Jump to content

More Nasty Critters Special/Anniversary Edition


Recommended Posts

Posted
6 minutes ago, Sicumbaka said:


I found what cause it -  Unofficial Skyrim Special Edition Patch
Since it's not a "some other mod" but mod that used by 99% people across Tamriel so, could you provide a small patch for it. Thanks! Or maybe a small guide how to fix it.

the version i have (LE) is not editing them, can you give details/screenshots on what it has changed.

Posted
13 minutes ago, MadMansGun said:

is the Giant actually a Giant, or is it just a big human made to look like a Giant? because CF will not work on humans, that's SOS's department.

 

Its marked as a high elf I think. Thats what the armor addon seemed to indicate. I initially tested it with SOS for exactly this reason, but it doesnt seem to work. The sos addons didnt appear at all in the mcm, even with all the esp's enabled in the right pane of MO. No apparent reason for it other than a skeleton issue, but when I swapped out the skeleton with XPMSE it didnt fix it.

Thats essentially why I decided to try to fool the CK into thinking its an actual giant and use MNC to add the bitties.

Posted
28 minutes ago, MadMansGun said:

the version i have (LE) is not editing them, can you give details/screenshots on what it has changed.

 

Spoiler

1.thumb.png.95f50c5f9256beff32f2bfe8583c17e4.png

 

Spoiler

2.thumb.png.c8b741d6b62ee97d013b2e1cdb1d6759.png

 

Posted (edited)

figures assmoor would do yet another stupid thing like that, they were intended to have the dwarven keyword, they are not "undead", the heartstones control them like the Dynamo Cores control the dwarven constructs, hell the cores are probably made out of refined heartstones.

 

also any (non player) race that does not have the dwarven keyword should have the "ActorTypeCreature [KYWD:00013795]" keyword instead, that's how all the other races in the game are setup.

 

edit: here's a quick patch for now

MoreNastyCritters.esp

Edited by MadMansGun
Posted (edited)

Hello, I don't understand why I'm getting "Form 43"? Am I doing something wrong ?

 

 

Edit : Ah I did found out its false alarm

Edited by hazstean
Posted (edited)
23 hours ago, Grecia300 said:

 

Its marked as a high elf I think. Thats what the armor addon seemed to indicate. I initially tested it with SOS for exactly this reason, but it doesnt seem to work. The sos addons didnt appear at all in the mcm, even with all the esp's enabled in the right pane of MO. No apparent reason for it other than a skeleton issue, but when I swapped out the skeleton with XPMSE it didnt fix it.

Thats essentially why I decided to try to fool the CK into thinking its an actual giant and use MNC to add the bitties.



Ok to briefly follow up on this, I got SOS working, but unfortunately SL is still not considering my pc a giant, and therefore playing the human animations. The esp I made that edits the Playable Giants mod has ActorTypeCreature and ActorTypeGiant listed in the CK. I been combing through the various tags and I dont see anything that would help. Nor is there any command ingame that is helping either.

GetIsCreature is returning a 0, and I am once again kinda stumped. Any Creature/SL framework afficianado's know a way to fool Sexlab into thinking my pc is a giant without messing up combat animations or character creation?

Edited by Grecia300
Posted
1 hour ago, Grecia300 said:

SL is still not considering my pc a giant, and therefore playing the human animations.

your a rescaled human, not a giant, they use a different behavior file and skeleton.

Posted (edited)
1 hour ago, MadMansGun said:

your a rescaled human, not a giant, they use a different behavior file and skeleton.

 

 

I know I know, but surely the framework uses a series of keywords to understand what something is, or maybe a flag in the race or something, and if thats the case then I should be able to force it to use the creature animation anyway. Thats why I used phrasing like "fool it". Otherwise I dont know how imma get it working how I was hoping. The alternative is would be to play as an actual giant, and thatd come with its own issues. Would still have to track down more anims for giants though :/

Is there really no way to force it? At all? I'm willing to jump through some hoops if I have to.

Edited by Grecia300
Posted
On 6/30/2023 at 10:57 PM, MadMansGun said:

there is a patch in the kit but avoid the dwarven version, something is forever wrong with that mesh and i don't know what.

 come back to skyrim after a wile and need to do the patch again can you help remind me how to install the patchs for meeko and  vigilance ive done it before but i cant remember at all how to do it again 

Posted
48 minutes ago, Grecia300 said:

 

that's not how any of this works, you may as well be asking how to use spider animations on cows. the game's behavior files can only load what they are registered to load, and animations can only work with the behavior & skeleton combo that they were created for. so if your race is made to use human behavior files then it can only use human animations.

 

22 minutes ago, dragonoftheendtime said:

 come back to skyrim after a wile and need to do the patch again can you help remind me how to install the patchs for meeko and  vigilance ive done it before but i cant remember at all how to do it again 

just extract what you need from the file and re zip its data folder into a new zip and install it into your mod manager.

Posted
1 hour ago, Grecia300 said:

I should be able to force it to use the creature animation. 

 

Different skeletons between real giants and just resized humans, there is no way for them to share the animations. Your "giants" can only be treated as humans for animations, and even then, you will have the size problem.

Posted
1 hour ago, MadMansGun said:

just extract what you need from the file and re zip its data folder into a new zip and install it into your mod manager

got it to partially work now the genitals show up but they wont show the erect version just the sheathed one for them do i need to do something with nifskope for this aswell or is it just something ive messed up somewhere 

 

Posted

Running into the issue with the werewolves just jerking off in sex scenes intstead of doing the animations . How can I stop them from doing that? I am using TWO for the body.

Posted
19 minutes ago, Demodog said:

Running into the issue with the werewolves just jerking off in sex scenes intstead of doing the animations . How can I stop them from doing that? I am using TWO for the body.

that's just a dar animation that runs when they are aroused, so it's not the problem. but make sure you don't have any nemeshit combat mods installed, some of them have pre made behavior files in them that override the ones generated by fnis.

 

apart from that do animation troubleshooting steps 567&8

Posted (edited)
14 hours ago, サマエル said:

 

Different skeletons between real giants and just resized humans, there is no way for them to share the animations. Your "giants" can only be treated as humans for animations, and even then, you will have the size problem.

 

15 hours ago, MadMansGun said:

that's not how any of this works, you may as well be asking how to use spider animations on cows. the game's behavior files can only load what they are registered to load, and animations can only work with the behavior & skeleton combo that they were created for. so if your race is made to use human behavior files then it can only use human animations.

 

 

Fair enough lads. So if there is no way to change the behavior file being used by the game, then now my race mod is effectively pointless, as I am probably now just using basegame giants for the player race, via console. I dont suppose any yall know how thatd work with frostfall or campfire, by chance...?

 

Unfortunately this also means I need giant combat anims and more sl anims ontop. Im more than open to recommendations :P
Thirdly and lastly, I think, is getting modded followers to wander the worldspace, since I wont be able to enter cities. Kinda like how Captured Followers works by scanning the mod list and automatically teleporting them to various places, but less kinky, essentially. Know anything like that? I havent been able to find anything so far and that really sucks. I got vanilla npc's covered with Extended Encounters, and Immersive Encounters.

 

Sorry if this is going beyond the scope of the thread, its been a rough time trying to setup this wierd ass run.

Edited by Grecia300
Posted

....why the hell is everyone suddenly having dragon problems at the same time? got someone having issues with the dragon vore mod as well.


 

Quote

 

5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings.

 

6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play.

 

7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8
NOTE1: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

NOTE2: try turning on the "hkx file compatibly check" in FNIS to see if you installed the wrong version/s of any animation packs.

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Count Animations" and make sure nothing is over 1000 (the stock SexLab v1.65 animation limit), turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

 

Posted (edited)

Hello, I have question about the Dovahbear patch. Does Dovahbear use a unique skeleton that is not compatible with regular bears? I saw that the original mod has a separate skeleton file for him. I want to replace all bears with his character model. All the bear meshes look the same in NifSkope except for the texture path that differentiates their colors, snow, brown, and black. I am thinking to just replace their respective MNC meshes with the Dovahbear mesh from the patch.

 

Edit: Kinda works. After a very brief testing, changing the texture paths causes issues when bears go into SL scenes and one Animated Beast Cocks animation broke.

Edited by kamoewarrior
Posted

I'm just here to say you've done a great job. I'm getting more familiar with modding all the time and might be willing to help if I can. I'm just curious... I got everything to work just fine, but I got ahead of myself and didn't notice the loot messages about it being for "The original Skyrim." Now I know this works after following your instructions to the letter, but I'm just wondering why Loot is saying that? Maybe there is some incompatability because I'm working with 1.640 and the new Sexlab doesn't have any notice like that, but is that Loot being weird or am I slightly ahead of this package by now?

Posted
8 minutes ago, MayzVor said:

I'm just here to say you've done a great job. I'm getting more familiar with modding all the time and might be willing to help if I can. I'm just curious... I got everything to work just fine, but I got ahead of myself and didn't notice the loot messages about it being for "The original Skyrim." Now I know this works after following your instructions to the letter, but I'm just wondering why Loot is saying that? Maybe there is some incompatability because I'm working with 1.640 and the new Sexlab doesn't have any notice like that, but is that Loot being weird or am I slightly ahead of this package by now?

 

LOL Because you probably installed the LE version or you are overwriting MNC files with something else. Look, I'm using MNC SE and Skyrim AE v1.6.640 and I have no problems with LOOT or any other incompatibility, no warnings at all

Untitled.webp.3eb13b0a819953b23dc850b83e971ace.webp

Posted (edited)
2 hours ago, MayzVor said:

I'm just here to say you've done a great job. I'm getting more familiar with modding all the time and might be willing to help if I can. I'm just curious... I got everything to work just fine, but I got ahead of myself and didn't notice the loot messages about it being for "The original Skyrim." Now I know this works after following your instructions to the letter, but I'm just wondering why Loot is saying that? Maybe there is some incompatability because I'm working with 1.640 and the new Sexlab doesn't have any notice like that, but is that Loot being weird or am I slightly ahead of this package by now?

the mod/s are using form43 esp files and it's the only thing the mod managing programs look at to determine what game the mod is for.

nexus users are under the delusion that everything needs to be form44 or else it will kill save files, which is complete bullshit. the game knows how to use older forms.

 

many mods in fact work between game versions without any porting at all, mods that don't have any meshes, animations, weather/water effects or dll files, eg: matchmaker was made for LE but it's just a script & 2 spells so it works fine in SE/AE as is, another example is sexlab werewolves redux, made for LE but it also works fine in SE/AE, you just need the SE versions of its mod requirements, sexlab dragons is the same story, the meshes & animations it uses are loaded from another mod that has already been ported so there is no need for a SE version.

 

Edited by MadMansGun

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...