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More Nasty Critters Special/Anniversary Edition


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Posted

Everything is working in CF + MNC + ASOS + ABC except for khajiit PC werewolf arousal.

 

Hardcoding an always erect PC transformation using HornyWereHermPlayer.esp "works" but isn't the ASOS + ABC model.

 

It appears this ancient issue is still valid: https://www.loverslab.com/topic/41270-creature-framework/page/28/ as well as the patch several replies down.

 

I have verified the Scripts.7z patch (by Ep1cL3w7zto CFQuestMain resolves the issue with beast race PC werewolf arousal.

 

That patch really should be integrated into the main download or linked to directly on the CF mod page

Posted (edited)

Having a slight issue with my Grey Horses...

 

As you can see by the head, it's attempting to use the grey skin but the rest doesn't match. Opened the models for my horses in NifSkope and they all have to correct textures assigned, etc. MNC is high priority on my load order and every other horse matches it's type.

 

"skinName": "Grey",
            "normalArmor": "__formData|MoreNastyCritters.esp|0xAAAA",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x230ef",
            "RaceName": "Horse",
            "raceForm": "__formData|Skyrim.esm|0x131fd",
            "skinForm": "__formData|Skyrim.esm|0x8650f",
            "stripArmor": false

 

Is the setup in creature.d config files. All looks to match in the ESP. I'm baffled.

 

Infact, after further testing. The only horse that actually works is the DEFAULT Horse.nif. It's like that model is being used but the updated textures aren't changing for other types.

 

EDIT: This is fixed. What I had to do is because Fluffworks adds new horse models but MNC has a higher priority, it was trying to use the default system for picking a horse and skin in the ESP. I simply went into the ESP, changed each individual horse type for MNC to use the new model name and it works. Sorry for my stupidity. Just of thought of that 1st, obviously MNC is going to point to the normal horse system if it has a higher priority.

 

ScreenShot26.png

2022-04-25 (1).png

Edited by Gonzeh
SSedit
Posted
On 4/29/2022 at 2:52 AM, Morgoth Bauglir said:

Hello

Is there a way to apply the aroused skin/state to the unicorn and the wild horses  from the  Wild horses creation in creation club?

I would like to know this as well. The wild horses added by the creation club are gorgeous, better looking in my opinion than any horse re-texture out there but they have no schlongs unfortunately. Animated Beast's Cocks ABC doesn't handle them either which is a shame.

Posted (edited)
On 4/29/2022 at 1:52 AM, Morgoth Bauglir said:

Hello

Is there a way to apply the aroused skin/state to the unicorn and the wild horses  from the  Wild horses creation in creation club?

theoretically yes, should be pretty easy with ASOS which has the option to add Schlongs to existing models - that said I'm too stupid to understand how to set up the config files for creature framework and ASOS

Edited by Mauserl
Posted (edited)

does anyone have an issue with the vampire lord where the camera keeps lowering itself to the ground every time you move

Edited by Vlxxx
Posted

 

14 hours ago, Vlxxx said:

does anyone have an issue with the vampire lord where the camera keeps lowering itself to the ground every time you move

that sometimes happens with the horses, it's normally caused by a bad behavior file, try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"

 

Posted
6 hours ago, MadMansGun said:

 

that sometimes happens with the horses, it's normally caused by a bad behavior file, try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"

 

how would I go about de-installing creatures through the Mod Organizer since it forces you to use its own interface for managing FNIS without the de-install creatures option? I did also try to install FNIS directly into the game's folder and I did as you said but the camera still lowers itself to the height it's at whenever I'm in human form while moving

Posted (edited)

I got an issue with some animations. Dog and wolf animations dont work, they just stand there. The rest of the creatures seem to work fine.Only horses work.

What could be causing this?

Edited by XarisZ
Posted

Does anyone know how to keep retextures on certain creatures? I installed some for trolls and draugr and they are fine when they switch to the aroused mesh, but when giants and falmer (and I'm sure other creatures too) switch to their aroused meshes, they revert back to the vanilla textures. I think I have an idea on how to do it, but I want to make sure so I don't mess anything up.

Posted (edited)
3 hours ago, XarisZ said:

I got an issue with some animations. Dog and wolf animations dont work, they just stand there. The rest of the creatures seem to work fine.Only horses work.

What could be causing this?

Something that worked for me, maybe it works for you too: un-register all animations from your Animation List in Sexlab Framework, than go to SLAL and re-register them. From what I read is a skeleton related problem. Couldn't hurt to check what skeletons you use, how they overwrite each other and their load order.

 

1 hour ago, Connector196 said:

Does anyone know how to keep retextures on certain creatures? I installed some for trolls and draugr and they are fine when they switch to the aroused mesh, but when giants and falmer (and I'm sure other creatures too) switch to their aroused meshes, they revert back to the vanilla textures. I think I have an idea on how to do it, but I want to make sure so I don't mess anything up.

I think that if the penis is attached to the vanilla texture it reverts back to the vanilla texture when a creature is aroused. Maybe you would have to add schlongs yourself to your custom textures in order for them to appear correctly when aroused? Not an expert, just throwing my thoughts in there.

Edited by Aleksei Bobrov
Posted
1 hour ago, Aleksei Bobrov said:

Something that worked for me, maybe it works for you too: un-register all animations from your Animation List in Sexlab Framework, than go to SLAL and re-register them. From what I read is a skeleton related problem. Couldn't hurt to check what skeletons you use, how they overwrite each other and their load order.

 

 

By SLAL i guess you mean SL Anim Loader right?

I just checked the skeletons and since im using SOS and ABC i have it like this:

XPMSE>AnimSOS>ABC ,latter overwrites the previous ones

Posted (edited)
50 minutes ago, XarisZ said:

 

By SLAL i guess you mean SL Anim Loader right?

That is correct.

 

50 minutes ago, XarisZ said:

I just checked the skeletons and since im using SOS and ABC i have it like this:

XPMSE>AnimSOS>ABC ,latter overwrites the previous ones

My load order is:

SAM Lite>XPMSE>ABC

Let XPMSE overwrite SOS. See what happens.

Edited by Aleksei Bobrov
Posted

 un-registered the animations but it didnt help.

I find it really weird because horse animations work but anything else doesnt. The animation start the npc does the animation correct but the creature does the idle animation.

Do you use Nemesis and FNIS or just FNIS. I'm using both but since horses work i cant think i did smthing wrong while generating the anim files.

Posted (edited)
17 minutes ago, XarisZ said:

 un-registered the animations but it didnt help.

I find it really weird because horse animations work but anything else doesnt. The animation start the npc does the animation correct but the creature does the idle animation.

Do you use Nemesis and FNIS or just FNIS. I'm using both but since horses work i cant think i did smthing wrong while generating the anim files.

Hmm... I never had that kind of problem. I thought animations with certain animals won't trigger at all. One detail I failed to mention I only had this problem in LE. In SE everything works fine.

 

Just FNIS

 

Sorry I couldn't be of any help

Edited by Aleksei Bobrov
Posted

if this don't work

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.

than you may have LE animations in your game, check your installed slal packs.

Posted

Okay, I have tried looking basically everywhere, but I am getting a FNIS issue where it says one of my MNC behavior files is not compatible with SSE, but I am using only the version that I downloaded from here.

 

The specific behavior file is Data/meshes/actors/Character/behaviors/FNIS_MoreNastyCritters_Behavior.hkx

 

I am receiving no other warnings or errors. Turn off MNC, run FNIS, game is fine. Turn ON MNC, run FNIS, character is t-posed (well, stuck arms, not actually t-posed, just default arm positions. I don't see anyone else mentioning having this issue anywhere except where they have a TON of old animations/files for LE saved, but I'm working on a clean install, grabbed the newest SE files from here (even grabbed the previous version just incase) and loaded them up in MO. When that started giving the error I tried the next version back, same error, and even googling the exact name of the hkx file just gives a bunch of results with people having old files and just needing to update them...as far as I can tell I AM fully updated.

 

Any advice would be most welcome.

Posted

hi, is it possible to have this be only a replacer? I wont be using creature sex animations so I would like to spare the plugin space for creature framework and more nasty critters, what i am interested is in having the creatures with flacid penises as a replacer

Posted
1 hour ago, samuelga24 said:

hi, is it possible to have this be only a replacer? I wont be using creature sex animations so I would like to spare the plugin space for creature framework and more nasty critters, what i am interested is in having the creatures with flacid penises as a replacer

https://www.loverslab.com/files/file/15040-less-nasty-critters/

you will need to convert the meshes to SE

Posted (edited)

Can somebody PLEASE explain what is MNC for, what is CF for, and whether i need them both?

 

I am finding a bit conflicting information.

The download page here mentions a way how to install CF and MNC together, which suggests they do not need each other.
But the original MNC download page mentions that MNC doesn't even have MCM menu and is controlled by CF and SLAL, which suggests that i do need CF (or SLAL, which implies either of them can do whatever MNC needs, which is clearly a nonsense, because even if i don't know about CF, i know SLAL, and that is just for registering animations in SL).

Then i saw one guide, that doesn't explain anything, but also does not mention CF anywhere in it.
Then i saw another guide, which does mention CF, but doesn't clarify whether it is optional or mandatory (which makes it seem like it is mandatory).

And of course i read whatever i could, but most of the stuff is about some ancient versions, and only increased my confusion.

 

So... if somebody could explain like you would to a village idiot, that might help :)

Edited by Roggvir
Posted
32 minutes ago, Roggvir said:

Can somebody PLEASE explain what is MNC for, what is CF for, and whether i need them both?

 

I am finding a bit conflicting information.

The download page here mentions a way how to install CF and MNC together, which suggests they do not need each other.
But the original MNC download page mentions that MNC doesn't even have MCM menu and is controlled by CF and SLAL, which suggests that i do need CF (or SLAL, which implies either of them can do whatever MNC needs, which is clearly a nonsense, because even if i don't know about CF, i know SLAL, and that is just for registering animations in SL).

Then i saw one guide, that doesn't explain anything, but also does not mention CF anywhere in it.
Then i saw another guide, which does mention CF, but doesn't clarify whether it is optional or mandatory (which makes it seem like it is mandatory).

And of course i read whatever i could, but most of the stuff is about some ancient versions, and only increased my confusion.

 

So... if somebody could explain like you would to a village idiot, that might help :)

The best guide you can read it the one that MadMansDog wrote for MMC. CF is a Framework for switching between the dressed(?) and the nude body meshes for Creatures, MMC contains the needed nude meshes and some creature animations.  

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