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More Nasty Critters Legendary Edition


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Posted

 

 

I think so long as they are the original races they should work fine.  I'd totally use a mod that included spell books that would let me combat summon (read: after combat arousal relief) a regular friendly troll or giant.  Agreed it can be a pain to see those animations outside Defeat without spawning in a hentai creature.

 

 

CCAS has a Giant Offering start that makes you friendly to a batch of giants.  Alternately I use One With Nature to make giants or trolls friendly to the player, but then I have a dilemma when a troll is too close to a town (like the one by Dawnstar) and gets pulled into a fight with guards when a bandit or Imperial/Stormcloak patrol comes by.

 

Dawnguard does provide friendly troll followers, and some trolls just standing around in the castle, if you side with them. Vampire lords just seem non-existant.

 

I suspect personally that the guides have you make a new race because the races themselves are hard coded (or just messy coded) to aggro the PC and everyone else. Not sure if there is a way to have them not do that, though the dogs are odd.

 

 

Oh I know there are plenty of ways to get friendly giants and trolls, just most of them are various levels of inconvenient if all you want is a temporary follower or a quick bit of animation variety when lowering arousal for mod-gameplay reasons (hmmm I'm at 70 arousal and that ornate chest is looking mighty cursed, better fix that first).  

 

Basically I'm just planting the seed that if someone is thinking of making a "all SL supported creatures as friendly companions in one" mod it would be cool if it included the friendly creatures as temporary conjuration spell summons as well.  Would be great to decide that its been too long since I've seen the ash-hopper animation and be able to summon a friendly one on the fly, then head further into the dungeon with it until it gets squashed or naturally despawns. 

 

Whatever you go for tho Stalfos, good luck.

Posted

My first timne trying to add any dialogue at all so completely lost in how to add the script in ck

 edit: I seem to be missing the  TESV_Papyrus_Flags.flg file.

Posted

 thinking of making a "all SL supported creatures as friendly companions in one" mod it would be cool if it included the friendly creatures as temporary conjuration spell summons as well.

 

"cough" Hentai Creatures "cough"

Posted

i'm at a bit of a cross road here concerning the future of all canine animations...

 

wolves and dogs can be made to use the same animations, but there is a problem, they are not the same heights:

Dogs height of 1.0 with dick angle of 30 degrees

wolves height of 1.2 with dick angle of 37 degrees,

note: the wolfs dick angle was meant to make it semi compatible with some dog animations but it does not always work.

 

i can make the wolves the same size as the dogs, but that may screw over half the animations ever made, but i can't say that for a fact because the different dick angles used are there to try and make them compatible, therefor if i made the wolves 1.0 and gave them the dog's dick angle some animations may still look ok.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

in other news Billyy has suggested an idea to keep creatures the same size even if "even actor heights" is on or off:

the idea is to set all Creature races & NPCs to height 1.0 and then give them all rescaled skeletons to make them the height they were before, therefor tricking SexLab into thinking they are 1.0 when they are not. i have not gotten around to testing this myself yet but it sounds interesting. in theory it could help greatly with insect animations especially.

 

The misalignment for wolves using dog animations has always bugged the hell out of me, so I'd probably be happy with any solution you can come up with. Rescaling skeletons is an interesting idea, especially if it can solve the issues with spider/chaurus/ashhopper/rabbit scaling. But in my mind, the best place to tackle this issue is in SexLab directly. If SLAL could pass manually defined actor scales, Anubis could pass 1.0 for his wolf animations and Billyy 1.2 for his, no reanimating required for perfect alignment. Or if NMC could provide 'default' scales for each creature race to use instead of 1.0, at least we wouldn't have to toggle 'Even Actor Heights' for specific creatures any more. Buuut those sounds like Sexlab updates, and with the LL Gitlab down for like almost a year by now, I don't think any development has been done for it...

Posted

The misalignment for wolves using dog animations has always bugged the hell out of me, so I'd probably be happy with any solution you can come up with. Rescaling skeletons is an interesting idea, especially if it can solve the issues with spider/chaurus/ashhopper/rabbit scaling. But in my mind, the best place to tackle this issue is in SexLab directly. If SLAL could pass manually defined actor scales, Anubis could pass 1.0 for his wolf animations and Billyy 1.2 for his, no reanimating required for perfect alignment. Or if NMC could provide 'default' scales for each creature race to use instead of 1.0, at least we wouldn't have to toggle 'Even Actor Heights' for specific creatures any more. Buuut those sounds like Sexlab updates, and with the LL Gitlab down for like almost a year by now, I don't think any development has been done for it...

 

i did suggest per animation scaling before in the sexlab thread, but the idea got shot down, it's super annoying because i'm not the only animator that wants it.

 

i do have another idea but i don't know if it would work, the idea is to add armor enchantments onto extra CF meshes,

Eg: the faallokaar mod has a spell that edits both the race and scale of the NPC, so i'm thinking a spell/script like that could be used as a armor enchantment that would rescale the wolf when CF applies a "legacy wolf skin"

 

but i have no clue if enchantments can even work on CF meshes.

 

Posted

@upthread, the centurion aroused skin is a bit wonky. To give the animator control over the piston I stole a bone from the skeleton and reweighted the aroused mesh so that bone would control the piston instead of the base body part. Sooo if the aroused skin doesn't get equipped but the animation runs anyway, the bone will be warping some random body part. If you're seeing wierdness, that's likely why.

Posted

Completed the first companion for testing located behind Jorrvasker

 

 

Edit: Seems that I somehow messed up in that if the wolf is dismissed they can't be recruited again, Anyone with more experienceat scripting care to look and offer any advice?

CF Companion Test.7z

Posted

Somehow it does not affect me in anyway that most of the canine (wolf, huskies, normal dogs) animations will have misalignment issues...or any creature animation for that matter...ever since I first saw a chaurus flyer humping the back of an NPC's head (which should be the vagina instead) I have taken myself into playing this "minigame" of aligning animations perfectly or almost perfectly so wangs can be in the proper orifices and vice versa...

 

Still, it would be nice if there was a standard alignment for every animation and for every creature race but that's just wishful thinking...

Posted

i do have another idea but i don't know if it would work, the idea is to add armor enchantments onto extra CF meshes,

Eg: the faallokaar mod has a spell that edits both the race and scale of the NPC, so i'm thinking a spell/script like that could be used as a armor enchantment that would rescale the wolf when CF applies a "legacy wolf skin"

 

but i have no clue if enchantments can even work on CF meshes.

 

update on this idea:

the good news is that it looks like enchantments do work on CF bodys,

but the bad news is i seriously suck at making scripts form scratch....fucking papyrus crap.

Posted

update on this idea:

the good news is that it looks like enchantments do work on CF bodys,

but the bad news is i seriously suck at making scripts form scratch....fucking papyrus crap.

What about using bone transforms with NiOverride? It's what high heels mods do, and BadDog has also implemented it in his digitigrade feet system and it seems to be working fine so far.

 

All you have to do is edit the nif with a special string, like this:

[{"name":"NPC","pos":[0,0,5.0],"scale":0.92}]

and the transform should be applied as soon as the new mesh is equipped, and will remain applied until it's unequipped. As you see there, you can move and scale bones, so if you apply it to whatever is the root bone of the skeleton, you can upscale and downscale NPCs as desired (here the downscaling is done to compensate for the extra height, so that hands and stuff still allign properly).

 

Of course, the scaling would need to be fixed per mesh because it's stored in that string, and to be honest I'm not completely sure it will work on creatures/non humanoid races, but if the script method is not an option or proves to be too difficult, this may be a good option as well.

Posted

SexLab/FNIS: animation limit will continue to be filled up with duplicate animations for dogs & wolves.

 

No reason to be concerned here. EACH race has the 8k or 12k animations (10k/20k in the next FNIS). And dogs and wolves count seperately anyway. :)

Posted

i do have another idea but i don't know if it would work, the idea is to add armor enchantments onto extra CF meshes,

Eg: the faallokaar mod has a spell that edits both the race and scale of the NPC, so i'm thinking a spell/script like that could be used as a armor enchantment that would rescale the wolf when CF applies a "legacy wolf skin"

That sounds like an interesting work around, might make it easier to maintain creatures added by other mods as well, but aren't those armours applied when the creature is both aroused or animating? If you made the wolf aroused armour scale the wolf to 1.0, would they suddenly shrink when the pop a boner? And if the scaling happens before SexLab starts animating, won't it reset their scales again anyway? I think I remember SexLab rescales the actors every stage, so you'd be fighting with that.

Somehow it does not affect me in anyway that most of the canine (wolf, huskies, normal dogs) animations will have misalignment issues...or any creature animation for that matter...ever since I first saw a chaurus flyer humping the back of an NPC's head (which should be the vagina instead) I have taken myself into playing this "minigame" of aligning animations perfectly or almost perfectly so wangs can be in the proper orifices and vice versa...

 

Still, it would be nice if there was a standard alignment for every animation and for every creature race but that's just wishful thinking...

The problem with that is most animations nowadays are far more than just bumping uglies, and if you shift actors around to account for the different dick angles, you'll end up clipping arms and legs and heads together. 

Posted

Modder resource for the witcher's creature https://www.nexusmods.com/skyrim/mods/76524/?tab=4&&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D76524%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4587785&pUp=1

 

too bad it didn't have a skeleton, just meshes and texture, i think Mihail already converted it into skyrim just abit, but if someone willing to convert it to be playable into skyrim i'm really appreaciate 

 

Posted

NiOverride

i'm not seeing anything called "NiOverride", in fact i don't see anything starting with NiO

 

No reason to be concerned here. EACH race has the 8k or 12k animations (10k/20k in the next FNIS). And dogs and wolves count seperately anyway. :)

if the race is registered as "Canines" in SLAL they will share the same animation files, but if they are registered as "Dogs" & "Wolves" they will require renamed copies of all animation files (including the human part of the animation, using up the FNIS human limit)

 

in game a "Canines" animation will only use 1 SexLab slot, but "Dogs" & "Wolves" animations will use 2.

 

That sounds like an interesting work around, might make it easier to maintain creatures added by other mods as well, but aren't those armours applied when the creature is both aroused or animating? If you made the wolf aroused armour scale the wolf to 1.0, would they suddenly shrink when the pop a boner? And if the scaling happens before SexLab starts animating, won't it reset their scales again anyway? I think I remember SexLab rescales the actors every stage, so you'd be fighting with that.

i was thinking the other way around, make all wolves 1.0 but then have a CF skin setting that makes them 1.2 again when needed (Eg: for billyy's animations).

 

as for sexlab's "even actor heights", i would assume the enchantment would need to be setup so it will reapply the scaling every 10 seconds to bypass it.

Posted

 

NiOverride

i'm not seeing anything called "NiOverride", in fact i don't see anything starting with NiO
Not really sure where you've been looking, but NiOverride is mainly a SKSE plugin with some Papyrus scripts too. It's included with RaceMenu (and that's why most people will have it), but also has a standalone file and page in the Nexus for those using ECE/not using RM. It's also how bone scaling is done most of the time for pregnancy mods and such.

 

Not really sure if there is any documentation around; worst case scenario the script sources will have some info, but the part I explained works as I explained: as soon as the game loads a nif file with the proper extra string data, NiOverride catches it and applies the listed transforms to the specified bone(s) of the NPC that loaded that nif. For example, high heels use it to move the root bone up and create the proper effect, preventing the heels from sinking into the ground (which is how the actual meshes are set up, if you check them in NifSkope).

 

If you add a string similar to the one I posted above that references each creature's root skeleton node to their CF/nude nifs, you should be able to set te transform to 0 (so they are not moved) and set the scale to whatever value you want. That is, provided NiOverride does work with non-humaniod races (I'm not sure about that part yet).

Posted

Bad Dog's Khajiit digifeet don't just add an "extra string" to the skeleton, they add extra bones. And the scaling happens in these bone entries too.

He included a small (and rather cryptic) readme in the download.

 

Also there's some information about it in the mod description.

 

 

 

In any case it's pretty easy to change creature scales and positions in the skeleton. Just edit the scale or translation values in the NPC or NPC Root bone entry et voilá.

 

Changing the female skeleton scale to 0.7:

post-162794-0-94395900-1505430681_thumb.jpg

post-162794-0-64641400-1505430667_thumb.jpg

 

The problem of course is that unlike the body surface mesh the skeleton doesn't get swapped by CF.

Posted

 

SexLab/FNIS: animation limit will continue to be filled up with duplicate animations for dogs & wolves.

 

No reason to be concerned here. EACH race has the 8k or 12k animations (10k/20k in the next FNIS). And dogs and wolves count seperately anyway. :)

 

 

Excellent news !

Posted

 

No reason to be concerned here. EACH race has the 8k or 12k animations (10k/20k in the next FNIS). And dogs and wolves count seperately anyway. :)

if the race is registered as "Canines" in SLAL they will share the same animation files, but if they are registered as "Dogs" & "Wolves" they will require renamed copies of all animation files (including the human part of the animation, using up the FNIS human limit)

 

in game a "Canines" animation will only use 1 SexLab slot, but "Dogs" & "Wolves" animations will use 2.

 

Then the only problem is the SL limit. FNIS will ALWAYS distinguish between dog and wolf. Just like the behavior files do.

 

You must not confuse the common animation directory for canine with sharing the animation files. Although dogs and wolves CAN use the same vanilla animation files for both ot them, they appear separately in every behavior related list. So they look like 2 files, you only save the physical space for one of them. And of course the animation effort.

Posted (edited)

HOLY FUCK, i actuary got a script to work...(scaling was exaggerated for testing)

post-71862-0-11559300-1505453532_thumb.jpg

sadly at this time it only works if SetVehicleFixPlugin.dll is installed

Scriptname MNC_ReScale extends activemagiceffect  

Event OnEffectStart(Actor Target, Actor Caster)
caster.SetScale(2)
RegisterForSingleUpdate(5.0)
EndEvent

Event OnEffectFinish(Actor target, Actor caster)
caster.SetScale(1)
EndEvent

does anyone know how to use "Event OnUpdate()"? i'm assuming that's what i need to bypass "even actors heights" ,EDIT2: i tried adding this to the script but it's still not working, i just get "variable caster is undefined" or "the parameter types of function onupdate in the empty state on script mnc_rescale do not match the parent script activemagiceffect"

Event OnUpdate()
    if caster.GetScale() == (2)
        RegisterForUpdate(10.0)
    Else
        caster.SetScale(2)
        RegisterForUpdate(10.0)
    Endif
EndEvent

and is there a way to make the "magnitude" setting found in "Object Effect" control the scale? it would be nice if the scaling could be changed without recompiling the script.

 

edit: creationkit.com is fucking useless, i need to see real working scripts.

 

Edited by MadMansGun
Posted

HOLY FUCK, i actuary got a script to work...(scaling was exaggerated for testing)

attachicon.gifScreenShot973.jpg

sadly at this time it only works if SetVehicleFixPlugin.dll is installed

Scriptname MNC_ReScale extends activemagiceffect  

Event OnEffectStart(Actor Target, Actor Caster)
    if caster.GetScale() == (1 as Float)
        caster.SetScale(2)
    endif
EndEvent

Event OnEffectFinish(Actor target, Actor caster)
    if caster.GetScale() == (2)
        caster.SetScale(1)
    endIf
EndEvent
does anyone know how to use "Event OnUpdate()"? i'm assuming that's what i need to bypass "even actors heights" ,EDIT: i tried adding this to the script but it's not working

Event OnEffectUpdate(Actor Target, Actor Caster)
    if caster.GetScale() == (2)
        RegisterForUpdate(5.0)
    Else
        caster.SetScale(2)
    Endif
EndEvent
and is there a way to make the "magnitude" setting found in "Object Effect" control the scale? it would be nice if the scaling could be changed without recompiling the script.

 

 

GetMagnitude - ActiveMagicEffect

There's no such thing as OnEffectUpdate, you need to use OnUpdate somehow. Still, I'd rather use the Utility.Wait function instead of the OnUpdate event.

And refrain from using RegisterForUpdate if you can, use RegisterForSingleUpdate instead, as RegisterForUpdate can be harmful.

 

I would recommend what Blaze said about using NiOverride transformations if all you need to do is to change the scale of aroused creatures, and nothing else.

post-812192-0-55368900-1505463744_thumb.png

post-812192-0-71766900-1505463770_thumb.jpg

Posted

I can confirm that MNC Immersive Horses Patch and Frost don't play nicely. I mean, I stole the horse... ya know.. so I could 'ride' it. To High Hrothgar and back... of course!

When you get a chance to look at the patch, I'm sure it has to do with Frost have different horse "armor" tags or something.

Posted

I'm thinking of creating a mod that adds an animal companion of most types of supported creatures. What steps would I need to take to also make it them reconized by CF and MNC? Will mostly be for creatures that are always hostile, rare to find in game without using hentai creatures, or just a pain to get to.

 

I've used EFF to force them to become followers. It _kind_ of works but has been a bit buggy in my experience especially with creatures like giants.

Posted

I need help getting the aroused werewolf meshes on the ningheim custom race.  Works fine with Nords.

 

Character is a female and I'm pretty happy with her turning into a male werewolf.   I tried horny werewolves, but it made her into a female werewolf. Sexlab werewolves, http://www.loverslab.com/topic/23812-sexlab-werewolves-30-beta-5-updated-2015-9-20/, has an MCM override to make werewolves male but it doesn't seem to work.

 

Penis appears if I change race to Nord, though HDT doesn't work even though I have beast HDT installed. 

 

Any help would be appreciated.

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