Hectorim Posted July 5, 2015 Posted July 5, 2015 Hello, I'm having a bit of a trouble. I'm using MO to catalogue and install my mods. I installed everything as specified in the instruction, but while the animations play out fine, the creatures don't "equip" their stuff prior to the intercourse, Thus, most animations are air humping mostly. This includes all creatures in the mod. The bear one didn't even start because of "pure function call" error that crashed Skyrim. Are there special options in other Sexlab mods / framework that need to be disabled/enabled, like "undressing animations" under Sexlab Framework? Or maybe the problem lies in MO or file access permissions, as in MO/Windows blocking the ability to load different meshes with/without schlongs or something? I have almost no other mods yet installed, aside from few that were required for making the main character. Any hints guys? Or explanation how that "mesh swap" thing works? Is there maybe a way to just keep the erect meshes at all times? Thanks in advance.
Pwishy Posted July 5, 2015 Posted July 5, 2015 Many thanks Dentarr for getting them awesome skeever animations in!
razzor69 Posted July 5, 2015 Posted July 5, 2015 when im updating it into MNC ver 30b still the skeever animations not supported in, what did i missed anyway?
judahel Posted July 5, 2015 Posted July 5, 2015 For who have problems with skeever anims under sexlab 1.60b1+Mod organizzer. If you have Bdic installed let MNC overwrite any psc and.pex files
razzor69 Posted July 5, 2015 Posted July 5, 2015 For who have problems with skeever anims under sexlab 1.60b1+Mod organizzer. If you have Bdic installed let MNC overwrite any psc and.pex files Still the same skeever not supported yet with both BDIC and newest MNC, i will try new save game anyway thanks for the reply
kindashy Posted July 5, 2015 Posted July 5, 2015 Hmm... Still having issues here. I can see the skeever animation files in the Skyrim folders, but when I reset the SL registry the new bear, troll, and skeever animations are still not showing in SL. I even started a new game and I see the hentai skeever spell, but when I cast it and ask it to train it doesn't activate. All the older animations still work though. Anyone have any suggestions??? EDIT: Sooooo... looks like I was running FNIS 5.1. Upgraded to 5.5, reinstalled MNC 8_30b and I see the animations in SL now... DOH!!!!! LoadOrder_Skyrim_2015-07-03T14-30-24.txt
Subject2Host Posted July 5, 2015 Posted July 5, 2015 I just took a look at the thread for sexlab 1.60 to see how it was progressing, and it seems it is supposed to be finished some time this month. Once that does finally happen, do you plan to immediately work on getting MNC fully compatible with it? I heard that there's quite a few failing animations when paired with 1.60, and from what I've tested, none of the skeever animations work at all. It won't let me activate them, and the skeevers themselves vanish after a few seconds!
Night~Sky Posted July 5, 2015 Posted July 5, 2015 Well, for anyone else using the Sexlab 1.6 beta, MNC currently can't add Skeevers, Attronarchs, Spriggans, Lurkers, and some of the other race varieties it normally adds support for, or if it can, it can't do so reliably. I'm fairly sure it's because the formatting of the relevant script files has changed, but I could be wrong. It is however very possible to re-enable support for said creatures. It's not the simplest thing in the world, though (it requires editing a particular Sexlab script yourself). Check the thread for the development build for the details.
sfbsfb Posted July 5, 2015 Posted July 5, 2015 Quoted from SL 160.1 Beta dev thread page 124: http://www.loverslab.com/topic/18708-sexlab-framework-development-160-beta-1-july-2nd/page-124 syrevo, on 04 Jul 2015 - 2:33 PM, said: billypnats, on 03 Jul 2015 - 8:10 PM, said: razzor69, on 03 Jul 2015 - 3:02 PM, said: I got a problem every time i clean system to instal the SL the FNIS sexlab framework idles, and FNIS sexlab creature idles always missing in system requirements although im already using latest FNIS and latest SKSE, i think something not compatible with another mods, and i got spamming animation registry too, it might be in NSAP problem I have the same problem plus the followingI can't seem to control the animation with O key, it doesn't do anything but I can advance the animation with space (that also has the problem of making the PC jump at the same time) The 1.6beta also seems incompatible with the new skeever animation. Using matchmaker it says the spell fizzles off while the console says something llike "validateactor(skeever) FALSE, skeever is not a support race"Chicken has the same problem but I'm not too worried about chicken animations These problems go away if I revert to 1.59 You need to add the missing races to sslCreatureAnimationSlots, this will solve all invalid races issues: ClearRaceKey("FlameAtronach") AddRaceID("FlameAtronach", "AtronachFlameRace") AddRaceID("FlameAtronach", "_SLSD_AtronachFlameRace") ClearRaceKey("Spriggans") AddRaceID("Spriggans", "SprigganRace") AddRaceID("Spriggans", "SprigganMatronRace") AddRaceID("Spriggans", "SprigganEarthMotherRace") ClearRaceKey("Lurkers") AddRaceID("Lurkers", "DLC2LurkerRace") ClearRaceKey("skeevers") AddRaceID("skeevers", "SkeeverRace")Plus fox to "Wolves" AddRaceID("Wolves", "FoxRace")Compile and register animations and everything should work fine I actually tried that myself, interested in checking out all the new skeever animations, but strangely enough it doesn't appear to work. No compile error. I even used save cleaner to remove the old instance of the script from my test save so it would have to load clean, and it still doesn't recognize Skeevers, Spriggans, Lurkers, and Attronachs as valid races. I also noticed that MNC doesn't appear to be able to properly add to this new version of Sexlab as it would normally, as otherwise MNC itself would be making those races valid anyway. TLDR: If you want the skeever, lurker, spriggan, and atronach animations to work, you need to be using the v1.59c release until things are updated or you can fix the scripts.
Night~Sky Posted July 5, 2015 Posted July 5, 2015 Here's a link to the detailed instructions of how to get Skeevers and so on working with 1.6b1. http://www.loverslab.com/topic/18708-sexlab-framework-development-160-beta-1-july-2nd/?p=1234911 Quoted from SL 160.1 Beta dev thread page 124: http://www.loverslab.com/topic/18708-sexlab-framework-development-160-beta-1-july-2nd/page-124 syrevo, on 04 Jul 2015 - 2:33 PM, said: billypnats, on 03 Jul 2015 - 8:10 PM, said: razzor69, on 03 Jul 2015 - 3:02 PM, said: I got a problem every time i clean system to instal the SL the FNIS sexlab framework idles, and FNIS sexlab creature idles always missing in system requirements although im already using latest FNIS and latest SKSE, i think something not compatible with another mods, and i got spamming animation registry too, it might be in NSAP problem I have the same problem plus the followingI can't seem to control the animation with O key, it doesn't do anything but I can advance the animation with space (that also has the problem of making the PC jump at the same time) The 1.6beta also seems incompatible with the new skeever animation. Using matchmaker it says the spell fizzles off while the console says something llike "validateactor(skeever) FALSE, skeever is not a support race"Chicken has the same problem but I'm not too worried about chicken animations These problems go away if I revert to 1.59 You need to add the missing races to sslCreatureAnimationSlots, this will solve all invalid races issues: ClearRaceKey("FlameAtronach") AddRaceID("FlameAtronach", "AtronachFlameRace") AddRaceID("FlameAtronach", "_SLSD_AtronachFlameRace") ClearRaceKey("Spriggans") AddRaceID("Spriggans", "SprigganRace") AddRaceID("Spriggans", "SprigganMatronRace") AddRaceID("Spriggans", "SprigganEarthMotherRace") ClearRaceKey("Lurkers") AddRaceID("Lurkers", "DLC2LurkerRace") ClearRaceKey("skeevers") AddRaceID("skeevers", "SkeeverRace")Plus fox to "Wolves" AddRaceID("Wolves", "FoxRace")Compile and register animations and everything should work fine I actually tried that myself, interested in checking out all the new skeever animations, but strangely enough it doesn't appear to work. No compile error. I even used save cleaner to remove the old instance of the script from my test save so it would have to load clean, and it still doesn't recognize Skeevers, Spriggans, Lurkers, and Attronachs as valid races. I also noticed that MNC doesn't appear to be able to properly add to this new version of Sexlab as it would normally, as otherwise MNC itself would be making those races valid anyway. TLDR: If you want the skeever, lurker, spriggan, and atronach animations to work, you need to be using the v1.59c release until things are updated or you can fix the scripts. I actually just posted detailed instructions on how to do it. It's not actually very hard.
Subject2Host Posted July 6, 2015 Posted July 6, 2015 Ok, i'll admit i'm lazy and don't feel like searching through every page of this topic. I can't get the fox or lurker bits to show up. The animations work fine for both though. for some reason the creature framework menu keeps trying to set everything back to disabled after i set it to nude creatures, although it shows that i've got NC selected, when i click on it again it has the little arrow next to disabled. I've been having a similar problem with the werewolves, i set them to sexlab werewolves, but it changed it back to NC without showing it. everything else works fine so far. How about you just try reinstalling MNC? Reinstalling things is always a good way to fix problems.
dentarr Posted July 6, 2015 Author Posted July 6, 2015 I just took a look at the thread for sexlab 1.60 to see how it was progressing, and it seems it is supposed to be finished some time this month. Once that does finally happen, do you plan to immediately work on getting MNC fully compatible with it? I heard that there's quite a few failing animations when paired with 1.60, and from what I've tested, none of the skeever animations work at all. It won't let me activate them, and the skeevers themselves vanish after a few seconds! Depends on how much time I will find. Currently I can hardly find enough to get new stuff in. As things are IF I find time I have to start looking into Creature Framework and try to understand why it works so unreliably.
Khuun Posted July 6, 2015 Posted July 6, 2015 First of all this mod is really great. But I just ran into a problem that after upgrading the creatures dont equip their tools, so it's just air bumping. The .pex file on page 138 didn't work. I started a new character to test and with the new one it worked properly.
UnCui Posted July 6, 2015 Posted July 6, 2015 for some reason LOOT assigns the MoreNastyCritters.esp at the end of the load order, making it the very last esp, the other 4 esps are in the correct load order shown in the description...should I move the MNC esp before, or after nude creatures, or should I just leave it where it is? at the very end
kinjo1971 Posted July 6, 2015 Posted July 6, 2015 First of all this mod is really great. But I just ran into a problem that after upgrading the creatures dont equip their tools, so it's just air bumping. The .pex file on page 138 didn't work. I started a new character to test and with the new one it worked properly. This plagued me for a while, then I realized all you need to do is go to Creature Framwork (should be RC10) and just click on re-register all mods.
Erizot Posted July 6, 2015 Posted July 6, 2015 So having tested the new skeever animations with matchmaker, I know all of the multiple skeever animations work; anyone have any ideas as to why only the single skeever animations trigger with defeat? I have the multiple creature chance set to 100%, but it's like it just doesn't recognize them. I understand this is probably more a question for the defeat support thread, but I thought someone here might have some ideas. Thanks in advance!
Guest Posted July 6, 2015 Posted July 6, 2015 Hey, any chance someone could botch together a patch for SL 1.6 beta? Or just send me the scripts.rar? (Yeah I know should have bought skyrim a long long time agobut at this point I really don't want to reinstall 300+ mods. :7) Or I guess I'll just wait until SL 1.6 is out of beta. Damn those new skeever animations look cool and I didn't even want skeever animations at first.
Bad Dog Posted July 7, 2015 Posted July 7, 2015 Buy frigging skyrim already, jeez. Install to a new folder, copy old Data folder to new. Better yet, start using MO. Dentarr, want some skeletons? I have vanilla skeletons boned up (hurr, hurr) in BDIC but they really belong in MNC. Feel free to steal them if you want them.
WaxenFigure Posted July 7, 2015 Posted July 7, 2015 Hey, any chance someone could botch together a patch for SL 1.6 beta? Or just send me the scripts.rar? (Yeah I know should have bought skyrim a long long time ago but at this point I really don't want to reinstall 300+ mods. :7) Or I guess I'll just wait until SL 1.6 is out of beta. Damn those new skeever animations look cool and I didn't even want skeever animations at first. If you don't own a legal copy of Skyrim, then the policy of this forum is that you get NO HELP. Get legal, it's not expensive. Especially if you catch the occasional Steam sale.
Guest Posted July 7, 2015 Posted July 7, 2015 Buy frigging skyrim already, jeez. Install to a new folder, copy old Data folder to new. Better yet, start using MO. Dentarr, want some skeletons? I have vanilla skeletons boned up (hurr, hurr) in BDIC but they really belong in MNC. Feel free to steal them if you want them. I can really just copy paste the data folder over to a new install and everything will work just fine? If you are sure that works I'll grab the game off steam during the next sale. Sorry for bothering you with my illegal shit.
judahel Posted July 7, 2015 Posted July 7, 2015 Hey, any chance someone could botch together a patch for SL 1.6 beta? Or just send me the scripts.rar? (Yeah I know should have bought skyrim a long long time ago but at this point I really don't want to reinstall 300+ mods. :7) Or I guess I'll just wait until SL 1.6 is out of beta. Damn those new skeever animations look cool and I didn't even want skeever animations at first. If you don't own a legal copy of Skyrim, then the policy of this forum is that you get NO HELP. Get legal, it's not expensive. Especially if you catch the occasional Steam sale. I have the original scrips.rar downloaded from steam but it still fail to compile creatureslot.psc i get dos errors on call other psc files,. Since vi failed to compile through CK, i'm compiling with notepad++
Khuun Posted July 7, 2015 Posted July 7, 2015 First of all this mod is really great. But I just ran into a problem that after upgrading the creatures dont equip their tools, so it's just air bumping. The .pex file on page 138 didn't work. I started a new character to test and with the new one it worked properly. This plagued me for a while, then I realized all you need to do is go to Creature Framwork (should be RC10) and just click on re-register all mods. Thanks man that worked.
Bad Dog Posted July 7, 2015 Posted July 7, 2015 Buy frigging skyrim already, jeez. Install to a new folder, copy old Data folder to new. Better yet, start using MO. ... I can really just copy paste the data folder over to a new install and everything will work just fine? If you are sure that works I'll grab the game off steam during the next sale. Sorry for bothering you with my illegal shit. Yup, pretty much. That's all you're doing when you install a mod. If you want to keep your new install clean, load up MO, create a fake mod called "My Shit" and copy your current data folder in there. Presto, a vanilla skyrim, your shit in one place, and you can start using MO for new mods.
pythagora Posted July 7, 2015 Posted July 7, 2015 it says that the file is corrupted why is that ? edit: oh nvm my internet connection was intrrupted and stopped the download
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