Maik_Ashhh Posted June 17, 2020 Posted June 17, 2020 Just wanted to ask if anybody else has trouble, with the deer dick texture being applied? Every texture work fine for me, only the deer texture wont apply to the creature. Im using baka abc patch version 1.65 are there maybe incompatibilities, with the newest version? Edit: found a patch from somebody that fixed it for me. So for people with the same issue here is the file, to save you time searching for it. thru the pages. (Guide: remove the old deer dick textures, and replace them with these files) deer.7z Patch made by @vjnmrf all credits to him. Leave that man a heart if it, solved your problems like it did for me.
sidfu Posted June 21, 2020 Posted June 21, 2020 this as far as i can get with getting diverse werewolves to work ive gotten where it swap but it doesn't keep the bodies texture. since the mod uses base game mesh no idea farther than this what i need to do with the esp side. Diverse Werewolves Collection.rar MoreNastyCrittersFactory.psc
MadMansGun Posted June 21, 2020 Author Posted June 21, 2020 30 minutes ago, sidfu said: ive gotten where it swap but it doesn't keep the bodies texture. since the mod uses base game mesh no idea farther than this what i need to do with the esp side. that's because your telling CF to do that: Quote "skinName": "ogdw_WerewolfBeastRace_Sinding", "normalArmor": "__formData|DiverseWerewolvesCollection.esp|0xD64", "arousedArmor": "__formData|MoreNastyCritters.esp|0x23656", "RaceName": "Sinding", "raceForm": "__formData|DiverseWerewolvesCollection.esp|0xD62", "skinForm": "__formData|DiverseWerewolvesCollection.esp|0xD64" also does the mod change Sinding to the point where he needs to be registered as a new race? your rar file does not have a esp for me to look at.
sidfu Posted June 21, 2020 Posted June 21, 2020 sinding and the other unique npc have their own custom race on transforming. they maynot need json entries thats why im asking for help. would it be better to just have esp and a copy of the armor and addon then have the keywords? cauase but for the females the males use base game mesh. for base werewolf it only adds more armor sets to use differn textures trying again this time not using the json but just doing a esp like the one for immersive horses. made a bit of progress but not the type wanted Spoiler
Chromarex Posted June 25, 2020 Posted June 25, 2020 Is the player not supposed to have genitals when transforming into a werewolf? Enemy werewolves are fine. Sexlab animations work with defeat as werewolf but still no genitals.
MadMansGun Posted June 25, 2020 Author Posted June 25, 2020 1 hour ago, Chromarex said: Is the player not supposed to have genitals when transforming into a werewolf? Enemy werewolves are fine. Sexlab animations work with defeat as werewolf but still no genitals. SOS is most likely messing with your werewolf....that or you have other werewolf mods installed. On 6/21/2020 at 12:33 PM, sidfu said: made a bit of progress but not the type wanted your fighting with the alt texture system that the mod is using: the "3D Name" and "3D index" do not match up with how MNC's nif files are setup, when dick meshes and other things get added/edited the names & ids can change within the nif.
Firch50 Posted June 25, 2020 Posted June 25, 2020 Hello everyone, i'm updating MNC v12 from v11, and what happened to Beast HDT for MNC ? Is this included in the v12 ? If I install the v12, the physics won't work, right ? Also, can I have the esp without HearthFire please ? ^^ Thank you !
V3rni3r Posted June 25, 2020 Posted June 25, 2020 Hello to all, would like some help in regards to some annoyance when playing as a herma werewolf, I have SOS, CF, more nasty critters, horny creatures, growl, and sexlab werewolves redux , and then herma patch installed with that priority in my load order. The issue seems to be whenever the herma werewolf player has sex with a female npc the aroused mesh will seem to appear intermittently with a message on the top corner saying ".... was equipped" then ".....was unequipped" this message also appears pretty frequently when just playing as a werewolf normally. Any suggestions would be helpful?
MadMansGun Posted June 26, 2020 Author Posted June 26, 2020 2 hours ago, Firch50 said: Hello everyone, i'm updating MNC v12 from v11, and what happened to Beast HDT for MNC ? Is this included in the v12 ? If I install the v12, the physics won't work, right ? people have moved on to the ABC or ASOS mods for HDT stuff. 2 hours ago, Firch50 said: Also, can I have the esp without HearthFire please ? ^^ Thank you ! MoreNastyCritters.esp 1 hour ago, V3rni3r said: Hello to all, would like some help in regards to some annoyance when playing as a herma werewolf, I have SOS, CF, more nasty critters, horny creatures, growl, and sexlab werewolves redux , and then herma patch installed with that priority in my load order. The issue seems to be whenever the herma werewolf player has sex with a female npc the aroused mesh will seem to appear intermittently with a message on the top corner saying ".... was equipped" then ".....was unequipped" this message also appears pretty frequently when just playing as a werewolf normally. Any suggestions would be helpful? SOS is a possible cause, but i have not seen ".....was unequipped" before.
Firch50 Posted June 26, 2020 Posted June 26, 2020 8 minutes ago, MadMansGun said: people have moved on to the ABC or ASOS mods for HDT stuff. MoreNastyCritters.esp 210.94 kB · 0 downloads SOS is a possible cause, but i have not seen ".....was unequipped" before. Ok Thanks man ! You should add a link to download the esp without Hearthfire if possible as I believe i'm not the only one who don't have all the DLC (maybe), for future use. It would be helpful. Edit : as it has been a long time not modding Skyrim, how can I replace the esp through Mod Organizer please ?
V3rni3r Posted June 26, 2020 Posted June 26, 2020 Disabling werewolves in SOS didn't do much unfortunately. Is there a way however for me to find out where the specific message "was unequipped" and "was equipped" is coming from via console or xedit. Those two messages feel oddly conditional being that it only happens in werewolf form.
drunken toad Posted June 26, 2020 Posted June 26, 2020 Running into the spider loop after animation problem. I updated FNIS and the release notes say that it fixed the capitalization error for the spider behavior, which I've read is the underlying root of the problem. I deleted my old FNIS output files and upgraded to 7.6, but the problem persists. I'm using Mod organizer 2 and have good modding practice. Any Ideas on how to fix this? If it helps I'm using Billy's and Nibble's spider anims. It's driving me nuts, because everything else in my game seems to working perfectly.
MadMansGun Posted June 26, 2020 Author Posted June 26, 2020 4 hours ago, Firch50 said: as it has been a long time not modding Skyrim, how can I replace the esp through Mod Organizer please ? fuck if i know, i don't even use mod managers. 3 hours ago, V3rni3r said: Is there a way however for me to find out where the specific message "was unequipped" and "was equipped" is coming from via console or xedit. Those two messages feel oddly conditional being that it only happens in werewolf form. no, but if your lucky it may show it in the papyrus log. 2 hours ago, drunken toad said: Running into the spider loop after animation problem. I updated FNIS and the release notes say that it fixed the capitalization error for the spider behavior, which I've read is the underlying root of the problem. I deleted my old FNIS output files and upgraded to 7.6, but the problem persists. I'm using Mod organizer 2 and have good modding practice. Any Ideas on how to fix this? If it helps I'm using Billy's and Nibble's spider anims. It's driving me nuts, because everything else in my game seems to working perfectly. you need to delete all spider behavior hkx files and then remake them with generatefnisformodders.exe, then use GenerateFNISforUsers.exe
Firch50 Posted June 26, 2020 Posted June 26, 2020 8 hours ago, MadMansGun said: fuck if i know, i don't even use mod managers. no, but if your lucky it may show it in the papyrus log. you need to delete all spider behavior hkx files and then remake them with generatefnisformodders.exe, then use GenerateFNISforUsers.exe NVM i figured it out.
Chromarex Posted June 27, 2020 Posted June 27, 2020 Hmm well. My character is a futanari. The only mods in my load order which impact werewolves are: Name:Priority SOS: 67 . . . XP32SSE:101 Bakafactory's ABC:102 SLA:111 CreatureFramework:112 SLDefeat:116 HC_MNC:118 MNCv12_06A:120 SLACreatures:130 SOSFuta:135 Maybe ill have to use xedit or something but i never could understand it. I see so im looking through the ssedit thing. seems like futa char's have unique SOS which isnt compatible with their werewolf form? Because unlike normal SOS, it doesnt have a werewolf form. Not really sure if you can help with that since this is not a problem caused by ur mod. oh well
MadMansGun Posted June 27, 2020 Author Posted June 27, 2020 1 hour ago, Chromarex said: I see so im looking through the ssedit thing. seems like futa char's have unique SOS which isnt compatible with their werewolf form? Because unlike normal SOS, it doesnt have a werewolf form. that should not be a problem.
Maik_Ashhh Posted June 27, 2020 Posted June 27, 2020 1 hour ago, Chromarex said: normally you only have to deactivate the schlong's from the regular sos mod for wear-wolfs, and change in creature framework to the correct wear-wolf mesh, and it should work just fine afterwards. Additionally schlong mods like from erf or other should not interfere with it it in the first place, since they don't even effect wear-wolfs in the first place only human races. And if you use baka abc it has to overwrite mnc meshes nothing should overwrite it.
Firch50 Posted June 27, 2020 Posted June 27, 2020 Is this normal since the upgrade from v11 to v12 of MNC, collision and schlong physics for creatures don't work ? I'm using the last version of Baka's ABC schlong, and MadMansGun said that it was designed to replace MNC HDT beasts... is there any solution please ?
Maik_Ashhh Posted June 27, 2020 Posted June 27, 2020 7 hours ago, Firch50 said: Is this normal since the upgrade from v11 to v12 of MNC, collision and schlong physics for creatures don't work ? I'm using the last version of Baka's ABC schlong, and MadMansGun said that it was designed to replace MNC HDT beasts... is there any solution please ? you have to increase the friction value, from abc, from every creature hdt/xml file, since there are set up way to low. You need these tool to increase the setting "justforfunfull v4 hdtHavokModifier" here's the link to the tool https://www.nexusmods.com/skyrim/mods/53996?tab=files.
Firch50 Posted June 27, 2020 Posted June 27, 2020 5 hours ago, meikel1403 said: you have to increase the friction value, from abc, from every creature hdt/xml file, since there are set up way to low. You need these tool to increase the setting "justforfunfull v4 hdtHavokModifier" here's the link to the tool https://www.nexusmods.com/skyrim/mods/53996?tab=files. Alright thank you for your reply, i've never used this app before, how much should I put to the value, as an example ? What files do I have to modify ? .xml Files from ABC mod folder inside MO2 (1st image), or creature files from Skyrim Data, SKSE, plugin (2nd image) ? I will attach screenshots to illustrate which files I need to modify. Or maybe you can share your .xml creature files if it's possible, it would be great because i'm unsure about what i'm going to do right now.
Maik_Ashhh Posted June 27, 2020 Posted June 27, 2020 ( @Firch50 ) Every xml file that is directed in skse/plugins from each creature. recommended value is based on what you want the higher the value the more friction you get there are allot of other things you can change to like restriction,radius etc, but i recommend leaving them as they are, i for example have friction on maximum means 1 to make it easier for you maybe just first just try my settings at the beginning, and if you don't like the value i'm using recommend i to decrease it slightly till you happy with the results like for example to "0,7". These process gonna probably take some time since you have to edit allot, but you can re-use the modified xml's files ones you done with them for each future update. My settings: SKSE.zip
Firch50 Posted June 28, 2020 Posted June 28, 2020 1 hour ago, meikel1403 said: ( @Firch50 ) Every xml file that is directed in skse/plugins from each creature. recommended value is based to what you want the higher the value the more friction you get there are allot of other things you can change to like restriction,radius etc, but i recommend leaving them as they are, i for example have friction on maximum means 1 to make it easier for you maybe just first just try my settings at the beginning, and if you don't like the value i'm using recommend i to decrease it slightly till you happy with the results like for example to "0,7". These process gonna probably take some time since you have to edit allot, but you can re-use the modified xml's files ones you done with them for each future update. My settings: SKSE.zip 96.18 kB · 2 downloads Thank you for your explanations and for your settings, I will check this out tomorrow to see if it works ! ?
Firch50 Posted June 28, 2020 Posted June 28, 2020 22 hours ago, meikel1403 said: ( @Firch50 ) Every xml file that is directed in skse/plugins from each creature. recommended value is based to what you want the higher the value the more friction you get there are allot of other things you can change to like restriction,radius etc, but i recommend leaving them as they are, i for example have friction on maximum means 1 to make it easier for you maybe just first just try my settings at the beginning, and if you don't like the value i'm using recommend i to decrease it slightly till you happy with the results like for example to "0,7". These process gonna probably take some time since you have to edit allot, but you can re-use the modified xml's files ones you done with them for each future update. My settings: SKSE.zip 96.18 kB · 3 downloads Sorry to double post... So basically i tried with your settings and it didn't work. EDIT : SOS collision and fingers work, it's only creatures physics that is fucked up. What can I do ?
Maik_Ashhh Posted June 28, 2020 Posted June 28, 2020 22 hours ago, Firch50 said: Sorry to double post... So basically i tried with your settings and it didn't work. EDIT : SOS collision and fingers work, it's only creatures physics that is fucked up. What can I do ? -Make sure that the load order is correct, and you have the required requirements, and patches if needed, since the mods have very detailed descriptions. -Make sure that you installed the correct abc version since there are two versions one for hdt-pe and one for smp-hdt-pe. -Make sure that the abc meshes get not overwritten by any other mod. -Check in game thru creature framework that the more nasty creature meshes are being actually applied.
Firch50 Posted June 29, 2020 Posted June 29, 2020 13 hours ago, meikel1403 said: -Make sure that the load order is correct, and you have the required requirements, and patches if needed, since the mods have very detailed descriptions. -Make sure that you installed the correct abc version since there a two versions one for hdt-pe and one for smp-hdt-pe. -Make sure that the abc meshes get not overwritten by any other mod. -Check in game thru creature framework that the more nasty creature meshes are being actually applied. Idk what is the correct load order, but here's mine, just in case. I have the lastest version of ABC for LE, and installed hdt-pe version, not SMP. ABC overwrites all (XPMSE, MNC), the only thing that overwrites ABC is your SKSE settings. It should work... In the CF's MCM menu, MNC meshes are fully applied. What I noticed is that it worked once (Sabrecat, anubs sabrecat fuck animation), collisions worked. But when I switched to another anim, it didn't work again. Load order.txt
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