Jump to content

How To Dick with NifSkope + Creature Framework Integration Guide


Recommended Posts

Posted
8 hours ago, MadMansGun said:

the skinForm is likely correct if its changing.

it sounds more like you may of forgotten to add the CFArmorAroused keyword to your aroused armor, CF uses that to see if a mesh is still equipped to remove it.

Okay, you were right and that fixed it! I couldn't do it in Tes5Edit for some reason so I just added it in the CK but now everything is working. Thank you for your help.

Posted
2 hours ago, CyberQueen said:

couldn't do it in Tes5Edit for some reason

you needed to "copy as override" something from CF into your mod/patch*, doing that would of forced xedit to add it as a master file to your mod/patch and allow you add the keyword.

*you can delete whatever you copied to your mod afterwords.

Posted
2 hours ago, MadMansGun said:

you needed to "copy as override" something from CF into your mod/patch*, doing that would of forced xedit to add it as a master file to your mod/patch and allow you add the keyword.

*you can delete whatever you copied to your mod afterwords.

I have another question if you'd be willing to help. Is there a special trick to the horse? I'm trying to use a Donkey mod from the nexus but everytime I go through the same process, once I need to copy the branch of the actual penis in nifscope I get an error that says unknown branch...

Posted
1 minute ago, CyberQueen said:

I have another question if you'd be willing to help. Is there a special trick to the horse? I'm trying to use a Donkey mod from the nexus but everytime I go through the same process, once I need to copy the branch of the actual penis in nifscope I get an error that says unknown branch...

sounds like you missed some nodes....or the mesh you are trying to copy to is not in the right format, eg: can't copy from a LE mesh to a SE, or vice versa.

 

also scope should not be needed for horse based stuff, there penis has been setup as a stand alone addon mesh, assuming they are still the same race esp wise you should be able to reuse MNC's formids, just change the skinname and skinform id:

 

            "skinName": "Your Creature Name Here EG Brown Donkey because this is using the brown horse's penis",
            "normalArmor": "__formData|MoreNastyCritters.esp|0xAAAB",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x230ec",
            "RaceName": "Horse",
            "raceForm": "__formData|Skyrim.esm|0x131fd",
            "skinForm": "__formData|YourModHere.esp|0xYourFormidHere",
            "stripArmor": false

 

Posted
2 hours ago, MadMansGun said:

sounds like you missed some nodes....or the mesh you are trying to copy to is not in the right format, eg: can't copy from a LE mesh to a SE, or vice versa.

 

also scope should not be needed for horse based stuff, there penis has been setup as a stand alone addon mesh, assuming they are still the same race esp wise you should be able to reuse MNC's formids, just change the skinname and skinform id:

 

            "skinName": "Your Creature Name Here EG Brown Donkey because this is using the brown horse's penis",
            "normalArmor": "__formData|MoreNastyCritters.esp|0xAAAB",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x230ec",
            "RaceName": "Horse",
            "raceForm": "__formData|Skyrim.esm|0x131fd",
            "skinForm": "__formData|YourModHere.esp|0xYourFormidHere",
            "stripArmor": false

 

I think I see what you mean. Is it the same with the werewolf? I noticed their penis is also stand alone.

Posted (edited)
4 hours ago, CyberQueen said:

I think I see what you mean. Is it the same with the werewolf? I noticed their penis is also stand alone.

yes, both were changed to work this way to help deal with mod compatibly problems (or at least try to, too many horse mods and now too many werewolf mods)

the downside is that doing this also added to cf's workload, because now it has to deal with the non aroused meshes as well, it also means those 2 races spawn/load in without balls and it takes a few secs for them to be equipped.

 

dragons also have a mix of both setups, but in there case it was done more to save file space.

Edited by MadMansGun
  • 3 weeks later...
Posted

Hi, i followed this guide before multiple times and it worked, but now i am trying to do it for Pitbull Mastiffs- Mihail Monsters and Animals with no luck...

When i try to copy the penis i get unknown branch error.

Posted
1 hour ago, nezar said:

Hi, i followed this guide before multiple times and it worked, but now i am trying to do it for Pitbull Mastiffs- Mihail Monsters and Animals with no luck...

When i try to copy the penis i get unknown branch error.

likely missing a node that's not normally missing, eg: a pelvis node.

try copying the body to the penis instead of the penis to the body.

Posted
3 minutes ago, MadMansGun said:

likely missing a node that's not normally missing, eg: a pelvis node.

try copying the body to the penis instead of the penis to the body.

I already tried that and it gave me the same error.

Posted
3 hours ago, MadMansGun said:

maybe the mesh is in the wrong format then (LE vs SE)

And is there any way to make it work? by the way i checked again and the error says unknown block not branch, i don't know if that makes a difference.

  • 2 months later...
Posted

 

Quote

What could cause this - exmoor pony from animal research esp has no dick and is no avaliable in creature framework menu. Also he has no schlong. Is there any thing I can do?

That was my question before - so I have some of them working, so do I need to do also creature framework stuff?

  • 4 months later...
Posted

Thanks for making this guide, however I did the whole process in outfit studio and I am glad to report that it works just fine. I found this xedit script on nexus https://www.nexusmods.com/skyrimspecialedition/mods/110300

that allows to open a mesh directly from armor or armor addon record, made the whole process very simple and straightforward. Everything works fine but misalinged penis position in animations(it looks good otherwise) issue still happens if using ABC and schlong meshes are moved, can something be done about this?

Posted

position is vary much skeleton based when dealing with abc penises, and some mods come with edited skeletons that lack the needed nodes, other issues are rescaled & heavily modified skeletons (eg most of Mihail's mods) or creature npc/races that are not set to height 1.0.

Posted (edited)

Thanks for fast reply, will it work if instead of scaling and moving penis mesh, I scale the creature mesh to align with the penis?

 

Edit: It works! Also, you said in a previous comment in this thread that horses need to be patched different way, I didn't knew that earlier and made them the same way by attaching mesh directly to the body, but somehow it works ingame, but their saddle gets unequipped sometimes, also I use PPA and some of the creatures doesn't make collding sounds in scene(but schlong physics and bending works perfect), while others work perfectly, what could be the cause of this?

Edited by Birpal69
Posted
11 hours ago, Birpal69 said:

but their saddle gets unequipped sometimes

add 

"stripArmor": false

to there json entry.

 

11 hours ago, Birpal69 said:

also I use PPA and some of the creatures doesn't make collding sounds in scene(but schlong physics and bending works perfect), while others work perfectly, what could be the cause of this?

hdt stuff has extra data and sometimes invisible meshes inside there nifs, eg in a ABC horse penis nif you will find a mesh called "PenisCollision" and also a thing called "NiStringExtraData" with its name set to "HDT Skinned Mesh Physics Object" and string data set to "SKSE\Plugins\hdtSkinnedMeshConfigs\hdtHorse.xml"

Posted (edited)

Thanks for the help. PPA comes with a config that overrides ABC's CBPC collisions configs, so any new race that isn't part of vanilla skyrim needs to be added to the config of PPA, that's why some creatures' ding dong was not reacting to CBPC and PPA., after adding these creatures' race form ID to the config everything works perfectly. Thanks again.

Edited by Birpal69
  • 3 weeks later...
Posted

Hey Guns

 

I've been switching out the meshes of the Sabre Cat model to this mod: https://www.nexusmods.com/skyrimspecialedition/mods/188911

 

It's been successful, but I can't seem to figure out how to move or "transform" the position of the model's genitals so it's not floating in the air, as the model has a slightly smaller body size compared to the game's base. 

 

I'm on SE (1170) and using NifSkope dev 9; so far I've tried to apply the positional changes in NifSkope, both on BSTriishape and NiSkinData (Skin Tranformation). Then, I resorted to using Blender and a NifSkope addon, importing it to move the genitals, then exporting it. Both of these methods do result in the genitals moving, but the results never show up ingame. Interestingly, toggling the 'do skinning' off does move the genitals in NifSkope, but switch on it doesn't - I'm not sure what that's about.

 

I tried to look through this forum for help, but I haven't got any luck. If you've got any insight that could help me with this problem, I'd be really grateful!

NifSkope_Look.png

in-game_look.png

Attempt_in_Blender.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...