Jump to content

More Nasty Critters Special/Anniversary Edition


Recommended Posts

Posted

I got creature scene working one time (male character and male giant) and now it doesnt work. im using massmatchmaker to start the scene and use the self and target spell on the giant and it starts a scene with the male character masturbation only and the giant just standing there. I tried using a female character and a male giant but it ends in the same result

im using pandora engine (sexlab says FNIS creature support is fine) with animations from Anubs, MilkySLAL, Nibbles, Zaz, M2M, Billyy SLAL and I have MnC and Creature Framework. I have creature animations enable in sexlab and creature gender turned off. I ran SLAL with all the animations.

Posted
1 hour ago, urnotsupposedtobehere said:

massmatchmaker

use matchmaker, not massmatchmaker.

Posted (edited)

Apologies if this was asked, but is it possible to remove/disable the new dragons that are added by MNC? Or the very least to make it compatible with Dragons SE so that the MNC dragons use the models/textures from Dragons SE.

Edited by fakobo5321
Posted
3 hours ago, fakobo5321 said:

Apologies if this was asked, but is it possible to remove/disable the new dragons that are added by MNC? Or the very least to make it compatible with Dragons SE so that the MNC dragons use the models/textures from Dragons SE.

 

Disable any creature swap from MNC or creatures add-on in Creature Framework.   Selecting disable will stop creature framework from doing the swap when the conditions are met.

Make the meshes in Dragons SE overwrites MNC.   There's compatibility patches in ModCompatibilityKitsForMNCSE but could not see one named Dragons SE.  You should check that.

 

Posted

I got a question. Is every horse meant to be male? The horses that you can buy are males, the ones from carriages are males, the ones on the map that you can steal are males (even the ones added by JK's Skyrim AIO) and the ones that you can tame from the Wild Horses creation club are males. The only female horses that I saw were the ones that you can summon in with Creature Summoner spell. I tried with the "Match creature gender" from SL On and Off, didn't make a difference. The things that I have for Creatures are: CF, MNC, CS, HCS, BakaFactory Animated cocks, TWO, SL Aroused Creatures+Tweaks and Immersive horses + ModCompatibilityKitsForMNCSEv Immersive horses. 

I tried with Immersive horses turned off and SL Aroused creatures turned off, got the same result. also made sure to check gender in the SL, all of them were males, only the summoned oned was a "Summoned Female Horse" or something along the line. Open to ideas, thanks.

Posted
35 minutes ago, AlexDuKaNa said:

.

in stock skyrim all horses are male, the only way to get a female is to mod one in (and some mods do)

Posted
18 minutes ago, MadMansGun said:

.

I there a mod that can Gender swap horses? Cause swapping them from SL does nothing in terms of changing them with the right mesh, tried also to disable and enable them after. Also if you have a mod on top of your head I don't mind. Thank you good sir ❤️

Posted
6 minutes ago, AlexDuKaNa said:

swapping them from SL does nothing

sexlab settings do not change your gender, they change what the npc/player is treated as in terms of animation usage. Eg: makes females use male masturbation animations.

6 minutes ago, AlexDuKaNa said:

Also if you have a mod on top of your head I don't mind

there's a file called "gender horses" in the kit...but it's most likely not compatible with Immersive horses.

Posted
On 10/14/2024 at 8:07 AM, KnottyWulf said:

Question, is there a way a patch can be made for Diverse Dog Textures so they have dicks? Or, is there a way that I could do it myself?

It's been a while but I'm coming back to SE modding and digging my hands in this time. Still trying to figure out how I go about this, if it's something I can adjust in Bodyslide or if I need to follow the NifSkope tutorial? Or is there a mod that's already out for DDT (or another entirely)?

Posted
7 minutes ago, KnottyWulf said:

It's been a while but I'm coming back to SE modding and digging my hands in this time. Still trying to figure out how I go about this, if it's something I can adjust in Bodyslide or if I need to follow the NifSkope tutorial? Or is there a mod that's already out for DDT (or another entirely)?

 

I guess that you want creature framework to add dicks to your dogs, so it looks better with sexlab creature animations. In that case, having multiple sized dogs will break the animation alignments because they are created for standard Skyrim dogs.   DDT is not just textures, it swaps meshes of different sizes.

 

If the misalignment is not a problem then check How To Dick with NifSkope + Creature Framework Integration Guide (Edition 3)

 

DDt is doing mesh swap and Creature framework also is doing mesh swaps, that's a runtime race condition conflict situation. You may need to disable dogs\canines in creature framework. Any dick around should be done directly to DDT meshes, that kind of make it simpler.

 

Posted
36 minutes ago, safado said:

 

I guess that you want creature framework to add dicks to your dogs, so it looks better with sexlab creature animations. In that case, having multiple sized dogs will break the animation alignments because they are created for standard Skyrim dogs.   DDT is not just textures, it swaps meshes of different sizes.

 

If the misalignment is not a problem then check How To Dick with NifSkope + Creature Framework Integration Guide (Edition 3)

 

DDt is doing mesh swap and Creature framework also is doing mesh swaps, that's a runtime race condition conflict situation. You may need to disable dogs\canines in creature framework. Any dick around should be done directly to DDT meshes, that kind of make it simpler.

 

I assume it would be best to go with a single dog replacer mod then?

Posted
1 hour ago, KnottyWulf said:

I assume it would be best to go with a single dog replacer mod then?

 

Download ModCompatibilityKitsForMNCSE and check in the canine folder for mods with some type of compatibility already created. Select one that you like from that list.

Posted
On 4/13/2025 at 12:38 AM, safado said:

 

FNIS still good for anything in this site.  Nemesis is abandonware, If a mod needs it, use "pandora behavior engine plus" instead, just like UsernameTaken666 said.

Also get a patch like "Pandora Behaviour Engine Plus - Pandora Skeleton and Draugr Hotfix"

I haven't been in the modding scene for like a year did nemesis become obsolete? and is Pandora easy to transition to? 

Posted (edited)
55 minutes ago, MatureSoul said:

I haven't been in the modding scene for like a year did nemesis become obsolete? and is Pandora easy to transition to? 

 

Pandora replaced Nemesis, but still beta and have bugs where some NPC turn to jelly (collisions are spheres) in rag doll state.

Most of the mods that requires nemesis or fnis should work with pandora.

I installed pandora in the data folder like a normal mod. It works that way with vortex.

 

Look to these list of essentials.  

Suggest going to each as select if needed.

 

From Nemesis author.

Spoiler

Project-New-Reign---Nemesis-Main

Nemesis is currently being written from scratch. So existing issues will likely be not valid once it is done. Hence, I came to the conclusion of archiving this repository for the time being

 

 

Pandora desc.

Spoiler

A modular and lightweight behavior engine for TES Skyrim SE, for creatures and humanoids. Built with backwards compatibility in mind for Nemesis Unlimited Behavior Engine and FNIS, Pandora Behaviour Engine+ is an alternative engine streamlines both the author and user experience through a simplified UI, robust logging, intuitive formats, and fast patching times.

 

 

 

Edited by safado
Posted

Thanks Madmans for everything you do and continuing to support this even all these years. 
I just wanted to know is there a link or a page to all the patches that you have made? 

Posted

heyho,

 

I switched from LE to AE and now I dont have Female Falmers with schlongs. 
Before wasting my time again by trying to parse all the mesh folders....

 

Are the Female Falmers even supposed to get schlongs or strapons via the MNC framework or is sexlab supposed to equip them with strapons?
Because I wonder how I can detect female falmers when their gender would be 2 like the male falmers? 

All the female draugr come with their "gear" in the right places :D

Posted
2 hours ago, Nymra said:

heyho,

 

I switched from LE to AE and now I dont have Female Falmers with schlongs. 
Before wasting my time again by trying to parse all the mesh folders....

 

Are the Female Falmers even supposed to get schlongs or strapons via the MNC framework or is sexlab supposed to equip them with strapons?
Because I wonder how I can detect female falmers when their gender would be 2 like the male falmers? 

All the female draugr come with their "gear" in the right places :D

sounds like you had files from MNC's skyfem patch installed.

Posted

Greetings! 
got a little problem that bothers me
I did a complete reinstall of all creatures-associated mods, cos encountered a problem with Werewolves. Installed in the required order, in the correct sequence, MNC is higher in loading than everything else, all necessary patches (including the SOS patch) are installed. 
The ting is:
Werewolf correctly represents body mesh and schlong mesh during arousal outside of sex anims. But when the animation starts and the "werewolf aroused body" is equipped, only the floating schlong remains and the body becomes invisible. Manually removing the "auroused body" via console fixes everything. Anims works fine, schlong and collision works-_-
so where I fucked up?

Posted (edited)
54 minutes ago, Crw0 said:

Greetings! 
got a little problem that bothers me
I did a complete reinstall of all creatures-associated mods, cos encountered a problem with Werewolves. Installed in the required order, in the correct sequence, MNC is higher in loading than everything else, all necessary patches (including the SOS patch) are installed. 
The ting is:
Werewolf correctly represents body mesh and schlong mesh during arousal outside of sex anims. But when the animation starts and the "werewolf aroused body" is equipped, only the floating schlong remains and the body becomes invisible. Manually removing the "auroused body" via console fixes everything. Anims works fine, schlong and collision works-_-
so where I fucked up?

could be something messing with the armor's / armoraddon's body template flags (eg: a bash patch or another mod like abc/asos)

or you just need to turn auto freecam off in sexlab's settings.

Edited by MadMansGun
Posted
10 minutes ago, MadMansGun said:

could be something messing with the armor's / armoraddon's body template flags (eg: a bash patch or another mod like abc/asos)

or you just need to turn auto freecam off in sexlab's settings.

bash patch could work, thanks! 
Freecam? it's off, but ookay 0.o
Thank you for a reply! 

Posted
1 hour ago, Implion said:

Game keeps crashing on startup with this mod, dunno why.

 

On CTD on startup no even the main menu appears?

or the menu appears but CTD before options appear?

or CTD when starting a game session?

 

What generic "startup" meaning you are going for? The game engine loading stages are various, and it can CTD at any of them for different reasons.

 

Spoiler

The CTD that is very hard to notice why, is the one when there are too many animations for the game to process because the animation index is 16 bits, but Bethesda use a signed integer. That means it is technically capable of indexing 65k animations but can only do 32k.  When rebuilding the animation behavior and add then to the index suing FNIS, Nemesis, or Pandora, check the total if it is more than 32k.  Test by leading MNC and removing other animations and recreate. If still CTD with less than 32k animation, then it is something else.

 

Posted
1 hour ago, safado said:

 

On CTD on startup no even the main menu appears?

or the menu appears but CTD before options appear?

or CTD when starting a game session?

 

What generic "startup" meaning you are going for? The game engine loading stages are various, and it can CTD at any of them for different reasons.

 

  Reveal hidden contents

The CTD that is very hard to notice why, is the one when there are too many animations for the game to process because the animation index is 16 bits, but Bethesda use a signed integer. That means it is technically capable of indexing 65k animations but can only do 32k.  When rebuilding the animation behavior and add then to the index suing FNIS, Nemesis, or Pandora, check the total if it is more than 32k.  Test by leading MNC and removing other animations and recreate. If still CTD with less than 32k animation, then it is something else.

 

Right, my bad, I meant not even the main menu appears.

Posted (edited)
16 hours ago, Implion said:

Right, my bad, I meant not even the main menu appears.

 

Missing master requirement or loading a BSA for SkyrimLE(32bits) into SkyrimSE\AE (64bits).  

 

Did you make sure it is the correct version? MNC for SkyrimLE vs MNC for SkyrimSE\AE

Loading BSA for SkyrimLE will CTD, SkyrimSE\AE, and vice versa. 

Also, if you are using a SkyrimSE\AE version older than 1.6.1133, you also need BEES.

 

There's also the animation total count, test by making sure it is under 32,000 after running FNIS/or Nemesis/ or Pandora. If it works after reducing animation count, then you can try patching it in the offending system if a patch exists. The game engine possible maximum is 65k, but the index is halved by a signed bit.  Normally, animation count will CTD at the menu.

 

This is from Google Gemeni for basic CTD troubleshooting, (general, not specific to MNC)

Spoiler

 

That's a frustrating issue! A Crash To Desktop (CTD) right before loading Skyrim AE can be caused by a variety of factors. Here's a breakdown of the most common culprits and how to troubleshoot them:

1. Mod Issues: This is the most frequent cause, especially if you've modded your game.

  • Incorrect Load Order: Mods need to be loaded in a specific order to avoid conflicts. Use a tool like LOOT (Load Order Optimisation Tool) to automatically sort your load order. It's generally recommended to run LOOT every time you install, uninstall, or update mods.
  • Conflicting Mods: Some mods simply aren't compatible with each other. Check the mod descriptions for any stated incompatibilities. Mods that heavily alter the same aspects of the game (e.g., cities, UI) are often prone to conflict.
  • Missing Master Files: Some mods require other mods (master files) to function. If you're missing a required master, the game will likely crash. Your mod manager (like Vortex or Mod Organizer 2) should warn you about missing masters.
  • Outdated Mods: Mods created for older versions of Skyrim might not be fully compatible with the Anniversary Edition. Check the mod pages for updates or known issues with AE.
  • Skyrim Script Extender (SKSE) and Plugin Mismatches: If you're using mods that require SKSE, ensure you have the correct version of SKSE installed for your current Skyrim AE version. Additionally, any SKSE plugins (.dll files) need to be compatible with your SKSE version.
  • Creation Club Content Conflicts: While less common, conflicts between mods and Creation Club content can sometimes cause issues.

2. Game File Issues:

  • Corrupted Game Files: Sometimes, the core game files can become corrupted. Verify the integrity of your game files through Steam. Right-click on "The Elder Scrolls V: Skyrim Special Edition" in your Steam library, go to "Properties," then the "Local Files" tab, and click "Verify integrity of game files..."
  • Outdated Game Version: Although less likely with Steam, ensure your Skyrim AE is up to date. Steam usually handles updates automatically.

3. System Issues:

  • Outdated Drivers: Ensure your graphics card drivers are up to date. Old drivers can cause instability and crashes.
  • Insufficient System Resources: While Skyrim AE isn't the most demanding game, make sure your system meets the minimum or recommended specifications. Running too many background applications can also strain your system.

Troubleshooting Steps:

  1. Disable All Mods: This is the first and most crucial step. If the game launches without mods, then the problem lies within your mod setup.
  2. Verify Game File Integrity: As mentioned above, do this through Steam.
  3. Update Drivers: Update your graphics card drivers to the latest version.
  4. Check SKSE and Plugin Compatibility: Ensure your SKSE version matches your Skyrim AE version, and all SKSE plugins are compatible.
  5. Use LOOT: Run LOOT to automatically sort your load order. Check the LOOT report for any errors or warnings.
  6. Enable Mods Gradually: If the game works with all mods disabled, start enabling them in small groups, testing the game after each group. This can help you pinpoint the problematic mod(s).
  7. Read Mod Descriptions Carefully: Pay close attention to installation instructions, compatibility notes, and known issues on the mod pages.
  8. Check for Missing Masters: Your mod manager should indicate if any master files are missing.
  9. Look for Crash Logs: Skyrim sometimes generates crash logs. These can be found in the "My Documents\My Games\Skyrim Special Edition" folder. While they can be technical, they might offer clues about the cause of the crash. Tools like Crash Log Analyzer can help interpret them.
  10. Consider a Clean Reinstall: If all else fails, a clean reinstall of Skyrim AE and your mods might be necessary. Be sure to back up any saves you want to keep.

It's often a process of elimination. Start with the simplest solutions (like verifying game files and updating drivers) and then move on to more complex troubleshooting involving your mods. Good luck getting your game running!

 

 

 

Edited by safado

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...