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More Nasty Critters Special/Anniversary Edition


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Posted

I also uninstalled V12 SE because the aroused mesh was not applying. Tried some of the suggestions here but no luck. I installed V11 instead. So far no issues but limited testing. V12 for LE worked fine for me. If V12 SE works for others, my best uneducated guess is a mod conflict or bad deployment. 

Posted
28 minutes ago, Charlves said:

I'm missing textures from this.  All the creatures have the error sign on them :( <!> how to fix? ty

that's missing meshes, not textures. reinstall the mod.

Posted

I am having a crash whenever a dog is aroused, I am using ABC and was one that had to revert to CF 11 to get arousal to stick. Any ideas how to solve this ?

 

Any help appreciated as I have an otherwise very stable game

Posted
57 minutes ago, Cybermann said:

Any ideas how to solve this ?

tell factoryclose to stop breaking shit? ?

Posted
On 5/12/2020 at 3:57 PM, Juau said:

Thats unfortunate. Thank you regardless.

If you have no luck, all you can do is start a new game with all mods disabled and then re-enable them one at a time until the problem reappears.  I think there are a couple there - Enhanced Blood and I think I see an esp from Immersive Armours - which have been known for giving people problems. New game is essential for testing it out to avoid CTDs from broken savegames.

Ah, the joys of getting laid in Skyrim : -D

 

Posted

Just a doubt : the train function is just like a matchmaker, just something to test the animations without any consequence,  nothing to do with real training, the stats don't seem to evolve at all ?

Posted
53 minutes ago, zelurker said:

Just a doubt : the train function is just like a matchmaker, just something to test the animations without any consequence,  nothing to do with real training, the stats don't seem to evolve at all ?

seems that way, i don't see anything in the scripts that would suggest otherwise.

Posted
8 hours ago, Not a prisoner said:

If you have no luck, all you can do is start a new game with all mods disabled and then re-enable them one at a time until the problem reappears.  I think there are a couple there - Enhanced Blood and I think I see an esp from Immersive Armours - which have been known for giving people problems. New game is essential for testing it out to avoid CTDs from broken savegames.

Ah, the joys of getting laid in Skyrim : -D

 

I ended up downgrading to v11 and now works fine.

Posted
20 hours ago, TesteBRBR said:

I ended up downgrading to v11 and now works fine.

I did the same ages ago. Couldn't get 12 to work reliably at all. No doubt some element of RTFM/user error on my part but I'm happy with 11 anyway, it does everything I want it to.

Posted
On 5/14/2020 at 9:28 AM, MadMansGun said:

seems that way, i don't see anything in the scripts that would suggest otherwise.

Btw, I was looking for an MNC changelog? Page One here says to look on your site but I'm not sure what that means. Had a look at your LL page but didn't see anything. Am possibly just being dim ...

Posted
1 hour ago, MadMansGun said:

Cheers : )  Was trying to find out if Hircine's guard dog was part of MNC 12 as I gave it another try today and this huge dog kept appearing from nowhere and attacking me.

Tried to console click it to find out but was in Helgen caves at the time so was only clicking mist and fog lol. Also new game/Level 0 PC so couldn't stay alive long enough to investigate properly : )

Posted
2 hours ago, LeoW said:

Hey! I just found this "Zombie Dogs and Skinned Hounds- Mihail Monsters"  has been ported recently at 6 April. I'am installed it and found that MNC (SE) is not support it yet. I remember that MNC (LE ) do support this mod. So, do you have a plan for support Mihail monster's mod?

the LE patch should still work if you convert the meshes with NIF Optimizer v3.0.7.

3 hours ago, Not a prisoner said:

Was trying to find out if Hircine's guard dog was part of MNC 12 as I gave it another try today and this huge dog kept appearing from nowhere and attacking me.

no, MNC does not add any new NPCs.

Posted

Hi. I just finished modding sse and am looking to see if there is any problem. I downloaded "Check for old form version" script to see if I accidentally have any old from version esp.

It gave me this mod's name. Has this been resaved in CK or should I do it myself? Is it safe to use?

Also it gave me a few more names:

 

Old version plugin: CreatureFramework.esm
Old version plugin: MoreNastyCritters.esp
Old version plugin: AF_Ancient_FortressPort.esp
Old version plugin: AMB Glass Variants Lore.esp
Old version plugin: aMidianborn_Skyforge_Weapons.esp
Old version plugin: Differently Ebony.esp
Old version plugin: SOSRaceMenu.esp
Old version plugin: _GSPoses.esp
Old version plugin: Freya.esp
Old version plugin: Volrina.esp
Old version plugin: IcePenguinWorldMap.esp
Old version plugin: SexLabTools.esp
Old version plugin: SLAL_GSAnimObjects.esp
Old version plugin: Apropos2.esp
Old version plugin: SexLabDefeat.esp
Old version plugin: Dual Sheath Redux Patch.esp

Posted
16 hours ago, MadMansGun said:

no, MNC does not add any new NPCs.

I thought not, but I was test-running a v minimal modlist with nothing new except Crime Overhaul. Curious. Never seen the creature before or since : )

Posted
13 hours ago, MadMansGun said:

the form version makes no difference to anything.

Thanks for the reply. Is it okay if I run them through CK and save them anyway?

Posted
1 hour ago, afshin76 said:

Is it okay if I run them through CK and save them anyway?

should be.

Posted
3 hours ago, Jyratx said:

Does this file have a SLAL edition like it does for oldrim?

......your looking at it.

Posted

Does this go before or after the mod " One with Nature "? Looking through SSEEdit almost everything is a conflict ranging from height, weight, gender, etc. I've included a couple screen snips showing what I'm referring to.

Annotation 2020-05-17 074912.png

Annotation 2020-05-17 074832.png

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