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More Nasty Critters Special/Anniversary Edition


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Posted
15 hours ago, scyth said:

I deinstalled Creature Pack now. And did rerun everything. FNIS and Nemesis.

This did not fix the Issue Creatures are still idling.

Its probaly some Nemesis or Nemesis Dependent Mod, that i currently cant deinstall because i need them for my Combat Mod.

I will probaly change to Ostim for this Run.

And will make the next Run a SL Run with FNIS and will see if i can use other Nemesis Mods.

But still thank you for your help.

Do not use Nemesis Creature Behaviour Patch if you want to use combo FNIS/Nemesis. Or you can try Pandora.

Posted
12 hours ago, duy123a said:

Do not use Nemesis Creature Behaviour Patch if you want to use combo FNIS/Nemesis. Or you can try Pandora.

Thats what i thought.

I am needing it, currently for my Playthough. So i cant really deinstall right now. So i will try it on my Next Playthrough.

Posted
On 3/1/2024 at 4:41 PM, Jerreeier said:

I followed the instructions, thats why i asked in first place. I dont know why i cant extract it but it doesnt matter anymore. I worked arround it and took nibbles and billys animation they work just fine. Either way thanks for botthering.

It took me about sixteen attempts to get it right, so I know how annoying it was for you. I saw that stupid "unexpected end of file" or whatever message way too many times. I know dude made it a split volume file because of limited filesizes here, but I don't know why he made it the the way he did; I have no problem with extracting folders one-at-a-time and combining them manually and zipping the thing when done. I personally would have preferred it if he made it that way; it might have avoided a lot of confusion. 

Posted (edited)

is there any patch around here for the Creation Club added horses in stables? one that removes them or makes them compatible with the mod?

Edited by akockl2
Posted
21 hours ago, Jyratx said:

It took me about sixteen attempts to get it right, so I know how annoying it was for you. I saw that stupid "unexpected end of file" or whatever message way too many times. I know dude made it a split volume file because of limited filesizes here, but I don't know why he made it the the way he did; I have no problem with extracting folders one-at-a-time and combining them manually and zipping the thing when done. I personally would have preferred it if he made it that way; it might have avoided a lot of confusion. 

And how did you do this on your sixteen attempt? I only tried it 10 times maybe thats not enough 

Posted
10 hours ago, Jerreeier said:

And how did you do this on your sixteen attempt? I only tried it 10 times maybe thats not enough 

I followed the video (after the umpteenth redownload of the files). I thought it couldn't be that easy because I have a tendency to overcomplicate things in my head, and by so doing, run right past the solution. If you're getting that annoying ass message every time you attempt to combine them, you have to redownload the files. If you don't have the patience for that, copy them a shitload of times to various folders, and systematically use each folder until you get it right. 

Posted

i cant seem to get mnc working on vr idk what to do with the tree main files in the video it looks like you just download all three unpack num 1 an delite the rest whats the point with files 2 an 3? idk what im supposted to do with them other then that ive been having trouble getting sltools working im starting to think i should just ask for vertion 12 cus i hear its just one file

Posted
21 minutes ago, nixylicks said:

in the video it looks like you just download all three unpack num 1 an delite the rest whats the point with files 2 an 3?

all 3 act as one file, when 001 is extracted the others are automatically extracted with it.

also 001 can't be extracted if the others are missing or there names do not match.

Posted
3 hours ago, MadMansGun said:

all 3 act as one file, when 001 is extracted the others are automatically extracted with it.

also 001 can't be extracted if the others are missing or there names do not match.

ok so its gotta be something else making me crash after the bathesda logo then cus it did extract an theyre names matched

Posted (edited)
8 minutes ago, Zenbeans said:

I tried several times to do as the video stated but it says there is something wrong with the file. So lost.

So much info. Good luck. Help everywhere. Issue your end.

Edited by UsernameTaken666
Posted (edited)

Anyone know how to change the penis size of the creatures in this mod?

 

EDIT:

I found it! In the MCM, I go to creature framework > creatures > go to werewolf and choose the disabled option (so that it doesn't apply the nasty critters penis). This way, the SOS penis applies to the werewolf during sex and I can change its penis size

Edited by bork1234
Posted (edited)

is something wrong with the files posted right now? when i download and then try to open with 7.zip it tells me there is a Error : Unexpected line of data.  im doing just like in the video. 

 

 

 

Edit: Figured it out by looking at all these comments.   The fix WAS all the files must be the same name.  this is my second time downloading this for my mod list and my pc was adding (2) and (3) to the end of the files. 

 

Edited by Th4tPurpleKid0
Posted

Ok, ive spent days trying to trouble shoot this shit and nothing works. Every time i try to actually do a sex animation with any of the creatures my game crashes. Ive disabled/reenabled newly installed mods, i made sure that NOTHING is overwriting the mnc EXCEPT baka animated beast cocks (because the mod literally says nothing should overwrite it), checked the MCMs multiple times, and even started a new game save. I really have no clue how to fix this issue as ive search the thread and applied all the suggested fixes. 

 

The only thing i can think of is Baka is somehow fucking things up. The reason i say this is because on my previous sessions I have always had issues with baka and horses specifically. (horse dick would deform and stretch into spaghetti mess, would be stiff and not penetrate or move at all, floating tongues outside of the horses head, etc etc. So i decided to upgrade both ABC and MNC and this fixed the issue with ABC not animation or having weird floating/stiffness issues, meaning the beast cocks actually animate now as they should have always done. But as stated above the issue now is I crash anytime a animation attempts to play.

 

I should also note this only happens with creatures (although i haven't tested ALL the creatures, just dog/bear/horse). Human sex animations work perfectly fine. Another thing i should note is that sometimes when trying to "mate" with the creature using hentai creatures or using the forced sex spells (Irresistible self/target), that sometimes they dont react at all. Sometimes they will just sit there not moving and i would have to use the spell/command multiple times for them to even attempt the animation. Sometimes it works first try tho, but regardless, even when they do attempt the animation the game just crashes. Any help would be greatly appreciated. 

Posted (edited)
39 minutes ago, Ballistixz said:

.

don't let xp32 override mnc/abc, that is the most common cause of such a crash

Edited by MadMansGun
Posted
42 minutes ago, MadMansGun said:

don't let xp32 override mnc/abc, that is the most common cause of such a crash

 

Its not, MNC is all the way at the bottom of my list in my MO2, unless im missing something about how overwrites work. 

Posted (edited)
On 3/7/2024 at 1:40 AM, nixybuns said:

ok so its gotta be something else making me crash after the bathesda logo then cus it did extract an theyre names matched

 

Any loaded BSA with an incompatible format version will crash the game, as in loading SkyrimLE BSA into SkyrimSE\AE, or vice versa.

Sometimes an incompatible havok animation behavior file will crash and 100% corrupt the FNIS behavior merging process, As in loading SkyrimLE animations into SkyrimSE\AE, or vice versa.

Loading meshes with special custom nodes names need compatible "skeleton" binding the mesh nodes to the animation system.  MNC has custom nodes for the junk stuff, and X32 may not have all the compatible nodes added yet.  MNC overwrites any versions X32 skeletons to make sure creatures has compatible skeleton for the Sexlab animations and Junkified Meshes. MNC only overwrite creatures, not Humanoids playable races or custom races.  That also means compatibility issues with creatures replacers without a proper patch. 

 

 

Latest patches to SkyrimSE\AE added a new type of plugin format. Skyrim version that try to load a plugin using the new format will crash without the patch.

Mod authors using latest authoring tool from Bethesda may not know their plugins carries the issue.  Do not think MNC is one of those, but the patch is needed any way in back ported SkyrimSE.

 

Edited by safado

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