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Posted
On 5/17/2019 at 5:58 PM, ritalmao said:

Any update with crash fixes compatibility?

You can try version 6 of crash fixes. Versions after crash fixes 6 fix a lot of stuff you would never notice as a casual player, but brings new bugs due to compatibility problems.

Posted

i saw that you said mihail 's monsters works with this mod but I tried matchmaker on few and in the console commands it read as false

 

how can i make it proc some of his monsters for animations to run?

Posted
On ‎5‎/‎22‎/‎2019 at 1:57 PM, btasqan said:

You can try version 6 of crash fixes. Versions after crash fixes 6 fix a lot of stuff you would never notice as a casual player, but brings new bugs due to compatibility problems.

Could you produce any evidence for that, please?

Posted
12 hours ago, Grey Cloud said:

Could you produce any evidence for that, please?

I dont need to, you try t out on a seperate save for yourself or leave it if you dont believe it. Simple

 

@MadMansGun

 

I have been testing the latest MNCs on my two separate machines of mine. As it has been mentioned crash fixes has issues with ABC 0.8 +MNC11.4F and higher. While I have tested the offered fixes in this thread and can confirm them working well, it appears some problems occur after some longer period of game play. In my case about 30 minutes to 2 hours gameplay after installing MNC11.4F or the Release candidates. My latest issue has been my game not beieng able to save properly, meaning it crashes to desktop when I load saves made after a certain amount of gameplay time.

 

I have reverted back to 11.4D with ABC 0.6. I will load the save from the same installation point where I udated MNC and test again just to be able to rule out some other possible errors non related to latest MNC/ABC.

Posted
34 minutes ago, btasqan said:

I dont need to, you try t out on a seperate save for yourself or leave it if you dont believe it. Simple

That would be a 'no' then. Thousands of people, including me, have been using CF 12 since it came out and have not had any problems with it. You, and only you, have had problems so you blame CF. Have you reported any of these problems to the author of CF?

Posted

This issue that some people are having with Crash Fixes 12 must have something else other than CF 12, or possibly a setting in the ini, affecting them. I've been using CF 12 and the latest MNC and ABC for a lengthy playthrough now with no issues at all.

Posted
38 minutes ago, Rachel said:

This issue that some people are having with Crash Fixes 12 must have something else other than CF 12, or possibly a setting in the ini, affecting them. I've been using CF 12 and the latest MNC and ABC for a lengthy playthrough now with no issues at all.

This is very true.

I just use cf6 because for some reason it allows me to have more followers without them bugging around than cf9, 11 and 12 do. With cf12 I to often have run into a bug where my followers wont follow (EFF, untamed) or npcs wont just end up standing still for no reason. On default ini settings this doesnt seem to happen on a new playthrough, but comes with a growing save. My solution to battle this has been cf6 and gradually changing some of the byte settings in skyrim.ini to higher values till I got stable long term results. This can be different for everyone though.

Posted

I use EFF and Untamed with CF 12. I currently have 14 human followers running with me. I have 30 in a previous game. I have had up to 24 creatures, e.g. a mixed bag of goblins, skellies and trolls running with me in lots of games.

Posted
1 hour ago, btasqan said:

 

@MadMansGun

 

I have been testing the latest MNCs on my two separate machines of mine. As it has been mentioned crash fixes has issues with ABC 0.8 +MNC11.4F and higher. While I have tested the offered fixes in this thread and can confirm them working well, it appears some problems occur after some longer period of game play. In my case about 30 minutes to 2 hours gameplay after installing MNC11.4F or the Release candidates. My latest issue has been my game not beieng able to save properly, meaning it crashes to desktop when I load saves made after a certain amount of gameplay time.

 

I have reverted back to 11.4D with ABC 0.6. I will load the save from the same installation point where I udated MNC and test again just to be able to rule out some other possible errors non related to latest MNC/ABC.

Forget this. Just did some testing with MNC11.4D. It appears I am having another culprit somewhere else. It is just coincidence that I changed some of my mod setup when I updated MNC and ABC. In case I find it without needing to revert my game I ll let you guys know.

Posted
13 hours ago, Grey Cloud said:

That would be a 'no' then. Thousands of people, including me, have been using CF 12 since it came out and have not had any problems with it. You, and only you, have had problems so you blame CF. Have you reported any of these problems to the author of CF?

 

Big plus. I have never had any issues with CF 12, and browsing led me to no issues that are similar to "Versions after crash fixes 6 fix a lot of stuff you would never notice as a casual player, but brings new bugs due to compatibility problems."

Would like to see that evidence too since I'm curious if there's any compatibility problem that I am unaware of. All my past problems were unrelated to CF 12.  

Posted
On 5/22/2019 at 5:57 AM, btasqan said:

You can try version 6 of crash fixes. Versions after crash fixes 6 fix a lot of stuff you would never notice as a casual player, but brings new bugs due to compatibility problems.

v10 also seems to work fine (as far as i can tell)

 

On 5/25/2019 at 1:49 PM, Maximum Carnage said:

i saw that you said mihail 's monsters works with this mod but I tried matchmaker on few and in the console commands it read as false

 

how can i make it proc some of his monsters for animations to run?

you may have older scripts stuck in you save file:

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, 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.

 

 

13 hours ago, Rachel said:

This issue that some people are having with Crash Fixes 12 must have something else other than CF 12, or possibly a setting in the ini, affecting them. I've been using CF 12 and the latest MNC and ABC for a lengthy playthrough now with no issues at all.

you have ABC installed, it's horse skeleton.hkx is not the same as the MNC version, MNC has 6 extra nodes for penis tip flaring.

 

Posted
1 hour ago, MadMansGun said:

 

you have ABC installed, it's horse skeleton.hkx is not the same as the MNC version, MNC has 6 extra nodes for penis tip flaring.

 

Even with just MNC I'm not crashing.

 

BTW, are there any animations that currently use the flaring?

Posted
7 minutes ago, Rachel said:

BTW, are there any animations that currently use the flaring?

my own animations do, not sure about others.

Posted
On 5/22/2019 at 10:57 PM, btasqan said:

You can try version 6 of crash fixes. Versions after crash fixes 6 fix a lot of stuff you would never notice as a casual player, but brings new bugs due to compatibility problems.

pls stop spreading false rumors, crash fixes is not GOD, there are certain settings to enable not forgetting u have to allocate free memory in-game based on your load order, if cf6 works for your current setup means nothing really it could be it uses less in-game memory whereas cf12 fixes alot of problems BUT u still have to manage the memory blocks in-game yourself zzzz

 

my 2 cents

Posted

Crash Fixes unfortunately causes CTDs if you try editing your body in-game with Racemenu through the Bodyslide tab. After disabling the memory patch, you can edit it. The problem is, after making ANY changes to your character in that tab, you absolutely cannot enable the memory patch back as far as I'm aware, or your game goes back to CTDing. So, you either choose a more stable game or editing your character through there.

Posted
3 hours ago, shunter said:

Crash Fixes unfortunately causes CTDs if you try editing your body in-game with Racemenu through the Bodyslide tab. After disabling the memory patch, you can edit it. The problem is, after making ANY changes to your character in that tab, you absolutely cannot enable the memory patch back as far as I'm aware, or your game goes back to CTDing. So, you either choose a more stable game or editing your character through there.

again not sure what u are talking about what memory patch? i use racemenu to alter my body in-game since i create the body using zero sliders preset and i use the in-game sliders to create the body shape i want, never ever encounter CTD... been doing this since forever... again stop making groundless feedback with cf12 or whatever version u are using...

 

 

Posted
3 hours ago, shunter said:

Crash Fixes unfortunately causes CTDs if you try editing your body in-game with Racemenu through the Bodyslide tab. After disabling the memory patch, you can edit it. The problem is, after making ANY changes to your character in that tab, you absolutely cannot enable the memory patch back as far as I'm aware, or your game goes back to CTDing. So, you either choose a more stable game or editing your character through there.

What Bodyslide tab? Do you mean the body shape sliders or the body scales tab? I have never had any problems using Racemenu in-game with Crash Fixes installed. I second @Whizkid said.

Posted
15 minutes ago, Ruhadre said:

Reproducable CTD caused at Pelagia Farm due to this mod.  Some kind of bad edit to Giants.

Do you mean the giant with the Companions? If so then that is a well-documented vanilla problem.

You might want to define what you mean by 'bad edit' and how it can cause a CTD.

Posted

went from 11.3 to the current.  Don't seem to have any issues other than dogs and wolves (maybe skinned/zombie dogs), some don't even come equipped.  Any idea what i messed up?  thx

20190527170157_1.jpg

Posted
8 hours ago, Grey Cloud said:

Do you mean the giant with the Companions? If so then that is a well-documented vanilla problem.

You might want to define what you mean by 'bad edit' and how it can cause a CTD.

I actually did this testing because it was driving me crazy!  lol.  I too have read about this being a vanilla problem, which led me to investigating many things before deciding to finally point the finger at MNC.  The CTD was clearly coming from the Giant itself, even after a fresh game.  It would CTD on approach and on fast travel to the farm outside of Whiterun.  So I double checked everything until it became clear that the only non-vanilla assets being loaded for giants were coming from MNC in the form of mesh, skeleton, and FNIS integration.  To verify that it was indeed MNC, I first uninstalled all the mods that needed it but kept it loaded.  Still same old CTD with fresh game.  Between tests, I re-ran LOOT, rebuilt Bash patch, re-ran FNIS.  I then uninstalled MNC, and just like magic...no more CTD in that location.  Even helped the companions kill it without a CTD.  Just to make sure that it wasn't script load on my end, I then installed a TON of script heavy mods afterwards that weren't in my load order previously.  Running everything by EnaiSiaion and skyBirds....papyrus is running like a champ.  I seriously went out of my way to crush my script engine....and couldn't.  Running Snapdragon Prime ENB + Expanded Snow Systems/NLA + Supreme Storms/NLA, and I have cloud shadows activated because I'm running Vivid Clouds (interestingly enough, that last trick calms down strobe light torches some).  I went out of my way to even push my ENB as hard as possible in addition to the script engine.  Well...I was able to play for hours without a CTD, all while maintaining 40-60 FPS.  It's not my rig, nor my setup.  Something is wrong with the mesh, skeleton, or animations being generated by FNIS for it.  Giants weren't the only creatures causing CTDs...they were just the only ones causing an immediate CTD that I could verify.  I was having random CTDs whenever I was around horses too.  Older versions didn't have this problem.

Posted

Scripts wont cause CTDs.

I went past the giant fighting with the companions a couple of days ago. I had 15 human followers with me and we had just fought a couple of dozen wolves and a werewolf around the junction near the meadery.

I never have problems there but there again I'm still on version 11b (if it's not broke I don't fix it). The question would be whether MMG has done anything to giants between 11b and your version.

Posted
9 hours ago, WCSC said:

went from 11.3 to the current.  Don't seem to have any issues other than dogs and wolves (maybe skinned/zombie dogs), some don't even come equipped.  Any idea what i messed up?  thx

i assume you have Immersive Creatures installed, there's a patch on page 20 of the BDIC support thread:

https://www.loverslab.com/topic/46289-bad-dogs-immersive-creatures-sic-addon/?do=findComment&comment=2394218

 

(or you installed "HDT all in one", it's files are badly outdated and should not be used)

 

6 hours ago, Ruhadre said:

I actually did this testing because it was driving me crazy!  lol.  I too have read about this being a vanilla problem, which led me to investigating many things before deciding to finally point the finger at MNC.  The CTD was clearly coming from the Giant itself, even after a fresh game.  It would CTD on approach and on fast travel to the farm outside of Whiterun.  So I double checked everything until it became clear that the only non-vanilla assets being loaded for giants were coming from MNC in the form of mesh, skeleton, and FNIS integration.  To verify that it was indeed MNC, I first uninstalled all the mods that needed it but kept it loaded.  Still same old CTD with fresh game.  Between tests, I re-ran LOOT, rebuilt Bash patch, re-ran FNIS.  I then uninstalled MNC, and just like magic...no more CTD in that location.  Even helped the companions kill it without a CTD.  Just to make sure that it wasn't script load on my end, I then installed a TON of script heavy mods afterwards that weren't in my load order previously.  Running everything by EnaiSiaion and skyBirds....papyrus is running like a champ.  I seriously went out of my way to crush my script engine....and couldn't.  Running Snapdragon Prime ENB + Expanded Snow Systems/NLA + Supreme Storms/NLA, and I have cloud shadows activated because I'm running Vivid Clouds (interestingly enough, that last trick calms down strobe light torches some).  I went out of my way to even push my ENB as hard as possible in addition to the script engine.  Well...I was able to play for hours without a CTD, all while maintaining 40-60 FPS.  It's not my rig, nor my setup.  Something is wrong with the mesh, skeleton, or animations being generated by FNIS for it.  Giants weren't the only creatures causing CTDs...they were just the only ones causing an immediate CTD that I could verify.  I was having random CTDs whenever I was around horses too.  Older versions didn't have this problem.

Bash/Smash patches are known to mess up MNC's body template flags, also Crash Fixes v11/12 likes to crash around the horses when the skeleton.hkx is in place so maybe the giants have the same problem.

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