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Posted

Hi. Love his mod but like several people I can only get it to work with Creature Framework by starting a new game. Otherwise, after overwriting Framework, I get the "downgraded to RC12" error and animations don't get recognized. I had all this working before but I decided to upgrade/re-install everything and now it's screwed. I REALLY REALLY don't want to start a new game. Will if I have to but I did that a bunch of times already.

I'm using NMM.

1.) Is there something I can avoid overwriting that will allow Critters to work? If I say "no" to overwriting everything animations get recognized but I assume this fucks up the game somehow.

2.) Since starting a new game gets this working, is there something specific I can delete from the savegame?

3.) If I HAVE to learn to use a save game cleaning program which one should I use and which Items should I specifically look to for "cleansing"?

Posted

Strange occurrence with More Nasty Critters.

 

It seems that Creature Features (CF) is doing something weird happening, the game will Freeze, most of the time or it will CTD... And I am not sure what is causing it.

 

But, here are the ends of the last three Papyrus logs.... 0, 1 and 2.log.

 

Papyrus.0.log

 

 

[10/02/2016 - 10:30:18AM] [CF][Creature Apply] Failure on ["Captured Deadly Wench" [PE_executionersinit < (5F00E721)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:18AM] warning: Property luck on script DM_CrushHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_CrushHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_FreezeHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property luck on script DM_CutHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_CutHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] [CF][Creature Apply] Failure on ["Roggvir" [WIDeadBodyCleanupScript < (000A3BDC)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Vivienne Onis" [WIDeadBodyCleanupScript < (000198D3)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Taarie" [WIDeadBodyCleanupScript < (000198AC)>]]; creature isn't registered; race=["High Elf" [Race <HighElfRace (00013743)>]] skin=["" [Armor < (440069DD)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Ahtar" [WIDeadBodyCleanupScript < (000198B0)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Jala" [WIDeadBodyCleanupScript < (000198AF)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Lisette" [WIDeadBodyCleanupScript < (000198A2)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (42001C5B)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Sorex Vinius" [WIDeadBodyCleanupScript < (000198A3)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Greta" [WIDeadBodyCleanupScript < (0001A637)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Addvar" [WIDeadBodyCleanupScript < (000198D4)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1BB)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4D)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Beirand" [WIDeadBodyCleanupScript < (000198D8)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4C)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Evette San" [WIDeadBodyCleanupScript < (000198B3)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1DE)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Captain Aldis" [WIDeadBodyCleanupScript < (00041FB9)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Svari" [Actor < (0001A636)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1D1)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1EC)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Executioner Quartermaster" [PE_executionersinit < (5F0044F4)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Imperial Soldier" [Actor < (0010C06D)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Noster Eagle-Eye" [WIDeadBodyCleanupScript < (000198BD)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA49)>]]; creature isn't registered; race=["Wood Elf" [Race <WoodElfRace (00013749)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:28AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 4
[10/02/2016 - 10:30:33AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 0 size 3
[10/02/2016 - 10:30:40AM] [Zad]: ZadNpc::OnUpdateGameTime()
[10/02/2016 - 10:30:40AM] [Zad]: ZadNpc::DoRegister(1.499991)
[10/02/2016 - 10:30:44AM] [Zad]: CheckAllEvents()
[10/02/2016 - 10:30:46AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[10/02/2016 - 10:30:49AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:49AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4B)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:03AM] SOS Actor Schlongify: new schlong for Solitude Guard got schlong index 0 size 6
[10/02/2016 - 10:31:24AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 9
[10/02/2016 - 10:31:26AM] [CF][Creature Apply] Failure on ["Gisli" [WIDeadBodyCleanupScript < (000198B5)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:34AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Gisli group: _mt base: 3 number: 1
[10/02/2016 - 10:31:38AM] [CF][Creature Apply] Failure on ["Irnskar Ironhand" [WIDeadBodyCleanupScript < (000198C0)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:59AM] SOS Actor Schlongify: new schlong for Beirand got schlong index 1 size 5
[10/02/2016 - 10:32:07AM] slaScanner start time is ....863.151978
[10/02/2016 - 10:32:07AM] Found 9 arousedActors
[10/02/2016 - 10:32:08AM] Found 0 nakedActors
[10/02/2016 - 10:32:08AM] slaScanner After getting actors is ....864.380005, player is naked False, Actor Count 9
[10/02/2016 - 10:32:10AM] slaScanner end time is ....866.364014
[10/02/2016 - 10:32:10AM] Next update in 120.000000
[10/02/2016 - 10:32:40AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 9
[10/02/2016 - 10:32:49AM] [CF][Creature Apply] Failure on ["Jawanan" [WIDeadBodyCleanupScript < (000198B2)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Silana Petreia group: _mt base: 3 number: 8
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Kayd" [Actor < (000198CA)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRaceChild (0002C65A)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Minette Vinius" [Actor < (000198A4)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1D3)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1E0)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:58AM] SOS Actor Schlongify: new schlong for Jawanan got schlong index 1 size 10
[10/02/2016 - 10:32:59AM] SOS Actor Schlongify: new schlong for Solitude Guard got schlong index 0 size 1
[10/02/2016 - 10:32:59AM] SOS Actor Schlongify: new schlong for Jaree-Ra got schlong index 0 size 9
[10/02/2016 - 10:33:00AM] [CF][Framework] Activating actor ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]]
[10/02/2016 - 10:33:01AM] warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 4 on  (000198B9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/02/2016 - 10:33:01AM] [CF][Creature] Started on ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]] with race/skin ["Argonian" [Race <ArgonianRace (00013740)>]]["" [Armor < (00069CE3)>]]
[10/02/2016 - 10:33:01AM] [CF][Creature] ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]] unaroused
[10/02/2016 - 10:33:01AM] [CF][Creature] Not doing anything on ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]]; slot restrictions have equipped items

 

 

Papyrus.1.log

 

 

[10/02/2016 - 10:30:18AM] [CF][Creature Apply] Failure on ["Imperial Soldier" [Actor < (0010C06C)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:18AM] SOS Actor Schlongify: new schlong for Addvar got schlong index 0 size 7
[10/02/2016 - 10:30:18AM] SOS Actor Schlongify: new schlong for Solitude Guard got schlong index 1 size 10
[10/02/2016 - 10:30:18AM] [CF][Creature Apply] Failure on ["Captured Deadly Wench" [PE_executionersinit < (5F00E721)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:18AM] warning: Property luck on script DM_CrushHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_CrushHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_FreezeHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property luck on script DM_CutHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] warning: Property FrostEnchantmentEffect on script DM_CutHuman attached to Active effect 1 on  (0002E1D2) cannot be initialized because the script no longer contains that property
[10/02/2016 - 10:30:18AM] [CF][Creature Apply] Failure on ["Roggvir" [WIDeadBodyCleanupScript < (000A3BDC)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Vivienne Onis" [WIDeadBodyCleanupScript < (000198D3)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Taarie" [WIDeadBodyCleanupScript < (000198AC)>]]; creature isn't registered; race=["High Elf" [Race <HighElfRace (00013743)>]] skin=["" [Armor < (440069DD)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Ahtar" [WIDeadBodyCleanupScript < (000198B0)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Jala" [WIDeadBodyCleanupScript < (000198AF)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Lisette" [WIDeadBodyCleanupScript < (000198A2)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (42001C5B)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Sorex Vinius" [WIDeadBodyCleanupScript < (000198A3)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Greta" [WIDeadBodyCleanupScript < (0001A637)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:19AM] [CF][Creature Apply] Failure on ["Addvar" [WIDeadBodyCleanupScript < (000198D4)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1BB)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4D)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Beirand" [WIDeadBodyCleanupScript < (000198D8)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4C)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Evette San" [WIDeadBodyCleanupScript < (000198B3)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:20AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1DE)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Captain Aldis" [WIDeadBodyCleanupScript < (00041FB9)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Svari" [Actor < (0001A636)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1D1)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1EC)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Executioner Quartermaster" [PE_executionersinit < (5F0044F4)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Imperial Soldier" [Actor < (0010C06D)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Noster Eagle-Eye" [WIDeadBodyCleanupScript < (000198BD)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:21AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA49)>]]; creature isn't registered; race=["Wood Elf" [Race <WoodElfRace (00013749)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:28AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 4
[10/02/2016 - 10:30:33AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 0 size 3
[10/02/2016 - 10:30:40AM] [Zad]: ZadNpc::OnUpdateGameTime()
[10/02/2016 - 10:30:40AM] [Zad]: ZadNpc::DoRegister(1.499991)
[10/02/2016 - 10:30:44AM] [Zad]: CheckAllEvents()
[10/02/2016 - 10:30:46AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[10/02/2016 - 10:30:49AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:30:49AM] [CF][Creature Apply] Failure on ["Citizen" [PE_executionersinit < (5F01DA4B)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:03AM] SOS Actor Schlongify: new schlong for Solitude Guard got schlong index 0 size 6
[10/02/2016 - 10:31:24AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 9
[10/02/2016 - 10:31:26AM] [CF][Creature Apply] Failure on ["Gisli" [WIDeadBodyCleanupScript < (000198B5)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:34AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Gisli group: _mt base: 3 number: 1
[10/02/2016 - 10:31:38AM] [CF][Creature Apply] Failure on ["Irnskar Ironhand" [WIDeadBodyCleanupScript < (000198C0)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:31:59AM] SOS Actor Schlongify: new schlong for Beirand got schlong index 1 size 5
[10/02/2016 - 10:32:07AM] slaScanner start time is ....863.151978
[10/02/2016 - 10:32:07AM] Found 9 arousedActors
[10/02/2016 - 10:32:08AM] Found 0 nakedActors
[10/02/2016 - 10:32:08AM] slaScanner After getting actors is ....864.380005, player is naked False, Actor Count 9
[10/02/2016 - 10:32:10AM] slaScanner end time is ....866.364014
[10/02/2016 - 10:32:10AM] Next update in 120.000000
[10/02/2016 - 10:32:40AM] SOS Actor Schlongify: new schlong for Citizen got schlong index 1 size 9
[10/02/2016 - 10:32:49AM] [CF][Creature Apply] Failure on ["Jawanan" [WIDeadBodyCleanupScript < (000198B2)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRace (00013748)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Silana Petreia group: _mt base: 3 number: 8
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Kayd" [Actor < (000198CA)>]]; creature isn't registered; race=["Redguard" [Race <RedguardRaceChild (0002C65A)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Minette Vinius" [Actor < (000198A4)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1D3)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:54AM] [CF][Creature Apply] Failure on ["Solitude Guard" [Actor < (0002E1E0)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:32:58AM] SOS Actor Schlongify: new schlong for Jawanan got schlong index 1 size 10
[10/02/2016 - 10:32:59AM] SOS Actor Schlongify: new schlong for Solitude Guard got schlong index 0 size 1
[10/02/2016 - 10:32:59AM] SOS Actor Schlongify: new schlong for Jaree-Ra got schlong index 0 size 9
[10/02/2016 - 10:33:00AM] [CF][Framework] Activating actor ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]]
[10/02/2016 - 10:33:01AM] warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 4 on  (000198B9)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/02/2016 - 10:33:01AM] [CF][Creature] Started on ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]] with race/skin ["Argonian" [Race <ArgonianRace (00013740)>]]["" [Armor < (00069CE3)>]]
[10/02/2016 - 10:33:01AM] [CF][Creature] ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]] unaroused
[10/02/2016 - 10:33:01AM] [CF][Creature] Not doing anything on ["Jaree-Ra" [WIDeadBodyCleanupScript < (000198B9)>]]; slot restrictions have equipped items

 

 

Papyrus.2.log

 

 

    [Active effect 2 on  (5F003A2A)].DM_CutHuman.OnEffectStart() - "DM_CutHuman.psc" Line 137
[10/02/2016 - 10:15:10AM] warning: Assigning None to a non-object variable named "::temp34"
stack:
    [Active effect 2 on  (5F003A2A)].DM_CutHuman.OnEffectStart() - "DM_CutHuman.psc" Line 137
[10/02/2016 - 10:15:10AM] [FillHerUp]: Restoring inflation for Kayla Marshall...
[10/02/2016 - 10:15:10AM] Error: Cannot call GetModelPath() on a None object, aborting function call
stack:
    [Active effect 2 on  (000198BE)].DM_CutHuman.OnEffectStart() - "DM_CutHuman.psc" Line 137
[10/02/2016 - 10:15:10AM] warning: Assigning None to a non-object variable named "::temp34"
stack:
    [Active effect 2 on  (000198BE)].DM_CutHuman.OnEffectStart() - "DM_CutHuman.psc" Line 137
[10/02/2016 - 10:15:10AM] [CF][Creature Apply] Failure on ["Prisoner" [Actor < (000BF266)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:10AM] [Zad]: Set slot mask to [337641472]: 337641472
[10/02/2016 - 10:15:10AM] SOS Actor Schlongify: new schlong for Execution Guard got schlong index 0 size 6
[10/02/2016 - 10:15:10AM] [CF][Creature Apply] Failure on ["Bjartur" [WIDeadBodyCleanupScript < (000198BE)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:10AM] [CF][Creature Apply] Failure on ["Jailer" [PE_exedeath < (5F003A2B)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:10AM] SOS Actor Schlongify: new schlong for Jailer got schlong index 1 size 4
[10/02/2016 - 10:15:10AM] [CF][Creature Apply] Failure on ["Imperial Soldier" [Actor < (00074DF1)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:10AM] [CF][Creature Apply] Failure on ["Imperial Soldier" [Actor < (00074DF2)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] [CF][Creature Apply] Failure on ["Executioner Guard" [PE_exedeath < (5F003A2C)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] [CF][Creature Apply] Failure on ["Execution Guard" [PE_exedeath < (5F01DA5F)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Bjartur group: _mt base: 3 number: 3
[10/02/2016 - 10:15:11AM] [CF][Creature Apply] Failure on ["Executioner" [PE_exedeath < (5F003A2D)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] [CF][Creature Apply] Failure on ["Prisoner" [PE_prisonerinit < (5F003A2A)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRace (00013742)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] [CF][Creature Apply] Failure on ["Execution Guard" [PE_exedeath < (5F01DA50)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Prisoner got schlong index 1 size 9
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Execution Guard got schlong index 0 size 5
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 1 size 10
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Executioner got schlong index 1 size 10
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Imperial Soldier got schlong index 1 size 3
[10/02/2016 - 10:15:11AM] SOS Actor Schlongify: new schlong for Executioner Guard got schlong index 0 size 1
[10/02/2016 - 10:15:12AM] SOS Actor Schlongify: new schlong for Prisoner got schlong index 1 size 1
[10/02/2016 - 10:15:12AM] SOS MarkArmorAsConcealing: registering armor as concealing Ragged Trousers
[10/02/2016 - 10:15:38AM] [Zad]: CheckAllEvents()
[10/02/2016 - 10:15:38AM] [Zad]: ZadNpc::OnUpdateGameTime()
[10/02/2016 - 10:15:38AM] [Zad]: ZadNpc::DoRegister(1.499992)
[10/02/2016 - 10:15:39AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[10/02/2016 - 10:15:51AM] VM is freezing...
[10/02/2016 - 10:15:51AM] VM is frozen
[10/02/2016 - 10:15:51AM] Saving game...

 

 

I am not sure what it is...  But it looks to be an issue between SOS and CF.   This occurs in towns, mostly, like in Solitude and Whiterun.  But will occasionally hit when out in the wilderness, possibly when several different types of creatures/people are around. 

 

Most of the time it occurs when sex is happening with people, either if using "Matchmaker" or "Random Sex".    Other times it doesnt.

 

Am I looking at these logs correctly?   Does it seem to be happening during Arousal?  SoS?  Creature Features?

 

Also, prior to this happening, I fixed "Fill Her Up", where the the belly node scaling was not staying.  It would "inflate" but immediately return to normal.  That was because of a patch I left out for the NetImmerse functions.   After that, belly inflation happened normally.   Then I began to run a new save and start a new character to do some screenshots for a story, that was when I noticed that the game would freeze/ctd and decided to ask around if I was looking at the Papyrus logs correctly.

 

Any thoughts?

 

 

Posted

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

Posted

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

 

Yes, you can deselect any creatures you dislike in the SexLab MCM toggle animations section.

Posted (edited)

Links for 9.3 aren't working:( 

 

 Nevermind:) had to switch browsers. Thanks for the groovy mod.

 

 

Edited by Lothar123
Posted

 

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

 

Yes, you can deselect any creatures you dislike in the SexLab MCM toggle animations section.

 

 

I'm afraid I'm not seeing that. I've carefully screened all the animations in the "animation toggle" tab of Sexlab, and none of those are creature specific- but even if they were, turning off the animation wouldn't make the attacks not happen. If you're referring to the toggles under Creature Framework, those only toggle which mod a creature gets it's schlong from, and chickens don't *have* schlongs. And if you're referring to the animation preferences check to "allow creature animations" that disallows *all* creature animations, and if I didn't want any at all, I wouldn't have installed Nasty Critters. Are there supposed to be creature-specific toggles in Sexlab itself? I have none.

Posted

 

I have a small problem. My game fails to load a game and it seems the problem is somewhat related to Creature framework. Although there a lot of mods installed, this is a new game and everything works perfect. The only way to load a game is to use the console comand "coc whiterun" from the main menu and load from there.

 

Any one has any information on this error?

 

...

Yes, the fix is here: http://www.loverslab.com/topic/56084-crash-fixes/

 

 

I run the latest Crash fix, and i still find the best way to get your save to load is to do like you said, at the main screen window of the game.

 

  [ In fact it was after starting to use Crash fixes that I finally got the FootIK crash ], I could load the game only by turning off Crash fixes,

 

or I had to edit the Crash fixes IKCrashWarn=1 change this setting value in CrashFixPlugin.ini. IKCrashWarn=0 then no ctd appear.

 

I type in console "COC riverwood" then escape key, and load my game, I have had I would say a 98% success rate in loading games that way, and I am a firm believer in if something works, don't mess with it.

 

   So when I hit the title screen of skyrim, I tap the tile key, and enter " coc Riverwood" then after that very quick load screen I hit escape key, and load my game...works great

Posted

 

 

I have a small problem. My game fails to load a game and it seems the problem is somewhat related to Creature framework. Although there a lot of mods installed, this is a new game and everything works perfect. The only way to load a game is to use the console comand "coc whiterun" from the main menu and load from there.

 

Any one has any information on this error?

 

...

Yes, the fix is here: http://www.loverslab.com/topic/56084-crash-fixes/

 

 

I run the latest Crash fix, and i still find the best way to get your save to load is to do like you said, at the main screen window of the game.

 

  [ In fact it was after starting to use Crash fixes that I finally got the FootIK crash ], I could load the game only by turning off Crash fixes,

 

or I had to edit the Crash fixes IKCrashWarn=1 change this setting value in CrashFixPlugin.ini. IKCrashWarn=0 then no ctd appear.

 

I type in console "COC riverwood" then escape key, and load my game, I have had I would say a 98% success rate in loading games that way, and I am a firm believer in if something works, don't mess with it.

 

   So when I hit the title screen of skyrim, I tap the tile key, and enter " coc Riverwood" then after that very quick load screen I hit escape key, and load my game...works great

 

 

That still does not mean that the problem is solved. It is just bypassed. The game does not load because apparently something is stoping it. P ropably papyrous load as I have some script lag initiating a sxelab scene but still....it always crashes with Creature framework loading.

 

Some of my saves load normally but I dont care to try anymore.

My main problem is that with this issue (papyrous load?), mods like OSEX and OSA do not work as they fail to start after loading a game.. and as always the repply I got from every one was..

 

"Umm, I don't give a f*ck, mine works"  Politely put of off course.

 

So I just thought I might me able to solve this one

Posted

I have read many of the forum threads about it, most of them seem to, Or I thought they seem to lead to a size of the save file, as the problem,

 

   With all the Json extra's, and many thing that have been added the save size, I believe is somewhat problematic.   So using COC to move to some point in the game where you can load your save safely seems to not be just cough syrup, but actually is a cure of sorts, for me it has been a blessing, and I will continue to do it.

 

   I can almost always load in the regular manner, but the minute I start to trust the normal save of Skyrim, in no time it bite's me in the Arse :dodgy:

 

  So like I said if something work's, I don't try bucking the system in this particular Case.  

 

EDIT

I have also read where some Blame it on the size of some of the MCM, that some MCM have overloaded the save system.. As many Idea's as Horse's have A Hole's.. I just know what works for me, and I would hope it works for others as well.

 

   The point seems to be though that with the COC Location you seem to bypass, or trick the system into accepting your save game no matter the problem.

 

  Providing it is not a total skeleton screw up, or a major mod miss match..

Posted

 

 

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

 

Yes, you can deselect any creatures you dislike in the SexLab MCM toggle animations section.

 

 

I'm afraid I'm not seeing that. I've carefully screened all the animations in the "animation toggle" tab of Sexlab, and none of those are creature specific- but even if they were, turning off the animation wouldn't make the attacks not happen. If you're referring to the toggles under Creature Framework, those only toggle which mod a creature gets it's schlong from, and chickens don't *have* schlongs. And if you're referring to the animation preferences check to "allow creature animations" that disallows *all* creature animations, and if I didn't want any at all, I wouldn't have installed Nasty Critters. Are there supposed to be creature-specific toggles in Sexlab itself? I have none.

 

 

Look harder, SexLab MCM, not Creature Framework, open the Toggle Animations page of the SexLab MCM and at the top of the page, above the animations list you'll see "Toggle Animations", click on that and it opens a drop down menu containing more animation lists, including "Toggle Creatures", open that one and scroll down till you find the "(Chicken) Poking" one, that's the one you need to disable.

 

As that is the only animation for chickens, with that disabled your character will now be safe from fowl play.........

 

Sorry about that awful pun at the end, but I couldn't resist the urge to use it............

 

 

Posted

​I keep getting this in my papyrus log,

 

[CF][Main Quest] Skipping cloak application; API is restarting active actors

 

just curious what it is/means

Posted

 

 

 

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

 

Yes, you can deselect any creatures you dislike in the SexLab MCM toggle animations section.

 

 

I'm afraid I'm not seeing that. I've carefully screened all the animations in the "animation toggle" tab of Sexlab, and none of those are creature specific- but even if they were, turning off the animation wouldn't make the attacks not happen. If you're referring to the toggles under Creature Framework, those only toggle which mod a creature gets it's schlong from, and chickens don't *have* schlongs. And if you're referring to the animation preferences check to "allow creature animations" that disallows *all* creature animations, and if I didn't want any at all, I wouldn't have installed Nasty Critters. Are there supposed to be creature-specific toggles in Sexlab itself? I have none.

 

 

Look harder, SexLab MCM, not Creature Framework, open the Toggle Animations page of the SexLab MCM and at the top of the page, above the animations list you'll see "Toggle Animations", click on that and it opens a drop down menu containing more animation lists, including "Toggle Creatures", open that one and scroll down till you find the "(Chicken) Poking" one, that's the one you need to disable.

 

As that is the only animation for chickens, with that disabled your character will now be safe from fowl play.........

 

Sorry about that awful pun at the end, but I couldn't resist the urge to use it............

 

 

 

 

;D No harm, no fowl.

And I have, (just now, to be double-sure,) pulled up that menu, toggled creatures... no chickens listed. I've got falmer and giants and reiklings and sabercats.. no dogs, no horses, no chickens, no cows. Just monsters...

 

Posted

 

 

 

 

Love the mod- getting jumped by all sorts of strange critters is delightfully awful. There's just one thing. Chickens. Apparently, my PC's sweat is a chicken aphrodisiac or something. I can't even enter Riverwood without getting chased down and repeatedly chicken-raped. It's very silly, but the humor wears off after a while. Is there any way to turn off particular creatures? (In this case, chickens?)

 

Yes, you can deselect any creatures you dislike in the SexLab MCM toggle animations section.

 

 

I'm afraid I'm not seeing that. I've carefully screened all the animations in the "animation toggle" tab of Sexlab, and none of those are creature specific- but even if they were, turning off the animation wouldn't make the attacks not happen. If you're referring to the toggles under Creature Framework, those only toggle which mod a creature gets it's schlong from, and chickens don't *have* schlongs. And if you're referring to the animation preferences check to "allow creature animations" that disallows *all* creature animations, and if I didn't want any at all, I wouldn't have installed Nasty Critters. Are there supposed to be creature-specific toggles in Sexlab itself? I have none.

 

 

Look harder, SexLab MCM, not Creature Framework, open the Toggle Animations page of the SexLab MCM and at the top of the page, above the animations list you'll see "Toggle Animations", click on that and it opens a drop down menu containing more animation lists, including "Toggle Creatures", open that one and scroll down till you find the "(Chicken) Poking" one, that's the one you need to disable.

 

As that is the only animation for chickens, with that disabled your character will now be safe from fowl play.........

 

Sorry about that awful pun at the end, but I couldn't resist the urge to use it............

 

 

 

 

;D No harm, no fowl.

And I have, (just now, to be double-sure,) pulled up that menu, toggled creatures... no chickens listed. I've got falmer and giants and reiklings and sabercats.. no dogs, no horses, no chickens, no cows. Just monsters...

 

 

I'm just trying to help here, but there is more than 1 page of critters to list so if you don't find the chickens on the first go to the second, up at the top on the right hand side. :shy:

Posted

IGNORE THIS, PLEASE.  IT WAS JUST WRONG!   :@

 

BUT FOR THOSE WHO WERE DISCUSSING THE MATTER, THERE IS A '(CHICKEN) POKING' ANIMATION IN THE SEXLAB CREATURE ANIMATIONS LIST AND IT CAN BE DISABLED :)

 

====================

 

About all this chickensh*t and stopping it.....

 

'I'm just trying to help here, but there is more than 1 page of critters to list so if you don't find the chickens on the first go to the second, up at the top on the right hand side. :shy:'

 

I have sympathy with Flashwitt, as I tried to find and disable the chicken animation some time ago and I couldn't find it in any page of SEXLAB's registered animations, no matter how hard I looked.  Does anyone actually have the NAME of the animation that needs to be disabled, just in case someone fowled up in what it got called?

 

:)

Posted

Query re Hentai Creatures

 

 

Everything needed seems to appear in game, and basically working, on my install, running MNC 9.3. 

 

 

The only thing that seems 'wrongish' is that Hentai Creatures spawned to train NPCs then vanish/dematerialise/poof off into the ether when you leave the cell in which you initialised them.  I'm sure that I read something about this maybe 18 months back, but is that still expected to happen or was there some fix that I might have missed along the line?  

 

 

And while I'm here, is there any way a specific spawned creature can be targeted on a specific NPC, either by some sort of 'point at' procedure, or by 'range limit' etc?  I know about collars, and what they are supposed to do, but I have situations where in a prison cell, say, you command a training session, and the creature ignores the cell occupant, vanishes, and then appears somewhere else in the 'building' doing its thing with some surprised NPC which otherwise was minding its own business  :)

 

 

Any advice, from anyone, welcome  :shy:

 

TIA

Posted

 

The only thing that seems 'wrongish' is that Hentai Creatures spawned to train NPCs then vanish/dematerialise/poof off into the ether when you leave the cell in which you initialised them.  I'm sure that I read something about this maybe 18 months back, but is that still expected to happen or was there some fix that I might have missed along the line?  

 

And while I'm here, is there any way a specific spawned creature can be targeted on a specific NPC, either by some sort of 'point at' procedure, or by 'range limit' etc?  I know about collars, and what they are supposed to do, but I have situations where in a prison cell, say, you command a training session, and the creature ignores the cell occupant, vanishes, and then appears somewhere else in the 'building' doing its thing with some surprised NPC which otherwise was minding its own business  :)

 

If I recall correctly there should be an option to continue training if you leave the cell, as for your other problem slapping a Hentai collar on the victim and setting the creature to train only with collared npcs should work.

Posted

 

 

The only thing that seems 'wrongish' is that Hentai Creatures spawned to train NPCs then vanish/dematerialise/poof off into the ether when you leave the cell in which you initialised them.  I'm sure that I read something about this maybe 18 months back, but is that still expected to happen or was there some fix that I might have missed along the line?  

 

And while I'm here, is there any way a specific spawned creature can be targeted on a specific NPC, either by some sort of 'point at' procedure, or by 'range limit' etc?  I know about collars, and what they are supposed to do, but I have situations where in a prison cell, say, you command a training session, and the creature ignores the cell occupant, vanishes, and then appears somewhere else in the 'building' doing its thing with some surprised NPC which otherwise was minding its own business  :)

 

If I recall correctly there should be an option to continue training if you leave the cell, as for your other problem slapping a Hentai collar on the victim and setting the creature to train only with collared npcs should work.

 

Thanks for that!  I guess that is the 'allow remote training', option (or something like similarly described)

 

I had always wondered what on earth that was.... :P

 

 

Posted

I just figured out how to make this mod compatible with Immersive Horses. I have seen a few people talking about this, on the MNC thread. If you have Immersive Horses installed the horses unequip there hardon right after equipping it. They will never stay in the aroused state. It turns out Immersive Horses, because of its horse inventory system, wont let any thing be equipped on a horse that does not have the right keyword but it does have a settings ini file that lets you add keywords to the whitelist. So I added the armor keywords CF uses to the ini and it works! Here is the fix if any one needs it, this go's in the Immersive Horses.ini file that comes with the mod. Just add the CFArmorAroused and CFArmorNormal keywords and your good to go.

 

; Keywords attached to armor items which horses are allowed to equip in addition to items for slot 45:

; Armor items for slot 45 (saddle/harness) do not need a special keyword, but all other armor items do.

HorseArmorKeywords="ArmorHorse, CFArmorAroused, CFArmorNormal"

Posted

I just figured out how to make this mod compatible with Immersive Horses. I have seen a few people talking about this, on the MNC thread. If you have Immersive Horses installed the horses unequip there hardon right after equipping it. They will never stay in the aroused state. It turns out Immersive Horses, because of its horse inventory system, wont let any thing be equipped on a horse that does not have the right keyword but it does have a settings ini file that lets you add keywords to the whitelist. So I added the armor keywords CF uses to the ini and it works! Here is the fix if any one needs it, this go's in the Immersive Horses.ini file that comes with the mod. Just add the CFArmorAroused and CFArmorNormal keywords and your good to go.

 

; Keywords attached to armor items which horses are allowed to equip in addition to items for slot 45:

; Armor items for slot 45 (saddle/harness) do not need a special keyword, but all other armor items do.

HorseArmorKeywords="ArmorHorse, CFArmorAroused, CFArmorNormal"

 

Thanks for the tip; always wished I could use that mod together with this.

Posted

I just figured out how to make this mod compatible with Immersive Horses. I have seen a few people talking about this, on the MNC thread. If you have Immersive Horses installed the horses unequip there hardon right after equipping it. They will never stay in the aroused state. It turns out Immersive Horses, because of its horse inventory system, wont let any thing be equipped on a horse that does not have the right keyword but it does have a settings ini file that lets you add keywords to the whitelist. So I added the armor keywords CF uses to the ini and it works! Here is the fix if any one needs it, this go's in the Immersive Horses.ini file that comes with the mod. Just add the CFArmorAroused and CFArmorNormal keywords and your good to go.

 

; Keywords attached to armor items which horses are allowed to equip in addition to items for slot 45:

; Armor items for slot 45 (saddle/harness) do not need a special keyword, but all other armor items do.

HorseArmorKeywords="ArmorHorse, CFArmorAroused, CFArmorNormal"

 

I am not sure where and which file I should put in. I don't have a "setting.ini" in my end, I only got "Immersive Horses.ini", is that the one you talking about? If it is, where should I put the script in? Is that under [General]?

Posted

 

I just figured out how to make this mod compatible with Immersive Horses. I have seen a few people talking about this, on the MNC thread. If you have Immersive Horses installed the horses unequip there hardon right after equipping it. They will never stay in the aroused state. It turns out Immersive Horses, because of its horse inventory system, wont let any thing be equipped on a horse that does not have the right keyword but it does have a settings ini file that lets you add keywords to the whitelist. So I added the armor keywords CF uses to the ini and it works! Here is the fix if any one needs it, this go's in the Immersive Horses.ini file that comes with the mod. Just add the CFArmorAroused and CFArmorNormal keywords and your good to go.

 

; Keywords attached to armor items which horses are allowed to equip in addition to items for slot 45:

; Armor items for slot 45 (saddle/harness) do not need a special keyword, but all other armor items do.

HorseArmorKeywords="ArmorHorse, CFArmorAroused, CFArmorNormal"

 

I am not sure where and which file I should put in. I don't have a "setting.ini" in my end, I only got "Immersive Horses.ini", is that the one you talking about? If it is, where should I put the script in? Is that under [General]?

 

 

Yes, in the "Immersive Horses.ini" in the General section, just look for the line

HorseArmorKeywords="ArmorHorse"

and add CFArmorAroused and CFArmorNormal to it so it looks like the example I showed. dont forget the commas or it wont work.

 

Posted

So I'm kinda new to the whole modding but seems like everything is completely fine and working, just wanna install this mod. 

The thing I don't understand is, do I NEED creature framework for this mod or is it included in this mod?

 

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