Grummkol Posted January 2, 2020 Posted January 2, 2020 1 hour ago, JayFai said: I do not have moonlit tales and HDT werewolves. In conflicts i found > SOS is conflicting with MNC and XP32 (character assets/skeleton.nif) > MNC is conflicting with FNIS (BehavioredObjects.txt) and Animation Loader (scripts/slalLoader.pex) > XP32 is conflicting with MNC (troll, giant, horse and falmer - character assets/skeleton.nif), SOS (werewolfbeast/character assets/skeleton.nif and character/character assets/skeletonbeast.nif and character/character assets/skeleton.nif) > FNIS is conflicting with MNC (BehavioredObjects.txt) > Sexlab framework Beta8 is conflicting with PapyrusUtil SE (scripts) I believe ABC is armbinder creatures? If so no conflicts. Also solved other minor conflicts. However i don't know where to start. Any ideas? Thank you for the reply. ABC = animated beast cocks. If you had that then it's skeletons would overwrite MNC. So file conflict wise XP32 skeleton should take priority (overwrite)over SOS. For whatever reason even if you select "don't install skeleton" in the SoS installer it still goes ahead and installs it. Up until recently MNC creature skeletons were also supposed to overwrite the XP32 skeletons, but according to factoryclose/bakafactory (who did ABC and maintains XP32) the XP32 skeletons (as of 4.70, released 20th December) have the required nodes now so can overwrite MNC. Make sure you go into the SoS MCM menu and for each schlong DISABLE the werewolf schlong. You might need to reload SoS then (again via MCM) MoreNastyCritters.esp should also be below XPMSE.esp in load order. Did you check xedit and see if anything else later in your load order is overriding the records altered by MNC? I've found sometimes a bashed patch would create a conflict by changing the skeleton back to the default. If you don't have an issue with other werewolves in game it might be related just to that specific character, in which case in xedit look for Sindings record (0006C1B7) and see if his skeleton is maybe changed from the default.
JayFai Posted January 2, 2020 Posted January 2, 2020 I don't use animated beast cocks. I checked again XP32 4.70 and didn't downloaded it because i think i don't need it since i don't use ABC. As for xEdit, i clicked Apply filters to show conflicts on MNC and... it was like Christmas again. MNC > Armor Addon > 000CDD87 (NakedTorsoWerewolfBeast), 020023F4 (DLC1NakedVampireLord), 0401E17D (DLC2NakedTorsoWerebearBeast). On the right screen Female world model > MOD3 - Model FileName > MoreNastyCritters\werewolf\femalebodywerewolf_1.nif is RED. Same for Vampire Lord and Werebear. I did the same thing for SOS and XP32 and same thing. Not sure if it helps but MNC appeared next to Bijin AOI. I checked Bijin All in One 2019 changelog and is says All werewolf\vampire transformation fixes included. Don't know what it changes. Also cleaned Skyrim, Update and all 3 DLCs. And every time i enter the fort to kill Krev after a few seconds the CTD.
JayFai Posted January 4, 2020 Posted January 4, 2020 I created a new profile without sexlab mods, played until the mission to kill Krev and saved before entering the dungeon. Installed sexlab framework, creature framework and massmatchmaker, and entered. Works fine. Then installed SOS and loaded the save, entered and no crash. Then installed animation loader and MNC (latest version), loaded the save and entered. CTD. So i'm 99% sure that MNC is causing the crash but no idea why. Gonna ask there. If i can't fix this i'm gonna uninstall MNC.
zarantha Posted January 5, 2020 Posted January 5, 2020 21 hours ago, JayFai said: I created a new profile without sexlab mods, played until the mission to kill Krev and saved before entering the dungeon. Installed sexlab framework, creature framework and massmatchmaker, and entered. Works fine. Then installed SOS and loaded the save, entered and no crash. Then installed animation loader and MNC (latest version), loaded the save and entered. CTD. So i'm 99% sure that MNC is causing the crash but no idea why. Gonna ask there. If i can't fix this i'm gonna uninstall MNC. Make sure bijinn is not overwriting or taking priority over MNC. I haven't used Bijinn in a while, but i added it back in and tested going into Gallows Rock, I had no issues. I have the mods in this order on the left in MO. Conflict resolution for Vortex mods should be this way too. If you're still using NMM, you would need to install in this order and allow it to overwrite. SexLab 1.63 beta 8 Papyrus 3.8 (Creature Framework 1.1.0 pre2A SE when I still had it) SOS 1.1.4 FNIS 7.5.1 SLAL 1.6 Bijin AIO SV 4.2.2 MNC 12.01 (newest MNC SE is this version now, this version contains it's own CF) ABC 1.25 XP32 SE 4.71 CBBE 3BBB Advanced 1.10 (don't know if you have this) NOTE: if you aren't using XP32 v4.71, then you must place XP32 before MNC. (Bijinn > XP32 > MNC) Plugin load order should follow the suggested load order from the LE MNC page. Suggested Load Order: (Skyrim and it's DLCs here) SexLab.esm SexlabAroused.esm CreatureFramework.esm (Sexlab Addon\Plugin mod's .esm here) (All other .esm mods here) SkyUI.esp UIExtensions.esp (needed for SexLabTools) FNIS.esp (All other .esp mods here) SexLabTools.esp (optional) MoreNastyCritters.esp HentaiCreatures.esp (optional) SexLabMatchMaker.esp (optional) SLAnimLoader.esp (Sexlab Addon\Plugin mod's .esp here)
heehatatt Posted January 6, 2020 Posted January 6, 2020 Opened up the mod in wryebash, says the plugin form is incorrect. Should I turn it into an esp, resave it in the CK and then turn it back into an esm?
JayFai Posted January 6, 2020 Posted January 6, 2020 14 hours ago, zarantha said: Make sure bijinn is not overwriting or taking priority over MNC. I haven't used Bijinn in a while, but i added it back in and tested going into Gallows Rock, I had no issues. I have the mods in this order on the left in MO. Conflict resolution for Vortex mods should be this way too. If you're still using NMM, you would need to install in this order and allow it to overwrite. SexLab 1.63 beta 8 Papyrus 3.8 (Creature Framework 1.1.0 pre2A SE when I still had it) SOS 1.1.4 FNIS 7.5.1 SLAL 1.6 Bijin AIO SV 4.2.2 MNC 12.01 (newest MNC SE is this version now, this version contains it's own CF) ABC 1.25 XP32 SE 4.71 CBBE 3BBB Advanced 1.10 (don't know if you have this) NOTE: if you aren't using XP32 v4.71, then you must place XP32 before MNC. (Bijinn > XP32 > MNC) Plugin load order should follow the suggested load order from the LE MNC page. Suggested Load Order: (Skyrim and it's DLCs here) SexLab.esm SexlabAroused.esm CreatureFramework.esm (Sexlab Addon\Plugin mod's .esm here) (All other .esm mods here) SkyUI.esp UIExtensions.esp (needed for SexLabTools) FNIS.esp (All other .esp mods here) SexLabTools.esp (optional) MoreNastyCritters.esp HentaiCreatures.esp (optional) SexLabMatchMaker.esp (optional) SLAnimLoader.esp (Sexlab Addon\Plugin mod's .esp here) I loaded the save before entering Gallows Rock, after everything loaded and configured (including MNC after Bijin AIO) i went in and NO CTD. I disabled werewolf schlong in the SOS menu just to be sure. I transformed into werewolf and NO CTD (but no visible cock). Checked the wild werewolf in the cage and NO CTD. Question, why esm must go before esp? Also i'm not using XP32 4.71, just 4.70, but i'm not sure if it's necessary to update. Question, should i enable werewolf schlong to see it in werewolf form? I got animated beast cocks and it's overwriting MNC, SOS and XP32 (lightning bolt with green cross in MO2). Question, should i download COSIO ABC Collision Patch? As far as the CTD with werewolves i'm done. Thank you for your help.
zarantha Posted January 7, 2020 Posted January 7, 2020 19 hours ago, heehatatt said: Opened up the mod in wryebash, says the plugin form is incorrect. Should I turn it into an esp, resave it in the CK and then turn it back into an esm? There's no need to change the form version, it works fine as is. On the other hand, I have seen mods stop working once they've been resaved to update the form version, so I just don't do it anymore usually. There are exceptions to every rule, but CF is not an exception in this case. Just ignore the warning. 1
zarantha Posted January 7, 2020 Posted January 7, 2020 16 hours ago, JayFai said: Question, why esm must go before esp? ESMs are master files, like the base game and DLCs. They're meant for major content additions, or frameworks where other mods will be dependent on them and so need to load before everything else. The game should automatically load esms first, but they should also be sorted that way anyway, to prevent user confusion if nothing else. ESP is a plugin file, your basic mod. all ESPs are dependent on at least one ESM (skyrim.esm) or more so must load after ESMs. Arthmoor's post on the technical stuff for plugins: https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/ 16 hours ago, JayFai said: Also i'm not using XP32 4.71, just 4.70, but i'm not sure if it's necessary to update. Logs tab, then changelogs: Quote Version 4.71 (2019-12-28) - Replaced Male skeleton.hkx to adjust the hands scale to 1.0. - Added 4.51V Rig for those who are having troubles with motions that had bugs after switching to the latest version. Be aware that unless animators fix their motions, there will be no ways to fix it because the animators exported their motions in wrong ways. Please do use the proper bone index enveloped in the modder's resource or here[ https://www.loverslab.com/files/file/9306-human-biped-rig-by-bakafactory/ If you aren't having problems with CBPC settings or bothered by the male hand scale, you likely don't need it. I tend to keep everything updated to make sure I don't miss anything critical. 16 hours ago, JayFai said: Question, should i enable werewolf schlong to see it in werewolf form? I got animated beast cocks and it's overwriting MNC, SOS and XP32 (lightning bolt with green cross in MO2). Check Creature Framework in the MCM. On one of the pages, (page 8 of creatures for me) you should be able to select what is providing the cock. With MNC and ABC, it should be set to MNC. You may need to re-register everything in CF before the cock shows for animations or arousal. I usually give a it a few minutes then check the MCM again. If you get a pop up that it's registering still, you'll have to wait longer. If there is no pop up when you go back to the MCM, it's done. It is normal for the cock to not show up all the time. At bare minimum, it should be showing up during an animation. It should also show when the SexLab Arousal value is over the arousal threshold in CF. 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: you may need to lower the "Arousal threshold" setting in the Creature Framework MCM, (35 should work) If you have modded werewolves, it might not be compatible. In that case, they might not be able to use MNC's aroused mesh. 16 hours ago, JayFai said: Question, should i download COSIO ABC Collision Patch? Are you using COSIO UUNP? If so, you could try it. If you just have another body replacer (CBBE/3BBB/BHUNP) the collision files with ABC should be fine.
BakersDelight1234 Posted January 13, 2020 Posted January 13, 2020 The Companions quest line is giving me the blues. Every time a werewolf NPC needs to be loaded in I get a CDT. Had this same issue with regular wolves in the overworld but fixed it using MNC. Is there a werewolf mesh and texture mod to fix this?
JuliusXX Posted January 13, 2020 Posted January 13, 2020 2 hours ago, BakersDelight1234 said: The Companions quest line is giving me the blues. Every time a werewolf NPC needs to be loaded in I get a CDT. Had this same issue with regular wolves in the overworld but fixed it using MNC. Is there a werewolf mesh and texture mod to fix this? SoS is made for a special werewolf mod. You can find it here. Just check that you load the SE version and let it overwrite the other mods.
keeshah Posted January 13, 2020 Posted January 13, 2020 Why does somebody keep bumping this old version of Creature Framework? A new one is in MNC included. Simply deinstall this one. And there is an easy solution for the werewolf bug: Disable the werewolf dicks in sos. The CTD is caused by the werewolf skeleton in SOS. Deleting that skeleton also solves the problem btw. The old Werewolf mod, that is used in SOS, has also some bugs. I wouldn't recommend it. This is what I found out in long sessions to make my skyrim stable. Please correct me, if I bs. Edit: I did bs, the information is wrong. The standalone version is the only one working, said the thread from mnc. For me the integrated version works fine though. I will test more...
BakersDelight1234 Posted January 14, 2020 Posted January 14, 2020 16 hours ago, keeshah said: Why does somebody keep bumping this old version of Creature Framework? A new one is in MNC included. Simply deinstall this one. And there is an easy solution for the werewolf bug: Disable the werewolf dicks in sos. The CTD is caused by the werewolf skeleton in SOS. Deleting that skeleton also solves the problem btw. The old Werewolf mod, that is used in SOS, has also some bugs. I wouldn't recommend it. This is what I found out in long sessions to make my skyrim stable. Please correct me, if I bs. 18 hours ago, JuliusXX said: SoS is made for a special werewolf mod. You can find it here. Just check that you load the SE version and let it overwrite the other mods. Thank you guys so much @keeshah and @JuliusXX That fixed the CTD problem and my werewolves finally have dicks! That y'all so much again
no_way Posted January 15, 2020 Posted January 15, 2020 Is this mod awaiting update for the new sexlab 8.7/SE 1.5.97? Because it seems to register all the Mnc creatures just fine but as soon as anims start the erections revert to flaccid.
JuliusXX Posted January 15, 2020 Posted January 15, 2020 15 hours ago, no_way said: Is this mod awaiting update for the new sexlab 8.7/SE 1.5.97? Because it seems to register all the Mnc creatures just fine but as soon as anims start the erections revert to flaccid. This is now included in the latest version of MNC and is not needed as a separate mod.
Apoptosis97513 Posted January 16, 2020 Posted January 16, 2020 On 1/15/2020 at 9:13 AM, no_way said: Is this mod awaiting update for the new sexlab 8.7/SE 1.5.97? Because it seems to register all the Mnc creatures just fine but as soon as anims start the erections revert to flaccid. On 1/16/2020 at 12:17 AM, JuliusXX said: This is now included in the latest version of MNC and is not needed as a separate mod. I have kinda same issue. They erects only at the first sex scene. Once they cum, they're never gonna erect during second and later. A solution by JuliusXX doesn't work for me. (I've installed CF searately too) D:
xxxLutzlisbelt Posted January 20, 2020 Posted January 20, 2020 Hi there, sorry for asking stupid Question, just wanted to know if there's a way to make animals Always Show their schlongs. As of now it's only visible during animations...
MadMansGun Posted January 20, 2020 Posted January 20, 2020 3 hours ago, xxxLutzlisbelt said: if there's a way to make animals Always Show their schlongs edit the armor or armor addon to use the aroused meshes.
ytv44 Posted January 20, 2020 Posted January 20, 2020 Hi all, For some reason the submenu "Creatures" in the CF MCM is completely empty even though I've got MNC and ASOS installed. Because of this none of the creature meshes/textures actually change. This actually only changed recently, I remember the menu being filled. I'm using the CF included in MNC, I've got jcontainer 4.1.12 installed via Vortex, same as all of my other mods.
MadMansGun Posted January 20, 2020 Posted January 20, 2020 26 minutes ago, ytv44 said: I'm using the CF included in MNC Unfortunately that one is not working right in SSE. override it with the standalone version.
ytv44 Posted January 20, 2020 Posted January 20, 2020 2 hours ago, MadMansGun said: Unfortunately that one is not working right in SSE. override it with the standalone version. OK, thx my guy, really appreciate your work
petercheck Posted January 23, 2020 Posted January 23, 2020 On 11/20/2019 at 3:47 PM, Derpakiin said: ...... If CF does not show up on the MCM menu a potential fix is to: Reveal hidden contents 1. Disable CF from the modlist (untick creatureframework.esm). 2. coc qasmoke load in the game and save file. 3. Save the save file with creatureframework.esm now disabled. 4. Load up FallrimTools ReSaver.exe 5. Clean > Remove unattached instances 6. Clean > Remove undefined elements 7. Save 8. Enable creatureframework.esm 9. Load up SSE and load up the cleaned savegame 10. Open up CF in the MCM menu. It will inform you it's trying to initialize. Exit the menu and wait in game for 1-2 minutes and allow the script to register everything again. 11. Save the game and hopefully it should be stable again. Let me know if any of these solutions work. I've already given up on ever getting CF MCM menu to show up, tried it not expecting much but what do I know, it worked! Thanks a lot, this also helped with another Mod where the MCM wouldn't show up.
The Song Posted February 6, 2020 Posted February 6, 2020 I'm seeing some posts about the creature framework not showing up in the mcm. I was already wondering what I'm about to ask, but after seeing those posts I'm wondering even more. Should I be concerned by the fact that Creature Framework is in my MCM three separate times? It's not like I have three versions of it installed, I've only added the one, the most up to date download available. Yet it's got 3 entries. Even weirder, they only partly sync. Targeting an actor affects all 3, but if I change the value for when creatures are considered aroused, it only changes in the one instance of the menu. I have of course made sure all settings are the same in all three, but no matter what I do it's always there three times. And I have tried reinstalling it, which neither brought the number down nor added more, so idk what's up here.
keeshah Posted February 6, 2020 Posted February 6, 2020 3 hours ago, The Song said: I'm seeing some posts about the creature framework not showing up in the mcm. I was already wondering what I'm about to ask, but after seeing those posts I'm wondering even more. Should I be concerned by the fact that Creature Framework is in my MCM three separate times? It's not like I have three versions of it installed, I've only added the one, the most up to date download available. Yet it's got 3 entries. Even weirder, they only partly sync. Targeting an actor affects all 3, but if I change the value for when creatures are considered aroused, it only changes in the one instance of the menu. I have of course made sure all settings are the same in all three, but no matter what I do it's always there three times. And I have tried reinstalling it, which neither brought the number down nor added more, so idk what's up here. I would do the following. I did the same recently. Deinstall CFW Standalone. In the MCM there is a funtion. Then deinstall CFW and MNC and everything, that depends on it. Make sure, you don't have any Oldrim Mods. Load the last save, and let it run for a while. If you want to be all sure, you could try it with a save game cleaner after that. Then reinstall MNC, CFW, ABC and run the CFW register thingi. Don't forget to pray, it might help at the one or the other point.
The Song Posted February 8, 2020 Posted February 8, 2020 Just checked and there is in fact 2 creature framework esps and 1 esm in my plugins list. Evidently why it's in my MCM 3 times. From installing it once. One of the esps says "Kopie". I suppose I should disable two of them. Which ones? ....Also why is there 3 of them...
MadMansGun Posted February 8, 2020 Posted February 8, 2020 3 hours ago, The Song said: ....Also why is there 3 of them... maybe you should post a screenshot and/or load order.
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