Aycelist Posted April 12, 2023 Posted April 12, 2023 (edited) On 4/12/2023 at 2:47 AM, MadMansGun said: "ff" ids are useless, they are copies of a npc spawned in by the game. but i'll give mnc's files another look to see if i missed something. ah okay. thanks for all the help thus far btw! edit: if it helps check, a monster that always seems to have this problem (at least for me) is the giant frostbite spider in bleak falls barrow Edited April 13, 2023 by Aycelist
Kerob Posted April 15, 2023 Posted April 15, 2023 So I've got creature frame work and all the other necessary mods installed. I have animation packs for female creatures and a few other creature animation packs and they all show up in SL animation loader as well as sexlab animation toggler. Yet whenever I open creature framework they are never listed as options. The only animations listed in creature frame work are the MNC animations. I've tried re registering animations in SL anim loader as well as cleaning and reconfiguring sexlab but creature framework still only shows MNC animations as options. How can I fix this? I feel like there a really obvious solution that I'm overlooking but I've scrolled through all three mcm menus at least 3 times now. Anyone know of a fix?
MadMansGun Posted April 19, 2023 Posted April 19, 2023 On 4/15/2023 at 2:20 AM, Kerob said: So I've got creature frame work and all the other necessary mods installed. I have animation packs for female creatures and a few other creature animation packs and they all show up in SL animation loader as well as sexlab animation toggler. Yet whenever I open creature framework they are never listed as options. The only animations listed in creature frame work are the MNC animations. I've tried re registering animations in SL anim loader as well as cleaning and reconfiguring sexlab but creature framework still only shows MNC animations as options. How can I fix this? I feel like there a really obvious solution that I'm overlooking but I've scrolled through all three mcm menus at least 3 times now. Anyone know of a fix? CF is for loading meshes not animation. On 4/19/2023 at 2:58 AM, Nox TM said: Help please which one do i need :(. There are 2 in the download section. 3 if you count the one on the mnc page.
Splintered_Lizard Posted May 5, 2023 Posted May 5, 2023 I think this mod badly needs a "disable all creatures" or have them "all disabled by default" option in the MCM. If I only want 1-4 creatures to be affected by this mod, I have to manually disable EACH ONE. That's utterly insane. Please tell me this has been done somewhere?
ebbluminous Posted May 5, 2023 Posted May 5, 2023 12 minutes ago, Splintered_Lizard said: I think this mod badly needs a "disable all creatures" or have them "all disabled by default" option in the MCM. If I only want 1-4 creatures to be affected by this mod, I have to manually disable EACH ONE. That's utterly insane. Please tell me this has been done somewhere? Use MCM Recorder. You can run through it once to record the disabling the ones you want, then on a new game run the recording for it to do it for you. Added bonus, you can have a single or several recordings for a bunch of mods to handle the setup easily on a new game 1
SkyrimFrogDust Posted May 14, 2023 Posted May 14, 2023 NO matter what i do this keeps popping up how do i fix it please help i keep updating and downgrading jcontainers and it still wont go away
ebbluminous Posted May 14, 2023 Posted May 14, 2023 10 minutes ago, SonicdaSv said: NO matter what i do this keeps popping up how do i fix it please help i keep updating and downgrading jcontainers and it still wont go away According to that message you are downloading the LE one, but are using SE...
SkyrimFrogDust Posted May 15, 2023 Posted May 15, 2023 9 hours ago, ebbluminous said: According to that message you are downloading the LE one, but are using SE... but i have jcointers for se can you link which one i should download
SkyrimFrogDust Posted May 15, 2023 Posted May 15, 2023 9 hours ago, ebbluminous said: According to that message you are downloading the LE one, but are using SE... even when i download se j containers it wont work
SkyrimFrogDust Posted May 15, 2023 Posted May 15, 2023 9 hours ago, ebbluminous said: According to that message you are downloading the LE one, but are using SE... i fixed it my mod manger was glitch so i reinstalled it 1
Aycelist Posted May 16, 2023 Posted May 16, 2023 revisiting "skin: unknown, active mod: none" issue, I started a fresh save with just the bare requirements for MNC and CF, and some creatures were still displaying that error in the puppeteer debug section of CF. never used creation club mods before, the only possible thing that might have edited the base game is probably the downgrade patcher (although that probably doesn't mess with any of the creature ids). any idea what could be causing the schlongs not to appear on certain creatures? CF shows that MNC is enabled for each creature, and following all the troubleshooting doesn't solve the problem. If there's no solution I guess it is what it is. Using MNC v15, CF v3 if that matters any.
DIYDeath Posted May 18, 2023 Posted May 18, 2023 (edited) PSA this mod can and will break your animations if you decide you want to uninstall it if you use Vortex or NMM or install loose files. Re-running FNIS and Nemesis will not fix the problem and Nemesis may refuse to run after you manually remove the offending hkx files. Use at your own risk, it's old and wasn't designed with current modding practices in mind. User beware. Don't be me, don't brick an install that took 100 hours to get working. If you insist on using this mod use MO2 so it stays the fuck out of the Skyrim directory. Edited May 18, 2023 by DIYDeath
MadMansGun Posted May 18, 2023 Posted May 18, 2023 (edited) CF has nothing to do with hkx files and can't cause the problems your having. if you uninstalled something with creature animations in it like MNC or billyy's slal pack you will need to hit the de-install creatures button in FNIS. Edited May 18, 2023 by MadMansGun
DIYDeath Posted May 18, 2023 Posted May 18, 2023 (edited) 20 minutes ago, MadMansGun said: CF has nothing to do with hkx files and can't cause the problems your having. if you uninstalled something with creature animations in it like MNC or billyy's slal pack you will need to hit the de-install creatures button in FNIS. It's part of the package that this mod needs. Warning still applies. Use MO2, keep this mod and it's 'complimentary suite of mods' out of the main directory and only in an override folder. Or else bad and easily replicable things will happen. M02 users are safe, they have override folders. Vortex, NMM, etc users are not. People need to know the risks. Not blaming anyone (except for myself since this is the 3rd time this has happened. OOF), standard mod making practices change over time, this mod is a dinosaur. Just needs a warning. P.S. saw your edit, uninstalling creatures can still brick your animations pretty badly if you don't use override folders (MO2). Edited May 18, 2023 by DIYDeath
nukeass Posted June 4, 2023 Posted June 4, 2023 somehow the MCM of CF is not displayed for me, has anyone ever had this?
effrenatus Posted June 28, 2023 Posted June 28, 2023 Hello! I have totally bugged rabbits and i hope someone here can help me somehow. I am using this with Aroused Creatures and so on, and my rabbits are stuck in a run loop, seemingly unkillable and don't move. I cannot "activate" them, but the bleed when i hit them. I have no way of getting their meat and i am hungry lol. Anyone have any idea, please?
Tlam99 Posted June 28, 2023 Posted June 28, 2023 (edited) 36 minutes ago, effrenatus said: rabbits are stuck in a run loop They are dead, but ragdoll disabled. As far I remember you need to enable it in ZAZ via xedit. Or, more easy, use this. https://www.nexusmods.com/skyrimspecialedition/mods/84584 Edited June 28, 2023 by Tlam99 1
Oyhuria Posted June 28, 2023 Posted June 28, 2023 does someone know why some creatures can get animations and others just keep standing around on their idle pose? i tried to reinstall creature anim multiple times and regenerate fnis, toggling the "match gender" off on sexlab, removing other mods that change creature animations on my game, nothing seems to fix it, horses and werewolf creatures works fine while others like falmers, draugrs, dogs and trolls simply won't work i'm unsure if i did something wrong since i had everything working fine when i used to play on LE. i'm on AE tho
effrenatus Posted June 28, 2023 Posted June 28, 2023 1 hour ago, Tlam99 said: They are dead, but ragdoll disabled. As far I remember you need to enable it in ZAZ via xedit. Or, more easy, use this. https://www.nexusmods.com/skyrimspecialedition/mods/84584 Thank you so much for that link!
Cringed Posted July 14, 2023 Posted July 14, 2023 So i downloaded the awesome Pitbull Mastiffs- Mihail Monsters and Animals dog mod and they look great and the animations work atleast. But i wonder, if at all possible, how to get the penis meshes to work with this and other dog mods? I have nifskope, creationkit, sseedit etc on my pc but i just dont know where to start ? I hope some friendly soul can point me in the right direction ? ☺️
astor Posted July 18, 2023 Posted July 18, 2023 Any way to save our MCM setting so that we can use them in a new game?
ebbluminous Posted July 18, 2023 Posted July 18, 2023 1 hour ago, astor said: Any way to save our MCM setting so that we can use them in a new game? MCM Recorder
Argos101 Posted July 29, 2023 Posted July 29, 2023 On 4/14/2023 at 7:20 PM, Kerob said: So I've got creature frame work and all the other necessary mods installed. I have animation packs for female creatures and a few other creature animation packs and they all show up in SL animation loader as well as sexlab animation toggler. Yet whenever I open creature framework they are never listed as options. The only animations listed in creature frame work are the MNC animations. I've tried re registering animations in SL anim loader as well as cleaning and reconfiguring sexlab but creature framework still only shows MNC animations as options. How can I fix this? I feel like there a really obvious solution that I'm overlooking but I've scrolled through all three mcm menus at least 3 times now. Anyone know of a fix? On 4/18/2023 at 8:50 PM, MadMansGun said: CF is for loading meshes not animation. 3 if you count the one on the mnc page. First time posting on here, howdy y'all. To clarify, if I may. Heres a little backstory; I am having almost the exact same issue. I have gone back and forth with CF versions, uninstalled and reinstalled those and MNC (Using MO2 and RESaver to fix any floating scripts). I have moved JC in my load order, restructured everything for what worked for myself, and what the guides suggested. I have reset everything in the MCM according to suggestions. All of that said, I am still having the same issue as Kerob where CF is refusing to register the meshes from any mod besides MNC. Currently the only mods I have that should interact with it besides MNC are; HCoS and TWO. For the life of me I can't get the CF to recognize either of these. It recognizes MNC and thats all. Yet SLAL and such shows the animations from HCoS just fine. It's just CF wont recognize the meshes for whatever reason. Kinda at my wits end at the moment. Relevant mods and their versions: Creature Framework V3 (I also tried the standalone, same issue) MNCSE_V15-2 HCoSSE_V2_1a JC SE v4.2.3 TWO v 4.1 (For what thats worth) I am willing to list load orders and such but I dont think it'll help. Now part of this may be from me originally unpacking the MNC version incorrectly, and I didnt notice until on save oh.. 99? But I have since fixed that, reinstalled the mod properly, and even then before I realized that issue I still couldnt get CF to recognize the TWO meshes. Any input on this would be most appreciated.
NHguy03276 Posted July 29, 2023 Posted July 29, 2023 (edited) So, I'm having a bit of a problem, and I hope someone has an idea on how to fix it. I've tried all the usual suspects, but no help. The Creatures are getting their unaroused meshes with no problem, but even when they are well over the arousal threshold, and CF is saying they are aroused, they are not getting their erection meshed. If a sex scene is triggered, they will get their aroused meshes for the scene, and then they go back to the flaccid meshes after the scene is over (as they should). But they will not get their erections again if their arousal goes back up. About 8 months ago, I had a decently working load order and CF/MNC worked perfectly, but as happens from time to time, I got bored and stopped playing until this week. I fire it up and start a new game. At first everything looked like it was going as usual. I came back, and they only thing that had changed is that Skyrim 1.6.640 had been released, and I had to again use the Best of Both Worlds downgrader patch to play. I started a new game, and at first it looked as though everything was working, except the horses weren't getting erections... Then I noticed the Werewolf follower started getting the flicker dick. it was hard, then not, then hard again, then not, before eventually going away all together. Now none of the creatures get their erection meshes. To Try and diagnose, I set up a new "Testing" profile on MO2, and only have the basics to run CF/MNC loaded. I can get sex scenes that work correctly, Erections during sex scenes, flaccid meshes on all creatures, but no erection meshes even when CF says says the Creatures are aroused. (Tested using Hentai creatures) For giggles, I loaded one of the old save games from before, and it works correctly, creatures get their erections when aroused, and go flaccid when not. So I know I have all the correct versions of the required mods. The only thing I can find that is different is that "CF- Puppeteer : Active - Yes" in the one that works, but "No" in the one that doesn't. The only way for me to get the Active to turn Yes is to have sex with the specific creature, then I can use the force update to switch the meshes. However this should happen automatically. I've tried the Reregister, reload, remove and reinstall, clean, clear and etc in CF, but still nothing is working. Any thoughts? FWIW: I'm Running: MO2, 1.5.97 downgraded version SKSE64 1.5.97 Sexlab 1.63 Sexlab Aroused CF 3.0 from the MNC page Sky UI 5.2 UIExtensions 1.2 Jcontainers 4.1.1.3 MNC 15.2 Hentai Creatures 15 (for testing purposes) Quickstart 3 (at the end of Helgen Cave before exiting to Skyrim) SLAL Animloader Billy's anims No other mods are loaded at this time. Edited July 29, 2023 by NHguy03276
MadMansGun Posted July 29, 2023 Posted July 29, 2023 7 hours ago, Argos101 said: Currently the only mods I have that should interact with it besides MNC are; HCoS and TWO. For the life of me I can't get the CF to recognize either of these HCoS's meshes have been moved into MNC, therefore there is noting in HCoS for CF to load. as for two don't use the hcos patch in it, it's out of date....also i don't think two ever had a cf json file in it.
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