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More Nasty Critters Special/Anniversary Edition


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Posted
10 minutes ago, Pfiffy said:

The A Version only has a resaved .esm (Header 44).  It makes no difference, it just keeps Mod managers from complaining....

 

If the Schlongs don't appear it is usually a problem with CF not working correctly. You can check that by targeting a creature and hitting 'N' Then look it up in the CF Puppeteer menu. If there is nothing in this menu CF is not working. 

A wrong mesh looks different, and if you mess up something you usually crash. I never have seen something like the box.

Everything shows up in puppeteer, even them being aroused or not, forcing arousal, where the arousal is coming from, the model source etc. I've tried it all

Posted
21 minutes ago, Pfiffy said:

The A Version only has a resaved .esm (Header 44).  It makes no difference, it just keeps Mod managers from complaining....

 

If the Schlongs don't appear it is usually a problem with CF not working correctly. You can check that by targeting a creature and hitting 'N' Then look it up in the CF Puppeteer menu. If there is nothing in this menu CF is not working. 

A wrong mesh looks different, and if you mess up something you usually crash. I never have seen something like the box.

Hmm 'k.  I'll keep a lookout and see if it shows up again.  Its not 'always' there... something triggers it to show up.

 

I'll see if i can find out what triggers it next time it happens.  Was mainly currious if anyone else had ever seen it before here as it first showed up 'after' installing the two :) 

Posted
10 minutes ago, pinkfluf said:

Is it me or does the latest version still say MoreNastyCritters_v12_5BSE.7z when description say's latest is 12.6? thanks

Should be up now, don't know what went wrong...

Posted
On 7/4/2021 at 4:22 PM, alganon said:

Everything shows up in puppeteer, even them being aroused or not, forcing arousal, where the arousal is coming from, the model source etc. I've tried it all

can someone help me with this?

Posted (edited)
1 hour ago, alganon said:

can someone help me with this?

Make sure, the MNC loads after the Skeleton. Read the guide made by MadMansGun for MNC SE. 

Edited by Pfiffy
Posted
6 hours ago, Dirty Noodle said:
  Reveal hidden contents

20210706213958_1.thumb.jpg.3e9eeedb22caaa371c3dfbbfbf4fa8df.jpg

Thanks for all the updates and ports. I keep getting this message after updating MNC, is this not the most recent CF? 

To make MNC run with the OLD CF it is better to install CF without MNC present in your loadorder. You can test if it is working with Hentai Creatures: Spawn a Husky, target it and mark it with 'N' and check if it shows up in the CF MCM puppeteer. If it works, install MNC and keep it from overwriting the old CF. 

 

or

install the new version in MNC original file download its work whith SSE version

Posted
On 7/4/2021 at 2:28 PM, Rhapsody81 said:

Hey folks.

 

So i just installed both Creature Framework SE and MNCSE.... and i am suddenly having some odd bug where a large chunk of my game-screen will be covered up by a solid black... box, for lack of a better term.

 

These are the only two things i added since this started showing up.

 

Anyone else ever experience something like this?

Black Box.png

I have had it from Slavetats.

Open your map, then exit it - see if that removes it.

Posted
18 hours ago, mattardo said:

I have had it from Slavetats.

Open your map, then exit it - see if that removes it.

if it crops back up again i'll try that :)

 

Was really weird.. it happened 3 times in rapid succession after adding creatures/mnc..... then i made that post asking if anyone else had seen it happen... then it didnt happen again after a 3 hour play-session.... so im not sure 'what' caused it. May have just been some completely random oddity.  I'll try the map thing if it happens again though, if that does fix it i'll see if its a slave-tats thing that caused it.

Posted
On 7/6/2021 at 12:50 PM, Pfiffy said:

Make sure, the MNC loads after the Skeleton. Read the guide made by MadMansGun for MNC SE. 

i cant find the guide, where is it?

 

Posted

Hi,

I don't know if someone already asked (there's 88 pages and I'm too lazy to check everything lol)
Is this mod compatible with More Diverse Dragon or is there a mod to use them in SL animations ?

Thanks by advance ^^

Posted
4 hours ago, Shinokishi said:

Hi,

I don't know if someone already asked (there's 88 pages and I'm too lazy to check everything lol)
Is this mod compatible with More Diverse Dragon or is there a mod to use them in SL animations ?

Thanks by advance ^^

should have some basic support (assuming that they are still members of the dragon race and not a "new" dragon race).

 

15 minutes ago, lopwss said:

which version of creature framwork works best with SE?

the Pfiffy port version i would guess, i'm still getting mixed reports about the "v2"

Posted
4 hours ago, lopwss said:

which version of creature framwork works best with SE?

 

4 hours ago, MadMansGun said:

the Pfiffy port version i would guess, i'm still getting mixed reports about the "v2"

It seems like the basic idea behind v2 was good for LE. In SE the old version works more stable.

Posted (edited)

I also had problems with version 2 of the framework.

Then i found a comment about a changed script. Since then the aroused mesh was always applied.

Maybe it could be checked and integrated in the offical files?

 

Edited by prometheusx
Posted
31 minutes ago, prometheusx said:

then the aroused mesh was always applied.

This caused no dragon mesh applied for me.

 

Posted
On 7/15/2021 at 11:41 PM, T-lam said:

.

i have no clue what that edit does

this is the only change i see:

original:
; Add and equip an armour to an actor (the wiki says just doing EquipItem sometimes doesn't register the equip if they don't have the item already)
function AddAndEquipArmor(Actor actorForm, Armor armorForm) global
	if actorForm.GetItemCount(armorForm) == 0
		actorForm.AddItem(armorForm, 1, true)
	endIf
	actorForm.EquipItem(armorForm, false, true)
endFunction


edited version:
; Add and equip an armour to an actor (the wiki says just doing EquipItem sometimes doesn't register the equip if they don't have the item already)
function AddAndEquipArmor(Actor actorForm, Armor armorForm) global
	if actorForm.GetItemCount(armorForm) == 0
		actorForm.AddItem(armorForm, 1, true)
	endIf
	while !(actorForm.IsEquipped(armorForm))
		actorForm.EquipItem(armorForm, false, true)
	endWhile
endFunction

 

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