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More Nasty Critters Special/Anniversary Edition


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Posted

That was indeed the problem, newer jcontainers vr doesnt seem to work with creature framework an older version works. Is it ok to switch jcontainers version mid playthrough or will that break anything?

Posted
7 hours ago, sandmanalfa said:

That was indeed the problem, newer jcontainers vr doesnt seem to work with creature framework an older version works. Is it ok to switch jcontainers version mid playthrough or will that break anything?

i'm not aware of any problems with doing that, as far as i know it's only the dll file that is different between versions.

Posted
5 minutes ago, Skylaaa said:

you have a warning on the LE page of this partaining to updating it

 

does the same update procedure apply to SE as well?

v9 was never ported to SE so v9 / SexlabNudecreatures files are not a concern to SE users.

Posted
On 8/23/2022 at 6:26 AM, MadMansGun said:

it looks like " SexLabVoiceSpriggan01Descriptor [SNDR:0108C082] " in sexlab's esm is what you need to edit.

Thank you, I now figured out how to properly add voices. However, creature voices seems to be tied to "effects" timing instead of "female" or "male" timings, and it's sometimes result an overlapping.

Posted

can't help you there, i know nothing about adding voices into sexlab (i would try to give each dragon there own SL lines if i did)

i only knew about that one area because i added someone else's fix to stop dragurs from making dog sounds.

Posted

@MadMansGun Do you know how i'd go about getting the textures of the female werewolf you updated to fit properly onto the nipple area of HDT Werewolves? I managed to rip the model from HDT and get it working with physics but unfortunately it's older and the textures are out-dated.

 

I got it using the textures from the MNC update but it doesn't quite fit because the breasts are HDT and shaped differently. I don't mind digging into DDS files and stuff to try and fix it if you have any advice or guides?

Posted
5 minutes ago, Gonzeh said:

@MadMansGun Do you know how i'd go about getting the textures of the female werewolf you updated to fit properly onto the nipple area of HDT Werewolves? I managed to rip the model from HDT and get it working with physics but unfortunately it's older and the textures are out-dated.

 

I got it using the textures from the MNC update but it doesn't quite fit because the breasts are HDT and shaped differently. I don't mind digging into DDS files and stuff to try and fix it if you have any advice or guides?

the texture UV can be remapped in nifscope (right click on the mesh and go to texture) but you may run into some problems, i had to do a fare bit of work to remove unnecessary splits in the mapping.

Posted
37 minutes ago, MadMansGun said:

the texture UV can be remapped in nifscope (right click on the mesh and go to texture) but you may run into some problems, i had to do a fare bit of work to remove unnecessary splits in the mapping.

 

WOW.

 

Wish I would of known about this sooner! I managed to get it lined up pretty much perfectly, there's a slight blur on a small part of the breast but at least the nipples line up. Learn something new every day! Thanks MadMansGun!

Posted

I must be missing something, because my creatures don't animate they just keep idling in place.

 

  • Human-Human animations work fine
  • SexLab is installed via MCM
  • MNC + Creature Framework are installed along with prereqs and the game starts with no errors
  • Animations are installed (Billyy)
  • FNIS generated (error 76, but it's only for the log file and always does this even when I turn off Real Time Protection or make exclusions)
  • Game starts and loads with no errors or warnings
  • Allow Creatures is enabled in SexLab
  • All animations are registered via SLAL
  • Begin sex via SL MatchMaker spells, the creature walks over and then stands in place. Human participant animations begin but the creature continues to perform it's standard idle animation the entire time

Mod List

image.png.3ef658ba6d50acc9a27c1d4bc43d519f.png

 

Load Order

 

image.png.1e3140eaba75b58af3bc0f1361e2b7e9.png

Posted
8 minutes ago, Hero357159 said:

but it's only for the log file

clearly that's not the case, else you would not be asking about creatures.

Posted
3 hours ago, PretehFelnoight said:

Mod Organizer 2 says that MNC, even the Special Edition Version here, is in Form 43. So the creatures idle in place. 

 

Form 43 isn't causing them to idle. Been running it Form 43 for over a year on SE without issue. You have something else wrong with your setup if you have idle all the time.

Posted (edited)
9 hours ago, PretehFelnoight said:

Mod Organizer 2 says that MNC, even the Special Edition Version here, is in Form 43. So the creatures idle in place. 

If creature idles in place and player character doing an animation, it means SL didn't picked up the creature pack or it wasn't installed correctly.

If you using FNIS be sure to download Creature Pack and toggle a patch when generating behaviour.

And if you using a Nemesis do this:

1. Disable Nemesis in your mod manager.

2. Run FNIS normally to generate behaviour, choose necessary patches.

3. Navigate to FNIS output (for me it's data/meshes/actors).

4. Copy paste all creature-related folders somewhere else.

5. Enable Nemesis, generate behaviour, choose necessary patches.

6. Copy paste files from step 3-4 back.

You need to do it every time you want to add any new animations.

Edited by AshenTwo
Creature Pack, not framework.
Posted
1 hour ago, AshenTwo said:

If creature idles in place and player character doing an animation, it means SL didn't picked up the creature framework or it wasn't installed correctly.

If you using FNIS be sure to download Creature Framework and toggle a patch when generating behaviour.

your mixing up creature framework with creature pack.

Posted
8 hours ago, PretehFelnoight said:

So the creatures idle in place.

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
NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

 

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 "Count Animations" and make sure nothing is over 1000, turn off some animations if they are.
8.6. 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.

 

 

Posted (edited)
1 hour ago, MadMansGun said:

your mixing up creature framework with creature pack.

Oops, sorry, you're correct. Creature Pack.

Instructions stays the same tho. This is just how I fixed creature idling for myself.

Edited by AshenTwo
Posted

Hi, I'm using FNIS and nearing its animations limit.

Since I'm currently using mostly SLAL animations packs, is there any way to reduce the number of More Nasty Critters standard animations processed by FNIS by removing the animations I don't plan to use?

Can I simply delete the .hkx files inside meshes\actors\actorname\animations or do I need to edit the scripts too?

Thank you in advance!

Posted
21 minutes ago, TheLaughingMagician said:

Hi, I'm using FNIS and nearing its animations limit.

Since I'm currently using mostly SLAL animations packs, is there any way to reduce the number of More Nasty Critters standard animations processed by FNIS by removing the animations I don't plan to use?

Can I simply delete the .hkx files inside meshes\actors\actorname\animations or do I need to edit the scripts too?

Thank you in advance!

you need to edit the fnis list txt files, use generatefnisformodders.exe on them, and then edit the SLAL pack's json file.

Posted

Ok so I download the mod and everything works except the textures are missing. Something I am missing perhaps? (Yes aroused is unchecks but it is enabled via SSEEdit. It caused a CTD otherwise). I could use some help with figuring it out. 

load2.JPG

load1.JPG

20220827223725_1.jpg

Posted (edited)

nothing stands out to me. something may be replacing the mesh with a outdated version...or your textures are indeed missing.

Edited by MadMansGun
Posted
12 minutes ago, MadMansGun said:

nothing stands out to me. something may be replacing the mesh with a outdated version...or your textures are indeed missing.

Interesting. I am completely reinstalling a fresh mod set and will see. 

Posted

Thank you for all your work and support on this mod! I do have an odd issue though... upon a new game (and pre-existing saves) I cannot select the ABC variants in Creature Framework's MCM for spriggans. Any idea what could be causing this?

 

I have the correct JContainers version for my version of Skyrim (SE, not AE) and creatures like Horses, Trolls, and Wolves use ABC, but not spriggans

Posted
9 minutes ago, himilky said:

Thank you for all your work and support on this mod! I do have an odd issue though... upon a new game (and pre-existing saves) I cannot select the ABC variants in Creature Framework's MCM for spriggans. Any idea what could be causing this?

what settings? abc does not have a json to add any settings to cf.

 

and only the skyfem patch adds penises to spriggans.

Posted
12 minutes ago, MadMansGun said:

what settings? abc does not have a json to add any settings to cf.

 

and only the skyfem patch adds penises to spriggans.

 

Is ABC just supposed to show up then even if the correct schlong is not showing/selected in Creature Framework's MCM? The reason I ask is because I had to manually select Animal SOS + ABC in Creature Framework's MCM to get creatures to use ABC schlongs (like horses and trolls), and do not have that option for Spriggans. BAD DOGS SOS is the only option for Spriggans.

 

And that is interesting... I have an anim from Baka where the Spriggan uses vines that rely on ABC (imgur preview for context), and for some reason when I trigger that anim the vines do not show up.

Posted
8 minutes ago, himilky said:

Is ABC just supposed to show up then even if the correct schlong is not showing/selected in Creature Framework's MCM?

no abc does not show anything, it replaces mnc's meshes.

 

9 minutes ago, himilky said:

Animal SOS + ABC in Creature Framework's MCM

that would be a asos patch adding that setting.

 

10 minutes ago, himilky said:

BAD DOGS SOS is the only option for Spriggans.

did not even know he made a sos dick for them.

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