CGi Posted May 2, 2018 Posted May 2, 2018 17 minutes ago, Pfiffy said: It might simply be the case that you have one to many animation. The FB Packs are very LARGE. Even if you don't get over the FNIS limit, to many anims will cause a CTD. You're absolutly right. i was dumber than a sack full of hammers. Just because FNiS 7.4.4 XXL can support 20000 animations doesn't mean Skyrim does. For me that hardlimit is 11000 what results in a little under 500 animations for humans and the same for creatures in SLAL. And by default SL can only manage 500 animations for each. 750 with patch. i simply failed to get rid of some bigger animation packs like Anubis' and Leito86's because my list of installed mods was a complete mess. Hence why removing the creature behaviour file fixed it because no creature animations were loaded what of course resulted in a lower animation count. Sorry for forgetting to post this. Just another instance my brain farted and gave up on me.
Pfiffy Posted May 2, 2018 Posted May 2, 2018 3 hours ago, CGi said: You're absolutly right. i was dumber than a sack full of hammers. Just because FNiS 7.4.4 XXL can support 20000 animations doesn't mean Skyrim does. For me that hardlimit is 11000 what results in a little under 500 animations for humans and the same for creatures in SLAL. And by default SL can only manage 500 animations for each. 750 with patch. i simply failed to get rid of some bigger animation packs like Anubis' and Leito86's because my list of installed mods was a complete mess. Hence why removing the creature behaviour file fixed it because no creature animations were loaded what of course resulted in a lower animation count. Sorry for forgetting to post this. Just another instance my brain farted and gave up on me. my limit is actually at about 16000 in SE. I reduced the human anims....
CGi Posted May 2, 2018 Posted May 2, 2018 19 minutes ago, Pfiffy said: my limit is actually at about 16000 in SE. I reduced the human anims.... i'm not using SE. Skyrim LE can load up to 12000 but it depends alot on the animations installed.
GrimReaper Posted May 5, 2018 Posted May 5, 2018 Is it advisable to update MNC mid-playthrough? I've read the updating guide but haven't found any information if it's (relatively) safe to do so. So far everything works fine so I don't need to update MNC but having a few .esps less to deal with is always a good thing in my book but I'd rather keep my current save if it's either or. 1
Mdy Posted May 5, 2018 Posted May 5, 2018 Hi, sorry for asking, but I've been modding all day and my brain is fried. I've been trying to mod Meeko and other dogs into a timber husky with this mods' textures (but without the esp): https://www.nexusmods.com/skyrim/mods/55069 My edits: Dogs Into Huskies.rar No matter what I'm doing, the skin changes from the timber to a white husky skin when the SL animations start. Any tips what I am missing? Cheers!
MadMansGun Posted May 6, 2018 Author Posted May 6, 2018 3 hours ago, GrimReaper said: Is it advisable to update MNC mid-playthrough? I've read the updating guide but haven't found any information if it's (relatively) safe to do so. So far everything works fine so I don't need to update MNC but having a few .esps less to deal with is always a good thing in my book but I'd rather keep my current save if it's either or. you may need to use a save editor to remove the "MoreNastyCritters" quest and it's "MoreNastyCrittersFactory" script from your save so that they can be restarted/reloaded as a newly added mod, after that it should be fine. (make backups first) note: may not work on the first try, save the game and reuse the save editor on the new save. 2 hours ago, Mdy said: Hi, sorry for asking, but I've been modding all day and my brain is fried. I've been trying to mod Meeko and other dogs into a timber husky with this mods' textures (but without the esp): https://www.nexusmods.com/skyrim/mods/55069 My edits: Dogs Into Huskies.rar No matter what I'm doing, the skin changes from the timber to a white husky skin when the SL animations start. Any tips what I am missing? Cheers! use NifSkope to change the texture paths, your meshes are not using the same textures, Eg: dog.nif is using "textures\actors\dogs\huskydog.dds" doghard.nif is using "textures\actors\dlc01\armoreddog\Husky.dds" 2
Mdy Posted May 6, 2018 Posted May 6, 2018 19 hours ago, MadMansGun said: [...] use NifSkope to change the texture paths, your meshes are not using the same textures, Eg: dog.nif is using "textures\actors\dogs\huskydog.dds" doghard.nif is using "textures\actors\dlc01\armoreddog\Husky.dds" Worked perfectly, thanks a lot!
Dojo_dude Posted May 6, 2018 Posted May 6, 2018 The updates! I can't keep up..... It's great that this mod get's updated so frequently. I feel this can be come a race between MadMansGun and MihailMods? XD Currently updating to version 11.1E, but I might just wait since I don't want to broke the delicate Skyrim engine. Back with F:NV I could bash around that game mid quests and mid play and not have issues, it was robust!
MadMansGun Posted May 6, 2018 Author Posted May 6, 2018 9 minutes ago, Dojo_dude said: I feel this can be come a race between MadMansGun and MihailMods? XD it literally fucking is already, i'm forever having to register his new races for animation usage. 2
Dojo_dude Posted May 6, 2018 Posted May 6, 2018 I'm hoping to come back to Skyrim in the future and explore it with a ton of Mihail's creatures and with the added danger of MNC. I mean, hey some of those creatures are terrifying without the chance to mate with the Dragonborn!
GrimReaper Posted May 6, 2018 Posted May 6, 2018 20 hours ago, MadMansGun said: you may need to use a save editor to remove the "MoreNastyCritters" quest and it's "MoreNastyCrittersFactory" script from your save so that they can be restarted/reloaded as a newly added mod, after that it should be fine. (make backups first) note: may not work on the first try, save the game and reuse the save editor on the new save. Okay, so I did the update thing and so far it worked. Creatures register fine and the mesh swap works. Followed the upgrade guide to the letter but before installing v11 I also disabled MoreNastyCritters.esp, BDIC.esp (obviously only if you have Bad Dog's patch for Immersive Creatures which you should) and HentaiCreatures.esp. Prior to that I made a save that has no creatures whatsoever in the cell, so I loaded that, spammed SetStage SKI_ConfigManagerInstance 1 for the MCM to update (always takes a while to remove mod entries from the MCM for whatever reason) then saved. Used Save Game Script Cleaner to clean the save. Loaded the cleaned save again, waited for the MCM and hopefully everything else to update and et voilà everything seems to work. Spawned in a few creatures from HentaiCreatures to check if everything works as intended and everything indeed does, even the boar riders which previously didn't work. Fingers crossed I don't run into some problems down the line but for now everything seems to work like it's supposed to.
Ishootnoobs Posted May 7, 2018 Posted May 7, 2018 in response to your comment in the updates, no i do not think Mihail does take a day off it seems almost every 1 day or 1.5 of a day he puts out a new mod XD. also i forgot to send this message a while ago
MadMansGun Posted May 7, 2018 Author Posted May 7, 2018 7 minutes ago, Ishootnoobs said: in response to your comment in the updates, no i do not think Mihail does take a day off it seems almost every 1 day or 1.5 of a day he puts out a new mod XD. also i forgot to send this message a while ago someone already posted that message a while ago.
Ishootnoobs Posted May 7, 2018 Posted May 7, 2018 did you add any of Mihails new creatures in the last update
MadMansGun Posted May 7, 2018 Author Posted May 7, 2018 37 minutes ago, Ishootnoobs said: did you add any of Mihails new creatures in the last update everything up to "Ice Titans" 1
FoxLotus Posted May 7, 2018 Posted May 7, 2018 Question since this is the most voraciously updated mod covering critters. How do I change the textures if I want to use alternate textures from other critter overhauls. https://www.nexusmods.com/skyrim/mods/90565 Falmer swap between texture sets. orhttps://www.nexusmods.com/skyrim/mods/8512 I like the Draugr from the 2nd one, but they revert to a different set an back during animations. Skeevers retain their new look. Now I keep coming across people mentioning using nifskope, but I've never even used it. I still have issues with getting outfit studio to bring up files I want to work with.
MadMansGun Posted May 7, 2018 Author Posted May 7, 2018 3 hours ago, XZero said: . the Falmer would be a bit of a problem, they use custom textures for there nude meshes (Data\textures\MoreNastyCritters\falmer\) i don't know whats going on with your Draugrs, they should be using the stock texture file path, therefor they should be compatible with standard texture replacers NifSkope is a extremely useful tool to have, and i never had a problem opening a file with it. edit: are you sure your not looking at versions of them added by immersive creatures? i think it has textures of there own.
xyzxyz Posted May 7, 2018 Posted May 7, 2018 The mod doesn't recognize dlc creatures like chaurus hunters or dwarven ballista.
Reesewow Posted May 7, 2018 Posted May 7, 2018 1 hour ago, xyzxyz said: The mod doesn't recognize dlc creatures like chaurus hunters or dwarven ballista. Did you follow all the animation troubleshooting instructions, especially #8? The mod most certainly does recognize hunters and ballista if you have the latest versions and reset the registry properly so the new races are detected.
Ishootnoobs Posted May 8, 2018 Posted May 8, 2018 20 hours ago, MadMansGun said: everything up to "Ice Titans" thats a lot of mods to go through...
MadMansGun Posted May 8, 2018 Author Posted May 8, 2018 1 hour ago, Ishootnoobs said: Mihail has another mod already... 2 actually
FoxLotus Posted May 8, 2018 Posted May 8, 2018 19 hours ago, MadMansGun said: the Falmer would be a bit of a problem, they use custom textures for there nude meshes (Data\textures\MoreNastyCritters\falmer\) i don't know whats going on with your Draugrs, they should be using the stock texture file path, therefor they should be compatible with standard texture replacers NifSkope is a extremely useful tool to have, and i never had a problem opening a file with it. edit: are you sure your not looking at versions of them added by immersive creatures? i think it has textures of there own. I switched my textures for Draugr with another, and they're working now. But yes the Falmers are the ones I noticed doing the texture swap that sort of spoiled the mood... er I mean gameplay. If they're setup that way for the meshes I'll just have to work with it. Thanks for the reply an the wonderful mod work.
Ishootnoobs Posted May 8, 2018 Posted May 8, 2018 17 hours ago, MadMansGun said: 2 actually lol really?
throwaway987 Posted May 10, 2018 Posted May 10, 2018 Halp I recently tried updating from 10.something to the new update. I noticed there were new creatures like the wisp and the other atronachs and the ballistas and stuff, but the animations supposedly don't exist in game. I did the troubleshooting for my old saves, and they didn't even appear in a clean save. I'm not that advanced with this stuff so I'm kinda stumped.
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