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More Nasty Critters Legendary Edition


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Posted
1 hour ago, ShroomDraco said:

Hello all, I have a quick (and hopefully simple) question to those of you with much more experience editing then I do. I was wondering if there was a way to get the Vargr (the white deathhounds from this mod https://www.nexusmods.com/skyrim/mods/60613) to be recognized the same way the deathhounds from the base game are in terms of animation. I looked around a bunch of threads and didnt exactly find anything solid as far as which direction (or even how to start changing the race for example) to go in, at least nothing I could understand at my minimum skill level when it comes to TES5 or the CK.

 

Any help would be appreciated!

you would need to edit the "MoreNastyCrittersFactory" script, or edit the race's names in that mod's esp to match that of already registered races (eg: "mihailhellhoundrace")

 

also you would need to add dicks to the meshes with NifSkope.

 

 

i'm not able to (safely) edit meshes at this time due to my graphics card problem.

Posted
1 hour ago, MadMansGun said:

you would need to edit the "MoreNastyCrittersFactory" script, or edit the race's names in that mod's esp to match that of already registered races (eg: "mihailhellhoundrace")

 

also you would need to add dicks to the meshes with NifSkope.

 

 

i'm not able to (safely) edit meshes at this time due to my graphics card problem.

Changing the race name worked perfectly, thanks for the help!

  • 2 weeks later...
Posted

First, a really big thanks for the continued work on this mod.  I have been using this for a long time and the improvements are amazing!

 

In chasing some scaling issues (not with MNC, that I can tell) and wanted to avoid crashing, I came across this thread below.  When I install the "SetVechileFixPlugin" from that thread, it conflicts with the same named plugin in MNC.

 

Do these plugins do the same thing?

 

Any help or a point in the right direction is appreciated.

 

)

Posted
1 hour ago, h311h0und1134 said:

Question, since I couldn't see this in the change logs, but is crash fixes still causing crashes in regards to the skeletons?

i think it's fixed but i'm not 100% sure on that, the skeleton.hkx was re-converted with a different program.

Posted
21 hours ago, MadMansGun said:

i think it's fixed but i'm not 100% sure on that, the skeleton.hkx was re-converted with a different program.

Welp, guess I'll risk it and let you know if I have any problems hopefully you'll be able to add that to the 'fixed' category worst comes to worse I can always revert to an older version.

Posted
35 minutes ago, lafourminoir said:

any tip for take the fix creature Framework without sexlab aroused mod ?

 

sexlab aroused mod make some shit things with facial animations on H scenes

disable/remove sexlab aroused's esp file but keep it's script files installed (you may need to extract them from the bsa file...but im not 100% sure on that)

Posted
4 hours ago, MadMansGun said:

disable/remove sexlab aroused's esp file but keep it's script files installed (you may need to extract them from the bsa file...but im not 100% sure on that)

extract them from the bsa ? any tool for extract ?

 

 

Posted
1 hour ago, lafourminoir said:

extract them from the bsa ? any tool for extract ?

 

 

there are many programs available:

https://www.nexusmods.com/skyrim/mods/56063

https://www.nexusmods.com/skyrim/mods/4804

https://www.nexusmods.com/skyrim/mods/1395

https://www.nexusmods.com/skyrim/mods/59553

 

but if you delete the esp the game should still be able to load the bsa...it's just that extracting them seems to work better.

Posted
4 minutes ago, AkiKay said:

Is there a way i can remove the SLAL Animations from this Mod ? 

yes, go to "Data\meshes\actors" and enter a search for "MoreNastyCritters" and delete everything that shows up, then go to "Data\SLAnims" and delete "MoreNastyCritters.json"

Posted
2 minutes ago, MadMansGun said:

yes, go to "Data\meshes\actors" and enter a search for "MoreNastyCritters" and delete everything that shows up, then go to "Data\SLAnims" and delete "MoreNastyCritters.json"

Thank you very much! Although the Animations were in Data/meshes/actors/character/animations and then MoreNastyCritters.

Posted
8 minutes ago, AkiKay said:

Thank you very much! Although the Animations were in Data/meshes/actors/character/animations and then MoreNastyCritters.

you missed the creature side of the animations if you only deleted that folder, that's why i say:

Quote

go to "Data\meshes\actors" and enter a search for "MoreNastyCritters"

 

Posted

There is a problem with spider animations (all sizes). After they finish an animation they get stuck in an old missionary animation. Even hitting them doesn't stop them.

Posted
3 hours ago, farzin said:

wolf cock texture missing just purple color

how fix this

 

you probably have BDIC installed, there is a patch here:

https://www.loverslab.com/topic/46289-bad-dogs-immersive-creatures-sic-addon/page/20/?tab=comments#comment-2394218

Posted

Is there a mod like making the creature pc had sex with a temporary follower like bosmer racial power? I just want a reward and punishment system for sex. I use apropos for the later. Do you guys have your own rules to reward the pc for having sex aside from the buff of SAR? As for me, I give my pc a random picture from 140 gallery mod each time she gains relationships through Sexlab Eager NPCs.

Posted
On 6/8/2017 at 11:45 AM, Rock&Rule said:

 

Bazinga was posting recently that he has plans for an update this summer if he has the time.

 

That is still using the old directory and may be looking for the old esp. Since it is a SLAL pack now it is setup differently. Best bet reinstall AIO AP without the MNC option.

I have a problem that I see others had, but none of the solutions seem quite right for my case, and I'm sure anyone (new to modding) using the latest MODs for Skyrim will have the same problem.  I'm using the latest MNC SLAL 12RC9 with latest AIO AP 4.0 as a new install.  Using a dog as my example, both those MODs include the dogHard.nif.  When using the one from MNC I get a penis that looks right but no collision with the vagina, and when I reverse the order (I'm using latest MO) I get a purple penis but the collision now do work fine (I can even hide that nif in either MOD to get consistent results.  I've seen threads that talk about adding collisions to a nif (in the case that would be adding them to the MNC dogHard.nif, but isn't there already an patch somewhere that I'm just not able to find that already addresses this as there are many nifs to fix to make both the purple penis go away but still supporting collisions?  As per my understanding either the MNC nifs or the AIO AP creature nifs need to include both.  Thanks so much for your help!

Posted
8 hours ago, MalicoVuckovic said:

I have a problem that I see others had, but none of the solutions seem quite right for my case, and I'm sure anyone (new to modding) using the latest MODs for Skyrim will have the same problem.  I'm using the latest MNC SLAL 12RC9 with latest AIO AP 4.0 as a new install.  Using a dog as my example, both those MODs include the dogHard.nif.  When using the one from MNC I get a penis that looks right but no collision with the vagina, and when I reverse the order (I'm using latest MO) I get a purple penis but the collision now do work fine (I can even hide that nif in either MOD to get consistent results.  I've seen threads that talk about adding collisions to a nif (in the case that would be adding them to the MNC dogHard.nif, but isn't there already an patch somewhere that I'm just not able to find that already addresses this as there are many nifs to fix to make both the purple penis go away but still supporting collisions?  As per my understanding either the MNC nifs or the AIO AP creature nifs need to include both.  Thanks so much for your help!

I kept looking till I found another MOD that adds collisions for beasts and I found it.  Animal SOS.  Adding that after both MNC and AIO AP address the issue.  All works now.  Thought others having the same issue will find this a simple fix.

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