2Dimm Posted March 31, 2019 Posted March 31, 2019 as everyone else is reporting the latest version is indeed causing crashes, probably related to the horse skeleton edits
MadMansGun Posted March 31, 2019 Author Posted March 31, 2019 On 3/29/2019 at 12:27 PM, g1montcalm1 said: . 19 hours ago, Fylix_Aerou said: . 17 hours ago, vjnmrf said: . 7 hours ago, LukeDuke said: . 58 minutes ago, 2Dimm said: . i'm going to have to ask you all to post your load orders/mod lists, i have tried everything i could think of and i'm still not crashing anywhere. i can't solve the problem if i'm unable to recreate it.
2Dimm Posted March 31, 2019 Posted March 31, 2019 14 minutes ago, MadMansGun said: i'm going to have to ask you all to post your load orders/mod lists, i have tried everything i could think of and i'm still not crashing anywhere. i can't solve the problem if i'm unable to recreate it. well, the edit was to make the horse skeleton more compatible with "ABC" & "AGP/ASOS" HDT mods, i don't use any of these, besides that any related mods that i have are Immersive Creatures with Bad Dog's patch and the Convenient horses with the patch loadorder.txt
ヴィヴ・ラ・フランス! Posted March 31, 2019 Posted March 31, 2019 I have tried the newest version and I found that horse cock didn't work with hdt vagina while the old version works.
MadMansGun Posted March 31, 2019 Author Posted March 31, 2019 1 hour ago, 2Dimm said: well, the edit was to make the horse skeleton more compatible with "ABC" & "AGP/ASOS" HDT mods, i don't use any of these, besides that any related mods that i have are Immersive Creatures with Bad Dog's patch and the Convenient horses with the patch loadorder.txt Convenient Horses should be loading after MNC, your load order shows it loading before. also smash/bash patches are well known to mess up MNC, they fuck up the body template flags, so adding a wrong load order on top of that will definitely cause problems.
2Dimm Posted March 31, 2019 Posted March 31, 2019 5 minutes ago, MadMansGun said: Convenient Horses should be loading after MNC, your load order shows it loading before. also smash/bash patches are well known to mess up MNC, they fuck up the body template flags, so adding a wrong load order on top of that will definitely cause problems. good to know about the convenient horses, i totally missed that besides that i have been using the older versions with no issues
LukeDuke Posted March 31, 2019 Posted March 31, 2019 After replacing all horse meshes from older version 11.4c no more crashing.
Rattlesnark Posted March 31, 2019 Posted March 31, 2019 Haven't got much details to provide (nor a screenshot), but it seems the Convenient Horses patch from the v11.4E Compatibility package gives my horse a good ole' HDT stretching-to-Oblivion issue that turns him invisible at times. The stretched mesh seems to originate from his nether regions, but it's so badly stretched I can't begin to tell if it might be a schlong mesh or not. No crashing problems on my end though. A revert to v11.4C's CH patch seems to alleviate the issue as far as I can tell from my quick test.
MadMansGun Posted March 31, 2019 Author Posted March 31, 2019 1 hour ago, Rattlesnark said: Haven't got much details to provide (nor a screenshot), but it seems the Convenient Horses patch from the v11.4E Compatibility package gives my horse a good ole' HDT stretching-to-Oblivion issue that turns him invisible at times. The stretched mesh seems to originate from his nether regions, but it's so badly stretched I can't begin to tell if it might be a schlong mesh or not. No crashing problems on my end though. A revert to v11.4C's CH patch seems to alleviate the issue as far as I can tell from my quick test. ...but Convenient Horses dose not even have a "HDT Havok Path" attached to them, this is not making any sense at all.
Grey Cloud Posted March 31, 2019 Posted March 31, 2019 13 minutes ago, MadMansGun said: this is not making any sense at all Not even horse sense.
Zergmax Posted April 2, 2019 Posted April 2, 2019 Have some trouble with Garm companion, i add patch, but when i try start animation, garm disappears, and animation start without him. Help pls.
mkess Posted April 2, 2019 Posted April 2, 2019 I can confirm crashes with the E version. With Convenient horses and deadly dragons. Returning to the C version is the only sollution. Or removing both mods. My guess is, that it is a problem with the new HDT physics Crashes occur on spawning. It took me a while to find the mods that caused the crashes. MAybe it is a problem with the skeletons? In that case the load order don't matter much. I explicitly did only allow the HDT skeletons from the MNC version, deleting all other conflicting ones from the installed mods in the mod organizer. If I get a save with another crash, I try to change around the installed skeletons for dragons and horses, and see what happens.
Niquo47 Posted April 2, 2019 Posted April 2, 2019 Hi everyone, sorry if the question sounds stupid but am new around here, is there a way to find the older version? I also have the ctd when approaching horses
MadMansGun Posted April 2, 2019 Author Posted April 2, 2019 4 hours ago, Niquo47 said: Hi everyone, sorry if the question sounds stupid but am new around here, is there a way to find the older version? I also have the ctd when approaching horses the download called "0BxQsiPzfec0VRkZ2bnFJZWZkb1U" is a link to the google drive, the version uploaded there is still on 11.4D. 1
btasqan Posted April 2, 2019 Posted April 2, 2019 Question, Why not just leave the horses alone? They have been working fine aside ABC till MNC SLAL 11.4D. I remember MNC SLAL 10 used to be compatible with several dragon mods. Then since version 11, Deadly Dragon is to my knowledge the only mod including dragon-AI changes that works with minimal bugs, and that is because you made a patch. All the other dragon mods tested are glitched. My favorite dragon mod "Enhanced Mighty Dragons" is not compatible with MNC SLAL anymore, which is a bummer. That dragon mod is the deadliest and best I ever found for skyrim. I have the feeling moving foward on touching horses might end up with compatibility issues we arent aware of and which might be very time consuming to patch.
MadMansGun Posted April 2, 2019 Author Posted April 2, 2019 44 minutes ago, btasqan said: Question, Why not just leave the horses alone? the entire point of MNC was to reduce the number of mods people needed to track down & install, since moveable horse/creatures dicks are quickly becoming a requirement for some SLAL Packs that means i need to start adding minimum bare bone support for such animations, this means adding skeletons with extra nodes and meshes with extra weight painting + updating all patch meshes to be compatible as well. Convenient horses (where the problem seems to be by the sounds of it so far) is a bit of a bastard to deal with regardless because there nifs are connected to a animation event that removes there manes when armors are applied to them, but so far i have not been able to reproduce the crashing problem on my end. Enhanced Mighty Dragons Reborn is a fucking shit show of 57 esp files all with different names, this makes it fucking hard for me to make a proper patch for it...but however a half assed patch is easy for you to do: 1. have whatever of the 57 esps you have installed load after MNC(and HCOS if installed). 2. load them & MNC into TES5Edit. 3. make the overridden NPC "Worn Armor" lines match MNC's lines. 4. done.
tsnootch Posted April 3, 2019 Posted April 3, 2019 Just adding that I too am crashing anytime I get near a horse. I use no horse mods of any kind. I sexed nearly every creature I could find, avoiding where I knew horses were. The second I got near one, instant CTD. Using v11e. EDIT: I removed the .hkx file from data/meshes/actors/horse/character assets and I get no more crashing around horses and animations with them seem fine. I noticed I already had a skeleton.hkx file for the Horse in an adjacent folder named Characters. 1
Guest Posted April 3, 2019 Posted April 3, 2019 Any plans to add more critters? At least michail's mastiffs.
Aurastryke Posted April 3, 2019 Posted April 3, 2019 Will there be support for the goblins from the carved brink mod? They're using reikling skeletons I think but I'm not sure how to register the custom race.
Grey Cloud Posted April 3, 2019 Posted April 3, 2019 Any chance you could nip round and clean my gutters?
MadMansGun Posted April 3, 2019 Author Posted April 3, 2019 7 hours ago, tsnootch said: Just adding that I too am crashing anytime I get near a horse. I use no horse mods of any kind. I sexed nearly every creature I could find, avoiding where I knew horses were. The second I got near one, instant CTD. Using v11e. EDIT: I removed the .hkx file from data/meshes/actors/horse/character assets and I get no more crashing around horses and animations with them seem fine. I noticed I already had a skeleton.hkx file for the Horse in an adjacent folder named Characters. that's even more confusing, if there is something wrong with the hkx then i should be crashing as well......WHY IS MY GAME CRASH PROOF?!?! 6 hours ago, seahorse said: Any plans to add more critters? At least michail's mastiffs. Quote 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 Quote 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are. 8.6. 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. 5 hours ago, Aurastryke said: Will there be support for the goblins from the carved brink mod? They're using reikling skeletons I think but I'm not sure how to register the custom race. i'll look into it later, but right now i'm trying to solve this fucking horse mystery. 5 hours ago, Grey Cloud said: Any chance you could nip round and clean my gutters? https://store.irobot.com/default/looj-gutter-cleaning/irobot-looj-330/L330020.html
btasqan Posted April 3, 2019 Posted April 3, 2019 19 hours ago, MadMansGun said: the entire point of MNC was to reduce the number of mods people needed to track down & install, since moveable horse/creatures dicks are quickly becoming a requirement for some SLAL Packs that means i need to start adding minimum bare bone support for such animations, this means adding skeletons with extra nodes and meshes with extra weight painting + updating all patch meshes to be compatible as well. Convenient horses (where the problem seems to be by the sounds of it so far) is a bit of a bastard to deal with regardless because there nifs are connected to a animation event that removes there manes when armors are applied to them, but so far i have not been able to reproduce the crashing problem on my end. Enhanced Mighty Dragons Reborn is a fucking shit show of 57 esp files all with different names, this makes it fucking hard for me to make a proper patch for it...but however a half assed patch is easy for you to do: 1. have whatever of the 57 esps you have installed load after MNC(and HCOS if installed). 2. load them & MNC into TES5Edit. 3. make the overridden NPC "Worn Armor" lines match MNC's lines. 4. done. This is a good idea, but I think considering the amount of mods out there, this just makes compatibility more of an issue for anyone who has an inovative idea for horses or dragons or whatever. And I am also talking about the really good non adult mods (e.g. EMD or now Convenient Horses) which end up conflicting for the most part. But it is your mod. About EMD, you only need 4 out of the 3000 esps installed and I even merged those 4 to 1. There are many esps because of the different difficulty options in the fomod, but a full install requires 3-6 esps when not merged, which I agree with you is a lot of esps for just one mod. The best thing to do, would be to just choose a difficulty and work with that and ignore the others, at least then people like me would enjoy your mod and the difficulty and superb AI that EMD offers :D.
Dovahbear91 Posted April 3, 2019 Posted April 3, 2019 Any chance of a patch for Tame the Beasts of Skyrim II? Its a large mod with good quests and replayability and seems the perfect target for this mod
Shubal Posted April 4, 2019 Posted April 4, 2019 Glad I caught this page before I flushed my 28 month old save. I don't know if this is a help or not. I repeated this crash a half a dozen times or more and could not tie it to anything. I would leave the front door of Riverwood Keep with a few followers and the game would crash. A couple of times as soon as I materialized, a couple of times when I was on the Riverwood bridge and once I got as far as 100 meters past the bridge towards Whiterun. When I saw this page yesterday I went in game I saw that My horse (game horse) Viljas and Selene Kates Horse were around the entrance. I backed out and reverted everything to 11.c, opened the game and no more CTD's. I don't use Convenient Horses. The various timing of the CTDs seemed to me that perhaps a creature scan from SexLab Aroused might cause the crash. Viljas animals are not affected by Sexlab and probably not Selene Kates horse either but my horse is. I hope you have good luck sorting this out.
Grey Cloud Posted April 4, 2019 Posted April 4, 2019 31 minutes ago, Shubal said: The various timing of the CTDs seemed to me that perhaps a creature scan from SexLab Aroused might cause the crash I don't use horses so this problem has not affected me but you could try altering the range and frequency of the SLA scans. I generally half the radius (192 down to 96) and double the time (5 up to 10 secs).
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