Jorvalt Posted September 15, 2018 Posted September 15, 2018 Just today I found something very odd. I don't have Mihail Zombies installed but I encountered them in the swamps near Morthal. They were modeled but completely untextured and dropped ingredients with no model. Is there a way to disable this? I don't want Mihail Zombies in my game, much less untextured ones.
MadMansGun Posted September 15, 2018 Author Posted September 15, 2018 3 hours ago, Jorvalt said: Just today I found something very odd. I don't have Mihail Zombies installed but I encountered them in the swamps near Morthal. They were modeled but completely untextured and dropped ingredients with no model. Is there a way to disable this? I don't want Mihail Zombies in my game, much less untextured ones. don't look at me, MNC does not add new creatures......unless that is you've stupidly installed the entire ModCompatibilityKit catalog as one thing (installing patches for mods that you don't even have)
WolfCabbage Posted September 15, 2018 Posted September 15, 2018 Hey, so I’m probably really late to the party on this, but is the sslCreatureAnimationSlot fix not necessary anymore? If not, why was the download for it taken down? (Or am I just stupid and missed the link to it)
Jorvalt Posted September 16, 2018 Posted September 16, 2018 2 hours ago, MadMansGun said: don't look at me, MNC does not add new creatures......unless that is you've stupidly installed the entire ModCompatibilityKit catalog as one thing (installing patches for mods that you don't even have) ... I use a mod manager, okay? And I didn't think of that. Man, makin' me do all this work myself...
MadMansGun Posted September 16, 2018 Author Posted September 16, 2018 1 hour ago, baldax said: Hey, so I’m probably really late to the party on this, but is the sslCreatureAnimationSlot fix not necessary anymore? If not, why was the download for it taken down? (Or am I just stupid and missed the link to it) MoreNastyCrittersFactory takes care of it now. 20 minutes ago, Jorvalt said: I use a mod manager, okay? https://www.youtube.com/watch?v=R1Nd6LU4ImQ
Jorvalt Posted September 16, 2018 Posted September 16, 2018 12 minutes ago, MadMansGun said: MoreNastyCrittersFactory takes care of it now. https://www.youtube.com/watch?v=R1Nd6LU4ImQ It makes mods at lot easier to install and uninstall. Plus, a lot of the time if it has packs/options it can run a menu where you just select the stuff you want instead of manually splicing shit in.
MadMansGun Posted September 16, 2018 Author Posted September 16, 2018 21 minutes ago, Jorvalt said: It makes mods at lot easier to install and uninstall. Plus, a lot of the time if it has packs/options it can run a menu where you just select the stuff you want instead of manually splicing shit in. until it auto fucks up everything that is, 90% of SexLab, FNIS, MNC, CF & JC problems are caused by mod managers, especially that fucking worthless piece of shit from nexus. edit; AND FUCK LOOT TOO!!! edit2: and NEVER USE Wrye Bash on SexLab or any SL related mods.
WolfCabbage Posted September 16, 2018 Posted September 16, 2018 2 hours ago, MadMansGun said: until it auto fucks up everything that is, 90% of SexLab, FNIS, MNC, CF & JC problems are caused by mod managers, especially that fucking worthless piece of shit from nexus. edit; AND FUCK LOOT TOO!!! edit2: and NEVER USE Wrye Bash on SexLab or any SL related mods. Man, you are really passionate about hating mod managers and loot lol. I use both, I just try to also understand what mods I should manually install and move the mod order for. Just nice to have a mod manager for mods you know it won’t fuck up for easy install/uninstall.
denk21 Posted September 16, 2018 Posted September 16, 2018 I have experienced something weird with pigmy trolls added by bad dogs immersive creatures. They don't seem to animate properly,even when normal sized trolls do. The pigmy trolls even have equipment just like the bigger ones,when aroused. When animating,they stand in t-pose. The different kind of wolves work perfectly though. Could this be an issue with actors needing to be tagged to work with certain animations?
MadMansGun Posted September 16, 2018 Author Posted September 16, 2018 35 minutes ago, denk21 said: Could this be an issue with actors needing to be tagged to work with certain animations? try rerunning FNIS and doing this: Quote 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.
sharonasbar12 Posted September 20, 2018 Posted September 20, 2018 Thanks for a great mod. Always works well, except a small issue I have always had. Creatures won't train again. Have player only tweaked, they go at it once. I wait for the cool down and nothing. Click on creature again to train and nothing. Have to banish and cast a new creature. Any help? Do I need a collar to retrain?
MadMansGun Posted September 20, 2018 Author Posted September 20, 2018 3 hours ago, sharonasbar12 said: Thanks for a great mod. Always works well, except a small issue I have always had. Creatures won't train again. Have player only tweaked, they go at it once. I wait for the cool down and nothing. Click on creature again to train and nothing. Have to banish and cast a new creature. Any help? Do I need a collar to retrain? try adjusting the train timer, it can sometimes fire off when your still in a animation, causing it to do nothing (or do other buggy things).
sharonasbar12 Posted September 21, 2018 Posted September 21, 2018 19 hours ago, MadMansGun said: try adjusting the train timer, it can sometimes fire off when your still in a animation, causing it to do nothing (or do other buggy things). Will do that. I leave it at default, but my animations last longer. That's probably it. Thank You!
battleshadow Posted September 22, 2018 Posted September 22, 2018 Out of curiosity, how are female creatures like wolves and dogs spawned? I've yet to run into a wolf for example thats female, they all have male genitals.
Blaze69 Posted September 22, 2018 Posted September 22, 2018 1 hour ago, battleshadow said: Out of curiosity, how are female creatures like wolves and dogs spawned? I've yet to run into a wolf for example thats female, they all have male genitals. Pretty sure they aren't spawned at all. MNC includes "basic" support for female creatures so if you create a new wolf/dog NPC and tag it as "female", it will get the proper bits or lack thereof; but AFAIK it doesn't change any of the vanilla creature NPCs to female or add new female variants. You would need a separate mod for that. The only existing mod that implements female creatures in the world (aka makes them spawn alongside their male counterparts) is Horny Creatures of Skyrim, and it only does it for dragons and werewolves.
battleshadow Posted September 22, 2018 Posted September 22, 2018 31 minutes ago, Blaze69 said: Pretty sure they aren't spawned at all. MNC includes "basic" support for female creatures so if you create a new wolf/dog NPC and tag it as "female", it will get the proper bits or lack thereof; but AFAIK it doesn't change any of the vanilla creature NPCs to female or add new female variants. You would need a separate mod for that. The only existing mod that implements female creatures in the world (aka makes them spawn alongside their male counterparts) is Horny Creatures of Skyrim, and it only does it for dragons and werewolves. I kinda figured it was something like that. Was just making 100% sure.
MadMansGun Posted September 23, 2018 Author Posted September 23, 2018 5 hours ago, battleshadow said: . Hentai Creatures can spawn them (if a female mesh is available that is).
Rock&Rule Posted September 23, 2018 Posted September 23, 2018 When creating the json file for adding changes to creatures is the modID, ModName and skinName player choice? I've been trying my hand at editing a couple changes in SSE for Meeko and Vigilance. I had no issues swapping out the meshes and adding the CF spell. But I just can't get the package to show. Neither mod has Race in the file so I pulled that from RNAM. I wasn't sure if I should add race to the esp or not. Spoiler { "modID": "meekomod", "ModName": "Meeko Reborn", "creatures": [ { "skinName": "Meeko", "restrictedSlots": [], "arousedArmor": "__formData|MeekoReborn.esp|0x22F2", "normalArmor": null, "RaceName": "DogCompanionRace (Dog)", "raceForm": "__formData|MeekoReborn.esp|0x1AC4", "skinForm": "__formData|MeekoReborn.esp|0x0D62" } ] } I know you're version is LE so don't want to bug you too much. I just wanted to see if I had messed up on an obvious step.
MadMansGun Posted September 23, 2018 Author Posted September 23, 2018 5 hours ago, Rock&Rule said: When creating the json file for adding changes to creatures is the modID, ModName and skinName player choice? I've been trying my hand at editing a couple changes in SSE for Meeko and Vigilance. I had no issues swapping out the meshes and adding the CF spell. But I just can't get the package to show. Neither mod has Race in the file so I pulled that from RNAM. I wasn't sure if I should add race to the esp or not. I know you're version is LE so don't want to bug you too much. I just wanted to see if I had messed up on an obvious step. looking at the SLE version it should be: "RaceName": "Dog (Follower)", "raceForm": "__formData|Skyrim.esm|0xF1AC4", the errors: 1. it's using a stock race (000F1AC4) so it's NOT from MeekoReborn.esp, overrides don't count. 2. you missed a "F" from it's form id 3. the race it's using is already registered in MNC's json as "Dog (Follower)", so you should use this name instead. i don't know if your arousedArmor id is right or not. 1
Rock&Rule Posted September 23, 2018 Posted September 23, 2018 Thank you kindly! After adding the F along with a 0 to skinForm and arousedArmor. Then making the other changes to race it showed up correctly. I was looking at the screenshot guide and making changes all of yesterday trying to figure out where I went off course. I'm glad to know the guide works for SSE too. The last couple mods I played with in Oldrim already had the json file so I only had to mess with the meshes and textures. Thanks again for the assist and all the documentation you put out. When I got to the last part and saw the screenshots for the json file I was sweating bullets. If I had attempted that by hand it would never have worked.
MadMansGun Posted September 23, 2018 Author Posted September 23, 2018 4 hours ago, Rock&Rule said: Thank you kindly! After adding the F along with a 0 to skinForm and arousedArmor. Then making the other changes to race it showed up correctly. I was looking at the screenshot guide and making changes all of yesterday trying to figure out where I went off course. you don't need the 0 if there was nothing before it, eg: 99000001 can be 0x000001, but you only need to enter 0x1 but 99100000 would need to be 0x100000.
Rock&Rule Posted September 24, 2018 Posted September 24, 2018 Ah good to know. Now hopefully I remember all this when I get the itch for my next attempt. The Stark textures really set these two apart from all the other canines. Between this one and Better Skyrim Wolves which goes off the husky body as well I have some nice variety. These two look clean and the wolves look like they've been working out.
detectivedoctor Posted September 26, 2018 Posted September 26, 2018 Alright, I did my best to avoid posting to ask for help, but I'm at a loss here. My problem is that I cannot get penises to appear for any creature. I have MNC SLAL (11.3) installed along with all of its requirements and I even went through the update guide for uninstalling 9.3 (or w/e it was). I'm stuck at a point where I need to go into the MCM for Creature Framework and "Re-register all mods" but I can't do it because that option is greyed out. I saw someone mention that this usually means it's still registering things and that I should give it a little time to sort itself out, but I can run off and play the game for hours and come back and it will still be grey. I had this same problem in 9.3 if that helps. Any advice? EDIT: Nevermind.. I still cant hit that button but the creatures suddenly grew genitalia so I guess I'm all good.
MadMansGun Posted September 26, 2018 Author Posted September 26, 2018 22 minutes ago, detectivedoctor said: . 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.http://www.loverslab.com/files/file/1421-sexlab-aroused-redux-10-august-2016/ Creature Framework not registering mods or stuck in a registering loop: try reinstalling JContainers.https://www.nexusmods.com/skyrim/mods/49743/?
terrorofmorrowind Posted September 26, 2018 Posted September 26, 2018 emm, i kinda have a small problem. For some reason i just can't get access to creature framework anymore. I used to be able to in the past but for some reason gitlab is down? is there another way to get it or do i even need it? Is it in the downloads section? But they look like older files, or maybe they aren't? edit: i Found it. It's apprently part of the old MNC version 9 mod. It's in the fomod installer. Just so you know. Might wanna mention that in the description. I mean i assume it still uses that version? Right?
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