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More Nasty Critters Legendary Edition


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Posted
9 hours ago, finn3110 said:

You mean the EncGiantess01, 02 and 03 under Actors>Actor>Actor>GiantRace?

LCharGiant [LVLN:00030529]

Posted
On 12/31/2021 at 9:46 PM, Nymra said:

I have a problem with frost atronachs...

 

they just dont have their schlongs, whatever I do!

 

I found out that a reliable way to make them have their schlongs is using "clear creatures" in Sexlab MCM. But that only holds for a single stage or sometimes even only some seconds, then the Atronach is losing its dick again...

In Billys version the atronach even loses all the ice gear in addition to his dick, while in other scenes the ice wall appears but not the schlong... this is really frustrating, bascially ridiculues the use of Frost Atronachs in Scenes :(

 

Any ideas? 

20220101034059_1.jpg

Did you ever find a solution? Mine appear to be completely invisible when the animation starts. The animation I have is BaboMeatShield I also use ABC

Posted
1 hour ago, Mark Antony said:

Did you ever find a solution? Mine appear to be completely invisible when the animation starts. The animation I have is BaboMeatShield I also use ABC

 

no. the problem exists for months now but I never dug into it... everything related to solving creature problems triggers a massive PTSD :(

Posted
43 minutes ago, Nymra said:

 

no. the problem exists for months now but I never dug into it... everything related to solving creature problems triggers a massive PTSD :(

I just went into xedit and went to the armoraddon record for both the hard and regular mesh and changed them to both to atronachfroztHard and it seemed to fix it. It has something else in the record field for some reason 

Posted

For some reason I keep getting this in my papyrus log
 

Spoiler

[01/15/2022 - 03:00:04AM] error: Cannot call EquipItem() on a None object, aborting function call
stack:
    <unknown self>.creatureframeworkutil.AddAndEquipArmor() - "CreatureFrameworkUtil.psc" Line 135
    [CFQuestFramework (13000D62)].creatureframework.ChangeArousal() - "CreatureFramework.psc" Line 1702
    [CFQuestFramework (13000D62)].creatureframework.ActivateActorA() - "CreatureFramework.psc" Line 1171
    [CFQuestFramework (13000D62)].creatureframework.ActivateActor() - "CreatureFramework.psc" Line 1155
    [CFQuestFramework (13000D62)].creatureframework.OnUpdate() - "CreatureFramework.psc" Line 1580
[01/15/2022 - 03:00:04AM] error: Cannot call IsEquipped() on a None object, aborting function call
stack:
    <unknown self>.creatureframeworkutil.AddAndEquipArmor() - "CreatureFrameworkUtil.psc" Line 134
    [CFQuestFramework (13000D62)].creatureframework.ChangeArousal() - "CreatureFramework.psc" Line 1702
    [CFQuestFramework (13000D62)].creatureframework.ActivateActorA() - "CreatureFramework.psc" Line 1171
    [CFQuestFramework (13000D62)].creatureframework.ActivateActor() - "CreatureFramework.psc" Line 1155
    [CFQuestFramework (13000D62)].creatureframework.OnUpdate() - "CreatureFramework.psc" Line 1580
[01/15/2022 - 03:00:04AM] warning: Assigning None to a non-object variable named "::temp41"

Also I was wondering if you had plans for the creatures added in anniversary edition

Posted (edited)

update MoreNastyCritters v12.7
added edited horse idles with abc effects.
added edited werewolf idles with abc effects.

(you don't need abc to see them)

Edited by MadMansGun
Posted
3 hours ago, Maverick939 said:

Does this Creature Framework work with SE?

it "should" but SE has been a unpredictable shit show, more so now with this AE crap going on.

Posted

having a werewolf problem. my pc is a female werewolf. im using la femme lycana for the body mesh and diverse werewolf player replacer for textures. when i first transform everything looks as intended but after like 10 seconds or so the mesh and textures revert to a default black with saggy tits. after looking through files it looks like its from this mod. i deleted the meshes and textures but that just causes her to become a red triangle after the same time period. is there away to stop this from happening? im not seeing any mod conflicts in vortex. thanks in advance

The Elder Scrolls V Skyrim Special Edition_2022.01.19-21.46.png

Posted
26 minutes ago, WDeimos said:

i deleted the meshes and textures but that just causes her to become a red triangle

don't delete, just replace.....that or edit the armoraddon's file paths for the aroused & non-aroused meshes.

Posted

Hello people, before I ask my questions, first of all a big thank you to all moders and the community, for the mods for the support and for the commitment.

My mod base:
I have:

- MO2,

- FNIS, 

- SLE, SexlabFramework 162.full;

- SLAL Anime Loader;

- SLAL MNC v.12.5b,;

- Hentai v.12.4.; Creature Framework v.2.0.2;

- SexLab Aroused Creatures v.04.0 alpha 03 + tweak; 

- the RIA random invitation v1.2.8.;

everything works fine only the RIA-invitation doesn't fucking work.

Now my questions:

most of the mods, all on the SLAL-MNC site, are newer and need an upgrade.

Is an upgrade to:

- SLAL-MCNC v.12.7 and

- Hentai v.12.6; and

- creatures framework v.2.0.3,

difficult, and neccesary to do only under the "Read me upgrade procedure" or can I just reload and activate.

I don't want to break a running game, otherwise an update would certainly be useful.

Maybe someone has a tip how to get the RIA random invitation to work.

Many thanks for your help.

Posted
13 hours ago, Skyrimlover4ever said:

.

you don't need to do anything when going from v12 to another v12*, but mnc has nothing to do with RIA random invitation not working, that mod is it's own thing.

 

*but Hentai Creatures you may want to uninstall, load and save the game, then install the newer version.

Posted
21 hours ago, MadMansGun said:

don't delete, just replace.....that or edit the armoraddon's file paths for the aroused & non-aroused meshes.

got it working, been playing for an hour with no issue. i ended up making a copy of the textures from the werewolf replacer, putting "female" in the name and putting them in the mnc werewolf folder. glad it was simple lol, thanks again 

Posted
On 1/19/2022 at 6:45 AM, MadMansGun said:

update MoreNastyCritters v12.7
added edited horse idles with abc effects.
added edited werewolf idles with abc effects.

(you don't need abc to see them)

Does this mean we can delete/uninstall the experimental horse idle animations from before?

Posted
6 minutes ago, enterprise2001 said:

Does this mean we can delete/uninstall the experimental horse idle animations from before?

yes

Posted
On 1/22/2022 at 4:11 PM, shiagwen said:

 

Found a solution of disappearing cocks :  Aroused integration activated and aroused threshold 0 . that seems to work solid.

Posted (edited)
On 1/14/2022 at 9:26 PM, Mark Antony said:

I just went into xedit and went to the armoraddon record for both the hard and regular mesh and changed them to both to atronachfroztHard and it seemed to fix it. It has something else in the record field for some reason 

 

Did this with a test creature, and that worked for me. But It'd be nice if said creatures weren't always walking around like that so I guess I'll have to try to figure out why the different states aren't being applied.

 

Edit: I guess I should confirm if Creature Framework should show no active mods if MNC is installed, in case that's the problem. Seemed to happen after SLAL.

Edited by kirfkin
Posted (edited)
54 minutes ago, MadMansGun said:

MNC should be showing up in Creature Framework.

Thanks. I'll see if I can figure out what's causing that.

Edit: For anyone with this issue, check the logs and you might miss (as I did -- it didn't show up in Papyrus logs) that it can't find Data/Creatures.d . As it turns out, Wrye Bash did not copy this folder over which I hadn't realized. I think this should resolve my issue.

Edit 2: Yep, that fixed it. Probably could have caught that sooner if I wasn't busy the past few weeks.

Edited by kirfkin
Posted

So for the Selachii mod, I have this setpeice.

Spoiler

CryptsChanges1.png.90e6f007446e268cb801cf1fa2c15e28.png

 

While not entirely visible, currently there is one of static draugr meshes in the sarcophagus. What I intend is to use the Draugr Herm mesh in the Skyfem patch to replace it, which I know requires some edits in Blender to get it not only in the same or similar pose, etc. Any advice on this?

Posted
17 minutes ago, Kuroyami said:

I know requires some edits in Blender to get it not only in the same or similar pose, etc. Any advice on this?

after you do that use NifSkope to export a .obj file and then re-import it so you can remove the nodes, once you re-add the textures remove Shader flag 1's skinned flag.

 

also you may or may not need to add a BSXFlags into the mesh....and you also may need to copy a collision mesh.

Posted
On 5/27/2017 at 4:26 PM, MadMansGun said:

CreatureFramework V2_0_#.7z

 

This CF no longer has GetCreatureApplySpell, which sexlab werewolves is trying to call. Are these compatible at all? Maybe ActivateActorA

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