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How To Dick with NifSkope + Creature Framework Integration Guide


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Posted
2 hours ago, shideduo said:

.

also make sure you do this if you edit MoreNastyCrittersFactory:

Quote

8. use a save editor to remove these scripts/script instances from your save file:
(note: not all save tools are the same and i don't know which one works best)
MoreNastyCrittersFactory
MoreNastyCrittersAlias

 

10. you will need to Rebuild the Animation Registry, go to the Animation Loader's MCM and then:
click on the "Disable All" button.
click on "Rebuild Animation Registry", then Wait for the message to pop up*.
click on "Reload JSON".
click on "Enable All".
click on "Count Animations" and make sure nothing is over 500 750, turn off some animations if they are.
click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

your edits wont work until you do that, or start a new game.

  • 2 months later...
Posted

Hmm, I've been googling this problem all day, but no luck. This tutorial worked great for me, was able to add penis mesh to a custom werewolf texture. Everything works in game, penis is animated and all (Baka's ABC), except there are no collisions for the vagina. Is there anyway you can add collision through nifskope, or did I mess up somehow while copying the meshes? Sorry, I'm a total noob :D

Posted
28 minutes ago, MrMatijas said:

Is there anyway you can add collision through nifskope

yes, you just need to copy the NiStringExtraData

Posted
8 hours ago, MadMansGun said:

yes, you just need to copy the NiStringExtraData

Yesss. How did I miss this? Oh well, anyways, all your work is amazing! Thanks a bunch!

Posted
14 hours ago, MadMansGun said:

yes, you just need to copy the NiStringExtraData

Since your reply was so quick and straightforward, I thought I'd ask you just one more thing. Can I apply a non-aroused and an aroused penis on one custom creature mesh/texture? I'm guessing it's not that simple by just copying the non-aroused mesh again, then it will just overwrite the aroused one, right? ... Can I learn this by reading your "Creature Framework Integration guide"?

Posted
15 minutes ago, MrMatijas said:

Can I learn this by reading your "Creature Framework Integration guide"?

.......yes?

  • 4 weeks later...
Posted

79844760_SheathTexture.thumb.jpg.2c89d843f98277a30ea88d21d31bfbc3.jpg

 

I've asked this in another topic, but I still have yet to figure how to fix this issue. The textures for the penis is working, but for whatever reason, the scrotum is strangely copper and metallic. Could you possibly provide any insight into what I might have done incorrectly?

Posted
2 hours ago, BeranabusBarnes said:

I've asked this in another topic, but I still have yet to figure how to fix this issue. The textures for the penis is working, but for whatever reason, the scrotum is strangely copper and metallic. Could you possibly provide any insight into what I might have done incorrectly?

something is not right with the BSLightingShaderProperty setup.....that or a esp/esm is overriding the texture being used on the mesh.

Posted

To provide some context, the werewolf mesh is from MT Essentials while the genitalia is from ABC. I left the BSLightingShaderProperties for both parts the same when copying them over, so do you think it is the MTE esp overriding the textures somehow?

Posted
1 hour ago, BeranabusBarnes said:

MT

moonlight tails? that mod is a bit of a shit show.

 

1 hour ago, BeranabusBarnes said:

so do you think it is the MTE esp overriding the textures somehow?

probably, you need to look at the armor addons entrys (assuming that you use tes5edit, it's different in CreationKit) to know for sure.

Posted
4 hours ago, MadMansGun said:

moonlight tails? that mod is a bit of a shit show.

 

probably, you need to look at the armor addons entrys (assuming that you use tes5edit, it's different in CreationKit) to know for sure.

I've actually examined the esp before in search of a solution, but I'm not that great at actual modding. There aren't really any armor addons, so I believed it had to do with texture sets and how they're applied by a quest, but I don't understand how exactly MT works, nor why it would affect only the scrotum.

Posted
1 hour ago, BeranabusBarnes said:

I've actually examined the esp before in search of a solution, but I'm not that great at actual modding. There aren't really any armor addons, so I believed it had to do with texture sets and how they're applied by a quest, but I don't understand how exactly MT works, nor why it would affect only the scrotum.

based on the color i'm going to guess that it was trying to change the eye textures, but since the nif/s have been edited it has offset the mesh's string ordering (or whatever it is that texture sets look at), therefor the balls are now where the eyes use to be listed and are getting edited instead.

  • 9 months later...
Posted

Is this tutorial really unapplicable to SSE? ?

  • 1 year later...
Posted

Hey!! Sorry to bother, I have questions lmao.

 

I'm actually super enthused at the possibility of using this to get MNC-friendly versions of remeshes I prefer over vanilla/MNC meshes. Hopefully I'm not misunderstanding, and that is something this will help me do?

 

I downloaded the tutorials, and I'm doing my best to read through them before starting anything. Unfortunately, I've literally never touched the inside of a mod before, so I'm trying to understand everything not explicitly explained via context clues.

 

I have Nifskope open, but I'm unsure how to actually begin. The tutorials seem really thorough (and I sorely appreciate the visuals!!), but they start after the files have already been located and opened. What files should I be opening just to begin? I tried my best guess, which was \Skyrim Special Edition\Data\Meshes\MoreNastyCritters\Horse, but the mesh it's displaying is bright magenta and lacks any texture whatsoever, unlike the examples in the screenshots... so I think my guess was wrong lmao. 

 

Sorry if these are stupid questions, some of this stuff is really hard to just pick up through context clues if you don't know the first thing about it already ?

Posted (edited)
19 hours ago, LittleLoveFox said:

but the mesh it's displaying is bright magenta and lacks any texture whatsoever, unlike the examples in the screenshots... so I think my guess was wrong lmao. 

go into options/settings at the top of the program and setup the "resources"

19 hours ago, LittleLoveFox said:

What files should I be opening just to begin? I tried my best guess, which was \Skyrim Special Edition\Data\Meshes\MoreNastyCritters\Horse

right idea, but the worst possible race to start leaning with, they are using the undocumented  "method 3" where the penis is added on like a piece of clothing instead of having it as part of the body mesh (the penis is in a nif by itself and is added onto the creature by using body template flag "body addon 9" instead of using "body" )

Edited by MadMansGun
Posted
On 1/25/2023 at 1:49 PM, MadMansGun said:

right idea, but the worst possible race to start leaning with, they are using the undocumented  "method 3" where the penis is added on like a piece of clothing instead of having it as part of the body mesh (the penis is in a nif by itself and is added onto the creature by using body template flag "body addon 9" instead of using "body" )

?Life is suffering. I started with horse because the only reason I was going down this route was in a (probably hubris-induced) desire to make an ABC/MNC compatibility with the horse remesh a modder made that I prefer over any of the ones available with existing compatibility. Of course that's the worst one to do that with ?

 

Given the nature of this topic in general, I'm not expecting there to be youtube video tutorials or something--but outside of your tutorial (since you're explaining things not in there?) are there other resources floating around I can cross-reference to help me understand everything in general? This is literally my first time doing anything like this, so I'm very out of my depth, but I also have that pesky gay audacity that makes me think I can be stubborn enough to do shit I'm clueless about.

 

Like I don't even know how to begin because this is what I'm looking at when trying to figure out what file to open; I originally went with Horse.nif but that just gave me the textureless magenta pony.

d9895f957264af702441ce31f6c8ab17.pngimage.png.84a55a03dd0034ad617986bdf4e2f9bf.png

 

Let me know if I'm just completely in the wrong folder though!

Posted (edited)
12 hours ago, LittleLoveFox said:

Life is suffering. I started with horse because the only reason I was going down this route was in a (probably hubris-induced) desire to make an ABC/MNC compatibility with the horse remesh a modder made that I prefer over any of the ones available with existing compatibility. Of course that's the worst one to do that with 

 

Given the nature of this topic in general, I'm not expecting there to be youtube video tutorials or something--but outside of your tutorial (since you're explaining things not in there?) are there other resources floating around I can cross-reference to help me understand everything in general? This is literally my first time doing anything like this, so I'm very out of my depth, but I also have that pesky gay audacity that makes me think I can be stubborn enough to do shit I'm clueless about.

 

Like I don't even know how to begin because this is what I'm looking at when trying to figure out what file to open; I originally went with Horse.nif but that just gave me the textureless magenta pony.

problem is you are looking at meshes that no longer exist in MNC, eg: horsehard.nif has been removed from mnc and replaced with addon_horsehard.nif

and in theory you should not even need to do any mesh editing at all, whatever horse mod you are looking at must have changed the wornarmor they are using.

if it has done what i think it has then you just need to edit/make a json:

        {
            "skinName": "MODNAME Brown",
            "normalArmor": "__formData|MoreNastyCritters.esp|0xAAAB",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x230ec",
            "RaceName": "Horse",
            "raceForm": "__formData|Skyrim.esm|0x131fd",
            "skinForm": "__formData|MODNAME.esp|0x000000",
            "stripArmor": false
        },

Edited by MadMansGun
  • 4 weeks later...
Posted (edited)
2 hours ago, Kristian2022 said:

So, how do i copy the mesh? dumb question, im on step 11 on the  ASOS and ABC copy method 1.

hit Ctrl+c on the nodes/mesh (click on it in the block list, not the view window) and then click on the top most node in the block list of the other window and hit Ctrl+v.

 

 

Edited by MadMansGun
  • 4 months later...
Posted (edited)

Hi there, I've been trying my hand at adding compatibility to Dynamic Animal Variants through the Creature Framework, but I'm unsure if it is due to a limitation of the Creature Framework or if it is a user error. I'll include my "complete" patch here, as while it seems to be technically complete, the actual mod does not display the hard mesh during shmex.

If you don't know, DAV (Dynamic Animal Variants) adds it's armors (textures) through a spell applied to creatures via SPID, which is unconventional to most other creature texture mods that just add an alternate texture directly into the record of the creature, or just replace the texture entirely. I think this might be the root for the issue, but I want to make sure that's so by having someone else test my mod.


The strangest part of this mod is that the hard mesh still has active collision even without it properly appearing, so hopefully that'll provide some idea of what this issue is if you've seen it before. I made sure to re-register my Creature Framework, ensured my load order worked fine without the mod by testing with a dog, and validated my json file to ensure there were no errors in it.

Thanks for such a useful guide, even though I did a goof and didn't see this page before, I was able to validate my own mod with it!

EDIT: On closer inspection, the dogs that I tested this mod with still seemed to have their original DAV armor distributed to them, and the original NakedDogAAHard armor was applied instead of the one custom made in my plugin. I'm still not too sure why this is so, so if anyone has a clue of what's happening with the distribution, it'd be greatly appreciated. 

Dynamic Animal Variants - MNC Patch.7z

Edited by janbui
Posted
On 7/12/2023 at 10:15 AM, janbui said:

Hi there, I've been trying my hand at adding compatibility to Dynamic Animal Variants through the Creature Framework, but I'm unsure if it is due to a limitation of the Creature Framework or if it is a user error. I'll include my "complete" patch here, as while it seems to be technically complete, the actual mod does not display the hard mesh during shmex.

If you don't know, DAV (Dynamic Animal Variants) adds it's armors (textures) through a spell applied to creatures via SPID, which is unconventional to most other creature texture mods that just add an alternate texture directly into the record of the creature, or just replace the texture entirely. I think this might be the root for the issue, but I want to make sure that's so by having someone else test my mod.


The strangest part of this mod is that the hard mesh still has active collision even without it properly appearing, so hopefully that'll provide some idea of what this issue is if you've seen it before. I made sure to re-register my Creature Framework, ensured my load order worked fine without the mod by testing with a dog, and validated my json file to ensure there were no errors in it.

Thanks for such a useful guide, even though I did a goof and didn't see this page before, I was able to validate my own mod with it!

EDIT: On closer inspection, the dogs that I tested this mod with still seemed to have their original DAV armor distributed to them, and the original NakedDogAAHard armor was applied instead of the one custom made in my plugin. I'm still not too sure why this is so, so if anyone has a clue of what's happening with the distribution, it'd be greatly appreciated. 

Dynamic Animal Variants - MNC Patch.7z 6.22 kB · 3 downloads

Alright, after adding the right keywords to the default armor addons (CFNormal), the mesh now appears. However, I'm still unsure to as of why the armor addon goes back to the original armor addon of NakedDogAA. I'll test it more later, but hopefully if @MadMansGun sees this they have a clue. In the meantime, ill try following another modder who was able to achieve something similar to what I was doing.

Posted
On 7/12/2023 at 7:15 AM, janbui said:

If you don't know, DAV (Dynamic Animal Variants)

i know of some of these mods, and they have all been a major problem...

one of these mods cant be patched at all because it uses a exe to generate a custom esp/formids for each user

then there are the other mods that equip a random armor onto creatures by using a cloaking spell, the problem with theses is CF mostly looks at the npc's base worn armor and not there equipped armor.

 

9 hours ago, janbui said:

I'm still unsure to as of why the armor addon goes back to the original armor addon of NakedDogAA

it's because when the aroused armor gets equip the dynamic armor is unequipped, then when the aroused armor is removed the dynamic armor does not get reequipped, at that point CF just sees the dog as being a normal one.

 

to maybe get around this you need to make your aroused mesh a penis only* mesh, and add  "stripArmor": false  to your json entrys

 

*as in delete the body from your meshes and just have the penis&balls, after you do that change the body template flags in your aroused armor & armoraddon to "addon 9".....you also may want/need to make a normal armor to equip unaroused balls.

Posted
13 hours ago, MadMansGun said:

i know of some of these mods, and they have all been a major problem...

one of these mods cant be patched at all because it uses a exe to generate a custom esp/formids for each user

then there are the other mods that equip a random armor onto creatures by using a cloaking spell, the problem with theses is CF mostly looks at the npc's base worn armor and not there equipped armor.

 

it's because when the aroused armor gets equip the dynamic armor is unequipped, then when the aroused armor is removed the dynamic armor does not get reequipped, at that point CF just sees the dog as being a normal one.

 

to maybe get around this you need to make your aroused mesh a penis only* mesh, and add  "stripArmor": false  to your json entrys

 

*as in delete the body from your meshes and just have the penis&balls, after you do that change the body template flags in your aroused armor & armoraddon to "addon 9".....you also may want/need to make a normal armor to equip unaroused balls.

Thanks for the help, I atleast got rid of the issue of the texture defaulting back to the vanilla armor, but it seems like none of the addons I created for the dogs were equipped properly after following the proposed solution for the issue.

Before, during, and after the dogs are interacted with, the dog's armor is unchanged. The more interesting bit of info is that after I got rid of the strip armor false portion, the issue continues. I'm not too sure what else to do, so I might just upload this as a mod and see if anyone can fix it/improve on it.

Thank you again for the help though, at least a bit of the issue was resolved with your assistance.

  • 4 weeks later...
Posted

I'm having difficulties with registering my creature into the creature framework. Here is the json file I am using for the creature.d. moonfangisland.json

And here is a papyrus insert on it. I probably set up the json wrong, hopefully it's a easy solve.

[08/12/2023 - 11:29:43AM] [CF][Creature Apply] Not activating ["Glaceon" [Actor < (FF000D2A)>]]; creature isn't registered; race=["Eevee" [Race <aaaEeveeRace (1A1434A1)>]] skin=["" [Armor < (1A063ED7)>]]
[08/12/2023 - 11:29:44AM] error: Cannot call AddFollowerToEssentialFaction() on a None object, aborting function call
stack:
Posted
2 hours ago, HannahLucia said:

I'm having difficulties with registering my creature into the creature framework. Here is the json file I am using for the creature.d. moonfangisland.json

And here is a papyrus insert on it. I probably set up the json wrong, hopefully it's a easy solve.

[08/12/2023 - 11:29:43AM] [CF][Creature Apply] Not activating ["Glaceon" [Actor < (FF000D2A)>]]; creature isn't registered; race=["Eevee" [Race <aaaEeveeRace (1A1434A1)>]] skin=["" [Armor < (1A063ED7)>]]
[08/12/2023 - 11:29:44AM] error: Cannot call AddFollowerToEssentialFaction() on a None object, aborting function call
stack:

your arousedArmor formid is too long, formids are only 8 digits, yours is 9.

try 0x538b17

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