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  • 2 weeks later...

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"

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I posted this on MNC, but I think it pertains mostly to this...

 

My game freezes whenever I go into populated areas, and everytime it happens, my Papyrus.0 log looks like this"

[10/10/2016 - 05:41:03PM] Error:  (000DDF87): cannot fetch variable named FNISaa_magmt of type int, returning 0.
stack:
	[ (000DDF87)].defaultSetStageOnAttacked.GetAnimationVariableInt() - "<native>" Line ?
	[None].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1682
	[None].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1688
	[None].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 641
	[None].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 607
	[None].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 531
	[None].XPMSEWeaponStyleScaleEffect.OnEffectFinish() - "XPMSEWeaponStyleScaleEffect.psc" Line 220
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["rabbit" [Actor < (00105A25)>]]; creature isn't registered; race=["rabbit" [Race <HareRace (0006DC99)>]] skin=["rabbit" [Armor < (0006DC9B)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature] Finished on ["Elk" [Actor < (0008480B)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (001066DF)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/10/2016 - 05:41:04PM] [CF][Framework] Activating actor ["Erimond" [Actor < (80003887)>]]
[10/10/2016 - 05:41:04PM] [CF][Framework] Deactivated actor ["Elk" [Actor < (0008480B)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Gerdur" [CarryActorScript < (00013489)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (870020B3)>]]
[10/10/2016 - 05:41:04PM] [CF][Framework] Activating actor ["Stump" [Actor < (0001E62B)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature] Removing both API armours from ["Elk" [Actor < (0008480B)>]] and doing nothing else
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Hilde" [WIDeadBodyCleanupScript < (00035534)>]]; creature isn't registered; race=["Old People Race" [Race <ElderRace (00067CD8)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Hod" [WIDeadBodyCleanupScript < (0001348A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Sigrid" [CarryActorManualScript < (00013483)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:04PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 3 on  (80003887)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/10/2016 - 05:41:04PM] warning: Assigning None to a non-object variable named "::temp6"
stack:
	[Active effect 3 on  (0001E62B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10
[10/10/2016 - 05:41:04PM] [CF][Creature] Started on ["Erimond" [Actor < (80003887)>]] with race/skin ["Troll des neiges" [Race <TrollFrostRace (00013206)>]]["" [Armor < (00016EE4)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature] Started on ["Stump" [Actor < (0001E62B)>]] with race/skin ["Dog" [Race <DogRace (000131EE)>]]["" [Armor < (0004B2C9)>]]
[10/10/2016 - 05:41:04PM] [CF][Creature] ["Erimond" [Actor < (80003887)>]] unaroused
[10/10/2016 - 05:41:04PM] [CF][Creature] Not equipping normal armour on ["Erimond" [Actor < (80003887)>]]; there is no normal armour
[10/10/2016 - 05:41:04PM] [CF][Creature] ["Stump" [Actor < (0001E62B)>]] unaroused
[10/10/2016 - 05:41:04PM] [CF][Creature] Not equipping normal armour on ["Stump" [Actor < (0001E62B)>]]; there is no normal armour
[10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Cow" [Actor < (1F1F9E1F)>]]; creature isn't registered; race=["highlandcow" [Race <CowRace (0004E785)>]] skin=["highlandcow" [Armor < (0004E784)>]]
[10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Dorthe" [Actor < (00013484)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Alvor" [WIDeadBodyCleanupScript < (00013482)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Frodnar" [Actor < (0001348B)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Cow" [Actor < (00060B22)>]]; creature isn't registered; race=["highlandcow" [Race <CowRace (0004E785)>]] skin=["highlandcow" [Armor < (0004E784)>]]
[10/10/2016 - 05:41:12PM] FWSaveLoad::Update(Gerdur) 2.261993 sec
[10/10/2016 - 05:41:12PM] FWSaveLoad::Update(Sigrid) 2.057999 sec
[10/10/2016 - 05:41:14PM] FWSaveLoad::Update(Olfina Gray-Mane) 1.587006 sec
[10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (0010962A)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (001066DE)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (1F1F9E20)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]]
[10/10/2016 - 05:41:22PM] [CF][Creature Apply] Failure on ["mudcrab" [Actor < (0008CACD)>]]; creature isn't registered; race=["mudcrab" [Race <MudcrabRace (000BA545)>]] skin=["" [Armor < (2E54A89A)>]]
[10/10/2016 - 05:41:27PM] [CF][Creature] Finished on ["Dog" [Actor < (FF000FDD)>]]
[10/10/2016 - 05:41:27PM] [CF][Framework] Deactivated actor ["Dog" [Actor < (FF000FDD)>]]

The game doesn't CTD, it just freezes.  I use Notepad++ with a log monitor plugin that gives me pretty live feeds as to what is happening.  

If I stay out in the wilderness (I love camping), it has so far not happened, but I run out of supplies and have to run into town, Riverwood in this instance, but in others its been Solitude, Whiterun and even Rorikstead, and the log fills up like above and the game freezes on me.

 

Any guru thoughts?

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Several times on several threads ppl have reported problem regarding male falmer warmongers (ones which r added by Dawnguard with heavy armor) which doesn't get naked during SL animations, but no one have post any solution for this. So is there any solution or we who have this prob have something installed wrong/missed some mod?

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After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6

I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so...

 

Did I miss something ?

 

 

EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker

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After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6

I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so...

 

Did I miss something ?

 

 

EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker

I wonder if this is why CreatureFramework isnt appearing in my mcm menu even though it says it registered a new menu ive downloaded CF v1.0.4 and i have the Jcontainer mod form skytim nexus.

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After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6

I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so...

 

Did I miss something ?

 

 

EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker

I wonder if this is why CreatureFramework isnt appearing in my mcm menu even though it says it registered a new menu ive downloaded CF v1.0.4 and i have the Jcontainer mod form skytim nexus.

 

 

I got it to work with this :

-Creatures framework 1.1.0 pre2

-Bestiality animations pack

-sexlab nude creatures 3.3.0

-creature features 1.0.4

-jcontainers 3.3.rc1

 

run loot

run fnis

 

result : http://www.pornhub.com/view_video.php?viewkey=ph580e86b9b43c3

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I'm using MNC 9.3 followed by Creature Framework 1.10 pre 2 under it on the mod list, letting loot sort things out. This has been my order for a long long time and I have never had any issues with it until recently. In the past 5 days every time I load up MO, once I enter SKSE and load up coc qasmoke so I can preload my stuff, Creature API reference not found error pops up. This is quickly fixed so far by deactivating and reactivating my bash patch mod that loads at the end (That's the correct way to do it yes?) but until now I have never needed to do this until now.

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  • 1 month later...

Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal?

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Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal?

 

I never have hentai creatures esp on and everything works fine.

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Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal?

I never have hentai creatures esp on and everything works fine.

Well that's good. So I might try taking the dependents off to get the Hentai books only. Do you have the MNC esp on?

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I NEED HELP

 

My Creature framework doesn't show up in MCM. I have looked around the lab to find a solution but have fond nothing. I tried using the MNC built in CF and installed the standard CF1.1.0 with no change. I tried waiting for it to pop up in MCM but nothing changed.When I run FNIS I see nothing relating to Creature Framework.all the animations work on creatures and people but creatures have no junk obviously. MY masteries are clean and I have run LOOT many times.The amount of time I have put in to fix this is not fun and have hit a road block in what to do to fix it.

 

Any help would be nice!

 

MY load order is:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ApachiiHair.esm
RaceCompatibility.esm
SexLab.esm
Schlongs of Skyrim - Core.esm
PubicMeshColorRE.esm
ZaZAnimationPack.esm
SexLabAroused.esm
hdtHighHeel.esm
CreatureFramework.esm
SkyUI.esp
IcePenguinWorldMap.esp
RaceMenu.esp
RaceMenuPlugin.esp
Skyrim Immersive Creatures.esp
Skyrim Immersive Creatures - DLC2.esp
MoreNastyCritters.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
HentaiCreatures.esp
animal_mansion_redux.esp
VindrelHallBath.esp
UFO - Ultimate Follower Overhaul.esp
CharacterMakingExtender.esp
RaceMenuMorphsUUNP.esp
FNISSexyMove.esp
Schlongs of Skyrim.esp
KS Hairdo's.esp
KS Hairdos - HDT.esp
CombinedKSHairs.esp
dD - Realistic Ragdoll Force - Realistic.esp
XPMSE.esp
Brows.esp
FNIS.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
SexLabMatchMaker.esp
UIExtensions.esp
AddItemMenu.esp
Jennifer.esp
SOS - B3lisario UNP Addon.esp
SOSRaceMenu.esp
SOS Equipable Schlong.esp
SOS Schlong Controller.esp
SLAnimLoader.esp
FloppySOS.esp
ERF - Ceraph.esp
S2HBearMod.esp
GGFriendlyWhore_DB.esp
GGFriendlyWhore_DB_DG.esp
SexLabGenderChange.esp
SOS Female Schlongifier (No Schlong Addon by Erundil).esp
SOS - ERF Equipable Horse Penis.esp
SOS - ERF Horse Penis Addon.esp
ERF - Succubus.esp
SexLabMassMatchMaker.esp
vlkAF_SexLife.esp
WetFunction.esp
DW.esp
SexLab Aroused Creatures.esp
SOS_Ho.esp
Beastess Forsworn.esp
Immersive Arousal.esp
SexLab Beastess.esp
EnhancedCharacterEdit.esp
SOS - Shop.esp
_JD4follower.esp
Elewin Jewelry.esp
SLAL_K4Anims.esp
Blush When Aroused.esp
SLALAnimObj.esp
zzEstrus.esp
ARO_Follwer.esp
TheEyesOfBeauty.esp
YurianaWench.esp
Lydie Follower.esp
Liz Follower.esp
SLA Monitor Widget.esp
SPS - Sexlab Position Selector.esp
PuppetMaster.esp
sr_FillHerUp.esp
Apropos.esp
tentacleArmor.esp
Ebon Shroud.esp
Extended Slider Colors.esp
 
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It seems to work with most creatures, but the Lurkers just won't get their equipment. Even by using the arousal settings and forcing updates on them, they always keep their vanilla neutral gender look with loincloths. Activating the LOG output, it seems to be alright (The Sexlab Nude Creatures Addon for the Lurker is loaded and they are recognised). Could this be a load order issue ? It just seems to affect the Lurkers ...

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  • 2 weeks later...

So I use this with More Nasty Critters and am trying to use SexLab werewolves for the female werewolves. MNC has instructions on the page for working with SLW, but when i tried following those instructions as best as i could the male werewolves all had their equipment and heads; but other than that were the missing mesh/texture purpleish color. Is there some obvious step i am missing? Thanks

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Hello

 

I've run into a problem which I amrdy post on the sexlab arouse redux thread. It seems that the 2 version they have 27c and latest 28 version. The arousel threshold on creature frameworks does not work I set the threshold to 20 then target a animal hit N and the animal arousel is 40 but no penis is showing. I used the older version arousel and it works fine. Any help here I have your latest 1.10 loaded

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Hi,

I always had the problem that everything regarding CF works except when I turn my character in to a Werewolf, using SexLab Werewolves my character werewolf never turns female or gets the right model equipped depending on arousal. (NPC Werewolves work flawless)

Assuming it is a problem on my side I started to try and solve it.

I found that if I remove the CF Creature spells via console, then clear CF with the MCM and then add the CF spells back with console, while in Werewolf form, CF works on my player.
Unfortunately I had to do it every time I turn in to a werewolf, not the best solution.

Since I could not find a different solution (wrong installation, load order, mod conflicts) I just accepted it.

 

Recently I started to mess around again, it works for others so why not for me.

I thought: fresh game, so from titelscreen I coc to "unownedcell" (tiny cell with noting but a chest) add the werewolf transformation spell via console and transform... It works.
But why? There is nothing different to my current playthrough all the mods have been installed when I started and I didn't change anything...

My character is a Nord in this test, my savegame is Argonian, Argonians have an entry in CF config... That shouldn't make a difference but let's test it.
Change the new character which just worked in to an argonian via racemenu, transform in to a werewolf and... It doesn't work.

OK... Load up my current save, teleport to unownedcell and transform... Not working.

Change to Breton, transform... It works.
Change to Nord, transform... It works.
Change to Kajiit, transform... Not working.
Change to Orc, transform... It works.

Conclusion:

If the player character is a beastrace (Argonian / Kajiit) "[CF][Mainquest] Cast creature apply spell on player" dos not trigger after transforming in to a werewolf.

It would be great if a few other people could test this to confirm that it is a problem of CF.

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Okay, so I have a question regarding the Framework. 

 

If I have multiple mods that add in meshes to creatures that have to overwrite one-another, how do I install both mods and make it so that I can pick either mesh from the Framework in MCM? I already have a few creatures that have multiple meshes I can pick from in MCM, but I don't know how to install mods so that this happens with all meshes.

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It would be great if a few other people could test this to confirm that it is a problem of CF.

 

my Argonian has the same problem, i don't even know why CF has settings for Kajiits and Argonians, but SL Werewolves has some problems of its own, and at least one of them is with sexlab.

eg: the loss of control bug.

http://www.loverslab.com/topic/23812-sexlab-werewolves-30-beta-5-updated-2015-9-20/?p=1679527

http://www.loverslab.com/topic/23812-sexlab-werewolves-30-beta-5-updated-2015-9-20/?p=1710506

 

so there is more then one thing going on there and it may just be a small part of a bigger problem.

 

 

 

 

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Any way to make the giantess compatible with CF?

 

if you have More Nasty Critters installed, use tes5edit to open the SexLabNudeCreatures.esp

go to its "Armor Addon" entries and find "slncGiantMaleNakedAA"

on the right side of the screen find the "female world model" line in "slncGiantMaleNakedAA"

note: if its grayed out right click in the empty space next to it and click "Add".

in the "Model Filename" line (the one under "female world model") right click on it and select "Edit".

enter the file path to the giantess body (eg: actors\giant\character assets\giantessorwhateveritsnameis.nif)

 

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my Argonian has the same problem, i don't even know why CF has settings for Kajiits and Argonians, but SL Werewolves has some problems of its own, and at least one of them is with sexlab.

eg: the loss of control bug.

so there is more then one thing going on there and it may just be a small part of a bigger problem.

 

The settings for the beastraces appear to be generated from MNC (SLNC).

 

I'm aware of the problems SL Werewolves has, to make sure there are no conflicts I reduced my mods to a minimum.

 

MO left pane

 

 

SKSE                                                                  (CF requirement)

PapyrusUtil                                                          (CF requirement)

Dawnguard

Hearthfires

Dragonborn

Unofficial Skyrim Legendary Edition patches

Official HighResTexturepack 1, 2, 3

Unofficial HighRes Patches

JContainers                                                          (CF requirement)

SkyUI                                                                  (CF requirement)

Creature Framework

Horny Werewolves of Skyrim                                 (CF needs somthing to work with)

SL Framework                                                      (Required for SL Aroused)

SL Aroused                                                          (CF issue prevention)

 

 

 

MO Plugins list

 

 

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

CreatureFramework.esm

Unofficial Skyrim Legendary Edition Patch.esp

SexLab.esm

SexLabAroused.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

SkyUI.esp

HornyWerewolves.esp

 

 

 

CF has now only settings for the werewolves (and Urta)

Which yields the same result. (Nord works, Argonian doesn't)

 

But the Log outputs the following after I change from Nord to Argonian (no werewolf transformation)

 

 

[CF][Main Quest] Cast creature apply spell on player

[CF][Creature Apply] Not activating ["Argonian Test" [Actor < (00000014)>]]; creature isn't registered; race=["Argonian" [Race <ArgonianRace (00013740)>]] skin=["" [Armor < (00069CE3)>]]

 

After this massage I transform in to a werewolf, CF ignores this, when transforming back the player becomes a Nord/Argonian mixture and the console regards me as Nord.

 

CF notices this and applies:

[CF][Main Quest] Removed creature spell from player

 

After this I quit the game.

 

 

 

Apparently CF treats beastraces as creatures and in this process locks up the player until it is no longer a beastrace.

Papyrus.0.log

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The settings for the beastraces appear to be generated from MNC (SLNC).

 

I'm aware of the problems SL Werewolves has, to make sure there are no conflicts I reduced my mods to a minimum.

 

MO left pane

 

 

SKSE                                                                  (CF requirement)

PapyrusUtil                                                          (CF requirement)

Dawnguard

Hearthfires

Dragonborn

Unofficial Skyrim Legendary Edition patches

Official HighResTexturepack 1, 2, 3

Unofficial HighRes Patches

JContainers                                                          (CF requirement)

SkyUI                                                                  (CF requirement)

Creature Framework

Horny Werewolves of Skyrim                                 (CF needs somthing to work with)

SL Framework                                                      (Required for SL Aroused)

SL Aroused                                                          (CF issue prevention)

 

 

 

 

Your left plane load order is wrong, papyrusutil and Jcontainers should be near the bottom to ensure they override older versions in bundled mods like CF.

 

 

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