MadMansGun Posted Sunday at 09:03 AM Author Posted Sunday at 09:03 AM (edited) where things are at now: MoreNastyCritters v17 RC4 (pending any other problems or ideas i think it may be done) converted as much as possible to the Add-on setup instead of doing full body mesh replacements to add a dick. WARNING: many patches & addon mods may/will be extremely broken, but at the same time some things may not need patches to work anymore (Eg: some fur/body replacement mods, but not all), also both MNC's esp & json files have been edited, so you MUST go to the Creature Framework MCM and click on "Re-register all mods". added enchantment to the VampireLord's non aroused mesh to forcefully re-equip there armor after sex. added enchantment to the Werewolf & VampireLord's aroused meshes to forcefully reload the model when freecam is active. SexLab Race registration is now controlled by json files found in Data\creatures.d\MNC_SLRaceRegistration.d To load new/edited race registration json files into a preexisting save you will need to: 1. turn off "Allow Creature Animation" in sexlab's mcm and then turn it back on. 2. unpause the game and wait a few seconds so the json files can be processed. 3. go to SLAL's mcm and re-register your animations. note: if you don't have any mods installed that add new races to your game then i would strongly suggest deleting all the json files found in this folder, (the ones inside "MNC_SLRaceRegistration.d", NOT "creatures.d") your save file will be much happier to not have 1601 extra races clogging it up. made a fake armor to add onto things that don't have a normal armor setup so CF (all versions) will stop bitching about not seeing the CFArmorNormal keyword on things and trying to re-run commands to apply one. Experimental Creature Framework v5 (work is ongoing) MCM shows a count of how much has been registered, and also shows what the tracking array can see. added script to nuke stored json data from older versions (seems to work, but not sure if it's being done correctly, keep getting mixed answers about that when i upload the scripts into an AI) found the cause of "Function ActivateActorA" being called on already activated actors, so scripts "should" run a little better now. (most) debug logging calls into the Utility script should now be skipped if logging is disabled, so hopefully that will also help cut down on the script load. function ChangeArousal script has been changed, it now equips the armor first (Eg: the aroused mesh) before removing the one already being worn. (the old script would remove the armor first and then apply the other armor, causing the creature's model to flicker more than necessary.) New in test6 A: fixed a mistake in one of the debugging logs (it was calling everything "aroused") i think i'm now at the point of diminishing returns with the "toss shit at AI and see what it says about it" idea, it's now just telling me to undo things that were done the way they were for a reason. Edited 16 hours ago by MadMansGun
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