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Posted

I have kind of a problem with the nude creatures part. I have installed the mod like stated and have no other nude model replacer installed, but I still only have the skeever and the dog options available. And even they won't work. So all the creatures are completely dickless right now.

 

Any ideas on what is the problem? 

Posted

I aim to bring a new version out this weekend.

Will add the new Draugr animations from Leito. Add the fixes for the Dog stuff. Add Centurion, Hare and Mammoth from llabsky. And do some other fixup.

 

Have stuff already done and testing atm.

Posted

Hi, after updating into sexlab 1.6.2, my char is male but when i transform into werewolf, sexlab gender makes me female even though i have male parts. before updating everything went smooth. All nessacary mods more critters and werewolfs are in and correct load order. Is sexlab 1.6.2 still in progress for the official release? thanks

Posted

I need some help here.  I have the latest sexlab framework, more nasty creatures, fnis and fnis creatures, zaz, creature features and creature framework.  Still every time I try to "allow creature animations" in sexlab menu it keeps saying "fnis creature 5.0 not installed or sexlab creature files not found"  I am not sure what I am doing wrong.  I am using NMM

Posted

@Ansgarodinson. If your using the latest version of SL, the creature animations come in a separate download.  They are no longer included with the main SL download.  Sounds like the creature animations were not installed.  If you did install them when you installed SL 1.6, I would remove the creature animations and reinstall them.  Don't forget to run FNIS after that.

Posted

Hi dentarr, from what I understand, your mod includes both creature animations and nude creatures. I would like to install only the animations, not nude creatures. Is it possible? Could you show me how? Many thanks.

Posted

The 9.0 update broke my game. Every time I start it up I get this message "Creatureanimationframework not found" and it doesn't show up in the MCM ingame. I tried reinstalling FNIS and MNC and even making a clean save but nothing works.

 

Anybody have any ideas?

Probably the soft dependency on aroused/aroused redux files (unless what you wrote is the full message. If you did I suppose you're just missing CF somehow). Try installing the latest aroused redux (uncheck/remove the esm if you don't want to use the full mod).
Posted

 

I just found these instructions from Neo Heero fixed the issue:

 

Try this uninstall  FNIS and FNIS Creature Pack, delete the GenerateFNIS_for_Users folder in Data\tools\ and install FNIS and FNIS Creature Pack again.

 

How does one uninstall something like that? I figure its just delete the FNIS_for_Users folder but he says to uninstall it beffore that, or did I misunderstand the sentence?

 

Also I'm just about ready to give up for a few months. Somehow the bug advanced and now all creature anims old and new are fucked, with the creature standing idle not animating and the player animating. I tried upgrading the creature pack, reinitializing the mod, re-registering the creatures and the animations. Absolutely fucking nothing worked.

 

If I get some clarification with Neo's post It might be my solution, otherwise I'm in a corner with no way out of it.

 

 

Hi Shimsham,

 

First thing you could try is only uninstalling the FNIS creature pack. Start FNIS and below the "Update FNIS" button is a smaller button named "De-Install Creatures". Click on that and when FNIS says it is done, close FNIS and then re-install the FNIS Creature pack. Be sure to run FNIS again to reregister all the behaviours.

If that doesn't help, de-install the creatures again first. When that is done, delete the complete FNIS folder (either in MO, NMM or the data folder). If you use MO, don't forget to delete the selfmade "mod" with the FNIS output files!

When that is done, re-install FNIS completely (FNIS, FNIS Creatures and FNIS fix). Rerun FNIS and see if that helped.

 

Posted

Hey dentarr, is there more support for creatures with different sizes yet? Spiders and mubcrabs come to mind having 3 different sizes each.

 

Using spiders as an example can I make an animation that will only be played with the smallest spiders, then make another animation that will will only play with normal spiders, then the same for giant spiders? Or will we have the same problems like we have now with spiders and chaurus?

 

Tbh I haven't tested if that has been fixed yet lol

Posted

Hey dentarr, is there more support for creatures with different sizes yet? Spiders and mubcrabs come to mind having 3 different sizes each.

 

Using spiders as an example can I make an animation that will only be played with the smallest spiders, then make another animation that will will only play with normal spiders, then the same for giant spiders? Or will we have the same problems like we have now with spiders and chaurus?

 

Tbh I haven't tested if that has been fixed yet lol

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

Posted

 

Hey dentarr, is there more support for creatures with different sizes yet? Spiders and mubcrabs come to mind having 3 different sizes each.

 

Using spiders as an example can I make an animation that will only be played with the smallest spiders, then make another animation that will will only play with normal spiders, then the same for giant spiders? Or will we have the same problems like we have now with spiders and chaurus?

 

Tbh I haven't tested if that has been fixed yet lol

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

 

 

hmm that can explain why sometime when i use spider animation , they randomly work , sometime it use a big spider and so the animation doing well , but sometime its a normal sized one and so ...

and that , even if the option for size are set !

 

Posted

I followed your instructions and have only the required MODs (not Sexlab 1.60 since no text in MCM), SKSE etc. installed.

The only entertainment is available is of the player character, the animals stand around just silly, while it does not matter what kind of animal and whether old or new animation.

Get all delete (Game etc.) and reinstall, let's see if it works then, maybe there until then an update :sleepy: . But the whole thing may take a while since I have been working for about 3 weeks abroad ( Spain :P ) has.

Posted

 

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

 

 

Deer, rabbit, chicken, ash hopper, chaurus hunter, walrus for example are scaled up or down and their animations seem to be working well. Only "Even Actors Heights" messes them up because it will bring the size of the critter up to or down to 1.00

 

Can animations be tied to the actors list though? Using spiders as an example again,

 

xx01926c albino spider (small size)

 

00023aaa frostbite spider (medium size)

 

00023aab giant spider (giant size)

 

 

Then I make one set of animations that will only be played when it is a scene with the small spiders, another set for only the meduim spiders, then one set for only giant spiders. Can it be done like that or does it throw all the spiders into the same category?

 

In "MoreNastyCrittersFactory.psc" can we separate the different sizes of creatures that way? I've no idea how it works tbh i just see it all sorted by creatures lol

Posted

 

Hey dentarr, is there more support for creatures with different sizes yet? Spiders and mubcrabs come to mind having 3 different sizes each.

 

Using spiders as an example can I make an animation that will only be played with the smallest spiders, then make another animation that will will only play with normal spiders, then the same for giant spiders? Or will we have the same problems like we have now with spiders and chaurus?

 

Tbh I haven't tested if that has been fixed yet lol

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

 

 

From what i have seen, if you turn "even actors height" off in SL, and you don't change the creature scale DURING the animation then it works just fine. It will remember what scale it is when it starts and will stay that way. if you try and change scale, it will scale back every stage change.

 

Posted

For those having the creatureframework api not found issue: The problem is that creatureframework requires PapyrusUtil which DOES NOT come with More Nasty Critters (IT SHOULD!). If you did not had PapyrusUtil and simply installed Creature Framework through MNC than you now what to do now.

Posted

Everything is working fine for me with this mod and sexlab 1.6.2.   

 

So this is just a couple questions.

 

first, I just got going again with skyrim, and I noticed that last year, I had Horny dogs of skyrim installed, and I think it added several dogs around the world, that would want sex and join you, as a doggy prostitute.  TDK prostitution was also loaded.  Where did these dogs go along with horny dogs of skyrim?

 

Also, there are a lot of werewolf mods, I still have the one you said was needed, version 2.1 installed. Is it safe to install the newer werewolf mods?  If so which ones?

 

 

Posted

Everything is working fine for me with this mod and sexlab 1.6.2.   

 

So this is just a couple questions.

 

first, I just got going again with skyrim, and I noticed that last year, I had Horny dogs of skyrim installed, and I think it added several dogs around the world, that would want sex and join you, as a doggy prostitute.  TDK prostitution was also loaded.  Where did these dogs go along with horny dogs of skyrim?

 

Also, there are a lot of werewolf mods, I still have the one you said was needed, version 2.1 installed. Is it safe to install the newer werewolf mods?  If so which ones?

 

I only ever tested the SL Werewolves mod. Since that one is from Ep1c who also created the Creature Framework it will probably always be the safest bet to use....

And yes, newer versions will work with CF so 3.0 beta 5 is the current I guess.

 

I should update my front page now and then I guess. Though SL Werewolves 2.1 should still work....

Posted

 

 

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

 

 

Deer, rabbit, chicken, ash hopper, chaurus hunter, walrus for example are scaled up or down and their animations seem to be working well. Only "Even Actors Heights" messes them up because it will bring the size of the critter up to or down to 1.00

 

Can animations be tied to the actors list though? Using spiders as an example again,

 

xx01926c albino spider (small size)

 

00023aaa frostbite spider (medium size)

 

00023aab giant spider (giant size)

 

 

Then I make one set of animations that will only be played when it is a scene with the small spiders, another set for only the meduim spiders, then one set for only giant spiders. Can it be done like that or does it throw all the spiders into the same category?

 

In "MoreNastyCrittersFactory.psc" can we separate the different sizes of creatures that way? I've no idea how it works tbh i just see it all sorted by creatures lol

 

 

Hmm... right now animations are tied to race. Seperating it by actor type.. I dare say that wont work in current SL. But I havent really looked into that. But no animation in SL itself has ever been targetted to an actor type.

 

I know, this scaling issue sucks. This approach might be a work around for that although it requires a ton of additional animations....

 

Guess its somethng to ask Ashal if he plans/thinks it useful to add Actor targetting instead/ina ddition to Race targetting

Sorry if this is a really stupid question, but will this mod work if you use a different mesh for the dogs i.e http://www.nexusmods.com/skyrim/mods/70337/? I've never really liked the custom look of dogs in skyrim!

 

If there are no nude meshes for them then no

 

 

From what i have seen, if you turn "even actors height" off in SL, and you don't change the creature scale DURING the animation then it works just fine. It will remember what scale it is when it starts and will stay that way. if you try and change scale, it will scale back every stage change.

 

 

 

Chaurus and spiders work that way, true. But not all critters behave that way. Its pretty strange.

But yeah.. we desperately need some solution to get this under control for some of the critter animations. Dont ask me how, though, I dont know. Ashal said he hasnt one either, so....

 

Hi dentarr, from what I understand, your mod includes both creature animations and nude creatures. I would like to install only the animations, not nude creatures. Is it possible? Could you show me how? Many thanks.

 

Depends. If you just dont want them to switch simply deactivate all the .esm and .esp in this mod exept the mnc.esp.

 

If you dont want the scripts/meshes in your install you have to parse through the files and delete all the .nifs and textures in the mod. And then parse through the scripts directory.

Well... its not that easy that I can sum in up in a line or two here...

 

I just found these instructions from Neo Heero fixed the issue:

 

Try this uninstall  FNIS and FNIS Creature Pack, delete the GenerateFNIS_for_Users folder in Data\tools\ and install FNIS and FNIS Creature Pack again.

 

How does one uninstall something like that? I figure its just delete the FNIS_for_Users folder but he says to uninstall it beffore that, or did I misunderstand the sentence?

 

Also I'm just about ready to give up for a few months. Somehow the bug advanced and now all creature anims old and new are fucked, with the creature standing idle not animating and the player animating. I tried upgrading the creature pack, reinitializing the mod, re-registering the creatures and the animations. Absolutely fucking nothing worked.

 

If I get some clarification with Neo's post It might be my solution, otherwise I'm in a corner with no way out of it.

 

 

Actually these instructions are a VERY good starting point for everyone with these issues (human plays anim, critter doesnt)

Delete the two fnis*  directorys in the tools folder. Then copy the contents of FNIS 5.5 fix 1 complete into your Skyrim Data dir. Then Creature Pack 5.3. And THEN run FNISforUsers.

 

Posted

 

 

 

Well, scaling is a pretty sensitive issue with critters, aparently. I talked to Ashal about it. And there already was a lot of talk about it in the past.

 

As far as I understand it, everything about scaling and critters works extremly wonky if at all.

I did some testing and found out that, depending on the critter, it is pretty much a nightmare.

 

So for lack of support in both Skyrim itself and SL I dont even know where I could even start...

 

 

 

Deer, rabbit, chicken, ash hopper, chaurus hunter, walrus for example are scaled up or down and their animations seem to be working well. Only "Even Actors Heights" messes them up because it will bring the size of the critter up to or down to 1.00

 

Can animations be tied to the actors list though? Using spiders as an example again,

 

xx01926c albino spider (small size)

 

00023aaa frostbite spider (medium size)

 

00023aab giant spider (giant size)

 

 

Then I make one set of animations that will only be played when it is a scene with the small spiders, another set for only the meduim spiders, then one set for only giant spiders. Can it be done like that or does it throw all the spiders into the same category?

 

In "MoreNastyCrittersFactory.psc" can we separate the different sizes of creatures that way? I've no idea how it works tbh i just see it all sorted by creatures lol

 

As Dentarr noted in post before, animations attached to races. In vanilla all spiders divided by races:

FrostbiteSpiderRace "Frostbite Spider" [RACE:000131F8] Scale Male/Female 0.75/1

FrostbiteSpiderRaceLarge "Frostbite Spider" [RACE:00053477] 1.2/1

FrostbiteSpiderRaceGiant "Frostbite Spider" [RACE:0004E507] 1.9/1

So with Even Actors Heights turned OFF every your animation set may be played correctly.

 

Kind Regards.

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