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More Nasty Critters Legendary Edition


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Posted
5 hours ago, Soulbringer1 said:

What happened to True Wolves being included. Is that mod still available?

moved into mod compatibility kit.

Posted

Quick question as I've had a bit of a break from Skyrim.

 

I'm currently on v12.08 and looking to update to v12.1. As there have been a number of changes looking at the change log is it best to clean out the old scripts (I've always found a straight uninstall/reinstall without a cleaned save have worked for the v12's but the changes to CF scripts looked a bit more significant)

 

Posted
43 minutes ago, Slorm said:

As there have been a number of changes looking at the change log is it best to clean out the old scripts

maybe, still not sure about that. the scripts should update themselves but this is skyrim we are talking about here.

Posted
16 hours ago, MadMansGun said:

crap mod is crap, i'm not wasting my time on that.

I will stop poking at you. It is really my way of commenting about the constant march of versions needed. Reminding me of the possible cascade of incompatibilities in the mess I call my game. I am scared to update much until my play is done. My game is so huge and touchy I have added content I have not seen yet because I keep breaking saves. I really appreciate you guys still working on things that keep this game alive. As a mod magician I know you understand my meaning. Thank you. As to the ridiculous creature mods I have been posting, Ignore me. I think I am funny.

 

Posted

i have a question, not related to mnc, but mmg may know some explanation for it.

 

my pc has newest xpmse skeleton, same as in mnc, and cbbe hdt body.

if i install a new mod that need a run through fnis and i dont run fnis - on purpose-

then pc stands there in T pose as usual.

but then there is something strange  in my opinion:

the right breast, if you look at her, from her point of view it is the left breast, looks somewhat damaged, like a piece of paper scrambled.

is that normal ?

Posted
1 hour ago, MadMansGun said:

maybe, still not sure about that. the scripts should update themselves but this is skyrim we are talking about here.

Just tested it out and it gives the message that it's updating. I then tried it a couple of times with some wolves and everything seems to work okay :classic_smile:

Posted
1 hour ago, netruss1964 said:

Admit it, the My Little Pony thing was Funny as hell.

 

https://www.youtube.com/watch?v=ljjkO5rZNcI

48 minutes ago, shiagwen said:

the right breast, if you look at her, from her point of view it is the left breast, looks somewhat damaged, like a piece of paper scrambled.

is that normal ?

no, not at all.

42 minutes ago, xyzxyz said:

Is there a list of the animations in this pack?

.......maybe look at it in SLAL's MCM?

20 minutes ago, Slorm said:

I then tried it a couple of times with some wolves and everything seems to work okay

for now.........:skull:

Posted
1 hour ago, shiagwen said:

but what can it be ?

i mean, the breast looks that way only if fnis not used. if fnis used, the breast is normal

i don't know, your talking about things being broken when other things are broken.

Posted
2 hours ago, Neo72 said:

After updating to MNC 12.1 and Hentai Creatures 12.1 the MCM of HC won't work anymore !?

turn off Hentai Creatures, load & save the game, then turn on Hentai Creatures.

Posted

I am at wits end... 

1. Frozen Atronachs are suddenly too big (so the dicks dont match)

 

2. Wildlife and Trolls have no Schlongs (maybe more Creatures too)

LO:
 

CreatureFramework.esm
SOSRaceMenu.esp
Skyrim Immersive Creatures.esp
Skyrim Immersive Creatures - DLC2.esp
EstrusChaurus.esp
EstrusSpider.esp
XPMSE.esp
MoreNastyCritters.esp
BDIC.esp
HentaiCreatures.esp

Animal_SOS.esp

 

 

Overwrite Order:

 

 

934843601_2020-09-1320_26_11-Window.jpg.b160e05f6570aa8249f6d219946e2669.jpg

 

 

 

 

I tried already "Clear Creatures" and "Re Register All Mods"

 

 

Posted
2 hours ago, Nymra said:

Frozen Atronachs are suddenly too big (so the dicks dont match)

the race height needs to be 1.00 in any ESPs loading after MNC.

 

Quote

2. Wildlife and Trolls have no Schlongs (maybe more Creatures too)

BDIC is/was out of date the last time i looked at it.

Posted
16 hours ago, MadMansGun said:

the race height needs to be 1.00 in any ESPs loading after MNC.

I checked the height is 1.00 in MCM. Does the weight play a role for Creatures? 

Also, I thought Sexlab is also adjusting the creatures height before Scenes? 

 

16 hours ago, MadMansGun said:

 

BDIC is/was out of date the last time i looked at it.

Part of the problem was solved because I wrote down that Animal SOS should overwrite MNC but I think it should be the other way round (while now giants at least are not effected by ASOS anymore, grr :P

Posted

The Critter is spawned by Enemy Encounter Mod. 
Its Height is 1.00 in the ESP + the ESP is loading before MNC. hmmm.

 

How can I make sure the NPC selected by the ESP are 100% compatible with MNC? Ideally also Animal SOS?
I can change them, so that would be no problem.

Posted
5 hours ago, Nymra said:

I thought Sexlab is also adjusting the creatures height before Scenes? 

it's........complicated....

that Sexlab setting rescales/re-heights all creatures to 1.00, the problem is that some creatures should never be rescaled to 1.00 (eg: bugs would become 2x larger in animations, Atronachs would become smaller)....so a few years ago i did some trickery to prevent it: i set all race heights to 1.00 and rescaled the skeleton's root node to compensate. the problem is if anything resets the races height (or edits it in some other way*) the skeleton will over compensate.

 

*the game has 4 ways to edit a actor's height:

1. Skeleton

2. Race settings

3. NPC settings

4. world placement (Eg: the super large chaurus in the Lighthouse)

 

and then there is Accidental #5: bad animation work

Spoiler

 

MNC_Standardised_Scaling.txt

 

WARNING: DON'T IMPORT THE RESCALED MNC SKELETONS INTO MAX, import the original skeletons and then rescale the root node, then reset the scale before export.

Ashhoppers 0.5

Bears 1.0

Chaurus  0.65

ChaurusHunters  0.69

ChaurusReapers  1.0

Chickens 1.3

Cows 1.0

Deers and/or Elk 1.0

Dogs 1.0

Dragons 1.0

Draugrs 1.0

DwarvenCenturions 1.0

DwarvenSpheres 1.0

DwarvenBallistas 1.0

DwarvenSpiders 1.0

Falmers 1.0

FlameAtronach 1.0

Foxes 0.72

FrostAtronach 1.3

Spiders 0.75

LargeSpiders 1.2

GiantSpiders 1.9

Gargoyles 1.0

Giants 1.0

Goats 1.0

Hagravens 1.0

Horkers 1.2

IceWraiths 1.0

Mammoths 1.0

Mudcrabs (mostly 0.75 by the looks of it)
warning: it's idle animations are known to override SexLab animations.

Netches 1.0

Rabbits 1.0 (or 1.3 with "MNC Classic Meshes" selected in CF)

SabreCats 1.0

Seekers 1.0

Skeevers 1.0

Slaughterfishes 1.0

StormAtronach 1.0

Spriggans 1.0

Spriggan Matron 1.0

Trolls 1.0

VampireLords 1.0

Werewolves and/or Werebears 1.0

Wisps 1.0 (note: there animations DON'T go in the "wisp" folder, they go in the "witchlight" folder)

WispMothers 1.0 (note: there animations do go in the "wisp" folder)

Wolves and/or DeathHounds 1.0 (or 1.2 with "MNC Classic Meshes" selected in CF)
Warning: different scales use different dicks.

 

get this wrong and the animations will never line up correctly.

Posted
1 hour ago, MadMansGun said:

it's........complicated....

that Sexlab setting rescales/re-heights all creatures to 1.00, the problem is that some creatures should never be rescaled to 1.00 (eg: bugs would become 2x larger in animations, Atronachs would become smaller)....so a few years ago i did some trickery to prevent it: i set all race heights to 1.00 and rescaled the skeleton's root node to compensate. the problem is if anything resets the races height (or edits it in some other way*) the skeleton will over compensate.

 

*the game has 4 ways to edit a actor's height:

1. Skeleton

2. Race settings

3. NPC settings

4. world placement (Eg: the super large chaurus in the Lighthouse)

 

and then there is Accidental #5: bad animation work

  Reveal hidden contents

 

MNC_Standardised_Scaling.txt

 

WARNING: DON'T IMPORT THE RESCALED MNC SKELETONS INTO MAX, import the original skeletons and then rescale the root node, then reset the scale before export.

Ashhoppers 0.5

Bears 1.0

Chaurus  0.65

ChaurusHunters  0.69

ChaurusReapers  1.0

Chickens 1.3

Cows 1.0

Deers and/or Elk 1.0

Dogs 1.0

Dragons 1.0

Draugrs 1.0

DwarvenCenturions 1.0

DwarvenSpheres 1.0

DwarvenBallistas 1.0

DwarvenSpiders 1.0

Falmers 1.0

FlameAtronach 1.0

Foxes 0.72

FrostAtronach 1.3

Spiders 0.75

LargeSpiders 1.2

GiantSpiders 1.9

Gargoyles 1.0

Giants 1.0

Goats 1.0

Hagravens 1.0

Horkers 1.2

IceWraiths 1.0

Mammoths 1.0

Mudcrabs (mostly 0.75 by the looks of it)
warning: it's idle animations are known to override SexLab animations.

Netches 1.0

Rabbits 1.0 (or 1.3 with "MNC Classic Meshes" selected in CF)

SabreCats 1.0

Seekers 1.0

Skeevers 1.0

Slaughterfishes 1.0

StormAtronach 1.0

Spriggans 1.0

Spriggan Matron 1.0

Trolls 1.0

VampireLords 1.0

Werewolves and/or Werebears 1.0

Wisps 1.0 (note: there animations DON'T go in the "wisp" folder, they go in the "witchlight" folder)

WispMothers 1.0 (note: there animations do go in the "wisp" folder)

Wolves and/or DeathHounds 1.0 (or 1.2 with "MNC Classic Meshes" selected in CF)
Warning: different scales use different dicks.

 

get this wrong and the animations will never line up correctly.

oh hell....

maybe I try to play around with the ESP that spawns the Frost Thingies... maybe I can scale them down a bit. But from your description that feels like a very long shot ^^

 

 

EDIT: I just wonder.... can there be some edits in ESP that "incorrectly" tags the Frost Atronachs? I did the edits without knowing much. I think replaced human NPC with atronachs for example. 

I also suspect one of the NPC is now male but gets female voice somehow hmmm. Nothing is ever easy, is it? 
 

Posted

Yo, new here. 

 

I use Nemesis, which usually takes care of everything FNIS related and more. 

When trying to generate animations of this mod, in particular the SLAL Creature conversion, I receive a bunch of warnings saying 31bit Hkx file not supported and this results in all my chars t-posing. 

 

I'm on skyrim SE

 

Any workaround, how dumb am I being etc?

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