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Posted

Everything else seems to be working normally for me... Except the Draugr. Game claims the animation starts and, for the non-Draugr participant (tested thus far with only my character, no followers) the animation plays. The Draugr, however, just stand around with their dicks up looking off into the distance and wobbling a bit as if in an idle animation state. I've ran and re-ran FNIS, I've updated/reseted animation registries in both SexLab AND this mod but nothing seems to fix the horny undead.

 

Am I the only one with this issue? Any handy fixes, anyone? No rush, though, since everything else I've tested thus far works just fine.

 

EDIT: oh hey, my first ever post. Guess this is the first time I REALLY am stumped on something... o_o

 

EDIT #2: After some more testing, it would seem the issue affects several different Critters (strangest being the Arch Demon transforming into a Werebear and then back afterwards, lol, though the animation itself worked). They all act the same, standing around "idle" whilst the other character/participant performs the animation.

Posted

HELP!!!!

 

I downloaded everything right(load order and such). But my the meshes for the animal genitalia(don't know if I spelt that right:) wont appear.

 

Do you have any tips on what do do?

 


The textures of the animal privates wont appear, what do i need to do?

Posted

 Please excuse me for the double post...

 

 

I've been having problems with dragon parts not appearing. I've checked my installation, I've reinstalled this mod, Creature Framework, and even tried messing around manually a little bit (I reverted all changes). I've found the dragon files but for some reason they don't actually appear in game. I've tried making a new save but they still don't appear. Your FAQ states to simply "activate dagonpenis" but the option doesn't even exist for me. Kind of stuck here.

 

The dragons are always a bit wonky....they don't like to play nice with the sex stuff. I've had it work perfectly at times, other times nothing at all, no animations, hell, I've killed dragons before and instead of them leaving behind their skeletons there was a giant pointy cock floating in the air. When I do get the parts and the animations working right then you also have the problem of the dragon sitting on top of you and you're like pinned to the ground.

 

My advice, unless you are dead set on the dragon sex stuff (only a few animations anywho...) just leave well enough alone and skip out on in. I do have it working right and I don't even bother anymore just 'cause it's not worth the hassle to me.

yea DAYMOYL does some stupid shit with a loss of dragon souls when i pass out to a dragon anyway so its not really worth it at this point. too bad, i ran through the dragon animation w/o the equipment and it looked pretty great.

Posted

After installing Nasty citters 9.3 i found in MCM menu that many of the animation not registered and it is Disable..  Any one please help me to find out why it is disable ? Another question how to work with dragon animation ?

 

Screenshots of my problem:-

http://i.imgur.com/eIx99O5.jpg

Posted

CF (Creature Framework?) is causing lot of warning and failures in my game's debug log. Most of them are like this:

 

 

 

stack:

[Active effect 2 on (000E94DE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:31AM] [CF][Creature Apply] Failure on ["Creature" [defaultGhostScript < (000590F0)>]]; creature isn't registered; race=[" Race" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

[02/24/2016 - 12:25:31AM] [CF][Creature Apply] Failure on ["Creature" [defaultGhostScript < (000590F1)>]]; creature isn't registered; race=[" Race" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94E9)>]]; already has effect

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94DD)>]]; already has effect

[02/24/2016 - 12:25:31AM] warning: Assigning None to a non-object variable named "::temp6"

stack:

[Active effect 2 on (000E94E9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:31AM] warning: Assigning None to a non-object variable named "::temp6"

stack:

[Active effect 2 on (000E94DD)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:31AM] [CF][Creature] Not equipping normal armour on ["Creature" [Actor < (000E94DB)>]]; there is no normal armour

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000FEBE1)>]]; already has effect

[02/24/2016 - 12:25:31AM] warning: Assigning None to a non-object variable named "::temp6"

stack:

[Active effect 2 on (000FEBE1)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:31AM] [slamainscr <sla_Main (0A042D62)>]:Defered maintenance...

[02/24/2016 - 12:25:31AM] [slamainscr <sla_Main (0A042D62)>]: found Devious Devices - Assets.esm

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94DB)>]]; already has effect

[02/24/2016 - 12:25:31AM] warning: Assigning None to a non-object variable named "::temp6"

stack:

[Active effect 2 on (000E94DB)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:32AM] [slamainscr <sla_Main (0A042D62)>]: Enabled Desire spell

[02/24/2016 - 12:25:32AM] [slamainscr <sla_Main (0A042D62)>]: Updated notification key to 49

[02/24/2016 - 12:25:32AM] [slamainscr <sla_Main (0A042D62)>]: finished maintenance

[02/24/2016 - 12:25:32AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94DC)>]]; already has effect

[02/24/2016 - 12:25:32AM] warning: Assigning None to a non-object variable named "::temp6"

stack:

[Active effect 2 on (000E94DE)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10

[02/24/2016 - 12:25:31AM] [CF][Creature Apply] Failure on ["Creature" [defaultGhostScript < (000590F0)>]]; creature isn't registered; race=[" Race" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

[02/24/2016 - 12:25:31AM] [CF][Creature Apply] Failure on ["Creature" [defaultGhostScript < (000590F1)>]]; creature isn't registered; race=[" Race" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94E9)>]]; already has effect

[02/24/2016 - 12:25:31AM] [CF][Framework] Didn't activate actor ["Creature" [Actor < (000E94DD)>]]; already has effect

[02/24/2016 - 12:25:31AM] warning: Assigning None to a non-object variable named "::temp6"

  

 

 

 

Where "Creature" and "Race" can be any creature and race in game.

 

Should I ignore them? Or is it conflicting with other creature mods? (I have SkyTEST and one with nature installed.)

Posted

Hello what is the easiest way to start a sex scene with a creature and an npc without Hentai creatures? I mean taming a wild animal for example and telling it to have sex with someone, is there a way to do that? I have Sexlab Defeat but that would depend on arousal level of the creature and if it can knock down the npc. Does this mod add the ability to start a casual sex scene with a follower and a wild(non summoned ) creature?

Posted

Possible fix for those of you having issues with most creature's private parts not showing up, while animations seem to work fine.

 

Make damn sure you have these two folders, and their contents in your Skyrim Data folder: 

 

creatures.d

 

SLNC.d

 

I've only ever used Wrye Bash, so I don't know how other mod managers work. Essentially, Wrye Bash won't recognise these two folders and will skip them when installing the mod. While in Wrye Bash's Installer tab, you need to right click on MNC, then ensure 'Has Extra Directories' is checked. Select 'Install Missing' as well if you need to. This will install the folders it didn't recognise previously.

 

Or you could simply unpack them from the file you downloaded and install them manually. I wouldn't recommend it though. 

 

Load your game, go into the MCM and then into Creature Framework. You'll know it likely worked when you see a crap load more creature tabs within.

 

Go into sex lab and reset animation registry just to be on the safe side.

 

I hope this helps. Cheers. :)

 

Posted

Creature's equipment not showing FIX!  Most likely you didn't register them, after installing More Nasty Critters and generating a new FNIS thingy. Once done with that launch the game and go into the Creature Framework tab which is in the Mod config menu then go into the General and click re-register. If the button is greyed/grayed out spawn in a creature (player.placeatme 23ABA)=Troll  or go near one that should have a dingdong and the option should become available and once you register it (it might take a bit) it should be fixed! :D

Posted

Hello, first nice work on this.

 

I'm making the SexLab scene fully customisable in Defeat by letting the player choose the tagging but the tagging with creatures needs to be improved imo.

 

First, The tagging for 3p+ animations involving at least a female a male and a creature are wrong in this mod, it makes it imcompatible with the MakeGenderTag function of SexLab which build a tag from an actor array and is always the same order by priority no matter in what order are the npcs in the array: 

 

Female -> Male -> Creature

So in case of female/male/creature array it will always return FMC but currently none of the animation in this mod have FMC as a tag because you always register the male before the female so MFC & CFM tags are created instead. (2p animations and 3p+ that don't deal with female/male/female at the same time)

 

You have to register the females first, males second and creatures last, that's how SexLab build the gender tag. Example:

function LeitoDogMFC(int id)

    int a1 = Base.AddPosition(Male) ; should be a2
    ...

    int a2 = Base.AddPosition(Female, addCum=vaginal) ; should be a1
    ...

    int a3 = Base.AddPosition(Creature)
    ...

endFunction

Currently for example it prevent Defeat to grab female/dog/male animations if such a scenario happens because Defeat will look for dogs "FMC" tagged animations, this is the only way to make my mod search for complicated combination 3p+ animations dynamically.

 

 

Second, with all those new animations we really need some tagging to seperate creature as dominant or submissive, for example if a spriggan attack the player the spriggan shouldn't be in a submissive position during the SexLab scene, maybe adding new tags Submissive & Dominant?

It should help determine if the creature is in a dominant position or not, for example (Spriggan) CG is an animation that should have Dominant tag where (Spriggan) Behind should have Submissive.

 

THis is all super informative and Dentarr should give it a look, but he is busy doing mods for Fallout 4. You should try messaging him about it.

Also after updating Defeat and JCContainers, humanoid creatures and 1 canine junk does not show, even after using all my previously mentioned methods to get creature junk to show. Rieklings, Falmer, Draugr and (oddly) Husky junk does not appear.

All other creatures junk works fine, even dogs and wolves, but for some reason husky says "nope".

Posted

Ok I really hate jumping on the bandwagon here lol BUT does anyone else have a problem not being able to use sexlab hotkeys while player is in werewolf or vampire lord form? I can't figure it out. If anyone has had the same problem and figured out how to fix it please enlighten me lol ^_^

Posted

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.
My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

Posted

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

Posted

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

Posted

 

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

 

 

Not many mods overwrite each-other but it's simple to decide. Sometimes files with the same name in different mods are probably the same file anyways, I forget if MO automatically say if the files are identical but if not, see if their crc match in 7-zip.

If the files are textures, you can overwrite safely, the ones lower on the load order will show in game.

If the files are script files and they don't match between mods, you best do some research before overwriting or don't install the mod if you're not sure. I have yet to find a mod that share the same script with another without the former specifically saying it changes something in the latter. In the MNC case it's the same mod that overwrites itself(jcontainers) so the newer version it's probably better.

 

Again, mods don't usually overwrites each-other unless they replace something from the vanilla game, like textures and models, or specifically change something in a mod(in which case that would clearly be mentioned in the description). If the mods add something new, they shouldn't overwrite anything.

This is probably my longest post here, I hope my english is easy to understand.

Posted

 

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

 

That kind of crap is why so many of use use Mod Organizer (MO). Using MO nothing except SKSE has to be installed to the Data folder (you will need to install ENB or ENBOOST to the Skyrim folder as well) so you don't get asked about overwriting files as you install.

 

With MO each mod is installed to it's own folder so removing a mod from MO means that ALL of it's files are gone, no hunting down lists and trying to find all the files and no checking to make sure no other mod also installed a copy or different version of a file and accidentally removing that file while you have a mod that still uses it.

 

Where multiple mods have files that conflict MO will show you what files are in conflict and allows you to alter which mod "wins" any file conflict.

 

You get complete control using MO of which mods win when there are conflicts and can quickly and easily change the winner if you decide some other mod ought to be the winner instead.

 

Yes, MO is more difficult to learn to use but just as a Smart Phone is harder to learn to use than a simple phone that fact that you can do so much more makes it worth the effort to learn.

Posted

 

 

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

 

That kind of crap is why so many of use use Mod Organizer (MO). Using MO nothing except SKSE has to be installed to the Data folder (you will need to install ENB or ENBOOST to the Skyrim folder as well) so you don't get asked about overwriting files as you install.

 

With MO each mod is installed to it's own folder so removing a mod from MO means that ALL of it's files are gone, no hunting down lists and trying to find all the files and no checking to make sure no other mod also installed a copy or different version of a file and accidentally removing that file while you have a mod that still uses it.

 

Where multiple mods have files that conflict MO will show you what files are in conflict and allows you to alter which mod "wins" any file conflict.

 

You get complete control using MO of which mods win when there are conflicts and can quickly and easily change the winner if you decide some other mod ought to be the winner instead.

 

Yes, MO is more difficult to learn to use but just as a Smart Phone is harder to learn to use than a simple phone that fact that you can do so much more makes it worth the effort to learn.

 

 

I really tried to learn MO, It seems a lot better but after using it and thinking I had all my mods installed they just simply weren't.

That and it had a lot of complaining to do about certain mods and I had no idea what to do to get them installed through MO.

It also locked me out of the data files option through the vanilla launcher, So I went back to what I knew how to use.

 

Posted

 

 

 

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

 

That kind of crap is why so many of use use Mod Organizer (MO). Using MO nothing except SKSE has to be installed to the Data folder (you will need to install ENB or ENBOOST to the Skyrim folder as well) so you don't get asked about overwriting files as you install.

 

With MO each mod is installed to it's own folder so removing a mod from MO means that ALL of it's files are gone, no hunting down lists and trying to find all the files and no checking to make sure no other mod also installed a copy or different version of a file and accidentally removing that file while you have a mod that still uses it.

 

Where multiple mods have files that conflict MO will show you what files are in conflict and allows you to alter which mod "wins" any file conflict.

 

You get complete control using MO of which mods win when there are conflicts and can quickly and easily change the winner if you decide some other mod ought to be the winner instead.

 

Yes, MO is more difficult to learn to use but just as a Smart Phone is harder to learn to use than a simple phone that fact that you can do so much more makes it worth the effort to learn.

 

 

I really tried to learn MO, It seems a lot better but after using it and thinking I had all my mods installed they just simply weren't.

That and it had a lot of complaining to do about certain mods and I had no idea what to do to get them installed through MO.

It also locked me out of the data files option through the vanilla launcher, So I went back to what I knew how to use.

 

 

 

Yet another pro is its performance. MO don't have to track, backup overridden files and then move them back into the Data folder when some mod gets uninstalled, which is also error prone.

 

I'd add that I have changed permissions a bit. Still non-restrictive though. At least new modders will read it.

 

It's best to de-bundle everything, that's what I'm doing when seeing something bundled (including SkyUILib). There is no hope that all mod authors will always upgrade their mods to include most recent versions of the components they're using.

 

Posted

Just went on with 9.3. And i'm upgrading right before entering killreath ruin and then my PC got hammered by bunch of corrupted shade (or so it called) and somehow i keep getting CTD with Anub Stand after the last phase. Tested it further, everything works well with other draugr animations and i also tested Anub Stand with base draugr, no CTD.

 

So i only got CTD on Corrupted shade with Anub Stand animation, which i find it weird. I dont think i use any mod that tweak corrupted shade and my papylog looks quite alright. Any idea ?

 

Thanks.

Posted

 

 

 

 

I have a question, I'm never 100% sure what should let overwrite what when it comes to mods.

My understanding is you let the dominant mods or desired to work mod overwrite another but....well my example is this mod in fact, Should I let something like Jcontainers overwrite Jarraypex in MNC? Or does it even matter?

 

if the jcontainers you have installed is more up to date than the one included in MNC, don't let MNC overwrite it.

 

 

Ah well I appreciate the help in THIS case, But I'm totally fucked with all the other ones asking to overwrite things....since most authors can't possibly account for all the mods I'm going to use.

Ugh.

 

That kind of crap is why so many of use use Mod Organizer (MO). Using MO nothing except SKSE has to be installed to the Data folder (you will need to install ENB or ENBOOST to the Skyrim folder as well) so you don't get asked about overwriting files as you install.

 

With MO each mod is installed to it's own folder so removing a mod from MO means that ALL of it's files are gone, no hunting down lists and trying to find all the files and no checking to make sure no other mod also installed a copy or different version of a file and accidentally removing that file while you have a mod that still uses it.

 

Where multiple mods have files that conflict MO will show you what files are in conflict and allows you to alter which mod "wins" any file conflict.

 

You get complete control using MO of which mods win when there are conflicts and can quickly and easily change the winner if you decide some other mod ought to be the winner instead.

 

Yes, MO is more difficult to learn to use but just as a Smart Phone is harder to learn to use than a simple phone that fact that you can do so much more makes it worth the effort to learn.

 

 

I really tried to learn MO, It seems a lot better but after using it and thinking I had all my mods installed they just simply weren't.

That and it had a lot of complaining to do about certain mods and I had no idea what to do to get them installed through MO.

It also locked me out of the data files option through the vanilla launcher, So I went back to what I knew how to use.

 

It took me more than one try to learn how to use MO myself, the biggest failure of MO is in fact it's inability to figure out where the "Data" folder is in the compressed mod file most of the time. Because of that I always "Manually Install" every mod so I can be sure it has the right folder selected, my first attempt to use MO failed because I ignored that problem and MO didn't install those mods correctly. It sounds like you had a similar experience.

Posted

Sabrecat and wolves do not show any penis, creature framework has it at disabled and when i try to enable it there is no option for that.

Posted

So I ran into a problem with creature not having erect penises and the re-register button grayed out.

The button starts working after you have sex with a creature. Press it and exit the menu and wait for a bit.

Then set up as you want it.

For example: disable khajiit and argonian.

This fixes creatures like wolves and saber-cats not having erect penises. (At least it fixes this problem for me)

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