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Posted

 

 

 

I have problem with newly added animations (trolls, skevers), where female have her animation but creature stay in last played animation, and nothing can start animations (I mean, nor changing to other animation nor cycling through stages of one animation). I have also noticed that several ppl have reported same problem here on thread...

You have the most up to date version FNIS and run it after updating, and reregister all animations in sexlab MCM menu? I might be misinterpreting your question though. Are the new animations showing up and not animating correctly, or not showing up at all?

 

I have latest FNIS, also I am using sexlab and also More nasty critters for long time, I have only prob with newly added animations (animations from lates version of mod) and only for creature part, I mean female have her animation but creatures don't.

 

 

There was a bug like this but in reverse order where characters were not animating but the creature was, and it was due to an outdated config file. This may be the case with your installation as well.

MNC was updated and in version 8.33 included the correct config file and fixed the bug, so make sure you are using the newest version available first. Since you are not crashing and you are seeing some animations your FNIS must be functioning.

 

EDIT: I found another user had your exact same problem some time ago and it was due to a few things. Check here for full details. http://www.loverslab.com/topic/51191-sexlab-creature-animations-not-working/

 

Basically you need to uninstall creatures patch in FNIS and then reinstall creatures patch again. You might also want to check FNIS is up to date.

 

Mate I can't really  thank you enough for this help!!! I always search much after answer for problems but simply haven't saw this one. Thank you!!!

Posted

I have found solution for non erection , at least for me, if u have instaled that "sexlab hight heel mod" esp from that mod must come after (below) all sexlab esps.

Posted

I just installed this mod and BOOM !!! I can't load all of my saves. The loading screen crashed when it was about to load my saved games. After I deactivated the mods I can load them again. Apparently it's the mod that gives me the trouble.

 

Can anyone tell me what's wrong?

 

 

Edit: Never mind. I found the problem, it's the load order. LOOT didn't sort them properly.

Posted

I just installed this mod and BOOM !!! I can't load all of my saves. The loading screen crashed when it was about to load my saved games. After I deactivated the mods I can load them again. Apparently it's the mod that gives me the trouble.

 

Can anyone tell me what's wrong?

 

 

Edit: Never mind. I found the problem, it's the load order. LOOT didn't sort them properly.

 

Try re-running FNIS.  It seemed to cause an issue for me in the past.

Posted

Would anyone know why Skeevers lose their junk during animations and then regain them afterwards? They are also fully erect so im guessing this is a CF issue like Tanuhk mentioned.

 

I tested them using Hentai Creatures Extended so im hoping this issue is specific to that mod.

 

Sorry for bumping my older post but id like to know if this is a problem specific to me or if anyone else is experiencing this issue. I tried again with regular skeevers but the same problem persists. 

Posted

They are a creature that is currently not supported (SkeeverRace)

 

What do I do with this one? Updated FNIS to the last version and it didn't help.

Posted

They are a creature that is currently not supported (SkeeverRace)

 

What do I do with this one? Updated FNIS to the last version and it didn't help.

 

First we need to know a little bit more about your set-up.  ;)

 

What version of Sexlab are you using?

What version of MoreNastyCritters are you using?

What version of FNIS Creatures are you using?

 

If one of these is outdated it explains the problem you are having.

 

-The new Beta of Sexlab has support for female creatures and many do not have models or animations to make that possible; Skeevers may be female that you are trying to use, and because they do not have a model or animation yet for a female position you will see this error. You need to downgrade sexlab if you want this error to stop.

-Skeevers were only given male-bits support and animations in MoreNastyCritters recently (I believe 2 updates back) so make sure it is the newest version.

-FNIS may be up to date but make sure the Creature Patch is as well, because that can cause all sorts of problems.

 

Would anyone know why Skeevers lose their junk during animations and then regain them afterwards? They are also fully erect so im guessing this is a CF issue like Tanuhk mentioned.

 

I tested them using Hentai Creatures Extended so im hoping this issue is specific to that mod.

 

Sorry for bumping my older post but id like to know if this is a problem specific to me or if anyone else is experiencing this issue. I tried again with regular skeevers but the same problem persists. 

 

 

As I said before it is an issue with CF. I had this problem with wolves/dogs, Skeevers and Trolls. I just set Arousal to 5 for creatures in CF and reregister all mods every time I load up my game, it is the only way I can get mine to work.

Posted

is MNC 8.33 bound to Creature Framework RC10 or is it possible to replace RC10 with an older working version like RC 8 or 7 or 9? and waiting till RC10 is fixed. as i remember i hadnt the missing penis problem with the older RCs from CF.

 

Ty yolobomber for your post.

 

update:

i managed now to get the wolves/dogs dicks back permanently and i done following: created under /skyrim/data/meshes/sInc/ a new folder */dog* and put *dog.nif* an older version in - re-registered mods in CF RC 10 and i have them back on wolves and dogs. the dicks are for me only there when having sex with. next step i will try is to replace the horse files with some older ones. hope it works .

Posted

is MNC 8.33 bound to Creature Framework RC10 or is it possible to replace RC10 with an older working version like RC 8 or 7 or 9? and waiting till RC10 is fixed.

An older version won't fix your problems at all. It is true that there are problems of dickless creatures but cf is not the issue here if I believe the author of cf, he told if I remember correctly that the Nude Creatures mod has a issue. Well as I'm not an expert I dont know if this is true. But i can say that downgrading won't solve your issues.

Posted

 

is MNC 8.33 bound to Creature Framework RC10 or is it possible to replace RC10 with an older working version like RC 8 or 7 or 9? and waiting till RC10 is fixed.

An older version won't fix your problems at all. It is true that there are problems of dickless creatures but cf is not the issue here if I believe the author of cf, he told if I remember correctly that the Nude Creatures mod has a issue. Well as I'm not an expert I dont know if this is true. But i can say that downgrading won't solve your issues.

 

is this the problem where if creature framework hasnt decided a creature is aroused before another mod makes animations start, it stays without a dick through the animation? i dunno if this is because some creatures dont have arousal levels set until checked by aroused creatures mod or something, so CF doesnt have an arousal level to say 'oh this creature is aroused, so show the dick'. but i see that a lot - CF hasnt made the creature have a dick yet the arousal was obviously high enough to trigger a pc/npc encounter when checked.

 

 if i happen to hit a creature with the target key before any anims start, sometimes i see the dick appear, this makes me think CF isnt checking creature arousal a whole lot, but using the key to check arousal makes it check. yet if i dont hit the target key, the damn thing can stay without a dick if an animation starts. im still trying to work out if this happens same way everytime, or if sometimes the dick appears just before animation. i hope this makes sense to someone and helps figure the problem.

Posted

I'm wondering if you have ever included animations from here: http://www.loverslab.com/files/file/2082-funnybizness-animations-and-nonreplacermod. The creature animations are interesting (and the giant(ess) one seems pretty distinctive), but I'm not sure how well that mod plays with this one.

 

I have started with the falmers. But I ran into some alignment problems. And havent had time to add anything more. But I will.

Posted

The last few versions of this mod, attempting to install with MO says "None of the available installer plugins were able to handle that archive." Attempting to manually install by opening the zip fails as well. 7-zip says it cannot open that file as an archive. The most recent version that still works for me is 7_11. Any ideas?

 

EDIT: Nevermind... I re-downloaded the zip and it works fine. It seems that sometimes when I download the zip for your mod, it becomes corrupted, which is strange because it has never happened to any other zip I've downloaded from LoversLab. Oh well.

Posted

The last few versions of this mod, attempting to install with MO says "None of the available installer plugins were able to handle that archive." Attempting to manually install by opening the zip fails as well. 7-zip says it cannot open that file as an archive. The most recent version that still works for me is 7_11. Any ideas?

 

EDIT: Nevermind... I re-downloaded the zip and it works fine. It seems that sometimes when I download the zip for your mod, it becomes corrupted, which is strange because it has never happened to any other zip I've downloaded from LoversLab. Oh well.

 

it may because of the size of the file that MNC has depending on your browser and if you use Chrome it cuts the download short sometimes.

Posted

I'm not sure what I may have done.  While using Defeat when a wolf rapes a NPC or player the wolves seem to flash at times as if another animation is mixing in as well.  I feel like it is because sometimes the wolf has crazy open eyes and sometimes not.  Also, the wolves used to howl, they don't anymore.  So I'm sure I have something conflicting, just not sure what to look at.  anyone have any idea?

 

 

Thanks

Posted

I'm not sure what I may have done.  While using Defeat when a wolf rapes a NPC or player the wolves seem to flash at times as if another animation is mixing in as well.  I feel like it is because sometimes the wolf has crazy open eyes and sometimes not.  Also, the wolves used to howl, they don't anymore.  So I'm sure I have something conflicting, just not sure what to look at.  anyone have any idea?

 

 

Thanks

 

The "flashing" and "jittering" thing is to do with ground alignment where the animation is taking place. If the ground is "just right" in level the creature will have this bug. It's really trial and error to find the right spot to play the animations on (just move to another spot using sexlab hotkeys to re-place the animation.)

Some animations cause the wolves eyes to sink back because the animations were originally built for domestic dogs, and whilst their meshes/skeletons are similar they do have slight differences.

 

I too use Defeat with this mod and it works fine, but this is the first time I heard of wolves not howling. Do they play the howl animation or is it just the sound that is gone?

Posted

 

A bit of update on the invisible male parts, maybe it helps the modders figure out where the problem is.

 

Previously I tried to reinstall all the required mods, including the ones included in the MNC. I then tried Bad Dog's stuff with Immersive Creatures and SkyTEST and I had similar result. I did the Framework resets, save cleans, lots of stuff.

 

I tested all these with a save from Bestial Essence mod, when you meet your 1st dog. Nothing seemed to work. Then I advanced to the next phase,

 

 

when you need to to work on a horse. The horse did not have a shlong, nor the next wolf and troll.

 

 

So it seemed broken. But then I noticed, that the regular animals do have manly parts. So all the horses at stables, the random dogs, etc were properly equipped. Also, the new creatures from Immersive creatures had their man parts too.

 

Update: I accidentally figured out something. The Cursed Loot mod triggered a rape attack, because my character wore some restraints. When Cursed Loot does this, it collects NPCs nearby, but it never collects animals (except some draughrs or humanoids).

 

This time it collected Bestial Essence's "Escaped Horse". SL played the correct human with human animation for my character, but the horse was just standing (w/o shlong). So I'm assuming, this is why no shlongs for animals in Bestial Essence, they are considered as NPCs, not as animals. On the other hand, when I did the BesEss quest, it played the correct horse animation, maybe the mod triggers it by itself? I didn't have log activated, so can't be sure.

 

This of course won't explain why normal animals loose their male parts sometimes, but I hope it helps figuring it out.

 

 

 

Maybe a bit late but I only just saw this.

 

To clarify what is happening there. A small number of creatures in the Bestial Essence mod, are custom races (completely specific to BesEss, it's about 8 actors in total and only them. They don't exist except for within BesEss and BesEss does not alter any vanilla creatures). In terms of looks they are identical to their standard counterparts (it's to make the mod more robust and allow for greater freedom of behaviour for the creatures/custom racial traits). BesEss switches their race to the standard race only when needed. The transition is no more (actually a lot less) jarring than the typical shunting into position of actors by Sexlab prior to an animation (the only time it will occur). If they animate then the process is working as intended because the custom races are not on the allowed races list, so would never be allowed to animate.

 

I've never used cursed loot so I have no idea what it does or how it does it. I do find it strange that it is attaching itself to these races though as they have no identifying keywords, are not on the allowed races list etc. In fact, it was partly for reasons such as this that I decided to implement the custom races in the first place. To try to stop other mods interfering with actors that only exist to advance the story of BesEss.

 

Posted

 

 

A bit of update on the invisible male parts, maybe it helps the modders figure out where the problem is.

 

Previously I tried to reinstall all the required mods, including the ones included in the MNC. I then tried Bad Dog's stuff with Immersive Creatures and SkyTEST and I had similar result. I did the Framework resets, save cleans, lots of stuff.

 

I tested all these with a save from Bestial Essence mod, when you meet your 1st dog. Nothing seemed to work. Then I advanced to the next phase,

 

 

when you need to to work on a horse. The horse did not have a shlong, nor the next wolf and troll.

 

 

So it seemed broken. But then I noticed, that the regular animals do have manly parts. So all the horses at stables, the random dogs, etc were properly equipped. Also, the new creatures from Immersive creatures had their man parts too.

 

Update: I accidentally figured out something. The Cursed Loot mod triggered a rape attack, because my character wore some restraints. When Cursed Loot does this, it collects NPCs nearby, but it never collects animals (except some draughrs or humanoids).

 

This time it collected Bestial Essence's "Escaped Horse". SL played the correct human with human animation for my character, but the horse was just standing (w/o shlong). So I'm assuming, this is why no shlongs for animals in Bestial Essence, they are considered as NPCs, not as animals. On the other hand, when I did the BesEss quest, it played the correct horse animation, maybe the mod triggers it by itself? I didn't have log activated, so can't be sure.

 

This of course won't explain why normal animals loose their male parts sometimes, but I hope it helps figuring it out.

 

 

 

Maybe a bit late but I only just saw this.

 

To clarify what is happening there. A small number of creatures in the Bestial Essence mod, are custom races (completely specific to BesEss, it's about 8 actors in total and only them. They don't exist except for within BesEss and BesEss does not alter any vanilla creatures). In terms of looks they are identical to their standard counterparts (it's to make the mod more robust and allow for greater freedom of behaviour for the creatures/custom racial traits). BesEss switches their race to the standard race only when needed. The transition is no more (actually a lot less) jarring than the typical shunting into position of actors by Sexlab prior to an animation (the only time it will occur). If they animate then the process is working as intended because the custom races are not on the allowed races list, so would never be allowed to animate.

 

I've never used cursed loot so I have no idea what it does or how it does it. I do find it strange that it is attaching itself to these races though as they have no identifying keywords, are not on the allowed races list etc. In fact, it was partly for reasons such as this that I decided to implement the custom races in the first place. To try to stop other mods interfering with actors that only exist to advance the story of BesEss.

 

 

 

Thanks for clarifying. If I understand right (please correct me if I'm wrong), then the custom race prevents Creature Framework to register the shlongs on the creatures in BesEss?

 

Posted

It probably will on the actor when it is a custom race, as I don't think there's any way for MNC to identify it (But there's a bigger issue there. They are not on the allowed races list so Sexlab would forbid them from animating at all). When those actors are instructed to animate(by BesEss) they are never the custom race so MNC shouldn't have problems. I switch races mainly to keep MNC working as I could just add and remove the races to the Sexlab list otherwise. On the machine I test the deployed version, I installed MNC and the "creature equipment" works as intended, others report it working too. And I don't think script lag would be an issue because any stage that sets up a Sexlab animation in BesEss is now only triggered after a racechangecomplete event has fired on the relevant actor alias.

Posted

 

I'm not sure what I may have done.  While using Defeat when a wolf rapes a NPC or player the wolves seem to flash at times as if another animation is mixing in as well.  I feel like it is because sometimes the wolf has crazy open eyes and sometimes not.  Also, the wolves used to howl, they don't anymore.  So I'm sure I have something conflicting, just not sure what to look at.  anyone have any idea?

 

 

Thanks

 

The "flashing" and "jittering" thing is to do with ground alignment where the animation is taking place. If the ground is "just right" in level the creature will have this bug. It's really trial and error to find the right spot to play the animations on (just move to another spot using sexlab hotkeys to re-place the animation.)

Some animations cause the wolves eyes to sink back because the animations were originally built for domestic dogs, and whilst their meshes/skeletons are similar they do have slight differences.

 

I too use Defeat with this mod and it works fine, but this is the first time I heard of wolves not howling. Do they play the howl animation or is it just the sound that is gone?

 

 

 

The howling animation is there, just not the sound any longer, even when they are far away.

Posted

I'm having a hard time with this mod because I'm not seeing any genitals. I go into the "creature framework" and they all have "sexlab textures" or something selected. When the sex starts I don't see anything. I may be looking in the wrong direction, not sure, but I spent a couple of hours looking and I'm still confused. Can someone help or point me in the right direction?

Posted

I'm having a hard time with this mod because I'm not seeing any genitals. I go into the "creature framework" and they all have "sexlab textures" or something selected. When the sex starts I don't see anything. I may be looking in the wrong direction, not sure, but I spent a couple of hours looking and I'm still confused. Can someone help or point me in the right direction?

 

I had this issue til I removed Aroused Creatures. I'm not sure why it was, but it kept the animals from showing their arousal in sex scenes. If you remove it off a current save remember to clean it with Save Tool or some such to remove the scripts then reset all creatures in the MCM menu for Creature Framework.

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