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More Nasty Critters Special/Anniversary Edition


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Posted
On 8/16/2020 at 6:36 AM, HardRaine said:

ISSUE:  on a new game, with MNC 12.08 running along with Creature Framework 1.1.0, most animals had no slongs.

Steps taken (on an MO2 profile):

 

1. disabled all mods related to MNC, Creature Framework 1.1.0, and Hentai Creatures.

2. restarted game, went into the Haven Bag, and made a new save/exited.  {this put my toon in a T pose, but was expected}

3. ran the save game through Resaver and removed any remnants.  Re-saved.

4. Added back Creature Framework 1.1.0, restarted, and let it populate.  Checked an animal with the "N" test and it correctly reported it on the CF Puppeteer page.

5. made a new save, and exited.

6. checked save game again with Resaver.  Clean.

7. Added back MNC, Hentai Creatures, and textures, and restarted.  {my toon was no longer T-posed}

8.  ran another "N" test on an animal, still positive results.  Confirmed! but not done just yet...

9. waved my toon's ass in front of a dog.  He hit it.  No slong.

10. opened CF MCM and re-registered all creatures.  Don't leave home without this step!

11. found another dog, and down she went on all 4s.  He hit it, hard, with a slong!

12. necroed a dead troll, and he hit it too!  With a slong!

13.  she did a horse too, just because horses suck!  BAM!  big slong...little body...saved and exited.

14. ran save game through Resaver and looked at the file structure.  Looks good, and no dangly bits hanging around

15.  Issue solved.  Matter closed.

 

Thank you both for helping me out.  I do appreciate the time and effort.  And good luck up on the horizon!


{Note:  steps 1-6 (listed in orange) will create a mismatch between the modlist(s) and the FNIS behavior file.  DO NOT attempt animations while T-posed, and remember to put all mods back in the exact order used before attempting this (screenshot your modlists before beginning Step 1 if new to MNC usage).  Do the bare minimum described above, and FNIS can be left out of the equation, as there is no need to churn the behavior file while doing this, if keeping things as simple as possible.  Step 7 will put the load order and FNIS behavior file back in synch, and allow normal operation to resume.  Steps 11-14 are not needed for the "fix", and were performed for confirmation purposes only, using a variety of Sexlab APPs-> Aroused Creatures, Defeat, and SL Simple Sexing}

this worked for me. i had issues with no schlongs showing. had to load a clean sex with sexlab only, let it install and check allow creature animations. save. then activate creature framework (the standalone) had to disable parts of MNC / hentai creatures to get the standalone creature framework to install. once the CF was intalled, saved again then closed. then re enabled the disabled MNC parts and enabled hentai creatures too. went back into game (i was inside a house for all of this). went into CF and rebuilt creatures. exited home and it all worked. 

 

i have a question though, some creatures are saying not valid when i cast sexlab debug target,  aroused spell target, or train on hentai creature to initiate sex. tried on hentai creature plus a real creature via player.placeatme. example is ash hopper and frost atronach - possibly others. draugr falmer chaurus etc all worked, just a few said not valid actor or something like that when i press tilde and look at the script. i have multiple animations for each creature installed too - even the invalid ones. 

Posted
3 minutes ago, lacoka13 said:

That mod never works! mesches are not swapping, the moment you think its ok you go back to your game and bam! no schlongs

 

Corrected for you..

"That mod never works for me! Meshes are not swapping......."

following instruction, check lo, read all posts, bam! All schlongs there.

If one needs help, it is not recommended to start with a complaint but with info.

Posted
51 minutes ago, T-lam said:

Corrected for you..

"That mod never works for me! Meshes are not swapping......."

following instruction, check lo, read all posts, bam! All schlongs there.

If one needs help, it is not recommended to start with a complaint but with info.

I have overwritten XP32 with this mod (witch come with C.F. pre-installed), and as suggested in the description, I do have problems with the swapping thing, so I also  installed the stand-alone version of C.F. over it and still no mesches swapping. I also have read all the post more times I can count on my hand. ho, and sorry for the bad english.

Posted
39 minutes ago, lacoka13 said:

I have overwritten XP32 with this mod (witch come with C.F. pre-installed), and as suggested in the description, I do have problems with the swapping thing, so I also  installed the stand-alone version of C.F. over it and still no mesches swapping. I also have read all the post more times I can count on my hand. ho, and sorry for the bad english.

Check if CF is working with the 'N' Test. 

Posted
28 minutes ago, Pfiffy said:

Check if CF is working with the 'N' Test. 

I just got it working by overwriting the content of the MNC .zip with the content of the older creature framework 1.1.0-pre2's zip file. It seems I was not able to do so correctly in the MO Load Order. Now it works a1.

Posted
17 hours ago, Pfiffy said:

Even if you set areousal in CF to 0?

Yes. However while I was waiting I thought I would install some other mods. Installed some SLAL animations and defeat which work fine but then I noticed all the schlongs disppeard again. What did I do ? I ran FNIS is it something to do with that

Posted
10 hours ago, lacoka13 said:

I have overwritten XP32 with this mod (witch come with C.F. pre-installed), and as suggested in the description, I do have problems with the swapping thing, so I also  installed the stand-alone version of C.F. over it and still no mesches swapping. I also have read all the post more times I can count on my hand. ho, and sorry for the bad english.

installing the old one over the new does not work. You need a CLEAN save.

Posted

Hey pfiffy, thanks for the mod! Had a question - why do some creatures say invalid actor when I use train on hentai creature or aroused spells on a hentai or normal creature to initiate sex? Ash hopper and frost atronach are doing this even though I have animations installed for them

 

The specific Messages is:

NOTICE: validatesctor(hentai Frost atronach) — false — They are a creature type that is currently not supported (DLC2AshHopperRace)

 

same with (dlc1chaurushunterrace)

 

edit: got it working, had to clean and rebuild / re register all animations 

 

 

Posted
19 hours ago, Cicada3301 said:

12.08 working only with HardRaine's instructions (with original CF), but on new save need to do it again, but 12.06 working fine from scratch (with original CF)

isnt old CF overrides all new CF files?

 

anyway it just works, thanks for new sse versions

 

It seems to be a problem with something in the save that keeps the old CF from working, if the new one has been installed before. You can use all functions, but it does not realize creatures. I took me some time to figure this out. 

Posted

I guess what confuses me is why does MNC with it's pre-installed CF not work? Why do we need to download an older version that the game earns us will cause issues, yet actually fixes the problems? Genuinely curious as I haven't seen any other SE ports need supposedly outdated mods to work :/

 

edit: before someone scolds me, the mod works in terms of adding the animations and providing meshes, but the switching schlong meshes for sex animations scene starts seems to be a common issue amung several several people here. 

Posted
1 hour ago, lightspeed77 said:

I guess what confuses me is why does MNC with it's pre-installed CF not work? Why do we need to download an older version that the game earns us will cause issues, yet actually fixes the problems? Genuinely curious as I haven't seen any other SE ports need supposedly outdated mods to work :/

 

edit: before someone scolds me, the mod works in terms of adding the animations and providing meshes, but the switching schlong meshes for sex animations scene starts seems to be a common issue amung several several people here. 

The story so far....

 

 

The new version is a rework of a CF version that is custom made for LE (unofficially made, adapted by MadMansGun... something like that. Consider it as a Beta, that woked good in LE for a start.) It is less CPU-heavy. The 'old' Version is the conversion of the stand-alone CF from LE.

From version to version the new CF got less and less relyable, especially in SE. But if you have it installed it is not so easy to get rid of it again and go back to the old (relyable) version.

 

Right now we are at the point, where I'm thinking about removing the new one from MNC (even if I don't really want to change MNC, because I see myself just as a caretaker for MMG as long as he is not able to take over the SE version himself. This is the way I handle all of my ports, with only one exception and that is TDF)

 

Posted

makes sense....i tried the solution a member posted previously but that still dosent work....was confused how they got it since installing MNC after CF updates CF to the newer one......oh well, theres the mod that lets them remain erect always.....itll have to due.....

Posted
3 hours ago, lightspeed77 said:

makes sense....i tried the solution a member posted previously but that still dosent work....was confused how they got it since installing MNC after CF updates CF to the newer one......oh well, theres the mod that lets them remain erect always.....itll have to due.....

clean save?

Posted

A working solution without installing the old cf is installing 1202, remove the mesh folder out ther and overwrite with 1208.

The 1208 does not cover all creatures and some fnis xxl files are missing. So my fnis states, creatures not installed.

Mit old cf instead, mid game always the message of a downgrade will pop up.

For me the only working solution midgame is this 1202/1208 mixture.

Posted

Hang on, do i need both MNC and hentai creatures to get this to work? I'm in a dungeon right now, a Dwemer one, and I have Defeat installed and creatures active, but they' aren't raping me.

Posted
49 minutes ago, Kage777 said:

Hang on, do i need both MNC and hentai creatures to get this to work? I'm in a dungeon right now, a Dwemer one, and I have Defeat installed and creatures active, but they' aren't raping me.

MNC does not start animations, it just add meshes and animations to be used by other mods.

hentai creatures only starts animations with it's own spell summoned creatures.

 

if Defeat is not working then that would be a problem with defeat, not MNC. so try clicking on shit in it's MCM until it works.

Posted

Ok, I thought it was a mod like Defeat just with Creatures. Busy trying to get SexLab to find my PapyrusUtil.dll even though I put in the Data/SKSE/Plugins folder.

Posted
20 hours ago, T-lam said:

A working solution without installing the old cf is installing 1202, remove the mesh folder out ther and overwrite with 1208.

The 1208 does not cover all creatures and some fnis xxl files are missing. So my fnis states, creatures not installed.

Mit old cf instead, mid game always the message of a downgrade will pop up.

For me the only working solution midgame is this 1202/1208 mixture.

You didn't install the old CF on a clean save.....

 

Posted
3 hours ago, Pfiffy said:

You didn't install the old CF on a clean save.....

 

Tx Pfiffy

Deactivate mnc (both) make save and clean it. 

Load it and new save.

Install cf first, test and save.

install mnc before cf in lo.

something wrong in procedure ?

Which cf do you recommend, the A version ? Latest ?

 

Posted
2 minutes ago, T-lam said:

Tx Pfiffy

Deactivate mnc (both) make save and clean it. 

Load it and new save.

Install cf first, test and save.

install mnc before cf in lo.

something wrong in procedure ?

Which cf do you recommend, the A version ? Latest ?

 

It seems like the new one is not working as it should, so pick the old one. 

Posted
6 hours ago, NoJoker said:

.

Pfiffy was talking about the previous "new one", it sucked in SSE.

the newest version (reworked by osmelmc) found in 12.1 should be a different story then the last one.

Posted

a question to the 12.1

if I install it and leave it standalone, not overwriting eg. 12.02

the FNIS XXL creatures deinstall remains greyed out.

There is no creatures esp in 12.1

shall I just not install creatures ?

 

Ok, got it working.

No chance on current playthrough, but new start.

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