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More Nasty Critters Special/Anniversary Edition


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Posted
4 hours ago, MadMansGun said:

nu are nimic de-a face cu actualizările skse, VRJCon & VRSKSE nu au fost actualizate de ani de zile.

 

4 hours ago, MadMansGun said:

it has nothing to do with skse updates, VRJCon & VRSKSE have not been updated in years.

… however there are 2 versions for JContainer: 4.1.13 and 4.1.12 … and when installing each of them the error is different (as I wrote in my last post with example pictures) … so somehow JContainers is influencing my unsuccessful attempts to launch the VR game !!!

Posted (edited)
12 hours ago, MadMansGun said:

 may or may not be working, the mod is a bigger pain in the ass then it looks:

ADogsLife_MNCSE_Patch.7z 283.16 kB · 4 downloads image.png.460075b8ccff9f216c9a1c974a08445d.png

its work, thanks for the patch!!!, but when changing race like stray dog to husky  in mcm Adogslife, the sos doesnt work, but that's fine..
and btw do u know what causing this?  i just tested with kelpie race using sexlab matchmaker spell(or something to make it happen) and there is nothing happened
but anyway thank u for the patch

Edited by wiffe
Posted
14 minutes ago, wiffe said:

but when changing race like stray dog to husky  in mcm Adogslife, the sos doesnt work

cf not sos, and yea it's not working because i did not know the mod could change the worn armors to that extreme, my json was not setup for that, huskys are not the same race as dogs so normally you would not see a husky mesh being equipped onto a dog.

21 minutes ago, wiffe said:

i just tested with kelpie race using sexlab matchmaker spell(or something to make it happen) and there is nothing happened

kelpie was stupidly setup as there own race, to get it working you need to either:

A. use a save editor to remove MNC's Scripts from your save file so the newest MNC race script can be reloaded

or

B. use xedit to rename the race's editorid name to something that already existed in MNC's script before the last update ( "DogsFailSafe" should work )

 

a or b you will also need to re register the animations in game

Posted (edited)
2 hours ago, MadMansGun said:

kelpie was stupidly setup as there own race, to get it working you need to either:

A. use a save editor to remove MNC's Scripts from your save file so the newest MNC race script can be reloaded

or

B. use xedit to rename the race's editorid name to something that already existed in MNC's script before the last update ( "DogsFailSafe" should work )

 

a or b you will also need to re register the animations in game

about A, did u mean if i starting new game that will make it work? and if i use save editor, is it FallrimTools?

edit: nvm its worked, i just edit race from xedit like u said and its work. thanks

2 hours ago, MadMansGun said:

that looks far too complex to deal with

i see, there to many different meshes and need take a lots of work to make it work... is there any tutorial to make a patch? so i can try it by myself for 1 creature..
thanks for quick respond

Edited by wiffe
Posted
14 hours ago, MadMansGun said:

i have already registered 18 fucking races with those names

4 "Minotaurs"

10 "Goblins"

4 "Draman"

if reregistering the animations dose not work then use xedit to rename them into a race that's already registered.

 

ok!  i will try that

thx for your answer :3

Posted (edited)

I installed this mod for the first time but am having an issue. In all creature scenes, the player character is doing the correct animation, but the creature is stuck in a vanilla idle animation. I'm pretty sure I installed all requirements (SexLab, FNIS Creatures pack, Creature Framework, Hentai Creatures, More Nasty Critters). Does anyone have an idea what the issue is?

Edited by NijiKutowa
Posted
4 hours ago, NijiKutowa said:

I installed this mod for the first time but am having an issue. In all creature scenes, the player character is doing the correct animation, but the creature is stuck in a vanilla idle animation. I'm pretty sure I installed all requirements (SexLab, FNIS Creatures pack, Creature Framework, Hentai Creatures, More Nasty Critters). Does anyone have an idea what the issue is?

see steps 5,6,7 & 8

Posted (edited)
18 hours ago, George222 said:

 

… however there are 2 versions for JContainer: 4.1.13 and 4.1.12 … and when installing each of them the error is different (as I wrote in my last post with example pictures) … so somehow JContainers is influencing my unsuccessful attempts to launch the VR game !!!

 

Make sure you're using JContainers VR v4.1.2 from the link I provided.  It's in old files.  Don't use v4.1.13 as it doesn't work with MNC.  Also, make sure it's loaded last in your load order.  IIRC, sexlab comes prebundeled with something, which I believe was an older version of JC containers, and that needs to be overwritten by your VR mods.  I see how there might have been some confusion as the newest available version is v4.1.13 whereas the version you want is in "old files" and is v4.1.2 which is technically a higher version number.

 

Also, if MNC is trying to initialize before you start the game, try this mod: Papyrus Tweaks NG.  https://www.nexusmods.com/skyrimspecialedition/mods/77779

Start the game once, then locate the file Data\SKSE\Plugins\PapyrusTweaks.ini.  Open it in notepad then scroll down to the experimental section and set the following to true and save.

 

;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game.
;This is only experimental as it intentionally alters script behavior
bDisableScriptsInPlayroomVR = true

 

 

This is the link to JContaienrs v4.1.2 again. Don't use v4.1.13 or v4.1.12. Use v4.1.2 for VR.  

https://www.nexusmods.com/skyrimspecialedition/mods/16495?tab=files&file_id=57162

Edited by kamithemoon
Posted
On 7/30/2023 at 6:38 AM, MadMansGun said:

....is VR trying to load CF before the game has even started? that's fucking weird if so, there would be nothing there for it to load yet so of course it would fail.

 

On 7/30/2023 at 2:55 AM, MadMansGun said:

i did not know Address Library had another version for VR, any other VR links i should add to the list?

 

If MNC tries to initialize before a VR game is started then I'd recommend Papyrus Tweaks NG with the VR experimental option to pause active scripts until a game is loaded.

 

Set the following to true in papyrus tweaks.ini:

 

;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game.
;This is only experimental as it intentionally alters script behavior
bDisableScriptsInPlayroomVR = true

 

VR players might also or in addition, try to disable the playroom itself by adding the following line to skyrimvr.ini

 

[VR]
bLoadVRPlayroom=0

 

*Fores also has a VR patch under optional files

*Sexlab has additional VR requirements.  I'd suggest just linking to this thread:

https://www.loverslab.com/topic/134393-how-to-sl-in-vr-step-by-step-tutorial/#comments

 

And I guess, maybe a warning that Sexlab VR only supports 750 creature animations at the moment so don't overload it or some creatures will be removed from the framework without notice?  It took me a long time to figure out this was why cow animations wouldn't play when sexlab and SLAL both said it was loaded.  It was because I had 850+ animations and they were overwriting each other, I think.

Posted
22 hours ago, MadMansGun said:

mnc already adds female models, problem is no one is animating anything for them.

i did a few female werewolf and female dragon animations in HCOS.

and i think FlufyFox was working on female draugr

 

23 hours ago, Tykune said:

Will any female creature support ever be added? I have been scouring all over LoversLab for any mods that adds either female models and/or textures to animals including genitalia. Such things seem to be quite the rarity heh

 

Funnybizness has a few female creature animations if that's what you're asking.  It's pretty hilarious to rape a female giant and I use Demonic Creature's for my female giants.

 

 

Posted (edited)

This is the first time I'm writing about SKYRIM mods, I started playing SE yesterday. This mod [More Nasty Critters Special/Anniversary Edition] is badly converted and doesn't work in Special Edition at least on GOG. The system shows that it is the Legendary Edition version and does not want to launch the game. After uninstalling the game works normally. All plugins are ok. I've been playing Skyrim LE since the beginning of TES and there were no problems, and here it appeared right away. Any ideas ? [except for saying I'm an idiot?].

MNC LE.jpg

Edited by Shin Shimoyet
Posting a photo with the problem
Posted (edited)
2 hours ago, Shin Shimoyet said:

This is the first time I'm writing about SKYRIM mods, I started playing SE yesterday. This mod [More Nasty Critters Special/Anniversary Edition] is badly converted and doesn't work in Special Edition at least on GOG. The system shows that it is the Legendary Edition version and does not want to launch the game. After uninstalling the game works normally. All plugins are ok. I've been playing Skyrim LE since the beginning of TES and there were no problems, and here it appeared right away. Any ideas ? [except for saying I'm an idiot?].

 

The DLL of those files are not for your game version. You need to find the correct version if that is available, that fixed that same error for me. If the mod page itself does not have a correct version, sometimes other uploaders made a fix already.

 

However, I am not familiair with what mods 'charactermakingextender' and that 'setvehiclefixplugin' is from. Is it from More Nasty Critter?

EDIT: 'charactermakingextender' is from Enhanced Character Edit, you need to download the correct version. I'm not sure if that works for GOG.

Not sure where that second one is from.

Edited by DarkSoul000
Posted (edited)
3 hours ago, Shin Shimoyet said:

[except for saying I'm an idiot?]

hard not to, setvehiclefixplugin is only found in the LE version of MNC, therefor you downloaded from the wrong mod page.....but yet you still somehow found the right support page for SE/AE.

 

34 minutes ago, DarkSoul000 said:

and that 'setvehiclefixplugin' is from. Is it from More Nasty Critter?

it's used in MNC LE to prevent some kind of crashing problem in SexLabV1.62, ( i have forgotten the details about it ).

edit: https://www.loverslab.com/topic/60287-instructions-for-fixing-pure-virtual-function-call-crash/

 

Edited by MadMansGun
Posted (edited)

don't see how, i have not touched the animation files. i've only edited the horses and there patches.

Edited by MadMansGun
Posted
6 hours ago, kamithemoon said:

 

Make sure you're using JContainers VR v4.1.2 from the link I provided.  It's in old files.  Don't use v4.1.13 as it doesn't work with MNC.  Also, make sure it's loaded last in your load order.  IIRC, sexlab comes prebundeled with something, which I believe was an older version of JC containers, and that needs to be overwritten by your VR mods.  I see how there might have been some confusion as the newest available version is v4.1.13 whereas the version you want is in "old files" and is v4.1.2 which is technically a higher version number.

 

Also, if MNC is trying to initialize before you start the game, try this mod: Papyrus Tweaks NG.  https://www.nexusmods.com/skyrimspecialedition/mods/77779

Start the game once, then locate the file Data\SKSE\Plugins\PapyrusTweaks.ini.  Open it in notepad then scroll down to the experimental section and set the following to true and save.

 

;(VR-ONLY) Pauses all non-playroom scripts while in the VR playroom, so mod scripts only initialize once you actually enter a save/new game.
;This is only experimental as it intentionally alters script behavior
bDisableScriptsInPlayroomVR = true

 

 

This is the link to JContaienrs v4.1.2 again. Don't use v4.1.13 or v4.1.12. Use v4.1.2 for VR.  

https://www.nexusmods.com/skyrimspecialedition/mods/16495?tab=files&file_id=57162

Thank you very much for your very precise and documented advice! ... I'm already starting to feel like an unprepared student in front of a good teacher !! … to apologize a bit, I mean I did indeed use JContainers VR v4.1.2 (the one you indicated), but I misspelled the version numbers in the post above (precisely due to the fact that even though it's an older file, it has a bigger version in numbers and I said it's an error...) !!!
but, I don't think you need my apologies, instead, I would have a few more questions:

 

1) how low should I place the JContainer in the loading order in MO2? (can I go, to be sure, even to the last loading mode?) … I would like to say that I have at the bottom of the loading order in MO2 = PapyrusVR (I don't know where I read, when I installed SkyrimVR about Papyrus that it should be loaded last) … and now, like I want to know between Papyrus and JContainers which should be loaded last?;

 

2) you wrote: "... recommend Papyrus Tweaks NG with the VR experimental option" ... what is the "VR experimental option"? ... somehow that change in papyrus tweaks.ini: bDisableScriptsInPlayroomVR = true ? ... or is there another optional file that I didn't notice?

 

… thank you once again for your very competent suggestions!

Posted

Im confused as well considering this worked fine last month with the previous version and done hours of toggling mods on and off till run in to MNC being the cause.

Its clearly something considering its only affecting creature animations with oral tags and other animations with humanoids work fine no issues there even with MNC on.

Posted
2 hours ago, George222 said:

Thank you very much for your very precise and documented advice! ... I'm already starting to feel like an unprepared student in front of a good teacher !! … to apologize a bit, I mean I did indeed use JContainers VR v4.1.2 (the one you indicated), but I misspelled the version numbers in the post above (precisely due to the fact that even though it's an older file, it has a bigger version in numbers and I said it's an error...) !!!
but, I don't think you need my apologies, instead, I would have a few more questions:

 

1) how low should I place the JContainer in the loading order in MO2? (can I go, to be sure, even to the last loading mode?) … I would like to say that I have at the bottom of the loading order in MO2 = PapyrusVR (I don't know where I read, when I installed SkyrimVR about Papyrus that it should be loaded last) … and now, like I want to know between Papyrus and JContainers which should be loaded last?;

 

2) you wrote: "... recommend Papyrus Tweaks NG with the VR experimental option" ... what is the "VR experimental option"? ... somehow that change in papyrus tweaks.ini: bDisableScriptsInPlayroomVR = true ? ... or is there another optional file that I didn't notice?

 

… thank you once again for your very competent suggestions!

 

In MO2, there's a tag called "conflicts."  With that, you can see if any loose files are overwriting each other.  JContainers and PapyrusVR are important files that should overwrite everything.  They're also different so they shouldn't affect each other so just put them both low in your load order.

 

Once you've loaded up SkyrimVR once with Papyrus Tweaks NG installed, it will generate a Papyrus Tweaks.ini in your overwrite folder under SKSE.  Open that file up and scroll down.  The VR tweak is there, about 3rd from the bottom.  It's set to false by default so just set it to true.

Posted

I got the pics mixed up. I solved that. The point was that when starting SKSE for Gog, information about the installation of the mod with LE popped up. just this. But that's not a problem anymore. Back to Skyrim LE. I will not fight with mods of the new Skyrim because they are not much different from LE :) Thanks for your attention :)

Posted (edited)
15 hours ago, kamithemoon said:

 

In MO2, there's a tag called "conflicts."  With that, you can see if any loose files are overwriting each other.  JContainers and PapyrusVR are important files that should overwrite everything.  They're also different so they shouldn't affect each other so just put them both low in your load order.

 

Once you've loaded up SkyrimVR once with Papyrus Tweaks NG installed, it will generate a Papyrus Tweaks.ini in your overwrite folder under SKSE.  Open that file up and scroll down.  The VR tweak is there, about 3rd from the bottom.  It's set to false by default so just set it to true.

…. although everything you advised me to do seemed logical, I followed all the directions carefully, but still I can't get into Skyrim VR (no matter where I placed the JContainers in the load order ... no matter what I tried, the errors are permanent and related of JContainers or SKSE ... and what's worse ... the fact that although I had made a backup before making these changes (when the game was working, I had the unpleasant surprise to find that even with that backup my game no longer works (with multiple serious errors …) … the only time it looked like the error was less serious was the one in the screenshot (see picture) where I would have been tempted to think I could fix it with Papyrus Tweaks NG … but, because I can't enter the game, it can't generate that Papyrus Tweaks.ini … I give up for now … I have no more ideas to test and I'm very disappointed at this point !!!

 

IMG_4119.jpeg

 

 

... ah! ... and if you tell me to move the JContainers to the bottom in MO2 ... I get the other error with SKSE and superimposed on that button (Press any key ...) ... and there the game is really stuck !!! !

 

IMG_4045.jpeg.8eb2b1f8c80935325b35faea302de1dc.jpeg

Edited by George222
Posted
5 hours ago, George222 said:

…. although everything you advised me to do seemed logical, I followed all the directions carefully, but still I can't get into Skyrim VR (no matter where I placed the JContainers in the load order ... no matter what I tried, the errors are permanent and related of JContainers or SKSE ... and what's worse ... the fact that although I had made a backup before making these changes (when the game was working, I had the unpleasant surprise to find that even with that backup my game no longer works (with multiple serious errors …) … the only time it looked like the error was less serious was the one in the screenshot (see picture) where I would have been tempted to think I could fix it with Papyrus Tweaks NG … but, because I can't enter the game, it can't generate that Papyrus Tweaks.ini … I give up for now … I have no more ideas to test and I'm very disappointed at this point !!!

 

IMG_4119.jpeg

 

 

... ah! ... and if you tell me to move the JContainers to the bottom in MO2 ... I get the other error with SKSE and superimposed on that button (Press any key ...) ... and there the game is really stuck !!! !

 

IMG_4045.jpeg.8eb2b1f8c80935325b35faea302de1dc.jpeg

 

Out of curiosity, did you install SKSE correctly?  It's not a typical mod.  Some files need to be moved directly to the Skyrim root directory and the scripts need to be moved into the data directory.  Then on MO2 you need modify your executables so it runs SKSE and not the base skyrim game.

 

You should also probably disable the playroom as it also removes the "Press Any Button" to continue message.

 

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