Lusciouslochs Posted June 7, 2025 Posted June 7, 2025 On 6/4/2025 at 11:15 PM, Lusciouslochs said: ".sslThreadController.HasCollisionAction" im getting a bunch of error regarding this line in a papyrus log, only when using sexlab scenes with creatures. 800+ instances with one log after 5 animations. i can provide a log but wanted to ask if this is a known line thats either fine and can be ignored or if its troubling. had a pap log go over 20mb before with it totally 34,000 times of that line in one go.  heres one from 3 boots ago and has a fair amount of the line reoccurinPapyrus.2.logg.  heres a link to the 20mb long papyrus: https://we.tl/t-zsx0AfJIMt Bump.Â
MadMansGun Posted June 7, 2025 Author Posted June 7, 2025 has nothing to do with me, i don't even know what that is.
friendlygaint Posted June 8, 2025 Posted June 8, 2025 Hey, i'm trying to get this mod https://www.nexusmods.com/skyrimspecialedition/mods/122041 to have a schlong, i've had to use nif-optimise to actually put on the dick and i've modified the skeleton so it all works but in game when i test it with matchmaker it just fizzles out, is there any easy method to make it compatible without recompiling the script? thanks
MadMansGun Posted June 8, 2025 Author Posted June 8, 2025 (edited) 34 minutes ago, friendlygaint said: there any easy method to make it compatible without recompiling the script? thanks yes, edit the race's formid name to be the same as a already registered mod race (that uses the same behavior file, eg: don't call it a dog) Edited June 8, 2025 by MadMansGun 1
tonitrulupus Posted June 8, 2025 Posted June 8, 2025 I have been seeing an issue with the textures/mesh for the black wolf penis, it has been showing as blue, but before that they are showing correctly, once the sex scene started they go blue, on normal dogs the ball sack does the same, so is that and issue with this mod or the animations?
MadMansGun Posted June 8, 2025 Author Posted June 8, 2025 11 minutes ago, tonitrulupus said: I have been seeing an issue with the textures/mesh for the black wolf penis, it has been showing as blue, but before that they are showing correctly, once the sex scene started they go blue, on normal dogs the ball sack does the same, so is that and issue with this mod or the animations? another mod is overriding mnc....that or your using bdic which is a bit out of date....or your using asos that is seriously out of date.
tonitrulupus Posted June 8, 2025 Posted June 8, 2025 8 minutes ago, MadMansGun said: another mod is overriding mnc....that or your using bdic which is a bit out of date....or your using asos that is seriously out of date. Animal SOS I am using .1.6.7a10 The latest of the bdic the latest ver, its old I do have your over writing them so could it be a priority change in MO2 needed?
Hoxet Posted June 8, 2025 Posted June 8, 2025 Is MNC compatible with retextures? For example with Iconic's Gargoyle and Death Hound Retexture
friendlygaint Posted June 8, 2025 Posted June 8, 2025 (edited) 12 hours ago, MadMansGun said: yes, edit the race's formid name to be the same as a already registered mod race (that uses the same behavior file, eg: don't call it a dog)  So like this? using default dawnguards gargoyle name DLC1GargoyleRace or does it need to be a modded creature?   Edit: seems that's the right way, (except i've changed it to an immersive creatures race instead)  Thanks for the help Edited June 8, 2025 by friendlygaint
MadMansGun Posted June 8, 2025 Author Posted June 8, 2025 6 hours ago, friendlygaint said: Edit: seems that's the right way, (except i've changed it to an immersive creatures race instead) yes, stick to modded race names and avoid using stock skyrim race names, else there could be unforeseen interactions with other things.  9 hours ago, Hoxet said: Is MNC compatible with retextures? For example with Iconic's Gargoyle and Death Hound Retexture if it's truly just a texture then yes. if its a mesh replacement then a patch would be needed, if it's a automatic variants mod then fuck no. 1
Lusciouslochs Posted June 8, 2025 Posted June 8, 2025 21 hours ago, MadMansGun said: has nothing to do with me, i don't even know what that is. gotcha, no worries! just trying to pinpoint as it occurs only with creature animations. Might see if its an ABC or a SL thing. Mostly just wondering if its safe since its an error of sorts, or if its ignorable and stable to have occur  thanks!Â
tonitrulupus Posted June 8, 2025 Posted June 8, 2025 2 hours ago, MadMansGun said: Â Â if it's truly just a texture then yes. if its a mesh replacement then a patch would be needed, if it's a automatic variants mod then fuck no. Ok I will play with its a bit see if I can figure out which one of this it is, I have gone this long with it like that and it isn't braking the game so...
nehaberlan Posted June 10, 2025 Posted June 10, 2025 It's off-topic. Right now, there are very realistic AI Characters based games, and/or videos. Some of them are so realistic that you might think there are real people. Maybe, you've noticed them too. Do you plan to create a game with realistic AI Characters and Animal AI Characters? Or, there are such games already? Or the AI Character technology is not improved yet for real-look-like animations/meshes/textures? Â
Rekop93 Posted June 12, 2025 Posted June 12, 2025 On 6/7/2025 at 3:36 AM, Borbonbo said: I am not sure horses are even working, at least in the version I am playing, 1170. I made an earlier post where I explained that even with a minimal install (only what MNC and Creature Framework require) horses don't get schlongs until you start an animation with one, then it will get its schlong, and will keep the one selected in Creature Framework afterward and until you leave the area, and it will be gone after that. I noticed this with elk too now. Do your animals have the Animal SOS schlongs you selected, or is it like me where everything always uses MNC until after an animation where it goes to the correct schlong? Here was my original post: Â Â I also tried with Creature Framework 1.01, because why not, and it had the same issue. Yeah i see, im using the mod sexlab more creatures too and idk why the spawned horses that they have saddles, and if the have it scholongs doesn't appear on sexlab animation too, the ones without saddle appear. idk why.Â
ace_117 Posted June 12, 2025 Posted June 12, 2025 hey, is there a mod that would enhance the texture of the genitals? from a bit "further" it looks quite good/good enough but with fpov not so much. Â
lordVader404 Posted June 13, 2025 Posted June 13, 2025 I‘m sorry but while i activate this mod, the model of horse will become very strange, like it only have some horsehair, tougue and a tail.what's the problem?
Edzio Posted June 14, 2025 Posted June 14, 2025 On 6/6/2025 at 3:28 AM, wkdwayne said: Is there a patch for the 'Plague of the Dead' Zombies yet, is it possible to somehow register zombies to the mod and add the draugr cock to them?> Â
bratbob Posted June 14, 2025 Posted June 14, 2025 (edited) hi, should female werewolf work for female pc? i'm playing as a female pc and in werewolf form i get male body without penis. all npcs are nominal, so guys are manly wolves, gals are female wolves with breast and vaginas. but for my player it is only not even whole male wolf. i don't use slab but ocreatures for ostim. i've tested many orders but it only affects visibility of npcs, sometimes only eyes and schlong are visible. but if mnc is last one mod before ocreatures or even just last, npcs are ok, and my character not. but if i enable any mod changing female wolf, i've got that. it looks like mnc doesn't acknowledge player character? and i tried to search forum and find answear alas i've failed. any pointers? what to check? what to change? Edited June 14, 2025 by bratbob
MadMansGun Posted June 14, 2025 Author Posted June 14, 2025 56 minutes ago, bratbob said: hi, should female werewolf work for female pc? i'm playing as a female pc and in werewolf form i get male body without penis. all npcs are nominal, so guys are manly wolves, gals are female wolves with breast and vaginas. but for my player it is only not even whole male wolf. i don't use slab but ocreatures for ostim. i've tested many orders but it only affects visibility of npcs, sometimes only eyes and schlong are visible. but if mnc is last one mod before ocreatures or even just last, npcs are ok, and my character not. but if i enable any mod changing female wolf, i've got that. it looks like mnc doesn't acknowledge player character? and i tried to search forum and find answear alas i've failed. any pointers? what to check? what to change? go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. Â if that fails then another mod or bash patch is editing the werewolves.
Dakhma Posted June 14, 2025 Posted June 14, 2025 Hello sorry to bother, but I am using Garm mod, senior version no armor, I installed the patch "Garm Sr no armor" but in game it has no erect schlong, only sheathed.
bratbob Posted June 14, 2025 Posted June 14, 2025 1 hour ago, MadMansGun said: go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.  if that fails then another mod or bash patch is editing the werewolves. i did, and it failed. but from your experience why only pc is not a mnc mesh and all npcs are mnc meshes? i've disabled all modes i thought can interact with werewolf... with "were" in name i have only moonlight tales. i feel a little stupid and impertinent to ask, but i don't just get it, did you run your mod with ocreatures and you're sure there is no incompatibilities? i've asked on theirs support but you responded faster  eventually could you please point me how to debug this? without starting new game without any mods besides hard requirements?
safado Posted June 15, 2025 Posted June 15, 2025 (edited) 3 hours ago, Dakhma said: Hello sorry to bother, but I am using Garm mod, senior version no armor, I installed the patch "Garm Sr no armor" but in game it has no erect schlong, only sheathed. Sorry, you already patched it, my original answer was wrong. Set the cursor on the creature, hit the "status key" default: N Open SLAR MCM: go to puppeteer section, make sure creature "garm" data is shown, use options to override arousal value to 90 or higher than MNC settings. Go to MCM, reset by Re-register all mods, wait for it to complete. Go Back to creature framework and review registered races and look for garm, likely in canine section (in my test it was in last page before werewolfs). In the MCM lower the arousal minimum to apply erected mesh, enable SLAR (arousal) option. Wait for the refresh time to re-scan the NPCs swap with the erected mesh.  Note edit: derp\baka moment, forgot about Creature Framework 3 MCM own puppeteer feature that also has arousal and force update, you can use that for testing.  Spoiler In compatibility bundle (ModCompatibilityKitsForMNCSEv15_6.7z) in the canine folder, there's a patch for it. Zip the folder "garm_sr_no_armor-33061-4-0" and drag it to your mod manager for easy deployment.  Take a look at compatibility bundle files, for other creatures patches. If you do not find a patch there, try google-fu against the site;  example: in google search type: site:loverslab.com mnc mycreaturemod  Replace "mnc mycreaturemod" with the proper search criteria you are looking for, much better than crappy loverslab site search. Many community patches and support answers are hidden in the support forums, hundreds of pages.  Edited June 15, 2025 by safado
MadMansGun Posted June 15, 2025 Author Posted June 15, 2025 1 hour ago, bratbob said: moonlight tales that mod is not even compatible with itself, let alone MNC/CF.
DaddyJeffy Posted June 15, 2025 Posted June 15, 2025 Having issues with loading the animations in-game. I start a sequence with a creature (in this case, a lurker), and it starts a lurker animation, and then is overwritten with a human animation. When this happens, the lurker just idles, and my PC starts acting out the animation. One other thing that I've noticed is that each time it happens, my PC, who is female takes a male role.
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