NNS10 Posted December 23, 2018 Posted December 23, 2018 On 7/15/2018 at 10:05 PM, MadMansGun said: I ALREADY MADE.......oh wait this is SSE...........(runs far far away).... Is the SSE version of Convenient Horses a pain to patch for? Right now parts of the horse's tail look transparent. Is there another horse mod we should use instead? I'm guessing Immersive Horses isn't good either since it changes the horse models?
greatdoggo Posted January 3, 2019 Posted January 3, 2019 Hello I noticed that the mod is not functioning properly in my skyrim. I think animations are working fine but some creatures such as draugr or falmer doesn't turn to naked while animation is played and rieklings as well. Some rielkings turns to naked but some are not and I don't see any MNC's own creatures. Im using MO2. Is there a way to fix this? is this some kind of mod conflict or override problem?
Pfiffy Posted January 3, 2019 Posted January 3, 2019 10 minutes ago, greatdoggo said: Hello I noticed that the mod is not functioning properly in my skyrim. I think animations are working fine but some creatures such as draugr or falmer doesn't turn to naked while animation is played and rieklings as well. Some rielkings turns to naked but some are not and I don't see any MNC's own creatures. Im using MO2. Is there a way to fix this? is this some kind of mod conflict or override problem? Since I don't use Mo, my guess is that it is a override problem. You might take a look at the guide Mdmangun made for MNC... (He also made one for the SE Version) make sure that you follow the steps for upgrading the mod. 1
greatdoggo Posted January 3, 2019 Posted January 3, 2019 11 minutes ago, Pfiffy said: Since I don't use Mo, my guess is that it is a override problem. You might take a look at the guide Mdmangun made for MNC... (He also made one for the SE Version) make sure that you follow the steps for upgrading the mod. I think I found the source of problem....I noticed that Immersive Creatures mod from nexus gives equipable armors to some creatures like draugr probably that's causing the problem... but I will check the MNC quide as well. Thank you!
Pfiffy Posted January 3, 2019 Posted January 3, 2019 12 minutes ago, greatdoggo said: I think I found the source of problem....I noticed that Immersive Creatures mod from nexus gives equipable armors to some creatures like draugr probably that's causing the problem... but I will check the MNC quide as well. Thank you! If you use IC you have to add BadDogs addon from here...
greatdoggo Posted January 3, 2019 Posted January 3, 2019 7 minutes ago, Pfiffy said: If you use IC you have to add BadDogs addon from here... got it! thank you!
hana120 Posted January 5, 2019 Posted January 5, 2019 Hello. I noticed the mod and the animations do not work on some creatures like elk, Dwemer sphers, deer, rhinoceros and other creatures while most are present in the mod's list. I still have mods like Creatures frameworks, BDIC, SIC, Horny creature and others. And yet when I cast the spell, it does not do anything about these creatures.
Pfiffy Posted January 5, 2019 Posted January 5, 2019 41 minutes ago, hana120 said: Hello. I noticed the mod and the animations do not work on some creatures like elk, Dwemer sphers, deer, rhinoceros and other creatures while most are present in the mod's list. I still have mods like Creatures frameworks, BDIC, SIC, Horny creature and others. And yet when I cast the spell, it does not do anything about these creatures. Well, MNC does not offer anims for all of them. The only pack I know, that covers nearly all creatures is the anim pack by Billyy.
MadMansGun Posted January 5, 2019 Author Posted January 5, 2019 3 hours ago, hana120 said: Hello. I noticed the mod and the animations do not work on some creatures like elk, Dwemer sphers, deer, rhinoceros and other creatures while most are present in the mod's list. I still have mods like Creatures frameworks, BDIC, SIC, Horny creature and others. And yet when I cast the spell, it does not do anything about these creatures.
SUPERKILLDOOD Posted January 8, 2019 Posted January 8, 2019 https://imgur.com/a/YJv07Ru So I'm having this issue where after having reinstalled a Enhanced Lighting and FX I've had the cock on this wolf and a few others turn white, every other animal I've looked at appears to be normal but the wolf's seem to be the only ones affected. This is a savage wolf from the immersive creatures mod BUT I do have the patch installed for that and the load order setup correctly so I'm not sure what could be causing this. Is it the fact I reinstalled that light mod or something else entirely?
MadMansGun Posted January 8, 2019 Author Posted January 8, 2019 7 hours ago, SUPERKILLDOOD said: https://imgur.com/a/YJv07Ru So I'm having this issue where after having reinstalled a Enhanced Lighting and FX I've had the cock on this wolf and a few others turn white, every other animal I've looked at appears to be normal but the wolf's seem to be the only ones affected. This is a savage wolf from the immersive creatures mod BUT I do have the patch installed for that and the load order setup correctly so I'm not sure what could be causing this. Is it the fact I reinstalled that light mod or something else entirely? the patch was made for LE (assuming that we are talking about the same patch: https://www.loverslab.com/topic/46289-bad-dogs-immersive-creatures-sic-addon/?do=findComment&comment=2394218 ), so that could be part of the problem, you need to run NIF Optimizer on the patch i uploaded: https://www.nexusmods.com/skyrimspecialedition/mods/4089/
EmoWolf Posted January 8, 2019 Posted January 8, 2019 Is their a list for every mod needed cause i started looking into this and i see everything has requirements for the requirements of requirements and i saw a few of them dont work together in some cases so i'm quite confused as to what requirements are needed.
MadMansGun Posted January 8, 2019 Author Posted January 8, 2019 20 minutes ago, EmoWolf said: Is their a list for every mod needed cause i started looking into this and i see everything has requirements for the requirements of requirements and i saw a few of them dont work together in some cases so i'm quite confused as to what requirements are needed. https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/
EmoWolf Posted January 9, 2019 Posted January 9, 2019 3 hours ago, MadMansGun said: https://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ thank you!
SUPERKILLDOOD Posted January 9, 2019 Posted January 9, 2019 Shoot thanks man! Ended up finding it last night on my own after narrowing down the issue but I still appreciate the help!
NNS10 Posted January 12, 2019 Posted January 12, 2019 Is this SKSE version independent? There's a DLL file in the mod's SKSE plugin folder but I don't see a SKSE version requirement in the description.
MadMansGun Posted January 12, 2019 Author Posted January 12, 2019 4 minutes ago, nanashi50 said: Is this SKSE version independent? no, this needs SKSE, your thinking of "SexLab Light" (and that dll should have been deleted, it was for 32bit skyrim)
NNS10 Posted January 12, 2019 Posted January 12, 2019 6 minutes ago, MadMansGun said: no, this needs SKSE, your thinking of "SexLab Light" (and that dll should have been deleted, it was for 32bit skyrim) I'm asking about the SKSE version. Does it matter what version of SKSE we're using? But if that DLL should have been deleted, I assume the SKSE version doesn't matter (?).
MadMansGun Posted January 12, 2019 Author Posted January 12, 2019 32 minutes ago, nanashi50 said: I'm asking about the SKSE version. Does it matter what version of SKSE we're using? But if that DLL should have been deleted, I assume the SKSE version doesn't matter (?). MNC itself does not care what SKSE is used, but however the mods that it depends on certainly do (SexLab being the big one) the dll was for a SexLab v1.62 problem, and as far as i know the problem is fixed in V1.63.
NNS10 Posted January 12, 2019 Posted January 12, 2019 12 hours ago, MadMansGun said: MNC itself does not care what SKSE is used, but however the mods that it depends on certainly do (SexLab being the big one) the dll was for a SexLab v1.62 problem, and as far as i know the problem is fixed in V1.63. Thanks for clarifying. Separate question: I just realized the esp for this still uses Form 43 (I missed it in the description). I'm assuming this mod was a simple port with running the meshes through SSE Nif Optimizer and running the bat file on the animations. Not sure why the ESP wasn't resaved, but is it safe to do so to update it to form 44? I thought it was always safe but saw some comments today about people sometimes breaking mods when they did that. I'm asking about the porting since this SE port does not come with the compatibility patches. If MNC can be ported to SSE using the regular steps, then I can port both the main mod and compatibility patches myself (and update the form version while I'm at it).
Pfiffy Posted January 12, 2019 Posted January 12, 2019 2 minutes ago, nanashi50 said: Thanks for clarifying. Separate question: I just realized the esp for this still uses Form 43 (I missed it in the description). Was this mod essentially a straight port, but with the meshes run through SSE Nif Optimizer? I'm asking since this mod does not come with the compatibility patches. If MNC can be ported straight to SSE, I can just do it myself and also fix the form version. And port the compatibility patches over. The header for my ports of anim packs always has been the good old 43. The patches should also work with a little check of nifoptimizer as long as the SE version of the mods they patch don't have any major changes. It is a bit of try and error. Until now I didn't need one of them so I didn't convert them. Until now noone could convince me that it is neccessary to resave mods, if they don't have any errors. But you are free to do so.
NNS10 Posted January 12, 2019 Posted January 12, 2019 6 minutes ago, Pfiffy said: Until now noone could convince me that it is neccessary to resave mods, if they don't have any errors. But you are free to do so. I guess the issue is more about having to test whether it has issues with form version 43. I was always under the impression you can't go wrong updating it to form version 44. Also FYI that you do not need to make a change and then undo it. You just need to load it in CK64, hit save, and close.
Pfiffy Posted January 12, 2019 Posted January 12, 2019 6 minutes ago, nanashi50 said: I guess the issue is more about having to test whether it has issues with form version 43. I was always under the impression you can't go wrong updating it to form version 44. Also FYI that you do not need to make a change and then undo it. You just need to load it in CK64, hit save, and close. Well, I know how to resave an esp and I did it for some of my ports that needed edits. The main problem is, that you don't have control over the changes that the CK might do to the esp. so it means a lot of testing afterwards to see if it is still working as intended. And MMG is updating to fast for a long testing period. But I will not discuss this again.
General Neondaze Posted January 12, 2019 Posted January 12, 2019 @nanashi50 , @Pfiffy Just an observation from my experience regarding form conversion. When I first started converting oldrim mods I diligently followed all the instructions I could find about converting mods, They all stated to convert form 43 to form 44. So I did. However (isn't there always!), I discovered that simple mods converted easily, but larger mods would start throwing out all sorts of errors. As I had/have never got my hands dirty creating mods I decided to leave form conversion well alone. So far, to date, I have not experienced any 'visible' issues by not converting. As Pfiffy has said/implied in the past why fix something that isn't broken. At the end of the day, whether someone converts or not should be down to how comfortable they feel about it.
Illuminati Posted January 26, 2019 Posted January 26, 2019 Can anyone tell me what I'm doing wrong? I've installed the latest version of MNC, and the horse creatures are using MNC meshes. However, the non-aroused Horse doesn't have a sheath. I'm using Convenient Horses if that matters. Am I doing something wrong? edit: disregard. forcing MNC to load after convenient horses resolved the issue.
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