wSparrow Posted April 8, 2023 Posted April 8, 2023 8 hours ago, Aycelist said: not sure which mod(s) are the culprits between MNC, ABC, and creature framework (using the v3_0.7), but some creatures such as the spider, some bears iirc, are missing schlong meshes entirely. the thing is though, some schlongs such as those for horses, dogs, and wolves still appear. already tried troubleshooting with the instructions on the creature framework guide but nothing seems to make them appear. the combination of mods (minus ABC) used to work in the past, but disabling ABC now doesn't seem to do anything to make the schlongs appear. any ideas? edit: just checked falmers on current save, they have schlongs but the spiders in the cave didn't. are some creatures just categorized differently and so will never have schlongs? Its most likely all creation club Critters are missing schlongs, if they don't reuse older models.
LewderAnnieMay Posted April 9, 2023 Posted April 9, 2023 Any chance we'll see compatibility patches for PSBoss' creature redesigns (Like the Frost Atronach and an option for futanari Female Giant) and Mandragorasprouts' Falmer retexture? 2
kangal Posted April 9, 2023 Posted April 9, 2023 If i start a Animal Animation my game crashes fnis is fine but cf3 in vortex its says designed for a different game and with mnc is it the same every other thing works fine
UsernameTaken666 Posted April 9, 2023 Posted April 9, 2023 download the correct versions of those mods.
kangal Posted April 9, 2023 Posted April 9, 2023 (edited) I have version 1.5.97. installed CreatureFrameworkV3_0 and MoreNastyCrittersSE_v15 The schlongs are working after the Animal walked towards me its crashes Edited April 9, 2023 by kangal
MadMansGun Posted April 9, 2023 Author Posted April 9, 2023 something is probably overriding or replacing mnc's meshes or skeleton files. 1
HannahLucia Posted April 9, 2023 Posted April 9, 2023 (edited) I have a question, I have a modded dog. How would I go about adding them to MNC myself? "I've worked with alot of textures, just havent worked with to many models. Edited April 9, 2023 by HannahLucia
MadMansGun Posted April 9, 2023 Author Posted April 9, 2023 44 minutes ago, HannahLucia said: I have a question, I have a modded dog. How would I go about adding them to MNC myself? "I've worked with alot of textures, just havent worked with to many models. first make sure you do your edits on the npc side (Eg: worn armor, scripts, spells) and don't do anything stupid like creating a new race just to make them talk (like what 98% of the mods on nexus have done) then do this: https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/
HannahLucia Posted April 9, 2023 Posted April 9, 2023 7 minutes ago, MadMansGun said: first make sure you do your edits on the npc side (Eg: worn armor, scripts, spells) and don't do anything stupid like creating a new race just to make them talk (like what 98% of the mods on nexus have done) then do this: https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/ Thank u so much, its all good on the creation kit side of things so if its just nifskope I should be able to figure it out with this guide. ❤️
libertyordeath Posted April 9, 2023 Posted April 9, 2023 Question: I red something yesterday, but failed to bookmark it, so now i cannot find it anymore on the search or mod indexes. It was about a patch that said there's a conflict with werewolves between MNC and ASOS, or MNC and ABC, or ASOS and ABC... not sure which one. Anyways, supposedly those two mod make conflicting edits or meshes for werewolves, and that somehow created problems. The mentioned patch said it solved it essentially removing the edits of one of the two, so the other mod wins. I know werewolves have always been problematic, so until now i have intentionally not installed any werewolf anims yet, nor triggered a sexscene involving them. Would someone explain to me what's the right way to go about werewolves? I'm running MNC v12, because i red in another thread (ABC i think), that v15 isn't compatible yet with some mods.
MadMansGun Posted April 10, 2023 Author Posted April 10, 2023 59 minutes ago, libertyordeath said: supposedly those two mod make conflicting edits or meshes for werewolves, and that somehow created problems. they are many mods that fit that description, but the one that's known to cause actual crashing (when a player or npc transforms into a wrerewolf) is the SOS vs CF conflict the mnc mod compatibly kit has a txt that talks about it in the werewolf addon section. but only some people encounter this problem. the other commonly used mod that is causing problems is moonlight tails, every setting in that bloody thing replaces the werewolf body with a different mesh. another common werewolf problem is meshes not getting applied when the freecam is active, something about it stops models from refreshing. 1 hour ago, libertyordeath said: I'm running MNC v12, because i red in another thread (ABC i think), that v15 isn't compatible yet with some mods. it's noting harmful there, just that they won't have hdt collision effects. 1
umcreiger Posted April 10, 2023 Posted April 10, 2023 what exactly is remote mating for hentai creatures?
libertyordeath Posted April 10, 2023 Posted April 10, 2023 (edited) 5 hours ago, MadMansGun said: they are many mods that fit that description, but the one that's known to cause actual crashing (when a player or npc transforms into a wrerewolf) is the SOS vs CF conflict the mnc mod compatibly kit has a txt that talks about it in the werewolf addon section. but only some people encounter this problem. Umm yeah. I just tried that. And the result is the dreaded double-penis: One SOS (untextured and with mesh-errors) and one ABC - at the same time. CF is set to ASOS for werewolf skins and ASOS + ABC for models. No female or futa werewolves installed - just the normal ones. Relevant LO: XP32Skel 3BA SOS SLab OSLAroused ZAZ CF MNC v15 SLAC ASOS SOS Werewolf Fix from the downloads here ABC I have no other mods installed changing werewolf skels, meshes or textures. Yes, i tried to reset CF. Same result. Edited April 10, 2023 by libertyordeath
MadMansGun Posted April 10, 2023 Author Posted April 10, 2023 (edited) 1 hour ago, libertyordeath said: . having ASOS as well complicates things. you may want to remove that and reload both sos & cf Edited April 10, 2023 by MadMansGun
libertyordeath Posted April 10, 2023 Posted April 10, 2023 Here's what fixed it: Going back to MNC v12 but keeping the SOS patch from v15.
smoochy Posted April 10, 2023 Posted April 10, 2023 MoreNastyCrittersSE_v15_0(SplitVolumeFile).7z.001 100 MB / January 9 MoreNastyCrittersSE_v15_0(SplitVolumeFile).7z.002 100 MB / January 9 MoreNastyCrittersSE_v15_0(SplitVolumeFile).7z.003 57.68 MB / January 9 I downloaded that said are corup and empty Just to let you know i get the other old version
JimmyJim9012 Posted April 10, 2023 Posted April 10, 2023 if this is the wrong place for this help let me know for the life of me i cannot get creature animations to work. the creature just sits idle while the pc does the animation. normal human sex works fine aswell as werewolf. i have tried almost every solution i can find on the internet from what i could find. i provide my mod list : https://cdn.discordapp.com/attachments/667529822305517613/1095006798584488077/MODLIST.png : and my FNIS log result AFTER de-installing creature and reinstalling the creature addon : https://cdn.discordapp.com/attachments/667529822305517613/1095008024613105714/log.png : my nemesis runs fine after a few crashes trying to load all the animations but no issues with nemesis. from what i know i have all the required files for any sexlab related mods. i know my mods that add graphical changes do not interfere. i have tried following every install guide from each mods page aswell. i have set up everything in sexlab MCM and every other mods MCM to work correctly. i use wyre batch too and no issues with it other than it saying some mods are outdated though they are the latest i could get. all conflicts have been handled to what i believe should work. if you need any more info ask. but i have no idea why the creature animations dont work. sorry i used pitcures. im dumb i guess. but i think im missing something or missed a step. if anything last resort i will reinstall everything
MadMansGun Posted April 10, 2023 Author Posted April 10, 2023 4 hours ago, JimmyJim9012 said: nemesis not compatible, they have started doing bullshit that makes it so only there animations will work. 5 hours ago, JimmyJim9012 said: AFTER de-installing creature and reinstalling the creature addon you don't uninstall the creature addon, you click the de-install button that's inside fnis and then click the generate button. 5 hours ago, JimmyJim9012 said: wyre batch around here bash & smash patches cause more problems than they solve (mostly messing up body template flags and causing creatures to become invisible)
magickik22 Posted April 11, 2023 Posted April 11, 2023 im sure you have seen this already but vol 2 and 3 cannot be opened as an archive just thought i'd let you know
libertyordeath Posted April 11, 2023 Posted April 11, 2023 3 hours ago, magickik22 said: im sure you have seen this already but vol 2 and 3 cannot be opened as an archive just thought i'd let you know It does work, but ONLY in 7-zip, because the file extensions for the multivolume are foobar. Other 7-zip compatible apps won't know what to do with it, but if you drag'n drop the first file into 7-zip, everything will work correctly. If you don't wanna modify your system, do a websearch (fuck google) for "7-zip portable". That way you can just DL it, use it to unpack the files, and then delete 7-zip without changes ever being made to the OS.
JimmyJim9012 Posted April 11, 2023 Posted April 11, 2023 (edited) 11 hours ago, MadMansGun said: not compatible, they have started doing bullshit that makes it so only there animations will work. you don't uninstall the creature addon, you click the de-install button that's inside fnis and then click the generate button. around here bash & smash patches cause more problems than they solve (mostly messing up body template flags and causing creatures to become invisible) so dont run nemesis. multiple mods say too though. should i just disable nemesis? i have a few errors in FINS saying some mods have outdated behaviors and not for SE. ignore them? edit. running without nemesis gets t poses Edited April 11, 2023 by JimmyJim9012
libertyordeath Posted April 11, 2023 Posted April 11, 2023 2 hours ago, JimmyJim9012 said: so dont run nemesis. multiple mods say too though. should i just disable nemesis? i have a few errors in FINS saying some mods have outdated behaviors and not for SE. ignore them? edit. running without nemesis gets t poses I run FNIS and Nemesis just fine together. The needed setup is however more error-prone, because it adds more ways for the user to fuckup. Given how skyrim modding in general, and this community in particular, can only be described as a "mess", i'm not sure any mod author wants to admit that you "can run FNIS and Nemesis together", because chances are the user will mess it up. But anyways, here are the requirements: 1. You are using MO2 2. You understand how MO2 works, especially overwrites and how to add tools and redirect their outputs Given the above requirements, do the following: 1. Create a "FNIS Output"-dir in MO2. Move it to the bottom of your mod-order. Yes, even below the bashed patch. 2. Install FNIS like a MO2-mod (INCLUDING THE CREATURE SUPPORT FILES), so that it resides in the MO2-mods directory. 3. Create a FNIS-shortcut in MO2, and define the "FNIS output"-dir as the redirect for created files. 4. Create a "Nemesis Output"-dir in MO2, and move it BELOW the "FNIS Output"-dir. 5. Install Nemesis like a MO2-mod, so that it too resides in the MO2-mods directory. 6. Create a Nemesis-shortcut in MO2, and define the "Nemesis output"-dir as the redirect for created files If you did all the above correctly, then in the future first run FNIS via the shortcut, and then run Nemesis via the shortcut. In that order, not the other way around. The way this works is, that FNIS first creates all anims including creatures, and then Nemesis overwrites all FNIS stuff, including the FNIS plugin. However, Nemesis will just ignore all creature anims, so those will stay intact from FNIS. 1
JimmyJim9012 Posted April 11, 2023 Posted April 11, 2023 (edited) 1 hour ago, libertyordeath said: I run FNIS and Nemesis just fine together. The needed setup is however more error-prone, because it adds more ways for the user to fuckup. Given how skyrim modding in general, and this community in particular, can only be described as a "mess", i'm not sure any mod author wants to admit that you "can run FNIS and Nemesis together", because chances are the user will mess it up. But anyways, here are the requirements: 1. You are using MO2 2. You understand how MO2 works, especially overwrites and how to add tools and redirect their outputs Given the above requirements, do the following: 1. Create a "FNIS Output"-dir in MO2. Move it to the bottom of your mod-order. Yes, even below the bashed patch. 2. Install FNIS like a MO2-mod (INCLUDING THE CREATURE SUPPORT FILES), so that it resides in the MO2-mods directory. 3. Create a FNIS-shortcut in MO2, and define the "FNIS output"-dir as the redirect for created files. 4. Create a "Nemesis Output"-dir in MO2, and move it BELOW the "FNIS Output"-dir. 5. Install Nemesis like a MO2-mod, so that it too resides in the MO2-mods directory. 6. Create a Nemesis-shortcut in MO2, and define the "Nemesis output"-dir as the redirect for created files If you did all the above correctly, then in the future first run FNIS via the shortcut, and then run Nemesis via the shortcut. In that order, not the other way around. The way this works is, that FNIS first creates all anims including creatures, and then Nemesis overwrites all FNIS stuff, including the FNIS plugin. However, Nemesis will just ignore all creature anims, so those will stay intact from FNIS. cool. i use vortex. i dont know if that is a big problem. i alway run FINS before nemesis. the only issue i really get is a missing werewolfbehavior.hkx file error in nemesis. and how would i go about not using wyre batch? YEAH only problem i have is this FUCKING werewolfbehavior.hkx file thats missing ERROR(1210): Vital behavior file cannot be found. This will cause T-pose in game. To fix this, either reinstall the mod or manually restore this behavior file File: g:\steamlibrary\steamapps\common\skyrim special edition\data\meshes\actors\werewolfbeast\behaviors\werewolfbehavior.hkx Failed to generate behavior ive tried reinstalling nemesis and deleting all of its files. did not work Edited April 11, 2023 by JimmyJim9012
kangal Posted April 11, 2023 Posted April 11, 2023 (edited) On 4/9/2023 at 12:25 PM, MadMansGun said: something is probably overriding or replacing mnc's meshes or skeleton files. Do you mean this by Overwriten So i removed everymod from vortex and in appdata and skyrim game folder and installes MO2 and i think the load order is correct Edited April 11, 2023 by kangal
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