoot up attack you (uhm.. ok I admit. Just like a lurker attack, but it sounds really cool). They are extremely strong and regenerate health in combat but very vulnerable to fire. The guardians are present in three areas: Falkreath forest (west of Hunter's rest), the Eastmarch forest (around Mara's Eye Pond) and the last one is near the forest area surrounding Autumnshade Clearing (north west of Riften). Best left alone by low level characters Swamp Predators: The swamps near Morthal lacks hostile creatures. I've added a couple of new spawn points linked to longer patrol routes used only by Demonic Creatures. Wolves: Similar to zombiedogs. A wolfpack of 8 members travel through Falkreath forest changing location day by day. Variants includes all vanilla and Mihail cyrodiilian wolves. Skavens: Shady nomadic merchants with close ties to bandits. They will travel between bandit camps to exchange stolen goods. They are not hostile to humans and will try to keep a low profile. They are allies with bandits, so if a bandit aggros something, they will side with the bandits immediately. So time your attack on the bandit camps. The skavens are strong in numbers. 7 different bandit locations for now. No civilwar fort locations. Single Skaven spawns through leveled lists (or skavens in random WEquests) will still be hostile to humans. Grummites: 5 grummites will patrol together in the swamps north of Morthal. They travel/patrol during day and rest at nights. They use camps where those exist. Goblins: 6 goblins will constantly patrol the area surronding their camp Shadowpeak Hollow. The camp is located east of Whiterun and on the northern side of Throat of the World. Notes: - You won't get flooded with actors. Skyrim is big. Unless you stay near the cave entrances during late evening/night, this will mostly be an immersion feature. - If group actors are aggroed, they won't end their patrol until one of the fighting parties is defeated. - All patrolling actors are new actors and come as an addition to vanilla actors. No vanilla actor modified. - Not all actors leave their cave every day. Some just a few selected days. - The group actors are placed around several spots in the caves (not together). Expect caves to be a bit more populated. - All actors are leveled. You will meet tougher ones as you level up. - Sleeping outside an cave entrance might lead to patrol actors popping up around IF you wake up in the period their supposed to be outside. Be cautious around cave entrances. Make it a good habit to save before sleep. - Entering a cave in the exact moment a group of actors are on their way out might lead to a messy situation for you. Not much I can do about it but remind you about Hadvar's words. - Killing a leader of a patrol group will lead the group to loosen up and not stick together but instead follow their path individually. - Group actors will spawn again according to interior rules: 10 days! DemiGods - Servants of the Daedra: Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble. SPAWNING METHODS Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% 50% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced). Spawning ways - Details for those who have time: This is probably boring stuff to read, so kudos if you do: In Vanilla Skyrim, creatures spawn mainly in three ways: Static spawns: You meet the same actor at the same spot again and again. Forexample the black troll spawning beside the river just south of Ivarstead or the Frosttroll you meet on your way up to High Hrothgar. Leveled Spawns: When you are wandering around in the wild (or inside dungeons) and the gamee picks and actor from a leveled list according to your level. If you're low leveled it may be a wolf, or sabrecat if your level is higher. Random Wilderness Encounters - RWE: Actors are spawned from scripted encounters in specific places. Three imperial soldiers patrolling, vigilant versus skeletons, m'aiq the liar and so on. Demonic Creatures uses all the three above to spawn creatures. The group patrols is considered a leveled spawn since they too will get tougher as you level up. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SKYRIM LEVEL DISTRIBUTION RULES: Leveled Character Difficulty Modifier: An NPC spawned from a LCHAR is placed in the word through an Leveled NPC (LvL). The LvL NPC contains a LCHAR as template which holds the actors it can choose from. In Creation Kit World view/cell you can see these Leveled NPCs as M-markers. They can have the following color options which tell you their expected difficulty related to your level: Green M "easy": leveled actor spawns creatures 1/3 of your level Yellow M "medium": leveled actor spawns creatures 2/3 of your level Orange M "hard": leveled actor spawns creatures the same level as you Red M "very hard": leveled actor spawns creatures 1,25 greater the level you are Bethesda states that more than 50% of the spawnpoints shall be green actors. With this information you know it will take a while before Mihails Ice Titans becomes "common". They're level 65 and won't spawn in those green M-markers before you are at least level 195. They will spawn in red M-markers (very hard) when you are level 52. But there is few of them. Considering the fact that most leveled lists also has the attribute to spawn "ANYTHING up to" means that the chance to see those higher level enemies are scarce. Respawn rules An interior dungeon cell or similar resets itself after 10 days (if you did not enter it). An exterior cell takes 31 days to reset it self (again, if you did not enter it). So say you travel back and forth whiterun - Rorikstad as a level 10 character. THe LCHARs will then spawn creatures the first time you travel the distance. Those creatures will then stay there until they are either killed by you or something else, or you stayed away from that route/cell for 31 ingame days. You get the idea. If this is your favourite route and nothing gets killed you will still see nothing but level 10 creatures when you are level 100. If this vanilla issue annoyes you then see this splendid post by Arissa and the mods suggested in it: https://www.loverslab.com/topic/157559-demonic-creatures-creature-adding-mod-v12-le-sse/?do=findComment&comment=3280264 REQUIREMENTS. These must be installed with all their dependencies (valid LE or SSE version depending on your Skyrim Version): All Skyrim DLCs (you don't need Heartfire). More Nasty Critters SLAL edition Creatureframework with their requirements. Animated Beast's Cocks (ABC). Choose CBPC or HDTSMP. Make sure you get the schlong/tongue textures from this mod too. INSTALLATION (after Hard requirements are installed): If you have an earlier version of Demonic Creatures installed, consider removing the data\meshes\newcreatures and data\textures\newcreatures before installing the new version. This for clean up of old unused files. No harm will happen if you don't do this. 1 Download text file in download section. 2 Copy link in txt file and download Main mod from mediafire. 3 Extract rar file and copy paste content into your Skyrim data folder (mod managers also works). 4 Also look for released patches. If any, download and overwrite content from Main mod If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more). This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out: - Case 1, you already have mihail mods installed. This mod includes several of mihails mods.You should at least deactivate the mihail creature ESP before you install this mod. Best is if you remove it totally in advance. If you decide to only deactivate the mihail ESPs you must let Demonic Creature overwrite everything it wants in both mihails meshes and texture folders (mihail skeletons included. This mod comes with its own dick textures and mesh modifications. Demonic Creature needs to overwrite mihail mods otherwise it won't work as intended. - Case 2, you already have Skaven creatures installed. Plz read and do as Case 1. The reason for these two cases is that I did not alter the folder locations from the original mods. Perhaps I should have. TIP: Many of Mihails mods have got better textures (Cyrodilian wolves being one of them). You can safely download Mihail mods already part of Demonic Creatures and reinstall the TEXTURES ONLY! The mods share file paths! Do not install anything from the meshes folders. Also check this guy and his optimized textures for mihail creatures: Xtudo. UPGRADING FROM V1.8 TO V1.9: Download and overwrite with new version. Remember to run "re-register creatures" in Creature Framework MCM. If some creatures still don't work, try to uninstall all skins in CF MCM, save, reload save and then "re-register creatures" again. See trouble shooting guide here if it still does not work: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ UNINSTALLATION Find instructions in the VX.X SE Options&Documentation download. KNOWN BUGS v1.9 - Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top. TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY (AND ENSURE IMMERSIVE TEXTURE COMPABILITY BETWEEN SCHLONG ADDONS AND BODY): Spoiler Many creatures re-use your default installed textures. These are just suggestions you can install to enhance quality (LE links, but I'm sure there is SE versions out there): *** Since I'm a big fan of Kajuan Draugr Retexture, there is now a texture patch for schlongs so that you won't get that mismatch between Draugr Schlong and body. Draugr Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66026 Skeleton Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/67871 Hagraven Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/67075 Falmer Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66770 Giant Texture by Kajuan: https://www.nexusmods.com/skyrim/mods/66428 Ancient Dwemer Metal by SRW0: https://www.nexusmods.com/skyrim/mods/75610 Rustic Frostbite spider by Gamwich: https://www.nexusmods.com/skyrim/mods/92686 Rustic Gargoyle by Gamwich: https://www.nexusmods.com/skyrim/mods/77778 Rustic Death Hound by Gamwich: https://www.nexusmods.com/skyrim/mods/77415 Rustic Spriggan by Gamwich: https://www.nexusmods.com/skyrim/mods/92055 Rustic Daedra by Gamwich: https://www.nexusmods.com/skyrimspecialedition/mods/19272 ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS: Spoiler PATCHES: OUTDATED Legendary Edition and Special edition: (valid for only v1.6) Demonic Creatures and Seasonal Wildlife Distribution (and SkyTEST) Patches [LE & SE] 1.0.1 by Lyyli https://www.loverslab.com/files/file/22550-demonic-creatures-and-seasonal-wildlife-distribution-and-skytest-patches-le-se/ UP TO DATE Legendary Edition and Special edition: (valid for only v1.72) Demonic Creatures and Seasonal Wildlife Distribution (and SkyTEST) + Many others. See post by Agrumiel https://www.loverslab.com/topic/207746-demonic-creatures-mod-version-v17-patch-v172/?do=findComment&comment=4088961 UP TO DATE Legendary Edition and Special edition: (valid for all versions) Demonic Creatures Manager (xEdit Script) by SpectrumQT. Let's you remove creatures you don't want. https://www.loverslab.com/topic/195178-demonic-creatures-manager-xedit-script/ OUTDATED Special Edition ONLY (covers up to DC v1.3 - state unknown) CORRUPTION PATCH (consider it a modders resource since it is outdated) made by Loki15Kun : https://www.loverslab.com/topic/157559-demonic-creatures-current-version-v15-le-se/?do=findComment&comment=3361052 RECOMMENDED COMPATIBLE MODS: Naked Defeat SE : https://www.loverslab.com/files/file/17888-naked-defeat-se/ KNOWN CONFLICTING MODS Spoiler All mods that edits Animal Leveled character (not a total list): - Skyrim Immersive Creatures - Monstermod - Beast of Tamriel - Skytest Animals - Rogue-like Encounters *** Se below too! Solution to this: To achieve compatibility with the mods above (and others), use Wrye Bash to make patch which merges the creatures lists. Otherwise the last mod in your load order will overwrite the other. No creatures will show from the first one! Other conflicting mods: - GENESIS (may lead to CTD, it would need a patch) (https://www.nexusmods.com/skyrim/mods/67811) - Rogue-like Encounters: It's not compatible because mihail meshes&texture folders is placed in same path as this mod. This means meshes, textures and skeletons will be overwritten (https://www.nexusmods.com/skyrim/mods/70032) - Demonic Creatures SE MCM addon: It's a conflict with the racename for Bloodsuckerfish that seems to lead to CTD for users. - Maximum Carnage: Gonna give you funny moments where a slayed pigtroll will get carnage as a black troll. Minor mod conflicts: - Rieklings in Skyrim - https://www.loverslab.com/files/file/4485-rieklings-in-skyrim/ (places NPCs in same area as this mod. Might not be an issue) - Interesting NPCs - https://www.nexusmods.com/skyrim/mods/8429/ (the mod alters many interior building cells which leads actors/letters not showing where they are supposed to. Also some minor conflicts between whiterun prison zombies and the Wispmother). - Skyrim Immersive Creatures - SIC: Some locations might have new actors in same spot with both Demonic Creatures and SIC (Example: Autumnwatch Tower) - Content Consumers Alternate Starts https://www.loverslab.com/files/file/2836-content-consumers-alternate-starts/ (some outcomes of this mod places you in cells that has Demonic Creatures such as Chillwind Depths. This will lead to those creatures attacking you on start. Spoiler Can you remove creature X from the pack (or change level of when creature spawns through leveled lists)? I want to remove a certain creature from spawning (starts at step 1) Change the level which a creature spawns (customatization steps start at ) Read the spoiler for procedure in Tes5edit: Spoiler To sum up the tabs (the categories shown on your left in tes5edit after you expand a mods espused in tes5edit: "armor addon": creates the link between 3d model (nif file in your data\meshes folder) and the mod esp "armor": contains the skin of the creature and uses armor addon as a reference. It also does other things. "non-player character (actor)": Or the "NPC", is the creature you encounter in your game wearing the armor These are the records you basically need to establish a simple "NPC/creature" in skyrim. It might be a fourth tab, the "race", but most of the creatures in this mod uses vanilla races. The NPC however, does not exist as anything else as a record in the mods esp. You won't encounter it in the game unless you spawn it through console using it's Base Id simply because there is no user or referencer that is using this NPC record yet (hereby called user). The users so far in this mod is: "Leveled NPC": (Signature LVLN): The so called LCHARs (leveled character lists) which is responsible to spawn every creature in Skyrim in an immersive way using dedicated spawnpoints. "Cell": (Signature ACHR? This is world reference. A rather static way of placing NPCs in the world. You simply drag your NPC Id into a world cell in creation kit and there and it stays there no matter what level you are. "QUST" Meaning the creature is used in a quest. If the creature has this user, you need to edit the relevant Quest itself. So to the question, how to remove a creature from the game without getting errors in any way? What needs to be done is to remove NPCs record from its users. How to know which user a NPC is referenced in? We'll remove the NPC record with the name spiderironmaiden from its excistence in the world(but keep it's npc data together with armor addon and armor) ----> BACKUP demoniccreature.esp!!! Load Tes5edit: 1. Fire up tes5edit 2. unselect all mods except demoniccreatures.esp, press ok, load or whatever it says and wait until its finished loading. Find your creature (spiderironmaiden): 3. Expand the demoniccreature.esp which is now showing up on the left below it's master esps (window1). Find "non-player character (actor) and expand it. 4 You know see a long list of NPC actors.To simplify searching in tes5edit, click "Name" (almost at the top, still in window1, to the right of FormID and EditorID). This sorts all NPC records by names alphabetical. 5. Locate ur creature and select it (window1). Look for Spiderironmaiden. Find your creatures users: 6. Now look on the right side (window2). See all its data starting with "record healer" at the top, then signature NPC_. The tab selected to show these data is called "view". The view tab is where you can set attributes to your creatures (find this view tab together with several other tabs at the bottom in the window). 7. You don't want to change the creature data, but it's users. we need to change tab from "view" to "referenced By". So look at window2 at the bottom and locate the tab called "referenced By" (to the right of "view") and select it. 8. Now you see all the users of this Spiderironmaiden. It has two users. Both with signature LVLN, so we have two leveled NPC lists. DEMLCharAnimalHills and DEMLCharAnimalForestPredator ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Step 8.1 only relevant for those who want to edit the level for when a creature spawns Step 8.1 If you want to change the level a creature spawns take a break at step 8 at and look carefully through all creature content in the list. Locate the one you want to modify, and simply edit the level field with your desired level input. Also see info about Leveled Character Difficulty Modifier and how it affects the creatures spawning based on level in LCHAR. Remove the NPCs users: 9. We have to remove spiderironmaiden from these two lists. So doubleclick the first, DEMLCharAnimalHills and you will be transported to this list and its content. 10. You now see the leveled list with its EDID-Editor ID DEMLCharAnimalHills, and below, its content: two NPC records and two LVLN records. 11. Locate "Leveled List Entry" just above the DEMspiderironmaiden but below DEMLCharGallimimusADv. OBS!!! NOT "Leveled list Entries" at the far top. That will remove the whole list. 12. Now right click the empty cell to the right of the cell containing "Leveled List Entry". Only if you have rightclicked in the correct location a choice to "remove" this entry will show. Click "yes I'm sure cause I am in fucking charge here". The whole entry containing DEMspiderironmaiden will be gone. There should be one NPC and two LVLN records left in the list. Remove second user: 13 Now spiderironmaiden is removed from one list. Time to do the same with leveled list no2. Go back to step 5, and follow same procedure until step 12. 14 Confirm your edit by again doing step 5, 6, 7 and 8. Check that there is no users left in the "referenced By" tab. The creature is now a ghost in the mod, but you can still spawn it through console since NPC record, Armor addon and armor records are still intact. Save and exit 15 Save (make sure demoniccreature.esp is selected in the pop up box), pres ok and close Tes5edit. Notes: *** NPCs can be listed more than once in a Leveled list. *** sometimes this is easy, sometimes it's a spiderweb of leveled lists integrating each other and you really need to have the tongue in the right position to remove the records correctly. *** Note that NPC may still excist in the world for another 31 in game days. Visiting the world cell before 31 days will reset this counter. Best way to see the effects right away: Find a cabin and sleep for 31 days. Can you add support for Hentai Creatures? I don't use it myself so no. Someone needs to step in. Can you make a MCM with creature toggle? I want it, but I have not the skills to make it. Creatures does not animate in sex animations and I have confirmed the mod is properly installed (by spawning them forexample with console command). See Creature Framework troubleshooting section on this page: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ Can you replace the texture in X with X? You can do this either in outfitstudio (OS) or Nifscope. Search online for tutorial. FREQUENTLY ASKED QUESTIONS CREDITS Spoiler SPECIAL THANKS TO: Ashal - for keeping this site fantastic and making the Sexlab Framework madmansgun - for his work related to Creature Framework and MoreNastCritters SLAL edition factoryclose - for the ABC Skeleton Schlong Rig RebyaAs - for making a detailed handbook with pictures and formids of every creature. Also extensive testing of the versions. Saved me from many patches! LifestoRock - helping me out with technical stuff. LoveNothing - setting up the HDT SMP meshes. MESHES AND TEXTURES More Nasty Critters Slal edition : Penish meshes and textures Animated Beast's Cocks (ABC) for users LE/SE Penish meshes and textures Textures from MonsterRaider (Feminine Argonian Textures (Chameleon and Lizard) https://www.nexusmods.com/skyrim/mods/62574 clawed feet by artifex0 "Argonian Raptor Feet" https://www.nexusmods.com/skyrim/mods/19283 Fairskin textures by Halo https://www.nexusmods.com/skyrim/mods/51602 Bad-dogs-immersive creatures sic addon Bad Dog's immersive creatures - SIC addon: (www.loverslab.com/files/file/1889-bad-dogs-immersive-creatures-sic-addon/) Jackga Elysium Armor: https://steamcommunity.com/sharedfiles/filedetails/?id=550205386 Ninestaka's bikini armor: https://www.nexusmods.com/skyrim/mods/83383 Deer Hooves and Tail by Setribb: https://www.nexusmods.com/skyrim/mods/83524 Leito86 Sexlab strap on Replacers: https://www.loverslab.com/topic/19260-skyrim-strap-ons/ KS Hairdos Renewal by Kalilies :https://www.nexusmods.com/skyrim/mods/68311 Devious Devices Assets by Zadil https://www.loverslab.com/files/file/269-devious-devices-assets/ Race Records from Skyrim underground by AncientKane https://www.nexusmods.com/skyrim/mods/75004 The Eyes of Beauty made by LogRaam https://www.nexusmods.com/skyrim/mods/13722 Amulets of Skyrim made by UNI00SL https://www.nexusmods.com/skyrim/mods/57113 HELP FROM OTHER USERS Razzor69 for contributing with aroused meshes (and converting from SE to LE) Littleman for converting the mod to Skyrim Special Edition bcw81 for script testing and overall bug fixing madmansgun for technically support Nessa for technically support Rickyking01 for testing RebyaAs for creating a handbook with pictures of all creatures (the handbook is located inside the download "Dino free version & documents" LoveNothing - setting up the HDT SMP meshes. BOOKS AND LETTERS v1.7 includes: - 2 letters concerning Goblin-ken written (written by Nessa) (correspondance between Tullius and Commander Maro (Maro's outpost in Dragonbrigde, and Castle Dour, Solitude. - 4 books about new Demonic Creatures: * Reports of Animunculi by Calcemo (location Understone keep) (written by Nessa) * Uncommon Animunculi, v1 by Calcemo (location Understone keep) (written by Nessa) * Drowners: A Sellsword's Guide by Amanda Alleia (Old hrohan Inn, Vilemyr Inn and Sleeping Giant Inn) (written by Nessa) * Bjaergtrolls by Unknown (written by me). Many thanks to Nessa for contributing with these works! CREATURES reuse of assets... If you want to use something just give me a call. Creatures by Outlawer: Apes of Tamirel: https://www.loverslab.com/topic/164037-tamirel-of-ape-baka-abc-henati-creature-addon/ Goblin Slayer inspired creatures https://www.loverslab.com/files/file/15215-sse-goblin-slayer-inspired-goblinsbaka-abc-hc/ Werewolf Scourgebeast: https://www.loverslab.com/files/file/14927-bloodborne-scourge-beast-werewolf-replacer-animal-sos-baka-abc/ MIHAILMODS Wampa https://www.nexusmods.com/skyrim/mods/93711 Hummingbirds https://www.nexusmods.com/skyrim/mods/86335 Grummite Weaponry https://www.nexusmods.com/skyrim/mods/106833 Daedrats and Dusk Panthers- https://www.nexusmods.com/skyrim/mods/90188/ Zombie dogs and Skinned Hounds - https://www.nexusmods.com/skyrim/mods/90151 Lesser Werewolves- https://www.nexusmods.com/skyrim/mods/90251/ Goblins https://www.nexusmods.com/skyrim/mods/93766/ *** Stevierage for dickyfying the mihailgoblins Ogroid https://www.nexusmods.com/skyrim/mods/93985/ Grahl https://www.nexusmods.com/skyrim/mods/100282 Ice Titans- https://www.nexusmods.com/skyrim/mods/91010 Wolves of Cyrodiil - https://www.nexusmods.com/skyrim/mods/87163 and CD PROJEKT RED - for the original wolf model and textures Thri-Kreen Warriors: https://www.nexusmods.com/skyrim/mods/102374 Water hags: https://www.nexusmods.com/skyrim/mods/87210/ Enemy Bats https://www.nexusmods.com/skyrim/mods/88088 Racoons and Skunks https://www.nexusmods.com/skyrim/mods/92865 Squirrels: https://www.nexusmods.com/skyrim/mods/88992/ Durzogs: https://www.nexusmods.com/skyrim/mods/106573 -> schlong made by FiaVoidWolf, check out her Patron! Creatures by Grawi: Bone Dragon: https://www.loverslab.com/files/file/16599-huossadraco/ Gryphon: https://www.loverslab.com/files/file/16825-gryphon-in-skyrim-le-se/ RomeoZero RZ skeletons https://www.loverslab.com/files/file/11612-skeleton-texture-replacer/ This skeleton is used as a base in following creatures: Ancient Skeleton Priest, Daedra Worshipper, Ancient Skeleton, Armored Ancient Skeleton, Molested Zombies, all types of skeleton mummies. RTX Slaugtherfish Retexture by theRagMan: https://www.nexusmods.com/skyrim/mods/6999 Female HDT Zombies, textures from Draugr horrific textures by GrVulture Link: https://www.nexusmods.com/skyrim/mods/74217 Bodymesh from jacques00. Female body physics .xmls + weight painting by Bazinga Rigging it all together: Meme Supreme ; https://www.loverslab.com/topic/81992-hdt-female-draugrs-for-vanilla-and-immersive-creatures/?_fromLogin=1 Female Giants: Model and textures picked up from jacques00 Dwarven Doll and Dwarven Warrior Doll: VICN https://www.nexusmods.com/skyrim/mods/65134 AND AVS MOD "Dwarven Modular Automaton + Automated NPCs 1-2021": https://www.loverslab.com/files/file/8624-dwarven-modular-automaton-automated-npcs/ VICN for feets and hands. AVS for the rest. VICN creatures https://www.nexusmods.com/skyrim/mods/65134 - draugr dog - falmergargoyle - grummites - scamp - snowgoblins - falmersentinels - spidermara - spiderironmaiden - baliwog - littleshoggoth - benthicangler - bloodsuckerfish - dwarvenripper - draugrbrutes - falmerbrutes - trollgargoyle (named as blue and red demon in this mod) - weregargoyle - hunger - Abhorred Demon (Weregargoyle by VICN) - DwarvenRipper by VICN, similiar to Dwarvenmatron but with humanlike torso - Dwarven Wereconstruct by VICN (aka Dwarven Punisher), Dracowarrier for the flame shout. - Little Centurion by VICN - Dwarven Empress by VICN - Dwarven movable dildo aka "Eggman" by VICN - Dwemer Smasher by VICN - Dwemer Worker by VICN - Dwarven Ripper by VICN - Burned Skeleton / red skeleton devil by VICN - Bone lord by VICN - Demon Horse by VICN - Ash Demon and Skeleton Devil (little skeletons) by VICN - Skeleton Doombringer and Skeleton Conjurer by VICN (human skeleton) - Dwarven Worm - HorshoeCrab - Crawler - Necro Spider - Flesh Grinder - Falmer Riders (boarriekling type) Vargr Dog by viltuska https://www.nexusmods.com/skyrim/mods/60613/ OpusGlass on the Nexus: Wendigo & howlers: https://www.nexusmods.com/skyrim/mods/90096 (opusGlass), LorSakyamuni, and CD Projekt Red. File credits: CD Projekt Red for the original creatures in The Witcher 3.LorSakyamuni for porting some of the TW3 assets used.RustyShackleford for lore consultation. Daedroth (Beasts of Oblivion - Daedroth) by DracoWarrior729: https://www.nexusmods.com/skyrim/mods/101128 Ogrim: Yogesh for the mesh. Jboyd4 for the rigging minermanb for the implementation DEGONIANS: 4017jman https://www.nexusmods.com/skyrim/mods/72202 New Creatures (several used) by Robobirdie: https://www.nexusmods.com/skyrim/mods/94833 Tano and DB9S resources (https://www.nexusmods.com/skyrim/mods/95553/?) JACKGA - shivering bishop - arachne, arachnecold and daedra spider - sentinel sithis CREATURE RESOURCES FILE 49682 by GendunDrup on skyrim nexus (https://www.nexusmods.com/skyrim/mods/49682/) - ancient troll (green, but same as STRIGA) CD Projekt Red (The Witcher, The Witcher 2) - Panther frankthefish - Leopard, Lion, Lioness, Scar, Tiger, Panther - black rat - Rabbits (chaidutch, darkgray and white. Assets picked up from Gendunrups collection) Other Creatures / Assets / Textures/ altered by me but originally created by others: Ghoul rieklings and Ghoul doggies: Design mesh and texture: CD PROJEKT RED. Port to nif by LorSakyamuni. Upgraded textures by me. Schlong on doggies picked up from Loverslab but I can't recall which one Goblin Berserkers: Picked up mesh and base textures from coderestricted. Werehog: Original creator: https://sketchfab.com/3d-models/pigman-f7597d3af7224f7e890710ac27d4d597 Schlong rig with textures by Mavixtious Bjaergtroll Original mesh and textures picked up from https://twitter.com/JucyPook. Remodeled by my. Blanket Scarf made by KeungKeung -> https://www.nexusmods.com/skyrim/mods/77614 Ogre and Servant of Malacath: Mavixtious (<- check his twitter!NSFW!) https://smutba.se/project/31194/, dick by Likkez https://smutba.se/project/31155/ Wearing Exposed Armors - Orcish Plate by Av1dPup1l https://www.nexusmods.com/skyrim/mods/29906 Wearing Orc Armor texture: aMidianBorn Orcish Armor by CaBaL120 https://www.nexusmods.com/skyrim/mods/29831?tab=description Ogre Eye texture: The eyes of Beauty by LogRaam https://www.nexusmods.com/skyrim/mods/13722 Wearing Uruk Hai Helmet: Uruk-Hai Armor by Mandarinn https://www.nexusmods.com/skyrim/mods/28793 Drowner Skulker aka "underwater drowner": https://www.nexusmods.com/skyrim/mods/76524?tab=description (LorSakyamuni) Design mesh and texture: CD PROJEKT RED. Port to nif by LorSakyamuni. Ancient Tree Guardian - spriggan model and texture by Bethesda. Schlong model with textures made by Aradia and comes from this post: https://www.loverslab.com/topic/8441-blender-lingerie-armor/?do=findComment&comment=2030497 Leviathan: Original model made by cvbTruong: https://www.turbosquid.com/3d-models/3d-deep-sea-creature-rig-model-1182122 Magic Mushroom: Original model and textures made by Aradia can be found at https://www.loverslab.com/topic/8441-blender-lingerie-armor/?do=findComment& Silver Demon: Original model and texture made by FigureSculptor https://smutba.se/project/24/. Hair from KS Hairdos. Armor is Jackga Elysium Mama armor https://steamcommunity.com/sharedfiles/filedetails/?id=550205386 Draugr Witches: Hairs: KS Hairdo. Armors: ChaPi Armor Collection Amulets of Skyrim https://www.nexusmods.com/skyrim/mods/5711 Dwarven Minion: VICN for meshes. Dwarven Skeleton Warrior: Arms and legs from VICN. Rest of assets from AVS Cyborg Collection Mod. Firebolt Weapon from Morenastycritters Mod. Zombie Doberman: Model and Mesh picked up from here: https://no.pinterest.com/pin/424464333606098032/ Eyes reworked from the Eyes of Beauty mod Crippled Skeletons: VICN for model. Romezero for textures. Rusty armor from CD PROJECT RED. Many thanks for them being permissive with their assets. Draugr Bonebreakers: Reworked vanilla Solstheim Draugr. Feral Werehounds: Models and textures from CD PROJECT RED. Many thanks for them being permissive with their assets. LorSakyamuni for the port work. Both hounds uses default installed eye textures from Bakafactory ABC mod Sound: Picked up from https://mixkit.co/free-sound-effects/ Draugr Caretakers: Armors: Furb's Thieves Guild and Nightingale Replacers-87021-1-1 by "deleted6973877" https://www.nexusmods.com/skyrim/mods/87021 Ancient Draugr Armor by DeserterX https://www.nexusmods.com/skyrim/mods/54423 Textures: Horrific Draugr Texture by grvulture https://www.nexusmods.com/skyrim/mods/74217 Mountain Lion, Leopard and Spotted Snow Senche-Leopard: LorSakyamuni for the port work. Models and textures from CD PROJECT RED. Many thanks for them being permissive with their assets. Eye textures picked up from "Eyes of Beauty" Dragon Cult Guard: Romezero for Skeleton mesh and texture. Armor from Gothic Plate Armor by Toasty Fresh https://www.nexusmods.com/skyrim/mods/83507 (Credits for model and textures on gothic armor: CD Projekt Red. Thanks to them for allowing modders to use their assets. Weapons from: Runed Nord Hero Weapons prepared by thewingedloke: https://www.nexusmods.com/skyrim/mods/2525 Drowners (Drowner, Dead, Skulker and Mucknixer) CD Projekt Red (The Witcher, The Witcher 2). Many thanks for them being permissive with their assets. LorSakyamuni for the port work. Texture enhancement & New Draugr Rig by me. Misc: www.gamebanshee.com for the high resolution map Toads and Frogs: LorSakyamuni for the Toads in the mod https://www.nexusmods.com/skyrim/mods/76524/? Rigged by SpikeDragonLord and jboyd4 in the mod Beasts of Tamriel https://www.nexusmods.com/skyrim/mods/76203/? Retexture by Cansu -> https://www.nexusmods.com/skyrim/mods/81383 Werelions by SpikeDragonLord and jboyd4 in the mod Beasts of Tamriel https://www.nexusmods.com/skyrim/mods/76203/? Ghostmother: some textures from Billyy link (and clothingtextures is custom) :https://www.nexusmods.com/skyrim/mods/57691 Hair by KS Hairdos Renewal (see link in the meshes and texture credit section Warzog: Durzog by Mr Siika. Textures by Corepc and Jdfan. Rigging and Enhanced Texture details by me. Goblin Warzog Riders: Durzog by Mr Siik. Textures by Corepc and Jdfan. Rigging and Enhanced Texture details by me. Goblin: Goblin mesh and texture from Outlawer Goblin Slayer inspired creatures https://www.loverslab.com/files/file/15215-sse-goblin-slayer-inspired-goblinsbaka-abc-hc/ Rigging together by me. Warzog Schlong made by FiaVoidWolf, check out her Patron! Critter fairies: MyBugs... NSFW Moths and Butterflies 1.2.0 Psycho_Bill https://www.loverslab.com/files/file/12710-mybugs-nsfw-moths-and-butterflies/ and g123e's Random Retextures ---> https://www.loverslab.com/files/file/14222-random-retextures/ Apex Werewolf aka "Werewolf Elite" made by Zerofrost-> https://www.nexusmods.com/skyrim/mods/36497 4thUnknown Clannfears https://www.nexusmods.com/skyrim/mods/103306 Welvas https://www.nexusmods.com/skyrim/mods/105807 Scamps https://www.nexusmods.com/skyrim/mods/106309 Ogrims https://www.nexusmods.com/skyrim/mods/106252 Daedroths https://www.nexusmods.com/skyrim/mods/106399 Scrib and Kwama Forager: https://www.nexusmods.com/skyrim/mods/104195 If I forgot someone, please notfiy me. SHOWCASES (NSFW) Submitter Thor2000 Submitted 03/22/2023 Category Adult Mods Requirements sexlab, more nasty critters SLAL edition, Animated Beast's Cocks (ABC) For users SE Regular Edition Compatible No Install Instructions
Papersword Posted March 22, 2023 Posted March 22, 2023 I was working on a naming patch for 1.6, just a small thing to adjust a few spellings, rearrange a few words, and bring some of the names inline with vanilla grammar. I've updated it to 1.7. I think there is a couple creatures still named zombie instead of draugr that I might want to change, but I'm not sure what they look like just based on the records in xEdit. There are a few creatures that definitely should be named zombie so I'm hesitant to rename them all. Anyways, if anyone is interested: Demonic Creatures Name Patch.esp
zer02 Posted March 22, 2023 Posted March 22, 2023 UP TO DATE Special Edition for DC v1.6 ONLY (works even if not updated for v1.7) HDT SMP meshes made by LoveNothing: https://www.loverslab.com/topic/157559-demonic-creatures-mod-version-v16-lese-patch-161/?do=findComment&comment=3767062 EMPTY there is nothing on the link, only the comment itself
Guest Posted March 22, 2023 Posted March 22, 2023 1 hour ago, zer02 said: UP TO DATE Special Edition for DC v1.6 ONLY (works even if not updated for v1.7) HDT SMP meshes made by LoveNothing: https://www.loverslab.com/topic/157559-demonic-creatures-mod-version-v16-lese-patch-161/?do=findComment&comment=3767062 I guess I linked a post that again linked another post with the files. You kind of had to click the heading of it to get to the files. I've corrected link now so you now get directed to the correct post.
Guest Posted March 22, 2023 Posted March 22, 2023 2 hours ago, Papersword said: I was working on a naming patch for 1.6, just a small thing to adjust a few spellings, rearrange a few words, and bring some of the names inline with vanilla grammar. I've updated it to 1.7. I think there is a couple creatures still named zombie instead of draugr that I might want to change, but I'm not sure what they look like just based on the records in xEdit. There are a few creatures that definitely should be named zombie so I'm hesitant to rename them all. Anyways, if anyone is interested: Demonic Creatures Name Patch.esp I might take a look at those and incorporate them. I looked at briefly and many of them makes sense.
Nessa Posted March 23, 2023 Posted March 23, 2023 Really like the new patrol stuff. (Well I think it's new. I'm not even sure what version I was on before!) ?
Papersword Posted March 23, 2023 Posted March 23, 2023 8 hours ago, Thor2000 said: I might take a look at those and incorporate them. I looked at briefly and many of them makes sense. Thanks for having a look! I tried to stay true to your original names as much as possible.
Guest Posted March 23, 2023 Posted March 23, 2023 6 hours ago, Nessa said: Really like the new patrol stuff. (Well I think it's new. I'm not even sure what version I was on before!) ? Well I don't have clue for sure ?. It has been additions all the way I guess.
Guest Posted March 23, 2023 Posted March 23, 2023 I uploaded patch v1.71. Basically it fixes some missing textures on Warzogs (goblinriders), missing textures on one drowner, and several other minor stuff. I didn't change form id on the esp this time. I doubt it matters, but if someone insists I'll include a converted esp if I get one ?
NoppaiKohai Posted March 24, 2023 Posted March 24, 2023 On 3/22/2023 at 5:59 AM, Thor2000 said: No active picture libary thanks to the wonderful Clickasnap site. What does this mean? I don't see a link to the clickasnap list anywhere
bredaturk Posted March 25, 2023 Posted March 25, 2023 everything is good, nice, very nice but MCM is a condition.
yanakontoll Posted March 28, 2023 Posted March 28, 2023 can i use it wo SEXLAB? also, if im not mistaken, the tending the flame bug still happens? and the other already fixed?
Guest Posted March 29, 2023 Posted March 29, 2023 12 hours ago, yanakontoll said: can i use it wo SEXLAB? also, if im not mistaken, the tending the flame bug still happens? and the other already fixed? If wo means without, then not this version no. Then you must install this one, but remember to include a patch inside if you don't use sexlab: https://www.loverslab.com/files/file/21907-se-demonic-creatures-v16-safe-for-work-edition/ About the quests. I have not one single time encountered a error in any of those places. It seems that a few still does. I don't know why some experience it, while some don't. Could be a mod conflict with another mod.
yanakontoll Posted March 29, 2023 Posted March 29, 2023 5 hours ago, Thor2000 said: If wo means without, then not this version no. Then you must install this one, but remember to include a patch inside if you don't use sexlab: https://www.loverslab.com/files/file/21907-se-demonic-creatures-v16-safe-for-work-edition/ About the quests. I have not one single time encountered a error in any of those places. It seems that a few still does. I don't know why some experience it, while some don't. Could be a mod conflict with another mod. i read the desc twice, but i still cant find the point of using SL? does it have animation or something? or just requirement for another mod that you use in this mod? i dont want the sfw ver tho, kinda off the point when visiting site like this
Guest Posted March 29, 2023 Posted March 29, 2023 1 hour ago, yanakontoll said: i read the desc twice, but i still cant find the point of using SL? does it have animation or something? or just requirement for another mod that you use in this mod? i dont want the sfw ver tho, kinda off the point when visiting site like this This mod requires Creatureframework and its dependencies to work. Creatureframework requires Sexlab among other mods.
FireSplitter Posted March 30, 2023 Posted March 30, 2023 Hello, firstly, thank you for a very nice mod. I have been using it for some time and I found a minor incompatibility with Content Consumer's Alternate Starts (CCAS). In one of it's starts, Chaurus Egg Breeder, you are starting in Chillwind Depths. The issue is, that there are now creatures added by your mod which are aggressive towards PC, so the alternate start will not work as intended. I don't know if you want/can do anything about it or just mention in the description that this is the case. I just wanted to let you know.
Guest Posted March 31, 2023 Posted March 31, 2023 13 hours ago, FireSplitter said: Hello, firstly, thank you for a very nice mod. I have been using it for some time and I found a minor incompatibility with Content Consumer's Alternate Starts (CCAS). In one of it's starts, Chaurus Egg Breeder, you are starting in Chillwind Depths. The issue is, that there are now creatures added by your mod which are aggressive towards PC, so the alternate start will not work as intended. I don't know if you want/can do anything about it or just mention in the description that this is the case. I just wanted to let you know. I'll mentioned it on the first page. Thanks!
darius666666 Posted March 31, 2023 Posted March 31, 2023 are dinosaurs in this mod not supposed to have junk? if yes is there any possibility to add it for them?
Guest Posted April 1, 2023 Posted April 1, 2023 18 hours ago, darius666666 said: are dinosaurs in this mod not supposed to have junk? if yes is there any possibility to add it for them? I never really cared for them. But it's a quick fix to just mount something on them
Santosky Posted April 1, 2023 Posted April 1, 2023 (edited) Hello, could I have a few secs of your time ? Dummy question perhaps, but basically I installed it, the creatures added by the collection are shown in the Creature Framework list and appear in the game, but no animations start. I have More Nasty Critters Special Edition and everything, however, on the front page for this collection under requirements it says : ''More Nasty Critters SLAL Edition'', I don't have that since it says on it's page that it's not Skyrim Special Edition compatible, so instead I have the ''More Nasty Critters for Skyrim Special Edition'' instead of SLAL one. Could that be the issue you think ? I have sexlab, anim loader, more nasty critters, ABC etc all working fine. Thx. Edited April 1, 2023 by Santosky
Attenater Posted April 1, 2023 Posted April 1, 2023 (edited) Hey man, i updated from 1.6SE to 1.7SE but none of the new creatures want to register in CF. I tried uninstalling/reregistering CF, saving and reregistering but none of it seems to work. In puppeteer, CF recognizes the race properly but Skin is UNKNOWN and Active mod is NONE. Same happens if i start a new game, old creatures register just fine but the new ones dont. Do you have any other ideas? I think i see the issue, your upgradeto1.7fromv1.62 archives for both le and se dont come with creatures.d folder, from what i understand this is the folder that tells CF what to do with the creatures, so since it didnt get updated, cf doesnt have any info about the new creatures. Its present in the full download but not in the upgrade archive. Edited April 1, 2023 by Attenater
Guest Posted April 2, 2023 Posted April 2, 2023 19 hours ago, Santosky said: Hello, could I have a few secs of your time ? Dummy question perhaps, but basically I installed it, the creatures added by the collection are shown in the Creature Framework list and appear in the game, but no animations start. I have More Nasty Critters Special Edition and everything, however, on the front page for this collection under requirements it says : ''More Nasty Critters SLAL Edition'', I don't have that since it says on it's page that it's not Skyrim Special Edition compatible, so instead I have the ''More Nasty Critters for Skyrim Special Edition'' instead of SLAL one. Could that be the issue you think ? I have sexlab, anim loader, more nasty critters, ABC etc all working fine. Thx. I doubt that is the issue. Did you choose the full download of v1.7 or just the upgrade from v1.6 to v1.7? See what Attenater writes in the post after you. I may have screwed up. This is only valid for the new creatures of v1.7. 18 hours ago, Attenater said: Hey man, i updated from 1.6SE to 1.7SE but none of the new creatures want to register in CF. I tried uninstalling/reregistering CF, saving and reregistering but none of it seems to work. In puppeteer, CF recognizes the race properly but Skin is UNKNOWN and Active mod is NONE. Same happens if i start a new game, old creatures register just fine but the new ones dont. Do you have any other ideas? I think i see the issue, your upgradeto1.7fromv1.62 archives for both le and se dont come with creatures.d folder, from what i understand this is the folder that tells CF what to do with the creatures, so since it didnt get updated, cf doesnt have any info about the new creatures. Its present in the full download but not in the upgrade archive. Thanks for the troubleshooting. It is likely I forgot those updated json files in the upgrade download. I'll check it out and issue a patch.
Guest Posted April 2, 2023 Posted April 2, 2023 Allright I've updated the file "upgrade from v1.62 to v1.7" with new json files. AND Issued a new patch v1.72 for just because of these missing json files (the patch also inlcudes v.71 in case you wondered).
Attenater Posted April 2, 2023 Posted April 2, 2023 20 hours ago, Santosky said: Hello, could I have a few secs of your time ? Dummy question perhaps, but basically I installed it, the creatures added by the collection are shown in the Creature Framework list and appear in the game, but no animations start. I have More Nasty Critters Special Edition and everything, however, on the front page for this collection under requirements it says : ''More Nasty Critters SLAL Edition'', I don't have that since it says on it's page that it's not Skyrim Special Edition compatible, so instead I have the ''More Nasty Critters for Skyrim Special Edition'' instead of SLAL one. Could that be the issue you think ? I have sexlab, anim loader, more nasty critters, ABC etc all working fine. Thx. Do you have Creatures enabled in Sexlab settings? Are creature animations registered? If you installed this It still requires SLAL to register all the creature animations I also recommend Billy's and Baka's creature animations packs, they also require SLAL registration and cover most of the creatures DC adds https://www.loverslab.com/files/file/6707-bakafactorys-slal-animation-le-sse/ https://www.loverslab.com/files/file/3999-billyys-slal-animations-2023-4-1/ For Billy, make sure you download the SE version For Baka, the main download contains both LE and SE versions
not a BT shirt Posted April 2, 2023 Posted April 2, 2023 2 hours ago, Thor2000 said: Allright I've updated the file "upgrade from v1.62 to v1.7" with new json files. AND Issued a new patch v1.72 for just because of these missing json files (the patch also inlcudes v.71 in case you wondered). Windows defender claims that this file has a virus in it
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