MadMansGun Posted November 12, 2017 Posted November 12, 2017 (edited) @Ep1cL3w7z DOCTOR! we need some help, Odahviing, Naaslaarum and Voslaarum keep turning into normal dragons when they are not aroused and i don't know why, but whats really confusing is they turn back into there proper forms when they are aroused (but sometimes it's vice versa) : http://dev.loverslab.com/topic/60847-dragon-animations-creature-on-creature/?do=findComment&comment=2051980 the problem mostly shows up in new games or saves where they have not been summoned/loaded before. i have added "normalArmor" entrys to my jsons to help fight the problem but it leaves much to be desired. Edited November 12, 2017 by MadMansGun
That_Dude79 Posted November 19, 2017 Posted November 19, 2017 I can't seem to get the puppeteer tab to show up. Is it still supposed to be under the Creature Framework MCM menu? I tried reinstalling the mod, adjusting the load order, both manually and with LOOT, and all on a new save, but still not getting anything. Everything seems to wok fine but the puppeteer. Later I might try running an older version. I started over from scratch, and started using MO when I reformatted my harddrive, so I don't know what else could have changed.
Ep1cL3w7z Posted November 21, 2017 Author Posted November 21, 2017 On 11/12/2017 at 11:36 AM, MadMansGun said: @Ep1cL3w7z DOCTOR! we need some help, Odahviing, Naaslaarum and Voslaarum keep turning into normal dragons when they are not aroused and i don't know why, but whats really confusing is they turn back into there proper forms when they are aroused (but sometimes it's vice versa) : http://dev.loverslab.com/topic/60847-dragon-animations-creature-on-creature/?do=findComment&comment=2051980 the problem mostly shows up in new games or saves where they have not been summoned/loaded before. i have added "normalArmor" entrys to my jsons to help fight the problem but it leaves much to be desired. That sounds odd - it shouldn't be affecting their unaroused state if there's no normalArmor specified. Is there something unique about the way those dragons are handled in Skyrim? On 11/19/2017 at 5:08 AM, That_Dude79 said: I can't seem to get the puppeteer tab to show up. Is it still supposed to be under the Creature Framework MCM menu? I tried reinstalling the mod, adjusting the load order, both manually and with LOOT, and all on a new save, but still not getting anything. Everything seems to wok fine but the puppeteer. Later I might try running an older version. I started over from scratch, and started using MO when I reformatted my harddrive, so I don't know what else could have changed. Sounds to me like you're not using the latest version, actually.
Ep1cL3w7z Posted November 21, 2017 Author Posted November 21, 2017 On 11/3/2017 at 1:00 PM, Giryerume said: Im using sl werewolves with this mod, but the slww penis only shows after the animation. Any idea of what is happening? (Im using slal more nasty critters and hdt beasts) If it's your player character you're talking about, it's because free camera prevents your player's meshes from updating for some stupid reason (this is a Skyrim limitation). Toggling free camera off and on fixes it.
MadMansGun Posted November 21, 2017 Posted November 21, 2017 (edited) 2 hours ago, Ep1cL3w7z said: That sounds odd - it shouldn't be affecting their unaroused state if there's no normalArmor specified. Is there something unique about the way those dragons are handled in Skyrim? well, Odahviing gets spawned into the game world for the first time when the call dragon shout is used at Dragonsreach, and Naaslaarum & Voslaarum have that unique ice lake battle. it's just odd that the right armors are still getting applied when aroused, logically one would think they'd be using the normal dragon's aroused armor as well, i hate it when errors don't have consistency. Edited November 21, 2017 by MadMansGun
That_Dude79 Posted November 21, 2017 Posted November 21, 2017 4 hours ago, Ep1cL3w7z said: Sounds to me like you're not using the latest version, actually. Figured it out... kinda stupid really. One of the mods I have, uses the old format for the cat penises that MNC used back in version 9.3, so I had 9.3 installed with the newer 10.4 overwriting it. I didn't realize 9.3 had conflicting files with the newer versions of Creature Framework, and LOOT was putting it the MNCs after Creature Framework in the load order, overwriting most of the scripts and even a CreatureFramework.esm. The MCM showed the latest version of Creature Framework, but it was running the CreatureFramework.esm that MNC used to provide by itself. Took forever to figure out... far longer than it should have really.
Blaze69 Posted November 21, 2017 Posted November 21, 2017 7 hours ago, Ep1cL3w7z said: That sounds odd - it shouldn't be affecting their unaroused state if there's no normalArmor specified. Is there something unique about the way those dragons are handled in Skyrim? 4 hours ago, MadMansGun said: well, Odahviing gets spawned into the game world for the first time when the call dragon shout is used at Dragonsreach, and Naaslaarum & Voslaarum have that unique ice lake battle. it's just odd that the right armors are still getting applied when aroused, logically one would think they'd be using the normal dragon's aroused armor as well, i hate it when errors don't have consistency. Just to clarify what the problem is: in the vanilla game, most if not all dragons get their custom skins through an Outfit, and when you run an "unequipall" command on them, they revert to the base dragon skin as that is their actual "naked body" when not wearing anything over it. Since CF uses the naked skin entry and not outfits/equipped items to identify which skin to use, MMG's plugin edits all non-regular dragons to remove the outfits (so they are actually "naked" as far as the game code knows) and give them their corresponding models through the "Naked Skin/Worn Armor" field in the NPC data; this seems to work fine for most dragons (i.e. higher-level dragon variations, Alduin, Paarthurnax, Durnheviir) as they have their proper models and get the matching aroused ones from CF. The thing is, in the case of Odahviing and the twins, the game seems to ingnore the Naked Skin setup altogether and gives them the base race skin instead (aka regular dragon), but, when CF equips the aroused meshes, it uses the right unique models (Oda for him and the other for the twins). This would mean CF does recognize the custom skin from the NPC data and acts accordingly even if the game doesn't actually load that skin as it should. Only reason for such a thing I can think of would be some obscure engine code bug that fails to load the custom Naked Skin when coupled with some setting or flag or quirk on those three NPCs, but that is just a guess and I can't see any difference between them and any other dragon NPC that could cause it.
Carlk Posted November 22, 2017 Posted November 22, 2017 (edited) Hi, I found that it keeps showing up that it is currently initialising and re-register all mod option is grey out, how can I solve it? PS: aroused is installed and its running. Edited November 22, 2017 by Carlk
Tearoth Posted December 3, 2017 Posted December 3, 2017 On 22/11/2017 at 4:39 PM, Carlk said: Hi, I found that it keeps showing up that it is currently initialising and re-register all mod option is grey out, how can I solve it? PS: aroused is installed and its running. I'm having the exact same problem.https://i.imgur.com/OPsQrql.jpg Doesn't happen on new characters, but no matter how long i wait, it's still initializing, and that means the mesh swap won't work.
JohnBear123 Posted December 4, 2017 Posted December 4, 2017 So if I understand correctly creature framework is responsible for applying nude meshes to creatures. I have CF installed as well as MNC. My problem is that when I start a new game everything seems to work fine in the beginning, I set the arousel thresh hold to 0 and creatures get their nude erect meshes. However, as I keep playing, without adding any mods, fewer and fewer creatures get their nude meshes, as in at the start of the game on my way from riverwood to the gaurdian stones both wolves get nude meshes but later on in the game say outside Riften you get attacked by 3 wolves and maybe one will get a nude mesh, later nothing seems to change. If I scan them to check their arousel, using N, the nude mesh gets applied. During sex scenes everything works fine. Does anyone know what is happening to cause this issue?
Kahn81 Posted December 6, 2017 Posted December 6, 2017 Hello to all, I have a problem, I can not see the chaurus's penis! I tried to reinstall all the necessary mods More Nasty Critters Creature_Feature SexLab Nude Creatures But it is not yet visible. suggestions on how to solve ?? thank you I ADD A DETAIL, I saw that from mcm on creatures framework I have this problem, I tried to reinstall the mod but I have not solved. suggestion please!!!!!!!!!
MadMansGun Posted December 6, 2017 Posted December 6, 2017 1 hour ago, Kahn81 said: I saw that from mcm on creatures framework I have this problem, install JContainershttp://www.nexusmods.com/skyrim/mods/49743/? 1
Kahn81 Posted December 7, 2017 Posted December 7, 2017 12 hours ago, MadMansGun said: install JContainershttp://www.nexusmods.com/skyrim/mods/49743/? it did not work, maybe there is some incompatibility with the installed mods!
MadMansGun Posted December 7, 2017 Posted December 7, 2017 1 hour ago, Kahn81 said: it did not work, maybe there is some incompatibility with the installed mods! try installing the .bsa file from Sexlab Aroused http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/ 1
Kahn81 Posted December 7, 2017 Posted December 7, 2017 25 minutes ago, MadMansGun said: try installing the .bsa file from Sexlab Aroused http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/ I will try, but if it can help every time I load the game I have this message
MadMansGun Posted December 7, 2017 Posted December 7, 2017 57 minutes ago, Kahn81 said: I will try, but if it can help every time I load the game I have this message REINSTALL CREATURE FRAMEWORK & JCONTAINERS AND STOP INSTALLING MNCV9 https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ 1
luciano Posted December 7, 2017 Posted December 7, 2017 El 6/12/2017 a las 3:00 p.m., Kahn81 dijo: ¡Hola a todos, tengo un problema, no puedo ver el pene del chaurus! Traté de volver a instalar todas las modificaciones necesarias. Más criaturas desagradables. Creature_Feature Criaturas sexuales desnudas de SexLab Pero aún no está visible. sugerencias sobre cómo resolver ?? gracias AÑADO UN DETALLE, Vi que desde el framework mcm on criaturas tengo este problema, Traté de reinstalar el mod pero no lo he resuelto. sugerencia por favor !!!!!!!!! mira las imagenes
Kahn81 Posted December 8, 2017 Posted December 8, 2017 I SOLVED!!! I reinstalled in sequence SexLab Nude Creatures v3.3.0 Creature Framework 1.1.0-pre2.7z overwriting the MNC files when requested by NMM. I started a new game and everything works perfectly. Thanks for the support MadMansGun :)))) 1
Ep1cL3w7z Posted December 25, 2017 Author Posted December 25, 2017 Is anyone aware of any bugs that are most definitely in Creature Framework in 1.1.0 Preview 2? I'd like to release 1.1.0 more officially as a final update to the mod, as I have little interest in modding Skyrim anymore - but I'd like to wrap up any existing issues beforehand, if I can.
MadMansGun Posted December 25, 2017 Posted December 25, 2017 2 hours ago, Ep1cL3w7z said: Is anyone aware of any bugs that are most definitely in Creature Framework in 1.1.0 Preview 2? I'd like to release 1.1.0 more officially as a final update to the mod, as I have little interest in modding Skyrim anymore - but I'd like to wrap up any existing issues beforehand, if I can. 1. there's my strange Odahviing problem. 2. i remember seeing someone say there was something wrong with the "Check gender" commands in CreatureFramework.psc, it was something about it "not matching sexlab" in someway? sorry i can't re-find that post, if it's true i don't think that script is actually needed because males & females are working fine anyways. edit: i found the posts https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1843224 https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1843408 https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1845401
Slorm Posted December 25, 2017 Posted December 25, 2017 A request rather than a bug (though it can cause issues on lower spec pc's with engine load). Could you release a "light" version (or add an MNC option) so that it works like the old SLNC and just puts dicks on creatures rather than using a cloak to scan an area. Setting cloak to 0 at present means that no dicks appear at all which rather defeats the point of the mod.
Ep1cL3w7z Posted December 26, 2017 Author Posted December 26, 2017 18 hours ago, Slorm said: A request rather than a bug (though it can cause issues on lower spec pc's with engine load). Could you release a "light" version (or add an MNC option) so that it works like the old SLNC and just puts dicks on creatures rather than using a cloak to scan an area. Setting cloak to 0 at present means that no dicks appear at all which rather defeats the point of the mod. No, the cloak is a core part of how CF works. It simply wouldn't function without a cloak, as each creature race/skin would have to be modified the old-fashioned way - the API would not be possible. Each of the various creature mods would be back to conflicting with each other as before. On an unrelated note, I am interested in getting CF running on Special Edition once SexLab has been ported over. 1
Slorm Posted December 26, 2017 Posted December 26, 2017 5 hours ago, Ep1cL3w7z said: No, the cloak is a core part of how CF works. It simply wouldn't function without a cloak, as each creature race/skin would have to be modified the old-fashioned way - the API would not be possible. Each of the various creature mods would be back to conflicting with each other as before. On an unrelated note, I am interested in getting CF running on Special Edition once SexLab has been ported over. That's a shame but many thanks for explaining why, I appreciate that
Ep1cL3w7z Posted December 28, 2017 Author Posted December 28, 2017 On 12/25/2017 at 12:44 AM, MadMansGun said: 1. there's my strange Odahviing problem. 2. i remember seeing someone say there was something wrong with the "Check gender" commands in CreatureFramework.psc, it was something about it "not matching sexlab" in someway? sorry i can't re-find that post, if it's true i don't think that script is actually needed because males & females are working fine anyways. edit: i found the posts https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1843224 https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1843408 https://www.loverslab.com/topic/70124-defeat-female-charcter-takes-the-male-position-during-animations-with-draugr/?do=findComment&comment=1845401 No clue what's going on with Odahviing, but I haven't looked at it in-depth. As for the issue that @vpoteryaev (quite the name) brings up, he appears to be correct. It looks like SSL's behaviour changed at some point, as this is what the GetGender function used to be in v1.60's SexLabFramework.psc: ;/** * Gets an actors "SexLab gender" which may differ from their vanilla ActorBase.GetSex() if their gender has been overridden. * * @param Actor ActorRef - The actor to get the SexLab gender for. * @return int - 0 for male, 1 for female, 3 for creature, 4 for female creature if creature genders are enabled and they are female - otherwise female creatures will default to 3 along with males. **/; int function GetGender(Actor ActorRef) return ActorLib.GetGender(ActorRef) endFunction This is what it is now, in v1.62: ;/* GetGender * * SexLab can mark an actor to be male or female without relying on the Sex specified in the Creation Kit for the actor. * * The "SexLab gender" may differ from their vanilla ActorBase.GetSex() if their gender has been overridden, or they are creatures. * * This function gives you the sex of the actor considering all SexLab modifications and also enabling sex for creatures. * * * * @param: ActorRef, the actual actor you what to understand the gender * * @return: an int with these possible values ("Human" is used as "Not a Creature"): * * 0 - Human Male (also the default values if the actor is not existing) * * 1 - Human Female * * 2 - Male Creature (this is the default value for any creature in case Creature Genders are disabled) * * 3 - Female Creature (this value is possible only if Creature Genders are enabled) */; int function GetGender(Actor ActorRef) return ActorLib.GetGender(ActorRef) endFunction So yes, the gender implementation in CF needs to be updated. I'll make sure to take care of this before the final release.
MadMansGun Posted December 28, 2017 Posted December 28, 2017 1 hour ago, Ep1cL3w7z said: . i just hope v1.63 won't mess more things up on us.
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