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More Nasty Critters Legendary Edition


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Posted
4 hours ago, Noctum28 said:

Not that I want to appear impatient, but what exactly was changed in "More Nasty Critters 12.5A" and "Horny Creatures of Skyrim 1.24A"?

a few small things that i did not feel like typing out at 4 in the morning.

 

eg:

changed the werewolf body template flags.

edited the BSLightingShaderProperty flags on some dicks.

updated the yiffy age patch.

uploaded osmelmc's newest edit of Creature Framework (V2.0.2).

and other small things i can't remember.

Posted
33 minutes ago, osmelmc said:

Not the worst

I did something worse than that?!

33 minutes ago, osmelmc said:

For example use the Surrender Hotkey from "SexLab Defeat" to start the dialogue with Horses and keep disable the "Allow Dialogue with Horses" in SLAC 

It's supposed to be immersive and natural so the player could communicate with creatures and NPCs equally instead of fudging it with yet another hotkey option. But there is already a direct invite hotkey which bypasses the dialogue though it needs to be configured in the AC MCM > Dialogue & Interactions.

 

The big issues for horse dialogue are Convenient Horses and Immersive Horses which are ubiquitous in load orders and have conflicting systems active on the player's horse. Actually not particularly concerned with HentaiCreatures - is it ever used for anything other than testing and for those who just want to see the animations without gameplay? I always thought it would be better to do away with all the scripted interaction in that mod and just have an aimed banish spell.

Posted

Can i choose and install only the humanoid animation like spriggan,flame astronach, hagraven, werewolf and vampire lord only without have to install the other creature and sorry for asking too much ,but can i deactivate creature framework and sexlab arouse because it seem whenever i touch these two i would need a reinstall to fix the crash  

Posted

Hello. First of all, thank you so much and I have a question. Among the mods I do, two of the companion's werewolf brothers have the option of playing Gangbang as a werewolf. But I can't find any animations. Do you have any 3p animation of werewolf? If not, can I ask for an update?

 
Posted
3 hours ago, Hoonnamjaji said:

Hello. First of all, thank you so much and I have a question. Among the mods I do, two of the companion's werewolf brothers have the option of playing Gangbang as a werewolf. But I can't find any animations. Do you have any 3p animation of werewolf? If not, can I ask for an update?

if you mean "were on were on were" then no there are no animations for that.

if you mean "2 weres on a human" then your looking for billyy's SLAL pack.

Posted
54 minutes ago, MadMansGun said:

if you mean "were on were on were" then no there are no animations for that.

if you mean "2 weres on a human" then your looking for billyy's SLAL pack.

 Oh, thank you! You solved my problem!

Posted
2 hours ago, MadMansGun said:

if you mean "were on were on were" then no there are no animations for that.

if you mean "2 weres on a human" then your looking for billyy's SLAL pack.

 Oh, thank you! You solved my problem!

 

Oh, I didn't ask this.
Does the mode you uploaded, or MNC slaltion, apply to both Le SE?

Posted

I've got a bit of a clarification question I suppose. 

 

When hunting for issues causing wolves collision to work but death hounds not to (not handled by you I know, wont be the question!) I was inspecting the meshes (first from ABC, but then to doublecheck I checked the original MNC meshes as well), and I noticed that the death hound penis still has the old angle, while the wolves have the new angle. Is that still intended? 

 

I know the death hound uses the wolf skeleton and that death hounds and wolves have (or had?) different scaling that would cause alignment issues, which I guess is the reason for the angle difference before? 

But with the new (some time ago) rescaled canine meshes the scaling thing was fixed to make the animation lineup smoother right? 

 

I guess my question is; 

If the new meshes are normalized, should they still have different angles? Or have I maybe misunderstood the rescaled meshes, and the angle difference is still needed? 

Just curious!

 

Now back to hunting the cause of my collision issue!

 

Posted
 

and I noticed that the death hound penis still has the old angle, while the wolves have the new angle. Is that still intended? 

your mixing up DeathHoundHardLegacy.nif with DeathHoundHard.nif.

 

DeathHoundHardLegacy.nif is for older wolf animations (before scaling was standardized).

 

DeathHoundHard.nif is for new animations and ABC based animations.

Posted
 

your mixing up DeathHoundHardLegacy.nif with DeathHoundHard.nif.

 

DeathHoundHardLegacy.nif is for older wolf animations (before scaling was standardized).

 

DeathHoundHard.nif is for new animations and ABC based animations.

Oooh, of course. That makes perfect sense.

Posted

So, apparently, This mod on the nexus uses Meshes/textures/assets from MNC (The folders aren't even renamed) and I don't think he is crediting the authors. ? (Kinda got my account blocked by the uploader when I asked in comments)

 

 

Posted
 

So, apparently, This mod on the nexus uses Meshes/textures/assets from MNC (The folders aren't even renamed) and I don't think he is crediting the authors. ? (Kinda got my account blocked by the uploader when I asked in comments)

 

 

File credits

Credit to MadMansGun for the original More Nasty Critters Mod, this is a heavily modified version of his mod, still using the original file structure.

Posted
 

File credits

Credit to MadMansGun for the original More Nasty Critters Mod, this is a heavily modified version of his mod, still using the original file structure.

 

Musta missed it. ? Thanks for telling me, since I can't see the mod page anymore. ?

Posted
8 hours ago, MonVert said:

So, apparently, This mod on the nexus uses Meshes/textures/assets from MNC (The folders aren't even renamed) and I don't think he is crediting the authors. ? (Kinda got my account blocked by the uploader when I asked in comments)

looks like they just ripped off Less Nasty Critters:

https://www.loverslab.com/files/file/15040-less-nasty-critters/

 

Posted

Having a issue that uses MNC and was suggested to come here and ask by the author.

 

Started  anew game and installed Demonic Creatures.  Creatures show up, and they show up in the MNC MCM, but when defeated the creatures have no male packages and it's just dry humping.  He doesn't know why it's not showing up but after looking at my load order he said it might be a long shot that my XPMSE may be to far off.  I can't find anything here as to where in the load order the XPMSE should be.  Any suggestions?  All other creature packages show up except for his

 

Is my XPMSE too far down the load order?  I use Loot, but I know it doesn't always work to the best

Load Order.txt

Posted
42 minutes ago, WCSC said:

Having a issue that uses MNC and was suggested to come here and ask by the author.

 

Started  anew game and installed Demonic Creatures.  Creatures show up, and they show up in the MNC MCM, but when defeated the creatures have no male packages and it's just dry humping.  He doesn't know why it's not showing up but after looking at my load order he said it might be a long shot that my XPMSE may be to far off.  I can't find anything here as to where in the load order the XPMSE should be.  Any suggestions?  All other creature packages show up except for his

 

Is my XPMSE too far down the load order?  I use Loot, but I know it doesn't always work to the best

Load Order.txt 4.65 kB · 0 downloads

1. many of Mihail's cratures don't use the stock skeleton file paths, so it does not matter where you put XPMSE because they are not using it anyways.

2. a bad XPMSE install would not stop penises from showing up, it would A: t pose the penis, or B: crash the game if the penis has HDT data linking to nodes that are missing.

3. i'm not familiar with demonic creatures, so i don't even know if it's json (or other files) is setup correctly.

 

assuming the mod is fine/made right try this:

Quote

Aroused mesh not getting/staying applied during animations (a list of things to try):
A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
B. go to the Creature Framework MCM and click on "Clear Creatures"....(and then maybe add "bPreemptivelyUnloadCells=1" to the skyrim.ini file in your save folder, it should go under the "[General]" section)
C. go to the Creature Framework MCM and enable "Force arousal update"
D. go to the Creature Framework MCM and disable "SexLab Aroused integration"
E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register)
F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts from your save file, then turn off/uninstall MNC & CF's esps, then load the game and save & quit, reinstall/enable MNC but replace CF with the old version.

or try updating to CreatureFramework V2_0_2.7z

Posted
11 minutes ago, MadMansGun said:

1. many of Mihail's cratures don't use the stock skeleton file paths, so it does not matter where you put XPMSE because they are not using it anyways.

2. a bad XPMSE install would not stop penises from showing up, it would A: t pose the penis, or B: crash the game if the penis has HDT data linking to nodes that are missing.

3. i'm not familiar with demonic creatures, so i don't even know if it's json (or other files) is setup correctly.

 

assuming the mod is fine/made right try this:

or try updating to CreatureFramework V2_0_2.7z

I'll try that, thanks!

Posted
On 12/26/2020 at 3:47 PM, MadMansGun said:

1. many of Mihail's cratures don't use the stock skeleton file paths, so it does not matter where you put XPMSE because they are not using it anyways.

2. a bad XPMSE install would not stop penises from showing up, it would A: t pose the penis, or B: crash the game if the penis has HDT data linking to nodes that are missing.

3. i'm not familiar with demonic creatures, so i don't even know if it's json (or other files) is setup correctly.

 

assuming the mod is fine/made right try this:

or try updating to CreatureFramework V2_0_2.7z

Hi MadMansGun, in the future MNC update plan, will you consider restoring the logic of horses to the way before 12.4. 12.5 restricts too many things, such as the model of the original horse must be used to sort the model branches, and the Textures of the original horse must be used. There are many excellent horse model horse mods. I don’t think it should be limited to the original horses. Sorry for my bad English. I hope you can understand what I said.

Posted

I often have problems with creatures not getting a penis in animations. Mostly with draugr. Usually re-registering all mods in the creature framework mcm fixes that but in the last time it did not.

Posted

Question. The "ModCompatibilityKitsForMNCv12_5A" file contains various patches for other mods. I have Immersive Horses (with a pack of 2K textures from KrittaKitty that came with the kit) and Craftable Horse Barding. I have installed a patch for Immersive Horses and textures from KrittaKitty. However, it is not clear about the Craftable Horse Barding patch. There are patches for Horse Armors for Skyrim. Should I put it? Will he work with Craftable Horse Barding? Or should I ditch the Craftable Horse Barding mod?

 

p.s I'm sorry for the mistakes. English is not my native language.

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