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More Nasty Critters Legendary Edition


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Posted
2 hours ago, JahReit said:

I was hoping someone who understands Papyrus logs might see what the problem might be.

the problem is the Papyrus log only shows what Papyrus commands are running or failing to run, it does not give a full picture of whats going on, things like: how many scripts are loaded into ram? what is the ram usage and what is skyrim using it for? what are the Papyrus settings? what world objects are trying to load? where is the player located in the game world? how many strings are in the save file? are there navmesh problems? did a esp try to load a deleted world object? are there mod conflicts? are there load order problems? is the computer just over heating? is a antivirus program messing with skyrim? + 1000 other things that could be causing problems.

Posted
51 minutes ago, MadMansGun said:

..it does not give a full picture of whats going on, things like: ... what are the Papyrus settings?

well...

[01/02/2018 - 09:49:48PM] Update budget: 1.600000ms (Extra tasklet budget: 1.600000ms, Load screen budget: 500.000000ms)
[01/02/2018 - 09:49:48PM] Memory page: 128 (min) 512 (max) 76800 (max total)

 

Posted
2 hours ago, Skullered said:

well...


[01/02/2018 - 09:49:48PM] Update budget: 1.600000ms (Extra tasklet budget: 1.600000ms, Load screen budget: 500.000000ms)
[01/02/2018 - 09:49:48PM] Memory page: 128 (min) 512 (max) 76800 (max total)

 

oh right, i always skip reading the top part :expressionless:

Posted

@MadMansGun

 

BTW rabbits animations are still off in version 11, from stage 3 onwards the bunny is far too low on my character. The first two stages seem fine. Can it also be that bunnies are amaller now than before?

Good news. You current "the blind wolf project" meshes seem to fix the no eyeballs bug on wolf animations. Havent gone through all, but the ones I tested yesterday now are good.

Posted
4 hours ago, btasqan said:

BTW rabbits animations are still off in version 11, from stage 3 onwards the bunny is far too low on my character. The first two stages seem fine. Can it also be that bunnies are amaller now than before?

try selecting the other bunny setting in the creature framework.

Posted
14 hours ago, MadMansGun said:

try selecting the other bunny setting in the creature framework.

Good. It works well with the new meshes that can be toggled in CF. Is there a way to make CF make them the default? Every time I register mods after some animations have been updated, the settings fall back to default and need to set again manually.

Posted
2 hours ago, btasqan said:

Good. It works well with the new meshes that can be toggled in CF. Is there a way to make CF make them the default? Every time I register mods after some animations have been updated, the settings fall back to default and need to set again manually.

i don't know how to set things as default in CF, but adding new animations should not be reverting CF's settings like that.

Posted
15 hours ago, MadMansGun said:

i don't know how to set things as default in CF, but adding new animations should not be reverting CF's settings like that.

No adding and registering new animations in SLAL doesnt revert settings in CF. Only if a mod requires mods to be reregistered in CF, then settings are reverted.

 

Maybe you could make two seperate files. The main MNC SLAL file which would only have the new meshes. And a small patch which adds the legacy meshes when installed. Like this CF will assume the classic MNC SLAL meshes as default everytime, unless one installs the Legacy meshes patch.

Posted
2 hours ago, btasqan said:

No adding and registering new animations in SLAL doesnt revert settings in CF. Only if a mod requires mods to be reregistered in CF, then settings are reverted.

 

Maybe you could make two seperate files. The main MNC SLAL file which would only have the new meshes. And a small patch which adds the legacy meshes when installed. Like this CF will assume the classic MNC SLAL meshes as default everytime, unless one installs the Legacy meshes patch.

ah yes, that's CF's fault, but i think it does that to prevent problems.

 

well...all you would need to do is delete the json files for the settings you don't want in the creatures.d folder, hell you could delete all of them and make your own if you wanted to, they can be opened/edited with notepad, just make sure you don't add 2 Armor replacers for the same Armor & race in one json file.

 

http://web.archive.org/web/20160803014405/http://git.loverslab.com:80/Ep1cL3w7z/creature-framework/wikis/json-registration

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

https://jsonchecker.com/

Posted
1 hour ago, MadMansGun said:

ah yes, that's CF's fault, but i think it does that to prevent problems.

 

well...all you would need to do is delete the json files for the settings you don't want in the creatures.d folder, hell you could delete all of them and make your own if you wanted to, they can be opened/edited with notepad, just make sure you don't add 2 Armor replacers for the same Armor & race in one json file.

 

http://web.archive.org/web/20160803014405/http://git.loverslab.com:80/Ep1cL3w7z/creature-framework/wikis/json-registration

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

https://jsonchecker.com/

Cool. Thanks for this.

Posted

Hello everyone,

 

I am doing a fresh install of skyrim and after i installed MNC SLAL edition my game crashed on loading. I tried to remove animations from SLAL mods and it stopped crashing. So i used the SLAnimGenerate.pyw to see what animations had errors exactly. And it appears that one Billy's creature and one MNC animation have errors... when i delete them i do not crash anymore... I could delete them, but i would like to use the full MNC experience. Is it possible to fix ? Thank you in advance :smile:

 

PS: not sure if its useful but the animation that have errors is "MNC (Dog) Panic Consensual"

Posted
6 minutes ago, Quest_Items said:

Hello everyone,

 

I am doing a fresh install of skyrim and after i installed MNC SLAL edition my game crashed on loading. I tried to remove animations from SLAL mods and it stopped crashing. So i used the SLAnimGenerate.pyw to see what animations had errors exactly. And it appears that one Billy's creature and one MNC animation have errors... when i delete them i do not crash anymore... I could delete them, but i would like to use the full MNC experience. Is it possible to fix ? Thank you in advance :smile:

billyy edits his jsons by hand, so ignore anything SLAnimGenerate.pyw says about his files.

MNC has it's own version of the pyw file that covers more races than the one that came with SLAL, so if you use the one from SLAL it will show errors because it lacks the extra races.

 

to me it sounds like there is something wrong with your install.

Posted

Oh my bad. I just installed Billy's anims and MNC at same time so i tought it was both. But only Billy's animations makes my game crash on loading, MNC works fine. Sorry for the bother.

 

No idea why Blilly's animations do that tho

Posted
5 minutes ago, TBoneTones said:

When opening the text file for the upgrade instructions for v11, it looks like lines of scripting, as opposed to english textual procesdures?

 

Quote

 

More Nasty Critters v9/v10 to v11 upgrade procedure

 

1. in data delete these esp files:
SexLabNudeCreatures.esp
SexLabNudeCreaturesDG.esp
SexLabNudeCreaturesDB.esp

 

2. in data/creatures.d delete these json files:
slnc.json
slncAlt.json
slnc-db.json
slnc-dbAlt.json
slnc_dg.json
slnc_dgAlt.json

 

3. in Data\meshes\actors\skeever\behaviors delete these hkx files:
skeeverbehavior.hkx
FNIS_MNC_skeever_Behavior.hkx
FNIS_MoreNastyCritters_skeever_Behavior.hkx

 

4. in Data\meshes\actors\skeever\animations delete these folders:
MNC
MoreNastyCritters

 

5. enter "MNC" in a search (that is setup to look in skyrim's meshes folder only) and delete any folders called "MNC" that you see, then rerun the same search and delete any files leftover with "MNC" in there name.

 

6. install More Nasty Critters v11 and rerun FNIS
(https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/)

 

7. if you have any patches from ModCompatibilityKitsForMNCv10.4.7z you will need to replace/update them with the patches from ModCompatibilityKitsForMNCv11.7z.
(game will crash if you fail to do so)

 

8. if you have "Horny Dragons of Skyrim" installed please update it and any of it's patches now.
(game will crash if you fail to do so)

 

9. if you have "Bad Dog's Immersive Creatures - SIC Addon" (BDIC.esp) installed you will need the patch from the Mod Compatibility Kit.
(game will crash if you fail to do so)

 

10. in game go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
note: you may need to wait a minute after the game loads before you can go to the Creature Framework MCM.

 

11. you will need to Rebuild the Animation Registry, go to the Animation Loader's MCM and then:
click on the "Disable All" button.
click on "Rebuild Animation Registry", then Wait for the message to pop up*.
click on "Reload JSON".
click on "Enable All".
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.

 

 

Posted

Using MO I cannot do steps to delete the esps in the first 3 steps, could I do this in save cleaning tools mod edit?

 

Is looking promising, I have creature frame work showing in MCN, and creatures are suitably equipped.   However, animation-wise the human animates OK,  but the dog goes into a pose a bit like a Pointer dog, stiff as a board, and the skeever fizzles out the Matchmaker target spell?   Usually, when I have had problems with creature animations,  they just lie down or scratch their ears, and a redo of FNIS GNR edit does the trick, but not this time.   SLAL registered my selected creature aims,  the MNC ones among them, and all looks well in Sexlab, so I am thinking this is somehow FNIS related?

 

Edit:- A third redo of FNIS gen sorted this, and now everything seems to be working as it should.

Posted

I'm not sure where to go with this, if this belongs here but I just uninstalled Skyrim and Reinstalled.

 

This is the first time using MNC 11

 

I think my prior was 9.3 and not SL Loader.

 

I noticed something was going wrong when a game first starts.   The horses that pull the cart would crash into things and the carts would sometimes roll.  Sex animations work, but some creatures like in this quick video skip around and jitter, appear up in the air too and such.  

 

I can't seem to find any content on this.  ANyone have any idea where to start or if maybe I did something wrong sign MNC 11?

 

Thanks

IMG_6744.MOV

Posted
2 hours ago, WCSC said:

I noticed something was going wrong when a game first starts.   The horses that pull the cart would crash into things and the carts would sometimes roll.  Sex animations work, but some creatures like in this quick video skip around and jitter, appear up in the air too and such.

it's working fine on my end, but a lot of mods can mess with the startup scene.

 

47 minutes ago, Getsugan said:

how did you get it to work? 

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

Posted

OK. I would want to know something. I'm trying to clean a little my animations and can someone let me know: if I'm using MNC I still use Billy's or Leito86 animations? I know a lot of them are already inside MNC but all of them? I saw a lot of them are similar but with different names so I just want to know if there I should install other mods or just stick to MNC. Alternatively I wanted to hide the same one in MO.

Posted
16 minutes ago, zykfrytuchiha said:

OK. I would want to know something. I'm trying to clean a little my animations and can someone let me know: if I'm using MNC I still use Billy's or Leito86 animations? I know some of them are already inside MNC but all of them? I saw a lot of them are similar but with different names.

billyy's animations have already been removed from MNC and are now only found in his SLAL Pack.

as far as i know there should not be any repeated animations between Leito's SLAL Pack and MNC.

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