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More Nasty Critters Special/Anniversary Edition


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Posted
2 hours ago, brutherman said:

Do you know how I would fix this? I don't know where to start.

The bone can be manually added to each NIF file of the hard penis using the BodySlide but even know the steps, the BodySlide isn't reliable for this and usually make its worse.

 

Better get used to see it...

Posted

the bear dick bug didn't happen in the older versions of this, looking for what changed might uncover things elsewhere

Posted
59 minutes ago, RandomKhajiit said:

the bear dick bug didn't happen in the older versions of this, looking for what changed might uncover things elsewhere

it's the abc based skeleton files that do it, the problem is the balls and dick are connected to a extra node and not directly to the pelvis node, that extra node lacks some kind of ragdoll data. i don't know if it's the hkx of the nif that is the problem, as far as i can tell both can control ragdolling in some way but hkx files are hard to understand.

Posted
3 hours ago, MadMansGun said:

it's the abc based skeleton files that do it, the problem is the balls and dick are connected to a extra node and not directly to the pelvis node, that extra node lacks some kind of ragdoll data. i don't know if it's the hkx of the nif that is the problem, as far as i can tell both can control ragdolling in some way but hkx files are hard to understand.

should I remove the bear files in abc?

Posted
1 hour ago, brutherman said:

should I remove the bear files in abc?

no, any abc based bear animations you have won't look right.

Posted

This might be a stupid question to ask, but the version of CreatureFramework I've been using (CreatureFrameworkV3_0.7z) has a constant error in MO2, saying it is Form 43 and won't let me launch Skyrim. Is there any way I can update the master file to Form 44 by chance, or is there an alternate solution that doesn't require me to redownload the framework for the same error message to pop up again.

Posted
2 hours ago, Dicsmite said:

This might be a stupid question to ask, but the version of CreatureFramework I've been using (CreatureFrameworkV3_0.7z) has a constant error in MO2, saying it is Form 43 and won't let me launch Skyrim. Is there any way I can update the master file to Form 44 by chance, or is there an alternate solution that doesn't require me to redownload the framework for the same error message to pop up again.

you should just be able to ignore the warning and run the game, SE/AE itself has no problem running form 43 files.

Posted
17 hours ago, Dicsmite said:

This might be a stupid question to ask, but the version of CreatureFramework I've been using (CreatureFrameworkV3_0.7z) has a constant error in MO2, saying it is Form 43 and won't let me launch Skyrim. Is there any way I can update the master file to Form 44 by chance, or is there an alternate solution that doesn't require me to redownload the framework for the same error message to pop up again.

Here is the version of CreatureFrameworkV3_0 SE (Form 43).
The wrong version of the plugins can break your saves over time.

 

CreatureFramework.esm

Posted (edited)
15 hours ago, vaxtang777 said:

Here is the version of CreatureFrameworkV3_0 SE (Form 43).
The wrong version of the plugins can break your saves over time.

That only matters:

 

1. With versions lesser than 43 because lack of some properties on some forms. In which case is better remake the Mod in a new file because the conversion script only change the number of the Form version.

 

2. For the meshes and animations because the skeleton bones are different on SSE. In which case you should use a tool like the Cathedral Assets to convert the meshes and animations. And just to get rid of the warning, use the xEdit script to change the Form version number.

 

 

 

When I was playing on LE i use the SE Mods all the time just converting the meshes and uncompressing the BSA files.

Now on SE i still use many of the LE Mods that doesn't have conversion for SE or the conversion is outdated. And most of them still have the Form 43 without issues.

Edited by OsmelMC
Posted
On 10/1/2022 at 12:34 AM, StrayHALO_MAN said:

Requiem's Reqtificator crashes with MNC 12_8SE
"Exception message was: A problem was encountered while processing '0EBC0B:Skyrim.esm' (skinDragonOdahviing), last modified by 'MoreNastyCritters.esp': BOD2 type not expected on versions < 43"

I've also seen that error crash Synthesis Patches.  For whatever reason it doesn't like that record being overridden.  Just add MoreNastyCritters.esp to the black list so the patcher doesn't touch it.

Posted (edited)

Hmm did a new game with mnc 12.8, CF 3.0, and ABC 2.75, still not getting the swap for vampire lord, any idea why?

All other critters tested are working fine so far

 

Edited by no_way
Posted

I'm not sure if this is the place to go, but I'm having issues with invisible dogs. The wolves are fine. But every dog I have encountered has been invisible, as in their textures are gone but they are still there. Does anybody know a fix to this issue?

Posted
3 hours ago, ShadowofVenus said:

I'm not sure if this is the place to go, but I'm having issues with invisible dogs. The wolves are fine. But every dog I have encountered has been invisible, as in their textures are gone but they are still there. Does anybody know a fix to this issue?

look at your bash/smash patches, they have been known to mess up the body template flags.

Posted

I am not sure if this is the right mod; but didn't this have a log of where most of the creatures spawned? I have a hard time looking for it, all I remember is that friendly giants spawns northeast of Whiterun. I've looked at all other animal mods to no avail. I just want a list of spawn locations for more unique creatures like draugr and lurkers.

Posted
3 hours ago, FalteringRelic22 said:

I am not sure if this is the right mod; but didn't this have a log of where most of the creatures spawned? I have a hard time looking for it, all I remember is that friendly giants spawns northeast of Whiterun. I've looked at all other animal mods to no avail. I just want a list of spawn locations for more unique creatures like draugr and lurkers.

you are thinking of this mod:

https://www.loverslab.com/files/file/12760-creature-overhaul/

 

Posted (edited)
17 hours ago, MadMansGun said:

look at your bash/smash patches, they have been known to mess up the body template flags.

Where can I find these patches? (Sorry, I have holes in my brain)

 

Edit: Are you talking about Wrye Bash and Mator Smash? Because I have haven't installed either of those.

Edited by ShadowofVenus
Posted (edited)
6 hours ago, WorfHolo said:

Where can I find the changelog? I noticed that the MNC and CreatureFramework upated to the v12.8 and 3.0, but I can't find the changelog.

the logs keep getting deleted from the site so i don't try anymore. there is a txt file inside mnc's 7z

 

Quote

MoreNastyCritters v12.8
added sexlab voices.
edited vampirelord's skeleton.hkx file to fix camera problem. (note may get undone by ABC's skeleton.hkx)
.
MoreNastyCritters v12.7F
edited female horse meshes.
.
MoreNastyCritters v12.7E
edited Female Werewolf's body mesh & weight painting.
.
MoreNastyCritters v12.7D
edited Female Werewolf UV to use KrittaKitty styled textures.
.
MoreNastyCritters v12.7C
edited Skeever texture.
updated Riekling's Tongue to match ABC.
updated AshHopper mesh to match ABC.
added female goat.
.
MoreNastyCritters v12.7B
found and fixed the camera errors in my edited werewolf animations.

there's no log for Creature Framework but v3 is much more forceful with its scripts than v2.

Edited by MadMansGun
Posted (edited)

Sorry if this has already been answered but I cant find any info similar to my issue. 

 

I have an issue with creature animations. The player character will start animation just fine but creatures will just stand there idle as the player progresses. Im using Creature Framework (3.0) and get no issues with other animations. just ones involving creatures. any help would be appreciated.

Edited by Tim1171

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