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More Nasty Critters Special/Anniversary Edition


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Posted
17 minutes ago, dizzycrix said:

I am using the updated version and getting a message in MO2 about a failed plugin. Couldn't load SetVehicleFixPlugin.dll should I just ignore this?

I get a very similar message in Vortex!

Posted

I recently updated MNC to this version, now creatures are no longer get the penies applied in animations. I'm using MO and deleted the old the version completely and installed this one and started a brand new save file.

Posted

So, if anyone still has that old ass horse CTD, make sure you have Convenient Horse's esp loaded before More Nasty Critters, as the issue itself seems to stem from the two conflicts in both of the mod's records. It will make some of the textures of the horses look vanilla, but it's worth the cost if it means that your game will stop crashing around ANY horse. In reality, their most likely needs to be a compatibility patch made if you want the texture variants to come back, as the patch currently in More Nasty Critter's LE homepage cannot be used on the newly updated Convenient Horses.

Posted
4 hours ago, Dude2000 said:

I get a very similar message in Vortex!

 

5 hours ago, dizzycrix said:

I am using the updated version and getting a message in MO2 about a failed plugin. Couldn't load SetVehicleFixPlugin.dll should I just ignore this?

You have to delete the SKSE dll in the folder, I've saw before that the dll is unnecessary for MNC to work with SE users 

Posted

figured I'd upgrade to see if the new version might fix some of my creature issues. Got this message after running the game to delete a character and returning to vortex after updating mods. (quoted in case it helps)

 

Vortex;

 "Last time you ran the game, one or more script extender plugins failed to load. this normally happens when you try to load mods which are not compatible with the installed version of script extender."

 "To fix this issue you can check for an update on the mod page of the failed plug in or disable the mod until it is updated."

 

errors reported:

 "SetVehicleFixPlugin.dll" (MoreNastyCritters_v12_06a.7z): not a valid dll (code 193)

 

side note; After updating, I activated skse, the game started up, brought me to the "start new" and "continue" menu (deleted a char) which is unusual for an outdated dll (in my experience at least) , most times if a dll is outdated I can't get it to load the game at all and it usually ctd on start up, so this is strange, will wait for a fix before starting a new game.

Posted
3 minutes ago, WinterWolverine said:

figured I'd upgrade to see if the new version might fix some of my creature issues. Got this message after running the game to delete a character and returning to vortex after updating mods. (quoted in case it helps)

 

Vortex;

 "Last time you ran the game, one or more script extender plugins failed to load. this normally happens when you try to load mods which are not compatible with the installed version of script extender."

 "To fix this issue you can check for an update on the mod page of the failed plug in or disable the mod until it is updated."

 

errors reported:

 "SetVehicleFixPlugin.dll" (MoreNastyCritters_v12_06a.7z): not a valid dll (code 193)

 

side note; After updating, I activated skse, the game started up, brought me to the "start new" and "continue" menu (deleted a char) which is unusual for an outdated dll (in my experience at least) , most times if a dll is outdated I can't get it to load the game at all and it usually ctd on start up, so this is strange, will wait for a fix before starting a new game.

look at the message I posted above, it's not necessary for the dll to be in your MNC folder

Posted
53 minutes ago, taboki8955 said:

I recently updated MNC to this version, now creatures are no longer get the penies applied in animations. I'm using MO and deleted the old the version completely and installed this one and started a brand new save file.

(assuming you already tried re-registering the creatures)

look in the console and/or the Papyrus log, look for any lines starting with "[Framework] line (number here)" matching the time you started the animation at, and then (if you see it) tell me what the number is/was.

Posted
50 minutes ago, janbui said:

look at the message I posted above, it's not necessary for the dll to be in your MNC folder

strange to have an un-needed dll lol, but ok, will try it without and hope for the best, thanks for telling me.

Posted
1 minute ago, WinterWolverine said:

strange to have an un-needed dll lol, but ok, will try it without and hope for the best, thanks for telling me.

Yeah, thats what I though too until I saw this post here: 

Just gonna link it here if any other individuals have an issue until Pfiffy removes it again lol

Posted
1 hour ago, janbui said:

 

You have to delete the SKSE dll in the folder, I've saw before that the dll is unnecessary for MNC to work with SE users 

Thanks I went ahead and did that. Everything seems to be working ok. :) 

Posted

I have hentai creatures and the wolf works on male and female when told to train, but nothing happens with the spiggans. Is there a specific animation pack I need? Because I have quite a lot.

 

I have ZAZ, Billy's, SLAL creature animations, Milky SLAL and all Anub animations.

Posted

my hentai werewolf appears to have 2 penises. Well two sets of balls. There are testicles between his legs and then he has what looks another penis on top where red one should be with another set of balls. its a browish grey and looks nearly like a human penis. 

Posted
1 hour ago, ChocolateThunder2110 said:

spiggans

MNC has some and so does billyy's SLAL Pack, so try turning off "Match Creature Gender" in sexlab's MCM settings.

....have you tried MatchMaker to see if that starts them?

 

14 minutes ago, Lux Lux said:

my hentai werewolf appears to have 2 penises. Well two sets of balls. There are testicles between his legs and then he has what looks another penis on top where red one should be with another set of balls. its a browish grey and looks nearly like a human penis.

you can:

A. turn off werewolves in SOS's MCM.

or

B. turn off werewolves in CF's MCM.

Posted

Sorry for the extremely dumb questions, but here I go...
I've installed a bunch of things, and I believe they should all be working fine. The game seems to be running fine, no errors, everything is sorted fine.

I followed installation guildes, and currently I have SoS, the SexLab framework, all the requirements for this inscluding the Creature Framework. I've generated user stuff with FNIS, done my bashed patch, sorted. Took a while for the game to install sexlab, and for all the menus to show up.
They're still slightly laggy, and I'm experiencing a big delay with activating and disabling my QuickLight mod (long press E to activate a lantern).
Otherwise, I enabled creatures from the settings, customized stuff a bit, imported all animations it could find etc.

My problem is that I'm not aware how to actually start any animations. I've got the arousal mod, I have sexlab solutions although I doubt it matters. Do I need to find some other mods that give me a way to begin animations through dialogue? How does that work for creatures, do you need to use the pacify shout or something? Sorry in advance, it's 4am.

Posted

Curious since im trying to swap to SE, For the MNC Compatibility patches, would just using oldrim mnc patches (after ck resaving) work fine? Slowly seeing the pains of swapping to SE

Posted
19 minutes ago, LoveNothing said:

after ck resaving

wrong tool, you need to convert the meshes, not the esp files.

only use NIF Optimizer v3.0.7

 

most patches should work but some may not if the mod's esp/esm name got changed or if it's formid's have changed.

Posted
10 minutes ago, MadMansGun said:

wrong tool, you need to convert the meshes, not the esp files.

only use NIF Optimizer v3.0.7

i dont have to worry about the esps? wonder if it's truely worth swapping to SE now. and wait, not the latest 3.0.11 nif Optimizer?

Posted
12 minutes ago, LoveNothing said:

i dont have to worry about the esps? wonder if it's truely worth swapping to SE now.

the big 4 that need work are: meshes, textures (but only sometimes), behaviors and dll files.

 

esp, esm, voice and (most) script files work in both games as they are, that means many of the smaller mods will work without any conversion needed.

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