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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
8 hours ago, volvoxx said:

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?

 

 

More Nasty Critters always should overwrite any other creature skeleton like the ones in XP32 Maximum Skeleton Special Extended. Only specific patches for MNC should overwrite MNC.  Read a while back that XMSSE 5.x has some issues with animations, version 4.81 is more stable version.

 

FNIS creatures, JContainers SE should be installed too.  Some old mods that were converted but not "cleaned for obsolete stuff" could have included obsolete scripts and dll for PapyrusUtils.  Example: Campfire, Simply Knock. The version of PapyrusUtils included with Sexlab1.6x is the latest for each version of Skyrim.  Maybe is Sexlab that have issues with another mod. Mods like SLSO have older scripts relative to latest Sexlab, better use latest SLU+ to integrate SLSO by overwriting SLSO with SLU+. 

Check SKSE log for fail DLL loads.  Review requirements again to be sure you have all.

 

 

Spoiler

Warning: if you have it please load XP32/XPMSE before MNC. Do not let there skeletons overwrite MNC or your game may crash or have floating dick problems, MNC is using nodes that are sometimes not found in these skeleton mods.

note: this warning may or may not be out of date, the skeleton mods have had a few updates since this was written

 

Edited by safado
Posted
12 hours ago, safado said:

 

More Nasty Critters always should overwrite any other creature skeleton like the ones in XP32 Maximum Skeleton Special Extended. Only specific patches for MNC should overwrite MNC.  Read a while back that XMSSE 5.x has some issues with animations, version 4.81 is more stable version.

 

FNIS creatures, JContainers SE should be installed too.  Some old mods that were converted but not "cleaned for obsolete stuff" could have included obsolete scripts and dll for PapyrusUtils.  Example: Campfire, Simply Knock. The version of PapyrusUtils included with Sexlab1.6x is the latest for each version of Skyrim.  Maybe is Sexlab that have issues with another mod. Mods like SLSO have older scripts relative to latest Sexlab, better use latest SLU+ to integrate SLSO by overwriting SLSO with SLU+. 

Check SKSE log for fail DLL loads.  Review requirements again to be sure you have all.

 

 

  Reveal hidden contents

Warning: if you have it please load XP32/XPMSE before MNC. Do not let there skeletons overwrite MNC or your game may crash or have floating dick problems, MNC is using nodes that are sometimes not found in these skeleton mods.

note: this warning may or may not be out of date, the skeleton mods have had a few updates since this was written

 

Hi thank you for your suggestions. I've completely set up everything from new now and have aboslutely nothing else than the required mods and their requirements for mnc and now it works. I guess your idead about some old obsolete scripts is the most likely right now. I will now do a stepwise re-installation of all mods and will hopefully see which one is responsible.

Posted

Okay so just fyi: in the end it was the RaceMenu version 0.4.1.5. , which was to blame (possibly only in connection with the latest XPMSSE version, but I didn't further check this).

Posted

I installed all requirements.

But, still I can't make animals get erected schlongs make them sex.

 

In LE, there was a mod named SexLab Animal Sex.

That was really helpful.

 

What can you suggest?

Is there any alternative of SexLab Animal Sex?

Do you have any idea why I can't make it run these mods in SE?

 

Thank you in advance...

 

 

Posted
15 minutes ago, a117 said:

Could this be the cause of the invisibles?
It seems to be different from 15-2.

image.thumb.png.43d5c25d4a512b9141c5ac6da6625962.png

Fixing it like 15-2 doesn't change it,

Lis, the Dark Brotherhood's Spider remains invisible for Aroused

Posted (edited)

I keep running into a problem with the player werewolf (only the player) at first everything is fine but after playing for a while I no longer get a hard on for SL scenes. It actually seems like it gets reversed and I always have one when not in a scene but never when in one. I have tried the trouble shooting steps a number of times on the mod page but the problem keeps happening and only effects the player in WW form. I am using arousal intigration but disabling that dosnt seem to help either. Anyone know what causes this or how to fix it?

 

Edit (this might be the free cam bug I found mention of)

Edited by BLZBob
Posted (edited)
51 minutes ago, BLZBob said:

I keep running into a problem with the player werewolf (only the player) at first everything is fine but after playing for a while I no longer get a hard on for SL scenes. It actually seems like it gets reversed and I always have one when not in a scene but never when in one. I have tried the trouble shooting steps a number of times on the mod page but the problem keeps happening and only effects the player in WW form. I am using arousal intigration but disabling that dosnt seem to help either. Anyone know what causes this or how to fix it?

turn off freecam in sexlab, it stops the player model from refreshing.

 

also sos may be messing with it.

Edited by MadMansGun
Posted

I installed Animal SOS again.

Right now, I can see schlongs.

However, I still have problem about make animal to get aroused for having sex.

I tried to change the threshold level to lower numbers.

I used "N" button multiple times.

It didn't work.

 

I converted Animal Sex mod that originally for LE to SE.

I haven't checked it in the game yet.

I don't know if it'll be helpful to make the animals have sex with the PC.

 

Posted (edited)

No horse Schalong is being shown ( I haven't tried other creatures yet). Why?

 

  • I've followed the recommended load order from MNC,
  • I've clicked in Creature > Re-register All Mod, as instructed in the Aroused Creatures Mod to solve this issue.
  • I've also Reinstaled Creature framework and Jcontainer.
  • And I've set the Creature> arousal threshold to 0.

 

 

Nothing works.


This is my load order and Lovers Lab mods:

 

Screenshot2024-01-20160259.png.dfb3acac243c20469d2bfba55ac83efd.png

Edited by jos380
Posted
2 hours ago, BLZBob said:

is there an alternative to SL's free cam that dosnt cause problems?

just manually turn it on after the animation starts ( hit 3 on the number pad )

 

Posted
3 minutes ago, jos380 said:

No horse Schalong is being shown ( I haven't tried other creatures yet). Why?

have you tried turning off abc?

Posted

I was checking my Animal Sex SE version.

 

I couldn't see horse's schlong too.

 

I'll try to turn off ABC.

 

As a report:

 

Animal Sex SE that I prepared didn't work on horse.

 

I tried it on Whiterun guardian dog. I got Menu. Talk, Have Sex, and something else.

 

During the sex, I was able to use H key, then I got list of different dog animations.

 

 

Posted
11 minutes ago, nehaberlan said:

 

use matchmaker (not massmatchmaker) to test your animations.

Posted (edited)
5 hours ago, MadMansGun said:

have you tried turning off abc?

Yes, and I did it again now just to be sure. I even removed it. But still had no difference. I've tried all sorts of configuration. Maybe it's due to the versions I'm using?

 

Skse & Jcontainer are the latest version for Skyrim 1.61130

 

Edit: I've just tested with the town dog, it's missing too

 

Edited by jos380
Posted (edited)
On 11/8/2023 at 4:33 PM, MadMansGun said:

that mod looks like it will be a pain in the ass to deal with, getting Fury SL Patch.espthe races registered is only 1/6 of the work it needs.

the skeletons need to be edited to have abc nodes and a new json file will need to be made to get the new races to use the mnc meshes.

also some of its races may need to have there heights adjusted.

 So I did a bit of work trying to get MNC/Creature Framework to play nicely with the mod in questions successor Fury - Animal Taming of Skyrim https://www.nexusmods.com/skyrimspecialedition/mods/108212 . I've made some concessions such as not mucking around with the skeleton changes and just using the vanilla defaults that MNC uses and just avoid using the animal ridding feature. I've managed to create a .json for creature framework based on MNC's .json as well as making the appropriate race changes to support Creature Framework/MNC. I've managed t o gFury SL Patch.jsonet every creature I've added working except for the damn ice wolves. The normal black wolves work but not the ice wolves and I can't for the life of me figure out why. I'd appreciate some help in figuring out what I'm either doing wrong or missing. Currently the ice wolves have the appropriate unaroused mesh attached, but when an animation starts they do not receive the aroused mesh. Checking in Creature Framework MCM under the puppeteer tab shows the ice wolf I have selected and indicates that it is Race: Ice wolf, Skin: Wolf and Active Mod: None. Somewhere it seems that it is not getting picked up as the wolfs from the same patch I made show as Active Mod: Fury SL Patch; which I believe what the Ice wolves should also show. 

 

Here is a snipit from by Papyrus log concerning said wolves. 

 

[01/20/2024 - 05:37:41PM] [CF][Framework] Added race ["wolf" [Race <WolfRace (FE05F0A1)>]]
[01/20/2024 - 05:37:41PM] [CF][Framework] Added skin ["" [Armor <SkinWolf (0004E886)>]] to race ["wolf" [Race <WolfRace (FE05F0A1)>]]
[01/20/2024 - 05:37:41PM] [CF][Framework] Registered ["wolf" [Race <WolfRace (FE05F0A1)>]]["" [Armor <SkinWolf (0004E886)>]] armors to mod "Fury SL Patch"
[01/20/2024 - 05:37:41PM] [CF][Framework] Added skin ["" [Armor <SkinWolfBlack (000C02FB)>]] to race ["wolf" [Race <WolfRace (FE05F0A1)>]]
[01/20/2024 - 05:37:41PM] [CF][Framework] Registered ["wolf" [Race <WolfRace (FE05F0A1)>]]["" [Armor <SkinWolfBlack (000C02FB)>]] armors to mod "Fury SL Patch"

 

 

I have attached the esp I created as well as the .json for creature framework. 

 

As a side note is there any documentation on how to specifically creature the .json files for Creature Framework? I haven't been able to find anything but I may just be blind.

Edited by AegisReaper
Posted
On 1/20/2024 at 8:11 AM, MadMansGun said:

just manually turn it on after the animation starts ( hit 3 on the number pad )

 

LoL, I just learned something.  Wow that works so much better than the auto function....thanks!

Posted

Does anyone know how I can go about getting the mod to recognize demonic creatures in specifically the ogroids & ogres? They are listed as ogroid race & ogrerace respectively I believe. Other creatures work but these ones are not picked up for animations

Posted
4 hours ago, Loneassassin said:

Call me stupid (Cuz I am lol) but which file is the mnc? Is it the creature frame work file?

Sigh....You're probably looking for the files beginning with "MoreNastyCritters..."> Hence, MNC.

Posted
On 1/20/2024 at 3:59 PM, AegisReaper said:

but not the ice wolves and I can't for the life of me figure out why

your ice wolf race is not the right race

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x000A1",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

you have it pointing to FURY_Race_Pet_Wolf ( A1 ) when it should be FURY_Race_Pet_WolfIce ( 9C )

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x9C",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

also since this is a new race i would suggest maybe changing the name to something else so it won't conflict with the stock races in the mcm

Eg:

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "AT Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x9c",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

 

Posted
16 hours ago, MadMansGun said:

your ice wolf race is not the right race

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x000A1",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

you have it pointing to FURY_Race_Pet_Wolf ( A1 ) when it should be FURY_Race_Pet_WolfIce ( 9C )

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x9C",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

also since this is a new race i would suggest maybe changing the name to something else so it won't conflict with the stock races in the mcm

Eg:

            "skinName": "Wolf",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
            "RaceName": "AT Wolf",
            "raceForm": "__formData|Fury - Animal Taming of Skyrim.esl|0x9c",
            "skinForm": "__formData|Skyrim.esm|0x4e886"

 

 

Thanks! That fixed the issue. I can't believe I missed that, such a dumb mistake. I also took your advice and renamed the races to separate them out from the stock races, makes it much easier to track that's for sure.

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