Ronan97 Posted January 8, 2023 Posted January 8, 2023 (edited) mind there are many unresolved problems with zoo content. I'm a programmer, could you give me some hints. 1. SG Horses, fluffworks , ASOS, ABC - change textures to default (how the system works, how to edit json it, is there a tutorial?) 2. Floppy SOS (Why didn't this mod transfer? Are there any restrictions? what has not been done to port it? I want the testicles to be mobile and change size depending on the filling) I would be grateful for any help, maybe there is a community of moderators? discord? telegram? and I don't like realtime texture replacement, only then member control appears ASOS Edited January 8, 2023 by Ronan97
MadMansGun Posted January 8, 2023 Author Posted January 8, 2023 7 hours ago, babahasgun2 said: I have an issue where, after Dragons die and burn up, the skeleton turns invisible except for the dick. Is that caused by this mod, and is there a fix for this? not sure, could be the mod or it could just be skyrim being skyrim. as for that dick mesh, the dragon's NiControllerManager are a bitch to deal with (and i don't think nifscope is showing me everything) so that mesh does not have one. 3 hours ago, Pfiffy said: I'm on a new game and have strange CTD after exiting the Helgen escape tunnel. Could it be a Fox? After removing ABC I came closer to Riverwood anf got a CTD there. Can't be wolves(I killed 3 of thhem shortly before i got there) 3 hours ago, Shade115 said: If you suspect that a creature is causing a crash, a good way to try and find out the exact cause is to spawn in each possible crash-causing creature 1 by 1 until you crash. not just spawn but also increase there arousal so the aroused meshes get applied, because non-aroused could be fine but aroused not....Riverwood has a dog & chicken* in it, also sometimes bunnys spawn there. *mnc does not have any chickens meshes but other mods could be editing them. 58 minutes ago, Ronan97 said: mind there are many unresolved problems with zoo content. I'm a programmer, could you give me some hints. 1. SG Horses, fluffworks , ASOS, ABC - change textures to default (how the system works, how to edit json it, is there a tutorial?) 2. Floppy SOS (Why didn't this mod transfer? Are there any restrictions? what has not been done to port it? I want the testicles to be mobile and change size depending on the filling) I would be grateful for any help, maybe there is a community of moderators? discord? telegram? and I don't like realtime texture replacement, only then member control appears ASOS your confusing textures with meshes, also: https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/
MadMansGun Posted January 8, 2023 Author Posted January 8, 2023 1 hour ago, pahvipahvi said: Noticed I'm still using CFW 1.01, does 3.0 have big changes related to that? Would it be safe to update mid-game? if you are using the old CF and it's working then you are probably better off just staying with it, it's kind of a bitch to clear the scripts out of your save file. the main difference between v1 and v3 is that v1 uses cloaking spells/scripts to detect creatures and v3 uses a quest to do it. 1
Pfiffy Posted January 8, 2023 Posted January 8, 2023 8 hours ago, Shade115 said: If you suspect that a creature is causing a crash, a good way to try and find out the exact cause is to spawn in each possible crash-causing creature 1 by 1 until you crash. I was just asking for a hint, something like known issus... The crash is not in Riverwood, but on the way to it. The first point is half way to the Standing Stones, the second is close to the point where you usualy get attacked by wolfs.
MadMansGun Posted January 8, 2023 Author Posted January 8, 2023 (edited) 2 hours ago, Pfiffy said: I was just asking for a hint, something like known issus... The crash is not in Riverwood, but on the way to it. The first point is half way to the Standing Stones, the second is close to the point where you usualy get attacked by wolfs. i was able to get to town without crashing so as far as i can tell it's not (stock) MNC....or i was "lucky" and whatever creature it is did not spawn/get aroused when i tested it. Edited January 8, 2023 by MadMansGun
Sarenstein Posted January 8, 2023 Posted January 8, 2023 Sorry to be the idiot that asks the same question for the 100th time, but since I cannot see the answer, does this work with AE?
MadMansGun Posted January 8, 2023 Author Posted January 8, 2023 17 minutes ago, Sarenstein said: Sorry to be the idiot that asks the same question for the 100th time, but since I cannot see the answer, does this work with AE? yes, you just need the AE versions of SexLab, JContainers, SKSE and probably some other mods.
Pfiffy Posted January 8, 2023 Posted January 8, 2023 4 hours ago, MadMansGun said: i was able to get to town without crashing so as far as i can tell it's not (stock) MNC....or i was "lucky" and whatever creature it is did not spawn/get aroused when i tested it. First thing I tried was to set the arousal requirement to 100 (disable it) but still crashed. Did fast travel to Riverwood an had a crash during the conversation with Gerdur and some more crashes on Cell changes...This is not one of the usual troublemakers in MNC/HCOS/ABC/XPSMSSE. I think it is something else... I have a missing textures on Dragons in the Logos...
MadMansGun Posted January 8, 2023 Author Posted January 8, 2023 51 minutes ago, Pfiffy said: I have a missing textures on Dragons in the Logos you need the newest MNC to go with the newest HCOS, the dragon/werewolf meshes & textures have been moved into MNC. also you need to replace any old patches/addons that came from the HCOS mod compatibility kit with the updated MNC mod compatibility kit versions of them. another thing to consider is any old bash/smash patches.
Pfiffy Posted January 9, 2023 Posted January 9, 2023 I had to replace every damn Mod after switching to the last exe.... The only thing I didn't do was a complete new install.... Maybe it is time to do that....
assassin394 Posted January 9, 2023 Posted January 9, 2023 Is there a complete change log? I'm still using mnc 12.7E. Is there any worthwhile new feature in new version?
MadMansGun Posted January 9, 2023 Author Posted January 9, 2023 2 hours ago, assassin394 said: Is there a complete change log? I'm still using mnc 12.7E. Is there any worthwhile new feature in new version? Quote MoreNastyCritters v15.0 moved HCOS meshes into MNC and changed how werewolf meshes work. . MoreNastyCritters v12.8B fixed the giant blue/white frost spiders not getting aroused. . MoreNastyCritters v12.8A registered crap club races for SE users. . MoreNastyCritters v12.8 added sexlab voices. edited vampirelord's skeleton.hkx file to fix camera problem. . MoreNastyCritters v12.7F edited female horse meshes. . MoreNastyCritters v12.7E edited Female Werewolf's body mesh & weight painting. 2
dragoze Posted January 9, 2023 Posted January 9, 2023 Hi, i'm a newbie at modding skyrim, and i wanted to know, i have seen very nice replacers for female giants, hagraven... by PSboss, but on the nexus page it's says that they are incompatibles with more nasty criters. Is there a way to have them working or at least having them appearing in game ? because i have try to have them in game but i can't figure out how. into the psboss instruction it's writen that is should change the default giant.nif file by the new giant01.nif file or rename it... i'm a bit lost i don't really know what to do, is there someone that use the PSboss replacers who can help me please ? ( i use MO for my mods )
MadMansGun Posted January 9, 2023 Author Posted January 9, 2023 4 minutes ago, darzog said: Hi, i'm a newbie at modding skyrim, and i wanted to know, i have seen very nice replacers for female giants, hagraven... by PSboss, but on the nexus page it's says that they are incompatibles with more nasty criters. Is there a way to have them working or at least having them appearing in game ? because i have try to have them in game but i can't figure out how. into the psboss instruction it's writen that is should change the default giant.nif file by the new giant01.nif file or rename it... i'm a bit lost i don't really know what to do, is there someone that use the PSboss replacers who can help me please ? ( i use MO for my mods ) it's not hard to do, to use PSboss meshes you just need to find and replace there counterparts in MNC's folder, having NifSkope may also be helpful, if you don't know what something is you can just open it up and look at it. all of MNC's meshes are in " Data\meshes\MoreNastyCritters "
dragoze Posted January 9, 2023 Posted January 9, 2023 1 hour ago, MadMansGun said: it's not hard to do, to use PSboss meshes you just need to find and replace there counterparts in MNC's folder, having NifSkope may also be helpful, if you don't know what something is you can just open it up and look at it. all of MNC's meshes are in " Data\meshes\MoreNastyCritters " So basicaly once i found the giant meshes in MNC, did i delete them and replace them by the psboss one or did i rename them like in the psboss description ( what i'm trying to say is did i keep the original ones ? )
MadMansGun Posted January 9, 2023 Author Posted January 9, 2023 2 minutes ago, darzog said: So basicaly once i found the giant meshes in MNC, did i delete them and replace them by the psboss one or did i rename them like in the psboss description ( what i'm trying to say is did i keep the original ones ? ) you replace MNC's with psboss's, rename the meshes if/when needed so they override MNC's.
Sausage Satan Posted January 9, 2023 Posted January 9, 2023 any way to make MNC running on this? https://www.nexusmods.com/skyrimspecialedition/mods/81895
dragoze Posted January 9, 2023 Posted January 9, 2023 1 hour ago, MadMansGun said: you replace MNC's with psboss's, rename the meshes if/when needed so they override MNC's. i have copy the giant01.nif file from psboss and paste it into the MNC folder by deleting the original giant01.nif (i have not rename it because the name seems to be the same). and i have kept the giant01 from psboss into the psboss mod folder into MO. Why i'm telling what i have done is because once in game it seemed to have work, i have see a female psboss giantess, but when i was close to her, her skin disapered and was replaced by the original in an instant. So i assume i have done something wrong, but what ? can you help me to understand my mistake please ?
dragoze Posted January 9, 2023 Posted January 9, 2023 18 minutes ago, darzog said: i have copy the giant01.nif file from psboss and paste it into the MNC folder by deleting the original giant01.nif (i have not rename it because the name seems to be the same). and i have kept the giant01 from psboss into the psboss mod folder into MO. Why i'm telling what i have done is because once in game it seemed to have work, i have see a female psboss giantess, but when i was close to her, her skin disapered and was replaced by the original in an instant. So i assume i have done something wrong, but what ? can you help me to understand my mistake please ? ok i think i understand what has happened. when the giantess saw me she got hard and then the hard giant meshes took the lead making her disapear...
MadMansGun Posted January 9, 2023 Author Posted January 9, 2023 (edited) 1 hour ago, ssuckerr said: any way to make MNC running on this? https://www.nexusmods.com/skyrimspecialedition/mods/81895 it's not practical for sexlab/SLAL Pack usage: 1. the file paths CBG uses for animations are not the same as FNIS: in FNIS you have paths like Data\meshes\actors\vampirelord\animations\modnamehere\animationhere.hkx but in CBG everything goes into Data\meshes\actors\cbg\animationhere.hkx 2. the CBG list files are not the same as FNIS list files, and you need to know things that you would normally not need to know. 3. the SLAnimGenerate.pyw python script used to make slal packs is not setup for CBG, and without it working on SLAL packs would be a fucking nightmare. 4. converting slal packs to CBG would make them incompatible/invisible to the FNIS creature pack, so everyone would be forced to use CBG even for animations that fnis could already handle. 5. CBG is not done being made yet, some features have not been implemented. also some people are having problems with the wrong animations being played. CBG is best used for what it was made for: petting, attack and killmove animations. (like what can be found in my CBG example animations that are on the CBG download page) Edited January 9, 2023 by MadMansGun
Ronan97 Posted January 10, 2023 Posted January 10, 2023 (edited) Maybe someone can help? textures are lost after applying asos Edited January 10, 2023 by Ronan97
MadMansGun Posted January 10, 2023 Author Posted January 10, 2023 33 minutes ago, Ronan97 said: Maybe someone can help? textures are lost after applying asos you probably should not use asos at this point, it's not up to date.
Ronan97 Posted January 10, 2023 Posted January 10, 2023 2 hours ago, MadMansGun said: you probably should not use asos at this point, it's not up to date. no i fixed it 1
hk48m Posted January 10, 2023 Posted January 10, 2023 ive got all the requirements, every other animation or SL mod works just fine, but with this, only atronachs are working. everything else is stuck in idle animations. when i select de-install creatures, only behaviors/anims for the atronachs show up as having been installed. completely stumped by this
MadMansGun Posted January 10, 2023 Author Posted January 10, 2023 1 hour ago, liftedtruckotaku said: ive got all the requirements, every other animation or SL mod works just fine, but with this, only atronachs are working. everything else is stuck in idle animations. when i select de-install creatures, only behaviors/anims for the atronachs show up as having been installed. completely stumped by this it could be your antivirus/windows defender messing with FNIS.
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