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More Nasty Critters Special/Anniversary Edition


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Posted
On 3/28/2026 at 1:38 PM, goutou123 said:

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On 4/1/2026 at 6:02 AM, umbrahunter said:

.

 

On 3/29/2026 at 3:25 PM, safado said:

.

 

 

i managed to figure out half of whats going on (and yes it is 100% causing the crash being reported, and in actual fact both wisps have the problem):

 

1. why the problem is showing up now:

the older CF never actually worked on the "DLC1SoulCairnSoulWispRace", it did not have the "ActorTypeCreature" keyword so it was never a valid race to apply meshes to, but the new CF works by just ignoring anything with the "ActorTypeNPC" keyword, therefor making the race valid and in turn revealing the problem.

 

2. why the normal wisp is not crashing:

the file in MNC has the wrong name, therefor the mesh was never actually applied, but fixing the name has revealed that it is also crashing.

 

3. why was not crashing on my end:

it turns out at some point in 2017 i had replaced there original meshes with the skinny "aroused" meshes, meaning that they always had the aroused mesh in my game, hence why i never saw the problem. but this now adds to my confusion, because that means the meshes themselves are fine and are not the actual cause of the crash, applying them is.

 

 

at this point i only see 2 fixes:

completely remove them from MNC (i don't think anyone has made animations for them anyways)

or

make them always use the skinny mesh (assuming that the meshes actually are fine).

Posted (edited)

.....the wisps are more convoluted than i thought, it turns out there body mesh is not there body mesh as all, there real body is just a invisible ball mesh, and what i thought was there body is actually a magic effect/spell.....therefor meaning the game is crashing because i have the mnc/cf setup to replace a body mesh with a magic effect mesh.

Edited by MadMansGun
Posted (edited)
56 minutes ago, MadMansGun said:

.....the wisps are more convoluted than i thought, it turns out there body mesh is not there body mesh as all, there real body is just a invisible ball mesh, and what i thought was there body is actually a magic effect/spell.....therefor meaning the game is crashing because i have the mnc/cf setup to replace a body mesh with a magic effect mesh.

 

The crashlog points that the CTD trigger could be the light effect nodes on the mesh. 

Maybe it lost it anchor node during swap (the body like you said), like an SOS-Werewolf being swapped with a MNC-Werewolf with the wrong skeleton (or something like that, I forgot)? 

Or the effect node does not like the swap like that.  The error is an access violation, meaning is not there anymore because reference pointer became invalid somehow.  Kind of normal in c++ code with bad memory management and a lot of pointers being swap around.  Actually the error was called by the memory manager, ohhh noo you gave it Assss-heimerz. 

 

Spoiler
	R13: (BSTriShape*) "GlowStreak"
	(NiNode*) "Bone02"
	(NiNode*) "Bone01"
	(BGSProcedureWaitExecState*)
	(BSFadeNode*) "skeleton.nif"
	(BSFadeNode*) "DLCSoulCairnWisp.nif"
	(TESObjectARMO*) [] ("MoreNastyCritters.esp")
	(NiNode*) "Bone03"
	(NiNode*) "DlcSoulCairnWisp"
	(NiNode*) "Witchlight Body Lag"

 

	R13 (BSTriShape*) "GlowStreak"
		RTTIName: "BSTriShape"
		EffectTexture[Source]: "textures\effects\FXGlowSpotLinear.dds"
			Name: "DLCSoulCairnWisp.nif"
			RTTIName: "BSFadeNode"
			ExtraData Name: "BSX"
			ExtraData Name: "AttachT"

 

 

 

Removing the MNC wisp, and providing it as a separate download in the future as a WIP compatibility, may be prudent option. 

 

 

Edited by safado
Posted
9 minutes ago, safado said:

during swap

problem is there is also no swap happening here, the wrong mesh is/was being replaced, meaning if it was not for the crash you would be seeing 2 glowing meshes inside of each other.

 

 

regardless i've removed them from the mod for now.

Posted (edited)

i managed to work out a fix for the wisps and re-added them to MNC:

MNC/CF now just adds a extra copy of there invisible ball mesh body onto the wisp, this is done to get the aroused keyword added to the wisp, that in turn triggers a modification i've done to the race's spell effect: when not aroused it will use the original effect, but when aroused the added GetWornHasKeyword condition will cause that effect to be removed and then replaced with the new "aroused" spell effect.

Edited by MadMansGun
Posted

Hello, I need some clarifications about how the mod works. There are paches for certain creature texture mods, does that mean that only those mods with paches are usable with MNC or does that mean that those mods require paches? For example, if I let "Troll by Kajuan", "Falmer Overhaul - New models and textures" or other creature overhaul mods overwrite MNC, will that interfere with MNC " ? Thanks in advance.

Posted
47 minutes ago, justsomeguy333333333 said:

"Troll by Kajuan", "Falmer Overhaul - New models and textures" or other creature overhaul mods overwrite MNC, will that interfere with MNC " ? Thanks in advance.

Everything that overwrites only textures should be fine (Only maybe some color or quality inconsistencies around the Dongle. Problems occur when a mod changes the Meshes This is where you want to make or have a patch. The mentioned Trol mod is fine without a patch, I am using that one too. Falmer overhaul however has meshes so it won't be entirely compatible. Best outcome you won't get falmers with genitals worst outcome you crash. Simple as that 

Posted

Ok, I've got a weird one. 

 

Vampire Lords, including Harkon. When they are first transformed, they are invisible, but the the armor shows up if they have any. (like for Serverscrying here)

If I complete bloodlines as a female, I can transform to a vampire lord and I am fully visible.

 

Here's where it gets really weird. Give them one gold coin (or do anything else to update the inventory somehow, like removing an item), and the body mesh shows up.

Target them after they transform and use puppeteer in CF to increase arousal and then force an update, and they show the aroused mesh.

Find a hostile one somewhere (in my case from the vominheim mod), stop combat and set aggression to 0, then start sex with them, and they switch to the aroused mesh, and the scene plays normally with everyone visible. After sex, they are not aroused and the non-aroused mesh shows up no issues.

If I add the nude vampirelord mesh to the vampirelordking armor with outfit studio, it shows up that way to for harkon, but that's a rather brute force way to do things and doesn't fix vampire lords not wearing armor.

 

So, I think all that implies that it's not a traditional conflict with worn armor. I'm not using any werewolf or vampire replacers either. 

I did use Easy NPC, so werewolves and vampires NPCs do have a worn armor of skinnaked, but i've added the werewolf, werebear, and nakedvampire AAs to that naked armor so they shouldn't be invisible. 

I am not using a vampire lord replacer. This is just MNC/ABC. And maybe something dynamic that I haven't been able to identify.

I don't see anything notable to me in the papyrus log with CF set to send debug to the log, nor in the console when i tried debug output to console previously.

 

MNC 16.1E and MNC 16.1C

CF 4.0

OSL Aroused 2.8.2


Console commands for testing only.

Spoiler

Testing with Harkon by doing this on a new game:
setstage DLC1VQ02 10

player.moveto 2003BA8

 

Testing with Vampire Lord Boss from Vominheim:

player.placeatme xx30ab77

setav aggression 0

stop combat

 

Papyrus.0.log

Posted (edited)

dammit, i've already gone past that point in my test setup when dealing with the wisp crap. (i picked the hunters)

 

edit: found & loaded a older save, so far both me and the asshat vampire king seem to be fine.

 

edit2: god dam vampire lords are so lame, slow moving, slow attacks, and so fucking weak that even with all perks unlocked they still can't do shit to a basic level 20 draugr.

Edited by MadMansGun
Posted

Excuse me, I'm playing on SE1.5.97, but are the latest MNC and CF incompatible? Not all monsters are affected, but some monsters, like skeletons, become invisible, or only their genital areas become invisible... I'm not good at English, so I hope I haven't written anything strange...

Posted
1 hour ago, NULL0079 said:

Excuse me, I'm playing on SE1.5.97, but are the latest MNC and CF incompatible? Not all monsters are affected, but some monsters, like skeletons, become invisible, or only their genital areas become invisible... I'm not good at English, so I hope I haven't written anything strange...

MNC & CF are compatible with all versions (CF more so since that one is actually just the LE version reposted on thew SE/AE page).

your problem could be caused by another mod, Eg: the creature is not a stock skyrim creature, or you have a bad ABC install.

Posted

Hello everybody, ty MadMans for this mod! ExperimentalSexLabCreaturesV1-66bToSLALConversion causes SexLab dont recognize the Fnis creature idles for me. 

Posted
5 hours ago, Lulucrecia said:

Hello everybody, ty MadMans for this mod! ExperimentalSexLabCreaturesV1-66bToSLALConversion causes SexLab dont recognize the Fnis creature idles for me. 

"FNIS Sexlab Creature idle" being a question mark is normal with that mod installed, the "sslCreatureAnimationDefaults" script has been wiped out.

Posted

Thank you for your reply. I had placed Animated Beast's Cocks (ABC) For users LE / SE 3.10V after MNC, so I wonder if that's the cause... Also, in the MNC animations, there are animations where Spriggans and other characters have something resembling male genitalia, but the male genitalia part is transparent. I'm using the New Spriggans model made by PSBoss.

Posted

Hi, I assume that with this latest MNC update, the ABC v3.31 mod now needs updating? I'm getting CTD with the new MNC update, I'll revert to the previous version for now.

Posted
4 hours ago, NULL0079 said:

Thank you for your reply. I had placed Animated Beast's Cocks (ABC) For users LE / SE 3.10V after MNC, so I wonder if that's the cause... Also, in the MNC animations, there are animations where Spriggans and other characters have something resembling male genitalia, but the male genitalia part is transparent. I'm using the New Spriggans model made by PSBoss.

when used abc should be loaded after mnc. i can't speak for PSBoss mods and/or whatever abc is doing with them.

1 hour ago, 深淵の神 said:

Hi, I assume that with this latest MNC update, the ABC v3.31 mod now needs updating? I'm getting CTD with the new MNC update, I'll revert to the previous version for now.

nothing that was changed should be causing abc to crash.

Posted (edited)

hey guys, I'm having a little issue. 
I'm using expanded towns and it adds an new npc Squirrel, whenever an animation starts through aroused creatures, the game crashes. 
is MNC not recognizing him is the issue or what ? 
in Xedit Squirrel has Creature/Pray/Hare faction. For race MJB_SquirrelRace "Skeever" [RACE:0801027E], and ATK Race SkeeverRace "Skeever" [RACE:00013201]
I attached the papyrus.


Papyrus.0.log

Edited by ibo995
Posted

"MJB_SquirrelRace" is not a registered race, aroused/Sexlab should be aborting the animation attempt.

Posted
22 hours ago, 深淵の神 said:

Hi, I assume that with this latest MNC update, the ABC v3.31 mod now needs updating? I'm getting CTD with the new MNC update, I'll revert to the previous version for now.

I am having the same issue. my game crashes at startup with both mods enabled.

Any chance you could give me the previous version of MNC file? i can't find it anywhere.

 

Posted
1 hour ago, WeaponizedAutismNL said:

I am having the same issue. my game crashes at startup with both mods enabled.

Any chance you could give me the previous version of MNC file? i can't find it anywhere.

 

it should still be on the google drive link.

Posted (edited)
1 hour ago, MadMansGun said:

it should still be on the google drive link.


Found it and tried it.

Strangely the older version does not solve the issue. both ABC and MNC only work when one of them is enabled and the game runs fine. when both are enabled the game just crashes

All the other mods work fine together in my load order except these 2. strange....

EDIT: Mod organizer also does not give an error report or code whatsoever. the game just crashes.

Edited by WeaponizedAutismNL
Posted (edited)
3 hours ago, WeaponizedAutismNL said:


Found it and tried it.

Strangely the older version does not solve the issue. both ABC and MNC only work when one of them is enabled and the game runs fine. when both are enabled the game just crashes

All the other mods work fine together in my load order except these 2. strange....

EDIT: Mod organizer also does not give an error report or code whatsoever. the game just crashes.

 

Try, only installing ABC CBPC, no extras (everything else in install menu unselected).  MAke sure you have CPBC.  Deployment order is MNC overwrites everything not ABC. 

With both deployed, disable all added ABC plugins and report.  You are testing only the meshes overwrites. 

 

If you get lucky, and it worked, then it may be an incompatibility with the extra stuff added by ABC, like plugin edits, the fluffy meshes, or PSBOSS. 

 

Good luck

Edited by safado
Posted
4 hours ago, safado said:

 

Try, only installing ABC CBPC, no extras (everything else in install menu unselected).  MAke sure you have CPBC.  Deployment order is MNC overwrites everything not ABC. 

With both deployed, disable all added ABC plugins and report.  You are testing only the meshes overwrites. 

 

If you get lucky, and it worked, then it may be an incompatibility with the extra stuff added by ABC, like plugin edits, the fluffy meshes, or PSBOSS. 

 

Good luck


Thanks for your response.

I did like you say and only selected the CBPC file in the installer of ABC. sadly this doesn't make a difference as my game still crashes with both mods active

Weird thing is that after i reinstalled both ABC and MNC, MNC doesn't work at all now on its own. even if i deactivate ABC as a mod. so game only launches now with ABC active...

Things i have tried are:

1: Switched out pandora's behaviour engine for FNIS. since FNIS was recommended for MNC. this did not work.

2: Downloaded an older version of both MNC and ABC. Also did not work. Still get the same crashes.

3: Tried out different versions of creature framework to see if that was the culprit. No success.

4: changed to CBPC only for ABC(like you recommended).not working as well.

5: i tried LOOT to see if it would do something. also no success.

MO2 still did not give a single error message when it crashed. so even if i wanted to dig in the files to find the issue myself i can't because i don't know where to start looking.

I remember having had a load order on my old PC were these mods used to work fine together. and i really can't wrap my head around it why they don't anymore on this new PC i am on. The only thing i have different in this load order compared to my old pc was that i used pandora behavior engine instead of FNIS this time. But even switching back to FNIS does not solve the issue i am having.



 

Posted (edited)
9 minutes ago, WeaponizedAutismNL said:

.

could it be that your load order got messed up? Eg, having xp32 load after mnc/abc could cause a crash due to it not having the needed nodes for abc's hdt stuff.

Edited by MadMansGun
Posted (edited)

Okay... i am a freaking idiot. 

it turns out that i forgot to download Sexlab aroused. now that i downloaded it and added it to the load order everything works fine now.

Thanks for the advice people. i got it working again.

Edited by WeaponizedAutismNL

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