MadMansGun Posted June 29, 2022 Author Posted June 29, 2022 1 hour ago, ShadowProctor said: Okay, so.. I've used this mod for years. Between Oldrim and SE, never had a single issue - until kinda recently, out of nowhere. v12.6 SE "seems" to be messing up the Vampire Lord form's camera. Looked up the bug on google, because I couldn't figure out what in the seven hells was causing it, and found a player with the same issue as me; "camera shoots upward when moving around in Vampire Lord form - then shoots back down when you stop moving, looks normal when standing or floating still though - until you start walking/running or floating around. It's incredibly annoying and makes playing in that form impossible to deal with. The player who had the same issue was asking what could be causing it and listed his mods and load order - and he got a reply from another player claiming that he had the same exact problem, then he turned off MNC and the problem was gone. Could MNC really be causing this somehow? And how do i go about fixing this? It's murdering my soul. 2 things i can think of: A. some sort of skeleton problem. B. a bad SLAL pack corrupting the behavior file. (Eg: at one time billyy's pack had a problem with it's horses that did the same sort of thing to the camera) i can't think of anything else that could cause this to happen.
ShadowProctor Posted June 29, 2022 Posted June 29, 2022 (edited) Hmm, I do use Billyy's packs religiously.. Do you think disabling Vampire Lord animations in an animation pack would fix it, or would I have to start uninstalling packs and testing one by one? I recently changed up my load order - and found your SL Werewolves Redux mod (which I didn't know existed until I looked again yesterday, thank you for that btw) so I'm about to start a new game to test everything out and whatnot. Would make sense though, the only creature animations I even have installed right now are MNC's and Billyy's. I'm using Billy's most recent pack, perhaps I should try to find an older one.. Edit: By the way, did you ever end up creating one like SexLab Werewolves for Vampire Lords? I know it was mentioned on that page that you were considering it. Edited June 29, 2022 by ShadowProctor
MadMansGun Posted June 29, 2022 Author Posted June 29, 2022 4 hours ago, ShadowProctor said: Hmm, I do use Billyy's packs religiously.. Do you think disabling Vampire Lord animations in an animation pack would fix it, or would I have to start uninstalling packs and testing one by one? if it is indeed a animation problem you would need to remove or remake the effected behavior files, for testing purposes try clicking on deinstall creatures in fnis and DON'T hit update fnis behavior, if the vampire camera is fixed then it would most likely be a slal pack that is the problem, if not then something else is effecting it. 4 hours ago, ShadowProctor said: Edit: By the way, did you ever end up creating one like SexLab Werewolves for Vampire Lords? I know it was mentioned on that page that you were considering it. i ran into problems with that, the mod's scripts are linked heavily to the werewolf quest that handles the feed time extensions & perks. i need to make it point to the vampire version of that quest...and add a fuckload of scripts to prevent it from activating the werewolf quest effects when your in vampire form (or vice-versa) and also to prevent it from trying to start the werewolf animations (also need to add in scripts to actually start vampire animations)
Antifapup Posted June 30, 2022 Posted June 30, 2022 This may be the wrong place for this, but hopefully it's good.. I love this mod, and recently returned to skyrim. I've been playing catch up with what's changed since I was last here. Is there a way for me to add to the pool of animation, like what slate does, for a particular group of creatures? Specifically, I want to have the existing gangbang animations work for skeletons and draugr. Maybe I'm just dumb and can't see what's right in front of me, but I haven't figured out how to do it, if it's possible..?
noodles1234 Posted July 1, 2022 Posted July 1, 2022 (edited) On 6/30/2022 at 5:53 AM, MadMansGun said: for testing purposes try clicking on deinstall creatures in fnis and DON'T hit update fnis behavior, if the vampire camera is fixed then it would most likely be a slal pack that is the problem, if not then something else is effecting it. I am having the same problem with the VL camera. I just tested deinstalling creatures and it doesn't fix it. I also use some of Billyys packs for werewolves, and some baka packs for everything. I guess ill try removing those since its the only other pack that has VL anims and see if it fixes. free cam is also broken, at least during those animations. you can turn it on and move but it resets back to the player after a moment. Edited July 2, 2022 by noodles1234
mikesolo1975 Posted July 3, 2022 Posted July 3, 2022 (edited) thanks for the amazing work this version its work whith SSE AE version ? i run fnis no errors and start new game not showing in mcm menu Edited July 3, 2022 by mikesolo1975
MadMansGun Posted July 3, 2022 Author Posted July 3, 2022 28 minutes ago, mikesolo1975 said: i run fnis no errors and start new game not showing in mcm menu it shows up in cf and slal
mikesolo1975 Posted July 3, 2022 Posted July 3, 2022 6 hours ago, MadMansGun said: it shows up in cf and slal ok thanks for your help and time
KronosTheSkunkButt Posted July 5, 2022 Posted July 5, 2022 Not sure if this belongs here but its the only mod I have that provides creature bits .... What? ?... How would this happen and how would I fix it?
MadMansGun Posted July 5, 2022 Author Posted July 5, 2022 5 hours ago, KronosTheSkunkButt said: Not sure if this belongs here but its the only mod I have that provides creature bits .... What? ?... How would this happen and how would I fix it? skeleton is getting overridden.
Sladen2019 Posted July 6, 2022 Posted July 6, 2022 Is it ideal to use Creature Framework 2.0.5 with the SSE version of MNC12.6 ? Nothing in Creature Framework 2.0.5 needs to be converted ?
Nina_Mercer Posted July 6, 2022 Posted July 6, 2022 Hey, just a quick question. If this is the creatures mod, that adds the dragon on horse on wolf on rabbit title screen thing... can i remove that? I don't quite like having it. Since it's not something i can quickly cover with a pause menu. And i don't live alone.
Nessa Posted July 6, 2022 Posted July 6, 2022 (edited) On some future version, could you add the following to the bottom of DraugrProject? AddRaceID("Draugrs", "ccBGSSSE003ZombieRace") It's the new zombies from that AE CC thing. Kind of playing around with them to see if I can get an SL sequence to work. (No luck yet, but I just got the MoreNastyCrittersFactory.pex to compile. ?) There are Wights as well from The Cause but I haven't had a moment to look what skeleton they use. Won't start another creature until I have zombies working. ? Speaking of, I gave the zombies some parts here but I esl-ified it. I forgot esl's move, so it doesn't exactly work unless switched to a non esl. ? Come to think of it, the CC might move as well which would also break it. ? Edited July 6, 2022 by Nessa
Husky1o1 Posted July 6, 2022 Posted July 6, 2022 (edited) 4 hours ago, Nina_Mercer said: Hey, just a quick question. If this is the creatures mod, that adds the dragon on horse on wolf on rabbit title screen thing... can i remove that? I don't quite like having it. Since it's not something i can quickly cover with a pause menu. And i don't live alone. Also, read this: Edited July 6, 2022 by Husky1o1
Nessa Posted July 6, 2022 Posted July 6, 2022 (edited) Tried messing around with compiling MNC's main script but finally just gave up and renamed the race ID. This is for the Plague of the Dead CC. This will allow SL scenes to start with zombies and they get their baka parts now. (Obviously baka's patch is required!) ESP now as I found out the way CF works, it will "lose" the zombies if you shift the esl around. (Unless there's a new way for CF to work with esl's that I don't know about.) Note: When a future version of MNC has this race included, simply getting rid of the renamed race in XEdit will get things going again. IMPORTANT: Turns out ESL's move around too! This particular patch works for me because my ccbgssse003-zombies.esl is at the FE000 level. If even one CC esl is above it, it would shift to FE001 which means CF can't find the right skins anymore. To fix this, one would have to note the exact position of ccbgssse003-zombies.esl in your load order. Then adjust the CC_Zombies.json to match it. For the brave, you can do this by checking the formID's in ZEdit. Next to the mod in question will be something like [FE 000] or [FE 001), etc. In the json for example, the first zombie has a skinform ID of "0x000D66". If your zombie mod is at [FE 001], change it to "0x001D66". I found out about the esl shifting thing while giving parts to the Wild Horses CC (ccbgssse034-mntuni.esl). CF would need some sort of change to handle esl's. Perhaps something like like FExxxZZZ. As the shifting is such a big issue, I won't bother posting the patch for the horses. At least until there is a solution with CF handling esl's. (And if there is do let me know!) IMPORTANT 2: New file below should work regardless of CC order. https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1484883&key=bb456098fd589f922a666ab85ea255c4 Edited July 14, 2022 by Nessa
komenavos Posted July 8, 2022 Posted July 8, 2022 On 6/27/2022 at 2:39 PM, Inanna17 said: Version 12.7A is the current version of MNC and can be found here: You will need to convert it for SE using something like cathedral assetts optimizer and remove the skse folder so it works without issue. Dumb question. There are people like me who dont have a clue of how to convert mods from Le to SE, why instead of saying everyone You will need to convert it for SE, someone upload an updated and converted version from SE for the noobs like me. Thank yoou 2
DeLaKYS Posted July 9, 2022 Posted July 9, 2022 On 6/27/2022 at 3:39 PM, Inanna17 said: Version 12.7A is the current version of MNC and can be found here: You will need to convert it for SE using something like cathedral assetts optimizer and remove the skse folder so it works without issue. remove the skse folder? and nothing will break? why is it needed in the first place?
MadMansGun Posted July 9, 2022 Author Posted July 9, 2022 4 hours ago, DeLaKYS said: remove the skse folder? and nothing will break? why is it needed in the first place? https://www.loverslab.com/topic/60287-instructions-for-fixing-pure-virtual-function-call-crash/ i was mostly using it's side effect to help stop "even actor heights" from effecting creatures.
Inanna17 Posted July 9, 2022 Posted July 9, 2022 (edited) I'll remove this if anyone has a problem with it. Here are torrents for mnc, cf, hentai creatures, and hcos all converted for sse. Edit: Torrents removed as @MadMansGunhas taken over and updated the sse version of his mods. Edited July 20, 2022 by Inanna17 Removed 5
jemel Posted July 9, 2022 Posted July 9, 2022 For those having the issue with the camera in vampire lord form, I removed \meshes\actors\vampirelord\character assets\skeleton.hkx from MNC and the issue went away. I'm not sure what doing so will break (haven't tried sexy time with a VL yet), but that camera issue made VL form unplayable. For what it's worth, I'm using MNC 12.6 on Skyrim 1.5.97 and SSE 2.0.19. I'm not sure if later versions fixed it or not, but it doesn't sound like it. I never upgraded my Skyrim install when Anniversary edition came out because many of the mods I use hadn't been updated. 2
MadMansGun Posted July 9, 2022 Author Posted July 9, 2022 (edited) 5 hours ago, jemel said: I'm not sure what doing so will break (haven't tried sexy time with a VL yet) any abc based animations won't have animated penises. have you tried the one in ABC to see if it has the same problem? Edited July 9, 2022 by MadMansGun
ungodlytomato Posted July 10, 2022 Posted July 10, 2022 (edited) it seems that v12.7b cant be simply converted to se 1.6 using cathedral asset optimizer because it has some dll file? edit: nvm i deleted the skse folder as instructed heh Edited July 10, 2022 by ungodlytomato
veirge Posted July 10, 2022 Posted July 10, 2022 On 7/9/2022 at 7:08 PM, Inanna17 said: I'll remove this if anyone has a problem with it. Here are torrents for mnc, cf, hentai creatures, and hcos all converted for sse. MoreNastyCritters_v12_7B.zip.torrent 53.19 kB · 17 downloads CreatureFramework V2_0_5.zip.torrent 1.27 kB · 13 downloads HentaiCreatures_MNCv12_7.zip.torrent 11.13 kB · 9 downloads HornyCreaturesofSkyrim_V1_28A.zip.torrent 38.42 kB · 7 downloads Says torrent is corrupted/invalid, ive downloaded multiple times. Im using transmission-qt.
Inanna17 Posted July 10, 2022 Posted July 10, 2022 (edited) 1 hour ago, veirge said: Says torrent is corrupted/invalid, ive downloaded multiple times. Im using transmission-qt. Which one? I use qbittorent and it is showing seeding going fine. I just checked them from another device. They seem fine. You can see my share ratio increased. I'm now seeding from 2 devices following this check. Edited July 10, 2022 by Inanna17
tbc69 Posted July 11, 2022 Posted July 11, 2022 Hoping somebody can give me some help with this. Been using this for a few years. Just started new playthrough and not sure if it conflicts with some other mod or what the problem is, but whenever i summon a Hentai Creature and do anything, not sure if it changes my factions or what it is doing, but enemies that are supposed to be hostile are no longer hostile (creatures, draugr, etc...). I can just walk up to them and they do nothing. Can activate them with the "E" key and get the option Hey want to have fun. Kind of no fun running through a dungeon and not having anything attack you.
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