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More Nasty Critters Special/Anniversary Edition


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Posted
8 hours ago, Symb0lic said:

 

 

Fixed the expected generator ( didn't run skyrim se on its own until now and its fixed now ), still nothing for MNC working. I tried disabling most sexual animations to see if MNC would work on its own and that doesn't work either.

 

I followed the "gimmie nasty skyrim!" thing on discord - set the load order, ran fnis again and then ran synthesis. I started a new game just to test out this but as expected, doesn't work.

 

Do you or did you ever have nemesis installed?
Try reinstalling MNC SE?

Maybe wipe out the skyrim data dir and reverify files to make sure it's clean and no loose files are messing with your install. If you have vortex, do a purge first.

That will update you to AE if you aren't already there and if you want to stay SE you'll need to downgrade again.

Posted
26 minutes ago, zarantha said:

 

Do you or did you ever have nemesis installed?
Try reinstalling MNC SE?

Maybe wipe out the skyrim data dir and reverify files to make sure it's clean and no loose files are messing with your install. If you have vortex, do a purge first.

That will update you to AE if you aren't already there and if you want to stay SE you'll need to downgrade again.

 

Never had Nemesis.


Tried newer and older versions of MNC to no avail, I'll be trying that out again just in case.

 

I've always been in SE since getting back into Skyrim, ( using masterstroke ) but I guess it wouldn't hurt to verify and downgrade again, though I'll probably just leave that to a last-effort thing.

 

 

Posted
23 hours ago, bnub345 said:

 

MNC (and ABC if you have it) need to overwrite XPMSSE. This is only affecting the creature skeletons, so you will still have the NPC skeleton from XPMSSE that you need. 

Thank you, I understand the other mods are fine as it is in as loadorder?
Btw ABC needs to overwrite MNC, right? 

Posted
58 minutes ago, Straze said:

Thank you, I understand the other mods are fine as it is in as loadorder?
Btw ABC needs to overwrite MNC, right? 

 

Yes, looks good.

Posted

Hello, I've encountered a problem that CreatureFrameworkV3_0.7z and MoreNastyCrittersSE_v12_7D.7z in mod organaizer 2 are marked as mods for Skyrim le, although, as far as I understand, this is a mods page for Skyrim se. Perhaps I messed up something during installation, or were versions of mods for le uploaded here?

I'm new to modding, don't be strict)

Posted
48 minutes ago, Garadons said:

Hello, I've encountered a problem that CreatureFrameworkV3_0.7z and MoreNastyCrittersSE_v12_7D.7z in mod organaizer 2 are marked as mods for Skyrim le, although, as far as I understand, this is a mods page for Skyrim se. Perhaps I messed up something during installation, or were versions of mods for le uploaded here?

I'm new to modding, don't be strict)

 

Don't worry about the plugin warning, it work fine on SE.

Posted
56 minutes ago, bnub345 said:

 

Don't worry about the plugin warning, it work fine on SE.

Thanks for the answer
It's strange, but neither MoreNastyCrittersSE_v12_7D nor CreatureFrameworkV3_0 nor HentaiCreaturesSE_MNCSEv work for me, although I installed the mods they need

Posted
17 minutes ago, Garadons said:

Thanks for the answer
It's strange, but neither MoreNastyCrittersSE_v12_7D nor CreatureFrameworkV3_0 nor HentaiCreaturesSE_MNCSEv work for me, although I installed the mods they need

 

Go through all of the troubleshooting steps on the front page.

Posted
On 7/19/2022 at 10:30 PM, PC881212 said:

Quick question: Are the patches/files in the mod compatibility kit up to date for V12_7? The kit is labeled as V12_6, so would they still work with the newest update? Also, are there any patches I should avoid due to being outdated (I use convenient horses 7.1, the patch is for V5)?

 

Try this? It seems to work.

 

Convenient Horses v7 MNC Patch.7z

 

I redid the patch so it's only overwriting serana's horse instead of the whole mod, and updating the paths to the nif and textures. I think the horse has changed some, but it still looks alright, even if the penis is floating. not sure how else you'd attach it to a skeleton though.

 

Spoiler

image.png.6d198dcda7808bc356db93455cbeb23a.png

 

image.png.1677b842eb1d547dde1e6592575a15fd.png

 

Posted

BOD2 works fine in LE, not my fault that the SE mod managers & dlls are a whiny bitch about everything.

Posted

 

This does no harm.

 Even more as anything is set non playable.

 

A few ARMO records in Skyrim.esm contain an 8-byte version of the BODT structure (record versions 20 and 21). These correspond to the field layout above, with skill defaulting to "None". The older flags field can include a flag value of 0x20, which is no longer used—altering it in Skyrim.esm produces no visible change when loaded, and saving altered records with and without the flag produce identical .esps.

 

The name of each body part is dependent upon the wearer's race. It's unclear how Skyrim would handle it if you changed existing names, however, they can be changed. The fields below that say "Body Addon" are listed as "Unnamed" in the CK and can be changed. These values are user defined by clicking in the "Biped Object Names" column and giving it a name. You could click 43 and call it Cape to assign that location for capes on Humanoids after also selecting it under First Person. These values are saved in the Plugin.

This has been seen in records from v1.6.91 of the CK onward, and is used in current versions of Update.esm and Dragonborn.esm. The BOD2 record is a trimmed down version of BODT with only one uint32 for flags and one for the skill.

Used since Hearthfire for ARMO, but not ARMA, the unplayable flag moved to the record header (0x04).

Posted

heya. So recently i decided to look into sex mods for skyrim (for obvious reasons, i'm a degenerate) whilst doing so i found this mod, looking forward to it i downloded it right away. Only to find out that jcontainers seems to be one of the bitchiest mods to fix. lookingg through about 40 pages of comments i have found no succesful way to fix this isssue but whenever i start up the game everything works till i try to actually start a game. itt say's "creature framework's startup inisilisation has failed, please make sure jcontainers is installed and running correctly" i have jcontainers 4.1.13 and i have tried installing older versions but to no success. Same with SKSE. If anyone knows a solution for this and could tell me i would appreciate it immensely. Thank you in advance.

 

Posted
12 hours ago, bnub345 said:

 

That's the version for SE, it won't work on AE.

To clarify i have SE, Sorry for the misunderstanding.

Posted
1 hour ago, Kloqaxe said:

To clarify i have SE, Sorry for the misunderstanding.

 

Make certain that your game version is 1.5.97, otherwise you don't have SE. If that isn't the problem, make sure no other mods are overwriting jcontainers with a different version. 

Posted

Hello, two questions.

 

1. What is the difference between Creature Framework v1 and the v3 provided in this mod? I couldn't find any information about this anywhere, no changelogs or anything. Reason I ask is because Vortex is complaining that CF v3 isn't made for SSE, and when I tried CF v1 it didn't have that warning.

 

2. I also noticed CF v1 has a default gender feature but v3 does not. Where'd it go?

Posted
5 minutes ago, Impact14 said:

What is the difference between Creature Framework v1 and the v3 provided in this mod?

v1 uses a cloaking spell/script to detect creatures near the player, these are generally considered to be bad because if overused/badly made they can cause "script saturation" that will lead to stack dumps: https://www.nexusmods.com/skyrim/articles/52598/

 

v2/v3 got rid of the spells and instead uses quest alias to detect creatures (script wise it's still not good, but it's better than having a spell fire from the player non stop), and V3's scripts are much more forceful about detecting the arousal state and applying meshes.

note: you may want/need to use a save editor to remove any old scripts from your save files to get v3 working correctly.

 

Spoiler

side note: some people have started converting mods to use a new skse plugin called "Spell Perk Item Distributor" to replace cloaking spells, i have not tried it myself but it looks interesting

https://www.nexusmods.com/skyrimspecialedition/mods/36869

https://www.loverslab.com/files/file/19122-schlongs-of-skyrim-uncloaked/

CFv1 could probably be converted to use it, but i personally don't see any need to.

 

 

47 minutes ago, Impact14 said:

Vortex is complaining that CF v3 isn't made for SSE

it's just bitching about the esm format, ignore it, skyrim itself does not give a fuck.

 

1 hour ago, Impact14 said:

2. I also noticed CF v1 has a default gender feature but v3 does not. Where'd it go?

i removed it (and some other unnecessary things), people kept mistaking it for something that it was not and MNC never made use of what it was for in the first place.

Posted (edited)

Thanks for the info! Well ultimately the only reason I was even interested in v1 in the first place was the default gender feature, but I guess that doesn't actually work as you said. I've been running around in circles trying to understand if there's any way to get the female models being automatically used somehow (HC doesn't count, talking about normal spawns), or just simply using the vanilla model, no penis, as a fallback.

 

Using the "sexchange" console command is the only workaround I've found so far, just selecting and zapping any creatures I come across in my travels. Far from ideal. Still, I'm confused about something: MNC seems to have separate female meshes for all the horses, yet when I use the sexchange command they always turn into the same breed of horse, same texture.

 

I suppose the sexchange command may fall outside of the scope of support on this thread though. Ultimately I've just been trying to figure out how to get mare versions of the rideable horses, especially considering the fact that many of them are canonically female according to the dialog.

Edited by Impact14
Posted

sexchange should work on them (that or flagging the npcs as female in xedit), you may have other horse mods installed that are messing with the female mesh/armoraddon.

Posted

 

My horrible attempt at getting the CC goblins to work with ABC. Unfortunately this will require some better 3D modeler to adjust the penis model so it doesn't have that hole right on top. The model is from ABC riekling, which has a beer belly to mask it but not these guys. 

 

 

@MadMansGun

Forgive me if this is already documented somewhere, but for the "FailSafe" races, do they always take the form of *plural form of race name*FailSafe?

So for example, if I want to try and get the Bone Wolf from CC to be SL compatible, should I rename its race ID to "WolvesFailSafe" or can I use "CaninesFailSafe"

 

 

Spoiler

image.thumb.png.b782a801a65a3936c021a1487444939e.png

 

Posted
On 8/1/2022 at 1:28 PM, Tlam99 said:

 

This does no harm.

 Even more as anything is set non playable.

 

A few ARMO records in Skyrim.esm contain an 8-byte version of the BODT structure (record versions 20 and 21). These correspond to the field layout above, with skill defaulting to "None". The older flags field can include a flag value of 0x20, which is no longer used—altering it in Skyrim.esm produces no visible change when loaded, and saving altered records with and without the flag produce identical .esps.

 

The name of each body part is dependent upon the wearer's race. It's unclear how Skyrim would handle it if you changed existing names, however, they can be changed. The fields below that say "Body Addon" are listed as "Unnamed" in the CK and can be changed. These values are user defined by clicking in the "Biped Object Names" column and giving it a name. You could click 43 and call it Cape to assign that location for capes on Humanoids after also selecting it under First Person. These values are saved in the Plugin.

This has been seen in records from v1.6.91 of the CK onward, and is used in current versions of Update.esm and Dragonborn.esm. The BOD2 record is a trimmed down version of BODT with only one uint32 for flags and one for the skill.

Used since Hearthfire for ARMO, but not ARMA, the unplayable flag moved to the record header (0x04).

 

It prevents the Synthesis patcher from working so it kinda needs to be fixed

Posted (edited)
40 minutes ago, Illana said:

so it kinda needs to be fixed

The synthesis patcher needs to be fixed.

A patcher what needs patches and fixes seems to be not a real good patcher.

Edited by Tlam99

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