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More Nasty Critters Special/Anniversary Edition


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Posted
On 5/24/2023 at 10:04 PM, Tlam99 said:

There are bugs in CK in conversion, some bugs got fixed in CK, some mods will be broken after conversion (go trough all threads to find examples),

nobody knows if all CK bugs got fixed.

AND 

the engine knows how to handle form 43 right.

Ah well damn! Here I thought I was doing everything right, now i cant remember which form 43 mods i converted. 

Posted (edited)
1 hour ago, aulton1968 said:


You wont have any issues. you can install texture mods any time without having to start a new save. Be advised that if you are just now at the stage of modding your textures, then i bet that at some point you are probably going to try out and then uninstall some mods in the near future. When that happens its better to start a new game.

 

Thanks for answering. I started installing the mods with Vortex, but when installing the bodies I had problems due to the meshes, for this reason I reinstalled everything with MO2. Now I will start installing all the visual mods.

 

 

image.png.c6dd77a11238c03c755738bc538fd39f.png

 

 

 

It was a long road, but the truth is that MO2 is not that complicated.

 

 

 

Edited by smaild
Posted

so what folder exactly do i place these mods into for mnc  ? since the version i was using is no longer listed ?? cause all i read in warning was  take 001 002 003 and extract into A FOLDER but it wasnt specified to which folder to place them in 

Posted

for fuck sake

 

Quote

you need to download and put all 3 files (001, 002, 003) into one folder

as in any bloody fucking folder on your computer

Quote

and extract 001 with 7zip

not 002, not 003, OPEN & EXTRACT FUCKING 001 WITH 7ZIP AND NOT WITH FUCKING WINRAR YOU FUCKING COMPUTER ILLITERATE BASTARDS

Quote

to get the usable file.

as in the file that you load into MO2

 

do i seriously need to make a fucking tutorial video on how to open a god dam file?

Posted
24 minutes ago, hellwolf95 said:

so any chance you might make the framework support spid instead of using the cloak system

CFv3 does not use the standard spell based cloak setup that everyone else & v1 uses, it's using quest aliases instead.

 

also i have no clue how to edit CF it use it, but having all creatures in the game scanning for arousal states even when there not loaded would probably be a bad idea.

Posted
27 minutes ago, harryscrowtem said:

Sorry, once again i have returned to bug you ? is the recent update necessary, or could i hold off on it for awhile?

 

I think until Baka update werewolfes one's should stick to v_12_8.

 

 

Another reason would be if you're using demonic creatures as encountering werewolf races from that mod and having mnc v 15+ leads to freezes/ctd.

Posted
45 minutes ago, MadMansGun said:

CFv3 does not use the standard spell based cloak setup that everyone else & v1 uses, it's using quest aliases instead.

 

also i have no clue how to edit CF it use it, but having all creatures in the game scanning for arousal states even when there not loaded would probably be a bad idea.

well spid only gives the actors the script upon its spawn so it shouldn't lag at any point since it wouldnt run until it was physically spawned in then stopped when it gets removed

Posted (edited)
11 minutes ago, unwashed biomass said:

 

I think until Baka update werewolfes one's should stick to v_12_8.

 

 

Another reason would be if you're using demonic creatures as encountering werewolf races from that mod and having mnc v 15+ leads to freezes/ctd.

thanks for that useful info, unfortunately I'm already using MNC v 15, Demonic Creatures and ABC... dont want to get rid of any of them though?(unless i have to) IYO, are the freezes/ctd's consistent/game breaking, or manageable if saving a lot?

Edited by harryscrowtem
Posted
16 minutes ago, harryscrowtem said:

the freezes/ctd's consistent/game breaking, or manageable if saving a lot?

i've trigger happy updated mnc to 15 some time ago and went with companions quest, had 100% percent freeze in dungeon with aela in quest after first transformation, as demonic creatures always wanted (i suspect) to add some of its werewolfes races there.

Posted
6 minutes ago, unwashed biomass said:

i've trigger happy updated mnc to 15 some time ago and went with companions quest, had 100% percent freeze in dungeon with aela in quest after first transformation, as demonic creatures always wanted (i suspect) to add some of its werewolfes races there.

thanks for letting me know ? I guess ill do my best avoid the companions and werewolves as best as i can, until there are no issues between them, and hopefully not have to remove any of them

Posted
19 hours ago, smaild said:

 

Thanks for answering. I started installing the mods with Vortex, but when installing the bodies I had problems due to the meshes, for this reason I reinstalled everything with MO2. Now I will start installing all the visual mods.

 

 

image.png.c6dd77a11238c03c755738bc538fd39f.png

 

 

 

It was a long road, but the truth is that MO2 is not that complicated.

 

 

 


Good stuff. Looks like there are files in your overwrite folder. I see that it is red, at the bottom of your screen shot. A common error for ppl new to MO is neglecting the overwrite folder for awhile. You should manage the files that appear in there every time files are generated, so that you can keep them in the correct folder in the correct load order. 

Posted
1 hour ago, unwashed biomass said:

i've trigger happy updated mnc to 15 some time ago and went with companions quest, had 100% percent freeze in dungeon with aela in quest after first transformation, as demonic creatures always wanted (i suspect) to add some of its werewolfes races there.

that has nothing to do with the update


 

Quote

 

Remove Werewolves from SOS:
SOS and Creature Framework have a bit of a conflict going on with the werewolves, the problem is the human penises for SOS also have the werewolf's penis in there armor's armature list, in other words they are setup to use one armor entry for both humans & werewolves. the end result of this is that even if you turn off the werewolves in SOS's MCM the human penises can still sometimes make the werewolf's sos dick get equipped during a transformation due to the shared armor not being removed.

this of course causes problems with Creature Framework, this conflict can:
A: cause 2 penises to be equipped at the same time.
B: make the game crash during a werewolf transformation (not sure why it crashes, maybe it's just to much is going on at the same time).

if you are having theses problems and turning off the werewolves in all of SOS's setting failed to fix it then try using the esp files in this folder, they have been edited to remove all werewolf content from SOS.

also make sure MNC's werewolf skeleton is the one being used and not SOS's

 

 

Posted
4 hours ago, harryscrowtem said:

@MadMansGun Sorry, once again i have returned to bug you ? is the recent update necessary, or could i hold off on it for awhile?
 

Quote

MoreNastyCritters v15.1
added Flaming Familiar mesh
.
MoreNastyCritters v15.0
moved HCOS meshes into MNC and changed how werewolf meshes work.
.

the change to the werewolf is that the entire body mesh is no longer getting replaced by a copy with a dick added to it, the penis is now a stand alone mesh that is being equipped onto the body that is already there (or whatever body "SkinNakedWerewolfBeast [ARMO:000CDD86]" / "NakedTorsoWerewolfBeast [ARMA:000CDD87]" is setup to use).

 

if anything doing this should of reduced the compatibility problems/crashing, but it has not due to theses reasons:

1. CF and SOS are still fighting each other in game, both mods are trying to equip & replace the same meshes, so the 2 mods end up stuck in a loop of trying to remove each other's armors and equipping there own, i made a patch in the ModCompatibilityKit to remove the werewolf armatures from sos and block its spells from running on the race, but other addon mods for sos may also have this problem in them (eg: addons for new playable race mods).

 

2. the ABC mod that everyone is using does not have sos nodes in its skeleton (or at least it did not the last time i looked at it), combined that with sos's stupidity of using one armor entry for both human & werewolves and add the above problem...well: hdt enabled meshes + missing nodes = crash on transform.

 

3. outdated patches, Eg: TWO has/had a patch for HCOS in it but HCOS no longer has werewolf meshes in it (apart from loadscreens) so using its patch esp would probably cause some problems.

Posted (edited)
35 minutes ago, MadMansGun said:

the change to the werewolf is that the entire body mesh is no longer getting replaced by a copy with a dick added to it, the penis is now a stand alone mesh that is being equipped onto the body that is already there (or whatever body "SkinNakedWerewolfBeast [ARMO:000CDD86]" / "NakedTorsoWerewolfBeast [ARMA:000CDD87]" is setup to use).

 

if anything doing this should of reduced the compatibility problems/crashing, but it has not due to theses reasons:

1. CF and SOS are still fighting each other in game, both mods are trying to equip & replace the same meshes, so the 2 mods end up stuck in a loop of trying to remove each other's armors and equipping there own, i made a patch in the ModCompatibilityKit to remove the werewolf armatures from sos and block its spells from running on the race, but other addon mods for sos may also have this problem in them (eg: addons for new playable race mods).

 

2. the ABC mod that everyone is using does not have sos nodes in its skeleton (or at least it did not the last time i looked at it), combined that with sos's stupidity of using one armor entry for both human & werewolves and add the above problem...well: hdt enabled meshes + missing nodes = crash on transform.

 

3. outdated patches, Eg: TWO has/had a patch for HCOS in it but HCOS no longer has werewolf meshes in it (apart from loadscreens) so using its patch esp would probably cause some problems.

thanks for taking the time to clearly explain all of this, i have no complaints with MNC whatsoever (but after just getting it set up right, the thought of ctd's terrifies me ?) just to be sure, when you say SOS, you're referring to schlongs of skyrim (i assume) so if I'm using sam light, would i even need to worry about this happening? not sure what HCOS is, so pretty sure im not using that either but if its a werewolf overhaul (like i think it is) I'm definitely not using it, im using this as a werewolf replacer Skin-walkers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) not sure if this is compatible with or would cause me to miss out on the werewolf features of MNC, but as long as it doesn't also lead to ctd's then i don't mind missing out on werewolf banging...for the time being 

-EDIT- i now realize that HCOS is an ( separate/addon?) to MNC, which I dont have installed atm...

Edited by harryscrowtem
Posted
1 hour ago, harryscrowtem said:

so if I'm using sam light, would i even need to worry about this happening?

maybe not? i've never used that mod but i would assume it's setup differently than sos.

1 hour ago, harryscrowtem said:

im using this as a werewolf replacer Skin-walkers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) not sure if this is compatible with or would cause me to miss out on the werewolf features of MNC,

don't know for sure, but looking at the files it seems like it should work.

Posted (edited)
15 hours ago, MadMansGun said:
17 hours ago, unwashed biomass said:

i've trigger happy updated mnc to 15 some time ago and went with companions quest, had 100% percent freeze in dungeon with aela in quest after first transformation, as demonic creatures always wanted (i suspect) to add some of its werewolfes races there.

that has nothing to do with the update

with demonic creatures mod it has (atleast ver 1.61 that im using), cause their custom werewolfes use pre v15 way of applying meshes (atleast i think thats the reason of freezes).

 

Nevermind that. Sorry for misinformation. After testing everything is fine - i just remembered it differently. Culprit was leftover dependancie for two patch.

Edited by unwashed biomass
Posted
42 minutes ago, NAGxGERS said:

how do I find an older version? im trying to find MoreNastyCreatures_v12_8_B.7z for NEFARAM and cant find it anywhere

 

Wait for nefaram to update and stop asking for older versions from the mod author. This is against Wabbajack's rules.

Posted (edited)

Hey all, I'm really sorry if this is a simple answer, it, actually I'm almost 100% certain it is. However I've searched and searched for an answer, I've even gone through like 20 pages of this thread trying to see if anyone else has had something similar but I jut can't find it? I think I'm downloading it wrong since it went into the split file, from what I can understand from my limited knowledge about it I believe I did everything right and it "installs" into Vortex perfectly normally but I see nothing actually popping up for it at all indicating it's actually working. If I'm understanding the split file correctly, what we have to do is download all 3, put it into a regular folder, open 7zip and then "combine" the 3 files by using it on .001? I think that's where I'm getting it wrong, I'm just not sure what I'm doing wrong. From there I took the combined 7zip file and just dragged and dropped it to Vortex and it "installs." Is that correct? Because that seems easy enough but nothing is actually working as far as creature animations go, I can get aroused creatures to work on NPC's but they won't do anything to the PC and the random sex mod that also is triggered by creature animations also is not affecting creatures either? Matchmaker and the sexlab debug stuff works fine, so the animations are working but for whatever reason creatures are not being drawn to the PC only NPCS? I believe this is the root cause of MNC but I'm just not sure?

Edited by TheG427
Posted
1 hour ago, TheG427 said:

If I'm understanding the split file correctly, what we have to do is download all 3, put it into a regular folder, open 7zip and then "combine" the 3 files by using it on .001? I think that's where I'm getting it wrong,

watch the video

1 hour ago, TheG427 said:

I can get aroused creatures to work on NPC's but they won't do anything to the PC and the random sex mod that also is triggered by creature animations also is not affecting creatures either? Matchmaker and the sexlab debug stuff works fine, so the animations are working but for whatever reason creatures are not being drawn to the PC only NPCS? I believe this is the root cause of MNC but I'm just not sure?

if matchmaker is working fine then that would suggest a problem with whatever settings you have selected in the MCMs for those mods.

Posted (edited)
1 hour ago, MadMansGun said:

watch the video

if matchmaker is working fine then that would suggest a problem with whatever settings you have selected in the MCMs for those mods.


I'll have to do some tweaking with the settings then because I have no idea what's wrong with it. I've got it now that aroused creatures is at least attracting to the PC AND NPC's but now they won't start animations with anyone. I'm pretty sure I've done something wrong with MNC with the installation because it says there's supposed to be an MCM for it and nothing is showing up. I guess I'll just have to tweak and look around and try to figure this out on my own, I just have no idea what to look for lol. Wish me luck I guess lol.
EDIT... edit: Everything's working now, it was just because of how I extracted it before, thanks! 

Edited by TheG427
Posted

in Windows10 (not 7zip) click on view and turn on "file name extensions"

 

look at "MoreNastyCrittersSE_v15_1A(SplitVolumeFile).7z.001" and make sure its called ".7z.001" and not ".7z.001.rar", if it has ".rar" in its name delete it from the name.

do the same for 002 & 003

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