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More Nasty Critters Special/Anniversary Edition


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Posted
19 hours ago, MadMansGun said:

problem is it could be many things, try the "Re-register all mods" button first. and make sure the patch's esp is loaded last.

Hey MMG did that but I still couldn't find a fix for it, I don't use any other werewolf mods and all your other mods work for me. Is it some setting in creature framework?

Posted (edited)
8 hours ago, shmoney645 said:

Hey MMG did that but I still couldn't find a fix for it, I don't use any other werewolf mods and all your other mods work for me. Is it some setting in creature framework?

do you happen to have a file called "MNC_ABC_Patch.esp"? if so delete it.

 

i don't know why it's in abc but it turns the herms into males.

Edited by MadMansGun
Posted

Is ABC suppose to appear within the Creature Framework MCM? 

 

1. I made sure nothing overwrites ABC with MO2 left panel

2. I followed the suggested steps under "Creature Framework Troubleshooting" section

3. I'm currently using version 4.2.9 of JContainer

Posted
5 minutes ago, weavergx said:

Is ABC suppose to appear within the Creature Framework MCM? 

no, it just replaces mnc's meshes (and makes everyone complain at me for errors that i have nothing to do with in the process)

Posted
26 minutes ago, MadMansGun said:

no, it just replaces mnc's meshes (and makes everyone complain at me for errors that i have nothing to do with in the process)

 

Ok awesome, thank you for the quick response! I incorrectly thought I saw a comments/screenshots years ago talking about how ABC would show up in the creature framework MCM. 

Posted

@MadMansGun Thank you for your assistance, I checked and it was there! But I being the impatient nympho did not install the patches correctly, (that also explained the other cocks not animating correctly) Anyways my Unicorn now is a proper horse, although I had to change it's sex twice?!? Like what is the third gender?

 

I did take pictures, but I think I used the wrong key function cause I can't find them where they usually are...

Posted

Hi, I noticed a weird issue I with canines, wolf and dog animations dont work for some reason. The character itself moves, animations are registered and picked up by SLAL and SLtools but the animals just stand there. Im using pandora and its not spitting up any errors so I have no idea what the problem can be. Other animations work fine

Posted
22 minutes ago, Raga1 said:

Hi, I noticed a weird issue I with canines, wolf and dog animations dont work for some reason. The character itself moves, animations are registered and picked up by SLAL and SLtools but the animals just stand there. Im using pandora and its not spitting up any errors so I have no idea what the problem can be. Other animations work fine

 

Common Pandora issue, use older Pandora, wait for a Pandora patch or new version.   Any Animation issue is Nemesis or Pandora not MNC or other Loverslab mods.  Use FNIS for proper creature animations. 

 

 

Posted
29 minutes ago, safado said:

 

Common Pandora issue, use older Pandora, wait for a Pandora patch or new version.   Any Animation issue is Nemesis or Pandora not MNC or other Loverslab mods.  Use FNIS for proper creature animations. 

 

 

Ah ok, I read that was a problem a while back, didnt know they still have not fixed it in the latest update. Do I need to switch completely to FNIS or combine the two somehow? FNIS has they 32k anim limit and rn im at 50k with pandora.

Posted
1 hour ago, Raga1 said:

Ah ok, I read that was a problem a while back, didnt know they still have not fixed it in the latest update. Do I need to switch completely to FNIS or combine the two somehow? FNIS has they 32k anim limit and rn im at 50k with pandora.

I am running the latest Pandora and have no problems.

Posted

Im getting this when combined with nether following framework, is it incompatible somehow? I dont really know what it means:p

It clears up when i remove it.

 

Spoiler

Dumping stack 411604:
    Frame count: 0 (Page count: 0)
    State: Waiting on other stack for call (Freeze state: Freezing)
    Type: Normal
    Return register: None
    Has stack callback: No
    Stack trace:
        [alias FollowerExtra1 on quest DialogueFollower (000750BA)].followeraliasscript.OnObjectEquipped() - (requested call)
            [param 0]: [Form < (BC029233)>]
            [param 1]: None


            <...>

Dumping stack 397520:
    Frame count: 3 (Page count: 3)
    State: Running (Freeze state: Frozen)
    Type: Normal
    Return register: None
    Has stack callback: No
    Stack trace:
        <unknown self>.creatureframeworkutil.AddAndEquipArmor() - "CreatureFrameworkUtil.psc" Line 135
            IP: 590    Instruction: 13    Line: 135
            [actorForm]: [Actor < (0009B0DC)>]
            <...>
Dumping stack 411357:
    Frame count: 1 (Page count: 1)
    State: Running (Freeze state: Frozen)
    Type: Normal
    Return register: False
    Has stack callback: No
    Stack trace:
        [alias FollowerExtra1 on quest DialogueFollower (000750BA)].followeraliasscript.OnObjectEquipped() - "FollowerAliasScript.psc" Line 658
            IP: 1863    Instruction: 41    Line: 658
            [akBaseObject]: [Form < (BC029233)>]
            [akReference]: None
            [::temp109]: False

 

Posted (edited)
On 9/6/2025 at 5:32 AM, DevilGod05 said:

Can't seem to mate with summoned creatures. I checked to make sure sexlab works and it does. Any other things I should try to fix this? 

have you enable this because by default is not enable

 

image.jpeg

Edited by alukard18
Posted
On 9/24/2025 at 9:38 PM, MadMansGun said:

Pandora is the cause.

Yeah I figured that out, what I did to fix it was generate FNIS then only keep the files generated for the rabbit and replacing pandora's with those 2.

Posted

@MadMansGun I have a question, can you exclude certain animations from playing for a creature, for example, you wish to make a miniature creature like a mammoth or a dragon, lets say 1/4 its normal size, vore type animations would look real silly for them, could you stop them from playing for that those specific creatures?

Posted
5 hours ago, tonitrulupus said:

@MadMansGun I have a question, can you exclude certain animations from playing for a creature, for example, you wish to make a miniature creature like a mammoth or a dragon, lets say 1/4 its normal size, vore type animations would look real silly for them, could you stop them from playing for that those specific creatures?

it depends on the mod starting the animation, eg:

 

matchmaker has no animation tags restricted, so it will just start anything it sees.

 

SexLab Dragons uses a mix of animation tags (must have, and must NOT have) and dialogue conditions (voice type, is male/female, or is npc world reference) to start animations from HCOS, but it was setup with the assumption that anyone making a custom/small dragon would also make a custom voice type for it as well (therefore not passing the dialogue conditions used in SLDragons).....also there is no good way to detect the height/scale of an npc.

 

 

Posted
4 hours ago, MadMansGun said:

SexLab Dragons uses a mix of animation tags (must have, and must NOT have) and dialogue conditions (voice type, is male/female, or is npc world reference) to start animations from HCOS, but it was setup with the assumption that anyone making a custom/small dragon would also make a custom voice type for it as well (therefore not passing the dialogue conditions used in SLDragons).....also there is no good way to detect the height/scale of an npc.

Ok lets say I wish to make a dragon and a mammoth about the size of a saber cat, with the tags and using a different voice it is possible correct? Just asking to be sure I understand what your saying.

 

So the next question is what animation would I wish to link with them? or would I wish to make some custom animation for them as well?

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