MadMansGun Posted June 17, 2019 Author Posted June 17, 2019 8 minutes ago, Shanea said: I've ran into an entirely different problem... when i start animation with troll, the trolls erection is stuck in the air! Troll movement runs correctly, just the erection is kinda glued to some invisible mesh... Anyone know what's wrong? skeleton getting overridden by something.
Shanea Posted June 17, 2019 Posted June 17, 2019 27 minutes ago, MadMansGun said: skeleton getting overridden by something. meaning re-installing mnc should solve that?
Z0mbiN3 Posted June 17, 2019 Posted June 17, 2019 3 hours ago, Shanea said: meaning re-installing mnc should solve that? Not if you're using mod organizer. XMPSE or another mod is probably loading after MNC or its dependencies, overriding the troll's skeleton. Think it was XMPSE for me, happened with giants and horses as well. Either move MNC and dependencies below XMPSE, or remove XMPSE's conflicting skeletons (make a back up)
btasqan Posted June 17, 2019 Posted June 17, 2019 17 minutes ago, Z0mbiN3 said: Not if you're using mod organizer. XMPSE or another mod is probably loading after MNC or its dependencies, overriding the troll's skeleton. Think it was XMPSE for me, happened with giants and horses as well. Either move MNC and dependencies below XMPSE, or remove XMPSE's conflicting skeletons (make a back up) Sounds like you are using Vortex or MO? I run into these static creatures problem too, most often skeevers, when tsting with Vortex. Usually current ABC and MNC should override any XMPSE because they are the ones most recently needed for SL. Manual install or NMM (version 0.6.x.x.) solves this on my end.
Shanea Posted June 18, 2019 Posted June 18, 2019 18 hours ago, Z0mbiN3 said: Not if you're using mod organizer. XMPSE or another mod is probably loading after MNC or its dependencies, overriding the troll's skeleton. Think it was XMPSE for me, happened with giants and horses as well. Either move MNC and dependencies below XMPSE, or remove XMPSE's conflicting skeletons (make a back up) Thank you! I'm going to try this
yagonew Posted June 18, 2019 Posted June 18, 2019 Just updated MNC from V11C to the latest version, do I need to re-install all the mod compatibility kit patches ??
MadMansGun Posted June 18, 2019 Author Posted June 18, 2019 22 minutes ago, yagonew said: Just updated MNC from V11C to the latest version, do I need to re-install all the mod compatibility kit patches ?? maybe the horse ones for the ABC animations, but nothing serious that i know of. 1
yagonew Posted June 18, 2019 Posted June 18, 2019 22 minutes ago, MadMansGun said: maybe the horse ones for the ABC animations, but nothing serious that i know of. Will do, thanks xD
Shade115 Posted June 21, 2019 Posted June 21, 2019 Potentially a dumb question here, but do you happen to know if it's safe to delete animations that come with Sexlab to cut down on animation count for stability? Frankly speaking, the default animations for Sexlab are old and I personally don't like them, so if I could get rid of any, it'd be them.
MadMansGun Posted June 22, 2019 Author Posted June 22, 2019 5 hours ago, Shade115 said: Potentially a dumb question here, but do you happen to know if it's safe to delete animations that come with Sexlab to cut down on animation count for stability? Frankly speaking, the default animations for Sexlab are old and I personally don't like them, so if I could get rid of any, it'd be them. sort of but you need to edit scripts to do it, Eg: in a test i ported all stock SexLab Creature animations to SLAL, but to do that i first had to pretty much nuke most of sslCreatureAnimationDefaults and then remake the behavior files. in your case (just removing) you would need to run a search for and delete everything called "SexLabCreatures" inside the meshes folder. here's a copy of my "nuked" creature script so you don't need to edit it yourself: nuked SLC scripts.7z but i don't have one for human animations (sslAnimationDefaults) at this time, but i think it would end up looking like this: scriptname sslAnimationDefaults extends sslAnimationFactory function LoadAnimations() ; Prepare factory resources (as non creature) PrepareFactory() RegisterCategory("Missionary") RegisterCategory("DoggyStyle") RegisterCategory("Cowgirl") RegisterCategory("Sideways") RegisterCategory("Standing") RegisterCategory("Anal") RegisterCategory("Oral") RegisterCategory("Boobjob") RegisterCategory("Foreplay") RegisterCategory("Lesbian") RegisterCategory("Footjob") RegisterCategory("Misc") RegisterCategory("Solo") RegisterCategory("Orgy") RegisterOtherCategories() endFunction
Shade115 Posted June 22, 2019 Posted June 22, 2019 Thanks, I'll test it later. I don't mind searching either, as I already did at one point remove all the animations and behavior files for Sexlab Creatures to see just how much it would save; I was satisfied with the numbers, but I made sure to undo it as I was rather sure something would break.
Direwolf1 Posted June 25, 2019 Posted June 25, 2019 Well, idk what the point/ Im upgraiding from 9 version to 12 and do everything that was sayed in tutorial. But game crashes when main menu loading
MadMansGun Posted June 25, 2019 Author Posted June 25, 2019 1 hour ago, Direwolf1 said: game crashes when main menu loading missing mod/DLC/master file.
Direwolf1 Posted June 25, 2019 Posted June 25, 2019 14 minutes ago, MadMansGun said: missing mod/DLC/master file. And how fix it?
MadMansGun Posted June 25, 2019 Author Posted June 25, 2019 45 minutes ago, Direwolf1 said: And how fix it? install the missing mod/DLC/master file. also a bad load order can do the same thing.
Direwolf1 Posted June 25, 2019 Posted June 25, 2019 26 minutes ago, MadMansGun said: install the missing mod/DLC/master file. also a bad load order can do the same thing. but how i should find out what file is missing? Like, i read instruction, but can find solution. Also load order is correct
xyzxyz Posted June 25, 2019 Posted June 25, 2019 Sexlan_nude_creatures became completly obsolete and can be deleted, right?
btasqan Posted June 25, 2019 Posted June 25, 2019 5 hours ago, xyzxyz said: Sexlan_nude_creatures became completly obsolete and can be deleted, right? Yes. 1
wilks82 Posted June 27, 2019 Posted June 27, 2019 Hey, I am so grateful for you guys keeping this mode updated and strong but I was wondering something pertaining to this update. Quote ModCompatibilityKitsForMNCv11.2 added a patch for "Zombies- Mihail Monsters and Animals" made by someone who wants to remain anonymous. edit: and they made another patch for "Zombie Dogs and Skinned Hounds- Mihail Monsters and Animals" edit2: a error was fixed for the Zombie Dogs patch Is it at all possible to make 3 additional Hentai Spell Tomes to summon all three types of these? All the ones I summon with Console Commands are aggressive and I wouldn't mind having them as a follower! Or if you can point me in the right direction to have passive types I could use? Over all thanks!
MadMansGun Posted June 27, 2019 Author Posted June 27, 2019 4 hours ago, wilks82 said: Is it at all possible to make 3 additional Hentai Spell Tomes to summon all three types of these? it's a bitch to setup new spells & NPCs, so no i won't be doing that. your best option is to edit the leveled actor lists that some preexisting spells use so they can get randomly spawned in by them. 1
wilks82 Posted June 27, 2019 Posted June 27, 2019 36 minutes ago, MadMansGun said: it's a bitch to setup new spells & NPCs, so no i won't be doing that. your best option is to edit the leveled actor lists that some preexisting spells use so they can get randomly spawned in by them. Fair enough, thanks for answering me, my dude!
Joe_Oni Posted June 28, 2019 Posted June 28, 2019 on your ExperimentalSexLabCreaturesV1-62ToSLALConversion Did you change the spider size because of poor alignment? (I only kept the (small spider) penetration animation in my SLAL) and the wolves aren't animating but do in my example (below) shouldn't there be a wolf tag? id="Canine_Doggystyle", name="(Canine) Doggystyle", tags="Gone,Bestiality,Dirty,Doggystyle,Canine,Dog,Vaginal", sound="Squishing", actor1=Female(add_cum=Anal), actor2=CreatureMale(race="Canines", forward=45, rotate=180), ============================================================= id="Canine_Doggystyle", name="(Canine) Doggystyle (Gone)", tags="Gone,Bestiality,Dirty,Dog,Doggystyle,Wolf,Vaginal", sound=Squishing , actor1=Female(add_cum=VaginalAnal), actor2=CreatureMale(race="Canines", forward=45, rotate=180),
MadMansGun Posted June 28, 2019 Author Posted June 28, 2019 57 minutes ago, Joe_Oni said: on your ExperimentalSexLabCreaturesV1-62ToSLALConversion Did you change the spider size because of poor alignment? (I only kept the (small spider) penetration animation in my SLAL) there are/was many problems with the spider animations: 1. "Spider_Double" was made for a "height 1.0" spider....there are no spiders in skyrim with a height of 1.0, the "Large" one was the closest at 1.2 ,also the positioning offset was reversed from what it should have been. 2. "Spider_Penetration" seems to line up much better with the Large Spider, so i think it was made for height 1.0 as well. 3. "BigSpider_Penetration" was setup as a Large Spider but it should have been a Giant Spider (height of 1.9) 57 minutes ago, Joe_Oni said: and the wolves aren't animating but do in my example (below) shouldn't there be a wolf tag? that one tag should not stop the animation from playing. (may depend on how your starting the animation)
Magos567 Posted July 1, 2019 Posted July 1, 2019 mammoth penis :-() When I was a kid, I saw an elephant in the zoo scratching his belly with his penis ? i never forget 1
Pfiffy Posted July 2, 2019 Posted July 2, 2019 So which cratures have changed? I'm working on the SE version rught now and want to know what I have to test first.
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