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More Nasty Critters Legendary Edition


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Posted
2 hours ago, cbvbadlarry said:

so im not sure whats causing it but for a while now all the horses in my game have been female. tried using creature frameworks pupeteer to force one to male but it still has the female mesh any idea whats going on or how i can get male horses again?

 

one of the horse mods/patches is known to do that for some unknown reason.

Posted
16 hours ago, MadMansGun said:

one of the horse mods/patches is known to do that for some unknown reason.

i guess its the convenient horses patch, ill see what happens when i remove it, thanks for helping me narrow it down a bit i wasnt even sure it was related to your mod.

 

 

EDIT: seems it makes old saves  ctd when i try to enter a cell with horses ive already encountered and new saves have generic convenient horses meshes, oh well guess ill deal with mono gendered horses for now.

Posted
27 minutes ago, cbvbadlarry said:

EDIT: seems it makes old saves  ctd when i try to enter a cell with horses ive already encountered and new saves have generic convenient horses meshes, oh well guess ill deal with mono gendered horses for now.

or use the "sexchange" console command on them.

Posted
On 3/30/2019 at 6:24 PM, MadMansGun said:

convenient horses has some sort of texture based animation event inside it's meshes that is used to remove the horse's mane when armors are equipped, the patch adds the adult bits onto these meshes, it also adds a aroused mesh for a horse named "Serana".

 

Just want to understand the statement "adds a aroused mesh for a horse named "Serana"" which implies only 1 of the Convenient Horses can be hard.  I'm currently trying to fix the problem where the horses my followers ride don't get hard during sex animations (only 15 followers can get a horse, and I haven't tried them all).  I've tested with the patch in FOMODbyCGI_ModCompatibilityKitsForMNCv12.7Z as well as the patch in ModCompatibilityKitsForMNCv12.7z (my understanding is this is actually the same patch just packaged differently but tried anyway) as well as with no patch, and in all cases, my follower's horses don't get hard during SL animations.  The other horses do get visibly hard as expected.  To be clear, the Convenient Horse Cocks are always visible (but it stays retracted), however, when in an SL animation, the collisions are clearly visible a fare distance from the retracted penis, as if the cock is actually hard, but invisible.  Thanks for any help fixing this you can provide!

Posted
2 hours ago, MalicoVuckovic said:

Just want to understand the statement "adds a aroused mesh for a horse named "Serana"" which implies only 1 of the Convenient Horses can be hard.  I'm currently trying to fix the problem where the horses my followers ride don't get hard during sex animations (only 15 followers can get a horse, and I haven't tried them all).  I've tested with the patch in FOMODbyCGI_ModCompatibilityKitsForMNCv12.7Z as well as the patch in ModCompatibilityKitsForMNCv12.7z (my understanding is this is actually the same patch just packaged differently but tried anyway) as well as with no patch, and in all cases, my follower's horses don't get hard during SL animations.  All other horses do get hard as expected, including the one I bought in Whiterun and the extra horses from SL More Creatures.  Thanks for the help.

they should all get hard, so i don't know whats going on there.

Quote

Aroused mesh not getting applied during animations:
go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
note: if you have SexLab Aroused fully installed you may need to lower the "Arousal threshold" setting in the Creature Framework MCM.

motherfucking horse mods

Posted
4 hours ago, MalicoVuckovic said:

I'm currently trying to fix the problem where the horses my followers ride don't get hard during sex animations (only 15 followers can get a horse, and I haven't tried them all).

Try the brown horse (I *think* it is the Windhelm one).  I use convenient horses and that is the only follower horse colour that get its "equipment", but I don't remember if it is from editing I did with the mod or the compatibility patch.  All saddles do work, but the horse itself needs to be brown.

 

I seem to recall the issue being that convenient horses only really has one "base" horse for followers (the brown one) and does some swapping shenanigans for the other colours.  The actual player horse should hopefully work fine with the patch.

Posted
12 hours ago, Reesewow said:

Try the brown horse (I *think* it is the Windhelm one).  I use convenient horses and that is the only follower horse colour that get its "equipment", but I don't remember if it is from editing I did with the mod or the compatibility patch.  All saddles do work, but the horse itself needs to be brown.

 

I seem to recall the issue being that convenient horses only really has one "base" horse for followers (the brown one) and does some swapping shenanigans for the other colours.  The actual player horse should hopefully work fine with the patch.

Thanks, I'll try the brown CH horse as soon as I get a chance.  Yes, the PC horse works fine, as do all the others non Convenient Horses I've tried (like the ones from hentai creatures and SL more creatures).

Posted
4 hours ago, RaverLord Nito said:

Do you need HCOS for the animations or does this come with the same anims

 

MNC comes with (older) animations that are made by other people, HCOS comes with animations made by me.

Posted
On 10/19/2019 at 6:30 AM, Daedric Prince of Lust said:

Hi. I'm having an issue where Zombies - Mihail Monster (link below) always have flaccid penises, even during sex. I have the appropriate patch, but it's still not working. Not sure if this is relevant, but the creature they're based on (Draugr) get erections normally as they should.

 

https://www.nexusmods.com/skyrim/mods/91287

 

Any help?

 

Anyone?

Posted
33 minutes ago, chloepricelis said:

The wolf "Mnc Rescaled Mesh" is for the legacy wolf penis? Page 6 Creature Framework. First glance, Billyy's Legacy wolf pack doesn't align in "Mnc Rescaled Mesh".

Quote

known problems:
the "Event OnUpdate()" command for my wolf rescale script is not working so it's not bypassing "even actor heights", so for now i added the SetVehicleFixPlugin.dll made by h38fh2mf, i did add that NiOverride / NiStringExtraData thing to the wolves that everyone was suggesting but it's not doing jack shit for me, so if the legacy wolves suddenly become much bigger than they should be that's probably why.

use nifskope to delete the NiOverride or use tes5edit to remove the enchantment from the wolf armors.

(don't do both at the same time)

Posted

When I dismiss Hentai Ice Wraith their ashes remain.
When I dismiss Hentai Dwarven Spider they are not disappeared and problem is on dismiss it explode resulting in a mess; all objects fly everywhere.

Posted

None of the Dwemer bots animations seem to be working for me.  Using Defeat, I will get knocked down as usual during a fight and then the bots will just wander off without any form of assault.  I do have animations installed, enabled and registered (and I've disabled, rebuilt the registry and then re-enabled and rebuilt) but nothing seems to be working.

Posted
12 minutes ago, chloepricelis said:

When I dismiss Hentai Ice Wraith their ashes remain.
When I dismiss Hentai Dwarven Spider they are not disappeared and problem is on dismiss it explode resulting in a mess; all objects fly everywhere.

that's due to the game killing them on despawn

6 minutes ago, docsteel said:

None of the Dwemer bots animations seem to be working for me.  Using Defeat, I will get knocked down as usual during a fight and then the bots will just wander off without any form of assault.  I do have animations installed, enabled and registered (and I've disabled, rebuilt the registry and then re-enabled and rebuilt) but nothing seems to be working.

that's a SLDefeat problem, there should be a setting somewhere in it's MCM to make it reevaluate what it considers a valid race.

Posted
27 minutes ago, MadMansGun said:

that's a SLDefeat problem, there should be a setting somewhere in it's MCM to make it reevaluate what it considers a valid race.

I thought so too but I have all creatures enabled under the Defeat menu as well.  I know I had it working before in a previous install.  Very confusing.

Posted
3 minutes ago, docsteel said:

I thought so too but I have all creatures enabled under the Defeat menu as well.  I know I had it working before in a previous install.  Very confusing.

Your Defeat probably was not reconfigured after SLAL registration. In that case reconfigure Defeat always afterward.

Defeat MCM: Reconfigure Defeat.

 

36 minutes ago, MadMansGun said:

that's due to the game killing them on despawn

Is there some way that Ice Wraith or Dwarven Spider be "disable" then "markfordelete" on dismiss?

Posted
2 hours ago, chloepricelis said:

Is there some way that Ice Wraith or Dwarven Spider be "disable" then "markfordelete" on dismiss?

no not really, that's just how skyrim's summon system works.

the only way to "fix" it is to make them completely unkillable.

Posted

Any reason why Mihail Undead Werewolves are not in the v12 compatibility archive? Guess, they dont wrk anymore, least for me it doesn swap over, tried re-register in CF.

Posted
2 hours ago, Dojo_dude said:

Any reason why Mihail Undead Werewolves are not in the v12 compatibility archive?

it was never in the kit, i did not make that one, and the one who did uploaded it themselves as it's own thing.

.....but it would make sense to add it.

 

2 hours ago, Dojo_dude said:

Guess, they dont wrk anymore, least for me it doesn swap over, tried re-register in CF.

don't know, Undead Werewolves may have been updated so something.

Posted

Had to bugger off to work, but got the Werewolves working for MnC12 RC12
Using "Mihail Undead Werewolves for CF v1a with HDT" overwriting everything above it in MO. Did not require a re-register in CF. Thanks*


* I'll probably never lose to those bastard anyway! ahahha

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