MadMansGun Posted May 18, 2020 Author Posted May 18, 2020 33 minutes ago, Zeka~Electros said: heyo im getting crashes with dogs and wolves specficially, tried with a bear i spawned in and worked just fine. anything i should try or read up on before i ask more questions? is it ASOS or ABC that you have installed?
AlexSenpai Posted May 18, 2020 Posted May 18, 2020 I'm pretty sure that's not an actual problem and barely matters, but I wanted to share it anyway. Some draugr spawn without pants, which is normal as far as I know. But, of course, that means they've got their cocks out. When they die, the erection just spins around the other side. Funny as hell, and I dare say fighting with an erection is a truly powerful intimidation technique. Spooked me the first few times. Have a nice day everyone, and be ever vigilant, for the horny mummies have no mercy. 3
MadMansGun Posted May 18, 2020 Author Posted May 18, 2020 22 minutes ago, AlexSenpai said: Some draugr spawn without pants, which is normal as far as I know. But, of course, that means they've got their cocks out. When they die, the erection just spins around the other side. you can blame factoryclose for that, all ABC based penises will do that because there's no data in the skeleton.hkx to limit/lock the ragdoll movement of it's base node.
Zeka~Electros Posted May 18, 2020 Posted May 18, 2020 10 hours ago, MadMansGun said: is it ASOS or ABC that you have installed? i had asos but they always went through the floor besides that theyre fine and now i have abc which might be why
Zeka~Electros Posted May 19, 2020 Posted May 19, 2020 Heyo so i removed abc and started a new save but i'm pretty sure actually whenever i start an animation with a creature using and mnc mesh crashes me. Cause when i was messin with werewolves i used hcos and sos in creature framework and that all worked fine. I could be totally wrong though just my best guess at the current moment
kyubey Posted May 20, 2020 Posted May 20, 2020 I don't know if anyone's done it yet but I threw together a quick patch for Mortal Enemies. I haven't tested it so use at your own discretion. ME - MNC Patch.esp
NOOBIV Posted May 20, 2020 Posted May 20, 2020 Hadvar gets stuck in the intro sequence when using the latest version 12.06A ?. With the 11.4C version this doesn't happen. Spoiler 2
Not a prisoner Posted May 20, 2020 Posted May 20, 2020 1 hour ago, NOOBIV said: Hadvar gets stuck in the intro sequence when using the latest version 12.06A ?. With the 11.4C version this doesn't happen. Reveal hidden contents Intro is hilarious sometimes when you have a load of mods running. Yesterday I was testing a new game and when the carts pulled into the yard at Helgen, one of them ran over the Imperial captain and killed her ? 1
MadMansGun Posted May 20, 2020 Author Posted May 20, 2020 2 hours ago, NOOBIV said: Hadvar gets stuck in the intro sequence when using the latest version 12.06A ?. With the 11.4C version this doesn't happen. i have that problem as well (in SLE, so it's in both games), i think it could have something to do with the horses skeleton, but i have no clue why it would cause the horse to go off path.....the other possibility is CF fucking it up somehow, eg lagging it by applying a mesh or something.
Zeka~Electros Posted May 20, 2020 Posted May 20, 2020 heyo uh so ive elimanated the crashes which is wonderful ill say! but now none of the creatures have bits and parts except select ones from hentai creatures.
NOOBIV Posted May 20, 2020 Posted May 20, 2020 2 hours ago, MadMansGun said: i have that problem as well (in SLE, so it's in both games), i think it could have something to do with the horses skeleton, but i have no clue why it would cause the horse to go off path.....the other possibility is CF fucking it up somehow, eg lagging it by applying a mesh or something. You're right, with the 12.06A version, using "Uninstall" CF in the MCM after starting a new game fixes the bug.
Zeka~Electros Posted May 21, 2020 Posted May 21, 2020 8 hours ago, Zeka~Electros said: heyo uh so ive elimanated the crashes which is wonderful ill say! but now none of the creatures have bits and parts except select ones from hentai creatures. im so dumb when i was converting the CF to 44 plugin i just now realized i didnt have the mnc plugin on for last couple days ;_;
thatonedude22 Posted May 21, 2020 Posted May 21, 2020 Apparently 'setvehiclfixplugin.dll' is not valid according to Vortex. Is this not compatible with the latest SKSE?
MadMansGun Posted May 21, 2020 Author Posted May 21, 2020 On 4/6/2018 at 2:37 PM, MadMansGun said: delete it. On 12/13/2018 at 9:10 PM, MadMansGun said: just delete it, it was only for 32Bit Skyrim anyways. On 3/31/2019 at 6:06 PM, MadMansGun said: delete the dll On 3/24/2019 at 2:48 AM, Pfiffy said: No you can delete it... I always forget that it is there..... On 5/14/2019 at 11:05 AM, MadMansGun said: delete the dll file (Data\SKSE\Plugins\SetVehicleFixPlugin.dll) On 10/24/2018 at 9:21 PM, Pfiffy said: Note to myself... delete the plugin next time.... On 6/18/2019 at 9:35 PM, Pfiffy said: you don't need it... And I have forgotten to delete it again... On 5/4/2019 at 6:35 PM, MadMansGun said: just delete the dll, Pfiffy keeps forgetting to do that. On 10/24/2018 at 6:32 PM, MadMansGun said: delete it, SSE/SLv1.63 does not need the SetVehicleFixPlugin.dll On 12/24/2019 at 1:57 PM, MadMansGun said: just delete SetVehicleFixPlugin.dll, it was made for LE, not SE. On 3/1/2020 at 7:28 PM, zarantha said: You can ignore it or delete the setvehiclefixplugin.dll from mnc. On 4/26/2020 at 11:37 AM, zarantha said: ignore or delete it. it's not required. On 5/10/2020 at 4:34 PM, MadMansGun said: yes, Pfiffy forgot to delete it again....it has become a running joke/meme. On 4/21/2020 at 9:32 PM, MadMansGun said: delete the dll. On 5/10/2020 at 4:24 PM, MadMansGun said: delete the dll. 11 minutes ago, General Neondaze said: Have you thought that as so many people use this mod there may be an answer somewhere in this thread? As has been stated many times, it is not required. Just remove it. 5
Zeka~Electros Posted May 21, 2020 Posted May 21, 2020 56 minutes ago, MadMansGun said: All i can say is o u c h
CRAFTY x GAMER Posted May 23, 2020 Posted May 23, 2020 is there a way I can stop them from automatically raping me but still be able to request sex without having to open the MCM every time to disable/enable player character?
MadMansGun Posted May 23, 2020 Author Posted May 23, 2020 54 minutes ago, CRAFTY x GAMER said: is there a way I can stop them from automatically raping me but still be able to request sex without having to open the MCM every time to disable/enable player character? matchmaker?
AlexSenpai Posted May 23, 2020 Posted May 23, 2020 Came to my attention just now that Werewolves get cocks from SoS. If I simply disable the werewolf race in all my SoS Cock shape menus, they will default to the MNC option that's selected in creature framework, correct? The SoS cocks didn't seem to fit any of the animations fine at all. There also isn't an option to have werewolves handled by SoS in the CF, only to disable them which I assume would be the same thing - but still, it didn't work well with almost all of the animations, so MNC cock it is. I disabled SoS for the werewolf race, the ww got a sheath from MNC, but in the animation it reverted back to SoS?
MadMansGun Posted May 23, 2020 Author Posted May 23, 2020 20 minutes ago, AlexSenpai said: Came to my attention just now that Werewolves get cocks from SoS. If I simply disable the werewolf race in all my SoS Cock shape menus, they will default to the MNC option that's selected in creature framework, correct? The SoS cocks didn't seem to fit any of the animations fine at all. There also isn't an option to have werewolves handled by SoS in the CF, only to disable them which I assume would be the same thing - but still, it didn't work well with almost all of the animations, so MNC cock it is. I disabled SoS for the werewolf race, the ww got a sheath from MNC, but in the animation it reverted back to SoS? you need to disable werewolves in all sos menus, CF and SOS fight each other if you don't. .......also do you have YiffyAge installed? because bad dog has created a problem in his "YiffyAgeSchlongs.esp", he has armatures in his penis armors that link to werewolf penis meshes....therefor it's making non-werewolf sos settings act like werewolf settings.
zwdragonbone8314 Posted May 23, 2020 Posted May 23, 2020 Hi, I just download and install the latest version of this mod (V12.06A). However, the MO2 keeps saying it couldn't load SetVehicleFixPlugin.dll (MoreNastyCritters_v12_06A). A DLL is invalid (code 193). Has anyone encountered this issue?
zwdragonbone8314 Posted May 23, 2020 Posted May 23, 2020 3 minutes ago, zwdragonbone8314 said: Hi, I just download and install the latest version of this mod (V12.06A). However, the MO2 keeps saying it couldn't load SetVehicleFixPlugin.dll (MoreNastyCritters_v12_06A). A DLL is invalid (code 193). Has anyone encountered this issue? I think I just find the solution on previous page. 1
Husky1o1 Posted May 23, 2020 Posted May 23, 2020 4 minutes ago, zwdragonbone8314 said: Hi, I just download and install the latest version of this mod (V12.06A). However, the MO2 keeps saying it couldn't load SetVehicleFixPlugin.dll (MoreNastyCritters_v12_06A). A DLL is invalid (code 193). Has anyone encountered this issue? Here´s your answer: https://www.loverslab.com/topic/95985-more-nasty-critters-special-edition/?do=findComment&comment=3011817
semper_solus Posted May 23, 2020 Posted May 23, 2020 After spending all weekend (Edit: my weekend is thurs-sat) upgrading to SSE from Oldrim, I came across an issue where the creature animations wouldn't start. male/female animations did, and even would start during the creature ones, but the creatures would just stand there. I completely uninstalled everything after an afternoon of failing to fix the problem, and restarted this morning installing one at a time. The issue is with MNC somehow. # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp CreatureFramework.esm SexLab.esm SexLabAroused.esm SkyUI_SE.esp icepenguinworldmapclassic.esp Insignificant Object Remover.esp SkyTweak.esp FNIS.esp FNISSexyMove.esp FNISspells.esp SLAnimLoader.esp MassMatchMakerSE.esp MoreNastyCritters.esp XPMSE.esp Modern Brawl Bug Fix.esp Above is my LO after LOOT Below is my FNIS log. FNIS Behavior V7.6 XXL 5/23/2020 3:30:57 PM Skyrim SE 64bit: 1.5.97.0 - D:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Reading FNISBase V7.6 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FNISCreatureVersion V7.0 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FNISSexyMove V7.2 ... ChAnims:21(18) CTD:3.3% pOpt:2.2% NOTE: FNISSexyMove has at least one AASet definition without any animation files provided Reading FNISSpells V5.0.1 ... ChAnims:94 CTD:1.2% pOpt:0.6% Reading MoreNastyCritters V1.0 ... ChAnims:344 CTD:2.2% pOpt:0.6% Reading SexLab V1.63 ... ChAnims:882 CTD:5.6% pOpt:1.5% Reading SexLabAP V1.63 ... ChAnims:142 CTD:0.9% pOpt:0.2% Reading SexLabAroused V2.9 ... ChAnims:5 CTD:0.1% pOpt:0.0% Reading SexLabCreature V1.63 ... ChAnims:177 CTD:1.2% pOpt:0.3% All Anim Lists scanned. Generating Behavior Files... 6 GENDER modifications for Animations\male 18 GENDER modifications for Animations\female Alternate Animation mods: 2 sets: 3 total groups: 27 added file slots: 162 alternate files: 18 Create Creature Behaviors ... Reading SexLabCreature V1.63 ... 1665 animations for 9 mods successfully included (character) ChAnims: 1665 CTD:14.2% pOpt:5.5% max: 11697 LC: 3724 (max. 26162) 322 animations for 1 mods and 18 creatures successfully included. Why aren't the creatures animating? MO tells me the Creature Framework within MNC is from Oldrim (form 43 plugin), but if I put CF after MNC in the overwrite order of MO2, that error goes away. I can't get it to update to SSE manually because I can't save it in CK... And I checked beforehand, and before adding MNC and just using basic Slab creature animations, they worked. Edit: Did more research, and removed the CF stand alone installer in favor of the version embedded into MNC. Neither of them give me the CF in the MCM and that doesn't help me either, because now I feel thats a whole other can of worms. Also reloaded XPMSSE before MNC as recommended.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now