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More Nasty Critters Special/Anniversary Edition


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Posted

How can I convert More Nasty Critters to form 44? When using Creation kit it says "Unable to find masterfile" SexLabAroused.ESM - As you can see i have this file.obraz_2025-07-25_135200371.png.f1a9297492cb24a70fd87563264a37ff.pngimage.png.0ed5427e6d22546ee67bf1a33be01510.pngon Kit - 

Posted
7 minutes ago, MadMansGun said:

you don't need to convert to 44, 43 is fine.

I know but Easy NPC is having problem with some mods in 43 form

Posted

Hello : )

Dog and Werewolf penises glows in the dark if its in a shadow, Its probably a ENB setting but I don't know where to start. Any ideas?


When i tried to troubleshoot a bit on werewolf by changing the mesh to black mnc it wouldn't update. Changing it again to horse black mesh both the regular red mesh and black horse was there at the same time. registering the mod did not fix.

Posted

Hello @MadMansGun

 

I've been having an issue where my game crashes when I try to load it. It only seems to happen after I install MNC, update FNIS and Nemesis and then try running SKSE.....I'm also using less animations than most when running into this issue. I checked my load order, and it seems to be okay as well....I tried the fixes for animation load crashes and etc but it seemed to still be an issue....I'm using Skyrim SE. 

Posted
7 minutes ago, Avixxia said:

I'm using Skyrim SE.

no one has/is using "SE"

Quote

Warning: pay attention to what version of Skyrim.exe/TESV.exe you have, right click on it and go to "Properties" and then go to the "Detales" tab to find your version number. DO NOT FALL FOR THE SE/AE TRAP, if your game is "up to date" then your game is using the "AE" exe even if you did not buy the pack of CrapClub mods that goes by the same name, this is why you must look at your exe version number to see what you actually have.

 

Posted
30 minutes ago, MadMansGun said:

no one has/is using "SE"

 

I forgot about that. I am up to date with version 1.6.1170 which is AE edition, the launcher still says Special edition though but I verified that my mods have all been verified as AE/SE and still the same issue? 

Posted
19 minutes ago, Avixxia said:

I forgot about that. I am up to date with version 1.6.1170 which is AE edition, the launcher still says Special edition though but I verified that my mods have all been verified as AE/SE and still the same issue? 

in a situation where all the mods are correct but the game is crashing on startup would usually suggest that the load order is incorrect.

 

but the more common causes theses days is one of the mods being the wrong version, the key mods to look at are:

Skyrim Script Extender

Address Library for SKSE Plugins (most commonly forgotten completely, and would 100% cause a startup failure)

SexLab Framework

JContainers

Posted (edited)
3 hours ago, MadMansGun said:

no one has/is using "SE"

That not true there are some that are refusing to go to AE, that being said, majority have made the switch and a believe we even had some LE users swatch, still not many.

 

but on anther note had a question, what is the difference between like asos, asos + abc and asos p I believe those are what listed, why I asked a little while ago I posted having issues with black wolves and their peckers was a "glowing" bluish color, so I was assuming the texture wasn't work correctly. I move them to the asos p and they are showing like they are suppose to, I am going to try the dog if it has that option next

 

Edited by tonitrulupus
Posted (edited)

Bug Repost!

 

The dicks of the Chaurus are broken. They are static and detached from the body. 

 

I have done a bunch of googling and nothing has worked so far to fix the problem, so I thought I should post it here.

 

So far its only the ground Chaurus that i have found to be broken, but I'll keep my eye out.

 

Cave Bears also are broken.

Edited by SleepyM8
Posted (edited)
4 hours ago, tonitrulupus said:

Yeah that's what you said, still didn't answer my question, what the difference?

 

DUH, Animal SOS add SOS features and Animated Beasts Cocks is animated cocks during animations that support it, Billy's and Bakas.

  It is in the fracking mods description pages.  

Edited by safado
Posted (edited)
5 hours ago, SleepyM8 said:

Bug Repost!

 

The dicks of the Chaurus are broken. They are static and detached from the body. 

 

I have done a bunch of googling and nothing has worked so far to fix the problem, so I thought I should post it here.

 

So far its only the ground Chaurus that i have found to be broken, but I'll keep my eye out.

 

Cave Bears also are broken.

 

Thanks for the bug report, but I think you have the MNC skeleton overridden by something else for those creatures.  MNC needs to override all the conflicts, including XPMSSE.  The MNC bits will show static and not following the CreaatureActor root position when the havok skeleton in use does not have the nodes for the nasty bits. That happens if the instruction to override the skeleton are not followed.  

 

This is in the instruction after Suggested Load Order;

Spoiler

Warning: if you have it please load XP32/XPMSE before MNC. Do not let there skeletons overwrite MNC or your game may crash or have floating dick problems, MNC is using nodes that are sometimes not found in these skeleton mods.

 

Edited by safado
Posted (edited)

@MadMansGun

In the section "other Related Mods/Addons you may or may not want:", you warn about SRT Animation Limit Crash Fix.

Do you recall what the mixed reports are about it? I bet is about CTD issue.  There's instruction to load Animation Limit Crash Fix and SSE Engine Fixes, if not followed the game CTD.  I know because I did not follow the special case instruction like a noob. 

Spoiler

Animation Limit Crash Fix )
https://www.nexusmods.com/skyrimspecialedition/mods/31146?

Warning: may not be working for AE at this time, seeing mixed reports about it.

 

Edited by safado
Posted
34 minutes ago, safado said:

 

DUH, Animal SOS add SOS features and Animated Beasts Cocks is animated cocks during animations that support it, Billy's and Bakas.

  It is in the fracking mods description pages.  

II found the answer, Thanks for the help for what animal SOS P Meant, and no billy's did not have that answer so I went to animal SOS and they had all the defanitions easy to find, by the way it is up to 0.0.0.8.05 ver, updated in July this year

Posted (edited)
14 hours ago, tonitrulupus said:

II found the answer, Thanks for the help for what animal SOS P Meant, and no billy's did not have that answer so I went to animal SOS and they had all the defanitions easy to find, by the way it is up to 0.0.0.8.05 ver, updated in July this year

 

Yes, the author started over the mod design and fixed a lot of incompatibility when mix with ABC, he still warns that is still incomplete and experimental.  

Edited by safado
Posted
15 hours ago, safado said:

 

Thanks for the bug report, but I think you have the MNC skeleton overridden by something else for those creatures.  MNC needs to override all the conflicts, including XPMSSE.  The MNC bits will show static and not following the CreaatureActor root position when the havok skeleton in use does not have the nodes for the nasty bits. That happens if the instruction to override the skeleton are not followed.  

 

This is in the instruction after Suggested Load Order;

  Hide contents

Warning: if you have it please load XP32/XPMSE before MNC. Do not let there skeletons overwrite MNC or your game may crash or have floating dick problems, MNC is using nodes that are sometimes not found in these skeleton mods.

 

 

Hey! 

 

Thanks for responding to me!

 

I do have MNC loading after all of its conflicts and I have it loading after XP32 (The one I have) in the load order.

I do have ABC (Loaded before MNC,) would that cause a problem?

Posted
1 hour ago, SleepyM8 said:

 

Hey! 

 

Thanks for responding to me!

 

I do have MNC loading after all of its conflicts and I have it loading after XP32 (The one I have) in the load order.

I do have ABC (Loaded before MNC,) would that cause a problem?

 

Not the plugin order but the deployment order in the mod manager.  Files overwrites instead of only records. 

Try without deploying ABC for testing, last one 3.30. Move MNC plugin to last position after making sure the mod manager has MNC overwriting any file conflict. 

 

Posted

I have the Creation Club Zombies in my skyrim and i did also add the MNC add on for the CC zombies too. BUT... my zombies are all purple and with no texture and also they dont seem to be sexual. I tried to submit to one via defeat and it said " you cannot submit to this kind of enemy'".

 

Can anyone help with both my issues please? With the pruple full body zombie texture and also with sexifying them? i thought they would use the draugr anims but they dont even seem to be sexable. :(

Posted

49QR)5N9SPPJI_)DXYY.png.12b2e477ada35b9cf7c636c5cfcb03b5.png.3d2b1c54616a9c2414d1342e52225854.png

As shown in the image, only some draugr are T-posing.

I'm using both FNIS and Nemesis.

Can anyone help me fix this issue? I'm not sure if it's caused by the creature framework or MNC.

Posted
35 minutes ago, redrootcat said:

As shown in the image, only some draugr are T-posing.

I'm using both FNIS and Nemesis.

Can anyone help me fix this issue? I'm not sure if it's caused by the creature framework or MNC.

depends on what i'm looking at there. (Eg: is the left draugr actually a draugr or is it just a container?)

and i will always assume Nemeshit is the cause when mentioned.

 

but only some being t-posed would suggest that its not a animation problem at all, it could be a problem with the mesh/nif itself (likely the skinned flag is not set in one of the BSLightingShaderPropertys, but as far as i know all meshes in mnc have there flags set correctly.)

Posted
39 minutes ago, MadMansGun said:

depends on what i'm looking at there. (Eg: is the left draugr actually a draugr or is it just a container?)

and i will always assume Nemeshit is the cause when mentioned.

 

but only some being t-posed would suggest that its not a animation problem at all, it could be a problem with the mesh/nif itself (likely the skinned flag is not set in one of the BSLightingShaderPropertys, but as far as i know all meshes in mnc have there flags set correctly.)

I used TFC, saw the draugr on the left was in a lying state, while the one on the right which should also be lying is stuck in a T-pose. Similarly, draugr emerging from coffins also show T-pose during wake-up animations.

BSLightingShaderPropertys how to set it up?

Posted (edited)
1 hour ago, redrootcat said:

As shown in the image, only some draugr are T-posing.

I'm using both FNIS and Nemesis.

Can anyone help me fix this issue? I'm not sure if it's caused by the creature framework or MNC.

Ok let do a little probing questions here, 

1 does it happen to the same style draugr? for expale, armored not armored, bearded, not bearded, which type?

2 - do you have female draugr? and do they do the same?

3 - do they start laying down and once out they t post? or are they already t post from the beginning?

4 - have you tried to disable then enable?

5 - Do they move or are they stuck?

 

That all I can think of to know right of hand. 

And to be honest if you have both nem and fnis, unless you have that set up perfectly your going to have a lot of issues. That why I didn't install bot, they do conflict to some extent. 

 

Edit question 3 since you answer it good info to know

Edited by tonitrulupus

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