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More Nasty Critters Special/Anniversary Edition


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Posted

I am trying to add this to NGVO 7.1 and no matter what I do I can't get the penises to appear on any creatures... Any common issues that would cause this i can troubleshoot?

Posted (edited)
4 hours ago, Wasmachensachen said:

Dear @MadMansGun, would you please be so kind and consider to decouple SLAL animations and the main menu replacer from MoreNastyCritters? I hope you don't get this the wrong way, but I honestly believe that those assets don't belong in a "framework" mod like this. It would also bring the main mod size down a bit :) Thank you for your hard work for all those years <3

 

Hi, it's completely safe to remove the file from the mod's path:

 

meshes\interface\logo

 

This will restore your preferred main menu screen.

Edited by 深淵の神
Posted

Hello MadMansGun, I think there was a vanilla creature race not registered in the mod, specifically the C06WolfSpiritRace which you fight at the end of the Companion quest line.

Also I don't know if you already noticed this, but all the Hearthfire pets have script attached to them that automatically shrink them back. I saw you edited them in the mod but you didn't remove the attached script.

Posted (edited)
2 hours ago, pheonex2077 said:

ok I have everything working except canines... what could cause this?

 

Go to your dentist, those may need sharpening.  😁

Always show some teeth, so people do not take advantage. 

 

Spoiler

If you mean the animations, then it is a Pandora issue, because it works with FNIS. 

If you mean the mesh do not have the bits, maybe you have a dogs\wolfs mod messing it that need a patch.  A few patches in the compatibility archive in downloads.

 

Spoiler

OIP.eSKynO-v-1I5fp3cbu4-nAHaEK?pid=Api&f

 

Edited by safado
Posted
19 minutes ago, safado said:

 

Go to your dentist, those may need sharpening.  😁

Always show some teeth, so people do not take advantage. 

 

  Hide contents

If you mean the animations, then it is a Pandora issue, because it works with FNIS. 

If you mean the mesh do not have the bits, maybe you have a dogs\wolfs mod messing it that need a patch. 

 

  Reveal hidden contents

OIP.eSKynO-v-1I5fp3cbu4-nAHaEK?pid=Api&f

 

Lol, it's the mesh not applying. I'm using NGVO 7.1 as a base and it has something... somewhere... that is messing up the canines however it's not showing up in conflicts... hmmm

Posted (edited)
1 hour ago, pheonex2077 said:

Lol, it's the mesh not applying. I'm using NGVO 7.1 as a base and it has something... somewhere... that is messing up the canines however it's not showing up in conflicts... hmmm

 

Use SSeedit to assist in finding the metadata conflict. With a full loaded list, start looking creature races changes and later with the NPC records.  The filter works if you know how to use it, it is tricky. 

 

New added "canine" npc maybe a new custom race, depends on the mod. 

 

Wolf NPC metadata modyfied by Skytest.  That mod move it from the CreatureFaction to a custom Faction. Any mod that use the CreatureFaction faction as a condition will not use\effect that NPC.  In the race section it removed MNC scaling and make the Foxes (also canines) use wolf skin. This is an example.

Spoiler

wolfmetadata1.png.70df7948b6fe89f8b79a657f6d048901.png

 

This is for the noobs,  Can you notice the fuckup issue?

Spoiler

 

SSEeditsourceofnoobslaments1.png.ef2f742f78e0748676275742bf8d31d7.png

 

 

 

 

Edited by safado
Posted
20 hours ago, safado said:

 

Use SSeedit to assist in finding the metadata conflict. With a full loaded list, start looking creature races changes and later with the NPC records.  The filter works if you know how to use it, it is tricky. 

 

New added "canine" npc maybe a new custom race, depends on the mod. 

 

Wolf NPC metadata modyfied by Skytest.  That mod move it from the CreatureFaction to a custom Faction. Any mod that use the CreatureFaction faction as a condition will not use\effect that NPC.  In the race section it removed MNC scaling and make the Foxes (also canines) use wolf skin. This is an example.

  Reveal hidden contents

wolfmetadata1.png.70df7948b6fe89f8b79a657f6d048901.png

 

This is for the noobs,  Can you notice the fuckup issue?

  Reveal hidden contents

 

SSEeditsourceofnoobslaments1.png.ef2f742f78e0748676275742bf8d31d7.png

 

 

 

 

I fixed it! thank you. NGVO had a mod that said it only altered wolf textures however after an inspection it also altered the meshes so I had overlooked it before. All fixed now, I'm a busy modlist user so i'm not very expereienced with solving my own issues but I certainly learned something today.

Posted
10 hours ago, pheonex2077 said:

I fixed it! thank you. NGVO had a mod that said it only altered wolf textures however after an inspection it also altered the meshes so I had overlooked it before. All fixed now, I'm a busy modlist user so i'm not very expereienced with solving my own issues but I certainly learned something today.

 

Yes, I have bad experiences before with mods like Skytest, that alter more than what it describes. 

Posted

Great mod! I love using this. However, I have been having a constant trouble with the Werewolves and their meshes. Specifically, the tongue and cocks are disconnected and just float in the air next to the werewolf, moving disjointedly when the werewolf moves. I have Baka's ABC's and SOS installed, and have done all the steps you suggested regarding those. I even uninstalled both and just had MNC installed, and the problem is persisting. Any help would be appreciated, as I do enjoy this mod and the Werewolf Redux you did, and I want to enjoy them to the fullest ^^

Posted (edited)
1 hour ago, Duskcalla said:

Great mod! I love using this. However, I have been having a constant trouble with the Werewolves and their meshes. Specifically, the tongue and cocks are disconnected and just float in the air next to the werewolf, moving disjointedly when the werewolf moves. I have Baka's ABC's and SOS installed, and have done all the steps you suggested regarding those. I even uninstalled both and just had MNC installed, and the problem is persisting. Any help would be appreciated, as I do enjoy this mod and the Werewolf Redux you did, and I want to enjoy them to the fullest ^^

classic skeleton issue, something is overriding MNC/ABC's werewolf skeleton.nif

( Data\Meshes\actors\werewolfbeast\character assets\skeleton.nif )

 

if sos or xp32 is being loaded after MNC/ABC then that is likely the cause.

Edited by MadMansGun
Posted

Hello, I was relieved when I switched from the old version to MoreNastyCrittersSE&AE_v16_1E and reinstalled the animation-related components, and the skeleton monsters displayed correctly... but then after adjusting the character armor, syncing the body, and reinstalling PG patcher, the skeletons became transparent again... I reinstalled the old version of MNC and set up the environment again, and the skeletons displayed normally... Incidentally, this time I only changed MNC and CF to the old versions...

Posted (edited)
26 minutes ago, NULL0079 said:

PG patcher

well there's your problem right there

 

Quote

This led me to develop PGPatcher to solve all of these cases. PGPatcher is a dynamic patcher primarily responsible for managing how meshes in your load order are configured for various materials in Skyrim. In basic terms, as a user you can install whatever retexture mods you want (whether that be vanilla, parallax, complex material, or PBR), and then let PGPatcher patch your meshes and plugins to make it all work in-game. You no longer should install prepatched meshes nor auto parallax as PGPatcher will take care of that for you. In addition, mixing and matching different shader types is supported. PGPatcher is capable of applying different shaders to the same mesh, and also handle alternate texture records which might need different shaders/properties through a comprehensive mesh permutation system. On top of these things, PGPatcher provides some optional convenience patchers, such as an automated fixed mesh lighting patcher, autoconversion from parallax to complex material, and a lot more. See the patchers wiki page for a full list.

in other words that thing is fucking with all of your mesh files.

Edited by MadMansGun
Posted

Thank you for your reply! So that's the cause, I understand. I'll pay attention to that part from now on. Thank you for the advice!

Posted (edited)
6 hours ago, NULL0079 said:

Thank you for your reply! So that's the cause, I understand. I'll pay attention to that part from now on. Thank you for the advice!

 

If you are going to troubleshoot it. 

The feature Optimize Meshes can make meshes invisible or transparent. 

The faster way to know is disabling the PgPatcher's output folder from being deployed and overwriting everything.

 

Spoiler

Redo the patching by setting for output folder location mode. Disable all features labeled (experimental) and the Pre-Patchers. 

Also, make use of "Mesh Block list" to blacklist mesh folders from processing (advanced).  

 

Use of the output folder is necessary to isolate the modifications. If you do not make use of it, then the modifications happens on all the deployed files. When the affected mods are reinstalled\redeployed the changes are rolled back with new meshes, kind of obvious. 

 

Edited by safado
Posted

I was able to solve the problem by removing the "Upgrade Parallax to Complex Material" patch when generating the PG patcher, and then limiting the generation to buildings and terrain, and deleting any data related to meshes\actors that was generated! Thank you! However... when skeletons with MNC-like genitalia swing weapons, the bone genitalia stretch and behave in a strange way... but... it's not that big of a problem, although it did make me laugh.

Posted
39 minutes ago, NULL0079 said:

I was able to solve the problem by removing the "Upgrade Parallax to Complex Material" patch when generating the PG patcher, and then limiting the generation to buildings and terrain, and deleting any data related to meshes\actors that was generated! Thank you! However... when skeletons with MNC-like genitalia swing weapons, the bone genitalia stretch and behave in a strange way... but... it's not that big of a problem, although it did make me laugh.

 

Pandora used to do that to draugs taunt animations.  

  

Posted (edited)

update: added AE CrapClub shit to the Compatibility Kit (in the Other Mods folder)

 

note: Goblins are having issues due to the fucked up way there armors are setup.

Edited by MadMansGun
Posted

Are the files for the Gray Cowl of Nocturnal in the Compatibility Kit for the 10th anniversary SE version or the old SE version from 2016?

Posted
5 hours ago, MadMansGun said:

update: added AE CrapClub shit to the Compatibility Kit (in the Other Mods folder)

 

Hello!

Are you planning to add CC Zombies & Bone Wolf?

Posted
1 hour ago, Igit234 said:

Are the files for the Gray Cowl of Nocturnal in the Compatibility Kit for the 10th anniversary SE version or the old SE version from 2016?

MannyGT version, there's nothing to patch in the CrapClub Cowl mod.

Posted
Just now, MadMansGun said:

MannyGT version, there's nothing to patch in the CrapClub Cowl mod.

I see, I see, thanks. CrapClub indeed tho no doubt about that, yessir.

Posted
1 hour ago, ded-dj said:

 

Hello!

Are you planning to add CC Zombies & Bone Wolf?

don't know how to handle them or the "Nix Hound"

 

Posted

Good evening, I'm sorry to bother you again. I'm the one who asked for your help last time to resolve the issue of skeletons becoming invisible. The skeletons have become invisible again, but the situation is quite different this time. I realized that the PG patcher was messing up the animations, so I removed the related components, and everything seemed mostly fine... but now the skeletons are invisible again... and this time the conditions are very specific; the problem occurs in catacombs in other cities, such as the catacombs in Whiterun. At first, I thought the PG patcher was the cause, so I removed it and reinstalled the animations, but the problem still occurs in the catacombs the moment the MNC enters an excited state while fighting a skeleton. The invisibility is resolved after the action animation finishes. Could you please help me...?

Posted (edited)
2 hours ago, NULL0079 said:

Good evening, I'm sorry to bother you again. I'm the one who asked for your help last time to resolve the issue of skeletons becoming invisible. The skeletons have become invisible again, but the situation is quite different this time. I realized that the PG patcher was messing up the animations, so I removed the related components, and everything seemed mostly fine... but now the skeletons are invisible again... and this time the conditions are very specific; the problem occurs in catacombs in other cities, such as the catacombs in Whiterun. At first, I thought the PG patcher was the cause, so I removed it and reinstalled the animations, but the problem still occurs in the catacombs the moment the MNC enters an excited state while fighting a skeleton. The invisibility is resolved after the action animation finishes. Could you please help me...?

do you by chance have a mod installed that auto unequipps helmets/hats while inside? i remember someone having a problem with that a long time ago.

Edited by MadMansGun

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