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More Nasty Critters Legendary Edition


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Posted
43 minutes ago, Adisgrace2Burritos said:

I am Seeing upper case HKX files in The LE Version of MNCs animation files on fresh download for canine, horse and werebeast, are these supposed to be there because those animals are frozen and i believe that HKX files are for the special/anniversary edition?

Quote

 

5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings.

 

6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play, its because most creatures don't have female counterparts in skyrim by default.

 

7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8
NOTE1: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

NOTE2: try turning on the "hkx file compatibly check" in FNIS to see if you installed the wrong version/s of any animation packs.

 

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 (the stock SexLab v1.62 animation limit), 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.

 

 

  • 4 weeks later...
  • 2 weeks later...
Posted

No idea if it's been asked already or if there's still future updates planned for this mod, but would it at all be possible to add Sloads from Moonpath to Elsweyr or Sloads of Skyrim as nude creatures? I know they're based on the Frost Atronach model and by updating the animation registry I was able to get them to play animations, but was curious if there would be any way to give them specific animations or models? 

20250628122106_1.jpg

20250628121714_1.jpg

  • 3 weeks later...
  • 5 weeks later...
  • 1 month later...
Posted
1 hour ago, InKal said:

no textures on rieklings. Installed everything by the book step by step. 

the error is with ABC not MNC, you installed/had a riekling patch activated in ABC's setup.

Posted

Yes. but I found a solution. Just copy riekling textures from "boar" folder to the "riekling" folder. Textures look like they are exactly the same but whatever, problem solved.

Posted

and ehhh... that Mikhail zombies...basically I am telling you guys DO NOT INSTALL those fucking zombies! never ever! They are not only unimmersive, give totaly broken ingriedients from which you can make 2k, 3k septims worth potions, they are just bad, badly disigned with broken movement and attack anims "monsters". just bad zombies hahah

  • 4 weeks later...
  • 3 weeks later...
Posted

MadMansGun, or anyone who knows, the patches no longer contain a patch for Naked Giants. Is this no longer needed or is the mod Naked Giants no longer desired? I went back 12 pages looking for mention...I got lazy. Thanks in advance.

Posted
4 minutes ago, netruss1964 said:

MadMansGun, or anyone who knows, the patches no longer contain a patch for Naked Giants. Is this no longer needed or is the mod Naked Giants no longer desired? I went back 12 pages looking for mention...I got lazy. Thanks in advance.

female giants were added into mnc, so a patch is unnecessary.

Posted (edited)
57 minutes ago, MadMansGun said:

female giants were added into mnc, so a patch is unnecessary.

I have it (Naked Giants) in a merge with the old patch. Will this cause problems as I suspect or do you think it might fly like that? ( Thanks again for your work by the way.).

Edit: I am just going to rebuild my merge without Giant.esp and the patch, disregard. Except for the thanks, that still applies. I've been using this mod for a looooong time in it's many versions. Stay sharp brother.

Edited by netruss1964
Disregard
  • 4 weeks later...
Posted (edited)

So I know this topic have been flogged to death more than a draugr but I’m encountering a problem with the aroused meshes that I did not encounter before… some draugr do not switch meshes when aroused or getting in animations while other creatures behave correctly. Also this issue involves only some particular draugr as other (such as the one from Hentai Creature) do not show the problem. 
I therefore belief that just some draugr are not getting their meshes and I cannot figure why…

I’ve tried the usual troubleshooting actions for the creature framework working oddly but none have worked.

Anyone has any idea or can point me toward resources that could help me?

Thanks!

Edited by JalloBang12^
Posted
2 hours ago, JalloBang12^ said:

.

you likely have a mod such as immersive creatures installed, it adds new draugrs to the game that look almost the same as the stock ones.

Posted (edited)
42 minutes ago, MadMansGun said:

you likely have a mod such as immersive creatures installed, it adds new draugrs to the game that look almost the same as the stock ones.

 

Thank-you very much for your reply! And thank-you for your superlative mod, which I have been using for years now and has a permanent place in my load order!

Indeed you are right! I have the Armored Skeletons mod, and those are the draugr involved. I found your tutorial to add new actors to creature framework, however it does seem quite involved and the mod adds quite a few new draugr and skeletons models.

Is there a way to do it in a way that is more convenient than manually modifying each entry with TES5Edit?

Also... do I need to modify each and every entry in the armor and armor addon cathegories or are some just referring to armor and just a few referring to actual actors?

I'm sorry maybe these questions look rather dumb but I'm far from an expert with TESEdit...

Edited by JalloBang12^
Posted (edited)
14 minutes ago, JalloBang12^ said:

 

 

you can cheat by just pointing the json to the same aroused mesh for everything, that way to don't have to edit any meshes or esp files

eg:

            "skinName": "the creature's name here",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cd",
            "RaceName": "Draugr",
            "raceForm": "__formData|Skyrim.esm|0xd53",
            "skinForm": "__formData|mod name here.esp|0xthe creature's worn armor id here"

 

Edited by MadMansGun
Posted
15 minutes ago, JalloBang12^ said:

You mean the Creature Framework json? 
And where should I get the exact name of the creature? Look for a json from the other mod? Or from looking at the TESEDIT records?

the skin name is just what it shows up as in CF's MCM, so call it whatever you want (just make sure they don't use the same name as something else/each other, eg: calling them "ArmSkel Draugr 123" should be fine )

Posted
17 hours ago, MadMansGun said:

you can cheat by just pointing the json to the same aroused mesh for everything, that way to don't have to edit any meshes or esp files

eg:

            "skinName": "the creature's name here",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cd",
            "RaceName": "Draugr",
            "raceForm": "__formData|Skyrim.esm|0xd53",
            "skinForm": "__formData|mod name here.esp|0xthe creature's worn armor id here"

 

 

So if I understand correctly:

the raceform would be the ID of the race of the creature (Armored Skeletons creates some custom races so I would have to reference it to those correct?); then the skinform would be the ID of the worn armor? Or should it be the WNAM ID that I find associatet with the NPC in TESEDIT?

 

Posted
6 hours ago, JalloBang12^ said:

the raceform would be the ID of the race of the creature (Armored Skeletons creates some custom races so I would have to reference it to those correct?)

yes...but if they are custom races then sexlab may not see them.

 

6 hours ago, JalloBang12^ said:

then the skinform would be the ID of the worn armor? Or should it be the WNAM ID that I find associatet with the NPC in TESEDIT?

if your looking at the right thing then it should be one and the same.

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