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More Nasty Critters Special/Anniversary Edition


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Posted
1 hour ago, elramitas said:

Creature Framework's startup initialisation has failed, please make sure JContainers is installed and running correctly.

something is wrong with your jcon or skse or your mod manager

    if JContainers.APIVersion() >= 3 && JContainers.IsInstalled()
    else
        CFDebug.Log("[Framework] Aborting initialisation")
        Debug.MessageBox("Creature Framework's startup initialisation has failed, please make sure JContainers is installed and running correctly.")
        return
    endIf

that message only shows up if cf can't find jcon

Posted

Apologies if this is the wrong thread to ask this but is there a way to black list certain creatures from having junk or appearing in sexlab scenes?  Mihail's creatures used to work fine for me in sexlab scenes, although they wouldn't get any junk.  However, after redoing my modlist some of his creatures now CTD as soon as they attempt to start an animation, which my crash reports make me suspect it has to do with them trying and failing to equip a schlong.  Mihail's mimics and Dwarven magenta are ones I can confirm immediately CTD when a sex scene is attempted, though I suspect all of them are this way and they weren't before.

 

Mimics use a custom skeleton based off of the vampire lord.  I looked into the Creature Framework but couldn't find their race anywhere to black list them.  I tried blacklisting all Vampire Lords but that didn't help either.

Posted

not sure how to solve that one, but i doubt CF is the cause, the skeletons (nif & hkx) are likely part of the problem, many of the newer animations have penis animations in them so they likely lack the nodes needed for it.

Posted (edited)
19 minutes ago, MadMansGun said:

not sure how to solve that one, but i doubt CF is the cause, the skeletons (nif & hkx) are likely part of the problem, many of the newer animations have penis animations in them so they likely lack the nodes needed for it.

Thank you for the reply.  I'm not sure why these creatures are trying to equip junk now when they never seemed to do so previously but I can't seem to stop them.  So with a heavy heart, I'm removing all my additional creature mods, except for Demonic Creatures.  Losing Mimics with BOS and Vampire Lords Expansion are the ones that really hurt.  I especially loved the idea that any chest I find had the possibility of being a mimic in disguise.

 

Makes me wonder if the issue with the updates to ABC and XPMSE?  Maybe these creatures Always tried to equip a schlong but it just didn't attach and was on the floor somewhere and I just never noticed before lol.

Edited by kamithemoon
Posted
6 hours ago, MadMansGun said:

something is wrong with your jcon or skse or your mod manager

    if JContainers.APIVersion() >= 3 && JContainers.IsInstalled()
    else
        CFDebug.Log("[Framework] Aborting initialisation")
        Debug.MessageBox("Creature Framework's startup initialisation has failed, please make sure JContainers is installed and running correctly.")
        return
    endIf

that message only shows up if cf can't find jcon

Im going to try reinstalling skse, and making a new mod organizer profile, but i want to ask as well, because i might be messing the installation for JCon, when you install the JContainer, do you do it manually, through mod organizer, or through a different method?

Posted
59 minutes ago, elramitas said:

Im going to try reinstalling skse, and making a new mod organizer profile, but i want to ask as well, because i might be messing the installation for JCon, when you install the JContainer, do you do it manually, through mod organizer, or through a different method?

in my AE test build i have it installed in mo2.

 

but i should also note that i sometimes have problems getting the game to start (i have to hit run a few times before it will actually run), i'm using the gog version of skyrim for mod port testing and i have seen some people say to install all dll based mods manually due to mo2 having problems with that version of the game.  so i'm not sure what the right action would be.

Posted (edited)
52 minutes ago, MadMansGun said:

in my AE test build i have it installed in mo2.

 

but i should also note that i sometimes have problems getting the game to start (i have to hit run a few times before it will actually run), i'm using the gog version of skyrim for mod port testing and i have seen some people say to install all dll based mods manually due to mo2 having problems with that version of the game.  so i'm not sure what the right action would be.

I tried the SKSE reinstall but to no avail, so im doing the new MO2 instance, but i will see about the manual installation in case it doesn't work.
what i still don't get is what could be wrong, the mod worked without issues, then after i installed the animations it stopped working, and now even in new installs, CF fails to boot due to JConf, so i still don't get why it wont read the JConf.
Ill give an update in a bit, is there any file or log i could share that could add more light to the situation? and is there a way to check JConf is running?, i know the error message of CF will tell if it isn't running, but i will like to try some testing without CF if possible to see if JConf works without it, if not the normal way is.

Edited by elramitas
Posted

Update, finally fixed it, it was my error, but since i got overcomplicated with the troubleshooting i didn't notice.
I was using a JConf from a post 1.5.97 version, and didn't notice because the decimals were pretty similar, after installing the correct one it's back to working

Posted (edited)
33 minutes ago, elramitas said:

Ill give an update in a bit, is there any file or log i could share that could add more light to the situation? and is there a way to check JConf is running?, i know the error message of CF will tell if it isn't running, but i will like to try some testing without CF if possible to see if JConf works without it, if not the normal way is.

in theory if jcon is down then slal's mcm should also not be working (problem may not show itself until you hit the reload json button), both mods load there data from json files.

Edited by MadMansGun
Posted
3 hours ago, Joey889952 said:

Yes it has build in creature support

 

Well, as I have read in serveral posts about it, there are still many errors with various creatures and they weren't the typical dumbs who can't unzip a three-parts 7-zip file, so it is a no for me for now. But I will follow the progress with great interest

Posted

Seemingly a rare issue that has only come up a select few times based on my google search. That issue is the camera issue regarding when in Vampire Lord form.

 

Essentially the camera dips far too low when moving and acts normal when standing still. It seems like that it was discussed that it may be an animation causing the issue. Has anyone solved this issue?

Posted
37 minutes ago, The Lonesome Spirit said:

Seemingly a rare issue that has only come up a select few times based on my google search. That issue is the camera issue regarding when in Vampire Lord form.

 

Essentially the camera dips far too low when moving and acts normal when standing still. It seems like that it was discussed that it may be an animation causing the issue. Has anyone solved this issue?

yes, use MNC's skeleton.hkx for the Vampire Lord and not ABC's.

Posted

does anyone know of the "wolfFire.nif" and "wolfFireHard.nif" meshes? Were they ever included in MNC? It's for the elemental wolf creature. 

Posted
2 hours ago, mcnv said:

does anyone know of the "wolfFire.nif" and "wolfFireHard.nif" meshes? Were they ever included in MNC? It's for the elemental wolf creature. 

yes they should be there,

there last modified date is 15/5/2023 at 7:53pm

Posted
6 hours ago, MadMansGun said:

yes they should be there,

there last modified date is 15/5/2023 at 7:53pm

I can't find it. not in the canine folder.

Posted (edited)
23 hours ago, mcnv said:

I can't find it. not in the canine folder.

 

O no, you got no fire! 😁

 

The MNC's male Wolf "Fire" mesh is in "game\data\meshes\MoreNastyCritters\canine\wolfFire.nif" and the female uses the original Skyrim mesh stored inside the "Skyrim - Meshes0.bsa".

The MNC skeletons (animation binding reference to mesh is called skeleton) are stored in "actors character assets" locations to replace the original skeletons, but male's "body" meshes are redirected to the MoreNastyCritters folder.  I think.

 

 

Edited by safado
Posted (edited)

Hey! Thanks for updates, Hentai creatures spell (from hentai creatures v15.7) for Hentai Werewolves seems to summon a female "werewolve bitch" making me think I had arousal issues with CF with the shaft not going erect, but makes sense it never would because actor is female (not herm) is this a bug in the mod or perhaps my LO issue? The spell seems to rarely spawn a normal Male werewolve. Maybe 1/10 casts. Is there a way to remove the female werewolve from the pool of potiental actors the spell can summon? Any ideas or help is appreciated ❤️ everything else working flawlessly.

 

Edited by PurpleSkys
Posted
3 minutes ago, PurpleSkys said:

Hey! Thanks for updates, Hentai creatures spell (from hentai creatures v15.7) for Hentai Werewolves seems to summon a female "werewolve bitch" making me think I had arousal issues with CF with the shaft not going erect, but makes sense it never would because actor is female (not herm) is this a bug in the mod or perhaps my LO issue? The spell never seems to spawn a normal Male werewolve. Any ideas or help is appreciated ❤️ everything else working flawlessly.

 

hit the reinstall mods button in CF's mcm

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