JesusKreist Posted September 9, 2016 Posted September 9, 2016 Somebody knows what the F I need to do to make Realistic Primitive Horse Breeds work with MNC? Or better yet has a link to a sexlab patch for that mod? I'm trying for some time to mash something together now but everytime a horse gets its dick the texture changes back to vanilla skyrim. /edit to clarify what I already did. I added the horse dick from the currently available horse in MNC to the different horses in the mod via nifscope, made that a new file and dumped that to where the currently available horse in MNC is (slnc subfolder). To no affect. When that form of action starts the original horse.nif is used meaning the new horse without dick gets replaced by the old horse with dick. If I delete the original horse.nif the new horse gets replaced by nothing and I'm literally humping air. Is there some minor step I missed? /edit2 I figured it out. Seems what I did was sufficient but the horse spawned from Animal Mansion did not comply by those changes.
OncleTom199 Posted September 10, 2016 Posted September 10, 2016 I have a problem and although with not no longer multiply Mod's e.g. Laterns of Skyrim when I go to install the penis animation and that is also in a few other Mod's so someone knows remedy? TX
JackBikwik Posted September 11, 2016 Posted September 11, 2016 Am I correct in assuming this mod doesn't play nice with Death Alternative? I'm using MNC and Bad Dog's Vanilla Critters in conjunction with Untamed and SexLab Aroused. When I attempt to add in Death Alternative, all the Vanilla Critters (deer, skeevers, etc) lose their genitalia completely, while MNC creatures apparently contract erectile dysfunction. The junk is there, but it never triggers the "aroused" state. I've tried making sure FNIS is playing nice and fiddling with load order to no avail. EDIT: Got it working by adding in all the frame work for Sanguine Debauchery first. Weird.
Caliban44 Posted September 13, 2016 Posted September 13, 2016 Am I correct in assuming this mod doesn't play nice with Death Alternative? I'm using MNC and Bad Dog's Vanilla Critters in conjunction with Untamed and SexLab Aroused. When I attempt to add in Death Alternative, all the Vanilla Critters (deer, skeevers, etc) lose their genitalia completely, while MNC creatures apparently contract erectile dysfunction. The junk is there, but it never triggers the "aroused" state. I've tried making sure FNIS is playing nice and fiddling with load order to no avail. EDIT: Got it working by adding in all the frame work for Sanguine Debauchery first. Weird. i use death alternative and have never ran into the problem you have, i just have DA installed before i install MNC and Creature Framework.
interfaz Posted September 14, 2016 Posted September 14, 2016 I wanna ask some questions about this mod. - Am i need to use spells for creatures or is it working well with normal creatures ? ( Like sexLab Defeat on humans ) - Are hentai creatures acting like vanilla creatures or are they become passive ? ( Last time i downloaded this mod creatures are standing and not moving anywhere.) And can someone explain me how to download this mod smoothly ? Cause last time i downloaded , creatures have no penis and can't see any animation on Creature framework. Thanks ...
bury02128 Posted September 14, 2016 Posted September 14, 2016 I wanna ask some questions about this mod. - Am i need to use spells for creatures or is it working well with normal creatures ? ( Like sexLab Defeat on humans ) - Are hentai creatures acting like vanilla creatures or are they become passive ? ( Last time i downloaded this mod creatures are standing and not moving anywhere.) And can someone explain me how to download this mod smoothly ? Cause last time i downloaded , creatures have no penis and can't see any animation on Creature framework. Thanks ... - other mods control events with creatures: yes defeat works, can use random sex, untamed etc - hentai creatures will wait for you to give them command , you can make them follower, they can be use for beastiallity training , etc
interfaz Posted September 14, 2016 Posted September 14, 2016 I wanna ask some questions about this mod. - Am i need to use spells for creatures or is it working well with normal creatures ? ( Like sexLab Defeat on humans ) - Are hentai creatures acting like vanilla creatures or are they become passive ? ( Last time i downloaded this mod creatures are standing and not moving anywhere.) And can someone explain me how to download this mod smoothly ? Cause last time i downloaded , creatures have no penis and can't see any animation on Creature framework. Thanks ... - other mods control events with creatures: yes defeat works, can use random sex, untamed etc - hentai creatures will wait for you to give them command , you can make them follower, they can be use for beastiallity training , etc Is there a option that i can use creature animations without hentai creatures. I mean i dont want to command them or anything i just want vanilla creatures with animations. (like bandits forsworns with Sexlab Defeat)
bury02128 Posted September 14, 2016 Posted September 14, 2016 I wanna ask some questions about this mod. - Am i need to use spells for creatures or is it working well with normal creatures ? ( Like sexLab Defeat on humans ) - Are hentai creatures acting like vanilla creatures or are they become passive ? ( Last time i downloaded this mod creatures are standing and not moving anywhere.) And can someone explain me how to download this mod smoothly ? Cause last time i downloaded , creatures have no penis and can't see any animation on Creature framework. Thanks ... - other mods control events with creatures: yes defeat works, can use random sex, untamed etc - hentai creatures will wait for you to give them command , you can make them follower, they can be use for beastiallity training , etc Is there a option that i can use creature animations without hentai creatures. I mean i dont want to command them or anything i just want vanilla creatures with animations. (like bandits forsworns with Sexlab Defeat) If you dont want hentai creatures just uncheck esp in your plugin list or delete esp all together. Also you dont need to summon hentai creatures at all, if you looking for more creatures therer are mods what add more friendly or unfriedly creatures to the wild. Also aroused creatures mod add some extra action for more sex with creatures.
majorfreak Posted September 15, 2016 Posted September 15, 2016 the fomod includes options to disable installation of hentai and other stuff. use the very top link (if you have problems following instructions see here)
dhaedra Posted September 17, 2016 Posted September 17, 2016 I recently updated my mods list, installed the latest version of MNC, for some reason with this install the Creature Framework does not show up in my MCM. It was in my MCM before I overhauled my mod list. I'm using MO and have the latest versions of SkyUI, Jcontainers, Papyrus util. I'm following the proper load order. Does anyone have any ideas as to why this time Creature Framework is not showing up in my MCM ? Thanks for any help.
kanne28 Posted September 17, 2016 Posted September 17, 2016 Hi. I have an issue. I can iniciate scenes with creatures and I have the flacid version of them but for some reason none of the creatures get erected meshes. Also, I see in the Creature Framework MCM that many creatures are disabled and I can't enable them because there is no other option. Help?
Rhonen5 Posted September 18, 2016 Posted September 18, 2016 Attention users of Mod Organizer and MNC or other FNIS creature animations like FNIS Zoo; I've been talking to MistakenMystic who's the go-between/punching bag between Fore and Tannin42, as well as the authors of MNC and it's components (special thanks to lordescobar666) and it's led to the discovery with some faults in the codes of both those programs. A soltuion is being worked on now but the baics is that if you have used a creature animation pack with FNIS in MO, then change to a profile without those creature mods like a non-MNC profile, a lot of your creatures will be frozen because FNIS is apparently smarter than MO and skips by the Override directory entirely. If you want to reanimate your creatures you either need to reinstall the mod that provided the animations like MNC or FNIS Zoo, hit Deinstall Creatures in FNIS (which by itself causes several issues Fore is currently looking into), or install two versions of FNIS, like one called "FNIS for Creatures" and one called "FNIS without Creatures" and keep them active on separate profiles. This avoids the frozen creatures and T-posing. Dentarr, maybe you would be so kind as to leave a quote of this on the front page? Hey, sorry for the bump of this old post but is this info still valid or was it fixed with the newer versions of said tools and mods? While i dont seem to have T-posing or the like then i guess so but i do get ctd's from time to time and when i start up the debug while playing a little again then the log gets full of CF related stuff.. the funny part is that im not really into creature sex but feel forced to have it since some good mods have a few scenes with it from time to time.. scripts stacking up like hell so would be good with a update or patch from a 3rd author or something [Active effect 1 on (000C41E5)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ? [09/18/2016 - 12:24:54AM] [CF][Framework] Didn't activate actor ["Horse" [Actor < (0009B7A2)>]]; already has effect [09/18/2016 - 12:24:54AM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 1 on (0009B7A2)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ? [09/18/2016 - 12:24:54AM] [CF][Framework] Didn't activate actor ["Goat" [Actor < (000A9F60)>]]; already has effect [09/18/2016 - 12:24:54AM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 1 on (000A9F60)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ? [09/18/2016 - 12:24:54AM] [CF][Framework] Didn't activate actor ["Horse" [Actor < (000CE66F)>]]; already has effect [09/18/2016 - 12:24:54AM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 1 on (000CE66F)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ? [09/18/2016 - 12:24:54AM] [CF][Framework] Didn't activate actor ["Fox" [Actor < (001071AB)>]]; already has effect [09/18/2016 - 12:24:54AM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 1 on (001071AB)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ? [09/18/2016 - 12:24:54AM] [CF][Framework] Didn't activate actor ["Goat" [Actor < (00041506)>]]; already has effect [09/18/2016 - 12:24:54AM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 1 on (00041506)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line ?
Rooker Posted September 18, 2016 Posted September 18, 2016 Heyho, I think I've found a bug or incompatibility. My problem is, everytime my girl transforms back into human from the Vampire Lord form, I can't equip any armor. I've looked around the inventory in the console and found an invisible, equipped item called "VampireLordNudeArmor" or sth alike, but its id began with 6E which in my case is the SexLabNudeCreaturesDG.esp. When I removed it via console command, my girl also was able to wear armor again. Maybe you could have a look at that, it's not game breaking since I can remove the item with the console, but it's slightly annyoing, especially as the enemies are more powerful in my game, so the Vampire Lord actually could be quite helpful :/ I have to say though, I'm using "Better Vampires", I don't know if that's a problem. This is some weird interplay between SL Aroused Redux and this mod. It only happens when the player is in a high arousal state. Go into the MCM menu for SL Aroused and on the "Puppet Master" page, check the option to block arousal. That'll lock it to -2 and this no longer happens. I've been having this same problem for months but didn't realize until last night there was invisible armor locked to the chest slot.
Rhonen5 Posted September 18, 2016 Posted September 18, 2016 Even with SLA integration disabled for CF this is far to heavy mod to use, makes checks non-stop and even for creatures that have already been checked.. would it not be better to atleast have all vanilla creatures pre-made into the mod and lessen the burden with unstable scripts that appear to lack a few step-conditions, Not to mention all script stack-ups embedded in the save, sorry for the rant but as it is right now im forced to remove it Edit: If i may make a suggestion Make a condition to have naked and alive humanoid actors by keyword for the vanilla races(Nord,Breton, etc) within a short range of the creature before the script starts, Make the change for 1 creature at the time to avoid script lag and stackups, have the script to auto reset if started (if interrupted by player fast travel or combat start) reason: player fast travel, because it might avoid script stackups if the script didnt get the time to finsh. combat start, because it will start multiple scripts (depending on how many actors that get combat flagged) for ai combat that have been known to be causing lagg if there are many actors involved.
BAD,BOY Posted September 19, 2016 Posted September 19, 2016 hey I am having an issue with creatures framework , I can't use the " register all mods " feature at all , it's gray and I can't click on it , therefore the creatures have no erections in the scenes , can anyone help me please ?BTW thanks for the amazing mod
Violence6884 Posted September 19, 2016 Posted September 19, 2016 Hi. May have brought this up again in the past, I've got a problem with various spider species' animations. Both my character and the spiders just stand there looking at each other during sex. No T pose. It's not with all spiders but most do that. Also after the scene is over, all spiders just get permanently stuck in a hump animation loop with the back legs folded and all, humping air basically. I've installed all the required mods, gone through the proper steps(Register animations ETC in the MCM) and everything else just works fine.Any ideas, anyone?
interfaz Posted September 21, 2016 Posted September 21, 2016 Great mod! But i have a little issue. Female Draugr turn into male when animations start. Please help ...
Bad Dog Posted September 22, 2016 Posted September 22, 2016 I think this is a problem I posted about in the Creature Framework thread. The problem is that CF now knows that creatures have gender, but we have no animations for them. So you can either leave draugr female and have no sexytimes at all,* or you can use CF's "default to male" setting. But if you do that, instead of just running the animation with the creature as it is CF changes the sex to male--which for draugr means changing the whole appearance. I made strapons for the draugr so that the females could play too but with the current setup they never get used. * Edit: Actually, they are nude and air-hump, IIRC.
KD17 Posted September 23, 2016 Posted September 23, 2016 So I want to disable my brown horse mesh so I can get the default one back. Unfortunately the mod doesn't seem to understand that I want to disable it and just... doesn't. I don't get the vanilla skin back, I pressed a button for no reason. Help please? Edit: None of the meshes change back to default when selected.
shizumineko Posted September 24, 2016 Posted September 24, 2016 Hello ^-^ seem to be having a issue with having sex, the animation plays but there peepees don't come out of the shaft. Do you know how to fix this?
Jake Posted September 25, 2016 Posted September 25, 2016 Is it possible to have the creatures always erect? I tried pasting the erect horse penis onto the horse mesh but the textures go all screwy.
shizumineko Posted September 25, 2016 Posted September 25, 2016 It seems to have fixed it... Tho animals are "jumping / glitches" as they move. Both issues have been fixed now! I fixed the animals penis by turning off the mod with in Skyrim and turning it back on before re-starting the game and this seemed to have fixed it. The second issue with the animals jumping was fixed by changing my monitors from 144hzs to 60hzs this fixed the issue.
booya1991 Posted September 25, 2016 Posted September 25, 2016 It seems to have fixed it... Tho animals are "jumping / glitches" as they move. How did you fix this issue?
shizumineko Posted September 26, 2016 Posted September 26, 2016 It seems to have fixed it... Tho animals are "jumping / glitches" as they move. How did you fix this issue? I fixed the animals penis by turning off the mod with in Skyrim and turning it back on before re-starting the game and this seemed to have fixed it. The second issue with the animals jumping was fixed by changing my monitors from 144hzs to 60hzs this fixed the issue
booya1991 Posted September 26, 2016 Posted September 26, 2016 It seems to have fixed it... Tho animals are "jumping / glitches" as they move. How did you fix this issue? I fixed the animals penis by turning off the mod with in Skyrim and turning it back on before re-starting the game and this seemed to have fixed it. The second issue with the animals jumping was fixed by changing my monitors from 144hzs to 60hzs this fixed the issue I'm not that experienced with Skyrim modding. Is there anyway you could explain how i would do this? (i'm using Mod Organizer, animations working but no funny-parts)
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