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Creature Schlongs Not Appearing


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Posted

Hello, I finally finalized my load order without fully checking creature animations, and they currently appear but no one has a dick so it's just dry humping. Everything else related to the creature stuff works fine except for the cocks appearing. I was wondering if there was something glaring I am missing, I made sure to set the creature arousal threshold in Creature Framework to 0 to see if that triggered cocks but didn't see any, but I am unsure of what steps to take or what to look for to fully check if it is just user error. I also wonder if the Bash Patch is an issue as I kind of just did all the default options. I appreciate any help or even just advice on stuff to double check. I have all of the MNCS mods at the bottom of my left panel in MO2 as well so the meshes should be overriding everything else.

Exported Load Order.txt

Posted (edited)

Plugin load order has little to do with an issue like this. You'd have better luck with the actual mod load order.

  1. Start the game.
  2. Find a creature having issues.
  3. Open the console and select it.
  4. inv
  5. Make a list of all items in its inventory, worn or not.
  6. Note down the refrence id. If you have More Informative Console, also grab the form id as well as the race editor id or form id.
  7. Check the creatures.d directory. Use the data tab in MO2 to explore it, or open Explorer++ and browse to it for a more Windows -like experience.
  8. Make sure it contains the files you'd expect to see, such as MNC's json files.
  9. Find the race of your sample creature in these files, search by relative (meaning without plugin index) form id. Use xEdit if you need to find information about the race of your sample creature and didn't get it from MIC.
  10. Find the arousedArmor entry associated with your creature.
  11. Open this form id in xEdit and find its associated ARMA records.
  12. Inspect these ARMA records and make a list of all meshes assigned to them.
  13. Make sure these meshes exist.
Edited by traison
Posted
3 hours ago, traison said:

Plugin load order has little to do with an issue like this. You'd have better luck with the actual mod load order.

  1. Start the game.
  2. Find a creature having issues.
  3. Open the console and select it.
  4. inv
  5. Make a list of all items in its inventory, worn or not.
  6. Note down the refrence id. If you have More Informative Console, also grab the form id as well as the race editor id or form id.
  7. Check the creatures.d directory. Use the data tab in MO2 to explore it, or open Explorer++ and browse to it for a more Windows -like experience.
  8. Make sure it contains the files you'd expect to see, such as MNC's json files.
  9. Find the race of your sample creature in these files, search by relative (meaning without plugin index) form id. Use xEdit if you need to find information about the race of your sample creature and didn't get it from MIC.
  10. Find the arousedArmor entry associated with your creature.
  11. Open this form id in xEdit and find its associated ARMA records.
  12. Inspect these ARMA records and make a list of all meshes assigned to them.
  13. Make sure these meshes exist.

Alright, so steps 1 - 5 were tested on a draugr, as this is the second thing I noticed after a tundra spider had issues, and the inv only has a battle axe. Step 7 - 9, I seem to have all of those files in that directory and see Draugr in there as well, but in the console the two ids I got for that draugr were a ref and base id and neither of those numbers line up with the info presented under the draugr, but the json does point towards a mesh to check, but when I look into Xedit I can find armors labled *creature*hard but the aroused armor doesn't seem to use the ids or something. In the file I see "__formData|MoreNastyCritters.esp|0x2303" for the aroused armor of Draugr 4, but searching all of that or even just 0x2303 doesn't bring up any results in Xedit... but I am unsure of what to do with Xedit in general and lucked my way into fixing Dynolod issues, What I see under the DraugrMale04Hard entry in MNCS's armor menu is a form id 51002303 on the left pane, and the armature value is DraugrMale04NakedAAHard [ARMA:510022FB] and searching both form id and editor id for that ARMA:510022FB value doesn't bring up extra results, so I am at a loss of where to search to find meshes associated with the ARMA value. Sorry if this is a mess and I did everything wrong, but I've barely touched Xedit beyond quick cleaning what Loot said to and changing specific missing Form Ids for a few mods to stop Dynolod from shutting off. I would appreciate any further help in finding these meshes, or a lack thereof so I can work towards possiby figuring out what I did to remove the meshes

Posted
11 minutes ago, SexulPenut said:

Alright, so steps 1 - 5 were tested on a draugr, as this is the second thing I noticed after a tundra spider had issues, and the inv only has a battle axe. Step 7 - 9, I seem to have all of those files in that directory and see Draugr in there as well, but in the console the two ids I got for that draugr were a ref and base id and neither of those numbers line up with the info presented under the draugr, but the json does point towards a mesh to check, but when I look into Xedit I can find armors labled *creature*hard but the aroused armor doesn't seem to use the ids or something. In the file I see "__formData|MoreNastyCritters.esp|0x2303" for the aroused armor of Draugr 4, but searching all of that or even just 0x2303 doesn't bring up any results in Xedit... but I am unsure of what to do with Xedit in general and lucked my way into fixing Dynolod issues, What I see under the DraugrMale04Hard entry in MNCS's armor menu is a form id 51002303 on the left pane, and the armature value is DraugrMale04NakedAAHard [ARMA:510022FB] and searching both form id and editor id for that ARMA:510022FB value doesn't bring up extra results, so I am at a loss of where to search to find meshes associated with the ARMA value. Sorry if this is a mess and I did everything wrong, but I've barely touched Xedit beyond quick cleaning what Loot said to and changing specific missing Form Ids for a few mods to stop Dynolod from shutting off. I would appreciate any further help in finding these meshes, or a lack thereof so I can work towards possiby figuring out what I did to remove the meshes

checking the data directory itself, well meshes, I do see files labeled draugrmalenaked_04.nif and such under MNCS's folder in meshes

Posted (edited)
16 minutes ago, SexulPenut said:

Alright, so steps 1 - 5 were tested on a draugr, as this is the second thing I noticed after a tundra spider had issues, and the inv only has a battle axe.

 

So the creature you tested didn't have any armor, whether hard or soft, equipped from Creature Framework. Either you approached it too quickly and it didn't have time to do anything, or it was never going to do anything because something is wrong somewhere.

 

16 minutes ago, SexulPenut said:

in the console the two ids I got for that draugr were a ref and base id and neither of those numbers line up with the info presented under the draugr

 

The reference id is the actor placed in the game world, this points to the actor record which is the form id. The actor record has a refrence to the race, and this race record has its own form id and editor id. Its the race's form id and editor id you'll see in creature.d.

 

16 minutes ago, SexulPenut said:

In the file I see "__formData|MoreNastyCritters.esp|0x2303" for the aroused armor of Draugr 4, but searching all of that or even just 0x2303 doesn't bring up any results in Xedit

 

0x2303 is relative to MoreNastyCritters.esp. You need to convert that to an absolute form id if you want to find it in xEdit:

 

0x??002303 where ?? is the plugin index of MoreNastyCritters.esp.

 

4 minutes ago, SexulPenut said:

I do see files labeled draugrmalenaked_04.nif and such under MNCS's folder in meshes

 

These files existing doesn't mean anything until you know whether they're being used or not. That's why you need to trace the entire thing from actor to dick armor, because any mod can change anything along the way. For instance, if you're testing a wolf, it may look just like a vanilla wolf, attack like a wolf, bark like a wolf, its race may even be called "Wolf"; but some mod changed the race to one of its own which is also called Wolf. The form id will be different, which is going to break the connection in one of the creature.d files.

Edited by traison
Posted
13 minutes ago, traison said:

 

So the creature you tested didn't have any armor, whether hard or soft, equipped from Creature Framework. Either you approached it too quickly and it didn't have time to do anything, or it was never going to do anything because something is wrong somewhere.

 

 

The reference id is the actor placed in the game world, this points to the actor record which is the form id. The actor record has a refrence to the race, and this race record has its own form id and editor id. Its the race's form id and editor id you'll see in creature.d.

 

 

0x2303 is relative to MoreNastyCritters.esp. You need to convert that to an absolute form id if you want to find it in xEdit:

 

0x??002303 where ?? is the plugin index of MoreNastyCritters.esp.

 

 

These files existing doesn't mean anything until you know whether they're being used or not. That's why you need to trace the entire thing from actor to dick armor, because any mod can change anything along the way. For instance, if you're testing a wolf, it may look just like a vanilla wolf, attack like a wolf, bark like a wolf, its race may even be called "Wolf"; but some mod changed the race to one of its own which is also called Wolf. The form id will be different, which is going to break the connection in one of the creature.d files.

is the plugin index where the mod is currently situated in the load order?

Posted

Try this load order (left pane):

XPMSSE

ABC

MNC

 

Your example file should be here;

MoreNastyCrittersSE\meshes\MoreNastyCritters\draugr\draugrmale04_naked.nif

 



XEditDraugr1.thumb.jpg.f5f09b70421832c338ffd5c4678d4008.jpg

 

 



XEditDraugr2.thumb.jpg.c8afb580bade50593ca94394a8eaef3e.jpg

 

 

 

Posted

God, I am an dumbass and you will hate me for wasting your time. Turns out when I reinstalled every mod to redo my load order, I ran into 3BA tposing issues the first time, I managed to miss one very important mod I needed, and it turns out in addition to being the origin of Tundra Spiders, it appears to add new Draugr as well. That's right, I fucked up and managed to miss reinstalling the compatability mods for More Immersive Creatures and that was the entire issue. Once again, I apologize for wasting your time when it was entirely an insanely avoidable issue that I shouldn't have been able to fuck up in the slightest, and thank you for being so patient and willing to help

Posted
5 hours ago, traison said:

Plugin load order has little to do with an issue like this. You'd have better luck with the actual mod load order.

  1. Start the game.
  2. Find a creature having issues.
  3. Open the console and select it.
  4. inv
  5. Make a list of all items in its inventory, worn or not.
  6. Note down the refrence id. If you have More Informative Console, also grab the form id as well as the race editor id or form id.
  7. Check the creatures.d directory. Use the data tab in MO2 to explore it, or open Explorer++ and browse to it for a more Windows -like experience.
  8. Make sure it contains the files you'd expect to see, such as MNC's json files.
  9. Find the race of your sample creature in these files, search by relative (meaning without plugin index) form id. Use xEdit if you need to find information about the race of your sample creature and didn't get it from MIC.
  10. Find the arousedArmor entry associated with your creature.
  11. Open this form id in xEdit and find its associated ARMA records.
  12. Inspect these ARMA records and make a list of all meshes assigned to them.
  13. Make sure these meshes exist.

Also, thank you especially for this cause if I wasn't rooting around these files I never would have had the question of whether Tundra Spider was a variant of Frostbite Spider which led me to MIC being the issue

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