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More Nasty Critters Legendary Edition


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Posted

Got a notification that there was an update 2 hours ago but all the version numbers are the same as they were yesterday. Should I update again? BTW thanks again for your work and for all the updates. 

Posted

it's always great to keep adding new stuff into this mod, but with the recent updates after starting a new game I am seeing mostly giantess spawns and dragon priestess spawns in dungeons, i.e. more female spawns than male spawns which begs the question most creatures animations are for male is there a way to either tone down the spawns OR disable this entirely as an option.

 

edit: I used tesedit to remove all giantess and dragon priestess from the esp, hopefully nothing breaks..

Posted
2 hours ago, Whizkid said:

it's always great to keep adding new stuff into this mod, but with the recent updates after starting a new game I am seeing mostly giantess spawns and dragon priestess spawns in dungeons, i.e. more female spawns than male spawns which begs the question most creatures animations are for male is there a way to either tone down the spawns OR disable this entirely as an option.

 

edit: I used tesedit to remove all giantess and dragon priestess from the esp, hopefully nothing breaks..

this may or may not work:

 

MoreNastyCritters.esp

Posted

@MadMansGun thanks for all your hard work, just wondering for the creatures framework v2.xx onwards, as we know some creatures schlong is not updating correctly, the Force arousal update option if toggle on does not always function as intended if sex happens consecutively. In most cases, when this happens the creature that isn't updating will never update at all, unless it's targeted and trigger update from the puppeteer mcm menu. 

 

I would suggest that perhaps a hotkey to force update on all creatures as in some instances this happens to not one but 2 creatures and it's only during the animation, which means it's not possible to target it via the N key.

 

this is just a quick fix suggestion.

Posted
22 hours ago, dcoe50 said:

 

1 hour ago, dcoe50 said:

 

those lines are all i got, i don't have any suggestions to add.

 

Posted

I tried to editing mihail nekker that using werewolves skeleton bone with ABC , but always ended up CTD on Creation Kit also in game, is there someone who knows the problem about it ? i'd be appreciated the help


Edited = the nekker is not working

Posted
1 hour ago, razzor69 said:

I tried to editing mihail nekker that using werewolves skeleton bone with ABC , but always ended up CTD on Creation Kit also in game, is there someone who knows the problem about it ? i'd be appreciated the help

Nekkercommon2hard_1.nif 5.42 MB · 0 downloads

mihail does not use stock skeletons for many of his creatures, therefor your mesh is trying to connect "hdtwerewolf.xml" to a skeleton that lacks the needed penis nodes.

Posted
3 hours ago, MadMansGun said:

mihail does not use stock skeletons for many of his creatures, therefor your mesh is trying to connect "hdtwerewolf.xml" to a skeleton that lacks the needed penis nodes.

Well im using the ABC werewolves skeleton for this, and just swap the meshes with the nekker, but there are skirtFbone that i could not remove from it, you can check all the nodes for ABC that i copied into the nekker. btw can it be fixed?

Posted
1 hour ago, razzor69 said:

.

you also have a lot of unassigned "NiTriShapeData" "BSDismemberSkinInstance" and "BSLightingShaderProperty" in your nif

 

 

Posted

Hi 

After manually fiddling with ABC i get these rieklings ScreenShot32.bmp what puzzles me is that its not all of them and it seems random if its scouts or hunters or other

does anybody have a hint about this and what to do?

 

thanks

 

Posted
18 minutes ago, iggypop1 said:

Hi 

After manually fiddling with ABC i get these rieklings ScreenShot32.bmp what puzzles me is that its not all of them and it seems random if its scouts or hunters or other

does anybody have a hint about this and what to do?

 

thanks

 

looks like a messed up BSLightingShaderProperty from a 3ds max export (also from the blockyness it looks like the normal space and/or tangent space has not been smoothed/updated), the BSLightingShaderProperty needs to be deleted and replaced with a working one copied from another nif.

Posted
3 minutes ago, MadMansGun said:

looks like a messed up BSLightingShaderProperty from a 3ds max export (also from the blockyness it looks like the normal space and/or tangent space has not been smoothed/updated), the BSLightingShaderProperty needs to be deleted and replaced with a working one copied from another nif.

What?.......its not all the rieklings

 

So how do i do this? so do i try to: delete rikling meshes and copy/paste from this mod MNC SLAL?

Posted
13 minutes ago, iggypop1 said:

What?.......its not all the rieklings

rieklings have 8 meshes (14 if you count both stock/unaroused and MNC/aroused) , from that screenshot it looks like only some of them are fucked up.

NifSkope is needed to find & fix the effected files.

 

13 minutes ago, iggypop1 said:

delete rikling meshes and copy/paste from this mod MNC SLAL?

that would also work.

Posted
17 hours ago, MadMansGun said:

that would also work

Hi again

I tried to overwrite the NIFs but that did not work? do i have to delete the nifs before copy/paste in the new ones?

Posted
On 10/19/2020 at 10:21 PM, Whizkid said:

thanks testing this

How did this go? I've been holding off on updating to the latest version in hopes of getting a no female creatures option (I play a female PC). I have no ability to use the toolset.

Posted
1 hour ago, SangriusDarkblade said:

How did this go? I've been holding off on updating to the latest version in hopes of getting a no female creatures option (I play a female PC). I have no ability to use the toolset.

it's better to remove the giantess and dragon priestess from the esp, i used tesedit and delete those entries, having it in would have a chance to spawn, and since there is close to no female creatures animation most of the female creatures should be disabled.

 

if anyone here knows how to go about removing female animation spawns it would be great.

Posted
On 10/23/2020 at 8:19 PM, MadMansGun said:

you also have a lot of unassigned "NiTriShapeData" "BSDismemberSkinInstance" and "BSLightingShaderProperty" in your nif

 

 

Oh man i really dont know what to do with that, im out of ideas, because mostly the swap patch that i always did are working, but not this nekker, anyway thanks for the advice, i think i will try something else.

Posted

It appears that everything is working correctly but having reassembled a new play with updated mods including this/these I now am getting Crash Fixes messages occasionally ( Skyrim Failed to assign memory...) and when quitting the game to desktop I am getting the C++ crash. I have not experienced either of these in quite some time. It is a new game, virgin install to an empty folder rebuilt from scratch so I am pretty sure about what is in each folder. I am going to see what Papyrus logs say if I can get one. I assume papyrus is choking out from all the new and improved scripts. I am also questioning the backports. Moving a mod from SSE to LE seems to be "problematic". A couple of these "new" mods are backports. Comments? Disparaging remarks? I am poking at it but would welcome a new insight.

Posted
29 minutes ago, MadMansGun said:

delete them

Alright, by now i tried to do it backward, i added nodes from werewolves that has ABC into the nekker one, well its working in game, at last it can bang my female dragonwhore, maybe you can also test it in game to make sure its also working for anyone including me.

 

nekker warriorTest.nif

Posted
38 minutes ago, netruss1964 said:

I am getting the C++ crash

 

39 minutes ago, netruss1964 said:

It is a new game, virgin install to an empty folder rebuilt from scratch

Perhaps you forgot to install the correct C++ redistributable for Skyrim?

 

Posted
27 minutes ago, netruss1964 said:

It appears that everything is working correctly but having reassembled a new play with updated mods including this/these I now am getting Crash Fixes messages occasionally ( Skyrim Failed to assign memory...) and when quitting the game to desktop I am getting the C++ crash. I have not experienced either of these in quite some time. It is a new game, virgin install to an empty folder rebuilt from scratch so I am pretty sure about what is in each folder. I am going to see what Papyrus logs say if I can get one. I assume papyrus is choking out from all the new and improved scripts. I am also questioning the backports. Moving a mod from SSE to LE seems to be "problematic". A couple of these "new" mods are backports. Comments? Disparaging remarks? I am poking at it but would welcome a new insight.

last time that happened it was because Crash Fixes did not like a skeleton.hkx (the horse's from mnc, but that was fixed.)

 

21 minutes ago, razzor69 said:

Alright, by now i tried to do it backward, i added nodes from werewolves that has ABC into the nekker one, well its working in game, at last it can bang my female dragonwhore, maybe you can also test it in game to make sure its also working for anyone including me.

nekker warriorTest.nif

 

Posted

I thank you for your attention to this question. Upon investigating I discovered I had no entry to alter the default heap setting in the SKSE.ini. I was running out of memory. The game appears able to pass loading doors effectively and exit to desktop with out crashing again now. I have enabled logging and will begin a longer test attempt. Looks like operator head space and timing was off. I shall return like a bent quarter if it is still wack. Thank you for your help.

 

Edit: Yes MMG, the mere inclusion of your mod makes me come here for all my troubleshooting complaints. Thank you for helping to keep an old title alive. I will try to bother other people from time to time in thanks. Stay safe.

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