Jump to content

More Nasty Critters Legendary Edition


Recommended Posts

Posted
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.

Posted
27 minutes ago, MadMansGun said:

skeleton getting overridden by something.

meaning re-installing mnc should solve that?

Posted
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)

Posted
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.

Posted
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 :)

Posted
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.

Posted
22 minutes ago, MadMansGun said:

maybe the horse ones for the ABC animations, but nothing serious that i know of.

Will do, thanks xD

Posted

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.

Posted
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

 

Posted

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.

Posted

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

Posted
1 hour ago, Direwolf1 said:

game crashes when main menu loading

missing mod/DLC/master file.

Posted
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.

Posted
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

Posted

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!

Posted
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.

Posted
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!

Posted

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),

 

Posted
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)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...