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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.

 

The problem still persists and I have no clue how to fix it. Thoughts, anyone? My character and companions do animate properly, but the Creatures... Not so much (they do not T-pose or anything, just stand around "idle"). It looks absolutely silly, so I've at least gotten a few small chuckles out of it but I'd rather have working animations.

Posted

The problem still persists and I have no clue how to fix it. Thoughts, anyone? My character and companions do animate properly, but the Creatures... Not so much (they do not T-pose or anything, just stand around "idle"). It looks absolutely silly, so I've at least gotten a few small chuckles out of it but I'd rather have working animations.

Re-install/update FNIS creature pack. Works for me

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.

 

 

 

 

 

 

 

 

 

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.

 

I would love to learn to use MO it seems a lot better and less accident prone, But honestly I just can't seem to get Skyrim to not crash for some reason or another lately and I've reached the absolute limit of mods I could go without so I guess I'm just screwed.

I'm probably better off manually installing my mods from now on, Or just not having so many mods that could conflict with each other...bare minimum type of thing which would be really really boring. If MO is really that much better I suppose I can take the time to learn it, Although at this point I feel I should move on and play something else, But the voices wont let me. <_<

 

Any guides out there I'm not aware of? The only one I found was far too long for simple install explanations.

Posted

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

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

 

Thanx a lot it works! :)

Posted

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

There's this modders resource I forget the name of that is attempting to add all sorts of creature animations like dwarven automatons and even wispmothers, I think I followed it awhile ago I'll try and find it and then edit this post.

But if there was anything I could suggest it would be that, Being able to have sex with almost anything in Skyrim would be amazing.

Posted

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

Leito made animations for reklings and giants. Also new animations for falmers apeard from user " Evacoution". I made few anims too,

They all have their SLAL packs so i dont thnk there is a point.

 

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

There's this modders resource I forget the name of that is attempting to add all sorts of creature animations like dwarven automatons and even wispmothers, I think I followed it awhile ago I'll try and find it and then edit this post.

But if there was anything I could suggest it would be that, Being able to have sex with almost anything in Skyrim would be amazing.

 

I think you are talking about Llabskys work.

Posted

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

Leito made animations for reklings and giants. Also new animations for falmers apeard from user " Evacoution". I made few anims too,

They all have their SLAL packs so i dont thnk there is a point.

 

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

There's this modders resource I forget the name of that is attempting to add all sorts of creature animations like dwarven automatons and even wispmothers, I think I followed it awhile ago I'll try and find it and then edit this post.

But if there was anything I could suggest it would be that, Being able to have sex with almost anything in Skyrim would be amazing.

 

I think you are talking about Llabskys work.

 

 

I can't honestly remember, I just recall the author of it specifically stating it was for modders and did nothing for anyone else.

And also that he was looking for people to start using it if they wanted to, I think they also included screenshots and basic gifs that looked really well done.

Posted

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

Leito made animations for reklings and giants. Also new animations for falmers apeard from user " Evacoution". I made few anims too,

They all have their SLAL packs so i dont thnk there is a point.

 

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

There's this modders resource I forget the name of that is attempting to add all sorts of creature animations like dwarven automatons and even wispmothers, I think I followed it awhile ago I'll try and find it and then edit this post.

But if there was anything I could suggest it would be that, Being able to have sex with almost anything in Skyrim would be amazing.

 

I think you are talking about Llabskys work.

 

 

Giants? Really? Where?

Seems there actually is something for me to do... Llabskys stuff is included though...

Posted

 

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

Leito made animations for reklings and giants. Also new animations for falmers apeard from user " Evacoution". I made few anims too,

They all have their SLAL packs so i dont thnk there is a point.

 

 

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? :blush:

 

There's this modders resource I forget the name of that is attempting to add all sorts of creature animations like dwarven automatons and even wispmothers, I think I followed it awhile ago I'll try and find it and then edit this post.

But if there was anything I could suggest it would be that, Being able to have sex with almost anything in Skyrim would be amazing.

 

I think you are talking about Llabskys work.

 

 

Giants? Really? Where?

Seems there actually is something for me to do... Llabskys stuff is included though...

 

 

Oh my, I apologize you've already included what I was talking about into your mod already.

I guess I hadn't noticed since I didn't look at it in awhile....I also recently downloaded your 9.3 update, Time to go see what they look like! :D

 

Posted

 

The problem still persists and I have no clue how to fix it. Thoughts, anyone? My character and companions do animate properly, but the Creatures... Not so much (they do not T-pose or anything, just stand around "idle"). It looks absolutely silly, so I've at least gotten a few small chuckles out of it but I'd rather have working animations.

Re-install/update FNIS creature pack. Works for me

 

 

Reinstalled the entirety of FNIS. That solved the issue. Cheers!

Posted

Hey, dentarr. I'm Yuni. I'm one of the primary beta testers for Scent of Sex, one of the other big mods what came out recently. There's a problem with this mod on race tagging for that mod... CPU will have more specifics, he'll be contacting you soon.

 

The best way I can describe the problem is that your mod uses a lot of weird race names "wolfpanic" "dogpanic" and such, instead of the actual sexlab names for the animating race, so Scent of Sex can't properly detect and play your animations for those creatures.

 

I am aware you include animations/mods made by others in this work. I don't know if it's you, or them, or someone somewhere causing the problem, but I thought it would be worth letting you know. CPU will have a lot more to say than I will. I'm the one that brought the bug to his attention.

Posted

Hello, just found a huge problem in animations registered by MNC 9.3 (latest version): the RaceKeys defined are NOT valid.

Many of the animations are using a RaceKey that is completely unknown to SexLab, so for every mod asking for a set of animations based on RaceKey values, the animations will NOT be found.

 

Please check this post: MNC Anims Not Found.

 

 

 

 

Consider you have a Dog.

You use:

String raceKey = sslCreatureAnimationSlots.GetRaceKeyByID(MiscUtil.GetActorRaceEditorID(myDog))

; RaceKey will be "Dogs"
sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags(2, raceKey, "")
; anims will NEVER contain the animations defined with the wrong RaceKeys.

 
@dentarr can you fix that, or do you want me to do a patch for MNC to fix it for you?
 

 

 

Posted

 

Hello, just found a huge problem in animations registered by MNC 9.3 (latest version): the RaceKeys defined are NOT valid.

Many of the animations are using a RaceKey that is completely unknown to SexLab, so for every mod asking for a set of animations based on RaceKey values, the animations will NOT be found.

 

Please check this post: MNC Anims Not Found.

 

 

 

 

Consider you have a Dog.

You use:

String raceKey = sslCreatureAnimationSlots.GetRaceKeyByID(MiscUtil.GetActorRaceEditorID(myDog))

; RaceKey will be "Dogs"
sslBaseAnimation[] anims = SexLab.GetCreatureAnimationsByRaceKeyTags(2, raceKey, "")
; anims will NEVER contain the animations defined with the wrong RaceKeys.

 
@dentarr can you fix that, or do you want me to do a patch for MNC to fix it for you?
 

 

If you make a patch, do not forget to fix the problem I mentionned about how the animations are registered:

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

Always register Females, Males and Creatures in that order for the tagging to be correct. "FMC"

 

And maybe adding "Dom" & "Sub" (or whatever fits the tagging convention if there is one) for animations where the creature is dominant or submissive.

Posted

 

...snip...

If you make a patch, do not forget to fix the problem I mentionned about how the animations are registered:

... 

And maybe adding "Dom" & "Sub" (or whatever fits the tagging convention if there is one) for animations where the creature is dominant or submissive.

 

Hi, I was not aware of the problem, but I don't see any complication in fixing the animation registration.

I do not follow too much creatures, I posted only because people were reporting animations errors using my last mod, and in debug I found what was causing the problem.

 

I PM @dentarr yesterday, I will give him time to check and answer.

If he will not have time to do it, I can create a patch. (And of course I will send it to him so he can fix the problem for real in the official version.)

Posted

HELP!!! Hi i downloaded MNC9_3.7z and when i laod up my game the "Creature Framework" MCM doesn't appear as a result none of the nude creature genital meshes appear. If you have a solution or reosan for this happening that would be awesome

 

Thanks

Posted

I made a SLAL version of More Nasty Critters for my own use, but I thought I'd offer it up here in case anyone wants to incorporate it into the main project.

 

The Hagraven doggystyle doesn't line up quite right and I couldn't find any way to test the Skeever 4-way animation, but I think it's all working pretty nicely other than that.

 

https://dl.dropboxusercontent.com/u/105270899/SLAL%20More%20Nasty%20Critters%202016-03-02.7z

 

Posted

I made a SLAL version of More Nasty Critters for my own use, but I thought I'd offer it up here in case anyone wants to incorporate it into the main project.

 

The Hagraven doggystyle doesn't line up quite right and I couldn't find any way to test the Skeever 4-way animation, but I think it's all working pretty nicely other than that.

 

https://dl.dropboxusercontent.com/u/105270899/SLAL%20More%20Nasty%20Critters%202016-03-02.7z

 

Does it still have the bad Racekey naming issue? This might help us, if you used the normal race names. I wouldn't know if SLAL would include that fix however.

Posted

 

...snip...

 

Does it still have the bad Racekey naming issue? This might help us, if you used the normal race names. I wouldn't know if SLAL would include that fix however.

 

 

Checking...

 

 

 

Checking completed.

 

"Chaurusflyers" " is not a known basic racekey for SexLab 1.61c (Dev version.) --> Do not consider that a serious error.

"Netches" is not a known basic racekey for SexLab 1.61c (Dev version.) --> Do not consider that a serious error.

"Centurions" is not a known basic racekey for SexLab 1.61c (Dev version.) --> Do not consider that a serious error.

 

Why the previous warnings? Because these races are not directly handled by SexLab, but they are correctly defined in @markdf file.

 

Posted

I havent had much time lately to take care of stuff with MNC.

Is there any new content out that should be included in MNC? blush.gif

 

Could you fix the :none warning in CFCreatureApply?  :)

Posted
Posted

I'm confused.. In one part of your first post, you say Nude Creatures isn't needed, but your first answer in the Q&A speaks otherwise. And then you say SL Werwolves is needed, but it's not a requirement.. Will someone please tell me what all I need?

 

Posted

I'm confused.. In one part of your first post, you say Nude Creatures isn't needed, but your first answer in the Q&A speaks otherwise. And then you say SL Werwolves is needed, but it's not a requirement.. Will someone please tell me what all I need?

 

Nude Creatures is not needed because it already included in MNC.

SL Werewolves is not needed but you may install it if you want better werewolves mesh management (ie. different male/female mesh).

 

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