Jump to content

More Nasty Critters Special/Anniversary Edition


Recommended Posts

Posted
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?

Posted

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.

SkyrimSE 2020-05-18 17-05-06.png

Posted
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.

Posted
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

Posted

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

Posted

Hadvar gets stuck in the intro sequence when using the latest version 12.06A ?. With the 11.4C version this doesn't happen.
 

Spoiler

ScreenShot1445.png.38b7f35115bb2019b85eb69da29f1f85.png

Posted
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

ScreenShot1445.png.38b7f35115bb2019b85eb69da29f1f85.png

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 ?

Posted
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.

Posted
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.

Posted
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 ;_;

Posted
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.

 

 

 

Posted
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?

Posted

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?

Posted
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.

Posted

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?

Posted
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.

Posted

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.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...