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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
17 minutes ago, StrayHALO_MAN said:

Hey will you please fix vampire lords so that when I move my camera doesn't sink to my waste?
MNC has had this issue for years.

it's abc not mnc, use/copy the skeleton.hkx from mnc and replace abc's.

Data\Meshes\actors\vampirelord\character assets\skeleton.hkx

Edited by MadMansGun
Posted (edited)
1 hour ago, MadMansGun said:

it's abc not mnc, use/copy the skeleton.hkx from mnc and replace abc's.

Data\Meshes\actors\vampirelord\character assets\skeleton.hkx

Thanks for the info... I'm in Baka's discord it takes forever to get him to fix things like this lol
ABC was just updated not long ago and he still has it use MNC v12.

 

Edit: hey even with your file instead the camera is better sure but it's still far lower than vanilla, can you please fix this... I play with requiem so vampire lord is a crutch sometimes.

Edited by StrayHALO_MAN
Posted
10 minutes ago, StrayHALO_MAN said:

Thanks for the info... I'm in Baka's discord it takes forever to get him to fix things like this lol
ABC was just updated not long ago and he still has it use MNC v12.

i'm not sure why it broke in the first place, but my theory is that when the dick nodes got added by Baka it somehow "fixed" a error in the skeleton.hkx that was hiding another error in the stock movement animations, as far as i can tell the camera node was moved down in the animations but the game's stock "bugged" skeleton.hkx prevented it from being animated.

 

i fixed (re broke) it by renaming the node in the skeleton.hkx so it would not be able to find/animate the node in the skeleton.nif

 

the correct fix would of been to remake all of the movement animations, but that's too much of a bitch to do.

Posted
2 hours ago, MadMansGun said:

i'm not sure why it broke in the first place, but my theory is that when the dick nodes got added by Baka it somehow "fixed" a error in the skeleton.hkx that was hiding another error in the stock movement animations, as far as i can tell the camera node was moved down in the animations but the game's stock "bugged" skeleton.hkx prevented it from being animated.

 

i fixed (re broke) it by renaming the node in the skeleton.hkx so it would not be able to find/animate the node in the skeleton.nif

 

the correct fix would of been to remake all of the movement animations, but that's too much of a bitch to do.

Do you have a patreon?
I will pay to fix this.

Posted (edited)
17 minutes ago, StrayHALO_MAN said:

Do you have a patreon?

Quote

 

tip jar:

N/A it's been taken down, they are demanding info i'm not willing to give.

 

not anymore

Edited by MadMansGun
Posted

Hmm I think my issue might have been cuz of the "ModCompatibilityKitsForMNC", I removed it, ran fnis gave a try, animations worked, ran nemesis afterwards and now the animations also work. Weird and very insanity inducing. Or it might just have decided to work as intended with or without the "ModCompatibilityKitsForMNC" after almost bringing me to the edge of insanity

Posted (edited)
1 hour ago, Niadrion said:

Hmm I think my issue might have been cuz of the "ModCompatibilityKitsForMNC", I removed it, ran fnis gave a try, animations worked, ran nemesis afterwards and now the animations also work. Weird and very insanity inducing. Or it might just have decided to work as intended with or without the "ModCompatibilityKitsForMNC" after almost bringing me to the edge of insanity

you don't install the ModCompatibilityKit, you extract what you need (if anything) from it.

Edited by MadMansGun
Posted
4 hours ago, thatoneguy43592 said:

hey does it still work with 1.5.97

yes (as long as you get the right version of skse, jcon & sexlab)

Posted
On 12/29/2023 at 7:04 AM, MadMansGun said:

you don't install the ModCompatibilityKit, you extract what you need (if anything) from it.

 

Maybe that's the source of my problems too, don't believe it is but no harm in trying.

Posted
6 hours ago, HighTemplar52 said:

Hello everyone, i'm looking for help because i'm going insane.
So i followed the guide step by step and for some reason none of the creature animations work, yes i have JS containers, yes i ticked allow creature animations, yes i generated FNIS.

I have billyy's animations for creatures, and i'm using hentai creatures, but when i select "mate" nothing happens, with none of the creatures. the human animations work just fine, just none of the creature ones.

For context i do have nemesis as well, but I followed a guide to not have it conflict with FNIS, and i can access human animations from both mods. is there something im missing?

Also does this mod allow for male on flame atronarch/spriggan anims? the links in the blog don't work for the atronarch

Any help would be appreciated, i'm very new to modding so i'm struggling every step of the way.

 

What this guy said is 1 of my 2 problems.

Posted
4 hours ago, LordDrakath15226 said:

 

What this guy said is 1 of my 2 problems.

While i didn't fix the issue. following the guide on a clean install without other mods from my modpack worked perfectly with no teleports and animations did play. now i have to figure out why both SexLab SE and AE display .dll warnings

Posted

Salutations @MadMansGun,
I have a general question about the "sos" stage parameter in most of SLAL animation packs. I have searched around and the most info I got about it was that  sos = "integer setting" but it does not specify what sos is an integer to. Is it for schlong bending or for specifying something else? Am working on patching SLAL packs to SLSB (for SexLab P+ Phase 2) and would like to know what this value means. Thanks in advance!

Posted
28 minutes ago, BabyImpala said:

Salutations @MadMansGun,
I have a general question about the "sos" stage parameter in most of SLAL animation packs. I have searched around and the most info I got about it was that  sos = "integer setting" but it does not specify what sos is an integer to. Is it for schlong bending or for specifying something else? Am working on patching SLAL packs to SLSB (for SexLab P+ Phase 2) and would like to know what this value means. Thanks in advance!

the bigger the number the more pointed upward the penis will be

0 is default forward

10 is max up

-10 is not erect.

Posted
1 hour ago, MadMansGun said:

the bigger the number the more pointed upward the penis will be

0 is default forward

10 is max up

-10 is not erect.

Thanks for the quick response. That was our first thought too. But when dealing with converting futa scenes, I stumbled upon scenes where at least one of the female was not supposed to be futa (and it lacked a strap-on too) but it still had sos value. Is it only as a backup measure (allowing for flexibility in which actor gets selected as futa) or does it do something more for female actors as well (or is it just entirely non functional when an actor lack a strapon/isnt a futa). The scenes i mentioned can be found in billyy's futa pack for example (fff,2futa,female). I am sure these sos value are distributed elsewhere in other non-futa packs for females too if i poke around.

Posted (edited)
5 hours ago, BabyImpala said:

Thanks for the quick response. That was our first thought too. But when dealing with converting futa scenes, I stumbled upon scenes where at least one of the female was not supposed to be futa (and it lacked a strap-on too) but it still had sos value. Is it only as a backup measure (allowing for flexibility in which actor gets selected as futa) or does it do something more for female actors as well (or is it just entirely non functional when an actor lack a strapon/isnt a futa). The scenes i mentioned can be found in billyy's futa pack for example (fff,2futa,female). I am sure these sos value are distributed elsewhere in other non-futa packs for females too if i poke around.

it's likely that there in case a male is playing in the female actor slot or if both actors are herms.

eg: some of my vore animations use it to prevent penises from clipping through the dragon's tongue & neck.

Edited by MadMansGun
Posted
43 minutes ago, MadMansGun said:

it's likely that there in case a male is playing in the female actor slot or if both actors are herms.

eg: some of my vore animations use it to prevent penises from clipping through the dragon's tongue & neck.

oh that makes sense now. thanks. yours was the first name that came up in my mind to ask this from cuz of how cooperative you have always been (to me in past as well; some alternate account). love your work and your person ❤️

Posted

Hi, Im having the Chaurus/Spider Scaling thing happening to me... It was fine before I had to reinstall windows and my whole mod setup. 
I have MNC, BakaABC and Parasites installed. I've adjusted the ESP from parasites to match the scales in MNC. It looks like this:
image.thumb.png.0f31978cd33e62d14b18dce5cb84eab4.png

I've done this for all SPiders and Chaurus in the ESP of Parasites that didnt match the heightvalue of MNC. I have Actor scaling enabled and I am using SLU+ latest version.
ABCs nifs are overwriting MNCs nifs and nothing else is overwriting ABC. Im pretty sure that was the way I had my game setup before the clean installation of Windows.
But for some reason my animations witch Chaurus for example look like this:

 

image.thumb.png.76ce2883c12e2c82e1ffef73b342817f.png

 

After typing "setscale 1" for the chaurus it looks normal: (like this)


image.png.49781ccd8072fa50889829d674161509.png

 

But when advancing one Sexlab stage the chaurus instantly gets scaled back to its previous bigger size.
If someone could help me here I would much appreciate it! :)

Posted

Ok I "fixed" it myself...

It was a LoadOrder problem with Sexlab Dialogues of all mods :D

image.thumb.png.461699a7b1b96d65df747a6364aa700a.png

So either adjusting ANAM and Male height settings inside SexlabDialogue.esp for both Spiders and Chaurus or just loading MNC.esp plugin after dialogue plugin solves the issue...
 

Posted

not from me at least, that's one of those stupid big mods, patching them is like trying to remake mnc from scratch, not a fun time at all.

 

i once tried to rework baddog's patch for immersive creatures, but i just could not do it at all, there's too much to deal with.

Posted

Hey maybe someone can help me, as I am completely clueless what to do. Game always crashes when a creature animation starts (human ones work just fine).

Weird thing is that I didn't change my mods, but just did a reinstall after I had the latest unwanted steam update. Ofc. also downgraded the SSE version first, before reinstalling mods.

Problem should not come from any another LL mod. I also get the crashes if I only install the indicated mods in the indicated order and follow the instructions. Outside the LL mods I also don't have any mod besides teh standard XP32 skeleton mod, which changes any skeleton.

This is the only papyrus error, which I get during the crash:

 

Error: Cannot call GetStage() on a None object, aborting function call

 

Any idea where it might come from?

 

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