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More Nasty Critters Special/Anniversary Edition


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Posted
5 hours ago, kusanagikai20 said:

Hi, is it possible for me to post a Compatibility Patch for MNC to use Fluffy shell textures?  If not I'll just keep it to myself.

those have already been made before, there's the one in ABC and i know of another that's hidden on this site somewhere.

1 hour ago, Devilf said:

Hi, my game crashes when I have built the entrance and the main room of a heartfire house when I want to get out.

crash-2026-02-04-15-43-50.log 114.29 kB · 0 downloads

wolves, foxes, deer, giants, horses, druger, chaurus. those are the MNC/ABC effected creatures that i know of that show up around those houses.

Posted (edited)
11 hours ago, Devilf said:

Hi, my game crashes when I have built the entrance and the main room of a heartfire house when I want to get out.

crash-2026-02-04-15-43-50.log 114.29 kB · 0 downloads

 

Allegedly, the adoptable critter fox "Vix" or something called "Lapin" (a rabbit?) could be the issue.  Did you installed a mod that overwrote MNC skeletons (wolves\canines or rabbits), foxes or rabbits records? There's also references to Wild lands but in French, that is a landscape mod, likely the area is exterior, hopefully is not a navmesh issue (yikes). 

 

Move MNC and maybe your mods that depend on it to the bottom of the index list (highest LoadOrder id) and deployment order so it overwrites any mod conflicting.  

 

Edited by safado
Posted
11 hours ago, MadMansGun said:

those have already been made before, there's the one in ABC and i know of another that's hidden on this site somewhere.

I understand, I will not post it.

Posted

heya quick question. I'm trying to get collision to work because it seemed to work in a previous mod profile but after swapping to try out some other mod combos i cant seem to get any collision on any MNC rig whether I have fulll SMP, full CBPC or a combo of both. Using 3BA and TNG with HPH heads and just cant seem to figure out whats going on after changing mod profiles. Am i stupid and missing something? Nothing was changed on the original mod profile but it doesnt work there anymore either.

Posted
On 1/9/2025 at 5:48 AM, Dovahbear91 said:

For the 'A Dogs Life' patch, the Kelpie doesnt seem to be working 

Have you gotten any of the dogs to work? On my end none of them actually have any equipment.

Posted

I'm trying to add a bear variant, one that can be ridden. I did this successfully for LE a while back, but now I'm using SE/AE it needs re-doing. However, I'm now getting a CTD which gives me little clue as to what's broken.

 

I narrowed it down to an issue with the bear's skeleton. I use a new race, as with LE, with its skeleton separate from the regular bear's. So I can swap that skeleton in its own folder without affecting anything else. I have three skeletons, one with the saddle bone chain added to the regular bear, one copied from MNC, and a third with the saddle bone chain added to the MNC one. 

 

With the first (saddle bones only) the bear can be ridden, but the genitals float during sex, as they have no bones.

 

With the MNC skeleton, the rider floats alongside the bear, as the saddle bones are missing. Sex works, as expected.

 

The combined skeleton with both chains lets the bear be ridden, but starting sex causes a CTD.

 

Any idea where to start looking? I'm guessing that the problem happens when the game tries to equip the hard skin, but I can't see a way to easily test just doing that. I'll try rebuilding the combo skeleton from the other direction, i.e. adding the genital chain to the riding bear's skeleton, but I suspect that will produce the same results.

Posted
8 hours ago, ghastley said:

.

could be that you missed the tongue nodes.

 

also if you still have the LE version of it you could try running Cathedral Assets Optimizer on it.

(set profile to "sse" and meshes to "extensive")

Posted

I have this interesting texture bug, only and absolutely only on the "Gypsy horse" (Every others horses are fine, for some reason.) When I turn off MNC it gets back to normal. If I delete everything inside MNC and just keep the ESP, it still bug. I have Fluffworks and Bellyaches (with the patch installed) 

 

Any idea? Thanks for the help. 

SkyrimSE_kEoeyz15wW.png

Posted

I'm rocking Nolvus, it's adding a stupid amount of mods, so probably one random one changing names or putting up special horse haha. It's the "BlacknWhite" horse.

 

The issue seems to come from Fluffworks though. It's battling with MNC for priority. I'm trying out stuff within Xedit

Posted

I made a little progress with the bear. I remembered that the hard skin is an armor, so I equipped it on the bear via the console while using the combined skeleton, and that did NOT crash anything. So that has eliminated any skin/skeleton issue. However, all attempts at remaking the skeleton have left things unchanged, including using rc8 of NifSkope to do it. There is an rc9 but that seems to be Starfield enhancements, that should not come into play. I did not find the LE skeleton to upgrade, just some screenshots that prove it worked once. 

 

After the skin swap, the script logs suggest that SexLab is selecting expressions and voices next, but creatures don't do expressions (?), and the voice should not have any skeleton interaction that hadn't already been used, so I'm currently stumped for what to try next. I started to think that there may be a problem with riding and sex on the same creature, but the horse disproves that theory.

 

 

Posted

Mod Organizer is yelling at me that esp from this mod and some other are form 43. Didn't test the game if it works or not, do I need to do something about it or it'll work just fine?

Sorry for dumb question I was away from skyrim for years.

Posted
2 hours ago, haamedddz said:

Mod Organizer is yelling at me that esp from this mod and some other are form 43. Didn't test the game if it works or not, do I need to do something about it or it'll work just fine?

Sorry for dumb question I was away from skyrim for years.

Turn the warning off, you'll thank yourself later! It's from a time when people didn't understand how the forms worked, and while there's a very specific situation where a plugin needs to be updated or it'll cause corruption, you're extremely unlikely to come across it in a released mod.

Posted
6 hours ago, Scautura said:

Turn the warning off, you'll thank yourself later! It's from a time when people didn't understand how the forms worked, and while there's a very specific situation where a plugin needs to be updated or it'll cause corruption, you're extremely unlikely to come across it in a released mod.

yeah I tested it and it works with no issue. my other problem is that sexlab animation starting is very slow  it was'nt like this in LE. at first I thought I have script lag but I tested and I have mostly around 80ms script lag. is this fixable or I have to live with that?

Posted
1 hour ago, haamedddz said:

yeah I tested it and it works with no issue. my other problem is that sexlab animation starting is very slow  it was'nt like this in LE. at first I thought I have script lag but I tested and I have mostly around 80ms script lag. is this fixable or I have to live with that?

yea scripts in SE suck, that's why i have this in the mod requirements:

Quote

 

Papyrus Tweaks NG ( makes sexlab run faster if you turn on "Speed up native calls" )

https://www.nexusmods.com/skyrimspecialedition/mods/77779?

 

 

Posted
14 hours ago, MadMansGun said:

yea scripts in SE suck, that's why i have this in the mod requirements:

 

I have Papyrus Tweak NG but I hadnt enable that feature now animations start much faster  Thank You

Posted (edited)

I made a thread in technical support but i figured Id ask here too. Can a human follower who tranforms into a werewolf have the meshes applied to him in werewolf form? I am transforming him only thrught scripts and he can have sex  as a werewolf but the meshes do not appear and the CF says the skin is unknown tho he is a regular werewolf. Any advice is greatly appreciated because I dont know what to do anymore

Edited by Demodog
Posted
1 hour ago, Demodog said:

Can a human follower who tranforms into a werewolf have the meshes applied to him in werewolf form?

yes, that's how the player's werewolf form works.

1 hour ago, Demodog said:

I am transforming him only thrught scripts and he can have sex  as a werewolf but the meshes do not appear and the CF says the skin is unknown tho he is a regular werewolf. Any advice is greatly appreciated because I dont know what to do anymore

is the npc using a worn armor instead of a outfit? because that would mess with things.

worn armor stays equipped even after transformation and will be seen as the npc's base mesh.

Posted (edited)

example:

worn armor is how you turn a horse into another horse.

 

outfit is how you put a saddle or armor onto a horse.

 

using worn armor to apply a saddle or armor will cause issues.

Edited by MadMansGun
Posted (edited)

This is what my script looks like . I dont see 

 

Scriptname EinarWolfQuestScript extends Quest

; ===== PROPERTIES (set in CK) =====
Race    Property WerewolfRace Auto                 ; set to WerewolfBeastRace

Faction Property PlayerFaction Auto                ; set to PlayerFaction
Faction Property PlayerAllyFaction Auto            ; optional (set if you have it)
Faction Property CurrentFollowerFaction Auto        ; set to CurrentFollowerFaction
Faction Property PotentialFollowerFaction Auto      ; optional but recommended

; ===== INTERNAL =====
Bool _lock = false
Bool _isWolf = false
Race _origRace
Bool _wasTeammate = false


Function DoTransform(Actor einar)
    Debug.Notification("Einar: Transform (vanilla werewolf)")

    if !einar || _lock || _isWolf
        return
    endif
    _lock = true

    if !einar.Is3DLoaded()
        _lock = false
        return
    endif

    _origRace = einar.GetRace()

    einar.StopCombat()
    einar.StopCombatAlarm()

    ; Save + enforce teammate friendliness (this is what stops guard/town hostility)
    _wasTeammate = einar.IsPlayerTeammate()
    einar.SetRelationshipRank(Game.GetPlayer(), 4)
    einar.SetPlayerTeammate(true)

    ; “Don’t start fights” behavior
    einar.SetAV("Aggression", 0)

    ; Keep follower systems calm
    if CurrentFollowerFaction
        einar.AddToFaction(CurrentFollowerFaction)
    endif
    if PotentialFollowerFaction
        einar.AddToFaction(PotentialFollowerFaction)
    endif

    ; Town-safe protections
    if PlayerFaction
        einar.AddToFaction(PlayerFaction)
    endif
    if PlayerAllyFaction
        einar.AddToFaction(PlayerAllyFaction)
    endif

    ; Swap to vanilla werewolf race
    if WerewolfRace
        einar.SetRace(WerewolfRace)
    endif

    Utility.Wait(0.2)
    einar.QueueNiNodeUpdate()
    Utility.Wait(0.2)

    einar.EvaluatePackage()

    _isWolf = true
    _lock = false
EndFunction


Function DoRevert(Actor einar)
    Debug.Notification("Einar: Revert")

    if !einar || _lock || !_isWolf
        return
    endif
    _lock = true

    einar.StopCombat()
    einar.StopCombatAlarm()

    if _origRace
        einar.SetRace(_origRace)
    endif

    Utility.Wait(0.2)
    einar.QueueNiNodeUpdate()
    Utility.Wait(0.2)

    ; Restore teammate state
    einar.SetRelationshipRank(Game.GetPlayer(), 4)
    einar.SetPlayerTeammate(_wasTeammate)

    ; Keep him peaceful
    einar.SetAV("Aggression", 0)

    ; Restore protections (safe even if already present)
    if PlayerFaction
        einar.AddToFaction(PlayerFaction)
    endif
    if PlayerAllyFaction
        einar.AddToFaction(PlayerAllyFaction)
    endif
    if CurrentFollowerFaction
        einar.AddToFaction(CurrentFollowerFaction)
    endif
    if PotentialFollowerFaction
        einar.AddToFaction(PotentialFollowerFaction)
    endif

    einar.EvaluatePackage()

    _isWolf = false
    _lock = false
EndFunction

 

 

Do I need to create a skin for it? I have removed his armor from his human form

Edited by Demodog

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