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More Nasty Critters Legendary Edition


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Posted
On 4/11/2018 at 2:59 PM, The110th said:

thankyou for the reply.

I've got it working and all seems fine except now collisions have gone. any ideas?

install/reinstall Beast HDT v3.68:

https://www.loverslab.com/files/file/2431-naturalistic-hdt-and-beast-hdt/

1 hour ago, divinefire said:

Hello

 

I am trying to download the newest version main file and it can never finish after it reaches a point. I can download other files from the site even larger than this one so i am not sure whats causing my problem. I tried using a download manager and copying the link and it still fails. Anyone else having problems downloading the main file?

i'm not having problems on my end, but try downloading it from the google drive if LoversLab is not working for you.

Posted

Potentially stupid question: If I've got this version of the mod installed, do I need the original version by dentarr, or can this mod be considered its full successor? Also, was that issue with MO linked on the full page of dentarr's version ever fixed? I'm in the process of making a lengthy NMM to MO conversion, so I figured it would be wise to make sure.

Posted
53 minutes ago, Nintendude1236 said:

Potentially stupid question: If I've got this version of the mod installed, do I need the original version by dentarr, or can this mod be considered its full successor? Also, was that issue with MO linked on the full page of dentarr's version ever fixed? I'm in the process of making a lengthy NMM to MO conversion, so I figured it would be wise to make sure.

full successor.

i have no clue what they are talking about in that post, but my version is not packed in the same was as the old one was, no fomod files or other oddball install systems, it's just the mod in a data folder inside a 7Zip file.

Posted

hi all , I would need help with some files or tell me how to do with CK to add them to the file meshes - MoreNastyCritters .

 

I made some replacements of some hentai creatures , but in some files there is not the same thing . as i am a noob moddeur, i can only replace if the files already exist . 

 

the basic files are ( example ) :

 

skeever

skeeverwhiteHard

skeeverwhiteHardLegacy

 

in general there is a normal mesh and nude-hard , but in many other creatures there is only the hard .

 

need just add normal mesh on creatures dont have .

 

a little help would be welcome, either to add these files, or tell me how to add them with CK :blush:

 

Posted
3 minutes ago, lafourminoir said:

.

it depends on what are you trying to add/replace, Eg:

the FrostSpider's "normal mesh" is just the stock skyrim mesh (Data\meshes\actors\frostbitespider\character assets\frostbitespider.nif),

so ether you replace that mesh with a new one or use TES5Edit to edit the spider's "armor addon" entry to use a different mesh/file path.

spider.jpg

 

Posted

For the life of me I can't seem to get the Falmer to work with this mod. The animations work just fine but the falmer's armor stays on. Everything else works and I reset the animation registry, re-applied the mods in creature framework and followed all the steps. Anyone else have this problem?

Posted
46 minutes ago, Cushercam said:

For the life of me I can't seem to get the Falmer to work with this mod. The animations work just fine but the falmer's armor stays on. Everything else works and I reset the animation registry, re-applied the mods in creature framework and followed all the steps. Anyone else have this problem?

are you sure they are not from a mod? some mods add custom creatures that look like stock creatures (eg: immersive creatures), MNC won't "undress" such creatures without a patch.

Posted
Just now, MadMansGun said:

are you sure they are not from a mod? some mods add custom creatures that look like stock creatures (eg: immersive creatures).

That was it surprisingly. Does that mean that Immersive creatures is incompatible? 

Posted

Searched an' can't find an answer anywhere. But curiosity compells me to ask. What's the actual difference between dogs an' wolves. I mean, are they just different tags? Can a wolf tag be stuffed on a dog and vice versa? Or are they completely different skeletons that'll bugger something up if I mess around wi' those tags?

 

Been lookin' through Anub's fantastic new works and tryin' to see if I can get my bosmer's huskie sidekick to play some o' his fabulous new wolf anims.

https://gfycat.com/ObedientAncientKronosaurus

But I figured 's best to ask the knowledgeable folk before I go fiddling and breaking stuff.

Posted
1 hour ago, The First Lady of Hats said:

Searched an' can't find an answer anywhere. But curiosity compells me to ask. What's the actual difference between dogs an' wolves. I mean, are they just different tags? Can a wolf tag be stuffed on a dog and vice versa? Or are they completely different skeletons that'll bugger something up if I mess around wi' those tags?

 

Been lookin' through Anub's fantastic new works and tryin' to see if I can get my bosmer's huskie sidekick to play some o' his fabulous new wolf anims.

https://gfycat.com/ObedientAncientKronosaurus

But I figured 's best to ask the knowledgeable folk before I go fiddling and breaking stuff.

dogs and wolves use different behavior files, there skeletons are pretty much identical.

 

you would need to edit/add the dog's fnis list file and then use generatefnisformodders.exe to make new behavior files for GenerateFNISforUsers.exe to read, then edit the SLAL json file to use "creature_race": "Canines" instead of "creature_race": "Wolves".

Posted

 

9 hours ago, MadMansGun said:

dogs and wolves use different behavior files, there skeletons are pretty much identical.

 

you would need to edit/add the dog's fnis list file and then use generatefnisformodders.exe to make new behavior files for GenerateFNISforUsers.exe to read, then edit the SLAL json file to use "creature_race": "Canines" instead of "creature_race": "Wolves".

Thanks yer <3

I'll get a backup o' everything fixed up somewhere then poke around, see if I can get it in gear.

 

EDIT: Took me a good hour or so and some trial an' error restoring backups, but got there eventually, wound up being some weirdness wi' me finis for modders being in odd places. Anyhow, thanks you again. /Huggles <3

Posted

in most scenes creature and girl are standing in the same spot, sexlab sounds are starting an running, but animations just dont play....

 

 

apart from dogs and sabrecats, none of the creatures get a erection... and the texture on the sabrecat is missing....

 

tried to re - install it 3 times now....

 

could that be a problem with the creature framework ?

 

you shoud mention the early alpha state of the mod.....

Posted
41 minutes ago, MetZwerg said:

in most scenes creature and girl are standing in the same spot, sexlab sounds are starting an running, but animations just dont play

Sounds like a Finis Bugger up, I'd run it again, yer do have the finis creature pack rig't?

 

43 minutes ago, MetZwerg said:

apart from dogs and sabrecats, none of the creatures get a erection... and the texture on the sabrecat is missing...

That does sound like a creature framework bugger up, there's a handfull of setting in it's mcm to reset it's status, give them a whirl and let them re-assign the dangley bits.

All in all looks like a bad install. Yer done all that http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/  righ't?

'Cos yer know Madgun's only gonna send yer back to read it again :]

Posted
36 minutes ago, MetZwerg said:

in most scenes creature and girl are standing in the same spot, sexlab sounds are starting an running, but animations just dont play....

run GenerateFNISforUsers.exe, and:

Quote

 

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.

 

 

40 minutes ago, MetZwerg said:

apart from dogs and sabrecats, none of the creatures get a erection...

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.

 

41 minutes ago, MetZwerg said:

and the texture on the sabrecat is missing....

you may have another mod messing with the sabercats.

 

47 minutes ago, MetZwerg said:

you should mention the early alpha state of the mod.....

alpha? the mod has been around for years.

Posted

Having an issue. Player is female werewolf. All anims work fine. However, neither Sexlab Separate Orgasm nor Fertility Mode catch the orgasm event. Finally traced it I believe to the positions assigned to animations in this mod, eg:

MNC (Female Werewolf Doggystyle) 

Console for SLSO says Male is in Position 0 hence will not orgasm.

Also has position $unknown position 2 in the Sexlab MCM

 

Any thoughts?

 

 

Posted
54 minutes ago, Sydney said:

.

creatures are always "actor 2" in SexLab/SLAL animations.

Posted

Is there a reason for that or is it just convention? Would it break anything to have male and female creatures assigned the same position as they would have as humanoids? SLSO and pregnancy mods are not particularly obscure; it seems a little odd that they are castrated (!) by "creatures are always actor 2".

 

I looked through the json but was unable to see any obvious way to reassign them myself. I'll have to install python for the SLAL builder thing, added to my ever growing list of things to do and learn. But is there a relatively simple way I can have female player beast have her cake and eat it(!)??

Posted
1 hour ago, Sydney said:

Is there a reason for that or is it just convention? Would it break anything to have male and female creatures assigned the same position as they would have as humanoids? SLSO and pregnancy mods are not particularly obscure; it seems a little odd that they are castrated (!) by "creatures are always actor 2".

 

I looked through the json but was unable to see any obvious way to reassign them myself. I'll have to install python for the SLAL builder thing, added to my ever growing list of things to do and learn.

 

But is there a relatively simple way I can have female player beast have her cake and eat it(!)??

it can sometimes cause animations to not even be loaded at all, more so if using the SL Werewolves mod.

 

you would need to rename animation files and edit SLAL source files to match your changes and then use SLAnimGenerateForMNCv11.pyw to make new JSON & FNIS list files, then build new behavior files for humans and werewolves with generatefnisformodders.exe.

 

not that i know of.

Posted
7 minutes ago, ShinobuOrion said:

Hello

 

Wondering if mnc slal will cover a house cat mod some time

 

https://www.nexusmods.com/skyrim/mods/72329

Cat is using sabrecat skeleton, i think your pet can bang your character if the race compatible with sabrecat race, put sabrecat schlong and you ready to go, but due to the different size between sabrecat and cat, you must align the position abit

Posted

Sorry iff this was already asked before but i could not find an answer. I have something weird. Dog, Wolf, Troll animations work fine. But when i try something like Chaurus or Netch or Spider, the animal actors just keep standing on the animation location. The human partner is being animated but the animal not and is in a default idle.

I have rebuild the animation registry, started a new game, allow creature is on, match creature gender is off, FNISS is updated to the latest version with the creature pack installed.

Does anyone have an idea what else to do? Or are there any known mods that conflict with this one in such a manner?

Posted
18 hours ago, razzor69 said:

Cat is using sabrecat skeleton, i think your pet can bang your character if the race compatible with sabrecat race, put sabrecat schlong and you ready to go, but due to the different size between sabrecat and cat, you must align the position abit

some are skeever based.

3 hours ago, Telletubby said:

Sorry iff this was already asked before but i could not find an answer. I have something weird. Dog, Wolf, Troll animations work fine. But when i try something like Chaurus or Netch or Spider, the animal actors just keep standing on the animation location. The human partner is being animated but the animal not and is in a default idle.

I have rebuild the animation registry, started a new game, allow creature is on, match creature gender is off, FNISS is updated to the latest version with the creature pack installed.

Does anyone have an idea what else to do? Or are there any known mods that conflict with this one in such a manner?

are you sure MNCv11 is installed? did you fully uninstall MNCv9 first?

Posted

Started a new game Because I changed an item in my load order and the Giant encounter outside of whiterun went badly. As soon as it appeared it it was HDT Error exploded all over my screen. some angles he disappeared and other angles had flat planes of giant skin or clothing streatching to the horizon. Was fine, moved armor mod (still below MNC) started new game, giants are now Picaso's. Yes sir, Mod Organizer ( for 3 years now.). Thoughts? I am still poking at it...

 

Edit: Yeah...I know it is not likely any thing of yours is responsible...I am supplementing my brain...I need supervision...(GASP)

 

Thanks for any help, past present and future.

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