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More Nasty Critters Special/Anniversary Edition


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Posted

I couldn't get the animations to register at first. To fix that I installed SLAL, then I was able to enable the animations from the SLAL mcm.

  • 3 weeks later...
Posted

hello,

 

I have a question. Isn't this mod already  installed within the sexlab light SE version? I ask because the description for the sexlab light SE says that this mod is already included. I am trying to obtain the summonable spells to summon a spriggan but the sexlab light version doesn't have it. Is this mod required in order to obtain the spells? any help is apprectiated :) 

  • 3 weeks later...
Posted

Unsure if it's been mentioned but you might want to remove the oldrim SKSE 1.7.3 SetVehicleFixPlugin.dll from the package since it doesn't load in SKSE64 (error 193)

Which makes it redundant.

(noted in game v1.5.50 /skse64 208 using MoreNastyCritters_v11_3ASE)

 

Posted
1 hour ago, smashly said:

Unsure if it's been mentioned but you might want to remove the oldrim SKSE 1.7.3 SetVehicleFixPlugin.dll from the package since it doesn't load in SKSE64 (error 193)

Which makes it redundant.

(noted in game v1.5.50 /skse64 208 using MoreNastyCritters_v11_3ASE)

 

Sorry... I always forget to remove it... It will do no harm.

But right now I wonder if I get the source code and someon to recompile it....

 

Posted
On 9/21/2018 at 8:39 PM, ForRedwall said:

hello,

 

I have a question. Isn't this mod already  installed within the sexlab light SE version? I ask because the description for the sexlab light SE says that this mod is already included. I am trying to obtain the summonable spells to summon a spriggan but the sexlab light version doesn't have it. Is this mod required in order to obtain the spells? any help is apprectiated :) 

A lot of the animations are included in SL Light, but not Hentai creatures. Hentai Creatures is made for SL Full and does not work correctly with light.  

Posted
21 minutes ago, Pfiffy said:

Do you think it makes sense to take a look at it? For now we did't have any problems with or without it.... 

for SSE/SLv1.63 it's probably not needed at all, but even in 32bit MNC it's mostly not needed now. i added it to stop creatures from rescaleing (mostly bug races like spiders) but with the rescaled skeletons that MNC is now using it's not a problem anymore.

 

but some creature/race mods may still need it, Eg: SexLab may turn Faallokaar into a full sized dragon without it.

Posted
33 minutes ago, MadMansGun said:

for SSE/SLv1.63 it's probably not needed at all, but even in 32bit MNC it's mostly not needed now. i added it to stop creatures from rescaleing (mostly bug races like spiders) but with the rescaled skeletons that MNC is now using it's not a problem anymore.

 

but some creature/race mods may still need it, Eg: SexLab may turn Faallokaar into a full sized dragon without it.

ok... 

Posted

So I recompiled oldrim SetVehicleFixPlugin - Source with latest skse64 as debug Retail x64 dll,  but 3 things..

1. The dll compiled at a huge size of 950kb Dll is 100kb as Retail build (I'm really clueless with compiler options)

2. The WriteMemory(0x6AAC5F, &data2, 1), is that address  meant to stay the same or is it different in SSE, if so what should it be?

3. How do i test it's actually doing as it's meant to..

 

Currently the plugin loads successfully reading the skse64.log, but that's only a version check.

It's the memorywrite address call that makes me nervous.

 

I'm still using skse64 v2.0.8 so I've attached 208 and 209 dlls if someone wants to test them, no promises they'll work though (may CTD, I have no idea)

208 passes the SKSE64 check, 209 not tested at all, but no errors or warnings when compiling.

SSE_SKSE64_208_SetVehicleFixPlugin.7z

 

SSE_SKSE64_209_SetVehicleFixPlugin.7z

 

Compiled using VS Community 2017 using v140 platform (VS 2015 same as SKSE64 runtimes)

Well I can't really say it made any difference in SKSE64 208, doesn't seem to crash and the logs are not reporting anything odd..

But surely that mem write would have changed in SSE or from version to version of skse.. *shrugs*

Posted
1 hour ago, smashly said:

How do i test it's actually doing as it's meant to

use the setscale command on a creature npc and then start a sex animation with them, if they return back to there normal size when the animation starts it's not working.

 

but like i say: "for SSE/SLv1.63 it's probably not needed at all"

Posted

I think you'd be right that it's not needed in SSE.

Without the dll SetVehicle() doesn't seem to change the scale..

Maybe Sexlab itself has added code in it's own dll in 1.63+? or maybe hdtSSEHighHeels.dll..

I haven't tried setvehicle in a non sexlab environment as of yet to test. 

Posted
8 minutes ago, elzee said:

Please convert the esp to SE format.

Please read the OP:



Note: I have not touched the ESP's to keep this an 'inofficial' version. If you want the correct header, don't complain, do it yourself.

 

Posted
6 hours ago, Tiress said:

Could you please take a look at fox meshes? I have pitch black foxes running around. :)

https://postimg.cc/gwtBXGRJ

 

edit:// Just checked it in NifScope and 20 BSTriShape had color vertex flag checked. Turning it off did the trick. No more black foxes! ^ ^

could you upload your fix? please and thank you :)

Posted
3 minutes ago, Tiress said:

Should've done that right away instead of waiting for someone to ask I guess. :)

foxfix.zip

Sorry, was working on Scent of Sex together with CPU, wonder, what went wrong this time. They went throu the same procedure as everytime before. 

 

Posted
15 minutes ago, Pfiffy said:

Sorry, was working on Scent of Sex together with CPU, wonder, what went wrong this time. They went throu the same procedure as everytime before. 

 

Nothing to apologize for. If you did everything for us, we'd get too lazy! :P

I tried the mesh from MNC LE first and it worked except for missing genital texture. What I noticed though was a substantial increase of file size between LE and SE version of the mesh, like double the size. I have no idea how you achieved that, just something I noticed. :)

Posted
22 minutes ago, Pfiffy said:

Sorry, was working on Scent of Sex together with CPU, wonder, what went wrong this time. They went throu the same procedure as everytime before. 

 

yea...something is wrong with your settings, HCOS is a mess right now....

Posted

Hi, I seem ot be having an issue with draugr not having any genitles? All of the animations work fine, they just don't have any genitles. I've re-registered all mods in the CF MCM menu, I have the latest versions of Sex lab, JContainers, CF, MNC, FNIS etc and I don't have and crap club mods either. Though in the CF MCM menu it says that Draugr 0-7 are using MNC for the nude skin, it's just not showing at all both in animations or if I remove armour from a defeated one. Any ideas on a potential fix?

Posted
22 minutes ago, ChrolloVosk said:

Hi, I seem ot be having an issue with draugr not having any genitles? All of the animations work fine, they just don't have any genitles. I've re-registered all mods in the CF MCM menu, I have the latest versions of Sex lab, JContainers, CF, MNC, FNIS etc and I don't have and crap club mods either. Though in the CF MCM menu it says that Draugr 0-7 are using MNC for the nude skin, it's just not showing at all both in animations or if I remove armour from a defeated one. Any ideas on a potential fix?

is it just the Draugrs?

Posted
3 minutes ago, Pfiffy said:

is it just the Draugrs?

Thanks for the fast response. As far as i'm aware yes, though I haven't tested falmers or giants. However Wolves, sabrecats, bears etc all work fine & have genitles.

Posted
8 minutes ago, ChrolloVosk said:

Thanks for the fast response. As far as i'm aware yes, though I haven't tested falmers or giants. However Wolves, sabrecats, bears etc all work fine & have genitles.

In this case you will have to check if something is overwriting them or changing their behaviour. You will have to play around with your load order.

 

Posted
5 hours ago, ChrolloVosk said:

Thanks for the fast response. As far as i'm aware yes, though I haven't tested falmers or giants. However Wolves, sabrecats, bears etc all work fine & have genitles.

the first thing that comes to mind is "Immersive Creatures", that mod adds new Draugrs to skyrim so you would need this patch if you have it installed:

https://www.loverslab.com/files/file/6663-bad-dogs-immersive-creatures-se/

 

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