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More Nasty Critters Legendary Edition


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Posted

Hi everyone, with Ver.11  i have a glich that my skeevers are frozen. All another creatures are fine working and the animations too. Only skeevers dont´t work.

MNC with all components is the only one which changing animals.

I had no problems with the previous versions.

I use MO only.

Maybe anyone a idea whats happen?

Posted
3 hours ago, El_Torro said:

I had no problems with the previous versions.

More Nasty Critters v9/v10 to v11 upgrade procedure:

Quote

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

 

Posted
17 hours ago, MadMansGun said:

More Nasty Critters v9/v10 to v11 upgrade procedure:

 

Oh thank´s. Just i see the 11.G2 and even more upgraded.

It´s works fine now!

Posted
3 hours ago, Squidems666 said:

Do I need Horny Creatures of Skyrim If I have this? 

no, you only need that if you want MY animations.

Posted

I just wonder, what you have done... The new Version is working with SE... Not at 100% but at least if a creature gets a second shot, the equipment will be equipped. And I feared that someone has to rework the CF completly... Next step will be horny creatures...

Posted
2 hours ago, Pfiffy said:

I just wonder, what you have done... The new Version is working with SE... Not at 100% but at least if a creature gets a second shot, the equipment will be equipped. And I feared that someone has to rework the CF completly... Next step will be horny creatures...

i've done nothing for SE, maybe something was just not installing/starting right in game.

 

i have been hearing claims that the animations in HCOS are already working as is for SE, but i have no clue if that's actually true or not.

Posted
5 hours ago, MadMansGun said:

i've done nothing for SE, maybe something was just not installing/starting right in game.

 

i have been hearing claims that the animations in HCOS are already working as is for SE, but i have no clue if that's actually true or not.

Porting the anims is easy: It is just starting a batch file.  Scrips are working right out of the box. Nifs can be converted with a tool, too. But sometimes you have to take a look at them if they are set up correctly (If you port bad nifs, they will usually get worse....) Billys anims took me less then 10 Minutes.... But I have to add some missing textures or add ZAZ to the dependencies...May I ask if i can upload a port of HCOS if it is working?

Posted
8 hours ago, Pfiffy said:

Porting the anims is easy: It is just starting a batch file.  Scrips are working right out of the box. Nifs can be converted with a tool, too. But sometimes you have to take a look at them if they are set up correctly (If you port bad nifs, they will usually get worse....) Billys anims took me less then 10 Minutes.... But I have to add some missing textures or add ZAZ to the dependencies...May I ask if i can upload a port of HCOS if it is working?

you can...but it's sort of a bad time to be doing that, i'm trying to get things setup for a "V1.0" release and some of the ideas for it could cause problems.

Posted

Took a glance at the small troll update meshes just to see the difference, and thought I'd make a suggestion - have you considered asking Bazinga if you could roll his Beast HDT xmls in with the main MNC download?  It's not a big deal for a power user to add xml lines or cherry-pick meshes to manually install, but if the purpose of the adjusted troll schlong is to improve collisions a casual user wont see it unless Beast HDT gets updated to use the adjusted troll meshes.  Beast HDT would over-write the updated troll meshes to the previous versions, and if MNC was installed over it trolls would completely lose collisions.

 

If he'd be willing to have his XMLs become the "standard" beast HDT set, then you wouldn't have to worry about changes you make in MNC breaking HDT or being over-written by HDT.  All erect beast meshes could have the xmls built-in by default, so if players have collision enabled bodies they would automatically get collisions with creatures.

 

Just a suggestions, obviously I have no clue if you two great contributors would want to collaborate on something like that.

Posted
3 hours ago, MadMansGun said:

you can...but it's sort of a bad time to be doing that, i'm trying to get things setup for a "V1.0" release and some of the ideas for it could cause problems.

Well, keep the actual version up for a while as a 'last known working in SE'. As long as there is still some trouble from JC over CF to MNC we don't need other troublemaker. If my port of Billyys anims don't cause too much trouble, I can upload my files for HC and HCOS and buy this ticket into hell...

In that case i would also have to offer CF and MNC which will bring me into the innerst circle of hell. This sounds funny....

Posted
5 hours ago, Reesewow said:

Took a glance at the small troll update meshes just to see the difference, and thought I'd make a suggestion - have you considered asking Bazinga if you could roll his Beast HDT xmls in with the main MNC download?  It's not a big deal for a power user to add xml lines or cherry-pick meshes to manually install, but if the purpose of the adjusted troll schlong is to improve collisions a casual user wont see it unless Beast HDT gets updated to use the adjusted troll meshes.  Beast HDT would over-write the updated troll meshes to the previous versions, and if MNC was installed over it trolls would completely lose collisions.

 

If he'd be willing to have his XMLs become the "standard" beast HDT set, then you wouldn't have to worry about changes you make in MNC breaking HDT or being over-written by HDT.  All erect beast meshes could have the xmls built-in by default, so if players have collision enabled bodies they would automatically get collisions with creatures.

 

Just a suggestions, obviously I have no clue if you two great contributors would want to collaborate on something like that.

Bazinga is a bit MIA at this time, but i did a unofficial update for hdt here:

https://www.loverslab.com/topic/54417-naturalistic-hdt-and-beast-hdt/?page=48&tab=comments#comment-2140999

 

5 hours ago, Juhna said:

Just me or did the Skeever balls get HUEG? Not that I have oggled at them before but they caught my eye.

there the same size they've always been.

 

4 hours ago, Pfiffy said:

Well, keep the actual version up for a while as a 'last known working in SE'. As long as there is still some trouble from JC over CF to MNC we don't need other troublemaker. If my port of Billyys anims don't cause too much trouble, I can upload my files for HC and HCOS and buy this ticket into hell...

In that case i would also have to offer CF and MNC which will bring me into the innerst circle of hell. This sounds funny....

the big dilemmas with HCOS/HDOS are:

1. i want to internally split it up into 3 SLAL Packs (Creature, Bestiality, Vore) inside the 7zip to make it a bit easier for people to remove animations sets that they don't want, the problem is everyone would need to uninstall the current version if i did that because it would seriously mess up FNIS with duplicate file names if they don't. + some mods now call my animations by name, i have no clue how they would behave if the packs got split up.

2. i want to merge the HCOS and HDOS 7zip files into one so that the download page is less confusing, the problem is what would i name the mod as after that's done? note: all of the actual files & folders are already called "HornyDragons".

3. i'm still working on updating my older animations.

Posted
5 hours ago, MadMansGun said:

Bazinga is a bit MIA at this time, but i did a unofficial update for hdt here:

https://www.loverslab.com/topic/54417-naturalistic-hdt-and-beast-hdt/?page=48&tab=comments#comment-2140999

 

there the same size they've always been.

 

the big dilemmas with HCOS/HDOS are:

1. i want to internally split it up into 3 SLAL Packs (Creature, Bestiality, Vore) inside the 7zip to make it a bit easier for people to remove animations sets that they don't want, the problem is everyone would need to uninstall the current version if i did that because it would seriously mess up FNIS with duplicate file names if they don't. + some mods now call my animations by name, i have no clue how they would behave if the packs got split up.

2. i want to merge the HCOS and HDOS 7zip files into one so that the download page is less confusing, the problem is what would i name the mod as after that's done? note: all of the actual files & folders are already called "HornyDragons".

3. i'm still working on updating my older animations.

As usual ppl would have to read instructions... This might cause a bit of traffic on you comments page...

Posted

So I'm trying to get MNC to work but each time I enable it in the Mod Manager all the characters go into a T-Pose, once I disable it and run FNIS again everything is just fine. 

 

Are the animation files not compatible with Skyrim:SE?

Posted
9 minutes ago, invisible said:

So I'm trying to get MNC to work but each time I enable it in the Mod Manager all the characters go into a T-Pose, once I disable it and run FNIS again everything is just fine. 

 

Are the animation files not compatible with Skyrim:SE?

https://www.loverslab.com/files/file/5292-sse-conversion-tracking/

Posted
7 minutes ago, invisible said:

So I'm trying to get MNC to work but each time I enable it in the Mod Manager all the characters go into a T-Pose, once I disable it and run FNIS again everything is just fine. 

 

Are the animation files not compatible with Skyrim:SE?

Enable the SE Compatibily Checkbox in FNIS before you run it. 

Posted
3 hours ago, BigOnes69 said:

That is a really cool looking mod. I am going to try it. Thanks

Yes it is. I hope MadMansGun tries it out. Atm he is almost beating Mihail in update speed.

Posted
13 minutes ago, btasqan said:

Yes it is. I hope MadMansGun tries it out. Atm he is almost beating Mihail in update speed.

Darkend doesn't need a patch to function with Sexlab - I believe most (if not all) of its creatures use vanilla races.  Some of the creatures even get schlongs without losing their unique looks (undead hounds).

Posted
2 minutes ago, Reesewow said:

Darkend doesn't need a patch to function with Sexlab - I believe most (if not all) of its creatures use vanilla races.  Some of the creatures even get schlongs without losing their unique looks (undead hounds).

I am aware of that. But the creatures need schlongs, thats why a MNC patch is needed.

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