kathy55 Posted November 29, 2019 Posted November 29, 2019 Just now, MadMansGun said: Hearthfire Is it a requirement?
MadMansGun Posted November 29, 2019 Author Posted November 29, 2019 11 minutes ago, kathy55 said: Is it a requirement? yes, but in this case it's a easy to remove requirement, just some pet fox npc edits to remove: MoreNastyCritters.esp
kathy55 Posted November 29, 2019 Posted November 29, 2019 38 minutes ago, MadMansGun said: yes, but in this case it's a easy to remove requirement, just some pet fox npc edits to remove: MoreNastyCritters.esp 202.32 kB · 1 download update: i got the DLC and its working now, now part two installing horny creatures of skyrim wish me luck ? and thank yews for the help
rcy68 Posted November 29, 2019 Posted November 29, 2019 On 11/27/2019 at 11:24 PM, MadMansGun said: edit: bug should be fixed now. Cool. Guess I`ll fire it up. Might not be necessary, but...new play-through...again. I`ve NEVER reached level 50, ever. Something ALWAYS breaks. This time, Defeat it crashing me, for SOME reason. Probably it`s Amorous Adventures mucking it up. Ah, modding. What a fickle bitch you are. ? I really appreciate all the work you put into making Skyrim awesome. Thanks. (sorry for the second half of my post up there^^^^, but I just gotta vent sometimes)
MadMansGun Posted November 30, 2019 Author Posted November 30, 2019 1 hour ago, btasqan said: . on there own MNC and CF are not too bad (also CF was designed to be updated), deleting the MoreNastyCrittersFactory instances and cleaning orphaned scripts would be good enough....but SL Defeat + Amorous + Alternate start (+ any USLEP updates) = a fucking shitshow.
illenn Posted December 1, 2019 Posted December 1, 2019 I feel like this is the best place to ask this question, aside maybe Bakafactory's ABC. But For my current playthough I'm working with a daedric summoner vibe, and one of the creatures that is a staple for the flavor of it is the Mihail Dusk panther. Is there a way to get the sabercat mesh to work with MNC?
MadMansGun Posted December 1, 2019 Author Posted December 1, 2019 13 minutes ago, illenn said: I feel like this is the best place to ask this question, aside maybe Bakafactory's ABC. But For my current playthough I'm working with a daedric summoner vibe, and one of the creatures that is a staple for the flavor of it is the Mihail Dusk panther. Is there a way to get the sabercat mesh to work with MNC? as is the back end is too thin, so the meshes will end up floating underneath detached from the body. it's a common problem with Mihail's meshes, the body shapes are just too different from stock.
illenn Posted December 1, 2019 Posted December 1, 2019 5 hours ago, MadMansGun said: as is the back end is too thin, so the meshes will end up floating underneath detached from the body. it's a common problem with Mihail's meshes, the body shapes are just too different from stock. So long and short is that it would be possible but ALOT of work? Also many thanks for responding.
MadMansGun Posted December 1, 2019 Author Posted December 1, 2019 11 minutes ago, illenn said: So long and short is that it would be possible but ALOT of work? to make it look good? yes, it would need both the body & balls meshes to be edited. (also it looks like it's using a custom skeleton as well, so that would also need to be edited)
rcy68 Posted December 1, 2019 Posted December 1, 2019 15 hours ago, MadMansGun said: SL Defeat + Amorous + Alternate start (+ any USLEP updates) = a fucking shitshow Well, that`s unfortunate. Of all those, Amorous is the expendable one(shame, I really wanted to run through that, mainly for the Serana one). I was hoping dropping all the DD mods and a few others would kinda make it ok. Alternate start has been in my load order so long, I`m kinda scared to remove it. I just remember that when I tried to get rid of it, once, the starting cinematic went ape-shit. Wagon doing barrel-rolls and other stuff. But if I did the Helgen start through LAL, it worked fine. I would like to get rid of it, since I always do the Helgen start, anyway(Imperial Captain is my must-have first slave), but...see above. But I always figured that once the game got going, LAL would cease to be a factor. The "start" is over. Guess not. As for Defeat, I`ll take an arrow to the knee and never find warm sands before I remove it. <sigh> Time to start all over...again. Maybe one day I`ll see level 50. But I`m not optimistic, being a caveman and all?. But I`m only just past killing the first dragon, this time. I don`t install/uninstall mid-game, EVER. Change shit and start anew. I hate updating anything mid-game, as well. I try, sometimes, but it rarely works out. SO many runs through Bleak Falls Barrow. I can do it in my sleep. Thank the Gods it`s kinda short. ?"Oh no...Oh no. It`s off to Helgen I go."? This has certainly gone off track. Sorry, everyone.
Grey Cloud Posted December 1, 2019 Posted December 1, 2019 59 minutes ago, btasqan said: One thing you also have to check is your skyrim ini. If configured unwisely, you start to corrupt saves or CTD midgame without your installed mods being the primary problem Can you explain how Skyrim.ini can corrupt a save or cause a CTD mid-game? Could you also define 'script-heavy', please?
MadMansGun Posted December 1, 2019 Author Posted December 1, 2019 3 hours ago, btasqan said: Probably because Defeat wont quit scenes that were far away from me (me in whiterun, NPC to NPC sex scene half way to riverwood still running) and so on. sexlab has a debug setting to stop all active animations. 3 hours ago, btasqan said: One thing you also have to check is your skyrim ini. If configured unwisely, you start to corrupt saves or CTD midgame without your installed mods being the primary problem. the only thing i'm aware of there is bad MemoryPageSize and fUpdateBudgetMS settings (also turn off "bEnableLogging" when your not using it)
Grey Cloud Posted December 2, 2019 Posted December 2, 2019 1 hour ago, btasqan said: Corrupting your savegame or getting CTD by messing up your Skyrim.ini is very easy, but if you are not a noob with Sykrim, you wont get the problems right away but further into your playthrough. That is not an explanation of how. That is just another assertion that it can. [ spoiler ] without the spaces [ /spoiler ] without the spaces but with the forward slash unless it has changed in the last 24 hours. Or use the 'eye' icon on the bar above. Your wall of waffle Papyrus is mostly just that with some quotes from S.T.E.P. 2 hours ago, btasqan said: fUpdateBudgetMS=2.0 From the Creation Kit wiki: https://www.creationkit.com/fallout4/index.php?title=INI_Settings_(Papyrus) fUpdateBudgetMS This setting controls how much time the main Papyrus update loop gets. This loop mainly controls function dispatch. If a lot of function calls are being made and a lot of scripts are running, increasing this value may improve script performance at the cost of reduced game framerate. However most of the time the VM won't take this entire time slice and increasing the value will have no effect. Default: 1.2 2 hours ago, btasqan said: fExtraTaskletBudgetMS helps to get all your currently needed scripts to finish up. If it is too low, your game tends to stutter (you often get 1-5 or even more seconds where the game wont graphically response when too many NPCs or Enemies are around doing script heavy shit). Your FPS is stable, but the game just sometimes does not respond. You really feel the engine calculating background stuff before letting you continue to play, even on higher end PCs. Increasing it reduces the stutters. Skyui and Dialog and overlay menus open accordingly faster and respond fast when midst combat. From the CK wiki again: fExtraTaskletBudgetMD This setting controls how much time taken out of another game thread is taken up by running script tasklets (the code that runs the raw script byte code). This time is on top of the time that the tasklets normally get in their own thread, but because that thread is shared they may end up being starved if other systems are highly stressed. If the game is not stressed, this time will not be used. Increasing this value may improve script performance in high-stress situations at the expense of framerate. Default: 1.2 From my game which very, very rarely CTDs and which has a more or less default Papyrus section. Probably circa 300 mods with circa 220 plug-ins. That's 70 or 72 followers using EFF. The game was a bit laggy at that stage but still playable. I don't use HDT hair and clothes but they all bounce n jiggle.
jimmywon34 Posted December 3, 2019 Posted December 3, 2019 this is out of date correct? it says v12 rc 10 but it says you released something on Thursday on this description page and it's also v12?
MadMansGun Posted December 3, 2019 Author Posted December 3, 2019 1 hour ago, jimmywon34 said: this is out of date correct? yes, but there are a few reasons why SE has not been updated yet. 1. we are waiting to see if there are any more problems with the edited CF. 2. the edited CF has not been tested in SE yet. 3. LL is/was having problems with file uploads. 4. i'm not the one that dose the porting work.
GenioMaestro Posted December 3, 2019 Posted December 3, 2019 19 hours ago, btasqan said: Corrupting your savegame or getting CTD by messing up your Skyrim.ini is very easy, but if you are not a noob with Sykrim, you wont get the problems right away but further into your playthrough. Here are parts of my modiyied Skyrim.ini settings with my experiences in brakets or same color): As i know the only parameter in the INI files that can corrupt the savegame when is changed is uGridsToLoad But the savegame is not totally lost because you can recover it ussing Stable uGridsToLoad. Is a bad mod that must be used only and exclusive for change uGridsToLoad in a running game. The rest of the parameters in the INI files can be changed in any moment. The relation of yours experiences are very funny but only mean that you not have the basic Stability Tools: SKSE Memory Patch, Crash Fixes 12, ENB in Boost mode, BethIni. With that stability tools correctly configured the game can run any combination of mods in any machine whitout any CTD for 4, 6, 8... consecutive hours... I talking about 250 plugings half of them from LL. The problems are not caused by the scripts, or the mods, or CF, or MNC, or Defeat, or CursedLoot... After the correct loading of the savegame all the CTD in Skyrim are caused by memory problems or bad mesh. The parameters of the INI files have a direct impact on the stability of the game and the only tool that i know for configure the INI files in the correct way is BethIni. If you have made manually changes to your INI files delete it before run BethIni. 1
monsta88 Posted December 3, 2019 Posted December 3, 2019 Hi there, I updated MNC to the latest version (v12). I reran FNIS. I disabled the old CF, so I'm using the one in the package. I noticed a problem with horses (I didn't check other animals). Their cock gets attached and reacts to their arousal (so they walk along with a big hardon). However during a sex scene, the cock stays in one position and does not move. It results in a very stretched textures as they still try to connect to the proper part of the horse. So in sex scenes the cock does not move with the horse, it is fixed at a point in the air. I tried it on 2 different horses, Shadowmere and a regular one. I don't have any horse mod. I tried to reset everything in CF (DB clear, re-register, etc). Update: It seems the problem is caused by XP32MSE 4.66. I moved MNC after it (so MNC overwrites the Horse skeleton) and it works now. I leave this here, maybe it helps someone. Peace, M
MadMansGun Posted December 3, 2019 Author Posted December 3, 2019 1 hour ago, monsta88 said: It seems the problem is caused by XP32MSE 4.66. I moved MNC after it (so MNC overwrites the Horse skeleton) and it works now. I leave this here, maybe it helps someone. that's already known, the XP32 skeleton lacks the ABC penis nodes.
Grey Cloud Posted December 4, 2019 Posted December 4, 2019 30 minutes ago, btasqan said: I think you believe I am trying to teach you guys stuff The issue here is not who you are trying to teach but that you are spreading nonsense.
btasqan Posted December 8, 2019 Posted December 8, 2019 Riekling rider, charger or let s say mounted riekling and their bristlebacks dont load schlongs. Used to work fine versions ago.
MadMansGun Posted December 8, 2019 Author Posted December 8, 2019 1 hour ago, btasqan said: mounted riekling and their bristlebacks dont load schlongs. Used to work fine versions ago. problem found & fixed, it's race was missing the needed keyword ( the new CF is extremely picky about needing "ActorTypeCreature" ) here's a quick patch: MoreNastyCritters.esp 1
btasqan Posted December 8, 2019 Posted December 8, 2019 6 hours ago, MadMansGun said: problem found & fixed, it's race was missing the needed keyword ( the new CF is extremely picky about needing "ActorTypeCreature" ) here's a quick patch: MoreNastyCritters.espFetching info... Thanks. BTW, sinc some time spider that are followers (I use untamed) stop following my character once they have gotten some action. They just stand on their last position and dont even engag in fighting. Do you have an idea where the issue is?
Abyssal_Wyvern Posted December 8, 2019 Posted December 8, 2019 Hello, i was wondering if someone could help, i upgraded to version 12, but now no creatures show up in creature framework, no animations show up in the SLAL menu, the creatures have genitals, least the basic normal ones that i assume comes with MNC, but when in animation they don't become erect, i tried re-following your guide and reinstalled in the correct order, i tried to mess around with the plugin load order as well incase somehow the mod manager was F'ing it up, but neither helped, tried reinstalling J-containers as part of following the install order since you said that may fix SLAL not showing up, but they still arn't there, to sum it up, no creatures in creature framework menu, no SLAL animations showing and creatures not getting erect during sex.
btasqan Posted December 8, 2019 Posted December 8, 2019 35 minutes ago, Abyssal_Wyvern said: Hello, i was wondering if someone could help, i upgraded to version 12, but now no creatures show up in creature framework, no animations show up in the SLAL menu, the creatures have genitals, least the basic normal ones that i assume comes with MNC, but when in animation they don't become erect, i tried re-following your guide and reinstalled in the correct order, i tried to mess around with the plugin load order as well incase somehow the mod manager was F'ing it up, but neither helped, tried reinstalling J-containers as part of following the install order since you said that may fix SLAL not showing up, but they still arn't there, to sum it up, no creatures in creature framework menu, no SLAL animations showing and creatures not getting erect during sex. Did you uninstall the old CF? Also it seems you screwed up something else in the process, because you human or non creature animations also dont show up. Make a screenshot of you nexus mod manager "mods" tab. Please have them sorted by "download date". Make screenshots of all the mods so we can see if you missed uninstalled one that is required.
Abyssal_Wyvern Posted December 8, 2019 Posted December 8, 2019 5 minutes ago, btasqan said: Did you uninstall the old CF? Also it seems you screwed up something else in the process, because you human or non creature animations also dont show up. Make a screenshot of you nexus mod manager "mods" tab. Please have them sorted by "download date". Make screenshots of all the mods so we can see if you missed uninstalled one that is required.
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