MadMansGun Posted January 14, 2018 Author Posted January 14, 2018 2 hours ago, Chosen Clue said: Ok, let me explain the issue: Disabling the SOS werewolf setting doesn't necessarily mean that SOS won't show up on a werewolf character. If a character has an SOS already applied to them, and that SOS has a werewolf compatible armor addon, when the character transforms into the werewolf form, their schlong will show up and conflict with either one of the MNC Creature Feature skins. This is because the actor "circumvents" turning off the SOS werewolf setting because they were a valid actor before they turned into a werewolf. Now, bad dog includes some skins for the Creature Framework via his Bad Dog Immersive Creatures patch for SIM. I noticed that he was able to fix this issue for people who want to use his skins, by making it to where the armors and the armor addons for the nude werewolf skins had the biped slot of 52 set, so that way it would unequip the schlong from the werewolf when they change into werewolf form. The same can be done very easily with the MNC armors in the MoreNastyCritters.esp. In-fact, here it is: MoreNastyCritters.esp That is a patched version of 11c that, when a schlongified actor turns into a werewolf, and Creature Features are turned on for werewolves, and the creature feature setting uses one of the two werewolves skins that MNC comes with, schlongs don't appear on werewolves from schlongified actors. If you trusted me on the fix for the ashmen, please trust me on this fix. i only look at the BDIC mod when i break it, i did not even know it had werewolves. slot 52, A.K.A: "Body AddOn 9" in TES5Edit, i guess that explains why that problem never shows up on the Werebears (they have all the slots activated on there armor) it's 2 am right now so i'll add the fix sometime tomorrow.
btasqan Posted January 14, 2018 Posted January 14, 2018 6 hours ago, Chosen Clue said: You don't understand. If an actor has a schlong equipped on them, and then they transform into a werewolf, then what happens in the image, happens. I'm suggesting a fix for this. Even if you do set the schlong to not appear on werewolves, it will still appear on people who aren't werewolves, but become werewolves. That SOS setting only works on NPCs that are loaded in that are already werewolves. 1. Go to SLAL Loader MSM and reload Json. Then reapply/update Json, wait till it is finished updating JSON. 2. Go to CF and reregister mods. Exit MCM, wait a minute. 3. Go to SOS and in the Schlong tab (name depends on whch Schlong you have installed, average, muscular etc.), scroll down to the werewolf option and untick it. Then save your SOS settings. 4. Clean all schlongs in the first SOS MCM tab. 5. Now restart SOS, exit MCM, then after SOS is completely restarted go back to SOS and then import your SOS settings.
btasqan Posted January 14, 2018 Posted January 14, 2018 Here is an update for us lazy CF users: btq_MNC_v11C_Classic_Patch_001.7z This is as usual for all that want to use the newest meshes as default without needing to change the settings manually every time they register mods in CF. Current changes: Madmansgun swapped werewolf classic and default mnc meshes, I swapped them too so that visibly everything matches.
Chosen Clue Posted January 14, 2018 Posted January 14, 2018 4 hours ago, btasqan said: 1. Go to SLAL Loader MSM and reload Json. Then reapply/update Json, wait till it is finished updating JSON. 2. Go to CF and reregister mods. Exit MCM, wait a minute. 3. Go to SOS and in the Schlong tab (name depends on whch Schlong you have installed, average, muscular etc.), scroll down to the werewolf option and untick it. Then save your SOS settings. 4. Clean all schlongs in the first SOS MCM tab. 5. Now restart SOS, exit MCM, then after SOS is completely restarted go back to SOS and then import your SOS settings. I guess you didn't read the post 2 posts above yours. Even if I were to do that, any actor that transforms into a werewolf that also was applied with a werewolf compat schlong before they turned into a werewolf, will get the conflict I showed in the image I uploaded on post 1153 I already fixed it in the esp I posted in the post 2 posts above yours, but thank you very much for the help.
btasqan Posted January 14, 2018 Posted January 14, 2018 15 minutes ago, Chosen Clue said: I guess you didn't read the post 2 posts above yours. Even if I were to do that, any actor that transforms into a werewolf that also was applied with a werewolf compat schlong before they turned into a werewolf, will get the conflict I showed in the image I uploaded on post 1153 I already fixed it in the esp I posted in the post 2 posts above yours, but thank you very much for the help. Ok. Thanks for the esp fix btw.
WCSC Posted January 14, 2018 Posted January 14, 2018 20 hours ago, Joes92 said: I have that issue as well tried screwing around with my load order and reinstalling mods and crap till i gave up. Then I just grabbed the alternative start mod on nexus and you don't have to worry about that issue anymore if can't figure out what is causing the issue. You know it's odd. I gave up too and did some reinstalling, etc It ended up just being the section part of the cave but all actors in others parts of the game work and act fine. Weird
pustulio Posted January 15, 2018 Posted January 15, 2018 Hello I think i got the mod installed correctly but some of the creatures dont have penises like the chaurus or spiders and some other creatures. Also the MNC menu isnt showing up. Any ideas to what i might be doing wrong? the mnc animations show up on the SLAL
MadMansGun Posted January 15, 2018 Author Posted January 15, 2018 51 minutes ago, smoran92 said: Hello I think i got the mod installed correctly but some of the creatures dont have penises like the chaurus or spiders and some other creatures. Also the MNC menu isnt showing up. Any ideas to what i might be doing wrong? the mnc animations show up on the SLAL Quote "Creature Framework API reference not found" error and/or the MCM for Creature Framework is missing: you need to install the .bsa file from Sexlab Aroused to fix this problem. 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.
pustulio Posted January 15, 2018 Posted January 15, 2018 7 minutes ago, MadMansGun said: Thanks for the reply but I cant click on re register all mods. Its shaded and i cant re register
MadMansGun Posted January 15, 2018 Author Posted January 15, 2018 5 hours ago, smoran92 said: Thanks for the reply but I cant click on re register all mods. Its shaded and i cant re register try reinstalling JContainers.
AnubiSs2167 Posted January 15, 2018 Posted January 15, 2018 Riekling kinda work now, get dicks, do not undress
MadMansGun Posted January 15, 2018 Author Posted January 15, 2018 10 minutes ago, AnubiSs2167 said: Riekling kinda work now, get dicks, do not undress like i said over here it's a half-assed fix: https://www.loverslab.com/topic/46289-bad-dogs-immersive-creatures-sic-addon/?do=findComment&comment=2114789
harveytherabbit Posted January 17, 2018 Posted January 17, 2018 The download page update looks very nice and much easier to read with the visual breaks and the section headers, plus the patch section is great and covers the contents well. I know it's a bit of a nuisance to have updated it, but hopefully the suggestion helps you not have to repeat yourself so much. When installing the patches I wanted to check, do you have to individually unpack their respective data folders? If so, another small suggestion may be to include instructions for NMM and Mod Manager (which I know you don't like, but in the interest of fewer forum questions for you) like: "Mod Manager: Install the patch in the Mod Manager interface and you will see all of them under that one install. Navigate under the respective folder title for the patch you wish to install. Keep expanding the folder hierarchy until you see that patch's 'data' folder and the Right Click and set as Data Directory. Once it shows the green text indicating it is selected as the data folder, rename the install however you want to identify it as the patch for that specific mod (ex - "MNC Patch - ModTitle") and then complete the install and enable it. Repeat these steps for each patch you need for your own mod structure." (I don't use NMM but similar could be done for that) Hopefully it's not presumptuous to write them out for you. You can use those and edit them and copy them if you want to add them to the start of the patch section on the download screen. More instructions = less questions after all, and if that's your annoyance, hopefully this helps remove some work for you. Thanks again for the help and your work.
MadMansGun Posted January 17, 2018 Author Posted January 17, 2018 1 hour ago, harveytherabbit said: When installing the patches I wanted to check, do you have to individually unpack their respective data folders? yes, you do need to extract them. it's not "presumptuous to write them out" for me, it's just that i can't really confirm if the information given to me is right or not because i don't use the programs. as i understand the things i've seen people say in the past the patches need to be extracted and then recompressed into 7zip files of there own, if that's actually true then i should probably edit the kit to have pre made 7zip files inside my 7zip file.
harveytherabbit Posted January 17, 2018 Posted January 17, 2018 36 minutes ago, MadMansGun said: yes, you do need to extract them. it's not "presumptuous to write them out" for me, it's just that i can't really confirm if the information given to me is right or not because i don't use the programs. as i understand the things i've seen people say in the past the patches need to be extracted and then recompressed into 7zip files of there own, if that's actually true then i should probably edit the kit to have pre made 7zip files inside my 7zip file. Individual uploads may make it easier for those who don't know NMM or Mod Manager well, but in the grand scheme of things the way you have it now is actually much easier. You don't need to download multiple things and install all of them, you install the same zip repeatedly and just navigate and set the Data folder and rename accordingly for whichever one you want to grab and it only uses the content of that folder on that install. The ones who extracted and re-zipped didn't need to go that far (at least for Mod Manager, not sure about NMM). The exact instructions I wrote above are what I did and it worked like a charm, and did it once for each needed patch. So it's actually a pretty elegant solution as long as people know it's different from their norm with instructions. So feel free to get those verified by a couple other people if necessary and use them if you feel like it.
Tom-80-H Posted January 18, 2018 Posted January 18, 2018 Hi @ all and sorry for my baad english @MadMansGun, as of you are providing Hentai Creatures too, i hope you can help me. I use one of the many mannequin-replacers out there to gave tham a more feminine look instead of the ugly wooden ones, which are in vanilla Skyrim. Now, if i am in a room with some female NPC´s and some mannequins and i tell my Hentai Creature to train his sexual skills, it is sometimes selecting the mannequin to have sex with. Mostly from what i have seen in CK is that the mannequin replacement is done by changing mannequins to NPC´s to have the ability to give them human bodys, and maybe thats the reason why they could be selected by hentai creatures. Is there a way to prevent Hentai Creatures from selecting Mannequins as partner for sexual training? I know, i could tell Hentai Creatures to only train with collared actors, but this means i have to equip a hentai collar to every single female npc, and that´s definitely something i don´t want to do. I have already tryed to gave the Race of the mannequins the SexLabForbid-Keyword, but it seems not to work. And Other mods i use along with sexlab don´t choose the mannequins for sexual encounters. I only know of HC to act like this. Can U help, please?
MadMansGun Posted January 18, 2018 Author Posted January 18, 2018 4 hours ago, Tom-80-H said: Is there a way to prevent Hentai Creatures from selecting Mannequins as partner for sexual training? I know, i could tell Hentai Creatures to only train with collared actors, but this means i have to equip a hentai collar to every single female npc, and that´s definitely something i don´t want to do. well.....that's a new one........ try enabling the "Child" flag in it's race, i think that should stop it:
Tom-80-H Posted January 18, 2018 Posted January 18, 2018 4 hours ago, MadMansGun said: well.....that's a new one........ try enabling the "Child" flag in it's race, i think that should stop it: Ok, i have enabled the childflag in all races for the mannequins in my used mod. But it don´t work. I tryed and the first female target for my creature was a mannequin again. Any other ideas?
MadMansGun Posted January 18, 2018 Author Posted January 18, 2018 1 hour ago, Tom-80-H said: Any other ideas? umm no, i'm surprised that one did not work.
Tom-80-H Posted January 19, 2018 Posted January 19, 2018 9 hours ago, MadMansGun said: umm no, i'm surprised that one did not work. Me too. As i said, other mods did not select them as valid npc. And they were not animated. Only HC does. And it looks weird, to see a creature fucking the air in front or behind a static mannequin. Well, ok than. Thanks for the try.
zzlaq1 Posted January 21, 2018 Posted January 21, 2018 Can anybody help me, when I use animal mansion plus1, I ues ck to import some more animal in the basement, but randomly some animal does not animated, while it got the animated position with my female actor, and my actor do the animations, after this happen, I go out to the wild world to seek the same race of animal, it happened the same thing, that the animal did not animated, while it's in position, and loaded the naked model. At these time, the luker, dwarvenballista, and riekling mounted, are not animated, last time I reinstall a lot of mod relevent, solved for one time, but then appeared again. I don't know just what casued this. I used 11b ver now, with the creature framwork pre 11.5(the newest ver).
MadMansGun Posted January 21, 2018 Author Posted January 21, 2018 1 hour ago, zzlaq1 said: . Quote 2. run/rerun the GenerateFNISforUsers.exe, if you don't the animations wont work/run. C:\Games\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe or C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe WARNING: Windows (Vista/7/8/10) Security may interfere with updating/overwriting the FNIS behavior files. you may not even get a error message telling you that this has happened. make sure FNIS and your mod manager are running with administrator privileges. 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. 7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8 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 "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.
zzlaq1 Posted January 21, 2018 Posted January 21, 2018 10 hours ago, MadMansGun said: Thanks for helping, I can do as you said, but what I decripted happened like verus, and hit the random animal, others are nomal. Last time I reinstall all the animation pack, some are corrected, then again it happened. I will try again, and wondering if the script in the animal mansion plus 1 caused or in some way the mnc 11b casued.
zzlaq1 Posted January 21, 2018 Posted January 21, 2018 I used the Beast hdt 0.61 to cooprate with hdt vigina, that would change some animal skeleton, but in it without the luker and dwarvenballista, do had some for riekling, when the riekling animation is right, but the riekling mounted is wrong without animation.
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