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Posted

 

Thank you so far. I have tried but it does not work. Will try again tomorrow.

Do i need any other mods?

 

 

Hmh, not really.

Here are the things that I can think of that could prevent this from working:

- You've got a mod that replaces the creatures you've checked, like true wolves of skyrim or that armoured horses mod

- The creatures you checked were from a mod, like immersive creatures

- On some creatures the penis can be hard to see because they are the sheathed kind (wolves, skeever) I recommend trying to find a troll.

Posted

 

 

Thank you so far. I have tried but it does not work. Will try again tomorrow.

Do i need any other mods?

 

 

Hmh, not really.

Here are the things that I can think of that could prevent this from working:

- You've got a mod that replaces the creatures you've checked, like true wolves of skyrim or that armoured horses mod

- The creatures you checked were from a mod, like immersive creatures

- On some creatures the penis can be hard to see because they are the sheathed kind (wolves, skeever) I recommend trying to find a troll.

 

Ok. It seems to work. The hint with the troll was good. I was looking for giants to check if the mod works. Thought they would be nude also but they still wear loincloth.

Thank you very much.

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"

for anyone else looking for a solution to this issue: this fix only works if you're using Immersive Horses version 2.0 or earlier, as in 2.1 the code for handling Horse armor keywords was removed.

 

Edit: I tried to edit one of the scripts from Immersive Horses (IHOUtil) to add this functionality back, but my lack of experience with papyrus resulted in failure (I couldn't get it to compile properly).

 

If someone is interested in trying, take a look at "bool Function IsHorseArmorItem(Form akBaseObject) global". By adding two if-statements checking if the keywords "CFArmorAroused" and "CFArmorNormal" is present, I think you could get a (rather dirty) fix?

 

This is what I did, but I couldn't get the script to compile because of a hundred errors related to other parts of the script.

 

 

; Returns true if the item can be worn by a horse.
; Returns true if the item has a keyword which contains the String "ArmorHorse".
bool Function IsHorseArmorItem(Form akBaseObject) global
int i = 0
while akBaseObject != None && i < akBaseObject.GetNumKeywords()
Keyword keywordRef = akBaseObject.GetNthKeyword(i)
if StringUtil.Find(keywordRef.GetString(), "ArmorHorse", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorAroused", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorNormal", 0) != -1
return true
endIf
i += 1
endWhile
return false
EndFunction 

 

 

Posted

Hi, so, I'm having a problem and I'm not sure what's causing it. I've downloaded and installed all the required mods, but I never get the creature framework menu up on MCM in skyrim. I even made sure to download the most recent version of the framework, Jcontainers, Papyrus, etc. everything is activated in NMM, except whereas instructed to manually copy files into my data folder. 

What this seems to mean is, I get animal testicles, but no penis. So I must be on the right track, but some kind of conflict exists. Any ideas or advice? (I also installed aroused but that did not help)

use the mod: jaxonz mcm kicker,over on the nexus it has worked wonders for me, have 60+ mods with an mcm and with this mod they all show up even creature framework.

Posted

So a question: In the description it says to disable Werewolves in Nude Creatures for SL werewolves to work.

 

However, since that is now handled by the creature framework does this mean that I should disable them from there?

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"

for anyone else looking for a solution to this issue: this fix only works if you're using Immersive Horses version 2.0 or earlier, as in 2.1 the code for handling Horse armor keywords was removed.

 

Edit: I tried to edit one of the scripts from Immersive Horses (IHOUtil) to add this functionality back, but my lack of experience with papyrus resulted in failure (I couldn't get it to compile properly).

 

If someone is interested in trying, take a look at "bool Function IsHorseArmorItem(Form akBaseObject) global". By adding two if-statements checking if the keywords "CFArmorAroused" and "CFArmorNormal" is present, I think you could get a (rather dirty) fix?

 

This is what I did, but I couldn't get the script to compile because of a hundred errors related to other parts of the script.

 

 

; Returns true if the item can be worn by a horse.
; Returns true if the item has a keyword which contains the String "ArmorHorse".
bool Function IsHorseArmorItem(Form akBaseObject) global
int i = 0
while akBaseObject != None && i < akBaseObject.GetNumKeywords()
Keyword keywordRef = akBaseObject.GetNthKeyword(i)
if StringUtil.Find(keywordRef.GetString(), "ArmorHorse", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorAroused", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorNormal", 0) != -1
return true
endIf
i += 1
endWhile
return false
EndFunction 

 

 

 

 

This is a solution I've found works.  It doesn't require editing code and only requires TES5Edit.

 

1) Load immersive horses.esp and sexlabnudecreatures.esp into TES5Edit.

2) In Immersive Horses.esp, go to the keyword section and select ArmorHorse.

3) Change the formid from xx056242 to 01056242.  This injects this keyword into Update.esm, allowing it to be used be any other mod, regardless of mod order.  A box will pop up showing the armor forms in this esp that use this keyword.  Select them all and click okay.

4) In SexlabNudeCreatures.esp, go to the keyword section and add a new keyword.  The formid has to be 01056242 and the keyword has to be ArmorHorse.  This step really isn't necessary, but will remove any complaints about a missing keyword by other utiilities, such as Mator's Merge Plugin.

5) Finally, open the Armor section in SexlabNudeCreatures.esp.  Add the ArmorHorse keyword to the following armors:

           slncSkinHorse

           slncSkinHorseBlackHide

           slncSkinHorseBlacknWhiteHide

           slncSkinHorseGreyHide

           slncSkinHorsePalominoHide

           slncSkinHorseShadowmere

6) Save and exit.

 

As I said, this works for my setup and I don't see why it shouldn't work generally.  It should also work for any other mod that adds horses.  If the mod doesn't have Update.esm as a master, you'll need to add that to the mod.  Good Luck.

Posted

Is there any fix for the tropical skyrim overhaul creature? for example ape that replaces troll

http://www.nexusmods.com/skyrim/mods/33017/?

when i try to edited it myself by nifscope it didn't work but they both are have the same skeleton just different model but i just can't add the schlong 

 

Edit: now its work i just need to change the parent link name the same as the meshes before

for example if the meshes name is vampwolf2 and the other one scene one you need to change the name of parent link first then you can add schlong from it as long as it the same skeleton

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"

for anyone else looking for a solution to this issue: this fix only works if you're using Immersive Horses version 2.0 or earlier, as in 2.1 the code for handling Horse armor keywords was removed.

 

Edit: I tried to edit one of the scripts from Immersive Horses (IHOUtil) to add this functionality back, but my lack of experience with papyrus resulted in failure (I couldn't get it to compile properly).

 

If someone is interested in trying, take a look at "bool Function IsHorseArmorItem(Form akBaseObject) global". By adding two if-statements checking if the keywords "CFArmorAroused" and "CFArmorNormal" is present, I think you could get a (rather dirty) fix?

 

This is what I did, but I couldn't get the script to compile because of a hundred errors related to other parts of the script.

 

 

; Returns true if the item can be worn by a horse.
; Returns true if the item has a keyword which contains the String "ArmorHorse".
bool Function IsHorseArmorItem(Form akBaseObject) global
int i = 0
while akBaseObject != None && i < akBaseObject.GetNumKeywords()
Keyword keywordRef = akBaseObject.GetNthKeyword(i)
if StringUtil.Find(keywordRef.GetString(), "ArmorHorse", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorAroused", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorNormal", 0) != -1
return true
endIf
i += 1
endWhile
return false
EndFunction 

 

 

 

 

This is a solution I've found works.  It doesn't require editing code and only requires TES5Edit.

 

1) Load immersive horses.esp and sexlabnudecreatures.esp into TES5Edit.

2) In Immersive Horses.esp, go to the keyword section and select ArmorHorse.

3) Change the formid from xx056242 to 01056242.  This injects this keyword into Update.esm, allowing it to be used be any other mod, regardless of mod order.  A box will pop up showing the armor forms in this esp that use this keyword.  Select them all and click okay.

4) In SexlabNudeCreatures.esp, go to the keyword section and add a new keyword.  The formid has to be 01056242 and the keyword has to be ArmorHorse.  This step really isn't necessary, but will remove any complaints about a missing keyword by other utiilities, such as Mator's Merge Plugin.

5) Finally, open the Armor section in SexlabNudeCreatures.esp.  Add the ArmorHorse keyword to the following armors:

           slncSkinHorse

           slncSkinHorseBlackHide

           slncSkinHorseBlacknWhiteHide

           slncSkinHorseGreyHide

           slncSkinHorsePalominoHide

           slncSkinHorseShadowmere

6) Save and exit.

 

As I said, this works for my setup and I don't see why it shouldn't work generally.  It should also work for any other mod that adds horses.  If the mod doesn't have Update.esm as a master, you'll need to add that to the mod.  Good Luck.

 

 

This worked for me! Couple of questions, though:

 

1. In TES5Edit, when putting in the new formID/keyword, it doesn't let me put "IHOArmorHorse [KYWD:01056242]", only "01056242". Will that cause any issues? Does the name on the keyword matter?

 

2. I added this keyword to the Warhorse Domino mod's "SkinHorseBlackAppyHide", but it didn't add anything to Domino when I tested it out. Do you have any thoughts or suggestions on fixing this? 

 

post-804645-0-81350800-1489341690_thumb.jpg

Posted

I have a pretty high lvl save (lvl 90+) and I realized that this mod has some issues with the new high lvl falmers Bethesda introduced once with an DLC (can't remember if it was Dawnguard or Legendary). Those type of Falmers (they have a different mesh though) get no dicks applied, be it Arousal 0 or 100 does not matter. For all other creatures this mod works suberb. Anybody knows a source to get the appropriate meshes ? or is it planned to add them here ?

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"

for anyone else looking for a solution to this issue: this fix only works if you're using Immersive Horses version 2.0 or earlier, as in 2.1 the code for handling Horse armor keywords was removed.

 

Edit: I tried to edit one of the scripts from Immersive Horses (IHOUtil) to add this functionality back, but my lack of experience with papyrus resulted in failure (I couldn't get it to compile properly).

 

If someone is interested in trying, take a look at "bool Function IsHorseArmorItem(Form akBaseObject) global". By adding two if-statements checking if the keywords "CFArmorAroused" and "CFArmorNormal" is present, I think you could get a (rather dirty) fix?

 

This is what I did, but I couldn't get the script to compile because of a hundred errors related to other parts of the script.

 

 

; Returns true if the item can be worn by a horse.
; Returns true if the item has a keyword which contains the String "ArmorHorse".
bool Function IsHorseArmorItem(Form akBaseObject) global
int i = 0
while akBaseObject != None && i < akBaseObject.GetNumKeywords()
Keyword keywordRef = akBaseObject.GetNthKeyword(i)
if StringUtil.Find(keywordRef.GetString(), "ArmorHorse", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorAroused", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorNormal", 0) != -1
return true
endIf
i += 1
endWhile
return false
EndFunction 

 

 

 

 

This is a solution I've found works.  It doesn't require editing code and only requires TES5Edit.

 

1) Load immersive horses.esp and sexlabnudecreatures.esp into TES5Edit.

2) In Immersive Horses.esp, go to the keyword section and select ArmorHorse.

3) Change the formid from xx056242 to 01056242.  This injects this keyword into Update.esm, allowing it to be used be any other mod, regardless of mod order.  A box will pop up showing the armor forms in this esp that use this keyword.  Select them all and click okay.

4) In SexlabNudeCreatures.esp, go to the keyword section and add a new keyword.  The formid has to be 01056242 and the keyword has to be ArmorHorse.  This step really isn't necessary, but will remove any complaints about a missing keyword by other utiilities, such as Mator's Merge Plugin.

5) Finally, open the Armor section in SexlabNudeCreatures.esp.  Add the ArmorHorse keyword to the following armors:

           slncSkinHorse

           slncSkinHorseBlackHide

           slncSkinHorseBlacknWhiteHide

           slncSkinHorseGreyHide

           slncSkinHorsePalominoHide

           slncSkinHorseShadowmere

6) Save and exit.

 

As I said, this works for my setup and I don't see why it shouldn't work generally.  It should also work for any other mod that adds horses.  If the mod doesn't have Update.esm as a master, you'll need to add that to the mod.  Good Luck.

 

 

This worked for me! Couple of questions, though:

 

1. In TES5Edit, when putting in the new formID/keyword, it doesn't let me put "IHOArmorHorse [KYWD:01056242]", only "01056242". Will that cause any issues? Does the name on the keyword matter?

 

2. I added this keyword to the Warhorse Domino mod's "SkinHorseBlackAppyHide", but it didn't add anything to Domino when I tested it out. Do you have any thoughts or suggestions on fixing this? 

 

attachicon.gifdomino.JPG

 

 

 

 

1) In order for the ArmorHorse keyword to show up, you'll need to load Immersive Horses.  from what I see, TES5Edit recognized 0x01056242 as an injected value into Update.esm.  I'm guessing from the italic font it's displayed in.

 

2) I also use Horses of Skyrim.  I've found that the horses in that mod that override the ones in Immersive Horses that override the ones in Skyrim.esm work.  The new ones in Horses of Skyrim don't.  I'm looking into the problem, though quite likely a patch for other mods will be needed.

 

I'm glad I was able to explain the process well enough.

 



105
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"

for anyone else looking for a solution to this issue: this fix only works if you're using Immersive Horses version 2.0 or earlier, as in 2.1 the code for handling Horse armor keywords was removed.

 

Edit: I tried to edit one of the scripts from Immersive Horses (IHOUtil) to add this functionality back, but my lack of experience with papyrus resulted in failure (I couldn't get it to compile properly).

 

If someone is interested in trying, take a look at "bool Function IsHorseArmorItem(Form akBaseObject) global". By adding two if-statements checking if the keywords "CFArmorAroused" and "CFArmorNormal" is present, I think you could get a (rather dirty) fix?

 

This is what I did, but I couldn't get the script to compile because of a hundred errors related to other parts of the script.

 

 

; Returns true if the item can be worn by a horse.
; Returns true if the item has a keyword which contains the String "ArmorHorse".
bool Function IsHorseArmorItem(Form akBaseObject) global
int i = 0
while akBaseObject != None && i < akBaseObject.GetNumKeywords()
Keyword keywordRef = akBaseObject.GetNthKeyword(i)
if StringUtil.Find(keywordRef.GetString(), "ArmorHorse", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorAroused", 0) != -1
return true
endIf
if StringUtil.Find(keywordRef.GetString(), "CFArmorNormal", 0) != -1
return true
endIf
i += 1
endWhile
return false
EndFunction 

 

 

 

 

This is a solution I've found works.  It doesn't require editing code and only requires TES5Edit.

 

1) Load immersive horses.esp and sexlabnudecreatures.esp into TES5Edit.

2) In Immersive Horses.esp, go to the keyword section and select ArmorHorse.

3) Change the formid from xx056242 to 01056242.  This injects this keyword into Update.esm, allowing it to be used be any other mod, regardless of mod order.  A box will pop up showing the armor forms in this esp that use this keyword.  Select them all and click okay.

4) In SexlabNudeCreatures.esp, go to the keyword section and add a new keyword.  The formid has to be 01056242 and the keyword has to be ArmorHorse.  This step really isn't necessary, but will remove any complaints about a missing keyword by other utiilities, such as Mator's Merge Plugin.

5) Finally, open the Armor section in SexlabNudeCreatures.esp.  Add the ArmorHorse keyword to the following armors:

           slncSkinHorse

           slncSkinHorseBlackHide

           slncSkinHorseBlacknWhiteHide

           slncSkinHorseGreyHide

           slncSkinHorsePalominoHide

           slncSkinHorseShadowmere

6) Save and exit.

 

As I said, this works for my setup and I don't see why it shouldn't work generally.  It should also work for any other mod that adds horses.  If the mod doesn't have Update.esm as a master, you'll need to add that to the mod.  Good Luck.

 

 

This worked for me! Couple of questions, though:

 

1. In TES5Edit, when putting in the new formID/keyword, it doesn't let me put "IHOArmorHorse [KYWD:01056242]", only "01056242". Will that cause any issues? Does the name on the keyword matter?

 

2. I added this keyword to the Warhorse Domino mod's "SkinHorseBlackAppyHide", but it didn't add anything to Domino when I tested it out. Do you have any thoughts or suggestions on fixing this? 

 

attachicon.gifdomino.JPG

 

 

 

 

1) In order for the ArmorHorse keyword to show up, you'll need to load Immersive Horses.  from what I see, TES5Edit recognized 0x01056242 as an injected value into Update.esm.  I'm guessing from the italic font it's displayed in.

 

2) I also use Horses of Skyrim.  I've found that the horses in that mod that override the ones in Immersive Horses that override the ones in Skyrim.esm work.  The new ones in Horses of Skyrim don't.  I'm looking into the problem, though quite likely a patch for other mods will be needed.

 

I'm glad I was able to explain the process well enough.

 



105

 

 

 

 

 

Okay, I thought about it some more and I tried this:
 
I loaded up Update, SexLabNudeCreatures, Immersive Horses, and Warhorse Domino in TES5Edit. In Domino's category, I added a new Keyword section, and then this new keyword:
DominoArmorSkin [KYWD:01000D65]
 
I then added this keyword to that Skin in Domino's Armor section. Then I went up to the SexLabNudeCreatures category and added this keyword under SLNC's Keyword section. Then I went through each of the horse skins in SLNC and added the keyword to those.
 
Unfortunately, this didn't seem to work at all. I tried messing with the SexLab Aroused threshold in Creature Framework but it made no difference for Domino. I'm thinking the issue may actually be that Domino has no attachment point for the penis/armor, but I'm not sure. He's got a sheath and balls like all of the other horses (even the ones designated female by Immersive Horses, amusingly - anyone know of a toggle for that?). Plus the mod description says he uses the default meshes, but maybe I misread. Or maybe TES5Edit doesn't like 01000D65 as a keyword, which is possible, since I made it up.
 
Also, I figured out how to add a name to a keyword. Click on the keyword in the Keyword category, then right-click editorID and choose Add. Then right-click that same spot again and choose Edit.
Posted

I'm thinking the issue may actually be that Domino has no attachment point for the penis/armor, but I'm not sure.

the horse dick is not a armor attachment, it is a full body mesh replacement, the problem is most likely that there's no json entry for your custom horse (or no adult mesh available for it), so go make one for it.

 

Eg with Shadowmere:

{
  "modID": "nameofmodwithoutspaceorwhateveryouwantwithoutspace",
  "ModName": "name that will show up in CF",
  "creatures": [
    {
      "skinName": "Shadowmere",
      "normalArmor": "__formData|Skyrim.esm|0x86503",
      "arousedArmor": "__formData|SexLabNudeCreatures.esp|0x230f1",
      "restrictedSlots": [],
      "RaceName": "Horse",
      "raceForm": "__formData|Skyrim.esm|0x131fd",
      "skinForm": "__formData|Skyrim.esm|0x86503",
      "stripArmor": false
    }
  ]
}
even the ones designated female by Immersive Horses, amusingly - anyone know of a toggle for that?)

most of the older female horse mods are just retextures of the stock horse mesh, MNC replaces that mesh with one that has balls, so you will need to add a file path to a non balled horse mesh for the females to use

post-71862-0-76314500-1489379076_thumb.jpg

 

Posted

 

 

 

I'm thinking the issue may actually be that Domino has no attachment point for the penis/armor, but I'm not sure.

the horse dick is not a armor attachment, it is a full body mesh replacement, the problem is most likely that there's no json entry for your custom horse (or no adult mesh available for it), so go make one for it.

 

Eg with Shadowmere:

{
  "modID": "nameofmodwithoutspaceorwhateveryouwantwithoutspace",
  "ModName": "name that will show up in CF",
  "creatures": [
    {
      "skinName": "Shadowmere",
      "normalArmor": "__formData|Skyrim.esm|0x86503",
      "arousedArmor": "__formData|SexLabNudeCreatures.esp|0x230f1",
      "restrictedSlots": [],
      "RaceName": "Horse",
      "raceForm": "__formData|Skyrim.esm|0x131fd",
      "skinForm": "__formData|Skyrim.esm|0x86503",
      "stripArmor": false
    }
  ]
}
even the ones designated female by Immersive Horses, amusingly - anyone know of a toggle for that?)

most of the older female horse mods are just retextures of the stock horse mesh, MNC replaces that mesh with one that has balls, so you will need to add a file path to a non balled horse mesh for the females to use

attachicon.giffsscr000.jpg
 

 

 

 

 

Oh no, I wasn't looking to make horses female. They're all visually male with the mods I have, which is fine, but SL Aroused was reporting some as female in their stats. Or at least Queen Alfsigr in the Whiterun Stables; I actually don't remember if the other horses said female or what. But I was wondering if there was a way to assign the horses as male or not. Doesn't seem to make a difference in gameplay, so not a big deal either way.

 

I realized earlier that Domino comes with sheath and balls already, so I guess it has its own mesh, and isn't using the default ones like I thought. Thanks for the JSON tip, I'll poke around with that and see if I can get it working.

Posted

Oh no, I wasn't looking to make horses female. They're all visually male with the mods I have, which is fine, but SL Aroused was reporting some as female in their stats. Or at least Queen Alfsigr in the Whiterun Stables; I actually don't remember if the other horses said female or what. But I was wondering if there was a way to assign the horses as male or not. Doesn't seem to make a difference in gameplay, so not a big deal either way.

 

remove the female flag from the NPC

an example:

post-71862-0-59610800-1489455501_thumb.jpgpost-71862-0-69392700-1489455528_thumb.jpg

 

I realized earlier that Domino comes with sheath and balls already, so I guess it has its own mesh, and isn't using the default ones like I thought. Thanks for the JSON tip, I'll poke around with that and see if I can get it working.

in that case you may need to make a erect body mesh for "Domino" first before you can make a json,

+ make new "armor" and "armor addon" entrys in the esp for the erect body mesh (that part is easy, just "copy as new record" the "Domino" body's "armor" and "armor addon" entrys and change them as needed)

Posted

im having an issue where none of my critters sept for the werewolves have cocks  and they only have it since I got sos and that has a cock for werewolves

 any one know a way to fix it so everything has a peter lol

 

Posted

Did anyone encountered a compatibility problem with "Automatic Variants"? If anyone knows the solution for this problem, I will be very grateful if you share your knowledge with me. (sorry, if my english is bad)

Posted

Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?


Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?

Posted

 

 

 

Oh no, I wasn't looking to make horses female. They're all visually male with the mods I have, which is fine, but SL Aroused was reporting some as female in their stats. Or at least Queen Alfsigr in the Whiterun Stables; I actually don't remember if the other horses said female or what. But I was wondering if there was a way to assign the horses as male or not. Doesn't seem to make a difference in gameplay, so not a big deal either way.

 

remove the female flag from the NPC

an example:

attachicon.giffsscr001.jpgattachicon.giffsscr002.jpg
 

I realized earlier that Domino comes with sheath and balls already, so I guess it has its own mesh, and isn't using the default ones like I thought. Thanks for the JSON tip, I'll poke around with that and see if I can get it working.

in that case you may need to make a erect body mesh for "Domino" first before you can make a json,

+ make new "armor" and "armor addon" entrys in the esp for the erect body mesh (that part is easy, just "copy as new record" the "Domino" body's "armor" and "armor addon" entrys and change them as needed)

 

 

 

 

 

I don't know, I think this is all too beyond me. I don't know how to do 3D modeling, so I thought I could grab slnc/horse/horse.inf mesh from SLNC and use that instead (putting it in ModOrganizer\mods\Warhorse Domino Bareback\meshes\slnc\horse). Domino doesn't really have any external files, just the *.esp and *.bsa, and a meta.ini file, so I don't know if making the folders and putting that file there will even allow it to get picked up. The mesh may not even align correctly to the textures and such, I just want to see if it'll get swapped out.

 

In TES5Edit, I made copies of the Armor Addon and Armor values, saving them back into Warhorse Domino. The AA became NakedHorseBlackAppyHardAA (06002DB9) and the Armor became SkinHorseBlackAppyHideHard (06002DBA). In the AA, I changed the Model Filename to "slnc\horse\horse.inf", which is how that mesh is referenced in SLNC (but assuming WD will actually look within its own mod folder). Then I set that AA as the Armature model in the new Armor, replacing the old one.

 

Then in the JSON file for SLNC (ModOrganizer\mods\MoreNastyCritters9 0\creatures.d\slnc.json), I added these references:

	{
	  "skinName": "Domino",
	  "normalArmor": null,
	  "arousedArmor": "__formData|SexLabNudeCreatures.esp|0x02DB9",
	  "restrictedSlots": [],
	  "RaceName": "Horse",
	  "raceForm": "__formData|Skyrim.esm|0x131fd",
	  "skinForm": "__formData|Skyrim.esm|0x60715",
	  "stripArmor": false
	},
	{
	  "skinName": "Domino",
	  "normalArmor": null,
	  "arousedArmor": "__formData|SexLabNudeCreatures.esp|0x02DB9",
	  "restrictedSlots": [],
	  "RaceName": "Horse (Cart)",
	  "raceForm": "__formData|Skyrim.esm|0xde505",
	  "skinForm": "__formData|Skyrim.esm|0x60715",
	  "stripArmor": false
	},

So far, though, no boner on Domino. These were copy/pasted from the Palomino entries, and I only changed the formID reference at the end of the "arousedArmor" lines. The "skinName" I just set to "Domino" because I didn't know if anything specifically should go there. This is the right JSON file for me to edit, right? Or if I have to make a new one, where would that go?

 

Other things I've noticed: WD doesn't have any keywords. I'm not sure if any need to be added for it to work with SLNC or not, like needed to be done with IH. IH seems to use its own mesh, too, which is actors\horse\character assets\horse_frost.inf. I think that's a built-in horse model though, but I'm not sure. When IH gets its keyword updated to inject into Update.esm, it's also added to SLNC's horse armor items, where CFArmorAroused and slncNudeSuite (which is the mesh with the erection) also are. Would I need to pass in a keyword from Domino to here? It's something I tried before, but that was without trying to create a new mesh and everything.

 

I've tried Googling around for more info on this stuff, but coming at this from such a low level, I don't even know what keywords to use when searching! I really do appreciate your help on this, I know it's not easy dealing with n00bs. lol If I can get all of this to work, I'll see about posting a full guide or packaging a small mod to make this easier for others.

 

Oh, and thanks for the tip on the female horses flag, I'll have to come back to that one later.

 

 

im having an issue where none of my critters sept for the werewolves have cocks  and they only have it since I got sos and that has a cock for werewolves

 any one know a way to fix it so everything has a peter lol

 

Under SexLab Nude Creatures in your mod config menu, does it list a version for Creature Framework? If not, CF hasn't loaded yet (and maybe never will). List your mods and the order they load in, that'd be helpful. I had a similar problem before and it was because MNC got loaded after all of the SLNC stuff.

 

Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?


Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?

 
What other mods are running? Are you removing any mods before playing that save file again? Have you tried going back to a clean (unmodded) save and waiting for all of the mods to load in and be registered? You should list your mods and load order here as well. 

 

 

Posted

 

I don't know, I think this is all too beyond me. I don't know how to do 3D modeling, so I thought I could grab slnc/horse/horse.inf mesh from SLNC and use that instead (putting it in ModOrganizer\mods\Warhorse Domino Bareback\meshes\slnc\horse). Domino doesn't really have any external files, just the *.esp and *.bsa, and a meta.ini file, so I don't know if making the folders and putting that file there will even allow it to get picked up. The mesh may not even align correctly to the textures and such, I just want to see if it'll get swapped out.

you can extract files from the bsa with programs like this:

http://www.nexusmods.com/skyrim/mods/59553/?

 

and here is a guide to dickify models:

http://www.loverslab.com/files/file/2418-howto-dick-with-nifskope/

you are copying from horse to horse so you should not run into any serious problems, just remember to save the dickifyed model under a different name, and edit your armor addon to use it.

 

Then in the JSON file for SLNC (ModOrganizer\mods\MoreNastyCritters9 0\creatures.d\slnc.json), I added these references:

So far, though, no boner on Domino. These were copy/pasted from the Palomino entries, and I only changed the formID reference at the end of the "arousedArmor" lines. The "skinName" I just set to "Domino" because I didn't know if anything specifically should go there. This is the right JSON file for me to edit, right? Or if I have to make a new one, where would that go?

 

1. it would be better to make a new json.

2. i see some errors, try this json: Domino.json

3. you can skip the Horse (Cart) version, its not needed.

4. go to your SkinHorseBlackAppyHideHard (06002DBA) and find it's "Armature" entry and change it to 06002DB9

 

Other things I've noticed: WD doesn't have any keywords. I'm not sure if any need to be added for it to work with SLNC or not, like needed to be done with IH. IH seems to use its own mesh, too, which is actors\horse\character assets\horse_frost.inf. I think that's a built-in horse model though, but I'm not sure. When IH gets its keyword updated to inject into Update.esm, it's also added to SLNC's horse armor items, where CFArmorAroused and slncNudeSuite (which is the mesh with the erection) also are. Would I need to pass in a keyword from Domino to here? It's something I tried before, but that was without trying to create a new mesh and everything.

i find that some keywords are not always needed (you can skip "CFArmorNormal" for sure)

but just in case here are some screenshots of a keyword getting added to a dragon

post-71862-0-20939100-1489890067_thumb.jpgpost-71862-0-02883700-1489890073_thumb.jpgpost-71862-0-11648400-1489890078_thumb.jpgpost-71862-0-64280200-1489890083_thumb.jpgpost-71862-0-09911000-1489890092_thumb.jpgpost-71862-0-65127400-1489890098_thumb.jpg

note: you can add more then one keyword if needed.

Posted

Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?

Hello, I would like to report an issue. When I install this mod, it works fine the first time I play with it. However, after the initial play time my game crashes on the initial loading screen and my save files become corrupted. Do you have any idea what causes this save file corruption?

I have the same problem and have identified it as being related to the animations. I have had this mod installed fresh, but then updated to the version with all the animations included. Saves work up until the point that I reset the sexlab animation registry. I however have 0 idea how to fix this issue :(

 

Same result with a fresh game.

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