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Posted

Please don't drop support for SL v1.59c... I'm not willing to update to the tangled mess that is 1.60 until both:

 

A) All major bugs are fixed (and I will admit that a lot have been)

B) All the mods that I like and use regularly have been updated. 

 

B is an issue, because a lot of authors for the mods I like are not active anymore *TO* update...

 

If your reasoning for updating was to do "female creature/male humanoid" stuff... Well there are currently all of like ONE animation that would need that (since you wouldn't need it for Spriggans and Flame Atronaches, and Holt doesn't want to share his creature animations).

Posted

Why does MEGA want me to install software from them just to download your file? Loverslab doesn't require this.

 

Click the "download with browser" underneath the buttons on the mega page.

Posted

I actually have an issue where the first stage of any animation just won't replay with SL 1.6.2.  Not an issue for you but in the same vein as what your having.

 

I've seen that problem before too. Not a quick fix but if you go back too the 1st stage and the animation won't, just switch too a different animation and then switch back. Should be at the beginning.

Posted

Please don't drop support for SL v1.59c... I'm not willing to update to the tangled mess that is 1.60 until both:

 

A) All major bugs are fixed (and I will admit that a lot have been)

B) All the mods that I like and use regularly have been updated. 

 

B is an issue, because a lot of authors for the mods I like are not active anymore *TO* update...

 

If your reasoning for updating was to do "female creature/male humanoid" stuff... Well there are currently all of like ONE animation that would need that (since you wouldn't need it for Spriggans and Flame Atronaches, and Holt doesn't want to share his creature animations).

 

Well the deciding factor for me is the animation limit in 1.59. Simply no more room to add new animation. But I will continue to add them in a way that is compatible with the old 1.59. So anybody on SL1.59 can simply comment out the RegisterAnimation() lines that they dont need....

 

If there is sufficent demand I might go and add a preselect menu like in NonSL Anims..... its the only way around..... and quite a bit of coding.

Posted

I'm not sure the non-cyclical animations problem is purely a 1.60 issue, as I recall seeing it happen often in 1.59 as well with animations that involve a transition step.  It didn't seem to consistently mess up, but often one of the actors would go directly to the next cyclical animation while the other would do the proper transition from say standing to doggystyle ect.

Posted

 

Why does MEGA want me to install software from them just to download your file? Loverslab doesn't require this.

 

Click the "download with browser" underneath the buttons on the mega page.

 

Ah... Thanks. :)

Posted

 

Please don't drop support for SL v1.59c... I'm not willing to update to the tangled mess that is 1.60 until both:

 

A) All major bugs are fixed (and I will admit that a lot have been)

B) All the mods that I like and use regularly have been updated. 

 

B is an issue, because a lot of authors for the mods I like are not active anymore *TO* update...

 

If your reasoning for updating was to do "female creature/male humanoid" stuff... Well there are currently all of like ONE animation that would need that (since you wouldn't need it for Spriggans and Flame Atronaches, and Holt doesn't want to share his creature animations).

 

Well the deciding factor for me is the animation limit in 1.59. Simply no more room to add new animation. But I will continue to add them in a way that is compatible with the old 1.59. So anybody on SL1.59 can simply comment out the RegisterAnimation() lines that they dont need....

 

If there is sufficent demand I might go and add a preselect menu like in NonSL Anims..... its the only way around..... and quite a bit of coding.

 

 

Ok ok, that's perfectly fine then. I have no problem with manually commenting out animations (been doing that for humanoid animations for a while now). I assumed this meant API changes or something! n.nU

Posted

Just went to download ver 9.1 and there is no 9.1 listed in the downloads, the latest version listed in 9.0. Is this a labelling issue or are the new ones not up yet?

 

 

Edit:

 

My bad, assumed the mega was for older versions and didn't check till I noticed the size was close to the upper limit with 9.0. 

 

Sorry

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.

 

That seems to have done it. I uninstalled the creature pack, removed the framework from the save; made a new save, used the savetool to clean the scripts out of it. Then I removed FNIS as a whole, reinstalled it, reinstalled the creature pack and the fix; ran it all through again and reactivated creature framework. Now aside from the genitalia not showing up every one out of 20 times (Which isnt really that big of a deal) it all works!

Posted

And now for something completely different:

 

Ran into a little problem during testing and maybe someone here knows about it.

 

Since my update to SL 1.60 non cyclic animation stages dont play correctly anymore. If a stage in an animtion is non cyclic (registeres in FNIS as "S -a ....") only one actor plays it and the other immediatly plays the next stage.

 

Happens with critters and with humans. Tested "Arrok Rape" where stage 1 is non cyclic. Tested "TrollMissionaryAlt" and "TrollCowgirl" where stage 1 is non cyclic too. all the same result. One actor plays as it should the other skips to stage 2.

 

Came to realize that problem when I tested llabskys Boar animation where the last stage should be non cyclic. And I couldnt get it going. Now I know its not a problem with the animation but with something else.

 

Just wondering if I am the only one with that problem. It makes testing new animations quite nightmare-ish...

In my SL 1.60 hotfix 2 everything with acyclic goes as intended. Just now for quick test used "arrok cowgirl".

Maybe it was temporary issue with packages on your side, something like old applaud while sex. I have seen similar in my game recently: as i dig into mod, PC's partner just had stack of packages, and while sex package of NPC simply switched to another. And this issue not related to cyclic/acyclic - both affected.

If too many ppl having problems similar yours, maybe use that stages as cyclic but for this ones insert timers?

 

 

Edited: was typed SL 1.62 from future :D

 

Kind Regards.

Posted

Hmm it seems i can't recompile mnc 9.1 script again. Im sure i had that issue before and it got fixed by downlaoding some files and puting them in script folder. But i can't remmber what was it at all D; 

Posted

Hmm it seems i can't recompile mnc 9.1 script again. Im sure i had that issue before and it got fixed by downlaoding some files and puting them in script folder. But i can't remmber what was it at all D; 

 

Prolly SL 1.60 sources... copy them into your scripts/sources

Posted

Dentarr, from old versions of MNC still in RieklingDouble() remains:

    Int a3 = Base.AddCreaturePosition("Rieklings", 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")

Kind Regards.

 

 

Added: In 9.1

        Deers = new string[2]
        Deers[0] = "DeerRace"
        Deers[1] = "ElkRace"
        Deers[2] = "WhiteStagRace"
        Deers[3] = "DLC1DeerGlowRace"
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.

Papyrus Util comes bundled with Sexlab which IS a requirement for this mod so if you missed that you have really screwed up the very first step which is to install Sexlab.

Posted

Hi Dentarr, I don't know it is MNC or BDIC or both, but draugrs are not undressing before sex and they don't have tools either.

 

The others (like wolves and dogs, rieklings etc.) are working fine, so I don't get it. I am using MNC 9.0 currently. HEEEEELP.

Posted

Hi Dentarr, I don't know it is MNC or BDIC or both, but draugrs are not undressing before sex and they don't have tools either.

 

The others (like wolves and dogs, rieklings etc.) are working fine, so I don't get it. I am using MNC 9.0 currently. HEEEEELP.

 

Re-register creatures in CreatureFramework MCM.

Posted

Please Dentarr, could you fix voices of hentai creatures?

 

Old vanilla creatures sounds fine (except atronach) but starting with rieklings and after (I mean MNC version) their voices messed (not all of them). I understand how you add creatures, you just sometimes forget about two lines:

 

VTCK - Voice     [for example]    CrNetchVoice [VTYP:09024C31]

 

and  CSCR - Inherits Sounds From  [like]   AudioTemplateBigNetch "AudioTemplateMammoth" [NPC_:09026B44]

 

Yes I use TESVEdit and I have no idea where to search these lines in... GECK, I forget how this program named  :)

It's not a big deal, I fix it myself for my install, but it works just for me, right?

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