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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
1 hour ago, kamithemoon said:

 

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.

 

Yes ! ... although I have installed SKSE many times in the following way:

 

"- Download the .zip (get the VR version from the sidebar of this sub!!!) and extract it to your i.e. Desktop (i prefer having it there).

    - Inside you´ll see 5 files and 3 folders. Ignore the “src” and "actionbindings" folder. Pack/Zip the “Data” folder and rename it to “SKSE_Data” and install it as usual with your mod manager (drag-drop, or copy to the download folder of your manager)

    - Then copy the 5 single files (all starting with sksevr_) and paste them into your SkyrimVR directory (where the SkyrimVR.exe is located)."

 

.... however in the last step (when I copied the 5 files with "sksevr..." content in their name, I additionally copied to the folder containing "SkyrimVR.exe" ... and the other 2 folders "src" and "bindings" (which overwrote the files that were already there ... if I made a mistake, how could I get back the initial (original) "src" and "bindings" files that existed before the rewrite?

 

... and to be able to disable the "Press Any Button" button, I should enter the game so that "Papyrus Tweaks.ini" can be generated in which I can make the changes?! ... or, I was stupid ... and the modification was done in another ".ini" file?

 

.... I think I also forgot what I knew about modding (as a user) ... although it wasn't much!

 

Edited by George222
Posted

so maximum carnage and maximum skeletons "carnage requirement" MNC and the skeletons req have a issue with each other, for the time being i set maximum skeletons to after MNC in the confliction but i need input on this im on 1.6.640 AE

Posted (edited)
3 hours ago, George222 said:

Yes ! ... although I have installed SKSE many times in the following way:

 

"- Download the .zip (get the VR version from the sidebar of this sub!!!) and extract it to your i.e. Desktop (i prefer having it there).

    - Inside you´ll see 5 files and 3 folders. Ignore the “src” and "actionbindings" folder. Pack/Zip the “Data” folder and rename it to “SKSE_Data” and install it as usual with your mod manager (drag-drop, or copy to the download folder of your manager)

    - Then copy the 5 single files (all starting with sksevr_) and paste them into your SkyrimVR directory (where the SkyrimVR.exe is located)."

 

.... however in the last step (when I copied the 5 files with "sksevr..." content in their name, I additionally copied to the folder containing "SkyrimVR.exe" ... and the other 2 folders "src" and "bindings" (which overwrote the files that were already there ... if I made a mistake, how could I get back the initial (original) "src" and "bindings" files that existed before the rewrite?

 

... and to be able to disable the "Press Any Button" button, I should enter the game so that "Papyrus Tweaks.ini" can be generated in which I can make the changes?! ... or, I was stupid ... and the modification was done in another ".ini" file?

 

.... I think I also forgot what I knew about modding (as a user) ... although it wasn't much!

 

 

Hrm, I think your main issue may be with your SKSEVR installation.  I'd like to confirm that you're starting it correctly.  The SKSEVR zip should have looked like this:

 

image.png.d4cb5a4090749374dd66cfab5cbea0b4.png

 

Pack/ziping the Data file and installing in MO2 is fine as that's what I do too.  The 5 files I highlighted are the ones you want to copy over to your Skyrim root directory so that it looks something like this:

 

image.png.b2ab59469cc0d743b60cd96af2713bc2.png

 

Finally, you want to be sure you're actually loading SKSE in MO2 by creating an executable of it. 

 

image.png.e8fdc3734549cc63d9ce0c90093ae9fd.png

 

Then, when you launch Skyrim from MO2, you want to launch your SKSE executable.  It should say SKSE next to run and NOT SkyrimVR.

 

image.png.167e2f8c5bb10dce3c2c4319759c9b0b.png

 

 

Copying the src and bindings folder to the root directory won't harm your game.  Its for modders to make mods and not users, like us.  Those 2 folders shouldn't have overwritten anything so you can safely delete them.


To disable the "Press any button" prompt, go to your skyrimvr.ini file and add the following lines.  

 

[VR]
bLoadVRPlayroom=0

 

Your skyrimvr.ini file is found either in my documents by default or in MO2 profiles if you use profile specific inis

 

\Documents\My Games\Skyrim VR

 

or

 

\MO2\profiles\

Edited by kamithemoon
Posted

I've seen notes from other expert/master mod makers that VR doesn't support mods regardless and something else on VR not having animation events or what ever.

Posted
22 minutes ago, whiteknight_ty said:

   I think I figured out my problem, I can switch over some models, but some I can't. the .dds folders are missing in MNC for things like the atronachs, how do I get around that?

 

you don't need to replace mnc's texture files, just replace the meshes and use/install psboss'es texture folder/s as they are.

 

41 minutes ago, CyrusAeternus said:

Sorry to be a bother, but what's the process for suggesting patches for other mods?

people ask for stuff, and then i make excuses to not do it?

45 minutes ago, CyrusAeternus said:

Dawn of Skyrim is quite popular

never heard of it.?

48 minutes ago, CyrusAeternus said:

I have been trying to figure out how to modify the game, but I have zero knowledge at all about modding. There has been pretty much 0 progress on my end over these couple days so I decided to ask here. Again, sorry if I'm being a nuisance by doing so, feel free to ignore this comment if you wish.

there's a guide here https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

but they may be doing something wonky in that mod so i'll try to look at it in a day or 2.

Posted

So werewolf head is missing, but I know what causing it, but at the same time I don't and don't know how to fix it or search for solution. Synthesis for some reason is making werewolf head disappear (it was working previously). I can't play without it so I need to find solution, but at the same time I have no idea how or where to look. 

Posted (edited)

i know nothing about that program, if it's anything like bash/smash patches then it's probably fucking with the werewolf armor & armoraddon's body template flags.

SkinNakedWerewolfBeast [ARMO:000CDD86]

NakedTorsoWerewolfBeast [ARMA:000CDD87]

Edited by MadMansGun
Posted

Thx I find those and overwrite it in xedit. I dont really know how o using it, but I somehow uga buga it to work. And Synthesis is a very handy tool, im using it mostly to apply ai overhaul, water and light enb patch automatically. no need to download milion fixes anymore and cry if some mod doesn't have it.

Posted

Is there a way to force MNC to detect and register Redcap the Riekling?  I targeted him with MNC's puppeteer spell and it says it doesn't know what his race is and he won't trigger animations for me.  Redcap has a unique race of FA01RedcapRace but it does have the actorytypecreature and DLC2Riekling keywords and uses the riekling skeleton.

 

Redcap the Riekling

https://www.nexusmods.com/skyrimspecialedition/mods/73441

Posted
3 hours ago, kamithemoon said:

FA01RedcapRace

rename it to any of theses
 

    AddRaceID("Rieklings", "RieklingsFailSafe")

   	AddRaceID("Rieklings", "AKRieklingDraugrLittleRace")
    AddRaceID("Rieklings", "AKRieklingDwarvenLittleRace")
    AddRaceID("Rieklings", "BoTGoblinBugbearRace")
    AddRaceID("Rieklings", "BoTGoblinRace")
    AddRaceID("Rieklings", "BoTGremlinRace")
    AddRaceID("Rieklings", "HPGGoblinRace")
    AddRaceID("Rieklings", "IS1_riekling_melee")
    AddRaceID("Rieklings", "MBI_LurkRace")
    AddRaceID("Rieklings", "MBI_RieklingRace")
    AddRaceID("Rieklings", "mihailbonelingrace")
    AddRaceID("Rieklings", "mihailbonelingraceFIRE")
    AddRaceID("Rieklings", "mihailbonelingraceFIREblue")
    AddRaceID("Rieklings", "mihailbonelingraceSHOCK")
    AddRaceID("Rieklings", "mihailbonetyrantminionrace")
    AddRaceID("Rieklings", "mihailfoglingrace")
    AddRaceID("Rieklings", "mihailfoglingrace")
    AddRaceID("Rieklings", "mihailfoglingraceLORD")
    AddRaceID("Rieklings", "mihailgnome_race")
    AddRaceID("Rieklings", "mihailinfantcorprusrace")
    AddRaceID("Rieklings", "mihailpixies_race")
    AddRaceID("Rieklings", "mihailVL_foglin_race")
    AddRaceID("Rieklings", "PROM_DLC2SlavePAckRieklingRace")
    AddRaceID("Rieklings", "PROM_DLC2SlavePAckRieklingRaceBackpacked")
    AddRaceID("Rieklings", "ScampCreeperRace")
    AddRaceID("Rieklings", "ScampRace")
    AddRaceID("Rieklings", "ScampSummonerRace")
    AddRaceID("Rieklings", "SkavenOgreRace")
    AddRaceID("Rieklings", "SkavenRace")
    AddRaceID("Rieklings", "zzzLrhGhoulLittleRace")

 

Posted
4 minutes ago, redeyesandlonghair said:

Please, where can I see what's new in the latest update?  It's usually right at the bottom here, but I don't see it.

Quote

MoreNastyCritters v15.3
trying to improve the horse mod problems.

also i redid the horse patches in the kit.

Posted

not sure if im in the right spot but here it is, when I pick a critter like a wolf I select it with the N and then ask it if it wants to have fun and every time I get the ***** isnt interested. the only mcm changes I did was the arousal level, for testing I put it on 1 and still the same refusal. I went through the settings again and again still same same..help please? (yes I have all the requirements)

Posted
13 hours ago, MadMansGun said:

rename it to any of theses
 

 

Hello again.  I did as you said and it got Redcap to register and perform animations.  However, he refuses to undress for me, which is a very odd thing to say about a riekling.  Basically, no schlong.  I thought it might have something to do with his custom skin so I redirected his NPC and racial records towards a vanilla riekling skin but that just made him invisible.

 

Any thought on how I can make him a basic riekling for the purposes of MNC?

Posted

I'm way too stupid to understand how to get this mod to work. I watched your video and read the explanation at least ten times, and still can't figure it out. I guess I'll have to do without it.

Posted
8 hours ago, kamithemoon said:

I thought it might have something to do with his custom skin

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

8 hours ago, kamithemoon said:

Any thought on how I can make him a basic riekling for the purposes of MNC?

to do that you would need to switch his race to a stock one and change the npc's worn armor to a stock one.

but i have not looked at that mod so i don't know what else may be needed, depending on how it's setup changing the race could mess up the mod's dialogues (assuming it has some), many people cheap out on the condition checks and just set them as valid for an entire race instead of just one npc.

Posted (edited)
17 minutes ago, DrRockzo1986 said:

I'm way too stupid to understand how to get this mod to work. I watched your video and read the explanation at least ten times, and still can't figure it out. I guess I'll have to do without it.

make sure your computer is not renaming file z7.001 to z7.001.rar,  you won't be able to extract the file if it does that.

if 001's icon looks different then it has been renamed, turn on "show known file extensions" in windows and delete the ".rar" from its name.

Edited by MadMansGun
Posted (edited)
On 4/1/2023 at 4:17 PM, daylight36 said:

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

 

Thanks for this. Spent nearly 5 hour going through my mod list and reading comments here just to find out that it was that mods lol. Skyrim modding in a nutshell.

Edited by 666dragonborn666
Posted

Is there any patch that makes the Female Werewolves added by this mod work with the One With Nature mod? Setting Werewolves to Friendly only seems to work on Male ones. Female (and Futa/Herm) ones will still attack you on sight.

Posted

Hi All,

 

I just finished installing all parts of this mod and their requirements. 

Upon starting a new game, I notice two things. 

 

1, the tails of all Kajid characters (the cats) are sticks and don't move in any way. they just point outwards

2. all creatures are stuck in T pose (they are like frozen in neutral posture) 

Can someone point me in the right direction on where the error might be? 

Thanks a lot! 

Posted
36 minutes ago, Leae-chan said:

Hi All,

 

I just finished installing all parts of this mod and their requirements. 

Upon starting a new game, I notice two things. 

 

1, the tails of all Kajid characters (the cats) are sticks and don't move in any way. they just point outwards

2. all creatures are stuck in T pose (they are like frozen in neutral posture) 

Can someone point me in the right direction on where the error might be? 

Thanks a lot! 

made sure you did not install the le version

15 hours ago, Blake81 said:

Is there any patch that makes the Female Werewolves added by this mod work with the One With Nature mod? Setting Werewolves to Friendly only seems to work on Male ones. Female (and Futa/Herm) ones will still attack you on sight.

if memory serves right that mod works by adding keywords to npcs that it can control, so copying it to the mnc female npcs should fix it (assuming this is the mod i'm thinking of)

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