fejeena Posted August 5, 2018 Posted August 5, 2018 Sex change in the race menu I always do with vanilla races , then I skip forward or backwards to the race I want.
_sanada_ Posted September 1, 2018 Posted September 1, 2018 Can someone show me some pictures of this mod please. Somehow I was able to dig up oblivion after changing pc 3 years ago so the old monster girl still installed and working. I'm considering using this mod but a bit of comparing would be nice. Many thanks in advance.
puddles Posted September 1, 2018 Author Posted September 1, 2018 @_sanada_ Someone on MNTY made this and uploaded it, and I happened to find it...NSWF, lol. MGBH Screenshots.zip
Jack33270 Posted September 24, 2018 Posted September 24, 2018 Hello, first thank you for the hard work, it's a welcomed addition when (re) exploring Cyrodiil! I have an issue with the "Minotaur camp" near Battlehorn castle. Everytime I get near to said camp, insta CTD, whereas the minotaur race is just fine. Thing is everything else works as intended except for the minotaur camp. As such I can't play the Battlehorn castle DLC. Any tips? Thank you very much
puddles Posted September 25, 2018 Author Posted September 25, 2018 Thanks for the report, I'll look into it ASAP. Honestly, that camp is going to be removed soon and I'll be moving the minotaur village into an Ayleid Ruins, as per TES Lore regarding Minotaurs being attracted to them. Do you have Blockhead installed and are there things in your Meshes/Characters/BodyAssetOverrides/PerRace folders?
Jack33270 Posted September 25, 2018 Posted September 25, 2018 Thank you for the fast reply. Yes, I have blockhead and all the MBP++, but it turns out it may have been because I usually play using Mod Organizer. Out of curiosity I placed all of your stuff directly in the Oblivion's data folder, and by doing so visiting the minotaur camp was doable, no more CTD. But I also de-activated "Battlehorn" and tried a new game to be on the safe side. Either way I'm looking foward to an update
Carusi Posted October 5, 2018 Posted October 5, 2018 Hello, Puddles. First of all, I want to thank you for all your hard work with this mod. Everything has been working fine for me, but I just came across something you might want to know about. I found two big yellow "WTF meshes" signs outside Underpall Cave. When I aproached them I could read they were named Falmer Looter and both summoned skeletons to fight. I tried to beat them just to see what would happen and the game crashed when one of them died.
Guest Posted October 16, 2018 Posted October 16, 2018 Great to see this project's still going strong!!! ^_^
nodame28 Posted October 18, 2018 Posted October 18, 2018 Greetings Puddles, I am struggling to find these monster girls. Is there any spells I can summon them in one place? or is there specific place I can find all the monster girls? I will for your reply, thank you.
puddles Posted October 18, 2018 Author Posted October 18, 2018 3 hours ago, nodame28 said: Greetings Puddles, I am struggling to find these monster girls. Is there any spells I can summon them in one place? or is there specific place I can find all the monster girls? I will for your reply, thank you. @nodame28 You can use COC to visit the test cells if you like, but normally you see them via Leveled List in dungeons. There's a few persistent ones who can be used as companions, or just enemies/interesting stuff... The Imperial Aquarium accessible via the Anvil Castle Courtyard, some enemies and a Companion-able Maormer The Chapel of Dibella has a powerful Aedra and Daedra fighting inside, if you have the Nine Divines DLC and the MQ for it is active, but you can only ally with one of them... The Private Quarters of the Chapel of Dibella has a Companion-able Vestige woman who used to be a priestess The Chapel of Mara has two Companion-able Aedra Broken Promises Cave has a special, quest-related Follower... The Chapel of Talos has two Companion-able Aedra The Chapel of Arkay has two Companion-able Aedra The Chapel of Stendarr has a Companion-able Aedra, if you help her fight a Werewolf... There's a Minotaur Half-Breed at Northern Goods and Trade Elenglynn has two Companion-able Dragon Hybrids The Temple of the One has some interesting stuff... The Chapel of Akatosh has a Companion-able Aedra, assuming Kvatch has been destroyed...she won't be there if you have Kvatch Rebuilt and the city is intact The Chapel of Zenithar has two Companion-able Aedra There's a special, quest-related Follower in Newt Cave, but only after starting it in Nornal Pale Pass' Fort dungeon has a Companion-able woman The Chapel of Julianos has two Companion-able Aedra That isn't an exhaustive list, though. On 10/5/2018 at 2:11 PM, Carusi said: Hello, Puddles. First of all, I want to thank you for all your hard work with this mod. Everything has been working fine for me, but I just came across something you might want to know about. I found two big yellow "WTF meshes" signs outside Underpall Cave. When I aproached them I could read they were named Falmer Looter and both summoned skeletons to fight. I tried to beat them just to see what would happen and the game crashed when one of them died. @Carusi This sounds like a case of an incomplete installation. The Falmer use a special skeleton to give them a hunched back. It sounds like that was missing, somehow. On 9/25/2018 at 2:56 AM, Jack33270 said: Thank you for the fast reply. Yes, I have blockhead and all the MBP++, but it turns out it may have been because I usually play using Mod Organizer. Out of curiosity I placed all of your stuff directly in the Oblivion's data folder, and by doing so visiting the minotaur camp was doable, no more CTD. But I also de-activated "Battlehorn" and tried a new game to be on the safe side. Either way I'm looking foward to an update @Jack33270 Blockhead's BodyAssetOverrides system probably won't work without the files directly installed. Mod Organizer has no idea that those meshes need to be installed, because they aren't directly referenced in the ESP. Even if I made a BSA of the mod's resources, the BodyAssetOverrides folder under Meshes/Characters would need to be loose files. This is my busy season at work, so I haven't had much energy to work on this mod, sadly...not forgotten, though! On 10/15/2018 at 8:24 PM, mcdibyoe said: Great to see this project's still going strong!!! ^_^ @mcdibyoe Not sure if I'd say strong, but it's still alive!
Carusi Posted October 23, 2018 Posted October 23, 2018 Thanks for the reply. I checked the meshes folder of the Falmer and there is only one file: shamantop.nif. Can I solve this replacing the missing skeleton with one from another race and renaming it, or is this something more complicated?
puddles Posted October 23, 2018 Author Posted October 23, 2018 The skeleton should be "skeleton_falmer.nif" in Meshes/Characters/_male/, it's just a variation of the LPK skeleton.
RiMokir2 Posted October 24, 2018 Posted October 24, 2018 Hi, pretty new to modding Oblivion for NSFW content but what mods should be used with this or is recommended?? Also is there a discord or something for this? If not here should totally be one! ?
Carusi Posted October 25, 2018 Posted October 25, 2018 I'm afraid I don't have the required Falmer skeleton. I think I downloaded all the necessary files: the original Monster Girl mod, the Blockhead edition update, the common bug fix and the weapons patch (I installed them in that order, copying the contents to my data folder). I checked my installed files and the compressed ones again and I still can´t find it. I hate to impose but, could you upload that file somewhere?
puddles Posted October 25, 2018 Author Posted October 25, 2018 Here you go, it goes in the same folder as the standard character skeleton. skeleton_falmer.nif
RiMokir2 Posted October 31, 2018 Posted October 31, 2018 @puddles Sorry for the ping (If it works that way) but what do you use for this? I am trying to get this as stable as I can, I crash in certain areas but am unsure if it is this mod or what, I just want to make the Monster Girl experience as nice as possible. ? Love that you are doing this btw, made me reinstall Oblivion and all!
Vesuvian Posted November 2, 2018 Posted November 2, 2018 Curious, does the PC's Fame affect the Aedra NPC's? I got a Shieldmaiden and Attendant of the Nine following me when I set my Fame a certain level, was trying to test out some stuff. Speaking of the Attendant, sometimes their loincloths bug out and just sorta stretch out every now and then and the textures become black. Spoiler Also, unrelated, but maybe sorta-relevant? But this blog; http://hanbun-obli.blog.jp/ has some pretty nice Monster Girl armors.
puddles Posted November 2, 2018 Author Posted November 2, 2018 10 hours ago, Vesuvian said: Curious, does the PC's Fame affect the Aedra NPC's? I got a Shieldmaiden and Attendant of the Nine following me when I set my Fame a certain level, was trying to test out some stuff. Speaking of the Attendant, sometimes their loincloths bug out and just sorta stretch out every now and then and the textures become black. Reveal hidden contents Also, unrelated, but maybe sorta-relevant? But this blog; http://hanbun-obli.blog.jp/ has some pretty nice Monster Girl armors. The Aedra all have extremely high Responsibility, so they react positively to high Fame. Similarly, they will also start targeting you if your Infamy is too high and not balanced by your Fame. The following behavior shouldn't be built into THIS mod, though...maybe it's just some benign conflict with another mod? The loinclothes...I simultaneously know and don't know about that. It's related to the biped Skeleton, the tail bones, and the animations used. Unfortunately I don't know how to fix it without completely re-doing the rigging. I do know about Hanbun's blog: sad he's not been active in some time. The upcoming MG update should have a few of his things in it...I think. On 10/30/2018 at 8:03 PM, RiMokir2 said: @puddles Sorry for the ping (If it works that way) but what do you use for this? I am trying to get this as stable as I can, I crash in certain areas but am unsure if it is this mod or what, I just want to make the Monster Girl experience as nice as possible. ? Love that you are doing this btw, made me reinstall Oblivion and all! This mod's extensive use of Blockhead, vertices-heavy models, and script effect spells can cause some instability if it's setup wrong. Could you post your LO and what DLLs you have in your OBSE/Plugins folder?
Lamae Bal Posted November 8, 2018 Posted November 8, 2018 Script-effect spells - is it possible this could affect conjuration spells? Cuz I get CTD often when casting any vanilla conjuration spell and still haven't been able to figure out which mod is causing it.
puddles Posted November 8, 2018 Author Posted November 8, 2018 Hrm...I'm pretty that none of the vanilla Magic Effects are being altered by this version of MG: the same for vanilla spells. Script Effect spells can definitely crash the game if they're designed wrong. I'd suggest loading all of your mods into TES4Edit at one, then checking to see if anything is overwriting the vanilla Magic Effects. You can post your LO and I can try to help too.
heavenoverhell Posted November 15, 2018 Posted November 15, 2018 Hey love the mod and I remember reading you said you were working on making a eye patch for the custom races wondering if your still working on it or if i should start trying match eyes with what eyes files i can find? Edit: I meant about character overhauls.
GabrielHelsing Posted December 24, 2018 Posted December 24, 2018 Question, where did the armors in this mod come from? And are they available as a separate download?
fejeena Posted December 24, 2018 Posted December 24, 2018 The mod is very big, which armors do you mean? Real armors or the "look-like-creatures armors" ( NPCs in armors that add tails, wings, hooves or change the whole body) Most of the Mod files are from other Mods or resources.... from many other Mods. But Emilie, the original author, did not made a full credit list. Yes most you can download separately. Which armors you want? ------ But you can get all the armors with the console. Player.additem xxyyyyyy 1 xx = load order number of the Monstergirl esp yyyyyyy = ID number of the armor . ( Use CS or TES4Edit do get the ID. Or install RefScope and you can check the ID in game. ) !!!! But some armors are set as "not playable" , so you will not see them in your inventory. ( especially if you want the "look-like-creatures armors" ) Use CS. Open the Monstergirl.esp 1. create a new chest. 2. create copies of all armors you want. Add new ID and remove the "not playable" flag. 3. put all the new armors in the new chest. 4. place the chest somewhere, best an interior cell that you can easily reach. 1
GabrielHelsing Posted December 24, 2018 Posted December 24, 2018 5 hours ago, fejeena said: The mod is very big, which armors do you mean? Real armors or the "look-like-creatures armors" ( NPCs in armors that add tails, wings, hooves or change the whole body) Most of the Mod files are from other Mods or resources.... from many other Mods. But Emilie, the original author, did not made a full credit list. Yes most you can download separately. Which armors you want? ------ But you can get all the armors with the console. Player.additem xxyyyyyy 1 xx = load order number of the Monstergirl esp yyyyyyy = ID number of the armor . ( Use CS or TES4Edit do get the ID. Or install RefScope and you can check the ID in game. ) !!!! But some armors are set as "not playable" , so you will not see them in your inventory. ( especially if you want the "look-like-creatures armors" ) Use CS. Open the Monstergirl.esp 1. create a new chest. 2. create copies of all armors you want. Add new ID and remove the "not playable" flag. 3. put all the new armors in the new chest. 4. place the chest somewhere, best an interior cell that you can easily reach. Real ones and skimpy ones. The ones that show up on the bandits and npcs. The playable ones.
fejeena Posted December 25, 2018 Posted December 25, 2018 Then I would use the console. Or create a new chest and put all armors you want in the chest. That is better than install some more esp/Mods. You have all files you need in the monstergirl Mod. And if the armors are playable and used by Bandits.... why not kill the bandits and take the armor ? I do not play the Mod so I can not tell you which armor the NPCs use.
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