Elenano27 Posted July 21 Author Posted July 21 4 hours ago, janvanpietx said: Hi, I also have the same problem of scenes not wanting to start. I followed the download instructions and converted fury into an esp. But whenever I try and start a scene using the matchmaker spell, it says that the spell fizzles and fails to affect the creature. Other scene starters like aroused creatures also fail. So creature in general arent working? If that's the case, the problem is with sexlab, in the animation settings of SL you checked allow creature animation. if you did and ins't working i think it's a instalation problem with SL
vito0661513 Posted July 22 Posted July 22 Fury mod treats tamed animals as a separate independent race. Changing the animal to the ABC skeleton has no meaning, because this race is no longer in the SexLab race list. Therefore, no animations can be started.
Elenano27 Posted July 22 Author Posted July 22 12 minutes ago, vito0661513 said: Fury mod treats tamed animals as a separate independent race. Changing the animal to the ABC skeleton has no meaning, because this race is no longer in the SexLab race list. Therefore, no animations can be started. You have to re-register creatures in creature framework
janvanpietx Posted July 23 Posted July 23 On 7/21/2026 at 8:27 PM, Elenano27 said: So creature in general arent working? If that's the case, the problem is with sexlab, in the animation settings of SL you checked allow creature animation. if you did and ins't working i think it's a instalation problem with SL Hi, the other creatures all work fine, it's just the creatures from Fury that give issues. Using the SL debugger with the matchmaking skill I get this message: ValidateActor(fox) -- FALSE -- They are a creature type that is currently not supported (FURY_Race_Pet_Fox) I have tried using the creature framework to re-register all mods, but it still didn't fix the problem. However, when I used SSEedit to change the Editor ID of the fox in your patch to "FoxRace" instead of "FURY_Race_Pet_Fox", the animations started working perfectly. But whenever I tried using that trick with larger mountable creatures like a bear, I get a CTD. I'm not very experienced with modding so I apologize if it turns out I'm just dumb and doing something wrong in the installation process or something.
Elenano27 Posted July 23 Author Posted July 23 1 minute ago, janvanpietx said: Hi, the other creatures all work fine, it's just the creatures from Fury that give issues. Using the SL debugger with the matchmaking skill I get this message: ValidateActor(fox) -- FALSE -- They are a creature type that is currently not supported (FURY_Race_Pet_Fox) I have tried using the creature framework to re-register all mods, but it still didn't fix the problem. However, when I used SSEedit to change the Editor ID of the fox in your patch to "FoxRace" instead of "FURY_Race_Pet_Fox", the animations started working perfectly. But whenever I tried using that trick with larger mountable creatures like a bear, I get a CTD. I'm not very experienced with modding so I apologize if it turns out I'm just dumb and doing something wrong in the installation process or something. Naa dont worry, wich version of the patch you have instaled, the old one's are for the .esl fury and the new one is for an espified version of fury
Elenano27 Posted July 23 Author Posted July 23 Just now, Elenano27 said: Naa dont worry, wich version of the patch you have instaled, the old one's are for the .esl fury and the new one is for an espified version of fury If you have the esp version, for some reason you changed something with creation kit on the patch becouse it desatach fury as master on the patch and stop working
janvanpietx Posted July 23 Posted July 23 I'm using the ESP version of your mod and the ESP version of fury. After I changed the Editor ID of the race in your patch, it looks like it still has fury as a master. The creatures can still be tamed and interacted with. My SL just doesn't want to recognize " Fury_Race_Pet_* " as a valid actor, which causes scenes to not start. Only after changing its Editor ID to a known race in mnc does it do anything. I also don't use the creation kit, just SSEedit.
Elenano27 Posted July 23 Author Posted July 23 8 minutes ago, janvanpietx said: I'm using the ESP version of your mod and the ESP version of fury. After I changed the Editor ID of the race in your patch, it looks like it still has fury as a master. The creatures can still be tamed and interacted with. My SL just doesn't want to recognize " Fury_Race_Pet_* " as a valid actor, which causes scenes to not start. Only after changing its Editor ID to a known race in mnc does it do anything. I also don't use the creation kit, just SSEedit. That's strange, maybe is an istalation problem, they should show up like this en cf
Elenano27 Posted July 23 Author Posted July 23 Just now, Elenano27 said: That's strange, maybe is an istalation problem, they should show up like this en cf Try uninstaling the patch, close vortex or m02, run loot, close again, install the patch, clear the data and re-register in cf give'it a few minutes to cf and see if it's working. Just to be sure you downloaded the 0.0.5 patch or the last archive i uploaded also the new json fixes the mini spider, rreplace directly in the patch folder dont install as a normal mod just to be sure. The patch folder should be like this
Elenano27 Posted July 23 Author Posted July 23 1 minute ago, Elenano27 said: Try uninstaling the patch, close vortex or m02, run loot, close again, install the patch, clear the data and re-register in cf give'it a few minutes to cf and see if it's working. Just to be sure you downloaded the 0.0.5 patch or the last archive i uploaded also the new json fixes the mini spider, rreplace directly in the patch folder dont install as a normal mod just to be sure. The patch folder should be like this The plugins should be like this
janvanpietx Posted July 25 Posted July 25 Have tried those steps a few times and still I'm getting the same error. The creature framework does detect the new races and my plugins are all good. I really don't know what's up with this, because this is such a cool mod as well.
ineedtherapy225 Posted July 30 Posted July 30 hey so im pretty bad at modding how do i turn an esl into an esp? sorry if its a stupid qestion im just pretty stupid >.<
Elenano27 Posted July 30 Author Posted July 30 1 hour ago, ineedtherapy225 said: hey so im pretty bad at modding how do i turn an esl into an esp? sorry if its a stupid qestion im just pretty stupid >.< Hello, don't worry most of the time i dont know what im doing, what i did to change the original mod to an esp was change the .esl to .esp, go to the mod folder and change that, also you need to extract the script folder and put in the mod folder you need bsa browser to do it (this was one of the google ai sugested while i was traying to make the patch so i dont know if is really nescesary but so far it worked, probably there are better alternative to this) the mod folder should be like the photo
Elenano27 Posted July 30 Author Posted July 30 Just now, Elenano27 said: Hello, don't worry most of the time i dont know what im doing, what i did to change the original mod to an esp was change the .esl to .esp, go to the mod folder and change that, also you need to extract the script folder and put in the mod folder you need bsa browser to do it (this was one of the google ai sugested while i was traying to make the patch so i dont know if is really nescesary but so far it worked, probably there are better alternative to this) the mod folder should be like the photo https://www.nexusmods.com/skyrimspecialedition/mods/1756?tab=description the tool needed to extract the bsa
ineedtherapy225 Posted July 30 Posted July 30 12 minutes ago, Elenano27 said: Hello, don't worry most of the time i dont know what im doing, what i did to change the original mod to an esp was change the .esl to .esp, go to the mod folder and change that, also you need to extract the script folder and put in the mod folder you need bsa browser to do it (this was one of the google ai sugested while i was traying to make the patch so i dont know if is really nescesary but so far it worked, probably there are better alternative to this) the mod folder should be like the photo thank you so so much that helped alot :3 btw small qestion im useing ordinator do i need the patch on furys mod page or is the one in more fury critters good?
Elenano27 Posted July 30 Author Posted July 30 (edited) 2 minutes ago, ineedtherapy225 said: thank you so so much that helped alot :3 btw small qestion im useing ordinator do i need the patch on furys mod page or is the one in more fury critters good? I have to re do the original ordinator patch, the one provided by this patch works fine Edited July 30 by Elenano27 Im dumb
ineedtherapy225 Posted July 30 Posted July 30 5 minutes ago, Elenano27 said: I have to re do the original ordinator patch, the one provided by this patch works fine alright thank you again for your quick and easy help cant wait too try out the mod ^.^
Elenano27 Posted July 30 Author Posted July 30 1 minute ago, ineedtherapy225 said: alright thank you again for your quick and easy help cant wait too try out the mod ^.^ A recomendation i can give you, use the altmer it give you the best buff in fury and use this command player.incpcs speechcraft 20 time (you will level up to leve 3 having 2 perks point) to start taming. Any issue you find with the patch, tell me and i will try to help you. Have fun
Elenano27 Posted August 7 Author Posted August 7 13 hours ago, Chlodwig said: where can i get the esp version? You have to convert the original mod changing the esl to esp an extract the script folder with bsa browser, up in the coments is the link to the extracting tool and a photo of how the original mod folder should be 1
Chlodwig Posted August 7 Posted August 7 and just to understand it right with the esp version, your patch and re-register Creature Framework... the character can act with the tamed creatures.
Elenano27 Posted August 7 Author Posted August 7 1 minute ago, Chlodwig said: and just to understand it right with the esp version, your patch and re-register Creature Framework... the character can act with the tamed creatures. Yep it should 1
Chlodwig Posted August 7 Posted August 7 sorry to bother again... and what about the creature size? Isn't furry increasing the size of the tamed creature so and so the characters in the animations don't fit to each other.
Elenano27 Posted August 7 Author Posted August 7 1 hour ago, Chlodwig said: sorry to bother again... and what about the creature size? Isn't furry increasing the size of the tamed creature so and so the characters in the animations don't fit to each other. If you dont have the disable scaling ctd fix option checked in sexlab, they should scale the tamed creature 1
Elenano27 Posted August 7 Author Posted August 7 Just now, Elenano27 said: If you dont have the disable scaling ctd fix option checked in sexlab, they should scale the tamed creature They maybe unnaligned so you have to manually aligne the animation, also insectoid creature tend to break after an animation, there two way to fix them tp to another location (it have to be a loading srcreen) or select them in the comand console and type recycleactor if you use the comand they will lose everything they have in the inventory 1
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