Bad Dog Posted June 18, 2017 Author Posted June 18, 2017 Thanks for the info and help. I'm not sure that SIC marks all its female draugr as female, though. That could be fixed in the patch maybe, but then the armor has to be fixed as well and there's a million of them.
reikiri Posted June 18, 2017 Posted June 18, 2017 Thanks for the info and help. I'm not sure that SIC marks all its female draugr as female, though. That could be fixed in the patch maybe, but then the armor has to be fixed as well and there's a million of them. Depends. If you mean there's female draugr that you don't have an existing armor that would fit it, then yes. But there's no technical reason why you couldn't use a single female draugr replacer for every one of them - since you can set different armor for male/female creature. Simply adding: "normalArmorFemale": null, "arousedArmorFemale": "__formData|BDIC.esp|0x07F254", ..to every draugr replacer, should already give them a strapon model - from there it's just a matter of picking the best matching one to replace any of them (in case there is is a better match). Unless different draugr count as different race for the armor, and the armor doesn't allow them all to wear it.. I've never really looked into how creature armor works. The only downside I can see is, if CF thinks the creature is female, but skyrim has it set as male, then wearing the armor would still give the creature a 'male' model - which means CF isn't able to actually control the gender of the creature. But I don't think that's a big issue in case of draugr, since they are pretty distinctively male/female in their default model anyway - so changing their gender doesn't make very much sense. -- edit -- Oh wait.. you were talking about SIC, not the SIC-addon... yeah, I can see how that could be a problem. But that's really more a problem of SIC than the addon. -- edit 2 -- Looked through SIC and SIC-DLC2 in CK and couldn't see any inconsistencies with gender - I think they are all flagged correctly (if not, then exceptions would be rare, I didn't see any). Those holding leveled lists didn't have female flags even when they were drawing from female templates (I think), but I'm assuming they inherit their gender from template anyway so should work correctly too.
MadMansGun Posted June 18, 2017 Posted June 18, 2017 . females using male bodys in Creature Framework is normally caused by the armor addons not having a file path for the female body mesh, i fixed most of that in MNCv10.
reikiri Posted June 18, 2017 Posted June 18, 2017 . . Unpatched creature framework 1.1.0-pre2, CreatureFramework.psc: ; Get an actor's gender (1 = male, 2 = female) int function GetGender(Actor actorForm) if actorForm == none return 0 endIf ; Check the override gender int overrideGender = JFormDB.GetInt(actorForm, ".CFFormGender.Gnd") if overrideGender != 0 return overrideGender endIf ; Check SexLab's gender (according to comment, 0 = male, 1 = female, 2 = creature (legacy), 3 = male creature, 4 = female creature) if IsSexLabInstalled() && Config.GndUseSexLab if !Config.GndSexLabExcludeTransformations || !IsTransformation(actorForm) int sexlabGender = SexLab.GetGender(actorForm) if sexlabGender > 2 return sexlabGender - 2 elseIf sexlabGender != 2 return sexlabGender + 1 endIf endIf endIf ; Check Skyrim's gender (0 = male, 1 = female, 2 = creature) ActorBase base = actorForm.GetActorBase() if base == none base = actorForm.GetLeveledActorBase() endIf if base != none int skyrimGender = base.GetSex() if skyrimGender < 2 return skyrimGender + 1 endIf endIf ; Set the override gender since none others can be used int newGender if Config.GndDefault == 0 newGender = Utility.RandomInt(1, 2) else newGender = Config.GndDefault endIf CFDebug.Log("[Framework] Setting override gender from GetGender") SetOverrideGender(actorForm, newGender) return newGender endFunction Sexlab 162 FULL, sslActorLibrary.psc: int function GetGender(Actor ActorRef) if ActorRef ActorBase BaseRef = ActorRef.GetLeveledActorBase() if sslCreatureAnimationSlots.HasRaceType(BaseRef.GetRace()) if !Config.UseCreatureGender return 2 ; Creature - All Male elseIf ActorRef.IsInFaction(GenderFaction) return 2 + ActorRef.GetFactionRank(GenderFaction) ; CreatureGender + Override else return 2 + BaseRef.GetSex() ; CreatureGenders: 2+ endIf elseIf ActorRef.IsInFaction(GenderFaction) return ActorRef.GetFactionRank(GenderFaction) ; Override else return BaseRef.GetSex() ; Default endIf endIf return 0 ; Invalid actor - default to male for compatibility endFunction Yes, if you use armor that has both male and female model linked to it, then CF can think whatever it likes, it can slap 'male armor' on female creature, and skyrim will just override it and display female model anyway... -IF- the creature has female skyrim gender. But if you actually want to be able to influence the creature gender by CF (f.ex. randomize half the dogs into female model), that's a whole different story. And as far as I can tell that's the whole point of CF being 'gender aware'. Otherwise the old "it's all creatures to me" approach is just peachy - if you just rely on skyrim gender to sort out the models anyway. What I posted on CF thread, in spoiler tags - if you use approach #1 then you can actually influence the creature gender (visually anyway), but you'll have to rely on CF being aware of the gender, and getting it right. If you use approach #2, then you're effectively bypassing CF and SL gender resolution, and just letting Skyrim take care of it - it works for 'default' cases, but doesn't let you manipulate the gender through CF.. and makes the gender awareness useless.
Bad Dog Posted June 19, 2017 Author Posted June 19, 2017 I'm not really parsing the technical details yet. But understand, I just want to get back the behavior we had before CF got all clever about creature genders. I did a fair amount of work in BDIC to ensure that if you have a distinctive draugr, they retain their distinctive look when they strip. They don't just turn into interchangeable totally nude draugr with dicks. For the females, they used to strip what's necessary and equip a strapon. I hadn't seen before you posted it that CF has a way to declare a female armor to swap, so I haven't made any attempt to make that work, but there's no reason why it shouldn't.
reikiri Posted June 19, 2017 Posted June 19, 2017 I'm not really parsing the technical details yet. But understand, I just want to get back the behavior we had before CF got all clever about creature genders. I did a fair amount of work in BDIC to ensure that if you have a distinctive draugr, they retain their distinctive look when they strip. They don't just turn into interchangeable totally nude draugr with dicks. For the females, they used to strip what's necessary and equip a strapon. I hadn't seen before you posted it that CF has a way to declare a female armor to swap, so I haven't made any attempt to make that work, but there's no reason why it shouldn't. Assuming you did it like this: For the sake of example let's say there's 4 draugr 'races' (e.g. 4 types you need to define in .json file): D1, D2, D3 and D4. Lets say D1 and D2 have male and female versions and D3 and D4 are male only (f.ex. hulking draugrs) You'd have made 6 different aroused armor .nif files: D1_male.nif D1_female.nif D2_male.nif D2_female.nif D3_male.nif D4_male.nif And you'd have made 4 aroused armor replacers in CK D1_aroused D2_aroused D3_aroused D4_aroused For those, you'd set up the nif files.. D1_aroused male model D1_male.nif ; female model D1_female.nif D2_aroused male model D2_male.nif ; female model D2_female.nif D3_arouded male model D3_male.nif ; no female model D4_aroused male model D4_male.nif ; no female model And in .json you'd set up arousedArmor for each type to point to the ID of the corresponding Dx_aroused. If this is the setup you used, then all you really need to do, should be to copy the "normalArmor" and "arousedArmor" lines from each draugr definition that has corresponding female model, into "normalArmorFemale" and "arousedArmorFemale" in the same definition - which is what I already did. I just didn't really go through them more carefully to ensure that I'd actually caught all of them so it's possible that some female models aren't showing up in the patch I made (keeping the male fallback enabled would take care of that, but it's global setting and can cause unwanted side effects on other races)... and it's also possible I copied those lines on some of the records that don't really have female models - but that shouldn't cause any harm. What CF actually does when it wants to equip a replacer on creature is... - first, it determines whether the creature is male or female - if creature is male, it behaves like before, using the armor from "normalArmor" or "arousedArmor" on the .json config - if creature is female, it uses "normalArmorFemale" or "arousedArmorFemale" instead - if creature is female and there is no "normalArmorFemale" or "arousedArmorFemale" for that race, it doesn't equip replacer for that creature - EXCEPT if the [X] male fallback is set in CF MCM menu (default is it's enabled, I think), in which case if it doesn't find female specific armor, it will fall back to using "normalArmor" or "arousedArmor" for female creature too I did add one extra record in the .json file, for the basic draugr: { "skinName": "Draugr", "normalArmor": null, "arousedArmor": "__formData|BDIC.esp|0x07F254", "normalArmorFemale": null, "arousedArmorFemale": "__formData|BDIC.esp|0x07F254", "restrictedSlots": [], "RaceName": "Draugr", "raceForm": "__formData|Skyrim.esm|0xd53", "skinForm": "__formData|Skyrim.esm|0x16ee3" }, The model seems to me like it's a match (both male and female), so I don't think there's any problem with that. That particular draugr type didn't seem to have a record in BDSIC before as far as I know.
MadMansGun Posted June 19, 2017 Posted June 19, 2017 (edited) i think i got all of the texture paths fixed, but i'm not sure what else may need to be done. edit: BD has updated the mod. Edited September 9, 2017 by MadMansGun
mew5151515 Posted June 20, 2017 Posted June 20, 2017 I use -MNC for SLAL version -Baddog immersive creature -Hentai creature -Hentai immersive creature I test it with Live Another Live new game and re-registry mod in CF. A lot of creature work perfectly but deadroth(something like crocodile man) and argonian-skeleton have no sos.(I use puppeteer function in CF to view it detail and in the skin section say unknow) The weird things is when skeleton, charus man and everything that look like draugr being in animation, it will make a dog sound. My load order 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm5 5 Unofficial Skyrim Legendary Edition Patch.esp6 6 Schlongs of Skyrim - Core.esm7 7 SexLab.esm8 8 ethereal_elven_overhaul.esp9 9 KS Hairdo's.esp10 a SGHairPackBase.esm11 b SGHairPackAIO.esp12 c ApachiiHair.esm13 d ApachiiHairFemales.esm14 e Unique Flowers & Plants.esm15 f hdtHighHeel.esm16 10 CreatureFramework.esm17 11 ZaZAnimationPack.esm18 12 SkyUI.esp19 13 FNIS.esp20 14 dD - Realistic Ragdoll Force - Realistic.esp21 15 RaceMenu.esp22 16 RaceMenuPlugin.esp23 17 XPMSE.esp24 18 Schlongs of Skyrim.esp25 19 SOS - Smurf Average Addon.esp26 1a SOS - VectorPlexus Muscular Addon.esp27 1b SOS - VectorPlexus Regular Addon.esp28 1c SexLabMatchMaker.esp29 1d 00FacialExpressions.esp30 1e UIExtensions.esp31 1f SexLab Cumshot.esp32 20 SOS - B3lisario UNP Addon.esp33 21 Skyrim Immersive Creatures.esp34 22 SkyFalls + SkyMills + DG + DB.esp35 23 Skyrim Immersive Creatures - DLC2.esp36 24 MoreNastyCritters.esp37 25 SexLabNudeCreatures.esp38 26 SexLabNudeCreaturesDG.esp39 27 SexLabNudeCreaturesDB.esp40 28 SMIM-Merged-All.esp41 29 FNISspells.esp42 2a FemaleEX.esp43 2b SOS - ERF Equipable Horse Penis.esp44 2c SOS - ERF Horse Penis Addon.esp45 2d SOS - Electra's Secret Addon.esp46 2e RaceMenuMorphsUUNP.esp47 2f Dual Sheath Redux.esp48 30 Rayg_NoBYOHAttacks.esp49 31 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp50 32 Chesko_WearableLantern.esp51 33 Remove Smoke and Dust.esp52 34 Natural Lighting and Atmospherics.esp53 35 UltimateCombat.esp54 36 TKDodge.esp55 37 BDIC.esp56 38 SLAnimLoader.esp57 39 SexLabTools.esp58 3a SLALAnimObj.esp59 3b HentaiCreatures.esp60 3c BDSICHC.esp61 3d Agent of Hermaeus Mora.esp62 3e NibblesAnimObjects.esp63 3f SLAL_AnimationsByLeito.esp64 40 SLAL_K4Anims.esp65 41 SLALAnimObjBillyy.esp66 42 ContinueGameNoCrash.esp67 43 dcc-dm2.esp68 44 TheEyesOfBeauty.esp69 45 SLAnimSpeed.esp70 46 sexlab_necro.esp71 47 Alternate Start - Live Another Life.espBashed Patch, 0.esp72 48 Dual Sheath Redux Patch.esp
MadMansGun Posted June 20, 2017 Posted June 20, 2017 . try using the file above your post, and go to the Creature Framework MCM and click on "Re-register all mods"
mew5151515 Posted June 21, 2017 Posted June 21, 2017 . try using the file above your post, and go to the Creature Framework MCM and click on "Re-register all mods" I test it with new game and problem still persists, deadroth and alternate look skeleton still have no sos and 'draugr like monster' still use dog sound effect in loving scene. But now I can banish and train monster that summoned by immersive hentai creature mod via popup command.(popup not showing in previous version) Concluded vanilla creature sos work perfectly but some creature that came from immersive creature mod have no sos Bug: Draman hunter (vampire lord with dragon head) still wearing armor in loving scene. :Draman hunter skeleton (skeleton dragon with draugr structure) have skeleton sos but skeleton from Immersive creature mod have no sos : Insect type creature use extremely big scale in loving scene(not match with victim) and not rescale to normal after finished animation.(I"m not sure it because MNC or sexlab)(Test without baddog and immersive hentai creature)
DiscipleDarkfriend Posted June 23, 2017 Posted June 23, 2017 Hey Guys, I was just looking through the Skytest patch in TesEdit and it has a bunch of errors in Factions and Alternative Textures. I have the versions of Both IC and Skytest it says it is for so what gives?
MadMansGun Posted June 23, 2017 Posted June 23, 2017 Insect type creature use extremely big scale in loving scene(not match with victim) and not rescale to normal after finished animation.(I"m not sure it because MNC or sexlab)(Test without baddog and immersive hentai creature) that would be sexlab's "even actors heights" setting.
mew5151515 Posted June 24, 2017 Posted June 24, 2017 Insect type creature use extremely big scale in loving scene(not match with victim) and not rescale to normal after finished animation.(I"m not sure it because MNC or sexlab)(Test without baddog and immersive hentai creature) that would be sexlab's "even actors heights" setting. Thank you for reminding me. The "even actors heights" is already uncheck but when I uncheck the "potential CTD fix" the scale working fine now. (That mean "the even actors heights" will not effective while "potential CTD fix" is active)
MadMansGun Posted June 24, 2017 Posted June 24, 2017 Thank you for reminding me. The "even actors heights" is already uncheck but when I uncheck the "potential CTD fix" the scale working fine now. (That mean "the even actors heights" will not effective while "potential CTD fix" is active) the "even actors heights" setting is a bit buged, it sometimes stays on even when "potential CTD fix" is on. so you may need this: http://www.loverslab.com/topic/60287-instructions-for-fixing-pure-virtual-function-call-crash/
Ruffled Pigeon Posted June 28, 2017 Posted June 28, 2017 . i think i got all of the texture paths fixed, but i'm not sure what else may need to be done. Bad_Dog_Immersive_Creatures VExperimental.7z Immersive_Hentai_Creatures_experimental.7z Still getting no textures on a couple of animals, using SkyTEST, Immersive Creatures and both the IC and SkyTEST patch from BadDog also found on this very download page. Examples would be the named wolf Kelpler or the named dog Fermi. (Both added by SkyTEST as far as I know)
Nuuhkia Posted July 26, 2017 Posted July 26, 2017 The weird things is when skeleton, charus man and everything that look like draugr being in animation, it will make a dog sound. That's from a very easy to fix mistake by the original mod maker of sexlab framework, they accidently put dog sounds for draugr animations since they're really close together on the list. I have it fixed. EDIT: sorry, forgot I put the fix in a different plugin. Updated the link now. SexlabDraugrFix.esp Also I was having the same problem with Daedroths not getting erect. I edited the erect mesh it uses and it works for me now, if anyone wants to try it. werewolf_human_p1.nif
AnubiSs2167 Posted August 13, 2017 Posted August 13, 2017 Anyone having problem with giant berskers not changing the skin during sex? they are not even in mcm menu anymore, started after installing new MNC.
Bad Dog Posted August 13, 2017 Author Posted August 13, 2017 BDIC doesn't support the new MNC. Fucker changed some of the file paths and things broke. If the beserkers aren't in the MCM, it's probably something more than that, though. I'll come back to this soonish and see if I can straighten it out. I want to get the female draugr working right again, too.
MadMansGun Posted August 13, 2017 Posted August 13, 2017 BDIC doesn't support the new MNC. Fucker changed some of the file paths and things broke. If the beserkers aren't in the MCM, it's probably something more than that, though. I'll come back to this soonish and see if I can straighten it out. I want to get the female draugr working right again, too. well.... I CHANGED ALL THE FILE PATHS!!!! it was the only way to clear out the cluster fuck of unused and outdated files (meshes, textures, animations, scripts) and they (female Draugrs) are working just fine and dandy:
AnubiSs2167 Posted August 14, 2017 Posted August 14, 2017 BDIC doesn't support the new MNC. Fucker changed some of the file paths and things broke. If the beserkers aren't in the MCM, it's probably something more than that, though. I'll come back to this soonish and see if I can straighten it out. I want to get the female draugr working right again, too. Glad to see you still around BD. Theres like 6 type of giant elder in mcm, maybe some of them reffer to berserkers? and they (female Draugrs) are working just fine and dandy: ScreenShot963.jpg But...but why...?!
Dr. Whooves Posted August 20, 2017 Posted August 20, 2017 I CHANGED ALL THE FILE PATHS!!!! it was the only way to clear out the cluster fuck of unused and outdated files (meshes, textures, animations, scripts) I assume that's why BD's Hentai Creatures doesn't work as well. I hope he'll update it too.
MadMansGun Posted August 20, 2017 Posted August 20, 2017 I assume that's why BD's Hentai Creatures doesn't work as well. I hope he'll update it too. there is a temporary fix here that should be working: http://www.loverslab.com/topic/46289-bad-dogs-immersive-creatures-sic-addon/?p=1932097
Stiffon Posted August 21, 2017 Posted August 21, 2017 Think I'll stick with standard MNC which works just fine for me with both BDIC and Hentai Creatures. Good job on everyone that works so hard to make this game so fun to play. Now need to move all this in to FO4....
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