Guest Posted April 20, 2024 Posted April 20, 2024 5 minutes ago, Lycan1 said: I still got the problem. I created a new save and disabled all werewolf race in SOS, and disabled all schlongs for werewolves in CF. any more ideas? here's a picture of my problem. I disabled all werewolf race from SOS (I did all but just posted one), and disabled all from CF. If you unticked the werewolf race from all the three different schlong types in the SOS mcm (each schlong addon have one tab in the sos mcm menu) then I'm out of suggestions 🫤 I'd be searching for werewolf mods first and try disable them.
Lycan1 Posted April 20, 2024 Posted April 20, 2024 3 hours ago, Thor2000 said: If you unticked the werewolf race from all the three different schlong types in the SOS mcm (each schlong addon have one tab in the sos mcm menu) then I'm out of suggestions 🫤 I'd be searching for werewolf mods first and try disable them. "(Each schlong addon have one tab in the sos mcm menu)" - I'm almost positive those settings eluded me but I have no idea were those settings are. Is it somewhere special?
Roarc Posted April 20, 2024 Posted April 20, 2024 (edited) 24 minutes ago, Lycan1 said: "(Each schlong addon have one tab in the sos mcm menu)" - I'm almost positive those settings eluded me but I have no idea were those settings are. Is it somewhere special? They're called VectorPlaxus Smurf, Average, and Muscular. They were from the SOS installation if you chose all three. Scroll down on the SOS MCM Menu and search for those Could also try to re-register in CF Menu. If you don't have those installed, and/or you disabled them there too, then it's definitely a mod you have that's adding a mesh to the werewolves. I'd try to search your game folder in Data/meshes and search for anything with werewolf in the name, then check the mesh in nifskope This program is perfect for that kind of thing Everything - voidtools. Much better than default windows search Edited April 20, 2024 by Roarc
Guest Posted April 20, 2024 Posted April 20, 2024 (edited) 1 hour ago, Lycan1 said: "(Each schlong addon have one tab in the sos mcm menu)" - I'm almost positive those settings eluded me but I have no idea were those settings are. Is it somewhere special? Well I see one of them, "Smurf Average" , in the screeny of the main tab of the SOS mcm. Aren't the two others that Roarc named longer down in the list? I'd provide you with screenshots but I'm not near my computers. EDIT: Assuming you have full the version of SOS installed. You have long list in your sos mcm by the way. I only have like 4-5 tabs. Edited April 20, 2024 by Thor2000
Lycan1 Posted April 20, 2024 Posted April 20, 2024 I found a folder messing with it. its in meshes/actors/werewolfbeast should I tamper with it?
Lycan1 Posted April 20, 2024 Posted April 20, 2024 its all in meshes/actors/werewolfbeast/characterassest and character file. I noticed once I reinstalled everything iwerewolfbeastall work fine but regular werewolves don't have junk do I need a mod like hdt werewolf for the penis
Roarc Posted April 20, 2024 Posted April 20, 2024 1 hour ago, Lycan1 said: its all in meshes/actors/werewolfbeast/characterassest and character file. I noticed once I reinstalled everything iwerewolfbeastall work fine but regular werewolves don't have junk do I need a mod like hdt werewolf for the penis If there's no more double schlong problem, you can just turn back on the meshes in the Creature Framework MCM for regular werewolves. You have a lot of modded variants of werewolves so you'll probably have to test to see if they all have double penises again. Though I doubt it if you don't enable the mesh in CF.
Lycan1 Posted April 21, 2024 Posted April 21, 2024 yeah. I'm not sure I'll be able to I found the exact file that causes me problems but when I delete and start a new game it crashes on loading a werewolf race character
Lycan1 Posted April 21, 2024 Posted April 21, 2024 I fixed the issue it was just the body file from character assets. Thank you guys for your help I appreciate it.
Guest Posted April 22, 2024 Posted April 22, 2024 On 4/20/2024 at 3:49 AM, Doom.lord16 said: Makes sense~ personally i think for the real big minotaur vibe, giant could work. Especially with the normally "primal" vibe giant animations have. I'd suggest draugr or falmer but... their short height would clash with the minotaur size vibe. I've thought of giant. It's one alternative. It's just that I feel it would be so slow in motion and battle. I want the minotaur to be larger than draugrs, but smaller than giants. It should be faster and more agile than all of them. I could take a look at the vampire lord and/or gargoyle too. It doesn't solve the weapon issue unless I create some gauntlets with attached swords or something.
Roarc Posted April 22, 2024 Posted April 22, 2024 4 hours ago, Thor2000 said: I've thought of giant. It's one alternative. It's just that I feel it would be so slow in motion and battle. I want the minotaur to be larger than draugrs, but smaller than giants. It should be faster and more agile than all of them. I could take a look at the vampire lord and/or gargoyle too. It doesn't solve the weapon issue unless I create some gauntlets with attached swords or something. I think trolls could work; they're larger than draugrs, plenty of good animations but can't really hold weapons so gauntlets are the next best thing.
Doom.lord16 Posted April 23, 2024 Posted April 23, 2024 (edited) yeah honestly if the mino is to be rigged, its skeleton/animation set would have to be useable. Gargoyle is very... stunted? Much like falmer in that regard. Troll is hunched too and smaller than you'd expect. Sadly the main issue with making something like this while still wanting anims to work is uh... anims need to be made for them. With draugr for example you have to downsize the minotaur to make them work, which defeats part of the point. Anyways lol rambling a bit, giant is probably the best for traditional minotaur vibes. (its my issue with the existing minotaur in demonic creatures, how its taller and thats good, but due to the skeleton being a draugr animations don't fit right) (Theoretically you could alter the minotaurs so they are faster and their attack speed is higher, but lower the damage so its not quite giant OP?) Edited April 23, 2024 by Doom.lord16
Gugu_Grea Posted April 25, 2024 Posted April 25, 2024 I have question about rigging humanoids using human animation. I did notice that mihail goblin , less deadroth and hellknight conjure are using human animation, I try to make my own version of some humanoids to do the same thing(there is a lot more good human animations compare to any creature.). The first problem I have is I copy SOS bone weight to creature penis mesh, in game it will be a stiff bar (stretched too long) and not able to adjust angle with "C" key. I using the body slide set the human reference skeleton. any possible solution for this? Thank you for your hard work again.
razzor69 Posted April 25, 2024 Posted April 25, 2024 There are some of old assets from nexus, you might take a look for future content https://www.nexusmods.com/skyrimspecialedition/mods/43402 https://www.nexusmods.com/skyrimspecialedition/mods/43274
Guest Posted April 25, 2024 Posted April 25, 2024 (edited) 5 hours ago, xiaogangcha said: I have question about rigging humanoids using human animation. I did notice that mihail goblin , less deadroth and hellknight conjure are using human animation, I try to make my own version of some humanoids to do the same thing(there is a lot more good human animations compare to any creature.). The first problem I have is I copy SOS bone weight to creature penis mesh, in game it will be a stiff bar (stretched too long) and not able to adjust angle with "C" key. I using the body slide set the human reference skeleton. any possible solution for this? Thank you for your hard work again. Well I didn't really venture into SOS creatures and human rigging. None of the human creatures in demonic creatures has a 100% working SOS schlong. I did once attach a schlong to the reddish sanguine girl and that worked as a SOS schlong, bendable and everything. I can't recall what I did back then and tell you, but it's probably not hard to do this. I suggest you look at a futa follower to see how that one is set up. Because it's basically the same you want to do. Edited April 25, 2024 by Thor2000
Guest Posted April 25, 2024 Posted April 25, 2024 Many of these creatures have schlongs. Is there any really good modifciation that can allow to do battle sex instead of killing my character by these creatures?
combine_47 Posted April 26, 2024 Posted April 26, 2024 Please tell when should we wait for next version of your mod? In a month, two months, or six months? At least approximately
Omnishade Posted April 26, 2024 Posted April 26, 2024 (edited) The Grummite Patrol in the swamps seem to be travelling a bit too far north, since they were suddenly outside Katla's farm and fighting with the guards and other NPCs. A big waste of a potential sexual encounter. If you could be so kind to tell me how to find it in the CK I can try to fix it myself. They probably need a smaller patrol area, because I play with Requiem that increases the aggro range for hostile NPCs. Edited April 26, 2024 by RoninDog
Bigglsby Posted April 26, 2024 Posted April 26, 2024 On 4/25/2024 at 6:33 AM, supersobaka said: Many of these creatures have schlongs. Is there any really good modifciation that can allow to do battle sex instead of killing my character by these creatures? Almost all of the creatures added in this mod are available for Sexlab "interactions". :) Critter stuff (hummingbirds/geese/mushrooms etc) aren't. They are broadly lumped into their skeletal parents. Example: Skaven/goblins are based on and use Riekling animations. So defeat mods will react correspondingly with scenes as expected - assuming you have appropriate animations, and have set everything up in creature framework and the like.
Guest Posted April 27, 2024 Posted April 27, 2024 11 hours ago, combine_47 said: Please tell when should we wait for next version of your mod? In a month, two months, or six months? At least approximately Hard to say. It's basically just one new creature for next version and that's the minotaur. I've found a basemodel and started sculpting in blender. But it's 200 hour project. My goal is to get it done before summer. 8 hours ago, RoninDog said: The Grummite Patrol in the swamps seem to be travelling a bit too far north, since they were suddenly outside Katla's farm and fighting with the guards and other NPCs. A big waste of a potential sexual encounter. If you could be so kind to tell me how to find it in the CK I can try to fix it myself. They probably need a smaller patrol area, because I play with Requiem that increases the aggro range for hostile NPCs. This is not an issue on LE. A few people on SE, including myself, have reported it. It's not anything wrong with the patrol area. All travel markers are deep inside the swamps far away from settlements and south of fjord surrounding solitude docks. It could be an navmesh error. NPC do drop down like this if they get stuck somewhere. I'll see if I can move one of the patrol locations that bring them closest to the settlements. Do you have JK's Skyrim installed?
Omnishade Posted April 27, 2024 Posted April 27, 2024 4 hours ago, Thor2000 said: Hard to say. It's basically just one new creature for next version and that's the minotaur. I've found a basemodel and started sculpting in blender. But it's 200 hour project. My goal is to get it done before summer. This is not an issue on LE. A few people on SE, including myself, have reported it. It's not anything wrong with the patrol area. All travel markers are deep inside the swamps far away from settlements and south of fjord surrounding solitude docks. It could be an navmesh error. NPC do drop down like this if they get stuck somewhere. I'll see if I can move one of the patrol locations that bring them closest to the settlements. Do you have JK's Skyrim installed? Yes, why?
Guest Posted April 27, 2024 Posted April 27, 2024 (edited) 2 hours ago, RoninDog said: Yes, why? Cause all the users that have reported Grummites near Katla's farm have JK's installed. Me as well. I haven't looked JK's mod regarding this issue to find out if and how it interfers. So therefore I can't say for sure it's a mod conflict. Might have to take a peak at JK's and see if it alters any cells nearby the grummite travel markers. I honestly believe that if everyone had the grummite issue, this thread would be full of reports about it. Afterall, Katla has pretty big tits. But there has been just 4 persons including me and you so far. I should mention that the grummites gets too close morthal at the northern walls as well. Edited April 27, 2024 by Thor2000
Guest Posted April 28, 2024 Posted April 28, 2024 On 4/27/2024 at 2:32 AM, Bigglsby said: Almost all of the creatures added in this mod are available for Sexlab "interactions". Critter stuff (hummingbirds/geese/mushrooms etc) aren't. They are broadly lumped into their skeletal parents. Example: Skaven/goblins are based on and use Riekling animations. So defeat mods will react correspondingly with scenes as expected - assuming you have appropriate animations, and have set everything up in creature framework and the like. Yeah, but I mean what exactly defeated mods I can use? What are their names, the best ones working at this moment?
Bigglsby Posted April 28, 2024 Posted April 28, 2024 40 minutes ago, supersobaka said: Yeah, but I mean what exactly defeated mods I can use? What are their names, the best ones working at this moment? Gotcha. I don't know of any that specifically DON'T work, but Naked Defeat has explicit compatibility (what that means/adds I don't know). I've used quite a few different defeat mods, and haven't had anything not work as intended (aside from normal defeat mod issues). I'm currently playing around with Bane's defeat, as the most up-to-date and patched defeat version. Seems to be working well. But Baka Defeat, Naked Defeat, Acheron/Yamete Kudesai have also worked in my experience. So feel free to go with what works best in your playstyle.
Omnishade Posted April 29, 2024 Posted April 29, 2024 I ran into another issue. After updating from v1.7 the grummites are invisible. I haven't tested with other creatures yet, so I don't know the extent of the issue.
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