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More Nasty Critters Legendary Edition


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Posted

Thanks for adding the Dwarven Sphere. Are there any animations for this one? I'm using the legendary edition and haven't seen one so far. Just an Idea:

 

Could someone create a simple animation with a creature casting a spell on the target which starts some sort of pleasure self anim? Just for those which are not covered jet....

Posted
4 hours ago, Pfiffy said:

Thanks for adding the Dwarven Sphere. Are there any animations for this one? I'm using the legendary edition and haven't seen one so far.

Billyy has been looking into that, but i have not been helping things by continuously editing the mesh.

Posted
10 hours ago, Pfiffy said:

Thanks for adding the Dwarven Sphere. Are there any animations for this one? I'm using the legendary edition and haven't seen one so far. Just an Idea:

 

Could someone create a simple animation with a creature casting a spell on the target which starts some sort of pleasure self anim? Just for those which are not covered jet....

 

I'm thinking about a more general solution for creatures without animations... there is the Whisp, Mudcrab, the Dwarven Sphere and Ballista... Another Idea would be to put them together with the Estrus anims... If cotyounoyume gives the permission to use them as SLAL Pack within MNC... I'm not into making anims, so I have no Idea about the problems this would make. But I think that it would easier to make a creature cast a spell to start an already done animation with the creature just standing by and watch than animating the creature itself. 

Posted

Is there a simple way to replace the dog body texture used by MNC SLAL. I was using some textures that were in HDT animated pussy (I think they were adapted from True Wolves of Skyrim). Can I rename the files, and if yes to what, and drop them in the canine texture folder, or will I have to open up CK and do things manual?

Posted
5 hours ago, ZipZop said:

Is there a simple way to replace the dog body texture used by MNC SLAL. I was using some textures that were in HDT animated pussy (I think they were adapted from True Wolves of Skyrim). Can I rename the files, and if yes to what, and drop them in the canine texture folder, or will I have to open up CK and do things manual?

most of the time it's the mesh that controls what textures are used, so it depends on what dog mesh your talking about:

fsscr004.JPG

the MNC dog mesh uses the stock file path for it's body textures, but it's dick mesh uses "textures\MoreNastyCritters\canine\" for it's textures.

where as the Shepherd mesh from Hentai Creatures uses "textures\hentaicreatures\Shepherd" for all of it's textures.

Posted

Forgive me for not reading 40 pages ... I have almost everything working concerning NastyCritters, but the Draugr are missing their manhood ... what is the most likely mistake I made?

Posted
6 hours ago, Roachboy said:

Forgive me for not reading 40 pages ... I have almost everything working concerning NastyCritters, but the Draugr are missing their manhood ... what is the most likely mistake I made?

you probably have the Immersive Creatures mod installed, you will need this if that's the case:

https://www.loverslab.com/files/file/1889-bad-dogs-immersive-creatures-sic-addon/

 

or it could be this:

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.

 

Posted

Ever thought about doing models for Mihail's monsters? The Ogres, Minotaurs and Foglings could be interesting, but I don't know if they are based on a vanilla skeleton. I asked in comments but was ignored. :confused:

Posted
On 18.12.2017 at 2:32 AM, MadMansGun said:

look for any stray behavior files in "Data\meshes\auxbones\tail\behaviors" and/or reinstall the FNIS creature pack then rerun FNIS.

Ok. I deleted tailbehavior but then I noticed that it is beieng added back automatically to the auxbones/tail/behaviors path after I run FNIS. You have an idea why?

But even deleting tailbehavior.hkx, the problem with the tails persist..

Posted
4 hours ago, nightwolf said:

Ever thought about doing models for Mihail's monsters?

yes, but there is too much of it to do.

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

 

3 minutes ago, btasqan said:

Ok. I deleted tailbehavior but then I noticed that it is beieng added back automatically to the auxbones/tail/behaviors path after I run FNIS. You have an idea why?

you want it to do that, these are the files you should be seeing:

FNIS_MoreNastyCritters_tail_Behavior.hkx (but not FNIS_MNC_tail_Behavior.hkx, that one should be deleted immediately)

FNIS_HornyDragons_tail_Behavior.hkx (only if you have my SLAL Pack installed, otherwise you should NOT have this file in here at all)

tailbehavior_TEMPLATE.txt (extremely important for FNIS to make a working tailbehavior.hkx)

tailbehavior.hkx (is made by FNIS)

 

Posted
2 hours ago, MadMansGun said:

yes, but there is too much of it to do.

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

 

you want it to do that, these are the files you should be seeing:

FNIS_MoreNastyCritters_tail_Behavior.hkx (but not FNIS_MNC_tail_Behavior.hkx, that one should be deleted immediately)

FNIS_HornyDragons_tail_Behavior.hkx (only if you have my SLAL Pack installed, otherwise you should NOT have this file in here at all)

tailbehavior_TEMPLATE.txt (extremely important for FNIS to make a working tailbehavior.hkx)

tailbehavior.hkx (is made by FNIS)

 

I did that. This is how tha tails look like in my game (see screenshot of Keerava). Or is it intended that they arent hanging but straight?

enb 2017_12_20 06_06_22_30.jpg

enb 2017_12_20 06_20_07_73.jpg

Posted
26 minutes ago, btasqan said:

I did that. This is how tha tails look like in my game (see screenshot of Keerava). Or is it intended that they arent hanging but straight?

they would be completely broom handle straight and not moving at all if it was a FNIS Problem, i am seeing a curve in that tail so i have no clue whats going on there, maybe it's some sort of skeleton/mesh problem?

Posted

They are moving. But not like they do in vanilla. In vanilla they hang down and move/sway. In my game they stutter slightly and are poking out to the back. Thats why I am not sure if you intended them to this way. In the change log for 10.4 you mention you added a temporay solution for getting them out of the way, is this what you mean by that?

Posted
11 minutes ago, btasqan said:

They are moving. But not like they do in vanilla. In vanilla they hang down and move/sway. In my game they stutter slightly and are poking out to the back.

yea....something else is going on there, just to completely rule out FNIS try removing the tail folder to see if the problem is still there.

Posted
13 minutes ago, MadMansGun said:

yea....something else is going on there, just to completely rule out FNIS try removing the tail folder to see if the problem is still there.

No change.

 

I even uninstalled Beast HDT. Still the same. Can you send a screenshot of how it llooks like in your game?

I remember this problem had been fixed in of the versions in 10.3 I guess.

 

BTW I am using the latest XXL version of FNIS.

Posted
1 hour ago, btasqan said:

No change.

I remember this problem had been fixed in of the versions in 10.3 I guess.

then it can't be FNIS or MNC that's causing your problem.

no...that fix was for a animation based problem, your having a skeleton or mesh or HDT based problem.

 

since your using HDT related mods i'm betting it's a tail HDT based mod that's causing your problem.

enb 2017_12_19 22_51_52_39.JPGScreenShot1007.JPGScreenShot1011.JPG

Posted
On 18.12.2017 at 4:41 PM, Pfiffy said:

 

I'm thinking about a more general solution for creatures without animations... there is the Whisp, Mudcrab, the Dwarven Sphere and Ballista... Another Idea would be to put them together with the Estrus anims... If cotyounoyume gives the permission to use them as SLAL Pack within MNC... I'm not into making anims, so I have no Idea about the problems this would make. But I think that it would easier to make a creature cast a spell to start an already done animation with the creature just standing by and watch than animating the creature itself. 

Actually there are animations for all of them and even slaughterfish and icewrath. They aren't really good, females hardly moving at all... but they exist. https://www.loverslab.com/topic/51846-more-creature-animations-26-nov-2015-wispdwarven-spider/ Important, you actually need the Animtester. It will add the animations to sexlab, it's not a SLAL pack.

Posted
6 hours ago, MadMansGun said:

then it can't be FNIS or MNC that's causing your problem.

no...that fix was for a animation based problem, your having a skeleton or mesh or HDT based problem.

 

since your using HDT related mods i'm betting it's a tail HDT based mod that's causing your problem.

enb 2017_12_19 22_51_52_39.JPGScreenShot1007.JPGScreenShot1011.JPG

Thanks for your help. I appreciate it. I was able to narrow the problem down to Clams Of Skyrim tail files.

Posted

V11 provides a scripts/SLALLoader.pex file (with sources), that file is present in the mod of the same name (slal anim loader). Which one should take precedence?

Posted
3 minutes ago, bicobus said:

V11 provides a scripts/SLALLoader.pex file (with sources), that file is present in the mod of the same name (slal anim loader). Which one should take precedence?

it's mostly the same script, the one in MNC has some of the cum settings edited in an attempt to apply them onto creatures, but it only works 30% of the time anyways so it does not really matter.

Posted

I stumbled over this dwarven sphere animation one a long tie ago, but never got it to work. Maybe I get it to work this time... BTW is there any diference between the public release of MNC 11 and zhe unofficial one?

 

Posted

Hui v11 already.

One question, do we need to do every step in your READ IMMEDIATELY file, even if we do a clean install of mnc ( means remove old and install new version with nmm for example ) or only during upgrade to v11 ?

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