Oroborus Posted August 17, 2020 Posted August 17, 2020 On 8/6/2020 at 2:35 PM, MadMansGun said: any skeever animations from MNC v9/v10 should be deleted. Thank you. Deleting old animation files helped.
shiagwen Posted August 18, 2020 Posted August 18, 2020 Nice update. Especially the new message box at top left corner that comes up every loading. CF finished Jason registration HOW TO GET RID OF THIS ? (once more i deleted the previous version too soon)
Oroborus Posted August 19, 2020 Posted August 19, 2020 On 8/3/2020 at 11:10 PM, MadMansGun said: make sure all werewolf entrys are turned off in SOS How i should do that ? I thought it's better to delete ASOS files, but werewolfs have no option in ASOS.
MadMansGun Posted August 19, 2020 Author Posted August 19, 2020 57 minutes ago, Oroborus said: How i should do that ? I thought it's better to delete ASOS files, but werewolfs have no option in ASOS. not asos, the actual sos, it's many dick settings/menus may be hiding extra check boxes for werewolf dicks.
Oroborus Posted August 19, 2020 Posted August 19, 2020 1 hour ago, MadMansGun said: not asos, the actual sos, it's many dick settings/menus may be hiding extra check boxes for werewolf dicks. Ok, i'll try.
Oroborus Posted August 19, 2020 Posted August 19, 2020 8 hours ago, MadMansGun said: hiding extra check boxes for werewolf dicks Can't find it. Maybe you have edited esp ?
Phosphoribosyl Posted August 19, 2020 Posted August 19, 2020 Has anyone ever added bouncy HDT-PE boobs to the vampirelordfemale.nif? If not, any suggestions on how to add it? I tried my hand at editing the mesh in Outfit Studio to add the breast bones and weight them, but the resulting abomination CTD'd my game when I tried to load it, and when opening it in nifskope, it clearly seemed like I fucked up the skeleton (the ankles looked broken/smashed and the jaw was up inside of the creatures head). I tried again after changing the reference skeleton in OS to be the VampLord skeleton, but with same result. maybe I'm going at this all wrong though. any ideas would be appreciated. thanks!
Oroborus Posted August 20, 2020 Posted August 20, 2020 Or i could delete some essential files for a time of cut-scene ? CTD occurs in dust cairne when Farkas going back to human form.
Kuroyami Posted August 21, 2020 Posted August 21, 2020 So with Mihail's Zombies mod installed, and using the MNC patch, it seems the scenes with them don't start. The console suggests they are not a valid target for animations. This being with MNC updated to the most recent version, and a new save. I had the same issue before with the Skat the Rat mod(which I do have active on the same character, but haven't interacted with yet), even though I do have skeever animations(though that obviously isn't what this error is about).
Frezzy Posted August 21, 2020 Posted August 21, 2020 I have a weird issue with Draugr. For some reason, the regular Draugr skins do not work. When I check Draugr with the puppeteer menu, it says no mod or skin is active, and I have tried re-registering, reinstalling the mod, etc. Weirdly enough, this applies ONLY to the normal Draugr. The higher level Draugr such as Draugr Overlords work just fine and their skin is shown as active. Has anyone run into this issue? I cannot figure out a reason why just the low level Draugr don't have a skin. Could I be somehow missing one of the Draugr skins?
rcy68 Posted August 24, 2020 Posted August 24, 2020 Oh! That was what was happening to Hadvar. I could never remember to watch him and find out where he went. Thanks for your work.
MadMansGun Posted August 24, 2020 Author Posted August 24, 2020 1 hour ago, rcy68 said: Thanks for your work in this case osmelmc's, not mine.
ck2modfan Posted August 24, 2020 Posted August 24, 2020 Where can we download the new Creature Framework? I don't see an updated version on LL. Thanks.
OsmelMC Posted August 24, 2020 Posted August 24, 2020 34 minutes ago, ck2modfan said: Where can we download the new Creature Framework? I don't see an updated version on LL. Thanks. Comes with the MNC installation. Make sure of remove any other.
PerFylk Posted August 24, 2020 Posted August 24, 2020 Hi. Just wondering if i should remove BakaFactory ABC LE 1.75? A lots of conflict files but does not make it redundant. recomended load order if using both?
MadMansGun Posted August 24, 2020 Author Posted August 24, 2020 6 minutes ago, PerFylk said: Hi. Just wondering if i should remove BakaFactory ABC LE 1.75? A lots of conflict files but does not make it redundant. recomended load order if using both? if used ABC goes after MNC.
MadMansGun Posted August 24, 2020 Author Posted August 24, 2020 this is the only "jason" i know of, and he's not in MNC. JSON (JavaScript Object Notation) on the other hand is a essential part of MNC. 2
rcy68 Posted August 25, 2020 Posted August 25, 2020 2 hours ago, MadMansGun said: this is the only "jason" i know of, and he's not in MNC. JSON (JavaScript Object Notation) on the other hand is a essential part of MNC. I laughed. He was in Oblivion. A gatekeeper, I believe. That message is annoying, though. 1
MadMansGun Posted August 25, 2020 Author Posted August 25, 2020 38 minutes ago, rcy68 said: That message is annoying, though. how about this:
rcy68 Posted August 25, 2020 Posted August 25, 2020 4 hours ago, MadMansGun said: how about this: Oh, by the Gods, NOOOOOO! Point taken. A little message popping up every once in a while is no problem at all. Well played.?
Dovahbear91 Posted August 25, 2020 Posted August 25, 2020 Question: the mod compatibility kits form the original mod, do they work on this one too? If not are we gonna see a conversion?
TreeOfMana Posted August 26, 2020 Posted August 26, 2020 Even though I don't know what the hell I'm doing in any shape or form, somehow I've managed to get pretty much everything working through copious amounts of trial-and-error...except ...farting around with fox retextures (https://www.nexusmods.com/skyrim/mods/94421?tab=description being the one that I'd settled on) doesn't yield much for success - it's easy enough to replace MNC's fox meshes & throw the mod's textures into the main texture folder to get this fox appearance working in the game, but this pretty ably removes their More Nasty anatomy. It seems that unlike other canines, messing with foxes allows for a bit less flexibility... I know that foxes haven't gotten as much in the way of attention in the form of SLAL animations or customizability, but it's probable that I'm overlooking something; has anyone else spent much time with these li'l weirdos?
Pfiffy Posted August 26, 2020 Posted August 26, 2020 23 hours ago, Dovahbear91 said: Question: the mod compatibility kits form the original mod, do they work on this one too? If not are we gonna see a conversion? I haven't touched them by now... If they work out of the box or have to be rewritten depends on the SE version of those Mods. You will have to try it on your own...
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