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More Nasty Critters Legendary Edition


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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"

 

 

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BDIC is/was out of date the last time i looked at it.

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BDIC is/was out of date the last time i looked at it.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

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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.

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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.

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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? 
 

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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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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. 

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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.

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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.

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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. 

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