サマエル Posted February 12 Share Posted February 12 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 Link to comment
useful_angle1 Posted February 13 Share Posted February 13 I need help with finding where is the MoreNastyCritters.esp plugin from? Link to comment
MadMansGun Posted February 13 Author Share Posted February 13 .......um, the page your looking at now? 1 Link to comment
The Lonesome Spirit Posted February 14 Share Posted February 14 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? Link to comment
MadMansGun Posted February 14 Author Share Posted February 14 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. 4 Link to comment
The Lonesome Spirit Posted February 14 Share Posted February 14 38 minutes ago, MadMansGun said: yes, use MNC's skeleton.hkx for the Vampire Lord and not ABC's. That solved the issue, thank you very much. Link to comment
mcnv Posted February 14 Share Posted February 14 does anyone know of the "wolfFire.nif" and "wolfFireHard.nif" meshes? Were they ever included in MNC? It's for the elemental wolf creature. Link to comment
MadMansGun Posted February 14 Author Share Posted February 14 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 Link to comment
mcnv Posted February 14 Share Posted February 14 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. Link to comment
safado Posted February 15 Share Posted February 15 (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 February 15 by safado Link to comment
PurpleSkys Posted February 16 Share Posted February 16 (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 February 16 by PurpleSkys Link to comment
MadMansGun Posted February 16 Author Share Posted February 16 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 Link to comment
lightspeed77 Posted February 16 Share Posted February 16 heard somewhere that P+ is looking to be incompatible or not play well with MNC, is that true? Link to comment
PurpleSkys Posted February 16 Share Posted February 16 (edited) 1 hour ago, MadMansGun said: hit the reinstall mods button in CF's mcm Thanks for the ultra fast response lemme try that real fast! Edit ~ it's working for the most part still summons a werewolf bitch occasionally but can get a male in 1-2 casts now so all good thank you again for all the hard work! Edited February 16 by PurpleSkys Link to comment
MadMansGun Posted February 16 Author Share Posted February 16 13 minutes ago, lightspeed77 said: heard somewhere that P+ is looking to be incompatible or not play well with MNC, is that true? don't know, but there plan for that P+ bollocks is to fuck up every sexlab mod that has been working fine for years, so i have no interest in supporting it. (also i do all of my work in LE first, so why the fuck would i ever want to double my workload to "fix" a SE scripting problem that has already been solved with Papyrus Tweaks NG?) 1 Link to comment
mcnv Posted February 16 Share Posted February 16 8 hours ago, safado said: 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. Dear lord, I was on v15.0. v15.4 has the meshes. thanks for helping. Link to comment
tyrthemis Posted February 16 Share Posted February 16 On 2/10/2019 at 10:36 AM, MadMansGun said: ether edit the meshes or remove the modified armoraddons from the esp. THANK YOU SO MUCH Link to comment
Rsngo Posted February 17 Share Posted February 17 hi to all! i have a problem all my (normal) dogs have blue balls texture?? is this a mnc problem? Link to comment
Tex Posted February 18 Share Posted February 18 Could use a bit of help, tried to use this replacer - ( https://www.nexusmods.com/skyrimspecialedition/mods/28384?tab=description ) alongside MNC and CF. Issue is that no matter what I do, I retain the Vampire Lord meshes. Animations have swapped to the previous mod ones, so, half way there. Any idea which files I'd have to work around to get that default shape the Vamp Mod provides? Link to comment
MadMansGun Posted February 18 Author Share Posted February 18 turn off Vampire Lords in CF for starts, and load that mod after mnc. Link to comment
Tex Posted February 18 Share Posted February 18 2 minutes ago, MadMansGun said: turn off Vampire Lords in CF for starts, and load that mod after mnc. I have done both, but still facing the same mesh issue: Spoiler Link to comment
kamithemoon Posted February 19 Share Posted February 19 (edited) Back to mimics. Is there a way to turn off certain races from being eligible for sexlab? I'd really like to get Mihail's random mimics working again but I have defeat mods installed and it will CTD as soon as it tries to start a scene. Crash logs actually point to papyrus so I'm worried this is a VR issue as papyrus hasn't been updated for VR ESL support yet, iirc. Alternatively, mimics used to work just fine in sex scenes for me, they just didn't have junk, but they didn't CTD. I can't figure out why they're CTDing now, except maybe for the addition of VR ESL support. Update: Dang it, my suspicions were correct. It IS VR ESL support that causes CTD on creatures that do not have schlongs. Or rather, an interaction with papyrus not being updated for ESL support, I guess. Is there anyway to get around this? Can I somehow remove them from the list of creatures available to start scenes? Edited February 19 by kamithemoon Link to comment
LordDrakath15226 Posted February 19 Share Posted February 19 Ok, i managed to get giants and draugrs to work (though female draugrs don't switch to their naked meshes and instead swap to a different clothed draugr mesh but that's a different problem) but i can't get constructs: Atronarch and Spriggans to work at all, they don't switch meshes or animate at all, is this a HC, CF, MNC or FNIS problem? It's weird. Link to comment
Racki Posted February 20 Share Posted February 20 So, had some issues with creature animations not playing. finally narrowed it down to FNIS and Nemesis animation updating (i.e if i run Nemesis after FNIS, that breaks the creature animations. if i run FNIS after Nemesis, it breaks my custom fighting animations). out of curiosity, has anyone managed to get it to work to where you can still have the creature animations without breaking the custom fighting animations, or am I pretty much forced to pick one or the other? Link to comment
heftus Posted February 21 Share Posted February 21 I'm having issues downloading, I can't seem to find CreaturesFramework.esm Link to comment
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