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More Nasty Critters Legendary Edition


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Posted
On 9/23/2020 at 3:27 PM, jalingon3011 said:

I have got a problem with Ash Hoppers. They somehow become very small, about 25% of the size. And when they die they just stand still while I can't loot or move their corpses.

 

I found out the problem is the skeleton.nif file. When I change it to the original one that I extracted from Dragonborn.bsa the problems are gone, except now when playing sex animations the Ash Hopper penis will stretch to the ground instead of going onto the pussy.

 

I tried uninstall MNC, delete all Ash Hopper files in mesh folder, then install MNC, but it ends up Ash Hoppers not playing sex animations at all.

 

Can someone help me please? Thank you.

 

EDIT: I just found an older version of the file somewhere in my computer. Once I replace with it things work fine now. If anyone else has this problem please contact me and I can give you the file.

Did you solve it?Same problem occured after I installed ABC.

Posted

Hey, I'm having a problem with MNC. I'm sure this has come up before, but I'm not sure what keyword I should be using to search up the fix for it. when playing any animation with horse or dog, anything that isn't standard player/npc, the cock stays static in the standing position and doesn't animate along with the SLAL animations. Any help that can get this fixed for me would be appreciated, thankyou.

Posted

So I have switched over to Skyrim AE....

 

How hard is ist to create a patch for making the additional creatures fuckable? There are male and female Golden Saints and Dark Seducers, who are Humans... Should be easier as other creatures and I think I saw something Horse like....

 

Posted (edited)
1 hour ago, Pfiffy said:

There are male and female Golden Saints and Dark Seducers, who are Humans.

if they are actually using the human behavior files then there is nothing for me to do, sexlab itself should already be handling it ( i think human behavior based races need to have the "ActorTypeNPC" keyword to work in sexlab but i'm not sure )

 

for everything else i need (if looking at them in xedit) the "EDID - Editor ID" and the "Male Behavior Graph / MODL - Model Filename"

note:  the female Behavior Graph should be the same as the males, if not then you need to look at the npc's flags to workout what behavior is getting used.

 

but if it's not using a stock/dlc creature behavior file then your fucked.

Edited by MadMansGun
Posted
32 minutes ago, MadMansGun said:

if they are actually using the human behavior files then there is nothing for me to do, sexlab itself should already be handling it ( i think human behavior based races need to have the "ActorTypeNPC" keyword to work in sexlab but i'm not sure )

 

for everything else i need (if looking at them in xedit) the "EDID - Editor ID" and the "Male Behavior Graph / MODL - Model Filename"

note:  the female Behavior Graph should be the same as the males, if not then you need to look at the npc's flags to workout what behavior is getting used.

 

but if it's not using a stock/dlc creature behavior file then your fucked.

Sounds not to be complicated... It will just take a decade for me to understand it....

Posted

Using "alternate perspective" here to skip the boring beginning of the game, and I get this message from creature framework in the console :

[cf][framework] 'unbound' quest early stage detected - skipping onupdate event to prevent issues

I guess it's a problem if a mod relies on that for a scene then... I guess the solution is to return to Helgen to finish this part... too bad there is no way to skip that...

Posted (edited)

So Creature Framework v2.0.3 does not want to work for me at all when it comes to arousal. I've tried it both in LE and SE and it doesn't want to swap the flaccid mesh out with the aroused one. I've tried all the suggestions in the guide but none of them work. When I revert back to v1.1.0, everything works as it should... idk why it doesn't want to function with the latest version. I honestly don't even know what the changes are, I've looked around for a changelog but I can't find one.

 

So in short, with v2.0.3, creatures don't get aroused after they surpass the required arousal level, nor does forcing them to be in an aroused state work. They do equip the aroused meshes properly during a sexlab scene, but nothing besides that. I'd really like to get this all sorted out.

Edited by Connector196
Posted

Ok my game is still crashing, it gets past the Bum bum bum in the very beginning screen and the silver logo and then boom crash to desktop, here are the only mods I had enabled when that happened. Anyone have any ideas what's going on, this only happened after I installed the latest version of MNC

Mod_2.PNG

Mods_1.PNG

Posted
3 hours ago, LokiRagnarok1228 said:

it gets past the Bum bum bum in the very beginning screen and the silver logo and then boom crash to desktop

missing master/dlc/mod, or bad load order.

Posted
On 5/7/2022 at 4:49 PM, MadMansGun said:

missing master/dlc/mod, or bad load order.

Ok I figured it out, there was a .esp called Sex Lab More Creatures, and I don't have two of the dependencies, and when I disabled it and tried starting up the game it works. Once I get those it should be fine. And now I have an entire other bag of cats to deal with, how do I get female creatures/giants/so on in my game? Something I read said MNC was supposed to have that built in, which is the entire reason I checked what version I had and installed the latest one.

Capture.PNG

Posted
2 hours ago, griffinpyros said:

So, this is the problem I'm having. Seems to do this with all creatures, they don't animate along with the creature models.

what do you have selected in CF?

Posted
16 minutes ago, griffinpyros said:

under which section? General, Creatures or Puppeteer? I'm not sure what settings are supposed to be changed, I left them at default.

Creatures

Posted
23 minutes ago, griffinpyros said:

everything is set to More Nasty Critters, should it be set to Disable instead?

no that's fine, maybe check your skeletons.

Posted
7 hours ago, griffinpyros said:

I reloaded the skeletons three times, doesn't seem to be fixing the issue, can't think of why though.

 

you don't want xp32 to load after mnc.

Posted

I have everything working finally, but there is a small issue, Dragon's aren't animating. They go into the animation but the Dragon and whoever the partner is are frozen in each other. All the other creatures are working except for Dragon's, though I can't get certain animals to work with the Arousal Spells, like Mammoths and Rabbits, and certain dogs like Stump in Riverwood.

Posted
43 minutes ago, dbs156 said:

Is there a proper SE version of this? The one from the linked SE thread has an outdated esp not ported to SE

 

The .esp does not have to be converted to form 44. 

 

Form 43 plugins should work perfectly fine in SE, even if your MO shows a warning. If you really want to convert it, just load the plugin in creation kit and save it.

Posted
8 hours ago, Connector196 said:

 

The .esp does not have to be converted to form 44. 

 

Form 43 plugins should work perfectly fine in SE, even if your MO shows a warning. If you really want to convert it, just load the plugin in creation kit and save it.

Yeah thanks! I actually tried it out and the game starts normally. I thought about converting it but after a few minutes of testing in-game it doesn't seem to have any issues.

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