Tlam99 Posted September 15, 2020 Posted September 15, 2020 34 minutes ago, Zs4mm said: I use Nemesis, which usually takes care of everything FNIS related and more add and less ? so creatures still not supported as well as some older highlights.
MadMansGun Posted September 15, 2020 Author Posted September 15, 2020 Nemesis sucks, it's over hyped trash. 5
firepunch1 Posted September 17, 2020 Posted September 17, 2020 So I was reading the changelogs and checking some of the previous ones too and noticed the line: note: the use of "bPreemptivelyUnloadCells=1" in the skyrim.ini is recommended. Is this something you'd recommend even for those with a lot of RAM in their system? I was trying to figure out exactly what it would do but the STEP team's description is empty, the only one I can find that'll most likely apply is the pcgamingwiki's one for Oblivion which reads: bPreemptivelyUnloadCells=0 - If set to 1, this setting attempts to unload cell data it thinks you won't need. This can help those with less than 1GB of RAM, however with 1GB or more of RAM, I recommend leaving it at 0 for greatly reduced stuttering.
MadMansGun Posted September 17, 2020 Author Posted September 17, 2020 17 minutes ago, firepunch1 said: So I was reading the changelogs and checking some of the previous ones too and noticed the line: note: the use of "bPreemptivelyUnloadCells=1" in the skyrim.ini is recommended. Is this something you'd recommend even for those with a lot of RAM in their system? I was trying to figure out exactly what it would do but the STEP team's description is empty, the only one I can find that'll most likely apply is the pcgamingwiki's one for Oblivion which reads: bPreemptivelyUnloadCells=0 - If set to 1, this setting attempts to unload cell data it thinks you won't need. This can help those with less than 1GB of RAM, however with 1GB or more of RAM, I recommend leaving it at 0 for greatly reduced stuttering. the idea is it may help CF work better by unloading creatures as they move out of range.......not 100% sure if it actually does or not, but it does help with the 4gb crash on older computers. 2
Tlam99 Posted September 17, 2020 Posted September 17, 2020 If leaving a eg. cave use pcb command instead. However, the reason for me is here to pevent savegame bloating.
Penicilliunm Posted September 21, 2020 Posted September 21, 2020 This might be a dumb question but I am a bit confused here. Why do MNC and HCOS have textures and meshes on werewolves ? won't one overwrite the other, and is it safe to delete those files depending on load order ?
MadMansGun Posted September 21, 2020 Author Posted September 21, 2020 2 hours ago, Penicilliunm said: This might be a dumb question but I am a bit confused here. Why do MNC and HCOS have textures and meshes for werewolves ? it's due to how/when the mods got developed, "Horny Werewolves of Skyrim" and "Horny Dragons of Skyrim" and my SLAL Pack all got made/started before i did MNC:SLAL, and then i merged the 3 mods together to be "Horny Creatures of Skyrim" sometime after i did MNC:SLAL. in MNC:SLAL the werewolf penis shape and location is based on the one from "Derrax's Male Werewolves" (but is using the Canine penis mesh from "diarawr's Horny Dogs of Skyrim Project), and in HCOS the werewolf mesh has/had a bigger penis for my own personal preference. that was up until the latest updates, since the introduction of ABC support to MNC:SLAL and the resulting animation updates they had slowly become less necessary because they can just be made longer in the animation, so i have changed out some meshes and redirected others to MNC, right now the HCOS werewolf settings are just used to change the color of the penis (red or black) or turn it into a horse dick. ....also HCOS adds HermWerewolves. 2 hours ago, Penicilliunm said: won't one overwrite the other nope, that's what creature framework is for. 2 hours ago, Penicilliunm said: and is it safe to delete those files depending on load order ? no, only if they are from a older version and are not used anymore.
Mark Antony Posted September 21, 2020 Posted September 21, 2020 for some reason during 3p animations only one creature has an erection
shiagwen Posted September 21, 2020 Posted September 21, 2020 Here is a screenshot from the problem with the breast. maybe you have an idea what to do. ScreenShot4.bmp
Nymra Posted September 21, 2020 Posted September 21, 2020 5 minutes ago, shiagwen said: Here is a screenshot from the problem with the breast. maybe you have an idea what to do. ScreenShot4.bmp 5.93 MB · 2 downloads could be collision with hair? at least I had that once and it locked similar
Nymra Posted September 21, 2020 Posted September 21, 2020 9 hours ago, rickyking01 said: for some reason during 3p animations only one creature has an erection for me this happens sometimes but goes away for stage 2. Can also be caused by script lag. Also try to set Arousal in Creatue Framework to 0. Maybe any of these help.
shiagwen Posted September 21, 2020 Posted September 21, 2020 23 minutes ago, Nymra said: could be collision with hair? at least I had that once and it locked similar it looks this way only when fnis undone. apachii hair.
Ikwydls Posted September 21, 2020 Posted September 21, 2020 I'm getting the error "'Unbound' Quest early stage detected - skipping OnUpdate event to prevet issues" in console and creature's don't seem to be updating. I checked source and this is the section of CreatureFramework.psc which throws the error: event OnUpdate() if !UnboundQ.GetStageDone(250) CFDebug.Log("[Framework] 'Unbound' Quest early stage detected - skipping OnUpdate event to prevet issues") RegisterForSingleUpdate(360) else *Do the actual update I assume* I think the alternate start mod I'm using is fucking it up, other alternate start mods might cause problems too (Realm of Lorkhan https://www.nexusmods.com/skyrim/mods/99794?tab=posts). Ingame stage of unbound is 1000, probably due to this alternate start mod. "GetStageDone MQ101 1000" returns 1 in ingame console, but 250 returns 0. Console "setstage MQ101 250" on the quest is not working as a quick fix (Supposedly a problem with some vanilla quests). I'll fix this for myself, but is it possible to change the check to see if quest stage is over 250 and not exactly 250? GetStageDone doesn't seem to account for this. This would solve the issue for alternate start mods and still make sure that Creatures wont update during the vanilla Helgen sequence? Thanks for the mod, I hope this is not a known bug.
jalingon3011 Posted September 23, 2020 Posted September 23, 2020 I have got a problem with Ash Hoppers. They somehow become very small, about 25% of the size. And when they die they just stand still while I can't loot or move their corpses. I found out the problem is the skeleton.nif file. When I change it to the original one that I extracted from Dragonborn.bsa the problems are gone, except now when playing sex animations the Ash Hopper penis will stretch to the ground instead of going onto the pussy. I tried uninstall MNC, delete all Ash Hopper files in mesh folder, then install MNC, but it ends up Ash Hoppers not playing sex animations at all. Can someone help me please? Thank you. EDIT: I just found an older version of the file somewhere in my computer. Once I replace with it things work fine now. If anyone else has this problem please contact me and I can give you the file.
MadMansGun Posted September 23, 2020 Author Posted September 23, 2020 58 minutes ago, jalingon3011 said: . i will just assume you had ABC or xp32 overriding MNC's skeleton.
Pfiffy Posted September 23, 2020 Posted September 23, 2020 So we get female Dragonpriests and Giants now? Or is this just in the patches for some other mods?
MadMansGun Posted September 23, 2020 Author Posted September 23, 2020 15 minutes ago, Pfiffy said: So we get female Dragonpriests and Giants now? Or is this just in the patches for some other mods? they have been in MNC for a while now (the Giantess for years), but now you can get them without using/needing HentaiCreatures (assuming no other mod edits the leveled lists) the YA patch turns the priest/preastess into Argonians.
Pfiffy Posted September 23, 2020 Posted September 23, 2020 35 minutes ago, MadMansGun said: they have been in MNC for a while now (the Giantess for years), but now you can get them without using/needing HentaiCreatures (assuming no other mod edits the leveled lists) the YA patch turns the priest/preastess into Argonians. Is it all random or did you just edit some special Giants/Drangonpriests? And is it also random for the Dremora?
MadMansGun Posted September 23, 2020 Author Posted September 23, 2020 19 minutes ago, Pfiffy said: Is it all random or did you just edit some special Giants/Drangonpriests? they are added with the leveled actor lists, therefor they spawn the same way as there male counterparts. 19 minutes ago, Pfiffy said: And is it also random for the Dremora? no, i did not add any Dremoras, the YA patch edits the 2 from HC to fix there face gen data (they get gray faced if not patched due to being turned into panthers)
FoxLotus Posted September 24, 2020 Posted September 24, 2020 I've a quick question. An hopefully someone who has either curated or followed this thread from the earlier postings may know the answer to my question. Rogueshot's creature modifications, such as Hellish hounds, sickening skeevers, wicked werewolves etc. They have modified skeletons to create some incredibly enhanced versions for many creatures, essentially better limb and body ratio proportions. Has anyone used these mods successfully with LL mods in mind, or do they not work together like the vanilla skeletons? If yes, is there a how to, load order to follow? I'm running SSE and using MO2. (an yes I'm aware this is the LE framework) Thank you for any information regarding my inquiry.
SangriusDarkblade Posted September 24, 2020 Posted September 24, 2020 Female monsters aren't my thing. Don't want 'em spawning, not my fetish. Any chance we can get diverging versions maintained without this addition? Or a patch?
MadMansGun Posted September 24, 2020 Author Posted September 24, 2020 16 hours ago, DAZEros said: I've a quick question. An hopefully someone who has either curated or followed this thread from the earlier postings may know the answer to my question. Rogueshot's creature modifications, such as Hellish hounds, sickening skeevers, wicked werewolves etc. They have modified skeletons to create some incredibly enhanced versions for many creatures, essentially better limb and body ratio proportions. Has anyone used these mods successfully with LL mods in mind, or do they not work together like the vanilla skeletons? If yes, is there a how to, load order to follow? I'm running SSE and using MO2. (an yes I'm aware this is the LE framework) Thank you for any information regarding my inquiry. they are not compatible 7 hours ago, SangriusDarkblade said: Female monsters aren't my thing. Don't want 'em spawning, not my fetish. Any chance we can get diverging versions maintained without this addition? Or a patch? just use tes5edit and delete the Leveled NPC section, it's not rocket science. 1
OsmelMC Posted September 25, 2020 Posted September 25, 2020 On 9/21/2020 at 11:32 AM, Nymra said: for me this happens sometimes but goes away for stage 2. Can also be caused by script lag. Also try to set Arousal in Creatue Framework to 0. Maybe any of these help. If you see that when SLAA is used to add the extra creature is because apparently CF can't call the FastErect Animation once the SexLab Animation Start but once the stage change SexLab use his own method to change the erection.
Nymra Posted September 25, 2020 Posted September 25, 2020 57 minutes ago, osmelmc said: If you see that when SLAA is used to add the extra creature is because apparently CF can't call the FastErect Animation once the SexLab Animation Start but once the stage change SexLab use his own method to change the erection. might be but it also happens quite alot without SLAA even installed. even my polished profile and setup (fixes and ini settings) and high FPS and all in Order still it can happen. I dunno, I suggested an "emergeny penis" key of some sorts for creatures a while back.
OsmelMC Posted September 25, 2020 Posted September 25, 2020 3 hours ago, Nymra said: might be but it also happens quite alot without SLAA even installed. even my polished profile and setup (fixes and ini settings) and high FPS and all in Order still it can happen. I dunno, I suggested an "emergeny penis" key of some sorts for creatures a while back. I need to check because I don't test FCC scenes without SLAA intervention since I use SLAA. The emergency key don't be needed because once I find the solution, will be automatic. I already have something in mind for the SLAA case but if is also on other situation I have to double check the reason.
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