Grecia300 Posted August 20, 2024 Posted August 20, 2024 Sorry to bother chaps, but I am trying to make a few edits to Playable Giant Race, to work with this, and I dont know how. I did a bit of poking around in the CK so far and my best guess is changing keywords, and ArmorAddons? Would appreciate some pointers on what to look for.
MadMansGun Posted August 20, 2024 Author Posted August 20, 2024 (edited) 17 hours ago, creepycream said: I just realized that the Ashman doesn't get hard. The flaccid model works but it won't switch to the erect model. 7 hours ago, Sicumbaka said: MadMansGun Hi! I came here to rerort this bug too i'm not able to recreate the problem on my end, so you may have a mod installed that is editing there race in some way, Eg: changing there editorid name or removing the race's keywords. that or another mod is adding "new" ashmen that look the same as the others but uses a different armor id. 34 minutes ago, Grecia300 said: Sorry to bother chaps, but I am trying to make a few edits to Playable Giant Race, to work with this, and I dont know how. I did a bit of poking around in the CK so far and my best guess is changing keywords, and ArmorAddons? Would appreciate some pointers on what to look for. 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. Edited August 20, 2024 by MadMansGun
Guest Posted August 20, 2024 Posted August 20, 2024 (edited) 11 minutes ago, MadMansGun said: i'm not able to recreate the problem on my end, so you may have a mod installed that is editing there race in some way, Eg: changing there editorid name or removing the race's keywords. that or another mod is adding "new" ashmen that look the same as the others but uses a different armor id. 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. 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. Edited August 20, 2024 by Sicumbaka
MadMansGun Posted August 20, 2024 Author Posted August 20, 2024 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.
Grecia300 Posted August 20, 2024 Posted August 20, 2024 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.
Guest Posted August 20, 2024 Posted August 20, 2024 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 Spoiler
MadMansGun Posted August 20, 2024 Author Posted August 20, 2024 (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 August 20, 2024 by MadMansGun 2
hazstean Posted August 21, 2024 Posted August 21, 2024 (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 August 21, 2024 by hazstean
Grecia300 Posted August 21, 2024 Posted August 21, 2024 (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 August 21, 2024 by Grecia300
MadMansGun Posted August 21, 2024 Author Posted August 21, 2024 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. 1
Grecia300 Posted August 21, 2024 Posted August 21, 2024 (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 August 21, 2024 by Grecia300
dragonoftheendtime Posted August 21, 2024 Posted August 21, 2024 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
MadMansGun Posted August 21, 2024 Author Posted August 21, 2024 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.
深淵の神 Posted August 21, 2024 Posted August 21, 2024 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.
dragonoftheendtime Posted August 22, 2024 Posted August 22, 2024 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
MadMansGun Posted August 22, 2024 Author Posted August 22, 2024 (edited) depends on what the cause of the problem is. Edited August 22, 2024 by MadMansGun
Demodog Posted August 22, 2024 Posted August 22, 2024 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.
MadMansGun Posted August 22, 2024 Author Posted August 22, 2024 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
Grecia300 Posted August 22, 2024 Posted August 22, 2024 (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 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 August 22, 2024 by Grecia300
waiyan Posted August 22, 2024 Posted August 22, 2024 Every creature sex scene works fine except with dragons. Any suggestion for fix?
MadMansGun Posted August 22, 2024 Author Posted August 22, 2024 ....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.
kamoewarrior Posted August 23, 2024 Posted August 23, 2024 (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 August 23, 2024 by kamoewarrior
RobinRouche Posted August 23, 2024 Posted August 23, 2024 Is there any way to assign the "pets of skyrim" CC content included in AE to use MNC as their model/be compatable with aroused creatures etc?
skar450 Posted August 24, 2024 Posted August 24, 2024 Hello could you make a patch for this mod? https://www.nexusmods.com/skyrimspecialedition/mods/120477 It's really nice remake of the trolls but when they get "excited" they revert back to vanilla looking trolls 1
kamoewarrior Posted August 25, 2024 Posted August 25, 2024 Goblins and zombies from the CC DLCs do not have naughty bits. It would be great to have these as replacers for those creatures. I took a quick look at the files and plugins and I don't think it is as simple as directly replacing meshes. Goblin slayer inspired goblins Fleshmen and butcher
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now