MadMansGun Posted September 6, 2024 Author Posted September 6, 2024 4 hours ago, nehaberlan said: Hi, I tried to use irresistibly attractive target spell on a horse. I got this error message: The spell fizzles and fails to effect horse. Do you have any suggestion for this problem? If you can help me anyway, I'll appreciate. see animation troubleshooting steps 5,6,7 & 8 on the mod page. if that don't fix it then i don't know what the problem is....guess there could be a chance that something renamed the horserace's editorID but that rarely happens.
nehaberlan Posted September 7, 2024 Posted September 7, 2024 10 hours ago, MadMansGun said: see animation troubleshooting steps 5,6,7 & 8 on the mod page. if that don't fix it then i don't know what the problem is....guess there could be a chance that something renamed the horserace's editorID but that rarely happens. I've already done them. They didn't work. I checked a topic named "Your spell fizzle and fails to affect..." Someone said what fixed his problem. It's something clean save. Disabling the mod's files first, then enabling them. FIXED MINE: Anyone running into the modd fizzling issue, just quit the game, uncheck the mod, launch the game, run around and then save, check the mod again, and then try it in game. Worked fine for me. After disabling them, then start the game, the mods looked active again. I waited a while. Then, I saved it. I started the from that new save after selecting the mods files. I've still gotten the same message for a while. Then, I don't know how, the animations started to work. Maybe, my Skyrim 1.5.97 is not compatible with the new MNC SE. If the problem is something like that, what can you suggest? Maybe, an older version of MNC works better with 1.5.97. Cheers...
MadMansGun Posted September 7, 2024 Author Posted September 7, 2024 21 minutes ago, nehaberlan said: Maybe, my Skyrim 1.5.97 is not compatible with the new MNC SE. If the problem is something like that, what can you suggest? Maybe, an older version of MNC works better with 1.5.97. nothing script wise is version dependent, the scripts being used are exactly the same ones from MNC LE. hell if anything that version of the game should be more compatible due to the fact that it's using a older version of sexlab.
nehaberlan Posted September 7, 2024 Posted September 7, 2024 5 hours ago, MadMansGun said: nothing script wise is version dependent, the scripts being used are exactly the same ones from MNC LE. hell if anything that version of the game should be more compatible due to the fact that it's using a older version of sexlab. Thank you for the information. I have another question different this problem. I have a mod with NPCs. I added a custom dog NPC. A labrador. Is there a way that I can make compatible with MNC? Adding erection, penis, animation? Or does MNC work only on vanilla dogs/creatures? Is there a tutorial for it? If it is possible, what additional mods/patches can you suggest?
nehaberlan Posted September 7, 2024 Posted September 7, 2024 Hi, I tried something. I copy/paste canineHard.nif files' penis related blocks, to my labrador's .nif file. I replaced small penis part by the canineHard's penis. I prepared textures and meshes of my Labrador_Hard in a .7z package. I'm sending to you. I don't know it works that way for make it compatible with MNC and the other bestiality animations, etc... If you can help me anyway, I'll appreciate it. PS: If there are any missing files (textures, meshes, misaligned files, eg...), please let me know... Labrador_Hard.7z
MadMansGun Posted September 7, 2024 Author Posted September 7, 2024 3 hours ago, nehaberlan said: Is there a tutorial for it? https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/ also its race editorID name needs to be one of theses for sexlab to see it as a valid race Spoiler ;Dogs = Actors\Canine\DogProject.hkx AddRaceID("Dogs", "DogsFailSafe") AddRaceID("Dogs", "DogRace") AddRaceID("Dogs", "DogCompanionRace") AddRaceID("Dogs", "MG07DogRace") AddRaceID("Dogs", "DA03BarbasDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace") AddRaceID("Dogs", "DLC1HuskyArmoredRace") AddRaceID("Dogs", "DLC1HuskyBareCompanionRace") AddRaceID("Dogs", "DLC1HuskyBareRace") ;end of stock races AddRaceID("Dogs", "ccBGSSSE035_NixHoundCompanionRace") AddRaceID("Dogs", "ccBGSSSE035_NixHoundEnemyRace") AddRaceID("Dogs", "ccBGSSSE036_BoneWolfCompanionRace") ;end of crap club trash AddRaceID("Dogs", "0_DogFollowerRace") AddRaceID("Dogs", "0_DogWildRace") AddRaceID("Dogs", "0_GermanShepherdRaceFollower") AddRaceID("Dogs", "0_HuskyArmoredRace") AddRaceID("Dogs", "00dhellhoundrace") AddRaceID("Dogs", "AAEMWolfgangRace") AddRaceID("Dogs", "aaxDogCompanionRace") AddRaceID("Dogs", "ADLRaceKelpie") AddRaceID("Dogs", "AKDogDraugrRace") AddRaceID("Dogs", "Andr_Agmaer_SnowDogRace") AddRaceID("Dogs", "BUV_Agmaer_SnowDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRaceGARM") AddRaceID("Dogs", "DomesticatedMorrowindNixHoundRace") AddRaceID("Dogs", "Dwemmydograce") AddRaceID("Dogs", "DwemmydograceIris") AddRaceID("Dogs", "EC_SS_BalennRace") AddRaceID("Dogs", "mihaildraugulfrace") AddRaceID("Dogs", "mihailguar_race_pony") AddRaceID("Dogs", "mihailnordmastiffrace") AddRaceID("Dogs", "mihailnordmastiffraceRABID") AddRaceID("Dogs", "mihailshepherddograce") AddRaceID("Dogs", "mihailskinnedhoundrace") AddRaceID("Dogs", "mihailzombiedograce") AddRaceID("Dogs", "RusheedaRace") data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== 2
Kashirinzan Posted September 8, 2024 Posted September 8, 2024 On 7/22/2024 at 9:46 AM, madcyb said: Hello if i can help ..... So i got INVISIBLES HORSES since 2020 and i keep running on version CreatureFramework V2_0_3 and HentaiCreatures_MNCv12_6SE and TODAY i found what was wrong ========> More Nasty Critters 12.3 Always Erect !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! With More Nasty Critters 12.3 Always Erect OFF the horses finaly apear on game with the new version (CreatureFrameworkV3-1 and MoreNastyCrittersSE_v15_5 and HentaiCreaturesSE_MNCSEv15 Voila thx all reading that topic did help me to find it and thanx a lot to you MadMansGun :) Where exactly do we find this More Nasty Critters 12.3 Always Erect OFF, is that a separate mod somewhere? I also have that problem where only horses are invisible but sometimes the genitals are just floating. Every other "creature" is perfectly fine except horses
Reet_Harded Posted September 8, 2024 Posted September 8, 2024 says the file is corrupted when I try to extract the first one
nehaberlan Posted September 8, 2024 Posted September 8, 2024 15 hours ago, MadMansGun said: https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/ also its race editorID name needs to be one of theses for sexlab to see it as a valid race Hide contents ;Dogs = Actors\Canine\DogProject.hkx AddRaceID("Dogs", "DogsFailSafe") AddRaceID("Dogs", "DogRace") AddRaceID("Dogs", "DogCompanionRace") AddRaceID("Dogs", "MG07DogRace") AddRaceID("Dogs", "DA03BarbasDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRace") AddRaceID("Dogs", "DLC1HuskyArmoredRace") AddRaceID("Dogs", "DLC1HuskyBareCompanionRace") AddRaceID("Dogs", "DLC1HuskyBareRace") ;end of stock races AddRaceID("Dogs", "ccBGSSSE035_NixHoundCompanionRace") AddRaceID("Dogs", "ccBGSSSE035_NixHoundEnemyRace") AddRaceID("Dogs", "ccBGSSSE036_BoneWolfCompanionRace") ;end of crap club trash AddRaceID("Dogs", "0_DogFollowerRace") AddRaceID("Dogs", "0_DogWildRace") AddRaceID("Dogs", "0_GermanShepherdRaceFollower") AddRaceID("Dogs", "0_HuskyArmoredRace") AddRaceID("Dogs", "00dhellhoundrace") AddRaceID("Dogs", "AAEMWolfgangRace") AddRaceID("Dogs", "aaxDogCompanionRace") AddRaceID("Dogs", "ADLRaceKelpie") AddRaceID("Dogs", "AKDogDraugrRace") AddRaceID("Dogs", "Andr_Agmaer_SnowDogRace") AddRaceID("Dogs", "BUV_Agmaer_SnowDogRace") AddRaceID("Dogs", "DLC1HuskyArmoredCompanionRaceGARM") AddRaceID("Dogs", "DomesticatedMorrowindNixHoundRace") AddRaceID("Dogs", "Dwemmydograce") AddRaceID("Dogs", "DwemmydograceIris") AddRaceID("Dogs", "EC_SS_BalennRace") AddRaceID("Dogs", "mihaildraugulfrace") AddRaceID("Dogs", "mihailguar_race_pony") AddRaceID("Dogs", "mihailnordmastiffrace") AddRaceID("Dogs", "mihailnordmastiffraceRABID") AddRaceID("Dogs", "mihailshepherddograce") AddRaceID("Dogs", "mihailskinnedhoundrace") AddRaceID("Dogs", "mihailzombiedograce") AddRaceID("Dogs", "RusheedaRace") data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== Thank you a lot...
nehaberlan Posted September 8, 2024 Posted September 8, 2024 I can't run MNC at all. No penis. No sex. No animations list. All missing. There is only one for canine. I made a clean save. I reinstalled them again, and again, and again. Nothing changed. LE version works for now. If there were an older version, I would like to try that. I did everything what you said. Nothing worked. I gave up. I tried to create a hard dog by using the tutorial. I managed to create the dogHard.nif However, I confused on creating the .json file. I thought that I added the correct names in it. Maybe, I did some mistakes. I'll try again if I can MNC works.
MadMansGun Posted September 8, 2024 Author Posted September 8, 2024 3 hours ago, nehaberlan said: No penis. No sex. No animations list. All missing. sounds like a mod manager problem, no normal problem with mnc would be that extreme. 3 hours ago, nehaberlan said: However, I confused on creating the .json file. compare with the mnc json, and use the json checker site to look for punctuation errors. if the dog is using a new race don't give it a race name that is already in use in mnc's json, give it a different name, but if it is using a stock race then make sure its name is exactly the same as in the mnc json, Eg: "DogCompanionRace "Dog" [RACE:000F1AC4]" is named as "Dog (Follower)" in mnc's json, also its raceForm can be entered as 0x0F1AC4 or just 0xF1AC4, basically the first 2 numbers of a formid that represent load order are replaced with 0x and any 0 after that can be skipped until a number/letter is used, (99000800 can be entered as 0x800, but 99F00800 would be 0xF00800)
vaelfelor Posted September 9, 2024 Posted September 9, 2024 ill just post here since it actually took me a couple hours to figure out this little problem on the compatibility pack, for the patch of a Dog's Life there are two files with the wrong name, the files are: meshes/adl/actors/dogBallsGrey.nif and dogPenisGrey.nif to fix missing penises on some dogs just raname it to dogBallsGray.nif and dogPenisGray.nif 1
nehaberlan Posted September 9, 2024 Posted September 9, 2024 (edited) 12 hours ago, MadMansGun said: sounds like a mod manager problem, no normal problem with mnc would be that extreme. compare with the mnc json, and use the json checker site to look for punctuation errors. if the dog is using a new race don't give it a race name that is already in use in mnc's json, give it a different name, but if it is using a stock race then make sure its name is exactly the same as in the mnc json, Eg: "DogCompanionRace "Dog" [RACE:000F1AC4]" is named as "Dog (Follower)" in mnc's json, also its raceForm can be entered as 0x0F1AC4 or just 0xF1AC4, basically the first 2 numbers of a formid that represent load order are replaced with 0x and any 0 after that can be skipped until a number/letter is used, (99000800 can be entered as 0x800, but 99F00800 would be 0xF00800) Because a use a custom dog, it looks different than MNC. I add what I did until now with pictures and how my .json file looks like. Maybe, you can tell me what is the problem. The name of the mod is HerBoners.esp The original dog Editor ID is Lucky_Labrador_SkinDog. It's FormID: 06041F30 The hard dog Editor ID is Lucky_Labrador_SkinDog_Hard. It's FormID: 06053D7C Race: Lucky_Labrador_DogRace FormID: 06041F32 My .json name: HerBoners_Lucky.json .json looks like this: { "modID": "Luckymod", "ModName": "Lucky the Labrador", "creatures": [ { "skinName": "Labrador", "restrictedSlots": [], "arousedArmor": "__formData|HerBoners.esp|0x53D7C", "normalArmor": null, "RaceName": "Labrador", "raceForm": "__formData|HerBoners.esp|0x1F32", "skinForm": "__formData|HerBoners.esp|0x1F30" } ] } I totally confused about the modID, ModName, skinName, arousedArmor, normalArmor, RaceName, raceForm, skinForm. I couldn't figure out what names do I have to use. I just added Luckymod, Lucky the Labrador, Labrador. I didn't find them anywhere in SSEEdit. Here are some screenshots. Maybe, they can be helpful. Thank you... Edited September 9, 2024 by nehaberlan
MadMansGun Posted September 9, 2024 Author Posted September 9, 2024 (edited) 1 hour ago, nehaberlan said: FormID: 06041F32 1 hour ago, nehaberlan said: FormID: 06041F30 1 hour ago, nehaberlan said: "raceForm": "__formData|HerBoners.esp|0x1F32", "skinForm": "__formData|HerBoners.esp|0x1F30" you missed the 4 in both of theses after you fix it you may need to hit the "Re-register all mods" button in CF's MCM. 1 hour ago, nehaberlan said: Race: Lucky_Labrador_DogRace "Lucky_Labrador_DogRace" is not a registered race editorid in MNC's race script, change the race's editorid to "DogsFailSafe" or "0_DogFollowerRace" Edited September 9, 2024 by MadMansGun
nehaberlan Posted September 9, 2024 Posted September 9, 2024 (edited) 1 hour ago, MadMansGun said: you missed the 4 in both of theses after you fix it you may need to hit the "Re-register all mods" button in CF's MCM. "Lucky_Labrador_DogRace" is not a registered race editorid in MNC's race script, change the race's editorid to "DogsFailSafe" or "0_DogFollowerRace" I think, you mean that I had to type like this: "raceForm": "__formData|HerBoners.esp|0x41F32", "skinForm": "__formData|HerBoners.esp|0x41F30" I did it. I renamed the Race Editor ID to: 0_DogFollowerRace It's done. So, right now... RaceName in the json... So, am I gonna change to "0_DogFollowerRace"? Like this? "RaceName": "0_DogFollowerRace", OK... I did... So, Where can I get the correct names of the modID, ModName, skinName that I can add in the .json file? Here is the last edited version of my .json file: { "modID": "Luckymod", "ModName": "Lucky the Labrador", "creatures": [ { "skinName": "Labrador", "restrictedSlots": [], "arousedArmor": "__formData|HerBoners.esp|0x53D7C", "normalArmor": null, "RaceName": "0_DogFollowerRace", "raceForm": "__formData|HerBoners.esp|0x41F32", "skinForm": "__formData|HerBoners.esp|0x41F30" } ] } 0_DogFollowerRace [\spoiler] Edited September 9, 2024 by nehaberlan
eatsy Posted September 9, 2024 Posted September 9, 2024 This mod stealth-replaces vanilla werewolf animations with shittier ones. Very annoying, and seemingly completely unnecessary, because everything still works fine after removing those.
Guest Posted September 9, 2024 Posted September 9, 2024 So enjoying this mod. Slowly updating models as I go along. Challenging but I enjoy it. Just a thanks for making my game fun.
MadMansGun Posted September 9, 2024 Author Posted September 9, 2024 4 hours ago, nehaberlan said: "RaceName": "0_DogFollowerRace", no, it's in the esp where the race's editorid matters, "Labrador" is fine in the json and is not related to the editorid, the names in the json only effect what it shows up as in the CF MCM. 4 hours ago, nehaberlan said: Where can I get the correct names of the modID, ModName, skinName that I can add in the .json file? it's a new race so those can be almost anything you want in the json, as long as you don't give it a name that already exists in another json (eg: " modID": "MNC" "). so this should be working fine { "modID": "Luckymod", "ModName": "Lucky the Labrador", "creatures": [ { "skinName": "Labrador", "restrictedSlots": [], "arousedArmor": "__formData|HerBoners.esp|0x53D7C", "normalArmor": null, "RaceName": "Labrador", "raceForm": "__formData|HerBoners.esp|0x41F32", "skinForm": "__formData|HerBoners.esp|0x41F30" } ] } hit the "Re-register all mods" button in CF's MCM. and maybe re-register animations in SLAL. 1
nehaberlan Posted September 9, 2024 Posted September 9, 2024 4 hours ago, MadMansGun said: no, it's in the esp where the race's editorid matters, "Labrador" is fine in the json and is not related to the editorid, the names in the json only effect what it shows up as in the CF MCM. it's a new race so those can be almost anything you want in the json, as long as you don't give it a name that already exists in another json (eg: " modID": "MNC" "). so this should be working fine { "modID": "Luckymod", "ModName": "Lucky the Labrador", "creatures": [ { "skinName": "Labrador", "restrictedSlots": [], "arousedArmor": "__formData|HerBoners.esp|0x53D7C", "normalArmor": null, "RaceName": "Labrador", "raceForm": "__formData|HerBoners.esp|0x41F32", "skinForm": "__formData|HerBoners.esp|0x41F30" } ] } hit the "Re-register all mods" button in CF's MCM. and maybe re-register animations in SLAL. It finally works... I reordered mods manually as you suggested. I had animations problem. All the animations had been installed, however there was only one canine animation was active. So, I reinstalled Billyy's SLAL Animations again. I used FNIS. Then, I re-registered animations again in SLAL. I hit the "Re-register all mods" in Creature Framework. Then, I checked the settings of the mods again. I saved the game. After I opened the game, I visited my dog Lucky. My PC and he shagged in several different positions. Thank you. I've been really PITA. However, I'm really rookie/inexperienced about creating something totally new to me. Naturally, it's impossible to learn without asking. It's trial/error. Making mistakes is the part of it. Without making mistakes, nobody can learn. I'm not clever or intelligent. I prepared another one for LE. I hope that it'll work also. Thanks a lot. Cheers...
nehaberlan Posted September 9, 2024 Posted September 9, 2024 Hi, I'm just wondered. Is there a way to add Cumshot animation/FX for the creature(s)? Cumshot 2.3 mod works for only humans, not for creatures. If you can help me anyway, I'll appreciate.
dechurch Posted September 10, 2024 Posted September 10, 2024 Isn't there a fluffworks patch for this somewhere or am I losing my mind?
SwissxPiplup Posted September 10, 2024 Posted September 10, 2024 I'm sure you've gotten this before but I'm a little lost on getting CreatureFramework to appear in MCM, I'm told it's installed in the upper left of the screen, but it doesn't appear to have a menu (to clarify, it's not an empty menu, it's just no menu at all); this only seems to be the case as long as JContainers is installed, if I remove that mod, CreatureFramework appears as normal. I've looked through the troubleshooting guide and made sure that all of the mods are installed, and that they're all in the correct load order (I'm using Vortex so I had to set rules to make this work). I've tried installing this on both Skyrim version 1.5.97 and now on 1.6.1170 but it seems to fail no matter which version I use, and always seems to be related to JContainers, so to be fair this is probably a them problem to fix, but I figured I'd report my issue here. I did discover and try out a trick in 1.5.97 where I would load CreatureFramework first, then save and quit to install JContainers, and load back in which seemed to work, the CreatureFramework MCM would appear even with JContainers installed, but it would never initialise no matter how long I waited; eventually the game would begin to lag to such a degree that it would crash. I'm all out of ideas here; I suppose I could play with them both installed and just not make use of the MCM, but then there's no reason having it if I can't use it. Any ideas? Skyrim Version: 1.6.1170 SkyUI Version: 5.2SE JContainers Version: 4.2.9 More Nasty Critters Version: v15_5 CreatureFramework Version: v3-1
MadMansGun Posted September 10, 2024 Author Posted September 10, 2024 3 hours ago, nehaberlan said: Hi, I'm just wondered. Is there a way to add Cumshot animation/FX for the creature(s)? Cumshot 2.3 mod works for only humans, not for creatures. If you can help me anyway, I'll appreciate. me and billyy have been adding cum effects into some of our animations, but it's a high learning curve to do it, you need to know a lot of things that are not even documented to create the particle emitter nif, as well as knowing how to work with fnis files or slal packs to add animobjects to animations. 1 hour ago, dechurch said: Isn't there a fluffworks patch for this somewhere or am I losing my mind? abc had one, but there is also another kicking around somewhere on this page that had more in it https://www.loverslab.com/topic/168677-all-things-bestiality/ 1
MadMansGun Posted September 10, 2024 Author Posted September 10, 2024 42 minutes ago, SwissxPiplup said: Vortex that thing is a unpredictable* bastard that puts bits of mods into your skyrim install folder, making diagnostics of mod problems impossible. *one of the more insane cases being replacing the werewolf's head with a penis.
SwissxPiplup Posted September 10, 2024 Posted September 10, 2024 24 minutes ago, MadMansGun said: that thing is a unpredictable* bastard that puts bits of mods into your skyrim install folder, making diagnostics of mod problems impossible. *one of the more insane cases being replacing the werewolf's head with a penis. I see. I've never had a problem with Vortex in the past however, not since Bethesda decided that Skyrim needed updating past 1.5.97, that messed everything up. All of the files appear to be in the correct folders, for both MNC and JContainers. .pex is sorted under Data/scripts .psc is sorted into Data/scripts/source .json is under Data/SLAnims/json .esp is just under Data For JContainers, the .pex and .psc files are under the same places, but it also has a .dll which is stored under Data/SKSE/Plugins Could it be something to do with the light plugin limit increase?
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