feodor.icon Posted October 31, 2021 Posted October 31, 2021 Do you plan to support (sos) the spiders from DLC2.? I meant DLC2ExpSpiderAlbino, DLC2ExpSpiderFireCloaking, DLC2ExpSpiderFireJumping, etc.
MadMansGun Posted October 31, 2021 Author Posted October 31, 2021 1 hour ago, feodor.icon said: Do you plan to support (sos) the spiders from DLC2.? I meant DLC2ExpSpiderAlbino, DLC2ExpSpiderFireCloaking, DLC2ExpSpiderFireJumping, etc. 1. there asses don't match the frostspider's so the ovipositor ends up floating in the air attached to nothing. 2. the ones you just listed are the EXPLODING versions, there is no point in adding ovipositors to them since they DETONATE ON CONTACT.
sweetrollskiwi Posted October 31, 2021 Posted October 31, 2021 Is it safe to remove animations that I don't use in MoreNastyCritters_v12_6SE\meshes\actors\Character\animations\MoreNastyCritters and its FNIS txt? I try to do so with animation packs to reduce the anims load since I always disable canine, horse and non-humanoid critters but I'm not sure if it's safe for MNC. Thanks!
MadMansGun Posted October 31, 2021 Author Posted October 31, 2021 34 minutes ago, sweetrollskiwi said: Is it safe to remove animations that I don't use in MoreNastyCritters_v12_6SE\meshes\actors\Character\animations\MoreNastyCritters and its FNIS txt? I try to do so with animation packs to reduce the anims load since I always disable canine, horse and non-humanoid critters but I'm not sure if it's safe for MNC. Thanks! if done right yes, the animation part of more nasty critters slal edition is the same as any other SLAL pack.
Skyrimlover4ever Posted November 1, 2021 Posted November 1, 2021 Hi there I will request a compatibily patch at the "ModCompatibilityKitsForMNC" for a great Mod which I love to use. There is my special friend "Slayer", the black horse vom "the Dead Dealer" from the great mod: "The story of the horned helm", could be find on the Nexus. Is this possible to ad that one? Would be great. And by the way, thanks to all who make Skyrim sexy.
Weissetauben Posted November 5, 2021 Posted November 5, 2021 Does the LE MNC Yiffy Age patch work on SE? If not, is there somewhere a version for SE?
MadMansGun Posted November 5, 2021 Author Posted November 5, 2021 you would need to convert the meshes with CAO.
LesboIsBesto Posted November 5, 2021 Posted November 5, 2021 SE question if you can help (my bad) but the linked MNC SE doesnt include the futas you added to LE (with exception of Dragon Priestess, just checked), is NIF Optimizer what people use to convert creature models still? And how about textures?
MadMansGun Posted November 5, 2021 Author Posted November 5, 2021 1 hour ago, LesboIsBesto said: is NIF Optimizer what people use to convert creature models still no, Cathedral Assets Optimizer is what people use now, it takes care of almost everything that you would need to worry about. (also NIF Optimizer has not been working correctly for the past few years, it keeps fucking up the meshes) https://www.nexusmods.com/skyrimspecialedition/mods/23316 textures don't need converting when going from LE to SE.
LesboIsBesto Posted November 6, 2021 Posted November 6, 2021 7 hours ago, MadMansGun said: no, Cathedral Assets Optimizer is what people use now, it takes care of almost everything that you would need to worry about. (also NIF Optimizer has not been working correctly for the past few years, it keeps fucking up the meshes) https://www.nexusmods.com/skyrimspecialedition/mods/23316 textures don't need converting when going from LE to SE. damn that textures stuff neat af, would help with LOTS of mods that I dont see on SE pages anywhere. ty for new mod too, am comin back to dis shiet cuz that anniversary update finally motivated me to update SE & possibly Fallout 4 (cuz Bethesda pulls sneaky shiet who knows rite) before everything breaks on the 11th >.<
Kaditor Posted November 7, 2021 Posted November 7, 2021 Can anyone make a patch for compatibility with the "Fluffworks" mod? https://www.nexusmods.com/skyrimspecialedition/mods/56361?tab=description
MadMansGun Posted November 7, 2021 Author Posted November 7, 2021 (edited) 57 minutes ago, Krilot said: Can anyone make a patch for compatibility with the "Fluffworks" mod? https://www.nexusmods.com/skyrimspecialedition/mods/56361?tab=description it needs back porting first. Edited November 7, 2021 by MadMansGun
trkmnr Posted November 8, 2021 Posted November 8, 2021 I'm not sure where exactly I should be asking about this, but here will probably be fine. Is there anyone who managed to run creature animations with zxlice's parry and backstab mod? It changes draugr and falmer behaviours, so they can be parried, but breaks all SL animations in the mean time. They just play an idle animation, while the PC gets humped by nothing. https://www.nexusmods.com/skyrimspecialedition/mods/43436?tab=description
MadMansGun Posted November 8, 2021 Author Posted November 8, 2021 1 hour ago, trkmnr said: I'm not sure where exactly I should be asking about this, but here will probably be fine. Is there anyone who managed to run creature animations with zxlice's parry and backstab mod? It changes draugr and falmer behaviours, so they can be parried, but breaks all SL animations in the mean time. They just play an idle animation, while the PC gets humped by nothing. https://www.nexusmods.com/skyrimspecialedition/mods/43436?tab=description Quote It woulb be imcompatible with mods that edit draugr behaviour, it's not fnis compatible at all.
KONTOL222 Posted November 10, 2021 Posted November 10, 2021 (edited) can i install this wo SL aroused and sexlab? cus im using flower girl instead Edited November 10, 2021 by KONTOL222
MadMansGun Posted November 10, 2021 Author Posted November 10, 2021 no, this is 100% a sexlab based mod, nothing works without it.
KONTOL222 Posted November 10, 2021 Posted November 10, 2021 3 minutes ago, MadMansGun said: no, this is 100% a sexlab based mod, nothing works without it. too bad. but thanks for replying
MadMansGun Posted November 20, 2021 Author Posted November 20, 2021 is anyone else having problems with gargoyles not moving/coming to life when there statues burst? i just started working on trying to fix there missing NiControllerManagers*** when i ran into this problem. *** not my fault, it looks like they went missing long before i started working on MNC. 1
KONTOL222 Posted November 20, 2021 Posted November 20, 2021 3 minutes ago, MadMansGun said: is anyone else having problems with gargoyles not moving/coming to life when there statues burst? i just started working on trying to fix there missing NiControllerManagers*** when i ran into this problem. *** not my fault, it looks like they went missing long before i started working on MNC. nope. work fine in my end.
Naps-On-Dirt Posted November 20, 2021 Posted November 20, 2021 7 hours ago, MadMansGun said: is anyone else having problems with gargoyles not moving/coming to life when there statues burst? i just started working on trying to fix there missing NiControllerManagers*** when i ran into this problem. *** not my fault, it looks like they went missing long before i started working on MNC. Been working fine for me. Though now that you mention it, Ice Wraiths and Slaughterfish are all frozen in place after I updated I think Billy's animations (and of course ran FNIS). Or was it Demonic Creatures? Regardless, thats not your problem to solve.
MadMansGun Posted November 23, 2021 Author Posted November 23, 2021 MoreNastyCritters v12.6C added missing NiControllerManager to gargoyles. 3
ZeroMagOne Posted November 25, 2021 Posted November 25, 2021 Will Creatures Framework be updated to work with AE?
MadMansGun Posted November 25, 2021 Author Posted November 25, 2021 8 hours ago, ZeroMagOne said: Will Creatures Framework be updated to work with AE? it's out of my hands, both CF & SLAL need JContainers to work. (JCon is a SKSE dll file) once JContainers is updated CF & SLAL should start working on there own.
Oyhuria Posted November 26, 2021 Posted November 26, 2021 howdy, my SL doesnt seems to find female werewolf animations from mnc, when i disable creature match gender option it will just go to billy's animations, already tried to unregistering and registering the animations again in SL anim but it didnt work, they only showed up when i disabled everything else. do someone know how to fix this? btw when it finally made it to work the animation was desaligned and i couldnt move the camera
MadMansGun Posted November 26, 2021 Author Posted November 26, 2021 2 hours ago, Oyhuria said: howdy, my SL doesnt seems to find female werewolf animations from mnc, when i disable creature match gender option it will just go to billy's animations, already tried to unregistering and registering the animations again in SL anim but it didnt work, they only showed up when i disabled everything else. do someone know how to fix this? Quote 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are. 8.6. click on "Register Animations", then Wait for the message to pop up*. *if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything. 2 hours ago, Oyhuria said: btw when it finally made it to work the animation was desaligned and i couldnt move the camera Quote SexLab v1.62 fixes (for v1.62 only) https://www.loverslab.com/files/file/5337-sexlab-162-fixes/ or SexLab Utility Plus https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ (please DON'T use both) 1
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