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Why is this follower mod using Falmer animations for sex?


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Posted

Hello everyone, I've been trying to use a Breton goblin follower that seems to not use human animations only when sex is started.
It uses a custom race and every time I try to start a sex animation with it the Falmer animations are used instead.
I was wondering if it was possible to adjust the animation this character used 
the mod in question is this one btw https://www.nexusmods.com/skyrim/mods/100649

 

After making a new save file and using only sexlab and the goblin mod in question I've come to find out that it worked just fine.
I think that some of my mods are conflicting with it.

As you can see from the pic below the sexlab creature mod plus the Skyrim immersive creatures mod (https://www.nexusmods.com/skyrim/mods/24913?tab=files) use their own Goblin race (_00GoblinRace) I think those are used from sexlab and handled specifically as creatures as the Skyrim immersive creature mod uses normal goblins that use Falmer animations when sexed with.


After loading the follower mod and Skyrim immersive creatures in the CK I noticed how similar the Editor IDs were

So yeah, I thought the reason sexlab is using Falmer animations was that it read the editor ID of the follower mod and sexlab flagged it as a creature, not really sure how to make both work or what to touch if that's the case

honestly i'm just climbing on mirrors at this point

 

image.png.e3ec6a1b407b694b81375e84b875fab7.png

 

Some help for the troubleshooting would be appreciated.

Posted

change the editor id name to something else, "GoblinRace" is registered as a Falmer in MNC because there is another mod that uses that exact name for a race.

 

use xedit to change it, not the creation kit.

Posted
45 minutes ago, MadMansGun said:

change the editor id name to something else, "GoblinRace" is registered as a Falmer in MNC because there is another mod that uses that exact name for a race.

 

use xedit to change it, not the creation kit.

It worked, thank you!

 

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