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Posted

Hmm would it be possible for mnc slal to take over the mesh/females use male model function of SLWW and possibly create a patch for defeat to take over the rape functionality. Or an updated version that only uses the rape function?

Posted
6 hours ago, stalfos81 said:

Hmm would it be possible for mnc slal to take over the mesh/females use male model function of SLWW and possibly create a patch for defeat to take over the rape functionality. Or an updated version that only uses the rape function?

i don't know how that function even works in SLWW, but if you want females to use the male mesh for some reason then editing the werewolf's "Armor Addon" entrys in SexLabNudeCreatures.esp would be the way to go (note: in the original MNC the werewolves did not have a mesh for females, but in my version they do, so that could be why that setting is not working any more).

 

SL Defeat is it's own thing and i know absolutely nothing about it's inner workings.

Posted
9 hours ago, MadMansGun said:

i don't know how that function even works in SLWW, but if you want females to use the male mesh for some reason then editing the werewolf's "Armor Addon" entrys in SexLabNudeCreatures.esp would be the way to go (note: in the original MNC the werewolves did not have a mesh for females, but in my version they do, so that could be why that setting is not working any more).

 

SL Defeat is it's own thing and i know absolutely nothing about it's inner workings.

Has horny WW been updated to use the same functionality as mnc slal? The draugr for example have several options for males and one for females, So in theory that could be merged into mnc slal to give the herm option for ww. Would just need a functional aroused model. And I mostly use the slww male model for females, because I generally just play female chars and there are a lot more ww animations for males, and I could never get sos to actually work on ww. 

Posted
1 hour ago, stalfos81 said:

Has horny WW been updated to use the same functionality as mnc slal? The draugr for example have several options for males and one for females, So in theory that could be merged into mnc slal to give the herm option for ww. Would just need a functional aroused model. And I mostly use the slww male model for females, because I generally just play female chars and there are a lot more ww animations for males, and I could never get sos to actually work on ww. 

both "Horny Werewolves of Skyrim" and "More Nasty Critters" use Creature Framework to control there meshes, so i don't know what you mean by "same functionality"

the draugrs don't have several options, there are several different types of draugr with 2 settings: on or disabled.

 

a guide for adding dicks onto things can be found here:

http://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

 

Posted

Okay, so I was told by someone who should know that there's a Convenient Horses patch but damned if I can find it. I think you should put it and the required load order in the OP.

 

Also, does it really need a patch? Just fixing the load order seemed to work for me.

Posted
41 minutes ago, Bad Dog said:

Okay, so I was told by someone who should know that there's a Convenient Horses patch but damned if I can find it. I think you should put it and the required load order in the OP.

 

Also, does it really need a patch? Just fixing the load order seemed to work for me.

I've had Convenient Horses for the most longest time and it works perfectly fine with MNC.  I haven't used any patch.  Indeed, I'm pretty certain it's a load order.  My load order is set by Loot, but MNC is loading after Convenient Horses.

Posted
1 hour ago, OlBenny said:

I've had Convenient Horses for the most longest time and it works perfectly fine with MNC.  I haven't used any patch.  Indeed, I'm pretty certain it's a load order.  My load order is set by Loot, but MNC is loading after Convenient Horses.

Convenient Horses patch is in the Mod Compatibility Kit pack, I'm not sure if it is strictly necessary.  I want to say that I recall it mostly seemed to make some changes to Serana's horse and not much else.

Posted (edited)
4 hours ago, Bad Dog said:

Okay, so I was told by someone who should know that there's a Convenient Horses patch but damned if I can find it. I think you should put it and the required load order in the OP.

 

Also, does it really need a patch? Just fixing the load order seemed to work for me.

"ModCompatibilityKitsForMNCv10_4D.7z\Horse Mods\Convenient Horses V5\Convenient Horses\"

it enables CF compatibility for the Serana horse and it replaces the horse meshes in MNC with versions that are using Convenient Horses textures (or was that another horse mod? there are too many mods to keep track of these days). i think it did something else as will but i can't remember what that was, it's been some time since i made it.

 

Edit: it was not for textures, Convenient Horses has custom meshes that remove the mane when full body horse armors are worn.

 

horses have more substantial "Armor Addon" modifications in MNCv10 then they did in MNCv9, it sometimes causes problems with some horse mods.

 

 

Edited by MadMansGun
Posted

Using the latest patch for convenient horses, The armor switching all works perfectly fine, but the spawned follower horses, (not Serana's) don't register with CF's puppetmaster. So my workaround for that is just to arousal block them. So aroused creatures won't fire for them.

Posted (edited)
29 minutes ago, stalfos81 said:

Using the latest patch for convenient horses, The armor switching all works perfectly fine, but the spawned follower horses, (not Serana's) don't register with CF's puppetmaster. So my workaround for that is just to arousal block them. So aroused creatures won't fire for them.

Convenient horses follower horses are pretty unique.  I believe the two things I needed to do to make them work with most SL/CF stuff was to remove their "is ghost" tag in TES5Edit (this tag makes them unable to be hit with things like matchmaker spells and who knows what else), and also to make sure the only horse my followers use is the Windhelm brown horse.  From what I can see it looks like the mod swaps out the follower horse skins via a form list, but the Windhelm brown horse is the "base" horse and actually works with CF perfectly fine.  It even has no problems with whatever horse armor they are using, as long as the horse itself is the correct skin type.

 

So basically you do lose out on followers being able to use the various horse skins, but for me at least the armor and SL functionality are the big ticket items. 

Edited by Reesewow
Posted
Quote

 

@ Nicobay

After a loooong time im back on skyrim mod :P

everything look to work fine BUT no penis for the boar,  spider , and some other .

sometime horse have one , and sometime not

 

have you tried doing the same old song and dance?

Quote

Aroused mesh not getting applied during animations:
go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
note: if you have SexLab Aroused fully installed you may need to lower the "Arousal threshold" setting in the Creature Framework MCM.

and be warned, you came back at a bad time: Ashal is trying to update the website again, so i have no clue if this post will even still be here tomorrow.

Posted

Hi MadMansGun,

 

A while back you had posted instructions on how to update SLAL packs for boar animations (Thanks for that!).

 

You gave instructions to find Mounted Boar animations and correct them from "creature race": "Boars" to

"creature race": "BoarsAny" or

"creature race": "BoarsMounted"

 

Plus in the latest MNC json, the regular non-mounted boar animations were now categorised as BoarsAny, meaning they can be used Mounted Boars as well.

 

So...

1) If a mounted boar uses a regular non-mounted boar animation, would that cause any issues? Or would we just have an inanimate riekling atop an animated boar doing its thing?

2) If a non-mounted boar uses a mounted boar animation, wouldn't that cause some issues as there's a missing riekling?

 

I don't suppose we have a keyword that would allow an animation to be used only by non-mounted board and not mounted boars?

 

If not, that's fine. Not asking for a rework. If a mounted boar using a non-mounted animation doesn't cause issues (beyond looking odd) then I'm satisfied.

Posted (edited)
1 hour ago, chipstick said:

1) If a mounted boar uses a regular non-mounted boar animation, would that cause any issues? Or would we just have an inanimate riekling atop an animated boar doing its thing?

2) If a non-mounted boar uses a mounted boar animation, wouldn't that cause some issues as there's a missing riekling?

 

I don't suppose we have a keyword that would allow an animation to be used only by non-mounted board and not mounted boars?

 

If not, that's fine. Not asking for a rework. If a mounted boar using a non-mounted animation doesn't cause issues (beyond looking odd) then I'm satisfied.

1. it would be a "inanimate riekling atop an animated boar doing its thing".

2. the animation will still play just fine, you just wont have a riekling to play his role, depending on the animation it could look a bit odd or it could look just fine (and "BoarsAny" is meant to be used for animations that look fine with or without the rider).

it's not a keyword per say but the races are registered under different animation pools:

Quote

        AddRaceID("Boars", "DLC2BoarRace")
        AddRaceID("Boars", "00BoarRace")
        AddRaceID("Boars", "_00DurzogRace")
        AddRaceID("Boars", "BoTBoarRace")
        AddRaceID("Boars", "BSKBoarRace")
        AddRaceID("Boars", "BoTRieklingCentaurRace")
        AddRaceID("BoarsAny", "DLC2BoarRace")
        AddRaceID("BoarsAny", "DLC2MountedRieklingRace")
        AddRaceID("BoarsAny", "00BoarRace")
        AddRaceID("BoarsAny", "_00DurzogRace")
        AddRaceID("BoarsAny", "_00MountedGoblinRace")
        AddRaceID("BoarsAny", "BoTBoarRace")
        AddRaceID("BoarsAny", "MountedSkavenRace")
        AddRaceID("BoarsAny", "IS1_riekling_mounted")
        AddRaceID("BoarsAny", "BSKBoarRace")
        AddRaceID("BoarsAny", "BoTRieklingCentaurRace")
        AddRaceID("BoarsMounted", "DLC2MountedRieklingRace")
        AddRaceID("BoarsMounted", "_00MountedGoblinRace")
        AddRaceID("BoarsMounted", "MountedSkavenRace")
        AddRaceID("BoarsMounted", "IS1_riekling_mounted")
        AddRaceID("BoarsMounted", "BoTRieklingCentaurRace")

(note: i don't know what to do with boar based centaurs)

 

billyy updated his SLAL Pack so there should not be any problems with his animations anymore.

Edited by MadMansGun
Posted

could someone help me? I just wanted to update the latest version

 

HentaiCreatures_MNCv10_4C.7z

 

but when I crush the last version all the hentai creatures become invisible after invocation and no longer the dialogue on them.

I would have forgotten something? -_-

 

I just wanted to add new spiders and genitals chaurus on spiders and chaurus hunter

Posted
1 hour ago, lafourminoir said:

but when I crush the last version all the hentai creatures become invisible after invocation and no longer the dialogue on them.

I would have forgotten something? -_-

sorry, i don't know what would cause that to happen.

Posted (edited)

Is there a version of this mod without the werewolves? I have been debugging the double schlong bug for the past few hours and finally trace it down to the MNC mod adds the schlong via esp file and therefore can not be removed even by console as it does not show up a an equipped armor. But as part of the werewolf itself. This makes it incompatible with SOS werewolf schlongs, like the ones from Bad Dog.

 

I even tried replacing the .nif file with one that is SOS compatible and ended up with a purple/blue werewolf.

Edited by Techwolf Lupindo
Posted
On ‎11‎/‎11‎/‎2017 at 10:29 PM, Reesewow said:

Convenient horses follower horses are pretty unique.  I believe the two things I needed to do to make them work with most SL/CF stuff was to remove their "is ghost" tag in TES5Edit (this tag makes them unable to be hit with things like matchmaker spells and who knows what else), and also to make sure the only horse my followers use is the Windhelm brown horse.  From what I can see it looks like the mod swaps out the follower horse skins via a form list, but the Windhelm brown horse is the "base" horse and actually works with CF perfectly fine.  It even has no problems with whatever horse armor they are using, as long as the horse itself is the correct skin type.

 

So basically you do lose out on followers being able to use the various horse skins, but for me at least the armor and SL functionality are the big ticket items. 

Worked perfectly, so now I have a new setting to adjust on CH for each character. One I had basically left unchanged every time I started a new game. Removing the is ghost tag allows puppetmaster to target the horse, and Windhelm/brown skin is the only one to actually update for aroused. I hope we can spread this information so others are aware of the limitations to CH with CF/SL.

Posted
2 hours ago, Techwolf Lupindo said:

Is there a version of this mod without the werewolves? I have been debugging the double schlong bug for the past few hours and finally trace it down to the MNC mod adds the schlong via esp file and therefore can not be removed even by console as it does not show up a an equipped armor. But as part of the werewolf itself. This makes it incompatible with SOS werewolf schlongs, like the ones from Bad Dog.

 

I even tried replacing the .nif file with one that is SOS compatible and ended up with a purple/blue werewolf.

The nif you replaced the werewolf with might be pointing to a different texture directory than the textures you have installed, so you would either need to edit the nif to point to the textures you have installed or copy existing textures to the folder the nif is looking for. you can find it in nifscope, under the base ninode, nitrishape, bslightingshaderproperties, bsshadertextureset. then in the bottom pane expand textures. You would need to look at every trishape and ensure they were all using the same texture source, the exception being any penile trishape found within the mesh as that uses it's own textureset.

 

Hope this might be of some help.

Posted
3 hours ago, Techwolf Lupindo said:

Is there a version of this mod without the werewolves? I have been debugging the double schlong bug for the past few hours and finally trace it down to the MNC mod adds the schlong via esp file and therefore can not be removed even by console as it does not show up a an equipped armor. But as part of the werewolf itself. This makes it incompatible with SOS werewolf schlongs, like the ones from Bad Dog.

 

I even tried replacing the .nif file with one that is SOS compatible and ended up with a purple/blue werewolf.

you can edit the esp with TES5Edit:

load the SexLabNudeCreatures.esp and find NakedTorsoWerewolfBeast [ARMA:000CDD87]

then inside that find the "male world model" line and change it to:

Actors\WerewolfBeast\Character Assets\MaleBodyWereWolf_1.NIF

close and save

 

then in game disable werewolves in the Creature Framework MCM.

Posted
1 hour ago, stalfos81 said:

Worked perfectly, so now I have a new setting to adjust on CH for each character. One I had basically left unchanged every time I started a new game. Removing the is ghost tag allows puppetmaster to target the horse, and Windhelm/brown skin is the only one to actually update for aroused. I hope we can spread this information so others are aware of the limitations to CH with CF/SL.

i'll add a note to it's readme later (or i'll edit the esp), but it's odd that only the one is working.

 

i'm preoccupied with animation work at this time.

Posted
36 minutes ago, MadMansGun said:

i'll add a note to it's readme later (or i'll edit the esp), but it's odd that only the one is working.

 

i'm preoccupied with animation work at this time.

Not sure it would be an easy fix, there is actually only one "follower horse" npc that all the followers use with that mod.  The mod seems to then equip that one base horse with different skins as armor via a quest/formlist, which the player can control.  The brown one is just the actual base horse skin that CF can override, while all the other options replace the horse skin with a different one that CF doesn't seem to override (if it did I'd think it would cause the horse to turn brown whenever it was aroused anyway).

 

It honestly works really well as is, I think just a readme note that followers need to use the brown horse would be plenty.  The actual overworld horses and player horses don't have any issues.

Posted (edited)

I'm not 100% sure that this is the right place to ask, but I didn't have an issue until I upgraded so I'll start here.

 

For the most part, everything works great. Since upgrading however, a couple of my creatures are no longer affected by the matchmaker spell. Horkers and Netch are the two I have found so far. I get the message that the spell fizzled and failed to affect them.

Matchmaker worked on them before upgrading, and works one everything else I have tried human or creature. Nothing in my set-up changed except for upgrading to the SLAL version of MNC, new FNIS run, updated some animation packs, and a new game.

 

Any ideas?

 

Edit: Just realized I'm actually a few versions behind the newest. I'll update again and see if that fixes it for me.

Edited by sfeile

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