AlphaLoaded Posted December 12, 2024 Posted December 12, 2024 (edited) Hey gents. I'm having an issue with erection persistence when animating. When an animation in Sexlab starts all the erections work fine, but if you change the animation set the creature's dick meshes get reset to flacid. I've gone through the standard steps for resolving like issues on the main page and it hasn't helped any. Puppeteering them and triggering an update doesn't restore their dicks for the duration of the scene either. Any help would be appreciated! Scratch this. Found out it's a known issue with another mod I use. Edited December 12, 2024 by AlphaLoaded
MadMansGun Posted December 12, 2024 Author Posted December 12, 2024 14 hours ago, monkthegreat said: I have a question. Not sure if it's been asked yet or not. Has anyone else's summoned pet using the summon spell go to town on their mannequin's ? I mean it's not an issue , I had a very conflicting moment. On one hand I was laughing so hard watching a giant spider jump to one of my mannequins and just have it's way it and on the other I was seriously questioning my race menu skills. And the best part is I didn't even have the female replacement mannequins installed, I forgot. So yeah, woody the spider was getting him some wood mannequin . Anyway just thought I'd share and thank for the mod and all the hard work you have done.. unheard of to me, i thought the mannequin race was blocked.
monkthegreat Posted December 12, 2024 Posted December 12, 2024 6 hours ago, MadMansGun said: unheard of to me, i thought the mannequin race was blocked. Lol, I thought so also. I guess I have a mod that unlocks the mannequin race somehow. I did a test and tried to get with a mannequin myself and it didn't work. I remember having a mod a long time ago that replaced the mannequin script where you could change their poses or make them seem alive. Maybe that script was left behind when I removed that mod. I'll go digging. Or maybe I'll leave it for my own entertainment lmao !!
MadMansGun Posted December 12, 2024 Author Posted December 12, 2024 4 hours ago, monkthegreat said: or make them seem alive ....as if those creepy bastards needed a mod to do that. doing that probably removed whatever sexlab was using to block that race....also matchmaker spells can't hit actors that are marked as "ghost", but Sexlab Werewolves may possibly work. 1
Tlam99 Posted December 12, 2024 Posted December 12, 2024 Toggle ai on a follower and you have a mannequin.
dragonoftheendtime Posted December 19, 2024 Posted December 19, 2024 hi im having trouble getting psboss spriggans to work when mnc is installed could anyone help on how to get them to work with mnc thanks
MadMansGun Posted December 20, 2024 Author Posted December 20, 2024 2 hours ago, dragonoftheendtime said: hi im having trouble getting psboss spriggans to work when mnc is installed could anyone help on how to get them to work with mnc thanks in the case of sprigs ABC is likely the cause, file path wise mnc does not touch them.
DatBaraGuy Posted December 20, 2024 Posted December 20, 2024 Hi, I dunno if this is the best one to ask a questions about creatures and stripping but I wanna know if it's possible to "strip" a creature during a scene? Like say from mods that add equipment to creatures like the backpack for dogs etc. See, I have werewolf follower, custom mesh and patched the MNC and Creature framework stuff and everything works so far, the aroused and normal states are good. But see I decided to create an armor for him, not by changing his base/normal and aroused mesh with the armor on, but actually giving him an equipment where he wears it when you give it to him. So my problem is, how do I get him to remove said armor "strip" during a sex scene like it normally does to human armors. His normal and aroused state still works with the armor on, (i.e. his dingalong and jewels are out in both states) and is working perfectly fine as hard and soft. (Would also like to know if this could work with above mentioned mods where we could give equipment to dogs and have them "strip" it during a scene) My first failed solution was adding a CFNormal keyword to the armor but while it does get him naked, the problem is I still want the armor on when he's aroused and only removed during sex, so this was a no go. Another one I tried was editing the (Strip Edit tab- I can't remember what it's called but it's the second to the last tab in the SL MCM) in the Sexlab MCM and change his armor to 'always remove' during sex scene but that doesn't seem to work. So any tips? Thanks in advance.
MadMansGun Posted December 20, 2024 Author Posted December 20, 2024 2 hours ago, DatBaraGuy said: Hi, I dunno if this is the best one to ask a questions about creatures and stripping but I wanna know if it's possible to "strip" a creature during a scene? Like say from mods that add equipment to creatures like the backpack for dogs etc. See, I have werewolf follower, custom mesh and patched the MNC and Creature framework stuff and everything works so far, the aroused and normal states are good. But see I decided to create an armor for him, not by changing his base/normal and aroused mesh with the armor on, but actually giving him an equipment where he wears it when you give it to him. So my problem is, how do I get him to remove said armor "strip" during a sex scene like it normally does to human armors. His normal and aroused state still works with the armor on, (i.e. his dingalong and jewels are out in both states) and is working perfectly fine as hard and soft. (Would also like to know if this could work with above mentioned mods where we could give equipment to dogs and have them "strip" it during a scene) My first failed solution was adding a CFNormal keyword to the armor but while it does get him naked, the problem is I still want the armor on when he's aroused and only removed during sex, so this was a no go. Another one I tried was editing the (Strip Edit tab- I can't remember what it's called but it's the second to the last tab in the SL MCM) in the Sexlab MCM and change his armor to 'always remove' during sex scene but that doesn't seem to work. So any tips? Thanks in advance. if you added is as a outfit then yes it should be removable (depending on what slot it's in). unless if told not to in the json CF will remove equipped weapons & armor by default.
DatBaraGuy Posted December 20, 2024 Posted December 20, 2024 1 hour ago, MadMansGun said: if you added is as a outfit then yes it should be removable (depending on what slot it's in). unless if told not to in the json CF will remove equipped weapons & armor by default. I don't think I've added the armor on his json. The ones in his json are his Normal and Aroused meshes which is his custom body and custom dick to match his texture. It's also his 'Worn Outfit' skin (Other werewolves are the vanilla ones - to make him unique) The armor I made for him is... separate if that makes sense? I'll show a pic because it's a bit hard for me to articulate. So his custom mesh is fine and other werewolves aren't affected. Now below is the armor I was talking about: I can give it to him and he can "equip" like a human npc would to their armor. Also the armor is using the Body slot. Underneath the armor he can still have a normal and aroused state. And I can take it back from him from his inventory. I guess my problem is this: I kinda want him to strip during a sex scene, and even though I ticked it to 'Always Remove', he still has the armor on. Sorry if it's a bit too long and perhaps my problem doesn't have anything to do with your mod, since the MNC and CF stuff are all perfectly going well, it's just the stripping that's the problem and I don't think Sexlab is referencing Creature type npcs when it comes to 'Stripping'?
MadMansGun Posted December 20, 2024 Author Posted December 20, 2024 (edited) 20 minutes ago, DatBaraGuy said: . try adding this to your json "stripArmor": true also sexlab's settings for striping does not effect creatures. Edited December 20, 2024 by MadMansGun 1
DatBaraGuy Posted December 20, 2024 Posted December 20, 2024 2 hours ago, MadMansGun said: try adding this to your json "stripArmor": true also sexlab's settings for striping does not effect creatures. So just to be sure, is this the correct format?
blackzelda Posted December 23, 2024 Posted December 23, 2024 hello, I would like to know if the creature texture mods were compatible, and the prerequisite loading order ?
MadMansGun Posted December 23, 2024 Author Posted December 23, 2024 On 12/20/2024 at 2:30 AM, DatBaraGuy said: So just to be sure, is this the correct format? off hand it looks right. 42 minutes ago, blackzelda said: hello, I would like to know if the creature texture mods were compatible, and the prerequisite loading order ? depends on the mod, normal 2/4/8/16k texture replaces are fine, but "automatic variant" mods and mesh replacement mods are not.
Evilhomer Posted December 25, 2024 Posted December 25, 2024 Hi I'm using the Tame Beasts patch and I cant get any animations to start. Aroused meshes are working correctly but I cant start a scene with the pets from the mod, not even with the debug spell. I had a little look and I think the races haven't been added correctly. In the MNC script they are set up as "TamedHyenaRace" etc but in the patch its still set as the mod original race "TameBeastTamedHyenaRace" nearly all of the other races are aswell. Also two of the wolfs are set at 1.4 height, so nothing lines up. I know the obvious thing is to scale them down, but having a huge wolf is pretty awesome, I take it there's no way(well no easy way)for them to use different animations, like the sabrecat?.
kkiiees Posted December 27, 2024 Posted December 27, 2024 I found patches for Zombies and Wild Horse from CC contents made by Nessa in 2022 (Page 109) but it doesn't seem to work with the current version. Any chance to make it work ?
Yousha_sheikh Posted December 27, 2024 Posted December 27, 2024 !! Help !! the game crashes right befor animal Sex animation. I'm having trouble with my Skyrim Special Edition game crashing right before animal sex animations begin. Here’s my current setup: Game Version: Skyrim Special Edition v1.5.97 SKSE Version: 2.0.20 FNIS Version: 7.6 XPMSSE Version: 4.81 SexLab Framework Version: [Specify your version] More Nasty Critters (MNC) Version:v15.6.7 Creature Framework Version: v3 (1.7z) What I’ve Tried: Installed all mods using Vortex, following the instructions from LoversLab. Ran FNIS successfully—no warnings or errors. Sorted the load order with LOOT. Verified that all dependencies are installed and up-to-date. The Problem: Whenever an animal sex animation is supposed to start, the game crashes to the desktop. All other animations (human/human) work fine.
MadMansGun Posted December 27, 2024 Author Posted December 27, 2024 i don't know, vortex is a horrible thing that never does what it says its doing. 1
ebbluminous Posted December 27, 2024 Posted December 27, 2024 1 hour ago, Yousha_sheikh said: !! Help !! the game crashes right befor animal Sex animation. I'm having trouble with my Skyrim Special Edition game crashing right before animal sex animations begin. Here’s my current setup: Game Version: Skyrim Special Edition v1.5.97 SKSE Version: 2.0.20 FNIS Version: 7.6 XPMSSE Version: 4.81 SexLab Framework Version: [Specify your version] More Nasty Critters (MNC) Version:v15.6.7 Creature Framework Version: v3 (1.7z) What I’ve Tried: Installed all mods using Vortex, following the instructions from LoversLab. Ran FNIS successfully—no warnings or errors. Sorted the load order with LOOT. Verified that all dependencies are installed and up-to-date. The Problem: Whenever an animal sex animation is supposed to start, the game crashes to the desktop. All other animations (human/human) work fine. No idea whats going on, as works ok for me and I am a dirty Vortex user One tip though - You don't need to run LOOT if using Vortex, it does it for you 1
kkiiees Posted December 28, 2024 Posted December 28, 2024 On 12/27/2024 at 9:24 PM, kkiiees said: I found patches for Zombies and Wild Horse from CC contents made by Nessa in 2022 (Page 109) but it doesn't seem to work with the current version. Any chance to make it work ? anyone ?
深淵の神 Posted December 31, 2024 Posted December 31, 2024 Hi Mr. MadMansGun, your tutorial for adding ABC to other creatures is perfect, thank you very much. I have applied it with the Fluffy Apex Werewolf Replacer and certainly the ABC transplant has worked perfectly, although now I am experiencing a strange and annoying situation. I have used your SOS blocker/remover but still I have come across what seems to be 2 different meshes for the werewolf's testicles, some balls have physics applied and swing with each thrust and the others remains still. Do you know if the original ABC mod meshes also added physics to the balls? Or are those the rigid ones? Spoiler I have checked the Apex Werewolf meshes and it does not include any kind of SOS related mesh, and I have also checked the classic SOS folder and deleted any trace in the folders that have anything to do with werewolves. Checking in MO2, nothing appears to overwrite ABC mod, because following the installation instructions, nothing is overwriting ABC. I am running out of ideas now. Any suggestions? Anyone? Thank you very much. 🫶 1
MadMansGun Posted December 31, 2024 Author Posted December 31, 2024 open the console and click on the werewolf, you should be able to get info on whats being equipped. 1
深淵の神 Posted January 1, 2025 Posted January 1, 2025 (edited) 1 hour ago, MadMansGun said: open the console and click on the werewolf, you should be able to get info on whats being equipped. Thanks for the aid. I have already taken screenshots of the console information: Spoiler Everything seems to be in order, I even disabled the Apex mod and the problem persists. What else could those extra balls be? I have also already disabled any modifier in the MCM of the Creature Framework mod and even so my werewolf character has his little buddy with double balls Spoiler Thanks in advance. EDIT: I don't know if it has anything to do with it, but the MNC folder contains a lot more meshes than the Animated Beast Cocks folder, which shows that not all files are being overwritten. Spoiler Edited January 1, 2025 by サマエル 1
MadMansGun Posted January 1, 2025 Author Posted January 1, 2025 20 minutes ago, サマエル said: EDIT: I don't know if it has anything to do with it, but the MNC folder contains a lot more meshes than the Animated Beast Cocks folder, which shows that not all files are being overwritten. ah, abc has still not updated to that change, that would explain the problem then. MaleWerewolf_1.nif should not have a penis/balls in it, they are now applied separately from the body mesh. 1
Wasmachensachen Posted January 1, 2025 Posted January 1, 2025 (edited) Might it be feasible to merge MNC and ABC into one mod (With bakafactory's consent ofc)? I firmly believe that nobody is still using MNC without ABC. Edited January 1, 2025 by Wasmachensachen
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