fuchs11 Posted May 17 Posted May 17 (edited) Is it not compatible with I cannot spawn those goblins via creaturesummoner Edited May 17 by fuchs11
safado Posted May 18 Posted May 18 (edited) 3 hours ago, fuchs11 said: Is it not compatible with I cannot spawn those goblins via creaturesummoner Obviously that mod is from 2020 and Creature Summoner replaced HC around 2024. The mod HC plugin targets only HC. No direct compatibly between CS and HC. You can still make the HC-addon compatible with CS by replacing the HC references with CS references and filling proper properties using xEdit. Edited May 18 by safado
BonitaMussolini Posted May 27 Posted May 27 (edited) Is there a way to get CF to stop pausing itself for the "unbound" quest fix? I used the console command to complete the quest but CF still pauses itself at each start up and I think this is whats stopping arousal increase (even when using puppet master) and stopping aroused creatures from working at all. Edited May 27 by BonitaMussolini
MadMansGun Posted May 27 Author Posted May 27 38 minutes ago, BonitaMussolini said: Is there a way to get CF to stop pausing itself for the "unbound" quest fix? I used the console command to complete the quest but CF still pauses itself at each start up and I think this is whats stopping arousal increase (even when using puppet master) and stopping aroused creatures from working at all. v4 does not have that check. 1
BonitaMussolini Posted May 27 Posted May 27 (edited) 1 hour ago, MadMansGun said: v4 does not have that check. aighty ill try going back to that one. I was on the experimental version because for some reason v4 doesn't give me the mcm like the old 3.2 and the experimental v4 do. Edit: yea no idea why but with v4 the MCM just disappears but the esm is clearly still active because animations work. Only my old copy of 3.2 is still giving the MCM Edited May 27 by BonitaMussolini
MadMansGun Posted May 27 Author Posted May 27 2 hours ago, BonitaMussolini said: aighty ill try going back to that one. I was on the experimental version because for some reason v4 doesn't give me the mcm like the old 3.2 and the experimental v4 do. Edit: yea no idea why but with v4 the MCM just disappears but the esm is clearly still active because animations work. Only my old copy of 3.2 is still giving the MCM i also had that problem for a bit when i was making/testing it, for me it randomly fixed itself after waiting for a bit and then opening/closing a few mcms, then unpausing and waiting some more, then opening/closing a few mcms and exiting and waiting again. eventually sky-ui woke the fuck up and re-added it people say that this console command will force sky-ui to reload, but personally i found it only caused more problems when i tried it: setstage ski_configmanagerinstance 1 (but note that i was using sky-ui5, i don't know how things are going with the sky-ui6 shit show). 1
BonitaMussolini Posted May 27 Posted May 27 24 minutes ago, MadMansGun said: i also had that problem for a bit when i was making/testing it, for me it randomly fixed itself after waiting for a bit and then opening/closing a few mcms, then unpausing and waiting some more, then opening/closing a few mcms and exiting and waiting again. eventually sky-ui woke the fuck up and re-added it people say that this console command will force sky-ui to reload, but personally i found it only caused more problems when i tried it: setstage ski_configmanagerinstance 1 (but note that i was using sky-ui5, i don't know how things are going with the sky-ui6 shit show). yea skyui6 can eat a dick lol thanks for the heads up ill try v4 again tomorrow and try the command if the other steps dont work
safado Posted May 27 Posted May 27 (edited) 13 hours ago, BonitaMussolini said: yea skyui6 can eat a dick lol thanks for the heads up ill try v4 again tomorrow and try the command if the other steps dont work Try Menu Maid 2 - MCM manager for better mod registration. SKYUI 5.2 only. Read Description in Nexus. Edited May 27 by safado 1
Kronos968 Posted May 28 Posted May 28 On the Github site could anyone tell me which one is the newest for AE as the one on the nexus when it's installed for a random amount of time it will cause my game to lag then crash, then when i try to load before it crash i crash on load, and if i try to start a new game it crashes it the character creation menu. While it doesn't cause a crashlog the second i deactivate it my game loads fine
safado Posted May 28 Posted May 28 (edited) 1 hour ago, Kronos968 said: On the Github site could anyone tell me which one is the newest for AE as the one on the nexus when it's installed for a random amount of time it will cause my game to lag then crash, then when i try to load before it crash i crash on load, and if i try to start a new game it crashes it the character creation menu. While it doesn't cause a crashlog the second i deactivate it my game loads fine What are you talking about, Willys? MNC? Creature Framework? an Add-On from somebody else? Maybe JContainers? Steam-SkyrimAE 1.6.1170 compatibility version is 4.2.9, in GIThub is tagged with "green latest" too. Anything higher is for GOG\VR as pre-release versions. MNC - Creature Framework, Support acknowledgement for AE is in the fricking forum\post tittle. Could you please share what recreational drugs are you using, I bet they make you forget your name too, good stuff. 😜 Edited May 28 by safado
PippinTom Posted May 28 Posted May 28 15 hours ago, safado said: Try Menu Maid 2 - MCM manager for better mod registration. (...) With all due respect - worst advice one could give anyone - amount of anomalies MM will rise (papyrus wise - MCM unrelated, manifesting in logs as well as MCM in itself - disappearing sections/controls, in a bit longer that 1 hour test run) is so significant that staying away of it would be better advice instead. I've started writing down list of issues some time ago but (as usual in my case) showed them in the drawer instead of publishing. Bottom line is that (what is rare) the only solution to regain stability on papyrus level (incl. some quests fuckups) in my game was to apply brute force and revert back to save from before MM disease has been introduced to my eco/fucko-system.
MadMansGun Posted May 28 Author Posted May 28 (edited) i can't speak on the subject since i've never seen/used that mod before. also the inner workings of skse/dll files is far beyond my skill level. Edited May 28 by MadMansGun
safado Posted May 31 Posted May 31 On 5/28/2026 at 8:30 AM, PippinTom said: With all due respect - worst advice one could give anyone - amount of anomalies MM will rise (papyrus wise - MCM unrelated, manifesting in logs as well as MCM in itself - disappearing sections/controls, in a bit longer that 1 hour test run) is so significant that staying away of it would be better advice instead. I've started writing down list of issues some time ago but (as usual in my case) showed them in the drawer instead of publishing. Bottom line is that (what is rare) the only solution to regain stability on papyrus level (incl. some quests fuckups) in my game was to apply brute force and revert back to save from before MM disease has been introduced to my eco/fucko-system. No issues on my side, and I'm using it. The only times I have seen an MCM glitch with MM is if I start an alternate start-game without waiting for proper mod inits. If I wait and save\reload and wait again, then config all the mods, I do not see glitches. I can track the glitches being induced by excessive papyrus spamming from mods inits causing a lot of scripts to be suspended, that causes "glitches" of incomplete MCM and broken mods. What mod do you use to support SkyUI 5.x?
Deliah Blue Posted May 31 Posted May 31 On 5/28/2026 at 8:39 AM, safado said: Try Menu Maid 2 - MCM manager for better mod registration. SKYUI 5.2 only. Read Description in Nexus. Or now there is MCM Unlocked 1
PippinTom Posted June 1 Posted June 1 On 5/31/2026 at 2:45 AM, safado said: No issues on my side, and I'm using it. The only times I have seen an MCM glitch with MM is if I start an alternate start-game without waiting for proper mod inits. If I wait and save\reload and wait again, then config all the mods, I do not see glitches. I can track the glitches being induced by excessive papyrus spamming from mods inits causing a lot of scripts to be suspended, that causes "glitches" of incomplete MCM and broken mods. I expect that in my case it may be some sort of collision (not necessarilly "conflict") - so I can easily believe that for others/some folks MM may even work flawlessly... like shit-coded-calculator which works flawlessly until someone tries to divide by zero. Yest still, solely because of that, I wouldn't encourage anyone to use it without warning - because, excuse me stating obvious - programming is not limited to coding for the best case scenario, in contrary proverbial 80% of erffort(and costs) in responsible programming is invested in handling worst cases, even if least probable simply because not probability but rather a severity should be considered as conclusive when in doubt. On 5/31/2026 at 2:45 AM, safado said: What mod do you use to support SkyUI 5.x? I'm not sure I understand the question. Could you please rephrase? BTW: Surprisingly to me your last question triggered something in my bio-brain (funny is how that shit works). I realized that mine SkyUI have some patches, some from nexus, some from LL and some mine own. All on their own doing what as expected and working well enough for years. But... I can imagine that this may actually make my SkyUI non-cosher from MM point of view (...). If I understand it right - I'm ignorant, I admit, but not an complete idiot - SKSE plugins are supposed to be a complementary to papyrus - not a papyrus replacement. So if plugin injects papyrus equivalent/papyrus blocks in the engine - all kinds of critical shits can happen when "head" and "tail" of injections does not fit with regular pieces existing in the environment/data flow. And looks like MM does exactly that, without tiniest consideration to possible incompatibilities - basing on dangerous assumptions that end user has a pristine copy of SkyUi (and maybe something else - no way to be sure for me). Yet again - I'm guessing - I have no means to verify what MM actually does.
TBCat Posted June 4 Posted June 4 So I've tried to follow the install guide and I'm hitting a wall; The MNC mod installs just fine but the Creature Framework is causing a crash to desktop on start for me. Do you have any advice on how I can fix that?
深淵の神 Posted June 4 Posted June 4 8 hours ago, TBCat said: So I've tried to follow the install guide and I'm hitting a wall; The MNC mod installs just fine but the Creature Framework is causing a crash to desktop on start for me. Do you have any advice on how I can fix that? https://www.nexusmods.com/skyrimspecialedition/mods/59818 https://www.nexusmods.com/skyrimspecialedition/mods/172272 1
safado Posted June 5 Posted June 5 (edited) 19 hours ago, TBCat said: So I've tried to follow the install guide and I'm hitting a wall; The MNC mod installs just fine but the Creature Framework is causing a crash to desktop on start for me. Do you have any advice on how I can fix that? What install guide? SexLab & More Nasty Critters Install Guide V6.4? In the MNC's front page there is a note for that guide: (that guide is mostly not suitable for SE/AE anymore due to all the updates/game versions, but the list of slal packs is mostly still valid. ) Creature Framework has versions numbers, what version? In SkyrimSE 1.5.x or AE1.6.x, If it is not version 3 or 4, you are installing wrong version. Did you install JContainers SE, I used to fail installing it when I was in noob experience level. It is important for many mods. Pay attention to your Skyrim and SKSE64 version to select proper version to install, higher version number are targeting VR and GOG, not STEAM Skyrim. It is like the author is trolling those that do not pay attention. Game will glitch with wrong version, sometimes it warns if you are lucky. Edited June 5 by safado 1
zmcrow Posted June 5 Posted June 5 Hey thank you for this mod! The tentacles in spriggan and seeker animations don't appear for me. Nothing is overriding mnc except a few werewolf texture mods. Are they added by animobj? If so my other animobj files work fine too.
MadMansGun Posted June 5 Author Posted June 5 8 hours ago, zmcrow said: Hey thank you for this mod! The tentacles in spriggan and seeker animations don't appear for me. Nothing is overriding mnc except a few werewolf texture mods. Are they added by animobj? If so my other animobj files work fine too. those extra bits are added by ABC.
zmcrow Posted June 6 Posted June 6 17 hours ago, MadMansGun said: those extra bits are added by ABC. Oh okay thanks!
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