nutluck Posted May 3, 2015 Posted May 3, 2015 OMG the new Defeat is out, might slow down progress on this mod a whole bunch Well it is the best mod to test your SIC update.
Sunnstor Posted May 3, 2015 Posted May 3, 2015 Is it possible to remove the skeletons lust? Draugrs at least have some meat on their bones, but those horny skeletons . I disabled all skeletons in the creature framework MCM, but they still take action when defeat triggers. Is there a way to just disable the skeletons?
Bad Dog Posted May 3, 2015 Author Posted May 3, 2015 Argh. Essentially all the new falmer variants put their clothes on through outfit lists, which means they all have the same problem as those stupid draugr. I can use the CFArmorNormal keyword, in which case CF strips them, or leave it off, in which case CF won't re-equip them. I'm cruising the CF code now to see if I can figure out any options, but I think the approach is just too simplistic. It accounts for normal and aroused armor and that's it. I'm thinking there must be some way to put whatever armor the creature is wearing in its inventory with a keyword that indicates it was stripped for sex; then afterwards, run through the inventory and re-equip all of those, removing the keyword as you go. But that's a bunch of hacking around in code that's not mine and I'd prefer to avoid it. @Sunnstor, no, you can remove the boners but can't stop them from having sex. What, you think the rapee gets to choose their rapist?
Bad Dog Posted May 5, 2015 Author Posted May 5, 2015 Looks like I am essentially humped. All the falmer, skeletons, and draugr use outfits. I poked around in CF and the code is written to do exactly what I've been seeing--anything with the CFArmorNormal (or CFArmorAroused) keyword is stripped, then the normal armor is equipped. The normal armor is just the skin, so anything from the outfit (or equipped any other way) is lost. If the armor hasn't got the keyword, it's lost when the aroused armor is equipped and then all you have after sex is the normal skin. None of these are going to work with CF as currently written. I considered defining new skins to duplicate what the outfits do... but the outfits use leveled lists. No way to duplicate that with a static skin. I looked at patching the CF code to move the armor to inventory, attaching a keyword to track what has to be re-equipped after sex. But you can't add a keyword to an object in code. So I don't know how I'm going to handle this. For now, play with spriggans and Shadow of Mordor until inspiration hits.
Justoutthere Posted May 5, 2015 Posted May 5, 2015 Looks like I am essentially humped. All the falmer, skeletons, and draugr use outfits. I poked around in CF and the code is written to do exactly what I've been seeing--anything with the CFArmorNormal (or CFArmorAroused) keyword is stripped, then the normal armor is equipped. The normal armor is just the skin, so anything from the outfit (or equipped any other way) is lost. If the armor hasn't got the keyword, it's lost when the aroused armor is equipped and then all you have after sex is the normal skin. None of these are going to work with CF as currently written. I considered defining new skins to duplicate what the outfits do... but the outfits use leveled lists. No way to duplicate that with a static skin. I looked at patching the CF code to move the armor to inventory, attaching a keyword to track what has to be re-equipped after sex. But you can't add a keyword to an object in code. So I don't know how I'm going to handle this. For now, play with spriggans and Shadow of Mordor until inspiration hits. Just a thought from a mod user who doesn't have a clue about mod creation. Is it possible that instead of trying to replace the armour you replace the creature with the appropriate model then return the creature after?
Bad Dog Posted May 5, 2015 Author Posted May 5, 2015 That's basically what the CF does. It replaces the normal skin, which is everything, armor and body, with a different one, then switches them back again. The trouble is it doesn't actually remember the old skin or armor--when it switches back it puts on whatever you've defined as the normal skin. Mostly this works because skins can include armor. The hierarchy is: An armor addon points to a nif file which is the actual mesh, plus the textures to put on the mesh. An armor addon can cover multiple parts of the body. An armor/skin points to one or more armor addons, so the skin can have one addon which is the body and another which is the armor, or it can have one addon which is body and armor both. CF works in both those situations. But an actor can equip multiple armors as long as they don't cover the same part of the body. This is what CF doesn't handle--it either strips those armors and doesn't put them back, or doesn't strip them so the creatures don't get nude. I could define my own skins which include armor and body and replace the SIC skin+armor with that. But then I lose whatever special qualities the SIC armor had, and it's a goal not to muck up what SIC is doing out of the box. Also, there are literally hundreds of NPCs with different combinations of body, armor, and level. Replacing them all is a lot of work to get an undesirable result. So, wailey wailey.
nutluck Posted May 5, 2015 Posted May 5, 2015 If some of the creatures can't be done that sucks, but the fact you was able to add as many as you did I see as a huge win. I mean until you stepped up none of them work. So great job no matter how this turns out.
Nicobay Posted May 5, 2015 Posted May 5, 2015 animal of skyrim dont have armor teasing appart ... that suck ... i mean its already hard enought to do animation , if after that you got conflic because a : armor .. :/
Bad Dog Posted May 5, 2015 Author Posted May 5, 2015 Yeah, well, unfortunately for my purposes falmer, draugr, and skeletons count as creatures and do have armor. Anyway, I'm not giving up. I'll do all the other stuff, probably, and do another interim release. Then I'll sit down with CF and think about which is the best of several bad options.
Nicobay Posted May 5, 2015 Posted May 5, 2015 thk for trying hard for us , we all apreciate for sur !
Justoutthere Posted May 5, 2015 Posted May 5, 2015 That's basically what the CF does. It replaces the normal skin, which is everything, armor and body, with a different one, then switches them back again. The trouble is it doesn't actually remember the old skin or armor--when it switches back it puts on whatever you've defined as the normal skin. Mostly this works because skins can include armor. The hierarchy is: An armor addon points to a nif file which is the actual mesh, plus the textures to put on the mesh. An armor addon can cover multiple parts of the body. An armor/skin points to one or more armor addons, so the skin can have one addon which is the body and another which is the armor, or it can have one addon which is body and armor both. CF works in both those situations. But an actor can equip multiple armors as long as they don't cover the same part of the body. This is what CF doesn't handle--it either strips those armors and doesn't put them back, or doesn't strip them so the creatures don't get nude. I could define my own skins which include armor and body and replace the SIC skin+armor with that. But then I lose whatever special qualities the SIC armor had, and it's a goal not to muck up what SIC is doing out of the box. Also, there are literally hundreds of NPCs with different combinations of body, armor, and level. Replacing them all is a lot of work to get an undesirable result. So, wailey wailey. Sorry but I didn't quite understand that before, as I said was just an idea from an non-creator. I also did not make myself clear in my suggestion, I meant actually relocate the creature as a creature to a null room then bring it back after, as in teleport out the actual creature on-mass so to speak and dump it in a room to play with itself whilst its avatar is used in the animation. Then teleport it back still as a full entity in the game. I hope I am making myself clearer and please ignore this if it what you already explained and I miss-understood again.
Bad Dog Posted May 5, 2015 Author Posted May 5, 2015 Huh. Yes, that might be doable. But at that point I'm deep into modifying CF code. I'd rather teleport just the armor and re-equip it, except that there might be more than one creature active at a time. (Think about the draugr in some of those dungeons.) Then they might scramble their equipment getting it back on, which could be kind of funny.
Bad Dog Posted May 6, 2015 Author Posted May 6, 2015 I'm working on the male spriggans, thinking that even if they won't take the active role they can still join in the fun. I made them some equipment, which is giving trouble or there would be pics. But along the way I found that they would not animate. This is a surprise because they are the vanilla Spriggan race and SL doesn't usually care about the sex of creatures. So I went looking and discovered, surprise surprise, that MNC actually adds animations to SL (which I suppose I knew). But that means I can add animations to SL for the few creatures that are based on regular skeletons but whose races aren't known to SL. Whoa, fancy. So I still don't know why male spriggans don't animate, but I've got new fun things to try. Also, I discovered that the way they animate is that the two actors actually animate separately, which is why sometimes you have one party humping away and the other just standing there. And sometimes one party is playing one animation and the other is playing a completely different animation. The lurkers, for example, have their own animations for sex but the human just reuses the giant animations. Which suggests to me, if the skeletons have the same bones (and I don't know why they wouldn't), male spriggans might be made to take the active part by reusing the draugr animations, which would be a whole lot more fun for them. I might have to invent a male spriggan race, but that would be okay. This would be a better way to get into scripting, since I'm using SL the way it's meant to be used, rather than hacking up CF. So... we will see.
Bad Dog Posted May 7, 2015 Author Posted May 7, 2015 Back to doing stuff that works. I'm getting the spriggans out of the way and they are being only moderately uncooperative. The interesting twist with them is that they now exist in both male and female using the same armor. This actually seems to work pretty well--I have a male spriggan using the same skin as female spriggans. (I think. I'd better go back and test that nothing is broken with the vanilla spriggans.) I made him some nice equipment: And today he was willing to play. I don't know what the problem earlier was. Of course, being a spriggan, he pretty much had to take it. I don't know what the problem was the other day. I also put a root on the female giant spriggans: Kind of hard to even see, it fits in so well. If I'd known she was going to show up with that big stick I might have used a piece of it as a strapon. But the one she has is so badass I don't think I can take it away now: Tho now that I look at it, maybe I need to open up a piss slot in the tip. You know she's trouble. But she doesn't play yet because SL doesn't know about giant spriggans. A few more variants of spriggans to do and then on to the next.
Nicobay Posted May 7, 2015 Posted May 7, 2015 haha good work man xD tame those wood monster ! look pretty good so far
Guest Posted May 7, 2015 Posted May 7, 2015 do male spriggans use the same skeleton as the vanilla spriggans?
defcal Posted May 7, 2015 Posted May 7, 2015 Hello. I recently added this to my install along with MNC and I am now having an issue with meshes not being swapped as well as Creature Frameworks MCM menu lacking everything that is not covered by your mod. That is to say, all your changes show up, but nothing that MNC covers shows up anymore. Reregistering does nothing to fix this. I first noticed the mesh issue with a horse refusing to get erect. After some trial and error I uninstalled BDIC temporarily and cleaned my save but the problem persisted. Upon starting a new game minus BDIC, the menu is back to normal and horses show up erect after hitting their arousal threshold. When activating BDIC again and starting another new game, the problem returns with the menu lacking vanilla/MNC options and horses unable to get erect at any threshold. I've seen some brief discussion in the MNC thread regarding this issue but nothing that provided a conclusive find. Modlist included. 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Bad Dog Posted May 7, 2015 Author Posted May 7, 2015 Good to see a nice healthy modlist. You've got a bunch of stuff loading after MNC/SLNC. You could try moving them down in the load order. The CF menu is tempermental. I'm not sure why, but the "reload mods" operation often gives odd results. Nonetheless, it's worth trying. Jaxonz's MCM kicker gives better results. Since you can start new games without major pain, please do that with debugging turned on and send me the ENTIRE log or post it here in an attachment. CF's logging is pretty good, but I want to see what it logs for the initial registration as well as what it does when a creature shows up later. Thanks. Ya, male spriggans are the vanilla spriggan skeleton.
defcal Posted May 7, 2015 Posted May 7, 2015 Yes, it's taken a bit of doing to get everything stable and working how I want it this go around, but it's been overall worth it so far. Still ironing out the kinks, obviously. On that note, I actually did some more tinkering around after I posted. I tried playing with load orders and moving everything all over the place but never to any avail. I tried merging Nude Creatures, NCDB, NCDG, MNC and BDIC all together using the script for tesedit but that just yielded a CF menu with nothing but a handful of dogs. No amount of resets would change it. So tried just BDIC and MNC together and MNC simply overwrites your mod entirely, won't even recognize it. So then I tried just reinstalling MNC and BDIC back over it and let Loot handle the load order again and loaded up my new test save and I made some progress. Your mods changes AND MNC show up together in the creature framework menu. I can confirm that at least a few nude creatures vanilla wolves and a few BDIC immersive creature grey wolves had their dangly bits in proper working order (Mostly anyways, IC's pups meshes are a tad off but I guess that's to be expected). But horses are still being shy. Ones that were erect from when I merged MNC and BDIC stayed so and wouldn't change regardless of arousal threshold so they were stuck unable to change meshes but didnt seem to care that they were already using the erect mesh. Clearing all creatures and leaving/coming back (most of this testing is just outside Whiterun, fyi) reset their meshes to sheathed and they won't switch back regardless of arousal level/threshold. I don't believe I tried resetting mods within CF's menu after that (had to work on something else) but I can try and see what that yields. I can also get that debug log for you but i need to know exactly what you want. You're not looking for papyrus logs I take it? Is there a debug option built into CF or are you referring to something else? Man that's a lot of acronyms in one post. Anyways, appreciate your help. I was trying to figure out if I could manually force the mesh change in game, via spell or console but had no luck with that. If it's possible though, that'd be a lovely workaround while trying to figure this out. EDIT: Went in and reset mods through CF menu. It seems to have eliminated the majority of MNC's stuff, leaving only a few options from it as well as everything from BDIC. But testing several creatures from BDIC, most of them are working right. Horses are still a no go and saber cats don't get erect either. Bears don't have anything (these are all using hentai creatures to test, though I'm not otherwise familiar with the mod so not sure if that matters or not). EDIT AGAIN: So went back before I reset mods and tried summoning all the different critters again. Without resetting mods, all of the above work. As in, all, horses too. The only caveat seems to be that nobody is popping an erection on their own, only when I use the 'check arousal' key to poll them. I can live with that though. Not sure what changed. Going to go back to my main save and see if it's working the same.
Bad Dog Posted May 8, 2015 Author Posted May 8, 2015 Ya, papyrus logs. That's where everybody writes their status. The thing about having to check arousal on actors is significant. It suggests a heavy script load and maybe that's getting in the way of the CF scripts. Are you using Aroused or Aroused Redux? I'm using redux and I find there's some lag, but only up to 10 seconds or so, and the check arousal key works immediately. Convenient Horses has a script lag timer. You might check that.
defcal Posted May 8, 2015 Posted May 8, 2015 Gotcha. I've tried to browse through the papyrus logs for some insight here but I'm definitely a novice at doing so. I can use them in so far as if I see the same script popping up at CTD after CTD, I realize it Well I'll do that soon then. In the meantime I've been trying to make as clean a save as possible on my main save. Using the same setup that worked on my test save didn't work on my main one...since load orders are identical, I'm guessing it's something script related regarding the sloppy way in which I installed MNC and BDIC (installed mnc, then bdic then uninstalled bdic and forgot before reinstalling it and updating mnc, ugh, I should know better). Anyways, when I done scrubbing this save and ready to do a fresh full install of the latest MNC and BDIC, would you like the papyrus log for that too? If none of that gets me anywhere I'll check out the timer in CH. Though I imagine it doesn't function terribly differently than the one in Frostfall that warns you when update times take over 20 seconds. EDIT: So I tried to load up MNC and BDIC on my cleaned save. The first three attempts yielded CTD's on load. The fourth one I used COC elsweyr from the main menu and loaded up the save after that loaded clean. Didn't stop to check menu settings on the new save, but when I got into my cleaned save, I found that none of MNC's options are in the CF menu, only BDIC and horses remain flaccid only. I spent an hour going back and forth, manually clearing out all related files from my MO folder, using the clean tool several times, etc. There was, as far as I could tell, zero trace of either mod left. Just before these four logs I loaded MNC on it's own and it was working just fine. Loading them together doesn't though. That's still more progress than I had earlier when MNC was bugging out after removing BDIC, so that's nice, but I KNOW I had both working right on a new save so I don't know why I can't replicate that. I'm going to try loading MNC up on its own again back on the clean save, save that and then load it again with BDIC added and see if it makes a difference loading them separately. Main Save - Cleaned - First.log Main Save - Cleaned - Second.log Main Save - Cleaned - Third.log Main Save - Cleaned - Fourth; Started with COC Elsweyr from main menu.log
Bad Dog Posted May 8, 2015 Author Posted May 8, 2015 Reading the json creature definitions is just buggered, that's all there is to it. I was having a problem with giant spriggans and I have a file with only two entries. If I put the Ancient Spriggans first, I got a message from SLNC saying it had read the definition from the file. Normally this is immediately followed by messages from CF saying that it has normal and aroused armors for that creature. In this case I got nothing from the Ancient Spriggans, but normal output from the Spriggan race entry that followed. (And the limp wang he's supposed to have doesn't appear.) If I just reverse the order of the entries, CF says the Ancient Spriggan is registered but is silent about the Spriggan--and the wang appears on the Ancient Spriggan. So I look more carefully and the first entry in all my files are being skipped. And I look to see if the first entry of the SLNC files is being skipped and they aren't being loaded at all--even though they are supposed to be courtesy of Jaxonz MCM Kicker, and my files really are reloaded. Yet they are showing up in the menu--apparently old definitions aren't being unloaded under those circumstances. So I disable BDIC in my mod order and dump the creature definitions and there are still BDIC entries in there. But SLNC files are now being correctly loaded and the first entries are not being skipped. So here's what I think is going on, though I don't know why: If BDIC is in the load order, only the BDIC files are loaded. If you already had SLNC in your save game, those definitions stay and you have the right behavior. If you didn't have SLNC already, you only get the BDIC creatures. I think you, defcal, unloaded BDIC and got the SLNC defs into your game, then reenabled BDIC and got the right behavior. This is, btw, even more confusing because I'm right now overriding a SLNC file (10_slnc) in my version of BDIC to clean up some stuff, and it's not being loaded. So it's not because the two are in different mods. And some of my files claim to be for different mods (for the werewolf variants) and one is correctly loaded but the other isn't. And it's not an option in the MCM menu, and it causes an error and CTD when I look. Summary: Reading the definition files are buggered and I don't know why. And it's too late to go bug hunting tonight.
Bad Dog Posted May 8, 2015 Author Posted May 8, 2015 But maybe not too late for some sexy pics. An ancient spriggan: ... and with woody. I think this is what they call a dad body. Edit @defcal: Oh, and I hope you have "Debug to log" turned on in CF. If you don't, uh, turn it on. See above about what I think is going on, Try turning on MNC and running until it settles, then adding BDIC. I'll look at your logs tomorrow, but I think I have a handle on what the problem is, anyway.
defcal Posted May 8, 2015 Posted May 8, 2015 Badda bing I loaded up my cleaned save again, with just MNC enabled. Did like you said and just let skyrim sit for a few minutes until I'd gotten 'MCM has updated 3 menus' and confirmed that CF, HC and SLNC all had menus. I saved and then summoned a horse through hentai creatures, confirmed it was getting erect and then quit. I enabled BDIC and loaded up the most recent save. Again, just let it go for a few minutes. Afterwards I checked CF's menu and sure enough, everything is showing up. I summoned a bunch of beasties through hentais to confirm they're all working and they are. I'll get out in the world soon enough and confirm your critters from BDIC are doing the same though I don't suspect that will be an issue. Never say never though I guess. I think you, defcal, unloaded BDIC and got the SLNC defs into your game, then reenabled BDIC and got the right behavior. Well like I said earlier, though I'm not proud of it I DID flub the install. I had MNC installed and then caught wind of your mod for IC (which by the way is just great, I hated feeling like I was missing something by not having IC creatures have any fun...didn't want to go without IC either though!) and installed BDIC. Then I thought I was getting CTD's because of it so I disabled it and forgot about it for a day or two then reactivated it with an MNC update. Anyways, I undid all that when cleaning my save and seem to be good now. We'll see how long that lasts. Sorry to take your time up for something that ended up being on my side (and preventable at that) but hopefully anyone else who might be in the same boat as me can make use of this info. On a content related note, the ancient spriggan is looking good. I'd like to throw in a suggestion regarding them and other plant based critters though: genitals that are more 'vine' like. Green I guess (or other 'fleshier' color as opposed to more bark like) and maybe even a slightly tapered shape. I don't know if you have plans for doing alternative meshes/textures for anything when there's still a mountain of new stuff to make but just wanted to toss it out there. EDIT: Oh, when I say things are getting erect, I mean through probing them with Aroused's (redux) hotkey. If I just let them stand there they don't change their meshes...though that might be because they're summoned in. We'll see how critters behave out in the world. I ran convenient horses script timer while indoors and was averaging 50ms which is apparently where I should be. I'll keep the feature in mind if I run into issues down the road.
Bad Dog Posted May 8, 2015 Author Posted May 8, 2015 Good, glad things are working. And thanks for posting about it... there's definitely wrong behavior here and some of it was affecting me without my knowing, so it's all good. For the spriggans, check the male spriggan I posted about upthread. That's the direction I was going with him though his woodie is still woody and maybe I didn't go as far as I might have. The male giant spriggans are just using the MNC equipment... I'll get in there and fiddle them one day. The female giant spriggan came out the way she came out and I'm going to have a hard time changing it.
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