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More Nasty Critters Legendary Edition


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Posted
5 hours ago, MadMansGun said:

Creature Framework is now (re)included with MNCv12.

What the whole creature framework is in your mod now? I thought it was just an esp and a few changes but "Creature Framework 1.1.0-pre2" was still needed? So you can just remove the older version because I didn't, I just have yours overwriting the old in MO and haven't seen any problems yet? There are still scripts in the older that aren't in yours so should it be totally removed and FNIS redone again without it or leave it because I didn't see you say to remove the old version on the main page? An definitive answer to this would be great for the upgrade to v12.01 thx.

 

Also that guy with the Animation Fix you linked that is still in Beta posted on Dec7 and said doesn't know if there will be consequences yet, is it really safe because that's very tempting? He does seem like he knows his shit in the forum so are you running it?

Posted
5 hours ago, GoldMembr said:

What the whole creature framework is in your mod now? I thought it was just an esp and a few changes but "Creature Framework 1.1.0-pre2" was still needed? So you can just remove the older version because I didn't, I just have yours overwriting the old in MO and haven't seen any problems yet? There are still scripts in the older that aren't in yours so should it be totally removed

yes, remove any "Creature Framework 1.#.#" versions you have installed, the one in MNCv12 is a "v2.0.0" that uses less scripts.

 

5 hours ago, GoldMembr said:

FNIS

don't touch FNIS, the only file in MNC from FNIS is a edited BehavioredObjects.txt (and xxxBehavioredObjects.txt) that has a small fix for the looping spider animation problem.
 

Spoiler

 

the spider problem was caused by this:

frostbitespider;actors\frostbitespider;characters\frostbitespidercharacter.hkx;behaviors\frostbitespiderbehavior.hkx;returnToDefault;;;;21;39

vs

frostbitespider;actors\frostbitespider;characters\frostbitespidercharacter.hkx;behaviors\frostbitespiderbehavior.hkx;ReturnToDefault;;;;21;39

 

 

 

5 hours ago, GoldMembr said:

Also that guy with the Animation Fix you linked that is still in Beta posted on Dec7 and said doesn't know if there will be consequences yet, is it really safe because that's very tempting? He does seem like he knows his shit in the forum so are you running it?

i've been using it without problems, and so far the only side effects that people are reporting seem to be good ones. (Eg: more FPS on older/slower computers)

the technical details about it are in it's support thread.

 

just make sure you DON'T have "Animation Loading Fix v1.1" installed, v1.0 is safe, v1.1 is not.

Posted
2 hours ago, MadMansGun said:

yes, remove any "Creature Framework 1.#.#" versions you have installed, the one in MNCv12 is a "v2.0.0" that uses less scripts.

 

don't touch FNIS, the only file in MNC from FNIS is a edited BehavioredObjects.txt (and xxxBehavioredObjects.txt) that has a small fix for the looping spider animation problem.
 

  Reveal hidden contents

 

the spider problem was caused by this:

frostbitespider;actors\frostbitespider;characters\frostbitespidercharacter.hkx;behaviors\frostbitespiderbehavior.hkx;returnToDefault;;;;21;39

vs

frostbitespider;actors\frostbitespider;characters\frostbitespidercharacter.hkx;behaviors\frostbitespiderbehavior.hkx;ReturnToDefault;;;;21;39

 

 

 

i've been using it without problems, and so far the only side effects that people are reporting seem to be good ones. (Eg: more FPS on older/slower computers)

the technical details about it are in it's support thread.

 

just make sure you DON'T have "Animation Loading Fix v1.1" installed, v1.0 is safe, v1.1 is not.

Ok thanks and what that Spider fix that you linked before should people that used that also be removing it back to the original files in FNIS and just use yours or keeping both fine too? I am assuming it's fine yours is overwriting most of those but the "FNIS_SexLabCreature_frostbitespider_Behavior.hkx" and "frostbitespiderbehavior_TEMPLATE.txt"

 

When you get a chance maybe a little note on the main page saying to remove any CF you have installed when using the new v12 or v12.01 to avoid any further confusion or questions about it being a CF Patch might be a good idea too.  Also the "Gender Male Fallback = OFF" setting is not even there anymore to turn off after I remove CF v1.1.0 Pre2 completely.

 

If it's also a big benefit to run "Animation Loading Fix  v1.0" then cool I'll use it?

Posted
1 hour ago, thehoodedteddy13 said:

Alright, I did that, most of the animations work except for the experimental penetration one.

i'm not sure what your taking about there, is that the one from SexLabCreature? (no big loss if it is)

Posted
10 minutes ago, thehoodedteddy13 said:

Yes it is.

delete "meshes\actors\dragon\behaviors\dragonbehavior.hkx" and rerun FNIS. then:

Quote

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

...or just turn that animation off and use my and/or billyy's animations.

Posted

@MadMansGun

What can we do with the Animation Crash Limit Fix if you can't got over 500 human 500 creature animations in Sexlab??? Is there a way to fix that, if not I hope Sexlab 1.62 will get updated or patched soon to take full advantage of this fix.

Posted
1 hour ago, GoldMembr said:

@MadMansGun

What can we do with the Animation Crash Limit Fix if you can't got over 500 human 500 creature animations in Sexlab??? Is there a way to fix that, if not I hope Sexlab 1.62 will get updated or patched soon to take full advantage of this fix.

it's not just about sexlab animations, there's other mods to think about.

eg: in theory with the fix you can have all the addons for devious devices installed as well as have a maxed out sexlab and still have player exclusive combat animations & pose mods and still not crash.

Posted
2 hours ago, MadMansGun said:

it's not just about sexlab animations, there's other mods to think about.

eg: in theory with the fix you can have all the addons for devious devices installed as well as have a maxed out sexlab and still have player exclusive combat animations & pose mods and still not crash.

Ya but most pose mods are bloatware 100's of poses of the same thing with a tiny variations. 1 is enough unless your a picture guy and I already got most of that other stuff you mentioned without the fix so Sexlab animations would be all i'd be interested in and prob most people I would think. Also just got my first Pure Vital Function CTD in months with that fix installed too so I pulled it for now see if it happens again. Haven't tried putting that "Animation Loading Fix v1.0" in either.

 

These female draugr are shaped nice if possible to use in the future.

https://www.nexusmods.com/skyrim/mods/51560?tab=files

Posted
29 minutes ago, plamya said:

hi! may i ask why does MNC 12.01 contain Creature Framework esm in it? do i miss something important?

the update log from v12:

Quote

 

Reintegrated Creature Framework, but NOT the original version, this one is based on the "russian edit" that has been floating around:
the "russian edits":
cloaking spells are no longer used to apply the meshes, they have been replaced by a quest based system.
also the script count has been reduced and things seem to be more reliable.
my additional edits:

edited the default MCM settings (Debug logging = OFF, SLA ArousalThreshold = 35).

deleted unnecessary/unused functionality for beast race registration (SOS takes care of that far better than CF ever could)

also with help from Tasairis & Pfiffy i added the fixes from the CF SSE port.

 

 

Posted
3 minutes ago, MadMansGun said:

the update log from v12:

 

oh, thanks for the patience! does it mean we don't need standalone CF anymore and now it's just the part of MNC?

Posted
15 minutes ago, plamya said:

does it mean we don't need standalone CF anymore and now it's just the part of MNC?

yes.

Posted
14 minutes ago, btasqan said:

Hmm, seems I am early :). Page says there is an update, but changelog and version number are still 12.01.

i edited some text on the front page, stupid site software counts that as a "update"

Posted
2 hours ago, MadMansGun said:

i edited some text on the front page, stupid site software counts that as a "update"

Yeah, it's frustrating but Nexus (that paragon of virtue) does it that way too.

Posted
15 hours ago, MadMansGun said:

the update log from v12:

 

This still doesn't clearly convey the message to remove the old CF. It reads like it's only a patch that's why your gonna continue to get confusion/questions until you say to remove it IMHO.

Posted
1 hour ago, Direwolf1 said:

I`ve done everything according to "upgrade from 9 to 12 guide", but still have got CTD. Is there any incompatibilities?

nothing that would cause crashes, are you sure you got the right mods for your game version?

Posted
3 hours ago, Direwolf1 said:

Sure(

maybe a master esp/esm is missing or you have a bad load order.

Posted
2 hours ago, MadMansGun said:

maybe a master esp/esm is missing or you have a bad load order.

Well, i made Load order with LOOT, so this shouldnt be bad.

 

Posted
6 minutes ago, Direwolf1 said:

Well, i made Load order with LOOT, so this shouldnt be bad.

i don't trust loot or any other automated systems.

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