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More Nasty Critters Special/Anniversary Edition


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Posted
27 minutes ago, EcIipse said:

Where do I find the spells for Hentai Creatures without having them dumped on me? I've met a few magic vendors but not a single one had them.

 

Riverwood trader is the default location but if you have any mods editing the vendor items there it will need patching.

Posted
17 hours ago, MadMansGun said:

corrupted sexlab registry maybe?

 

Okay so I tried that and it still isnt working :/ bah I donno what to doooo

Posted (edited)
43 minutes ago, Bunniie said:

Okay so I tried that and it still isnt working :/ bah I donno what to doooo

try the reset everything button( at / near the top) in sexlab's debug menu (note: you will need to turn creature animations back on after it's done)

18 minutes ago, yonoid said:

Whenever I summon a creature using the hentai creature spells and I select mate, it pops up a message that says said creature is "not loaded, banishing" and I cannot for the life of me figure out the problem. Been working at it for like 5+ hours. Followed the instruction guide for these mods and everything. One of the first things I did was check the load order and it's perfectly fine. Any ideas?

odd, but then it has never been the most reliable at starting animations, so try using matchmaker (not massmatchmaker) instead. if that also fails then something is not setup correctly in game.

Edited by MadMansGun
Posted
21 hours ago, MadMansGun said:

try the reset everything button( at / near the top) in sexlab's debug menu (note: you will need to turn creature animations back on after it's done)

odd, but then it has never been the most reliable at starting animations, so try using matchmaker (not massmatchmaker) instead. if that also fails then something is not setup correctly in game.

I appreciate the reply, I ended up uninstalling everything, made a new mod profile so I could enable the essential mods and re-download SL and everything. Hopefully from there things will run smoothly.

Posted (edited)

Hoping to get some help here, the female werewolf model seems to not have sounds when walking or running, but does when sprinting.

 

I checked in SSEEdit, none of the sounds for the werewolf race, skin, armor addon, footstep set, impacts, or sound records are overridden by anything. So I tried a hail mary by temporarily removing MNC, ABC, etc, anything that edited/replaced the female werewolf mesh, and voila, I have footstep sounds again!

 

So I went to add in the mods I disabled (MNC, ABC, ABC-MNC Fluffworks Patch, some alternate schlong models from Anub's SLAL, and an unrelated esp patch for wolves, to be exact) starting with just MNC enabled. I was back to a female werewolf model, but also back to having no walk or running sounds.

 

I checked the Skyrim - Sounds.bsa too because some related posts I found suggested corruption of sound files, and not the case. Extracting the bsa and playing any of the werewolf walking/running sounds plays as expected.

 

I'm not a modeller, nor do I really know how sounds are triggered from a model or animation, so any help or pointers are much appreciated!

 

I aplologize for the mess of a loadorder I have (plan on moving to MO2 to clean it up), put heres my plugins list and my load order as generated by Vortex.

 

 

 

Edit: Might be a model issue? Unless it's just a me thing with my messy LO. But downloading a female werewolf model replacer such as La Femme Lycana does keep the footstep sfx for walking, running, and sprinting, which seems like a good first step I hope. Going to try making a patch that replaces the MNC model in MNC\meshes\MoreNastyCritters\werewolf\FemaleWerewolf_1.nif, is this the correct mesh I should try swap?

 

Edit2: Tried swapping the above mesh of the female werewolf, and it used the La Femme Lycana model I made a patch for, however, no dice. So at this point I'm guessing it's an animation issue then?

Edited by fluffyvault
Posted
2 hours ago, fluffyvault said:

Hoping to get some help here, the female werewolf model seems to not have sounds when walking or running, but does when sprinting.

 

 

 

Do not know much about how it is trigger, I think is an internal engine implementation.

The record form reference for vanilla Werewolf footseep is at FoorStepSet\NPCWerewolfFootstepSet [FSTS:000F23E6]. It is referenced by the  "Armor Addon \ 000CDD87 <NakedTorsoWerewolfBeast>" in Skyrim.esm.   MNC overwrite that and other record to redirect it to its mesh models.  Also, the footprint decals are set by that system. I think that the animation has some reference call to the footstep set index. Do not really know.  The count of footstep sounds in each set is different for each game actor\race.

 

Use SSEedit(xEdit) to track the references at the tab at the bottom of the form page.  After identifying it in xedit, try creative kit and wikis about it.

 

Posted

well the aroused werebear is missing NPCWerewolfFootstepSet [FSTS:000F23E6], but i don't see anything wrong with werewolves.

Posted
1 hour ago, safado said:

 

Do not know much about how it is trigger, I think is an internal engine implementation.

The record form reference for vanilla Werewolf footseep is at FoorStepSet\NPCWerewolfFootstepSet [FSTS:000F23E6]. It is referenced by the  "Armor Addon \ 000CDD87 <NakedTorsoWerewolfBeast>" in Skyrim.esm.   MNC overwrite that and other record to redirect it to its mesh models.  Also, the footprint decals are set by that system. I think that the animation has some reference call to the footstep set index. Do not really know.  The count of footstep sounds in each set is different for each game actor\race.

 

Use SSEedit(xEdit) to track the references at the tab at the bottom of the form page.  After identifying it in xedit, try creative kit and wikis about it.

 

 

I ended up just extracting the vanilla animations from Skyrim - Animations.bsa and created a scuffed patch that overwrites MNC's walk/run/sprint animations for the werewolf, and it seems to be working so far. However now I'm experiencing this unsightly issue (not my gif, but it's the exact same issue), and so far the only fix I've found is Precision Creatures and it's behaviour edits for Nemesis, but this overwrites FNIS behaviour data and causes creature anims to fail :/

Posted
13 minutes ago, fluffyvault said:

 

I ended up just extracting the vanilla animations from Skyrim - Animations.bsa and created a scuffed patch that overwrites MNC's walk/run/sprint animations for the werewolf, and it seems to be working so far. However now I'm experiencing this unsightly issue (not my gif, but it's the exact same issue), and so far the only fix I've found is Precision Creatures and it's behaviour edits for Nemesis, but this overwrites FNIS behaviour data and causes creature anims to fail :/

You are aware that Nemesis does not support creatures?

Posted
25 minutes ago, UsernameTaken666 said:

You are aware that Nemesis does not support creatures?

 

Very, yes. This is why you run FNIS first for creature & human behaviours, then Nemesis after for mods that require Nemesis, and it works fine. The problem I was talking about in that comment is a mod that fixes the jerky werewolf camera via a very experimental addon for Nemesis that allows some creature behaviour edits. This experimental addon is what breaks FNIS in my setup, not Nemesis itself.

Posted
45 minutes ago, MadMansGun said:

well the aroused werebear is missing NPCWerewolfFootstepSet [FSTS:000F23E6], but i don't see anything wrong with werewolves.

 

I'm at a loss then exactly what's causing footstep sounds to not play :/

 

I've got it fixed with a bandaid and some duct tape right now by simply replacing all the animations except for any of the 'sprint_allfours.hkx' related animations. They, for whatever reason (seemingly a vanilla bug), are causing the 3rd person werewolf camera to tweak tf out and rapidly zoom in and out while sprinting (see 'unsightly issue' hyperlinked in previous reply).

Posted
31 minutes ago, fluffyvault said:

 

Very, yes. This is why you run FNIS first for creature & human behaviours, then Nemesis after for mods that require Nemesis, and it works fine. The problem I was talking about in that comment is a mod that fixes the jerky werewolf camera via a very experimental addon for Nemesis that allows some creature behaviour edits. This experimental addon is what breaks FNIS in my setup, not Nemesis itself.

Try Pandora. It does both creatures and 2 leg sheep.

Posted (edited)
6 hours ago, fluffyvault said:

They, for whatever reason (seemingly a vanilla bug), are causing the 3rd person werewolf camera to tweak tf out and rapidly zoom in and out while sprinting

the turning while sprinting camera bug is known to me, that was one of the things i fixed when i remade the animations.

6 hours ago, fluffyvault said:

a mod that fixes the jerky werewolf camera via a very experimental addon for Nemesis

anything to do with Nemesis is crap and should be avoided.

 

i'll recheck the animations to see if a missed any annotation tracks but i don't think i did, (but if i did then it should be effecting the male werewolves as well, not just the females)

Edited by MadMansGun
Posted (edited)

FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK.............the tracks are missing.....this is going to take a while to fix.

Edited by MadMansGun
Posted
9 hours ago, BigOnes69 said:

Try Pandora. It does both creatures and 2 leg sheep.

 

I did try (fuck is it fast, 5-6 seconds for 55k animations???) But its not 100% backwards compatible with things that require Nemesis yet.

 

Things like JS Immersive Interactions don't play their animations if I use Pandora, and I had to find a patch for TK Dodge otherwise Id just roll in place lol

 

3 hours ago, MadMansGun said:

FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK.............the tracks are missing.....this is going to take a while to fix.

 

If it helps the headache, I only had the super jerky camera with the sprinting animation for all fours (not the vanilla one, but the alternate sprint animation that looks like its from "Werewolf Feral Beast Run".

 

Now I feel bad for finding and dumping a seemingly painful thing to fix. If I knew anything about animations or their annotations Id offer a helping hand :(

Posted

Guys, Hi! I want to patch Diverse Dog Textures - SPID but i'm not sure how since there are no diverse of dogs in real game. So I can patch models to add schlongs easily, but how can I  add more dogs to MNC to work? Or it's imposible and MNC won't work with SPID replaced models?

Posted
15 hours ago, fluffyvault said:

 

I did try (fuck is it fast, 5-6 seconds for 55k animations???) But its not 100% backwards compatible with things that require Nemesis yet.

 

Things like JS Immersive Interactions don't play their animations if I use Pandora, and I had to find a patch for TK Dodge otherwise Id just roll in place lol

 

Wont OAR do the other shit????

Posted
1 hour ago, MadeByWind said:

Guys, Hi! I want to patch Diverse Dog Textures - SPID but i'm not sure how since there are no diverse of dogs in real game. So I can patch models to add schlongs easily, but how can I  add more dogs to MNC to work? Or it's imposible and MNC won't work with SPID replaced models?

the way that mod works does not look CF friendly, best bet would be to edit there meshes to be aroused 24/7.....but you may also need to disable all dogs in CF as well because it may still see them as stock dogs and change them back when they actually get aroused.

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

Posted
10 hours ago, BigOnes69 said:

Wont OAR do the other shit????

 

Not by the looks of it, some require Nemesis and I'm assuming it's just a Pandora quirk with it still being a yet-to-release mod. From what I tested, everything except for Immersive Interactions and TK Dodge. TK just needed a patch for animation annotations, and Immersive Interactions sort of works, but the idle pickup animation doesn't play.

 

Other than those two that I tried, animation mods still worked, creature anims work, player anims work under Pandora.

Posted
On 3/19/2024 at 9:43 PM, Ragsinn said:

Hello all! I have run into another problem like the one I had with the vampire lord. Sex lab Aroused is not detecting dwarven spiders and they are not doing the mesh switch.

With the vampires it was a mod that caused the mesh not to switch and I removed the mod and they work now thanks very much. Now its the dwarven spiders. I can not think of any mod or mods that I have installed for the dwarves. I have included my load order any further help I can give please ask.  As always your help is greatly appreciated.

loadorder.txt 11.34 kB · 9 downloads

 

Solved it . Thanks

 

I have the same problem with the vampire, which mod did you remove to solve this problem?

Posted (edited)

Hi, I have the strangest behavior that started to happen when playing creature animations. Some (not all) creatures just disappear (become invisible) as soon as a sex animation with them starts, resulting in the PC basically just humping air for the duration of the animation. Then they re-appear as soon as the animation is ended.

 

But, this ONLY happens indoors. If I take the exact same creature outside the animation plays fine, and the creature doesn't disappear.

 

Any clues as to why this is happening and how I can fix this?

 

UPDATE: If I disable Creature Framework for a specific creature (e.g. Falmer), then the creature won't disappear when a scene starts. It just won't have a dong. So something about CF undressing the creatures at the start of a scene seems to be the "trigger" for this weird behavior.

Edited by Serenity_XXI
Posted
1 hour ago, Tlam99 said:

overwritten creature skeleton maybe.

maybe, hdt stuff can do some odd shit (when it does not crash from whatever's wrong)

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