Jump to content

More Nasty Critters Special/Anniversary Edition


Recommended Posts

Posted (edited)

Hello,
I have a problem to get gender horses to work. I downloaded the orginal mod, put the gender horse patche in my game Data folder and it seems I can't get Creature Framework to recognise that mod. I keep pressing "Re-register all mods" and nothing happens. I don't get any notifcations Creature Framework 3.0 is doing on the screen after I press that button. The horses are named "Mare" but they miss their "bits" still. 

Edited by Vurumal_#3
Posted
8 hours ago, robert.marquis said:

along with the original More Nasty Critters

well this is the SE/AE page, so.... if you have v9 installed in SE then you already have a big problem

8 hours ago, Gonzeh said:

Is there a working patch for Lobo follower anywhere? I know there's one for TWO but I don't use that. Tried making my own but I couldn't get it working properly.

i don't know that mod, so no?

6 hours ago, Tails442 said:

Shit man its still not working

 

something about having winrar installed messes up file 001, like it's changing the file name or something.

54 minutes ago, Vurumal_#3 said:

Hello,
I have a problem to get gender horses to work. I downloaded the orginal mod, put the gender horse patche in my game Data folder and it seems I can't get Creature Framework to recognise that mod. I keep pressing "Re-register all mods" and nothing happens. I don't get any notifcations Creature Framework 3.0 is doing on the screen after I press that button. The horses are named "Mare" but they miss their "bits" still. 

it does not do/add anything to CF, make sure the esp is loading after mnc.

Posted
25 minutes ago, MadMansGun said:

it does not do/add anything to CF, make sure the esp is loading after mnc.


Gender horses esp is 189th in the load order, MNC is 57th so it loads after MNC already so I don't know why the "bits" don't show up on mares. 

Posted (edited)
24 minutes ago, Vurumal_#3 said:


Gender horses esp is 189th in the load order, MNC is 57th so it loads after MNC already so I don't know why the "bits" don't show up on mares. 

the other possibility is something was changed in the mod that made the patch incompatible.....there's also that cc/ae crap that could be messing thing things.

 

...fuck i hate horse mods.

Edited by MadMansGun
Posted

I'm still holding off on v15 of MNC since I'm using Baka's ABC. But, besides the change and addition of dragon and werewolf meshes, are there any functional benefits of v15 over v12_8B?

Posted
On 3/28/2023 at 9:00 PM, MadMansGun said:

well this is the SE/AE page, so.... if you have v9 installed in SE then you already have a big problem

i don't know that mod, so no?

something about having winrar installed messes up file 001, like it's changing the file name or something.

it does not do/add anything to CF, make sure the esp is loading after mnc.

Hey man it corrupts even without winrar, any chance of an alternate download?

Posted

Hey I could use your help please..The wolves in animations are to big. I've tried using both version 15 and 12 and there's no difference. I'm not using the re-scaled version in creature framework either. I've also gone into MNC esp with TesEdit and removed the Object Effect of the wolves underneath the Object Effect section(I think I did it right). But there still larger during animations. 

Posted (edited)
31 minutes ago, CyberQueen said:

Hey I could use your help please..The wolves in animations are to big. I've tried using both version 15 and 12 and there's no difference. I'm not using the re-scaled version in creature framework either. I've also gone into MNC esp with TesEdit and removed the Object Effect of the wolves underneath the Object Effect section(I think I did it right). But there still larger during animations. 

you may have mods loading after mnc that are editing the wolf race, so look at those mods and edit the race heights back to 1.00

Edited by MadMansGun
Posted

I've been struggling to get these creature mods to work for a while now after my last character/save corrupted and I've explored all known avenues of troubleshooting that come to mind. I have MNC/CF installed and paired it with a defeat mod, yet it remains unable to start animations after the activation. Even surrendering, it says that a problem is preventing it from continuing and nothing I tried worked. I have completely un/reinstalled everything from the game itself to the mods after. I've gone through your troubleshooting steps without success.

Posted
29 minutes ago, Kyrche said:

I've been struggling to get these creature mods to work for a while now after my last character/save corrupted and I've explored all known avenues of troubleshooting that come to mind. I have MNC/CF installed and paired it with a defeat mod, yet it remains unable to start animations after the activation. Even surrendering, it says that a problem is preventing it from continuing and nothing I tried worked. I have completely un/reinstalled everything from the game itself to the mods after. I've gone through your troubleshooting steps without success.

defeat has its own problems, so test with matchmaker, that will let you know if the animations are actually working or not.

Posted
4 hours ago, MadMansGun said:

you may have mods loading after mnc that are editing the wolf race, so look at those mods and edit the race heights back to 1.00

It's always the simplest solution isn't it. Thanks for the response:) 

Posted (edited)

Hello, can someone  help me ? I've been having a problem only with chaurus not showing their schlongs during sexlab animations. I have tried "clear creatures", "Re-register all mods" and tried uninstalling the CF via MCM and save - reload save game. I have also tried disabling ABC in MO2 and the problem still persist. Other creatures have no problem, only chaurus.

Regarding load order I have tried to adjust in accordance with the recommended load order on this page.

The only thing that comes to mind now that look at my modlist again, the one other thing that I havent tried is turning off Dynamic animal variants SPID and flaming atronach texture mod as it's the only other mod that changed anything about creature. Also I used MNC 12.8B.

I don't know if this will help but I don't expect anyone to read modlist, but here it is.

I would be grateful for any leads or suggestion.

modlist.txt

Edited by daylight36
typo
Posted

I'm not sure if it's this mod or Horny creatures, every dragon I encounter is dragoness. Is there a way to disable dragoness?

Posted
13 hours ago, daylight36 said:

Hello, can someone  help me ? I've been having a problem only with chaurus not showing their schlongs during sexlab animations. I have tried "clear creatures", "Re-register all mods" and tried uninstalling the CF via MCM and save - reload save game. I have also tried disabling ABC in MO2 and the problem still persist. Other creatures have no problem, only chaurus.

Regarding load order I have tried to adjust in accordance with the recommended load order on this page.

The only thing that comes to mind now that look at my modlist again, the one other thing that I havent tried is turning off Dynamic animal variants SPID and flaming atronach texture mod as it's the only other mod that changed anything about creature. Also I used MNC 12.8B.

I don't know if this will help but I don't expect anyone to read modlist, but here it is.

I would be grateful for any leads or suggestion.

modlist.txtFetching info...

okay regarding this, the culprit was dynamic animal variants SPID. Turning this off makes chaurus behave normally, thank you

Posted (edited)

I might just be fucking stupid but all females in the game have penises. I check their gender and they are registered as female but they have penises and only perform male animations on my male pc. I wanna fuck the female dog in the vagina not have her fuck me with her dick. I did use ASOS but I switched to ABC.

I have mnc, hcos, and slal downloaded and I ran it through FNIS

Edited by DiavoloM80
Posted

Quick question.

 

I recently installed Mihails Guars to add some variety to solstheim but then going in-game realised they are tied to the Deathound race so end up being used in animations.

 

Is there a way to add an exclusion to Creature Framework to keep them out of the targets?

Posted (edited)

CF has nothing to do with running animations, it's for swapping meshes.

 

race animation association is controlled by sexlab/mnc scripts

Edited by MadMansGun
Posted

Will there be support for BUVARP SE RE? If not, how would one would input data to corporate those creatures into CF, SL, and MNC?
Here's the creature races in question, I don't think they use any custom meshes at all aside from what's provided for MNC and CF.
I also tried making my own json, but I'm assuming there's something else missing.

image.png.7b1dd065e90a61df2595cf06a8eee013.pngimage.png.0194724732ae5c917ef0321cca6a78b2.png

Posted

Hey I know this isn't really the best place to ask this one but I posted in the Tutorials & Guides with no luck and I'm hoping someone can get me in the right direction.

 

About creature animations, I'm trying to get "Specific" animations with creatures and NPC's. The problem I'm having is that there always random. The code I use in CK is..

sslThreadModel AnimationObject = SexLab.NewThread()
AnimationObject.AddActor(Game.GetPlayer(), isVictim = false)
AnimationObject.AddActor(akSpeaker, isVictim = false)
sslBaseAnimation[] anims
anims = new sslBaseAnimation[1]
anims[0] = SexLab.GetAnimationByName("specific animations name")
AnimationObject.DisableLeadIn(true)
AnimationObject.SetAnimations(anims)
AnimationObject.SetBedding(0)
AnimationObject.SetHook("TestingFoo")
RegisterForModEvent("AnimationStart_" + "TestingFoo", "TestingFoo")
AnimationObject.StartThread()

 

It always works fine but it never plays the animation I want, just random ones with that creatures race. Any help guys?

Posted

Hey Im on Windows 11 (sadly) and have been trying to download parts 2 and 3 of the files, but windows keeps thinking the file type is a 002 and 003 file respectively, does anyone know how to correct this?

Posted
5 hours ago, SomeFriedHotStuff said:

Will there be support for BUVARP SE RE? If not, how would one would input data to corporate those creatures into CF, SL, and MNC?
Here's the creature races in question, I don't think they use any custom meshes at all aside from what's provided for MNC and CF.
I also tried making my own json, but I'm assuming there's something else missing.

many things.....

they have done the usual retardedness of making a new race just to make a npc talk when they only needed to add the defaultAllowPCDialogueScript to the npc.

sexlab won't run on the new races because it's not registered in MoreNastyCrittersRaces (the script mnc uses to override/extend sexlab's sslAnimationFactory)

depending on how they setup the race MNC's armors may not be considered valid for them.

 

2 hours ago, CyberQueen said:

Hey I know this isn't really the best place to ask this one but I posted in the Tutorials & Guides with no luck and I'm hoping someone can get me in the right direction.

 

About creature animations, I'm trying to get "Specific" animations with creatures and NPC's. The problem I'm having is that there always random. The code I use in CK is..

sslThreadModel AnimationObject = SexLab.NewThread()
AnimationObject.AddActor(Game.GetPlayer(), isVictim = false)
AnimationObject.AddActor(akSpeaker, isVictim = false)
sslBaseAnimation[] anims
anims = new sslBaseAnimation[1]
anims[0] = SexLab.GetAnimationByName("specific animations name")
AnimationObject.DisableLeadIn(true)
AnimationObject.SetAnimations(anims)
AnimationObject.SetBedding(0)
AnimationObject.SetHook("TestingFoo")
RegisterForModEvent("AnimationStart_" + "TestingFoo", "TestingFoo")
AnimationObject.StartThread()

 

It always works fine but it never plays the animation I want, just random ones with that creatures race. Any help guys?

i had problems like this when working on sldragons, it could be that it can't find your named animation and starts playing whatever it can find, or it could be that the animations is not considered to be valid* so it starts playing something else

*eg: you have "match creature gender" on and you are trying to start a "male creature on female human" animation but your human actor is a male...or the animation you want is tagged as aggressive and you have sexlab set to not use aggressive animations.

2 hours ago, java42 said:

Hey Im on Windows 11 (sadly) and have been trying to download parts 2 and 3 of the files, but windows keeps thinking the file type is a 002 and 003 file respectively, does anyone know how to correct this?

actually your problem is that it's not seeing 001 as file type 001

Posted
1 hour ago, MadMansGun said:

many things.....

they have done the usual retardedness of making a new race just to make a npc talk when they only needed to add the defaultAllowPCDialogueScript to the npc.

sexlab won't run on the new races because it's not registered in MoreNastyCrittersRaces (the script mnc uses to override/extend sexlab's sslAnimationFactory)

depending on how they setup the race MNC's armors may not be considered valid for them.

 

i had problems like this when working on sldragons, it could be that it can't find your named animation and starts playing whatever it can find, or it could be that the animations is not considered to be valid* so it starts playing something else

*eg: you have "match creature gender" on and you are trying to start a "male creature on female human" animation but your human actor is a male...or the animation you want is tagged as aggressive and you have sexlab set to not use aggressive animations.

actually your problem is that it's not seeing 001 as file type 001

Howdy, it did actually recognize the 001 file, however I was able to extract that using 7z, the 002 and 003 however would not extract. In the end, I gave up and resorted to using the v12 files instead. Im not the greatest with computers so its probably just something Im doing wrong on my end, but oh well.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...