Greetings! There seems to be an electric slaughterfish in the no vermin esp version, but no mesh included in the original creatures XI download. They cause a no animation class crash. Thanks for the mod, this is an excellent mod that gives a lot of variety to the mix!
I am having the same issue , I wonder if there is a way to bypass it and get rid of the Electric slaughterfish alltogether so that I dont need to worry about animation
I had the same error, but with "ash guardian". Sorry, ash guardian is actually added by Daedric Shrine Overhaul. Btw. is there a way to disable level scaling? Edit: ok, I see plx_stat_randomiser script needs to be adjusted.
Should i use the included merged patch when using a delta patch? i had huge clumps of sandcrabs outside seyda neen using it. But without it, i dont seem to get much creature expansion. Thanks for any help.
Also, would i use the no vermin esp along with the lore friendly one, or does it replace it?
That's very unusual, that's the first report of this type of crash in I guess 15 years. Have you got AllowYesToAll=1 (or True) enabled in your config file? That might allow the game to continue loading without a crash. Ascended sleepers have been barely touched by Creatures, so can't imagine why it's crashing.
I've had this issue every time I've tried to use this mod. Using creatures xi with the silt strider patch. When I'm in game, ascended sleepers don't actually have any problems, I spawned one in and it looked and worked just fine. I just get three errors on startup telling me there's a problem with Ascended Sleepers. (Update, it changed to giving me errors about "Ranged_sleepers". Still no issues with any mobs.
"Auto Yes to All" is bad practice, you might not even know that your game is borked. I also get three errors related to ascended_sleeper when starting the game: Unable to find referenced object "ascended_sleeper" in script CalmCorprus. Unable to find referenced object "ascended_sleeper" in script SixthHouseCheck. Unable to find referenced object "ascended_sleeper" in script SixthHouseExpell. Turns out that's because I unnecessarily enabled the patch ESPs by mistake. With "Auto Yes to All" I wouldn't have caught that.
Of course they can, I'm using dream wombo. I just remade westly's faces and hair with AI. I'm waiting on perfecting Robert's AI Textures I made to upload the whole packege. I having trouble installing curvy pluginles with roberts pluginless though my male altmer has female thighs with a gap inbetween if you can help me solve this problem perhaps this could be a new project. I'm even working on the grungy TR heads Lmao. I aslo redid the level up images. Those look stunning as well
Do i remove the "Creatures.esp" file and replace it with the new "Creatures - No Town Vermin.esp" file? All the other files from this mod should be fine too right or should some other .esp be removed aswell?
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I had the same error, but with "ash guardian". Sorry, ash guardian is actually added by Daedric Shrine Overhaul.Btw. is there a way to disable level scaling? Edit: ok, I see plx_stat_randomiser script needs to be adjusted.
ESM Error: record size mismatch, requested 60, got 68
.\OpenMW\Data Files\delta-merged.omwaddon
Record: CLAS
Subrecord: CLDT
Offset: 0xd602
Also, would i use the no vermin esp along with the lore friendly one, or does it replace it?
Ascended sleepers have been barely touched by Creatures, so can't imagine why it's crashing.
(Update, it changed to giving me errors about "Ranged_sleepers". Still no issues with any mobs.
I also get three errors related to ascended_sleeper when starting the game:
Unable to find referenced object "ascended_sleeper" in script CalmCorprus.
Unable to find referenced object "ascended_sleeper" in script SixthHouseCheck.
Unable to find referenced object "ascended_sleeper" in script SixthHouseExpell.
Turns out that's because I unnecessarily enabled the patch ESPs by mistake. With "Auto Yes to All" I wouldn't have caught that.
Thank you, thank you so much!