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More Nasty Critters Special/Anniversary Edition


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Posted

Hello guys, i have a problem. Giants dont take off their clothes and their cocks are always soft. Before it worked but badly, i had animal SoS and their dicks were stretched to the ground.

I tried reinstalling adding other mods and things like that and it didnt help.

Posted
11 hours ago, KytaKyta said:

Hello guys, i have a problem. Giants dont take off their clothes and their cocks are always soft. Before it worked but badly, i had animal SoS and their dicks were stretched to the ground.

I tried reinstalling adding other mods and things like that and it didnt help.

UPD: Appears that now any creature doesn work, tried draugr - also doesnt have a dick

Posted
55 minutes ago, KytaKyta said:

UPD: Appears that now any creature doesn work, tried draugr - also doesnt have a dick

don't use asos, and hit the reinstall mods button in CF

Posted (edited)

no, it should be working. try the reinstall mods button in CF.

Edited by MadMansGun
Posted (edited)

Any way of disabling the new loading screen? That animated dragon is cool, but takes way too long to load the game on my potato, tanks framerate while I'm in the title menu, and sometimes just CTD's as soon as it appears for some reason. The last one is rare,  but still annoying.

Edited by belegost
Posted
5 minutes ago, belegost said:

Any way of disabling the new loading screen? That animated dragon is cool, but takes way too long to load the game on my potato, tanks framerate while I'm in the title menu, and sometimes just CTD's as soon as it appears for some reason. The last one is rare,  but still annoying.

copy/paste from Horny Creatures of Skyrim page:

Quote

 

Main Menu & LoadScreens:

 

if you don't like the main menu just delete or replace* Data\meshes\interface\logo\logo.nif
also the loadscreens can be easily removed with TES5Edit, just delete the loadscreen section from the esp

 

*there are alternatives in the HCOS_Bonus&Extras.7z, the "wordwall dragonnamehere" loadscreens are non adult.
or
you can try this edited version of Skyrim's original: https://www.nexusmods.com/skyrim/mods/7801/

 

 

Posted
1 hour ago, MadMansGun said:

no, it should be working. try the reinstall mods button in CF.

I did that and Cf still says it using the A dog's life Meshes in the creatures page. Shouldn't it say its using the MNC meshes?

 

Posted

I don't know whats going on but their meshes just don't work for the new dogs. if what your saying is correct then creature framework isn't applying the mesh to the new dogs then. Cause the old  vanilla grey dogs still work.

Posted (edited)

Creatures Framework isn't being recognized by Vortex, FNIS, or SKSE64. If I install the old CF, it works, but that isn't compatible with the mods. Is there a way to get CF to be a thing that is recognizable by any of the things that read for it?

 

MNC is working, but since it has no MCM it doesn't do anything besides show uslessly in SLAL.

 

Edit: never mind, for some reason Vortex had eaten CF after I restarted my laptop. It does that sometimes with 7z and rar files, I think it's my backup cleaning processes that think the temp file needs to go.

 

I reinstalled it and it's being recognized again.

Edited by trskmfrnjgrhrh
Fixed it
Posted

I've fixed Creatuee Framework, but now the whole thing is intergrating extremely weirdly- and incorrectly- with SOS. No animals have penises besides the dog in Riverwood. Once they go through an animation, however, they get erect, and after that, their penises work as expected; they can be controlled with SOS keys and obey normal arousal settings.

 

Before that, CF will show them as "aroused", but it will say active: no, and trigger update does nothing.They don't respond at all. I checked to make sure that XPMSE was first and that HCOC was lastm and they both are.

Posted

stock mnc penises do not use/have sos capabilities, so you have asos installed. that mod is out of date and has problems.

Posted (edited)

I am rebuilding my mod list less than a week after it broke. So as of one week ago, it worked perfectly fine. Everything was normal. All of my mods worked together without many issues, and they all triggered as expected (aside from occasionally CTD when I stepped on the wrong tile). Unless there's been a massive update to SKAE that broke a bunch of stuff, in which case it should have broken some of my Nexus mods as well, it's something in the initalization. 

 

Edit to clarify: even without ASOS and its patches, the issue is the same. They remain invisible until forced through an animation cycle, at which point they work as expected. The framework screen acknowledges their arousal but does not activate it even when explicitly told to do so. 

Edited by trskmfrnjgrhrh
Update
Posted (edited)

Great, except that MNC does everything itself. So if something is wrong, it's in the esm/esp because there's no MCM and no way for me to interact with the mod in game. It's supposed to be using idles that it isn't using.

 

I've tried removing everything else- HCOC, ASOS, and BDIC. It's MNC or CF. One of the two is not properly initializing/ reading creatures.

 

Edit: Its CF for sure, but I don't know how to fix it. I turned on "debug to console", and it gave the message "[CF] [Framework] ChangeArousals OnSexLabAnimationEvent".

 

So the reason it's only triggering after an animation cycle is that it's actually telling itself to do so. I have no idea why or how to get it to stop.

 

The only other thing I can think of is this: I haven't done Unbound yet. I made my game by doing COC Riverwood from the menu. CF gave a debug note about that. Could that be messing the whole thing up?

Edited by trskmfrnjgrhrh
More information
Posted
21 hours ago, trskmfrnjgrhrh said:

The only other thing I can think of is this: I haven't done Unbound yet. I made my game by doing COC Riverwood from the menu. CF gave a debug note about that. Could that be messing the whole thing up?

yes.

42 minutes ago, user1205520 said:

I have question how to add creatures without armor or armor addon?

that one is likely reusing the armor from the original race, and that raises the question of why was it even setup as a new race?

Posted

I just read that Animal SOS SE is outdated/buggy. Is there any alternative to line up schlongs during animations? I've used ASOS without an issue so far, I'm on MNC SE v15.1A. MNC is overwriting ASOS meshes (contrary to the ASOS instructions, I just realized) and this setup is working fine as far as I can tell. Maybe this notice that ASOS is not supported should be featured more prominently on the main post?

 

Posted (edited)
9 minutes ago, eldr3d said:

Is there any alternative to line up schlongs during animations?

most slal pack animations have been made/remade to use ABC, if adjustments are needed it's the human that needs to be moved/rescaled, not the creature's dick.

Edited by MadMansGun
Posted
On 9/15/2023 at 4:55 PM, trskmfrnjgrhrh said:

 

The only other thing I can think of is this: I haven't done Unbound yet. I made my game by doing COC Riverwood from the menu. CF gave a debug note about that. Could that be messing the whole thing up?

3 hours ago, MadMansGun said:

yes.

I would make a comment about that, because... why? But I know SKAE too well and I understand all too well how the code is 80% duct tape and sticky notes by volume, so I have a feeling it was some really bizarre requirement for things to work at all. The debug note says that it's trying not to "override" Unbound, whatever the hell that's supposed to mean.

Posted
43 minutes ago, trskmfrnjgrhrh said:

I would make a comment about that, because... why?

because when CFv3 is active and scanning it somehow messes up the walking path of Hadvar's horse and causes him to not be there for the character creation.

the check is bypassed if a alt start mod is installed (or if a esp with the same name as a alt start mod is installed)

    if Game.GetModByName("Skyrim Unbound.esp") != 255 || Game.GetModByName("Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp") != 255 || Game.GetModByName("Alternate Start - Live Another Life.esp") != 255 || Game.GetModByName("AlternatePerspective.esp") != 255
        AltStartMod = 1
    endIf

 

Posted
On 9/17/2023 at 4:07 AM, MadMansGun said:

when CFv3 is active and scanning it somehow messes up the walking path of Hadvar's horse and causes him to not be there for the character creation.

The way opening is scripted it should still proceed anyway. At least from my experience. Here's an anecdotal evidence: when I was still using LOTD, the cart ride was seriously bugged. The cart would skip and jump all over the place (and player character along with it) until it stopped at the execution site. Many times it happened that it would simply kill bystanding NPC's, including Hadvar's horse (Hadvar himself is essential), that imperial captain bitch or the priest (they weren't). The whole scene would still proceed until Alduin's attack. The NPC's would just not be there to deliver their lines.

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