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More Nasty Critters Special/Anniversary Edition


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Posted
3 hours ago, Dr.Octogonapus said:

From what I've heard Vortex is an absolute nightmare to get working correctly. The way it operates means it's constantly fighting with your system security, plus it tends to do direct file changes. Which means it causes all sorts of chaos when you need to remove a mod from your list due to genuine conflicts with something else.


You've heard right, my current modlist is definitely the last one I'll be using Vortex for, just too lazy to restart after pouring weeks of free time into trying to get everything to work. If the worst that happens is that I don't get to see some creature animations play properly, I can live with it.

Posted

As someone who is quite new to this kind of thing, is it possible to simply swap out textures for creatures and have their genitals work on the new textures? 

Posted
7 hours ago, goochiemaine said:

Hello,

 

any way to patch out or have version to remove MNC femalevampirelord meshes and textures so we can use alternate replacers? thenks!

 

49 minutes ago, bloopyguy said:

As someone who is quite new to this kind of thing, is it possible to simply swap out textures for creatures and have their genitals work on the new textures? 

basic textures yes, meshes not without some copy/rename/paste work.

Posted

Popping in here for help! So, I have all the Sexlab basics needed for Aroused Creatures, MNC, Creature Framework, Defeat, etc... I've gotten mostly everything straight except for mammoths following, erect, but not activating scenes, same for all creatures aside from wolves, horses and dogs. It's the same for Elk, and really any other creature.

Posted
49 minutes ago, KnottyWulf said:

Popping in here for help! So, I have all the Sexlab basics needed for Aroused Creatures, MNC, Creature Framework, Defeat, etc... I've gotten mostly everything straight except for mammoths following, erect, but not activating scenes, same for all creatures aside from wolves, horses and dogs. It's the same for Elk, and really any other creature.

see steps 5,6,7 & 8, that should solve any animation problems.

Posted

Hello, I was hoping to get some help with an issue I'm having with werewolves. I'm using the older versions of MNC (12.8b) and HCOS (1.31a), because I use ABC as well and from what I understand it isn't up to date with the latest MNC/HCOS. I've been running into an issue with the Companion characters who turn into werewolves (Farkas, Vilkas, Skjor, and Kodlak). They have visible schlongs from ABC, but they don't become hard during SL scenes. When I select them while in werewolf form and look at them in the Creature Framework "puppeteer" menu, it says that their skin is "unknown" for some reason. I'm guessing that this is why they are unable to get hard, but I'm not sure. Other "permanent" werewolves in the game (Sinding after transformation, werewolves summoned via Hentai Creatures spell, etc.) seem to work fine, so I'm really having a hard time figuring out what's going on. Any help would be much appreciated. Thanks!

Posted
On 7/7/2023 at 9:03 AM, throwmeinthetrash6 said:

Hello, I was hoping to get some help with an issue I'm having with werewolves. I'm using the older versions of MNC (12.8b) and HCOS (1.31a), because I use ABC as well and from what I understand it isn't up to date with the latest MNC/HCOS.

i think someone uploaded a patch in the abc thread.

On 7/7/2023 at 9:03 AM, throwmeinthetrash6 said:

I've been running into an issue with the Companion characters who turn into werewolves (Farkas, Vilkas, Skjor, and Kodlak). They have visible schlongs from ABC, but they don't become hard during SL scenes. When I select them while in werewolf form and look at them in the Creature Framework "puppeteer" menu, it says that their skin is "unknown" for some reason.

that could be SOS messing with them, there is a patch in the kit to remove werewolves from sos.

1 hour ago, shokgun said:

Hey MadMansGun, any plans to add anniversary edition creatures to MNC? like goblins and such...

no/can't, they don't exist in LE.

Posted

Does someone have a copy of MNC before last update? After I did update I am getting so many issues with creature animations. First they don't want to play at all, then SexLab tools stopped working and have to use match maker to make them play. It's a bit annoying 

Posted
On 7/8/2023 at 10:28 PM, MadMansGun said:
On 7/7/2023 at 12:03 PM, throwmeinthetrash6 said:

Hello, I was hoping to get some help with an issue I'm having with werewolves. I'm using the older versions of MNC (12.8b) and HCOS (1.31a), because I use ABC as well and from what I understand it isn't up to date with the latest MNC/HCOS.

i think someone uploaded a patch in the abc thread.

 

Thanks for the response. I believe I found the patch you're talking about. I installed it, but that doesn't seem to fix my underlying issue with Creature Framework not recognizing certain werewolves. When I select a transformed Farkas, for example, and look at him in the CF Puppeteer view it says:

 

Race: Werewolf

Skin: Unknown

Active mod: None

 

I can't seem to get CF to recognize that Farkas (or any other companions) are werewolves and to assign them schlongs accordingly. This problem persists no matter what version of MNC/HCOS/ABC I use. Can you possibly provide any assistance with that issue? I'd appreciate it greatly.

Posted (edited)
10 hours ago, throwmeinthetrash6 said:

Skin: Unknown

that suggests a non stock werewolf mesh is being applied to them, perhaps something has edited the npc's worn armor line to give them custom werewolf forms.

 

2 things you could try:

1 load everything into xedit and find out what mod/s is editing those npcs.

2 edit the creatures.d/MNC.json to have this (note this could cause problems with mods that add werewolves that are not actually werewolves)

	{
            "skinName": "Werewolf",
            "normalArmor": "__formData|MoreNastyCritters.esp|0x806",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x105AC2",
            "RaceName": "Werewolf",
            "raceForm": "__formData|Skyrim.esm|0xCDD84",
            "skinform": null
        },

and use this to make sure you entered it correctly https://jsonchecker.com/

 

edit: and hit the reinstall button in CF's MCM

Edited by MadMansGun
Posted
4 hours ago, MadMansGun said:

2 edit the creatures.d/MNC.json to have this (note this could cause problems with mods that add werewolves that are not actually werewolves)

	{
            "skinName": "Werewolf",
            "normalArmor": "__formData|MoreNastyCritters.esp|0x806",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x105AC2",
            "RaceName": "Werewolf",
            "raceForm": "__formData|Skyrim.esm|0xCDD84",
            "normalArmor": null,
        },

and use this to make sure you entered it correctly https://jsonchecker.com/

 

edit: and hit the reinstall button in CF's MCM

This did the trick! I added that line to the JSON and made a couple edits so it passed validation (I had to remove the comma from the last line and change it to "skinForm" instead of "normalArmor"). I think I probably don't need to worry about the issues with mod-added werewolves that you mentioned, but I guess we'll see if I run into anything.

 

Many thanks! That issue has been bugging me for a while now.

Posted

alright so will throwing the 3 files into a directory and chucking it in vortex work if not whats the closest thing to it as i have a hard time doing it manually

sorry if it comes off as rude

Posted
1 hour ago, throwmeinthetrash6 said:

(I had to remove the comma from the last line and change it to "skinForm" instead of "normalArmor"

oops, sorry about that.

Posted
26 minutes ago, valumor said:

alright so will throwing the 3 files into a directory and chucking it in vortex work if not whats the closest thing to it as i have a hard time doing it manually

sorry if it comes off as rude

watch the mp4

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