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More Nasty Critters Special/Anniversary Edition


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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

 

Posted

I have no idea, why a while loop should do this.

But reverting to the original script brought the dragon mesh back.

Possibly, it runs the loop again after the dick has been equipped, but does not recognize

this as equipped armor.

Instead it loops as often as the complete mesh (armor) has been changed, new dragon mesh 

applied. Like a green dragon will then be a red dragon.

 

Posted

For anyone having problems with invisibile meshes.

Check via CK/Xedit/etc if the referred file names in the esp(s) match with the ones in the meshes folder of MNC or any mod that (should) overrides these.

 

Regarding the invisible Frost Atronach, try changing the â with a normal a and carry the change over into the esp(s).

This fixed the issue for me. Maybe the esp can't work with a â?

Posted
12 hours ago, T-lam said:

I have no idea, why a while loop should do this.

But reverting to the original script brought the dragon mesh back.

Possibly, it runs the loop again after the dick has been equipped, but does not recognize

this as equipped armor.

Instead it loops as often as the complete mesh (armor) has been changed, new dragon mesh 

applied. Like a green dragon will then be a red dragon.

 

* "red dragon will then be a green dragon" is more like it, the green dragon mesh is the default form for the dragon race.

 

originally in stock skyrim the dragons use outfits to change there appearance instead of using "WornArmor" like the other creatures do.

having the dragon meshes setup as outfits causes them to be removable like other clothing items (and i assume it could probably confuse CF as well since technically there would be 2 meshes on one actor that it can replace).

 

in mnc/hcos i edited the dragon npcs to use WornArmor instead of outfits to fix the "red to green" problem, but however there are a few mods out there that undo my npc edits.

 

i'm also wondering if sexlab itself is somehow removing the dragon outfits (but that should not be possible since it's scripts are specifically setup to NOT strip creatures), so i've been testing out the "sexlabnostrip" keyword to see if it effects anything in a "dragons use outfits" game (so far inconclusive).

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