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More Nasty Critters Special/Anniversary Edition


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Posted
16 minutes ago, MadMansGun said:

nothing noteworthy:

added 1 more sound file to the dragon's sexlab voice, and added my windhelm wall collision mesh Fix into mnc so it does not need to be downloaded separately for SLDragons V6.

 

(the wall part i used to create the hallway in Boobzilla's home has a crappy collision mesh,  you hit a invisible wall 4 feet away from where the wall actually is)

 

Thanks

That explain the sudden conflict with "Skyrim Landscape and water fixes". My thought was that it was caused by a packaging, oops. 

Just review it and yours has better collision mesh that follows the wall true form, the other has parallax and double_sided shader.  I will use your mesh version and process the shaders manually with the parallax tool. 

 

Thanks again. 

 

Posted
47 minutes ago, safado said:

I will use your mesh version and process the shaders manually with the parallax tool. 

seems hardly worth it, the wall is only used once in windhelm and is mostly covered by other walls & buildings, and the hallway i built out of it is mostly in the dark.

Posted
21 minutes ago, assassin394 said:

Hi. I hasn't keep track of this mod for a while. What happen with Hentai Creatures? Is CreatureSummoner support to replace it?

 

Hentai Creatures is CreatureSummoner. Obviously you need to try it in a new game because there were some changes apart from the name, like some invocations like the dremoras were removed.

Posted (edited)
3 hours ago, assassin394 said:

Hi. I hasn't keep track of this mod for a while. What happen with Hentai Creatures? Is CreatureSummoner support to replace it?

3 hours ago, 深淵の神 said:

 

Hentai Creatures is CreatureSummoner. Obviously you need to try it in a new game because there were some changes apart from the name, like some invocations like the dremoras were removed.

new game should not be needed for that mod, it's relatively self contained.

at the most use a save editor to remove any created forms.

Edited by MadMansGun
Posted
1 hour ago, Zaato3215 said:

Would love to have MNC menu replacer for dragos x3

HCOS has many in the Bonus&Extras.7z

Posted

Hi! Is there a way to add support for Werewolves using SOS/TRX penises? I'm suspecting that More Nasty Critters is breaking physics on SOS/TRX penis for werewolves, leaving them static and unanimated even on animations that don't use ABC.

Posted
8 minutes ago, coopycarbonara said:

Hi! Is there a way to add support for Werewolves using SOS/TRX penises? I'm suspecting that More Nasty Critters is breaking physics on SOS/TRX penis for werewolves, leaving them static and unanimated even on animations that don't use ABC.

either turn off werewolves in SOS, or disable werewolves in CF.

SOS does not support ABC enabled animations. 

Posted
4 minutes ago, MadMansGun said:

either turn off werewolves in SOS, or disable werewolves in CF.

SOS does not support ABC enabled animations. 

Disabling Werewolves in CF does give the SOS penis back, but doesn't restore their physics even when idling :(

Posted
6 minutes ago, MadMansGun said:

the werewolf idle animations in MNC are ABC & DAR based, not SOS.

Oh, I see :( Thank you for the information. Maybe one day I'll figure out how to do it myself, or an angel will hear my pleas.

Posted
10 minutes ago, coopycarbonara said:

Oh, I see :( Thank you for the information. Maybe one day I'll figure out how to do it myself, or an angel will hear my pleas.

 

You could try using the TNG mod instead of SOS; it's quite lightweight and doesn't affect the creature meshes at all. Also, when installing XPMSE, don't install anything other than the skeleton and maybe the Racemenu patch to customize the PC schlong (Your save file size will thank you for it) You don't really need everything that XPMSE offers when Immersive Equipment Displays and OAR already exists. This is the only way I can think of to get rid of creatures by unnecessarily using SOS when there's a better alternative: Baka ABC. Good luck

Posted
12 minutes ago, 深淵の神 said:

 

You could try using the TNG mod instead of SOS; it's quite lightweight and doesn't affect the creature meshes at all. Also, when installing XPMSE, don't install anything other than the skeleton and maybe the Racemenu patch to customize the PC schlong (Your save file size will thank you for it) You don't really need everything that XPMSE offers when Immersive Equipment Displays and OAR already exists. This is the only way I can think of to get rid of creatures by unnecessarily using SOS when there's a better alternative: Baka ABC. Good luck

My issue is I want werewolves to have humanoid-shaped penises, I'm not a fan of the canine penis... And TNG hard-blocks any and all creatures, fully preventing them from being able to receive a penis from TNG even when granted everything they need otherwise :(

Posted
2 hours ago, coopycarbonara said:

My issue is I want werewolves to have humanoid-shaped penises, I'm not a fan of the canine penis... And TNG hard-blocks any and all creatures, fully preventing them from being able to receive a penis from TNG even when granted everything they need otherwise :(

 

Oh, I see, so you're looking for the opposite, I misunderstood, sorry and good luck.

Posted

Does anyone know if it’s possible to change the size of creature schlongs at all?

 

tried my hand a little at NifScope and, though I was able to change the mesh, I must be missing a bunch of steps as the in-game meshes do not reflect my edits 😛

 

slowly teaching myself some of the backend stuff as to satisfying my PC’s backend so do bear with me haha

Posted
6 hours ago, TyLupo said:

Does anyone know if it’s possible to change the size of creature schlongs at all?

 

tried my hand a little at NifScope and, though I was able to change the mesh, I must be missing a bunch of steps as the in-game meshes do not reflect my edits 😛

 

slowly teaching myself some of the backend stuff as to satisfying my PC’s backend so do bear with me haha

with sos based dicks you need to remodel them with a actual modeling program....but there may be a chance that you could get away with using Outfit Studio.

Posted (edited)
11 hours ago, coopycarbonara said:

My issue is I want werewolves to have humanoid-shaped penises,

just select "Old MNC Meshes" in CF's MCM

Edited by MadMansGun
Posted
16 hours ago, Zadoll said:

There is no Arch Demon in hentai creatures pack, why?

1. copyright concerns, that is a deablo creature and Blizzard is a trash scumbag company, best to just get rid of it before they try to pull some nintendo level shit.

2. i prefer to keep Creature Summoner as stock skyrim creatures.

Posted

Big props to MadMansGun for making and supporting this so dutifully. I have a question that I'm expecting won't have a straightforward answer for this, but I'm wondering if anyone has a method for making the dragons in this play nice with Aroused Creatures, like in the sense that they'll actually properly track and land next to their arousal target, or the PC, to trigger the arousal capture mechanic for SL? By default, when they fly close enough and get a whiff of potential action, they fuck off into the sky out of range. Curious if there's a solid workaround for that.

Posted (edited)
4 hours ago, Ultranovice said:

Big props to MadMansGun for making and supporting this so dutifully. I have a question that I'm expecting won't have a straightforward answer for this, but I'm wondering if anyone has a method for making the dragons in this play nice with Aroused Creatures, like in the sense that they'll actually properly track and land next to their arousal target, or the PC, to trigger the arousal capture mechanic for SL? By default, when they fly close enough and get a whiff of potential action, they fuck off into the sky out of range. Curious if there's a solid workaround for that.

turning on "disable starting teleport" may help slightly, because that will force the dragon to move to its mate before starting a animation....normally flying will cause sexlab to abort animations before they can even start, but with "disable starting teleport" turned on i sometimes see dragons fly over to there assigned mate and still start (Eg: in SLDragons paarthurnax takes off from his word wall and flys over to you before starting a animation)

 

but then there are other issues that i'm not sure how it gets works out script wise, 

 

as far as i know Aroused Creatures tries to make the actors get close to each other first before it activates sexlab, and i can see 2 possible problems from this:

1. the dragon can't get "close enough" to the other actor due to its size, meaning the root nodes of the 2 actors are too far apart for the next part of the script (that starts sexlab) to be triggered (Eg: for a werewolf a distance of 100 units is fine, but for a dragon being "100 units away" means it's literally standing on top of you)

2. if the dragon is still flying when AC triggers it as being "close" then sexlab will likely just auto abort when AC tries to start it. (since the 2 walk to actor commands are not part of the same script)

 

 

Edited by MadMansGun
Posted (edited)
1 hour ago, epochh said:

is sexlab p+ a hard incompatability, or a "i don't trust this mod to function correctly" thing?

it changes the start animation calls and how the animations are even registered in the first place, making many mods incompatible to the point that it should not even be called "sexlab".

 

i seriously don't understand how anyone can think that disaster of a mod edit is an improvement, the only clam to fame it has is the lie about running faster, just install Papyrus Tweaks NG & enable "Speed up native calls" then the stock unfucked with sexlab & slal will run plenty fast, even faster than Sexlab in Skyrim LE does.

Edited by MadMansGun

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