chipstick Posted May 1, 2019 Posted May 1, 2019 1 hour ago, MadMansGun said: that is correct. Just wanted to check, since that wasn't the case for any other patch. Thanks for clarifying.
btasqan Posted May 1, 2019 Posted May 1, 2019 Is the Spider Patch still needed when using 11.4F? Or can I now uninstall it?
Zathuul Posted May 1, 2019 Posted May 1, 2019 There was an update for True Wolves of Skyrim, just a heads up if you ever want to update your MNCv11 mesh Wolf replacer. https://www.nexusmods.com/skyrim/mods/59174?tab=files 1
MadMansGun Posted May 1, 2019 Author Posted May 1, 2019 1 hour ago, btasqan said: Is the Spider Patch still needed when using 11.4F? Or can I now uninstall it? it's a SexLab v1.62 problem, so yes you still need it (also that patch fixes other problems as well)
btasqan Posted May 1, 2019 Posted May 1, 2019 3 hours ago, MadMansGun said: it's a SexLab v1.62 problem, so yes you still need it (also that patch fixes other problems as well) Just asing because MNC asks to overrite. But MNC should overrite, right?
MadMansGun Posted May 1, 2019 Author Posted May 1, 2019 2 hours ago, btasqan said: Just asing because MNC asks to overrite. But MNC should overrite, right? it dose not matter, those 2 txt files are 100% the same.
tanuhk Posted May 3, 2019 Posted May 3, 2019 is there a patch yet for those of us using Tropical Skyrim? I have a patch already for it to get wolves back but the mod makes trolls into apes (which I like), but they turn back into trolls whenever they get aroused or engage in sexual activities.
AntareAcrabe Posted May 4, 2019 Posted May 4, 2019 There's 115 pages so I apologize for not finding it, may have skimmed over it.Only issue I'm running into the dragons, for some of the animations are not scaling down to size how its set. Is this something I'm doing wrong?( Very likely) if so what do I have to set it to to get the scaling to work?
MadMansGun Posted May 4, 2019 Author Posted May 4, 2019 4 hours ago, AntareAcrabe said: . if your talking about the animations in HCOS they don't re-scale on there own, you need to use the setscale console command. sadly "scaleing per animation" is not something SLAL can do.
originalwankster Posted May 5, 2019 Posted May 5, 2019 Note to self: pay closer attention to update notes. A few hours of CTD troubleshooting today fruitless until I realized I'd updated MNC recently and I was running into the horse issue that has apparently been reported already.
Stryker1177 Posted May 6, 2019 Posted May 6, 2019 Just a note. The ASOS can activate the Vanilla Flying horse bug due too the Physic on the ASOS. You can't ride a horse normally. The ASOS solution was to remove the Physics from ASOS completely. That's no fun.
MadMansGun Posted May 6, 2019 Author Posted May 6, 2019 1 hour ago, Stryker1177 said: . Physics are not included, skeleton only.
etWE-ZF Posted May 7, 2019 Posted May 7, 2019 Hello, I have some problems with the work of animations. It has been experimentally discovered that creatures such as Ash Hopper and Chaurus-hunter refuse to obey the scripts and refuse to play animations, while most other creatures (and non-creatures too) work well. At first I concluded that for some reason refuse to work all the creatures from DLC, but it is not. This was refuted by the responsiveness of the Rieklings and Gargoyles, for example. That puzzled me. Any of my attempts to manipulate the files have only resulted in worse results and the need for rollback. As a result, I have that partially working creatures, which speaks of the modification serviceability. But I also have an incomprehensible problem too. What can be the problem of refusing to work animations, such as Ash Hopper and Chaurus-Hunter? While most other creatures react to scripts and run animations. Maybe already somewhere there was a solution to a similar problem? If so, please send there. SLAL Billyy Animations are used, so there is animation for them. FNIS has been updated too, yes. Their animations are in the game, but they do not start. P.S. Not sure, by the way, that the problem concerns only their ones. Wisp, for example, also refuses to obey the scripts and refuse to play animations. Like the Netch too. P.P.S. And my English is rather bad, I apologize.
MadMansGun Posted May 7, 2019 Author Posted May 7, 2019 2 hours ago, etWE-ZF said: . 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.
rifted Posted May 7, 2019 Posted May 7, 2019 hey im not having the NOTE1: for some reason Crash Fixes v12 hates the horse's skeleton.hkx, deleting the hkx will stop the crash but it will also disable horse penis animations. issue after installing and walking up to a horse is it only triggered on the animation playing? me not getting it worries me
etWE-ZF Posted May 7, 2019 Posted May 7, 2019 2 hours ago, MadMansGun said: Yes, it really worked. The problem decided. I apologize for my inattention, which made me miss this point. At the moment it is quite difficult for me to navigate in foreign language texts. I think you understand. Thank you so much for the help and responsiveness.
Zapatones Posted May 7, 2019 Posted May 7, 2019 Hi, I'm trying to make this mod work but version 11 and 12 RC They do not work make me close the game Then installed version 9 and the game does not close, why is this?
MadMansGun Posted May 7, 2019 Author Posted May 7, 2019 4 hours ago, rifted said: hey im not having the NOTE1: for some reason Crash Fixes v12 hates the horse's skeleton.hkx, deleting the hkx will stop the crash but it will also disable horse penis animations. issue after installing and walking up to a horse is it only triggered on the animation playing? me not getting it worries me it sounds like you somehow bypassed the problem, if you had it the game would crash if you even looked at a horse. 2 hours ago, etWE-ZF said: I apologize for my inattention, which made me miss this point. At the moment it is quite difficult for me to navigate in foreign language texts. I think you understand. that is a common occurrence around here, many users here don't speak English (usually German or French as far as i can tell). 26 minutes ago, Zapatones said: Hi, I'm trying to make this mod work but version 11 and 12 RC They do not work make me close the game Then installed version 9 and the game does not close, why is this? your either missing a mod or a DLC.
Zapatones Posted May 7, 2019 Posted May 7, 2019 I have installed all mods such as dlcs Could it be that some mod is affecting MNC?
sidfu Posted May 7, 2019 Posted May 7, 2019 for the true wolfs of skyrim update. seemes to basialy be same but he also added u can change their eye color. btw what load order do u recommend when useing ASOS and abc and such with mod organizer. i cant seem to find a setup that doesnt make the dicks act up
MadMansGun Posted May 7, 2019 Author Posted May 7, 2019 2 hours ago, Zapatones said: I have installed all mods such as dlcs Could it be that some mod is affecting MNC? https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/
nufndash Posted May 10, 2019 Posted May 10, 2019 A quick question for anyone that might know what I did. MNC was working perfect for me, never had any problems. I use cosio body, not that that matters, but it was the mod I updated last. Anyway, now all my animations play as always, the creature's shlongs are all there, but during the animations it is like they stay static in one place and the creatures move around it. I also just updated MNC, HC. and Beast HDT. My SLAL packs are probably not up to date if that matters, I am probably behind one update on a few, everything was working so I didn't want to change anything. Just thought I would ask before I started tearing everything apart, because I have no idea where to start.
MadMansGun Posted May 10, 2019 Author Posted May 10, 2019 6 minutes ago, nufndash said: A quick question for anyone that might know what I did. MNC was working perfect for me, never had any problems. I use cosio body, not that that matters, but it was the mod I updated last. Anyway, now all my animations play as always, the creature's shlongs are all there, but during the animations it is like they stay static in one place and the creatures move around it. I also just updated MNC, HC. and Beast HDT. My SLAL packs are probably not up to date if that matters, I am probably behind one update on a few, everything was working so I didn't want to change anything. Just thought I would ask before I started tearing everything apart, because I have no idea where to start. that sounds like a skeleton conflict to me, MNCV12 is setup to be compatible with ABC based animations, if the skeleton is missing the penis nodes the mesh will be locked in it's t-pose location.
ercramer69 Posted May 10, 2019 Posted May 10, 2019 3 hours ago, nufndash said: A quick question for anyone that might know what I did. MNC was working perfect for me, never had any problems. I use cosio body, not that that matters, but it was the mod I updated last. Anyway, now all my animations play as always, the creature's shlongs are all there, but during the animations it is like they stay static in one place and the creatures move around it. I also just updated MNC, HC. and Beast HDT. My SLAL packs are probably not up to date if that matters, I am probably behind one update on a few, everything was working so I didn't want to change anything. Just thought I would ask before I started tearing everything apart, because I have no idea where to start. I'm not sure if this is the fix but I had a similar issue and found by moving ABC further down the load order it went away.
nufndash Posted May 10, 2019 Posted May 10, 2019 6 hours ago, MadMansGun said: that sounds like a skeleton conflict to me, MNCV12 is setup to be compatible with ABC based animations, if the skeleton is missing the penis nodes the mesh will be locked in it's t-pose location. Well that was it. Thanks. I have no Idea how the skeleton got switched on me, probably one of the reasons you shouldn't just click "yes to all" when updating mods.
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