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More Nasty Critters Special/Anniversary Edition


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Posted

I was wondering if you knew the process for making custom patches for this mod? I know that MNC has been handled by quite a few hands, but obviously the biggest downside of the mod is that any replacers will be overwritten and usually aren't bridged to work. It's probably way more of an extensive process, but there's beautiful mods out there that replace monsters that I'd want to run alongside this and creature framework, but I know they lack patches or have compatibility issues. This might be delving too far into customizing meshes and skeletons though. But digging through some of them I see they're only .nifs and and textures.

Posted
4 hours ago, Ismyra said:

I was wondering if you knew the process for making custom patches for this mod? I know that MNC has been handled by quite a few hands, but obviously the biggest downside of the mod is that any replacers will be overwritten and usually aren't bridged to work. It's probably way more of an extensive process, but there's beautiful mods out there that replace monsters that I'd want to run alongside this and creature framework, but I know they lack patches or have compatibility issues. This might be delving too far into customizing meshes and skeletons though. But digging through some of them I see they're only .nifs and and textures.

 

this:

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

stuff that uses custom/edited skeletons tend not to work out/line up well in animations, also you will need to copy the penis skeleton (not to be confused with the nodes in the penis/aroused meshes) to it first.

 

as for the meshes one of the more common problems with them is being "too fat" or "too skinny" for the penis, Eg: the penis/balls end up inside the body mesh, or there is a gap between the body & penis.

 

but setting up the esp & json file/s is the biggest pain in the ass in the process, making sure everything is setup correctly is a massive time drain, doing 1 or 2 creatures is fine but the more there are the more aggravating it gets and the more likely there will be errors made (the fact that errors are still being found & fixed in MNC is proof of that)

Posted
22 minutes ago, MadMansGun said:

 

this:

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

stuff that uses custom/edited skeletons tend not to work out/line up well in animations, also you will need to copy the penis skeleton (not to be confused with the nodes in the penis/aroused meshes) to it first.

 

as for the meshes one of the more common problems with them is being "too fat" or "too skinny" for the penis, Eg: the penis/balls end up inside the body mesh, or there is a gap between the body & penis.

 

but setting up the esp & json file/s is the biggest pain in the ass in the process, making sure everything is setup correctly is a massive time drain, doing 1 or 2 creatures is fine but the more there are the more aggravating it gets and the more likely there will be errors made (the fact that errors are still being found & fixed in MNC is proof of that)


Thanks for the feedback on this and I appreciate the link! I've worked with Nifskope quite a bit, and I'm really just at the point of taking the next step when pushing my modded skyrim just a bit further. It has this uncanny way of frustrating you, but also feeling slightly rewarding if you figure things out. xD

Posted (edited)

Thank you for sharing your work :)

I have one question: I installed Skyrim Arrow Overhaul but unfortunately it adds some custom draugr, skeleton, fox races and changes some of draugrs', skeletons' and foxes' races to those custom races.

Due to that, sexlab scenes cannot be played with those creatures.

It seems that adding those custom races to MoreNastyCrittersRaces.pex might solve this issue, but is there anything I have to do in order to make those custom races can also play sexlab scenes?

 

List of custom races in Skyrim Arrow Overhaul version 0.91 is as follows:
 

Spoiler

1. DraugrRaceCuirass (FormID: XX18153E where XX is the load order of "Skyrim Arrow Overhaul.esp")
2. DraugrRaceCuirassBoots (FormID: XX18153F)

3. DraugrRaceCuirassBootsGauntlets (FormID: XX181540)

=> These 3 custom races are basically identical to the vanilla draugr race (FormID: 00000D53 in Skyrim.esm). Differences are just newly added keywords (screenshot here), so I think one can just link MNC aroused armors for vanilla draugr race to those 3 custom races.

 

4. FoxRaceArctic (FormID: XX2602CC)
=> This custom race is basically identical to the vanilla fox race (FormID: 00109C7C), except one newly added keyword (screenshot here with my custom patch plugin, SAO-MNCpatch.esp, to forward changes in MNC). Since this custom race uses vanilla skeleton models, linking MNC aroused armors for vanilla fox race to this custom race would be enough I guess.

 

5. SkeletonArmorRaceCuirassBoots (FormID: XX18B76E)

6. SkeletonArmorRaceHelmetBoots (FormID: XX18B76F)

=> These 2 custom races are basically identical to the vanilla SkeletonArmorRace (FormID: YY0023E2 where YY is the load order of "Dawnguard.esm"), except newly added keywords (screenshot here). Since those custom races use vanilla skeleton models, linking MNC aroused armors for vanilla SkeletonArmorRace to these custom races would be enough I guess.

 

I made a patch with adding those custom races to "Armors Addon" of MNC aroused armors and creating a json file to link MNC aroused armors to those custom races. But since I do not know which script(s) should be changed to see sexlab scenes with those custom races, I was not able to test whether my patch works.

 

If you want and if you have time, you can check my patch, correct it if there are any errors, and include it in the mod compatibility kit.

If editing script(s) is needed, if you share the link to those edited script(s), I may test them in my Skyrim SE 1.97 downgrade settings along with my patch to see if it works.

Edited by aliceqwer3141
add missing sentences to clarify
Posted
21 minutes ago, aliceqwer3141 said:

It seems that adding those custom races to MoreNastyCrittersRaces.pex might solve this issue, but is there anything I have to do in order to make those custom races can also play sexlab scenes?

you would also need to use a save editor to remove the old copy of that script from your save file so the new one can be loaded. then reload the animations in game.

the other option is to just change the races names to somthing that is already registered.

 

29 minutes ago, aliceqwer3141 said:

1. DraugrRaceCuirass (FormID: XX18153E where XX is the load order of "Skyrim Arrow Overhaul.esp")
2. DraugrRaceCuirassBoots (FormID: XX18153F)

3. DraugrRaceCuirassBootsGauntlets (FormID: XX181540)

=> These 3 custom races are basically identical to the vanilla draugr race (FormID: 00000D53 in Skyrim.esm). Differences are just newly added keywords (screenshot here), so I think one can just link MNC aroused armors for vanilla draugr race to those 3 custom races.

 

4. FoxRaceArctic (FormID: XX2602CC)
=> This custom race is basically identical to the vanilla fox race (FormID: 00109C7C), except one newly added keyword (screenshot here with my custom patch plugin, SAO-MNCpatch.esp, to forward changes in MNC). Since this custom race uses vanilla skeleton models, linking MNC aroused armors for vanilla fox race to this custom race would be enough I guess.

 

5. SkeletonArmorRaceCuirassBoots (FormID: XX18B76E)

6. SkeletonArmorRaceHelmetBoots (FormID: XX18B76F)

=> These 2 custom races are basically identical to the vanilla SkeletonArmorRace (FormID: YY0023E2 where YY is the load order of "Dawnguard.esm"), except newly added keywords (screenshot here). Since those custom races use vanilla skeleton models, linking MNC aroused armors for vanilla SkeletonArmorRace to these custom races would be enough I guess.

looks like another fine example of unnecessary creation of new races?‍♂️those keywords could/should of been added to the armors or npcs keyword entrys.

Posted (edited)
1 hour ago, MadMansGun said:

you would also need to use a save editor to remove the old copy of that script from your save file so the new one can be loaded. then reload the animations in game.

the other option is to just change the races names to somthing that is already registered.

 

"races names" - you mean "Editor ID" I guess? I will try editing Editor ID of those custom races and see how it goes.

 

Quote

looks like another fine example of unnecessary creation of new races?‍♂️those keywords could/should of been added to the armors or npcs keyword entrys.

 

I wonder why he/she who made Skyrim Arrow Overhaul did it like that (creating new race)... Heavy armor deflecting normal arrows and armor-piercing arrows being able to penetrate heavy armor is one of the main reason I installed that mod, but it causes some headaches when trying to make it compatible with other armor/creature mods :(

Thank you for giving me advice and quick reply :)

 

(Added) Changing Editor ID enables playing sexlab scene, but schlongs are not displayed with my patch. Perhaps some json problem or other problem, but I just chose to uninstall Skyrim Arrow Overhaul since making it compatible with other mods I'm using is too much headache for me :(

Edited by aliceqwer3141
added results with my patch
Posted
1 hour ago, aliceqwer3141 said:

(Added) Changing Editor ID enables playing sexlab scene, but schlongs are not displayed with my patch. Perhaps some json problem or other problem, but I just chose to uninstall Skyrim Arrow Overhaul since making it compatible with other mods I'm using is too much headache for me

you need to check the "additional races" in the armoraddons....or edit the "new race" to allow use of Draugr armors.

 

but yea shit like this is why i don't make many patchs for things, it's a pain in the ass having to fix the mods first.

Posted
13 minutes ago, randommaninzawarudo said:

Sorry if this has been asked before, but MNC is independent of Skyrim SE version right?

mnc itself is fine, it's the other stuff mnc needs that you need to worry about.

Posted
21 minutes ago, Sashenka9619 said:

I can't open the archives because they corrupted

not corrupt, you are just not opening it correctly. put all 3 files into one folder and then use 7zip to extract 001.

Posted
6 minutes ago, Newka said:

wherever you want, this extraction convert the 3 volumes in 1, the 1 you instal with your mod manager

Thank you for reply. Thanks for the help. I would also like to ask how do I even start intercourse with the chosen being? With a female draugr, for example, or a Falmer? I have respective animation packs to do so

Posted

This is probably something that has been answered on this forum before, but I can't find it so I'll ask. MO2 is saying the creatureframework.esm is form 43 so it can't run, but I got it from here. What am I doing wrong?

Posted
1 hour ago, WhutEvar said:

This is probably something that has been answered on this forum before, but I can't find it so I'll ask. MO2 is saying the creatureframework.esm is form 43 so it can't run, but I got it from here. What am I doing wrong?

43 runs fine in SE so most of us don't bother with converting the esp files, also converting it can sometimes mess it up so it's safer not to.

Posted

I figured out the installation, but there was another problem. When the animation starts, my character begins to make the appropriate body movements, however, the creature just stands still and does not take part in intercourse. With what it can be connected?

Posted
4 minutes ago, Sashenka9619 said:

I figured out the installation, but there was another problem. When the animation starts, my character begins to make the appropriate body movements, however, the creature just stands still and does not take part in intercourse. With what it can be connected?

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.

 

 

Posted (edited)

If I try to combine the split volume file I get a message "unexpected end of data"
Ive gotten this trying to just extract 001, trying to extract all three at once and selecting 001 last, and trying to combine the files actually in 7zip. 
Do I just... have the wrong files? I've tried redownloading the ones on the page like 3 times 

 

EDIT: nevermind, one of the files had a (1) at the end so they werent combining right lol

Edited by DK1474
Posted (edited)
12 hours ago, Sashenka9619 said:

I figured out the installation, but there was another problem. When the animation starts, my character begins to make the appropriate body movements, however, the creature just stands still and does not take part in intercourse. With what it can be connected?


Excuse my jumping in but for me this exact same thing occurs if Windows Security has Realtime Protection enabled, which can prevent FNIS from writing its output properly.

Edited by Not a prisoner
Posted (edited)

I'm doing a Sexlab install again after a year or two of playing SFW Skyrim.  Great to see that so much of this content is still actively maintained and improved, all the work is very much appreciated and enjoyed.

Anyway to the point ... I've got a good number of mods installed and working well, but there's one issue which I remember from before, and which seems to persist.

Spiders ... everything works great except that after an MNC scene they seem to be stuck in the last stage of the animation. Just the spiders, not my PC. It doesn't happen with any other creature either. The scene ends, the spiders dick unequips, my PC is fine but the spider seems to get stuck.

I've done a test play with a very minimal load order, basically just MNC and its requirements but the issue persists. Have googled for any info and also searched this thread but no joy.

Anybody else experiencing this or have any ideas?

P.s. It's the same with third party SLAL packs, not just the anims included with MNC.

Edited by Not a prisoner
Posted
17 hours ago, MadMansGun said:

43 runs fine in SE so most of us don't bother with converting the esp files, also converting it can sometimes mess it up so it's safer not to.

Got it, thanks.

Posted (edited)
11 hours ago, Not a prisoner said:

Spiders ... everything works great except that after an MNC scene they seem to be stuck in the last stage of the animation. Just the spiders, not my PC. It doesn't happen with any other creature either. The scene ends, the spiders dick unequips, my PC is fine but the spider seems to get stuck.

that is a old problem that was fixed years ago.....but however the problem was with fnis itself (there was a case sensitive error in the spider's template file) so the error now perpetually exists within many mods (likely even in sexlab itself).

 

to fix it you need to delete all hkx files in " Data\meshes\actors\frostbitespider\behaviors\ " and then remake them with generatefnisformodders.exe,

click on generate and go to " Data\meshes\actors\frostbitespider\animations\ModNameHere\FNIS_ModNameHere_List.txt " and then repeat that for all mods.

after that's done run GenerateFNISforUsers.exe.

Edited by MadMansGun
Posted

For everyone who getting Form 43 error with Requiem.

Reqtificator.Exceptions.RecordProcessingException`1[Mutagen.Bethesda.Skyrim.IArmorGetter]: A problem was encountered while processing '0EBC0B:Skyrim.esm' (skinDragonOdahviing), last modified by 'MoreNastyCritters.esp': BOD2 type not expected on versions < 43

---> System.ArgumentException: BOD2 type not expected on versions < 43

 

I just re-saved MoreNastyCritters.esp in Creation Kit. Like this:

 

 

Now everything works just fine! 

 

 

 

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