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More Nasty Critters Legendary Edition


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Posted
56 minutes ago, Aki K said:

I noticed there is an update but no changelog. Just want to know how much was changed to see if it is worth the risk to implement the update and possible break my existing saves or if it is safe to update.

 

Also a question of curiosity. I'm a big fan of Hentai Creatures functionality. Is it possible to use TesEdit to add creatures from other mods and have them behave like the summoned creatures? I have zero skill for CK but I have made new spells and stuff with TesEdit in the past. Assuming the new creatures have functional meshes and animations etc. would it be possible to apply all of the HC affects to them and make a spell to summon the new creature?

Change log is in txt file that is in latest file, dl file and read txt file with change log.  Im just reiterating what I read a few post back, I haven't dl'd file so unsure of changes in newer file. 

Posted
11 minutes ago, Heroine HoneyCrotch said:

Change log is in txt file that is in latest file, dl file and read txt file with change log.  Im just reiterating what I read a few post back, I haven't dl'd file so unsure of changes in newer file. 

Thank you. I figured I'd give it a shot with one file and see how it works, and if all else fails I still have the old version to work with. So far it works. So now I just want to see if I can figure out the Hentai Creatures thing.

Posted (edited)
3 hours ago, Aki K said:

I noticed there is an update but no changelog. Just want to know how much was changed to see if it is worth the risk to implement the update and possible break my existing saves or if it is safe to update.

nothing much, just preventive maintenance to go with the CF v2.0.3 update (i added the CF script edit that was floating around) .

Quote

added nostrip keyword to the dragon's armor entrys.

 

3 hours ago, Aki K said:

Also a question of curiosity. I'm a big fan of Hentai Creatures functionality. Is it possible to use TesEdit to add creatures from other mods and have them behave like the summoned creatures? I have zero skill for CK but I have made new spells and stuff with TesEdit in the past. Assuming the new creatures have functional meshes and animations etc. would it be possible to apply all of the HC affects to them and make a spell to summon the new creature?

possible? yes, but it's a bitch to do....also i don't know how to link it to the dump spells function.

Edited by MadMansGun
Posted
1 hour ago, MadMansGun said:

 

possible? yes, but it's a bitch to do....also i don't know how to link it to the dump spells function.

I don't plan to link the dumpspell function. I'm going to make it a separate esp and load it will spell books for easy "additemmenu" access to the spells. I might even see if it's possible to make a single spell book teach all the spells.

 

But I can't seem to copy the script to the NPCs I want it to effect and that's my one obstacle. (I don't have any skill for CK so I'm trying to do it with TesEdit.) I don't imagine I'll get around to all the NPCs in the limited time I have before my next semester begins, it'll be a bit of a hack-job and probably very imperfect. But I might steadily work at it.

 

All that said, if I get permission from the other mod author, would you like the esp once I get it working so you can upload it (or alternatively I get permission from all authors involved to upload it myself)? I honestly don't mind who uploads it and don't care if I get credit. I'd just be happy if this effort could be used by other people.

Posted
5 hours ago, Aki K said:

But I can't seem to copy the script to the NPCs I want it to effect and that's my one obstacle.

there is a trick i do in xedit to do that: normally it won't let you edit/add scripts but however if you temporally change the formid to match one of HC's NPCs you can click & drag the script section over to your npc.

 

but you need to make HC a master to the mod your working on first so "copy as override" something from HC into you mod.

Posted

would it be possible to replace the male werewolf body? I tried in nifskope copybranch but I just get unkown block or [111] Array Vertex Data much too large. 15550119 bytes requested.

Posted

guys, I'm going to leave a question here that serves both MNC and ABC, in the vortex my load order is after for ABC and before for MNC, when I'm playing I wanted to disable the penis in some creatures because they are weird like frost atronach and the storm atronach (respectively, the first one is a small atronach and the other one has a floating penis), but when I go to the creature framework and put ''disable'' my summons and the creatures that are already on the map still have a penis, someone know how to disable?

Posted
13 hours ago, MadMansGun said:

there is a trick i do in xedit to do that: normally it won't let you edit/add scripts but however if you temporally change the formid to match one of HC's NPCs you can click & drag the script section over to your npc.

 

but you need to make HC a master to the mod your working on first so "copy as override" something from HC into you mod.

Cool. I think I figured it out. And I received permission from the other mod author to possibly upload it. Do I have your permission as well? It is not a stand alone mod as far as I know but I'll send a copy to you prior to uploading if you want to check it yourself. ^-^

Posted
8 hours ago, Aki K said:

Cool. I think I figured it out. And I received permission from the other mod author to possibly upload it. Do I have your permission as well? It is not a stand alone mod as far as I know but I'll send a copy to you prior to uploading if you want to check it yourself. ^-^

meh, do whatever you want, i'm too ill with stomach problems right now to care anyways.

Posted
15 hours ago, MadMansGun said:

meh, do whatever you want, i'm too ill with stomach problems right now to care anyways.

Yikes. Feel better. I appreciate the permission. If you change your mind after the fact let me know.

Posted (edited)
On 8/23/2021 at 6:55 PM, MadMansGun said:

meh, do whatever you want, i'm too ill with stomach problems right now to care anyways.

Sorry to hear that man. Just curious, what CF script edit floating around was implemented for CF 2.0.3? I've searched myself but can't really find anything that matches the changes in the source of 2.0.3. I have a "V2 Fix" installed that seems to do some actorForm check, but that's all I can find (and I'm unsure of its purpose).

Edited by XenoDrake
Posted
56 minutes ago, XenoDrake said:

Sorry to hear that man. Just curious, what CF script edit floating around was implemented for CF 2.0.3? I've searched myself but can't really find anything that matches the changes in the source of 2.0.3. I have a "V2 Fix" installed that seems to do some actorForm check, but that's all I can find (and I'm unsure of its purpose).

this:

https://www.loverslab.com/topic/95978-creature-framework-se/page/26/?tab=comments#comment-3383775

but i also added a version number change to CreatureFrameworkUtil.psc & CreatureFramework.psc to help force the script to update.

 

and i added sexlab's nostrip keyword to the dragon's armor entrys in both MNC & HCOS to try and prevent a problem* that some people encountered when using the edit.

 

*fancy dragons turning into common green dragons.

Posted
16 hours ago, MadMansGun said:

this:

https://www.loverslab.com/topic/95978-creature-framework-se/page/26/?tab=comments#comment-3383775

but i also added a version number change to CreatureFrameworkUtil.psc & CreatureFramework.psc to help force the script to update.

 

and i added sexlab's nostrip keyword to the dragon's armor entrys in both MNC & HCOS to try and prevent a problem* that some people encountered when using the edit.

 

*fancy dragons turning into common green dragons.

Much appreciated for the explanation.

Posted
On 3/28/2021 at 4:19 PM, Drift91 said:

@MadMansGun I know you're sick of dealing with horse mods, but would it be possible to get a fix for this? I'm fairly certain that it's something to do with the patch for Immersive Horses and using "sexchange" in the console on the player-owned horses. Unfortunately it seems to be the only way to get male horses with Immersive Horses since it always converts them to female as soon as you purchase them. I'd greatly appreciate it if you could take a look at the patch and see if it somehow conflicts with your new horse arousal code. Thanks.

Has this been fixed in LE? If not is it possible for us to get 12.4 uploaded for the sake of being able to rescue or depraved fun times?

Posted (edited)
On 8/31/2021 at 1:23 AM, h311h0und1134 said:

Has this been fixed in LE? If not is it possible for us to get 12.4 uploaded for the sake of being able to rescue or depraved fun times?

Immersive Horses potential fix

 

Guys I figured it out. For some godforsaken reason the Armor and ArmorAddons for the horse schlongs also need the 'CartHorse' race as an additional race to stay attached to the horses affected by Immersive Horses. At least that's what's worked for fixing my Black Fell Pony after I noticed that was the only difference between Black Fell and Exmoor Ponies. I still need to test it for all other horse breeds, but if that's the fix hopefully, it should be a pretty easy patch to make.

Edited by h311h0und1134
Posted
2 hours ago, h311h0und1134 said:

Immersive Horses potential fix

 

Guys I figured it out. For some godforsaken reason the Armor and ArmorAddons for the horse schlongs also need the 'CartHorse' race as an additional race to stay attached to the horses affected by Immersive Horses. At least that's what's worked for fixing my Black Fell Pony after I noticed that was the only difference between Black Fell and Exmoor Ponies. I still need to test it for all other horse breeds, but if that's the fix hopefully, it should be a pretty easy patch to make.

.....the fuck? is it actively changing non cart horses into being members of the CartHorse race? because that's a fucking stupid setup if so.

 

if this is the case then the json may need editing as well, it's only setup to use the default horse for the CartHorse race.

Posted (edited)
39 minutes ago, MadMansGun said:

.....the fuck? is it actively changing non cart horses into being members of the CartHorse race? because that's a fucking stupid setup if so.

 

if this is the case then the json may need editing as well, it's only setup to use the default horse for the CartHorse race.

As far as I can tell, no. After looking at the IH scripts, what it does is it removes the horse you're taking ownership of (if its not a stable horse or shadowmere/frost) and replaces it with another horse under the "Horse Race". There is a separate function in IH that unequips items that shouldn't be equipped by horses (like Iron Armor and shit like that). It does this by checking what races the armor is for and then removing it if it can't find either the "Horse" race or the "CartHorse" race. For some reason though, it fails if both Horse and CartHorse aren't assigned to an AA. I'm not sure why that is, since at first glance the source for that function looks like it would return true if either race was in the armor's addon, but in testing that wasn't case. Hence why adding the CartHorse as an additional race in the AAs appear to work.

At this point, I've tested all the horses (both ones I was using and one's I spawned in) and it looks like that fixed everything. I'm gonna upload the patch here so others can test it out too and hopefully it works for everyone.

 

Also, I didn't need to update any of the jsons for it to work, but who knows. Skyrim might shit its pants for no reason.

Immersive Horses Patch.esp

Edited by h311h0und1134
Posted
6 minutes ago, h311h0und1134 said:

As far as I can tell, no. After looking at the IH scripts, what it does is it removes the horse you're taking ownership of (if its not a stable horse or shadowmere/frost) and replaces it with another horse under the "Horse Race". There is a separate function in IH that unequips items that shouldn't be equipped by horses (like Iron Armor and shit like that). It does this by checking what races the armor is for and then removing it if it can't find either the "Horse" race or the "CartHorse" race. For some reason though, it fails if both Horse and CartHorse aren't assigned to an AA. I'm not sure why that is, since at first glance the source for that function looks like it would return true if either race was in the armor's addon, but in testing that wasn't case. Hence why adding the CartHorse as an additional race in the AAs appear to work.

almost sounds like they used && when it should of been ||

Posted (edited)
3 minutes ago, MadMansGun said:

almost sounds like they used && when it should of been ||

Its a while loop that uses SKSE's armor addon.GetNthAdditionalRace(i) and just goes through the number of races. I'm not actually sure how either function works or what is returned other than an int for GetNumAdditionalRaces, but my best guess is that the CK documentation is wrong about it checking all races the armor applies to, and that it actually only checks the additional races. Its the only thing that makes any possible sense to me.

Edited by h311h0und1134
Posted

Ok, to start off I saw the post about not endorsing the use of mod managers at the start of this thread, but I can barely make a bashed patch without having to look up instructions each time so please bear with me.  I'm using Vortex and since I installed MNC from this thread Vortex has been giving me an error message that something about it is incompatible with my current version of SKSE. I'll try to include a screencap of the message itself below but the jist is that a plugin failed to load because a .dll with MNC was deemed "not a valid dll." I did verify I'm running the latest version (I can find) of SKSE (2.0.19) and as far as I can tell the MNC version I have (12.6A) is most current. Considering when the file was made I have a hard time believing it's made for an earlier version of SKSE since iirc SKSE hasn't had an update in some years. Anyone have any idea what I can do to resolve this?

veryintelligense.png

Posted
9 minutes ago, Tagg260 said:

Ok, to start off I saw the post about not endorsing the use of mod managers at the start of this thread, but I can barely make a bashed patch without having to look up instructions each time so please bear with me.  I'm using Vortex and since I installed MNC from this thread Vortex has been giving me an error message that something about it is incompatible with my current version of SKSE. I'll try to include a screencap of the message itself below but the jist is that a plugin failed to load because a .dll with MNC was deemed "not a valid dll." I did verify I'm running the latest version (I can find) of SKSE (2.0.19) and as far as I can tell the MNC version I have (12.6A) is most current. Considering when the file was made I have a hard time believing it's made for an earlier version of SKSE since iirc SKSE hasn't had an update in some years. Anyone have any idea what I can do to resolve this?

your on the support page for LE......and pfiffy keeps forgetting to delete it from the SE port.

Posted
1 hour ago, MadMansGun said:

your on the support page for LE......and pfiffy keeps forgetting to delete it from the SE port.

Well... told ya I wasn't very smart.
My bad, I'll go and unfuck myself real quick.

Posted

before anyone asks:

Quote

MoreNastyCritters v12.6B
added h311h0und1134's suggested edit to the horse addons to try and fix the Immersive Horses mod.
.
MoreNastyCritters v12.6A
added nostrip keyword to the dragon's armor entrys.
.
MoreNastyCritters v12.6
reworked VampireLord meshes (bodys and armors)
(hopefully) fixed the missing/damaged NiControllerManagers
removed wing meshes from armors and added them to the bodys
fixed gap in female's wing mesh
fixed unnecessary seamline on the male's abdomen (front right)
added cape to "femalequeen" armor (don't ask me how that cape works, i have no fucking clue)
edited body template flags for the nude meshes (it should help force the armors to get unequipped)

 

Posted

More than half of all animations are creature animations. Billy alone reaches the 500 animations SL limit, his original animations included.

But now tell me a single creature mod. Do you know one ? There is Defeat creature rape. Anything else ? A bit dog and horse here and there But chaurus, netches, ashhoppers, mammoths, etc. even Falmer and Draugr, nothing.

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