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[WIP] MoreNastyCritters


dentarr

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Posted

Couldn't get reiklings to work, kept re-aggroing on my character even with Stop Combat and calm spells. The animations work, I just get knocked into bleedout again by the other rieklings. I was in Benkongerike and tried it with a group that bust out of the pots, so I'm not sure if those specific rieklings are sexable. 

Here's the papyrus, and there are a lot of SL-related errors. Would it be a good idea to re-install SL?

 

You are attacked when using Hentai Creatures?

Posted

Well I rather hurridly did my contribution to the patch,  and I think I know why it wont work with hentai and defeat.  If you wanna get everything 100% proper, you can change the scripting to:  (i changed the sound file, the mouth open, etc.)

 

 

function RieklingDouble(int id)
sslBaseAnimation Base = Create(id)

Base.Name = "(Riekling) RieklingDouble"

Base.SoundFX = SexMix
Base.SetRaceIDs(Rieklings)

int a1 = Base.AddPosition(Female, addCum=Vaginal)
Base.AddPositionStage(a1, "riekling_double_a1_s1")
Base.AddPositionStage(a1, "riekling_double_a1_s2", openMouth = true)
Base.AddPositionStage(a1, "riekling_double_a1_s3", silent = true, openMouth = true)
Base.AddPositionStage(a1, "riekling_double_a1_s4", silent = true, openMouth = true)

int a2 = Base.AddPosition(Creature)
Base.AddPositionStage(a2, "riekling_double_a2_s1")
Base.AddPositionStage(a2, "riekling_double_a2_s2")
Base.AddPositionStage(a2, "riekling_double_a2_s3")
Base.AddPositionStage(a2, "riekling_double_a2_s4")

int a3 = Base.AddPosition(Creature)
Base.AddPositionStage(a2, "riekling_double_a3_s1")
Base.AddPositionStage(a2, "riekling_double_a3_s2")
Base.AddPositionStage(a2, "riekling_double_a3_s3")
Base.AddPositionStage(a2, "riekling_double_a3_s4")

Base.AddTag("Panicforever")
Base.AddTag("Creature")
Base.AddTag("Bestiality")
Base.AddTag("Dirty")
Base.AddTag("Missionary")
Base.AddTag("Riekling")
Base.AddTag("Gangbang")

Base.Save(id)
endFunction

 

Posted

Well I rather hurridly did my contribution to the patch,  and I think I know why it wont work with hentai and defeat.  If you wanna get everything 100% proper, you can change the scripting to:  (i changed the sound file, the mouth open, etc.)

 

 

 

Added that and put it up. Thanks  :shy:

 

Also wanted to add my new Pierced Lurker. (Screenshot 5 second posting)

However one of the animations (the one from Gone I think) totally screws it up. Pretty sure it has to do with the assigned bones and how they are used in that animation. Or the bounding spheres of the bones. However, no matter what I change, it screws up one thing or another.

 

Well I post it here seperately. Put it into your Skyrim/Data directory and overwrite after you installed my other stuff. Have a look.

 

Maybe someone here has a little more insight in how to change the Bone-setup in the nif to get Gones Animation working, too.

 

LurkerPierced.zip

Posted

 

 

 

 

 

is that a side effect of your mod? ever thought custom races wont work with defeat...

 

Well basically SL Defeat is a trigger for SL animations, nothing more. And if you have custom races triggering then they are using "Basic" races that trigger SL animations.

 

Ashman/Ash Spawn for example are Draugr and trigger SL like Draugr. Werebear are Werewolves and trigger SL like Werewolves.

 

 

yes thats what i thought but i think they have a custom race. i will have a look into next time i find one.

 

 

That's a Skyrim Immersive Creature race,  should be _00DramanSkeletonRace or something close to.  Almost all SIC races had support added in SL 1.53. 

Anything with a _00 in the race defaults.psc is a SIC 6.5.2 race.

I think there are 5 or 6 that could be supported that haven't been added yet, mostly giant variants. 

You should also see a lot more skeletal races working since the 5.0.1 Fnis update allowed them to generate behavior properly. 

Posted

 

Couldn't get reiklings to work, kept re-aggroing on my character even with Stop Combat and calm spells. The animations work, I just get knocked into bleedout again by the other rieklings. I was in Benkongerike and tried it with a group that bust out of the pots, so I'm not sure if those specific rieklings are sexable. 

Here's the papyrus, and there are a lot of SL-related errors. Would it be a good idea to re-install SL?

 

You are attacked when using Hentai Creatures?

 

I was using Defeat. But maybe that patch Whiskey just uploaded will fix it. Will test later after work.

Posted

Anyone know the what the requirements are ?? can this be used without any DLC ???

 

Requires Dragonborn and Dawnguard if you want to use all of it. All the added critters are from DLCs (mainly Dragonborn)

Posted

Took a look at how to "properly" add stuff to SL.

Well, long story short, I did that. However it simply doesnt add any new entrys to the menu. No idea why. So I post it here in case someone with more insight into Ashals work can point me in the right direction. 

In the meantime I wont be wasting more time on this since I dont know if it isnt bugged on the Sexlab side and I am not convinced that doing it this way will cause any less troubles with save games once SL gets updated.

 

Anyway, here you go (use it on an UNMODIFIED Sexlab install) 

 

 

scripts.zip

Posted

 

 

 

 

 

 

is that a side effect of your mod? ever thought custom races wont work with defeat...

 

Well basically SL Defeat is a trigger for SL animations, nothing more. And if you have custom races triggering then they are using "Basic" races that trigger SL animations.

 

Ashman/Ash Spawn for example are Draugr and trigger SL like Draugr. Werebear are Werewolves and trigger SL like Werewolves.

 

 

yes thats what i thought but i think they have a custom race. i will have a look into next time i find one.

 

 

That's a Skyrim Immersive Creature race,  should be _00DramanSkeletonRace or something close to.  Almost all SIC races had support added in SL 1.53. 

Anything with a _00 in the race defaults.psc is a SIC 6.5.2 race.

I think there are 5 or 6 that could be supported that haven't been added yet, mostly giant variants. 

You should also see a lot more skeletal races working since the 5.0.1 Fnis update allowed them to generate behavior properly. 

 

 

nice.... :D

 

Posted

Took a look at how to "properly" add stuff to SL.

Well, long story short, I did that. However it simply doesnt add any new entrys to the menu. No idea why. So I post it here in case someone with more insight into Ashals work can point me in the right direction. 

In the meantime I wont be wasting more time on this since I dont know if it isnt bugged on the Sexlab side and I am not convinced that doing it this way will cause any less troubles with save games once SL gets updated.

 

Anyway, here you go (use it on an UNMODIFIED Sexlab install) 

 

The MoreNastyCritters quest object only has one script instance associated with it.

 

You need something like this I think.

post-76197-0-97857000-1402886702_thumb.png

post-76197-0-99003400-1402886707_thumb.png

Posted

I really like dayelytes animations so I tried adding his werewolf ones to this mod and I could get the werewolf do the animations but the human actor would not.

This mod overwrites daye's 'sexlabcreature_behavior.hkx' which I beiieve is what's causing it.

 

I have already added dayes anims to the scripts so if anyone knows to edit the hkx from daye's (included in the rar) and add it to this mod be my guest.

 

MNCv2 DayeAnims.rar

 

*Edit: totally forgot he took down his Sexlab Compatible download that had the anims. Uploaded a new one with his anims.

Posted

 

Took a look at how to "properly" add stuff to SL.

Well, long story short, I did that. However it simply doesnt add any new entrys to the menu. No idea why. So I post it here in case someone with more insight into Ashals work can point me in the right direction. 

In the meantime I wont be wasting more time on this since I dont know if it isnt bugged on the Sexlab side and I am not convinced that doing it this way will cause any less troubles with save games once SL gets updated.

 

Anyway, here you go (use it on an UNMODIFIED Sexlab install) 

 

The MoreNastyCritters quest object only has one script instance associated with it.

 

You need something like this I think.

 

 

Thanks for taking a look. I will check it out once I am home from work. It sounds like a mistake stupid enough that I would make it.  :blush:

On a side note: both scripts are in the quest, though. One is in the Alias Section if I remember correctly.. cant look right now.

 

I really like dayelytes animations so I tried adding his werewolf ones to this mod and I could get the werewolf do the animations but the human actor would not.

This mod overwrites daye's 'sexlabcreature_behavior.hkx' which I beiieve is what's causing it.

 

I have already added dayes anims to the scripts so if anyone knows to edit the hkx from daye's (included in the rar) and add it to this mod be my guest.

 

attachicon.gifMNCv2 DayeAnims.rar

 

*Edit: totally forgot he took down his Sexlab Compatible download that had the anims. Uploaded a new one with his anims.

 

I thought Dayelytes animations are already in SL? Did I miss something?

Posted

@1lobo1

It's the fnis lists and then the hkx's involved.

If the fnis lists don't have both, the modders end of generate fnis doesn't work.

You can type out lists separately (better to keep out overwrites) or

Merge lists together (not so good, as this means you have to overwrite).

 

@dentarr

Nopers, Dayelytes animations have never been properly added to SL not a single one. Just edited script test files.

Posted

 

 

Anyway, here you go (use it on an UNMODIFIED Sexlab install) 

 

The MoreNastyCritters quest object only has one script instance associated with it.

 

You need something like this I think.

 

 

Well tried it without Alias and added it directly. Same effect. Papyrus log says:

 

[MoreNastyCritters (130012C4)].sslMNCdefault.RegisterAnimation() - "sslAnimationFactory.psc" Line 33
[MoreNastyCritters (130012C4)].sslMNCdefault.LoadMNCAnimations() - "sslMNCDefault.psc" Line 10
[06/16/2014 - 08:05:07PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
[MoreNastyCritters (130012C4)].sslMNCdefault.RegisterAnimation() - "sslAnimationFactory.psc" Line 33
[MoreNastyCritters (130012C4)].sslMNCdefault.LoadMNCAnimations() - "sslMNCDefault.psc" Line 10
[06/16/2014 - 08:05:07PM] ERROR: Cannot call GetNthAlias() on a None object, aborting function call
stack:
[MoreNastyCritters (130012C4)].sslMNCdefault.RegisterAnimation() - "sslAnimationFactory.psc" Line 36
[MoreNastyCritters (130012C4)].sslMNCdefault.LoadMNCAnimations() - "sslMNCDefault.psc" Line 10
[06/16/2014 - 08:05:07PM] ERROR: Cannot call Animations() on a None object, aborting function call

 

 

But no idea why. As far as I can tell the object is properly defined...

 

@1lobo1

It's the fnis lists and then the hkx's involved.

If the fnis lists don't have both, the modders end of generate fnis doesn't work.

You can type out lists separately (better to keep out overwrites) or

Merge lists together (not so good, as this means you have to overwrite).

 

@dentarr

Nopers, Dayelytes animations have never been properly added to SL not a single one. Just edited script test files.

 

That is a shame. His work is really good. I use so many mods I no longer know what is vanilla and what isnt or who added what. 

Well I would put them in but my mod is hardly "following development guidelines". :blush:

And my undertakings in that direction have been fruitless so far.

Posted

I'm having the blank creature animation list problem that I saw posted on the first few pages of the thread. Was wondering if someone found a working solution or not? I saw a couple of suggestions which I also tried to follow with no luck. A lot of this stuff still goes over my head. Just wanted to know if other people got it resolved and if so which solution worked.

 

EDIT: Referring to the problem where starting up a new game leaves the creature animation list blank, re-registering animations does nothing. When I load an old game file I have all the previous creatures listed and working but when I re-register animations they all disappear as well. I checked my load order and have the right ones to the bottom. I've tried reinstalling/re-enabling mods, saving and loading saves after playing with in game settings and re-reg animations. Someone mentioned having to start up a new game after installing the framework, then installing nastycritters, which I haven't tried yet. Would that be any different from my old saves? I also read that some mods my interfere with nudecreatures, if so which ones would those be?

 

Didn't want to rant- just wanted to provide as much information as I could. Like I said, I don't really have a complete understanding of any of this so it's possible I missed something basic.

Posted

Fix for "blank creature animations list" with SL 1.57

 

attachicon.giffix.7z

 

@ lapolla

 

Had the blank creature animation list bug for new games under SL 1.57, too. Just tried your fix, and whatever you did to the script, it worked. Good job, and heartfelt thanks.

 

I assume dentarr would be interested in what it was, too, to squash that bug for future versions of his mod ...?

 

Posted

Nothing special.

 

Someone has commented the call to PrepareFactoryCreatures() function in sslCreatureAnimationDefaults.psc by mistake.

 

The code should look like this for creature animations to work:

 

function LoadCreatureAnimations()
; Prepare factory resources (as creature)
PrepareFactoryCreatures()
btw it will work for existing saves too. Just re-register animations in SL menu.
 
Cheers!
 
Posted

Fix for "blank creature animations list" with SL 1.57

 

attachicon.giffix.7z

 

Thanks Lapolla! Tried it at first with no luck but when I went through, uninstalled everything and set it all back up (with your fix) everything is working perfectly.

Posted

Dentarr & everybody

 

I fixed the scripts/esp and repackaged everything up again. Basically this version of More Nasty Critters (i've labelled it version 3) uses the correct pattern to adding animations to SexLab's Animation registry using the preferred API calls/extensions. No more SexLab script overwrites! Yoohoo!

 

. I tested the Ashman, single Riekling and Wearbear animations and they seem to all work, everything shows up in the "Toggle Creature Animations" panel under MCM for SexLab, etc.

 

p.s. I also refixed the "voice.Moan" issue that you had removed in the old Hentai Creatures script. It should now work as its using the new SL api for playing Moan on a sslBaseVoice.

 

- Cheers

MoreNastyCrittersV3.7z

Posted

One question, how to make the werebear may have his penis like the werewolf sos?

 

You have to copy meshes/slnc/wearbear/wearbear.nif to the meshes/actors/dlc02/wearbear. Backup the destination file just in case.

 

There might be better instructions, as this leaves Wearbears with perma-boners.

Posted

 

One question, how to make the werebear may have his penis like the werewolf sos?

 

You have to copy meshes/slnc/wearbear/wearbear.nif to the meshes/actors/dlc02/wearbear. Backup the destination file just in case.

 

There might be better instructions, as this leaves Wearbears with perma-boners.

 

Ok, thanks.

Posted

Thanks gooser and lapolla for taking a look.  :D

PrepareFactoryCreatures() was removed because it just doesnt work in SL 1.54. And that was obviously the cause why I couldnt get the addon to work. Got the same errors so I finally upgraded to 1.57 and now it works. 

 

HOWEVER: With 1.57 both riekling animations no longer work. The player part, that is.

Have to take a look but I dont know when I have time. Working on Skyrim is like moving water in a sieve...

 

Works now. NEEDS FNIS 5.1.1. is all. If you dont have that then UPDATE!!! (Meaning: Install FNIS 5.1.1, THEN install SL 1.57 THEN install my stuff, THEN run FNIS)

 

 

Well, that out of the way I ll start trying to get Dayelyte's animations in this mod. They are much to good to be sidelined  :cool:

 

Posted

Well added 4 multi-stage animations for female Werewolf and a singe stage animation for the Flame Atronach. All done by Dayelyte of course. Was about time to get them into Sexlab "properly" :shy:  

 

Well I saw some instances where my female Werewolf used a male animation instead a female one. Maybe some of the Werewolf mods I use are mixing up gender. Dont know. Just post if this happens to everyone. Ill take a look into the gender handling in that case.

 

I did not add female Werewolf and Atronach to Hentai Creatures. Simply because the spelllist is getting enormously large by now... Again if you want them added post here and Ill put them in no problem.

 

Also if you are missing an animation AFTER RUNNING FNIS 5.1.1 post here. It is getting more and more difficult to pack up the right files for the mod(s).

 

 

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