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More Nasty Critters Legendary Edition


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Posted
7 minutes ago, GENKIYOTSUBA said:

is there a se version of this mod or do you mean the one by piffy ? if the piffy one is the one I need how do I get the animations to star theyre all loaded properly and registered but I cant get the sex  itself to   start 

 

https://www.loverslab.com/files/file/5464-more-nasty-critters-special-edition/

https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/

 

Posted

hmmm I have everthing installed properly I just  don't know how to get the animations to start with beasts ill try a new save maybe thanks for helping I appreciate it 

Posted
6 hours ago, netruss1964 said:

I have had this problem many times and always forget to check skeleton.

?

Best way to check if your odd custom follower causes the lag is to tell her to wait and then check FPS while staying close to her and after that run a few units away.

If FPS recovers a few units away and drops again if closing in, you know you have one of those followers.

FPS drop is usually 10-35 and gets worse over time (you won't miss that lag)

 

Usual suspects are followers that are very small/small or have unique additions to the skeleton, like some faerie followers out there and some asian wifus. Some have am own skeleton instead of just being reduced in size.

 

I wonder if there is a work around (like exchanging skeleton and just reduce size), but my simple approach might just mess them up behind recognition ^^

 

(btw NMM is still community supported and has a GIThub page with regular updates ?, I had to drop that here, can't help myself)

Posted
5 hours ago, donttouchmethere said:

?

Best way to check if your odd custom follower causes the lag is to tell her to wait and then check FPS while staying close to her and after that run a few units away.

If FPS recovers a few units away and drops again if closing in, you know you have one of those followers.

FPS drop is usually 10-35 and gets worse over time (you won't miss that lag)

 

Usual suspects are followers that are very small/small or have unique additions to the skeleton, like some faerie followers out there and some asian wifus. Some have am own skeleton instead of just being reduced in size.

 

I wonder if there is a work around (like exchanging skeleton and just reduce size), but my simple approach might just mess them up behind recognition ^^

 

(btw NMM is still community supported and has a GIThub page with regular updates ?, I had to drop that here, can't help myself)

Good topic, thank you. As far as I know the only reasons a follower needs a custom skeleton is to accent a different body size or shape and if the author wanted to use different armor/clothes/skeleton attachments like tails or ears or...I always go file hunting and swap out the skeletons with my common use skele. Anything that doesn't fit right or look right gets edited or trashed entirely. I don't have time for all that custom follower skeleton stuff. Mumble...FNIS...grumble...WryeBash...mumble...oh look grey face...

edit: You do not have to reduce size unless you are attempting a certian look...narrower shoulders, longer neck...stuff like that. The size as in stature or height is handled by the scale function in the engine and game files. If you want them smaller or taller you enter console, select the npc and "setscale x" x = 1 in most npc's unless they have been mod changed previously. you have to experiment a bit. I have no children in my game because of this. I have modded all children to teen or adult size to spare quests and yet HAVE NO LITTLE ONES to traumatize with my broken game. Just don't talk to them too much, they sound a little weak for younger adults...

 

Posted

Is it safe to uninstall the 'Horse' folder in the overwrite -> actors folder? I believe it stops my horse animations from 'Horses Revamped' from working. I don't want to have sex with horses anyways, so I'd rather just have smoother riding animations.

Posted
3 hours ago, AnotherSimmer said:

Is it safe to uninstall the 'Horse' folder in the overwrite -> actors folder? I believe it stops my horse animations from 'Horses Revamped' from working. I don't want to have sex with horses anyways, so I'd rather just have smoother riding animations.

If you are using mod organizer just "hide" it. it should be okay if you do not expect anatomically correctly functional horses. ( that was a mouthful.) Someone will yell if I am wrong. If so, just un-hide the file.

Posted

Hmm, Im confusion.

TBH Ive always had this issue with this mod, ever since its first release, none of the creatures actually equip a shlong/swap models during or before animation.

No matter how low I set the arousal threshold.

Ive installed all the mods correctly and checked the troubleshoot list but I just cant get it to work, I usually change the filenames so the normal model is already the shlong version, but id also like to get to the bottom of this.

 

PS; new game, new installation.

 

Edit: Nevermind it works now, sheesh, I should have checked the files inside the zip, I use Wrye Bash for my mods and it only gave me issues with animation packs, turns out it never extracted the creatures.d folder.

Posted

help please installed everything in correct order and after launching skse i get cdt. Disabling MNC HentaiCreatures and Creature framework fixes cdt. Older version works fine

Posted

Double check to be sure you have all required dependencies and make sure they are for the correct version (SSE or SLE). You may have missed something or you may have an SSE/SLE version of something mixed in by mistake.

Posted
21 minutes ago, leproso04 said:

I'm having a problem with the Falmer creature, it won't strip. Any solutions?

first make sure it's not from a mod, some mods add creatures that look like the stock ones.

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.

 

Posted

His Guys. Please somebody help me. I have issue with werewolf transformation to human. I feel  have tried everything. Replaced SOS with SOS light, tried SAM. Disabled werewolves in CF. Tried with and without ABC. Tried mighty beast and HDT werewolves. . At one moment with HDT werewolves and SOS light I was able to have two SLab  scenes with out CTD ( I think I was once successful with SAM ). I am back to skyrim after half year or so break and don't remember having these issues int he past. Hentai werewolves work perfect just transformation part is broken. I was able to do Proving Honor ( I think with SAM ) but  trying to engage in sex scenes keeps crashing the game. Odd is i was able to have two scenes on row with Farkas ( SOS lite, MNC and ABC ) but after few play hours it doesn't work anymore...

Posted

....tossing more werewolf mods on top of werewolf problems usually does not workout well.

purge all werewolf mods and reinstall MNC, make sure it's skeleton is getting used.

Posted

Beginner question here. Do I have to install the base MNC 9.3 first? I noticed some aroused meshes weren't being applied. Back on my previous setup, in the Creatures Framework MCM, I had 11 pages of creatures, but now with just this installed it only has 1 page and only lists a few creatures like werebears and huskies.

Posted
2 hours ago, strider361 said:

Do I have to install the base MNC 9.3 first?

NOOOOOOOOOOOO! NONONONONO!

 

2 hours ago, strider361 said:

I noticed some aroused meshes weren't being applied. Back on my previous setup, in the Creatures Framework MCM, I had 11 pages of creatures, but now with just this installed it only has 1 page and only lists a few creatures like werebears and huskies.

https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/

 

Posted
28 minutes ago, MadMansGun said:

stuff

Damn, then I don't know what I'm doing wrong. I've followed your guide, including the uninstall/install info to move to the newest version. This is what I see on the creatures tab.

why.thumb.png.3410813c4147f99ef75e8bad102c31ec.png

Only a single page with SLNC as the only option. From some other pictures I've seen, there's supposed to be an option for More Nasty Critters. I updated from the old MNC because my deers and giants were missing their junk, but now nothing shows up for any creature.

 

EDIT: Never mind, figured it out. Wrye didn't properly remove and copy over the creatures.d folder.

Posted
18 hours ago, MadMansGun said:

....tossing more werewolf mods on top of werewolf problems usually does not workout well.

purge all werewolf mods and reinstall MNC, make sure it's skeleton is getting used.

I did not toss werewolf mods to create problem. I was trying to fix problem. I had only MNC and SOS at the beginning and experienced 100% crashes.  Werewolves were disabled in SOS. I have tried other mods in attempt to remedy issue. Oddly I had some  good results with HDT werewolves /SOS light  but it started crashing again. So i ended up going bacl only to MNC but still can not get it to work. Here is my load order:

plugins.txt

Posted

I'm trying to troubleshoot why my giants in game are about 30% bigger than they should be (based on the misalignment of giant animations if "even actors height" is turned off in sexlab mcm). 

Am I correct that MNC does NOT alter the scale of giants? 

If another mod is altering giants scale, does anyone know where I should be looking in TESEdit?  When I look in Skyrim.esm under NPCs I find one reference to 'EnchGiant" or something like that, but see no other mods editing it.  Sorry for the vague questions, but I just can't figure out where these extra large giants are coming from. 

Posted
3 hours ago, Phosphoribosyl said:

I'm trying to troubleshoot why my giants in game are about 30% bigger than they should be (based on the misalignment of giant animations if "even actors height" is turned off in sexlab mcm). 

Am I correct that MNC does NOT alter the scale of giants? 

If another mod is altering giants scale, does anyone know where I should be looking in TESEdit?  When I look in Skyrim.esm under NPCs I find one reference to 'EnchGiant" or something like that, but see no other mods editing it.  Sorry for the vague questions, but I just can't figure out where these extra large giants are coming from. 

you would need to look at both the race and npcs....but i don't have the formids on hand.

Posted
5 hours ago, Phosphoribosyl said:

I'm trying to troubleshoot why my giants in game are about 30% bigger than they should be (based on the misalignment of giant animations if "even actors height" is turned off in sexlab mcm). 

Am I correct that MNC does NOT alter the scale of giants? 

If another mod is altering giants scale, does anyone know where I should be looking in TESEdit?  When I look in Skyrim.esm under NPCs I find one reference to 'EnchGiant" or something like that, but see no other mods editing it.  Sorry for the vague questions, but I just can't figure out where these extra large giants are coming from. 

Race -> GiantRace (131F9)

NPC -> EncGiant01 to 03

 

This assumes we are talking plain old vanilla giants.  Also make sure you are actually dealing with vanilla giants - if you have mods that add more spawns or creatures to the levelled lists, your giants may not actually be base versions.  Often those mods will make adjustment to the heights of the new versions to differentiate them from vanilla creatures.

 

Posted
6 hours ago, Phosphoribosyl said:

I'm trying to troubleshoot why my giants in game are about 30% bigger than they should be (based on the misalignment of giant animations if "even actors height" is turned off in sexlab mcm). 

Am I correct that MNC does NOT alter the scale of giants? 

If another mod is altering giants scale, does anyone know where I should be looking in TESEdit?  When I look in Skyrim.esm under NPCs I find one reference to 'EnchGiant" or something like that, but see no other mods editing it.  Sorry for the vague questions, but I just can't figure out where these extra large giants are coming from. 

Check to see if you have any mods that change creature difficulty as well. Mods like SkyTEST can make changes to size as well as behavior. 

Posted

Thank you for the replies @MadMansGun, @Reesewow, and @Xiaron.  I spent 2 hours scouring TesEdit and my MO2 mods trying to find anything that added a new giant mesh or added new giants via an esp, to no avail. Found nothing, changed nothing.  Finally said fuck it and just fired skyrim back up to have a look in game again ... and it turns out Skyrim was just trolling me.  The same giants were correctly sized, every animation I tested was aligned just fine with or without 'even actor height'.  All that I'd needed to do was reload the damn save!  ah well,

Cheers, and thanks again.

 

Edit:

I spoke to soon!  I'm trolling myself now.  The boss giant in Giants Grove for the Cursed Tribe quest is the only one that gives me trouble.  Console window says refID 000C0BE5 and a GetScale says he has a scale of 1.25 (with base of 1.25).  looking him up in TESEdit has a change to the NPC in CuttingRoomFloor.esp, but the only change seems to be his club.  Height and weight are identical to Skyrim.esm.  No idea what makes this one scaled bigger.  My solution: I'm going to bed. When I play again, I'm just going to kill him like the quests wants me to and be done with it.

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