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  1. Demonic Creatures - Mod Version V1.7 - Patch Fix v1.74 View File This is the NSFW Legendary edition of Demonic Creatures -> For the NSFW Special Edition go here: https://www.loverslab.com/files/file/26322-demonic-creatures-mod-version-v17-se/ Not allowed to upload on other sites! NEVER! There won't be any mod support from me in the threads. I'm going to take a long break from Skyrim. *** Released Patch Fix v1.74 See changelog. Possible Quest breaking Bugs: Read first: Some few words: Thanks to everyone for reporting bugs, testings, ideas, tips or just saying thank you. There is so many involved in one way or another and I'm having troubles getting an overview. Know that all feedback is noticed and keeping me motivated to continue improving this, so Thank You!! 🥵This my tin box if anyone wants to support my work. For now this is all it is, a tin box. There isn't any content behind it since that would get me in all sorts of trouble Many thanks to those that support me. It's motivating me to keep up 🥵 >>>>>>>>>>https://www.patreon.com/thor2000 Many thanks for the ones supporting me. I'll do my best to keep you hooked 😝 SHOWCASE VIDEO: https://www.xvideos.com/video76722907/demonic_creatures_for_skyrim Picture Galleries: Undead: https://www.flickr.com/photos/198054319@N08/albums/72177720307074184 Monster: https://www.flickr.com/photos/198054319@N08/albums/72177720307075123 Goblin-Ken: https://www.flickr.com/photos/198054319@N08/albums/72177720307058262 Falmer&Dwemer: https://www.flickr.com/photos/198054319@N08/albums/72177720307073929 Daedra: https://www.flickr.com/photos/198054319@N08/albums/72177720307073749 Animals: https://www.flickr.com/photos/198054319@N08/albums/72177720307074708 EXPLANATION OF THE FILES IN THE DOWNLOAD SECTION: handbook of Demonic Creatures V1.6pdf: OPTIONAL: Contains pictures from all creatures up to version v1.6. V1.7 OLDRIM MEDIAFIRE Demonic Creatures Download Link.txt: REQUIRED: The main mod you must download if you don't have the mod already installed and has to be downloaded from mediafire through given link. LEupgradetov1.7fromv1.62(only).7z: OPTIONAL: If you have Demonic Creatures v1.6 with the patch v.162 installed, just download this file instead of the whole mod. 2K Resolution package LE.7z: OPTIONAL: Many textures are 4K default. Download this package to reduce texture files to 2K. V1.7 LE Patches&Documents: OPTIONAL: Here you'll find a list with all creatures in the mod. Patches to get rid of dinos, have a futa on female zombies instead of strap ons. Draugr Schlong texture that match Kajuans Draugr Retexture. Installation/Uninstallation instructions and a map with shows where you can encounter patrolling creatures. Patch Fix vX.XX OLDRIM: Contains important fixes of errors. (List of creatures is hosted inside the download "Patches, Textures & Documents V1.X") MOD DESCRIPTION: This is a creature mod that brings 357 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further. "See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares. Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it." Hadvar I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world. "The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors. Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders. Mod features: - 357 new creatures (including leveled variants) - 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks) - ABC and creatureframework support for most of the creatures (see v1.X creature list OPENinEXCEL for which ones has not in Patches, Textures & Documents V1.X) - Goblins and other Daedra may spawn in all type of caves - Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you. - Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath) - Small swarms of skeletons and other creatures inside tombs here and there. - Many new patrols (mostly group patrols) with wolf packs, draugrs, falmers, grummites, ghouls, werewolves, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages. - Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs. Modding philosophy: - BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods - Servants of the Daedra and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run. - Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage. - Most creatures have same size as their vanilla counterparts (improves sexlab compabillity, but sometimes they are resized or desized to enhance immersion of their species. This means that not every creature will align 100% in every sex animation created. You can check the Creature List in the "Patches, Textures & Documents V1.X" download. Patrols more explained: DemiGods - Servants of the Daedra: Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble. SPAWNING METHODS Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced). Spawning ways - Details for those who have time: REQUIREMENTS. These must be installed with all their dependencies (valid LE or SSE version depending on your Skyrim Version): All Skyrim DLCs (you don't need Heartfire). More Nasty Critters SLAL edition Creatureframework with their requirements. Animated Beast's Cocks (ABC) LE version. Make sure you get the schlong/tongue textures from this mod too. Soft requirement: Schlongs of Skyrim - Makes it possible to schlonglify Skeleton conjurer and doombringer. Don't install SOS just because of these two. It's a minor thingy. INSTALLATION (after Hard requirements are installed): If you have an earlier version of Demonic Creatures installed, consider removing the data\meshes\newcreatures and data\textures\newcreatures before installing the new version. This for clean up of old unused files. No harm will happen if you don't do this. 1 Download text file in download section. 2 Copy link in txt file and download Main mod from mediafire. 3 Extract rar file and copy paste content into your Skyrim data folder (mod managers also works). 4 Also look for released patches. If any, download and overwrite content from Main mod If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more). This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out: - Case 1, you already have mihail mods installed. This mod includes several of mihails mods.You should at least deactivate the mihail creature ESP before you install this mod. Best is if you remove it totally in advance. If you decide to only deactivate the mihail ESPs you must let Demonic Creature overwrite everything it wants in both mihails meshes and texture folders (mihail skeletons included. This mod comes with its own dick textures and mesh modifications. Demonic Creature needs to overwrite mihail mods otherwise it won't work as intended. - Case 2, you already have Skaven creatures installed. Plz read and do as Case 1. The reason for these two cases is that I did not alter the folder locations from the original mods. Perhaps I should have. TIP: Many of Mihails mods have got better textures (Cyrodilian wolves being one of them). You can safely download Mihail mods already part of Demonic Creatures and reinstall the TEXTURES ONLY! The mods share file paths! Do not install anything from the meshes folders. UPGRADING FROM V1.6 TO V1.7: Either download the whole mod v1.7, or just download the upgrade option. Remember to run "re-register creatures" in Creature Framework MCM. If some creatures still don't work, try to uninstall all skins in CF MCM, save, reload save and then "re-register creatures" again. See trouble shooting guide here if it still does not work: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ UNINSTALLATION OF V1.7 Find "Uninstallation v1.X" in the Patches, Textures & Documents V1.X download. KNOWN BUGS v1.7 - Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top. TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY: DEMONIC CREATURE ADDONS MADE BY ME ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS: KNOWN CONFLICTING MODS FREQUENTLY ASKED QUESTIONS CREDITS SHOWCASES (NSFW) Submitter Thor2000 Submitted 11/25/2020 Category Models & Textures Requires sexlab, more nasty critters SLAL edition, Animated Beast's Cocks (ABC) For users LE Special Edition Compatible No
  2. Demonic Creatures - Mod Version V1.8 -> Patch v1.81 View File This is the NSFW Special edition of Demonic Creatures -> For the NSFW legendary version go here: https://www.loverslab.com/files/file/15135-demonic-creatures-mod-version-v17-le/ Not allowed to upload on other sites! NEVER! *** 21 march 2024 - Released v1.8 See changelog. Possible Quest breaking Bugs: Read first: Some few words: Thanks to everyone for reporting bugs, testings, ideas, tips or just saying thank you. There is so many involved in one way or another and I'm having troubles getting an overview. Know that all feedback is noticed and keeping me motivated to continue improving this, so Thank You!! 🥵This my tin box if anyone wants to support my work. For now this is all it is, a tin box. There isn't any content behind it since that would get me in all sorts of trouble Many thanks to those that support me. It's motivating me to keep up 🥵 >>>>>>>>>>https://www.patreon.com/thor2000 Many thanks for the ones supporting me. I'll do my best to keep you hooked 😝 SHOWCASE VIDEO: https://www.xvideos.com/video76722907/demonic_creatures_for_skyrim Picture Galleries: Undead: https://www.flickr.com/photos/198054319@N08/albums/72177720307074184 Monster: https://www.flickr.com/photos/198054319@N08/albums/72177720307075123 Goblin-Ken: https://www.flickr.com/photos/198054319@N08/albums/72177720307058262 Falmer&Dwemer: https://www.flickr.com/photos/198054319@N08/albums/72177720307073929 Daedra: https://www.flickr.com/photos/198054319@N08/albums/72177720307073749 Animals: https://www.flickr.com/photos/198054319@N08/albums/72177720307074708 EXPLANATION OF THE FILES IN THE DOWNLOAD SECTION: handbook of Demonic Creatures V1.6pdf: OPTIONAL: Contains pictures from all creatures up to version v1.6. VX.X SPECIAL EDITION MEDIAFIRE Demonic Creatures Download Link.txt: REQUIRED: The main mod you must download if you don't have the mod already installed and has to be downloaded from mediafire through given link. 2K Resolution package SE.7z: OPTIONAL: Many textures are 4K default. Download this package to reduce texture files to 2K. VX.X SE Patches&Documents: OPTIONAL: Here you'll find a list with all creatures in the mod. Patches to get rid of dinos, have a futa on female zombies instead of strap ons. Draugr Schlong texture that match Kajuans Draugr Retexture. Installation/Uninstallation instructions and a map with shows where you can encounter patrolling creatures. Patch Fix vX.XX SPECIAL EDITION: Look for any patches released. Contains important fixes of errors. (List of creatures is hosted inside the download "Patches, Textures & Documents V1.X") MOD DESCRIPTION: This is a creature mod that brings 369 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further. "See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares. Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it." Hadvar I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world. "The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors. Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders. Mod features: - 369 new creatures (including leveled variants) - 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks) - ABC and creatureframework support for most of the creatures (see v1.X creature list OPENinEXCEL for which ones has not in Patches, Textures & Documents V1.X) - Goblins and other Daedra may spawn in all type of caves - Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you. - Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath) - Small swarms of skeletons and other creatures inside tombs here and there. - Many new patrols (mostly group patrols) with wolf packs, draugrs, falmers, grummites, ghouls, werewolves, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages. - Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs. Modding philosophy: - BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods - Servants of the Daedra and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run. - Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage. - Most creatures have same size as their vanilla counterparts (improves sexlab compabillity, but sometimes they are resized or desized to enhance immersion of their species. This means that not every creature will align 100% in every sex animation created. You can check the Creature List in the "Patches, Textures & Documents V1.X" download. Patrols more explained: DemiGods - Servants of the Daedra: Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble. SPAWNING METHODS Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced). Spawning ways - Details for those who have time: REQUIREMENTS. These must be installed with all their dependencies (valid LE or SSE version depending on your Skyrim Version): All Skyrim DLCs (you don't need Heartfire). More Nasty Critters SLAL edition Creatureframework with their requirements. Animated Beast's Cocks (ABC). Choose CBPC or HDTSMP. Make sure you get the schlong/tongue textures from this mod too. (Note: Demonic Creatures v1.8 will come with HDT SMP ready creature meshes) Soft requirement: Schlongs of Skyrim - Makes it possible to schlonglify Skeleton conjurer and doombringer. Don't install SOS just because of these two. It's a minor thingy. INSTALLATION (after Hard requirements are installed): If you have an earlier version of Demonic Creatures installed, consider removing the data\meshes\newcreatures and data\textures\newcreatures before installing the new version. This for clean up of old unused files. No harm will happen if you don't do this. 1 Download text file in download section. 2 Copy link in txt file and download Main mod from mediafire. 3 Extract rar file and copy paste content into your Skyrim data folder (mod managers also works). 4 Also look for released patches. If any, download and overwrite content from Main mod If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more). This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out: - Case 1, you already have mihail mods installed. This mod includes several of mihails mods.You should at least deactivate the mihail creature ESP before you install this mod. Best is if you remove it totally in advance. If you decide to only deactivate the mihail ESPs you must let Demonic Creature overwrite everything it wants in both mihails meshes and texture folders (mihail skeletons included. This mod comes with its own dick textures and mesh modifications. Demonic Creature needs to overwrite mihail mods otherwise it won't work as intended. - Case 2, you already have Skaven creatures installed. Plz read and do as Case 1. The reason for these two cases is that I did not alter the folder locations from the original mods. Perhaps I should have. TIP: Many of Mihails mods have got better textures (Cyrodilian wolves being one of them). You can safely download Mihail mods already part of Demonic Creatures and reinstall the TEXTURES ONLY! The mods share file paths! Do not install anything from the meshes folders. Also check this guy and his optimized textures for mihail creatures: Xtudo. UPGRADING FROM V1.6 TO V1.7: Either download the whole mod v1.7, or just download the upgrade option. Remember to run "re-register creatures" in Creature Framework MCM. If some creatures still don't work, try to uninstall all skins in CF MCM, save, reload save and then "re-register creatures" again. See trouble shooting guide here if it still does not work: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ UNINSTALLATION OF V1.8 Find "Uninstallation v1.X" in the Patches, Textures & Documents V1.X download. KNOWN BUGS v1.8 - Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top. TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY: ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS: KNOWN CONFLICTING MODS FREQUENTLY ASKED QUESTIONS CREDITS SHOWCASES (NSFW) Submitter Thor2000 Submitted 03/22/2023 Category Adult Mods Requires sexlab, more nasty critters SLAL edition, Animated Beast's Cocks (ABC) For users SE Regular Edition Compatible No
  3. Version Patch v1.81

    52,305 downloads

    This is the NSFW Special edition of Demonic Creatures -> For the NSFW legendary version go here: https://www.loverslab.com/files/file/15135-demonic-creatures-mod-version-v17-le/ Not allowed to upload on other sites! NEVER! *** 24 march 2024 - Released bug fix patch v1.81 *** 21 march 2024 - Released v1.8 See changelog. Possible Quest breaking Bugs: Read first: Some few words: Thanks to everyone for reporting bugs, testings, ideas, tips or just saying thank you. There is so many involved in one way or another and I'm having troubles getting an overview. Know that all feedback is noticed and keeping me motivated to continue improving this, so Thank You!! 🥵This my tin box if anyone wants to support my work. For now this is all it is, a tin box. There isn't any content behind it since that would get me in all sorts of trouble Many thanks to those that support me. It's motivating me to keep up 🥵 >>>>>>>>>>https://www.patreon.com/thor2000 Many thanks for the ones supporting me. I'll do my best to keep you hooked 😝 SHOWCASE VIDEO: https://www.xvideos.com/video76722907/demonic_creatures_for_skyrim Picture Galleries: Undead: https://www.flickr.com/photos/198054319@N08/albums/72177720307074184 Monster: https://www.flickr.com/photos/198054319@N08/albums/72177720307075123 Goblin-Ken: https://www.flickr.com/photos/198054319@N08/albums/72177720307058262 Falmer&Dwemer: https://www.flickr.com/photos/198054319@N08/albums/72177720307073929 Daedra: https://www.flickr.com/photos/198054319@N08/albums/72177720307073749 Animals: https://www.flickr.com/photos/198054319@N08/albums/72177720307074708 EXPLANATION OF THE FILES IN THE DOWNLOAD SECTION: handbook of Demonic Creatures V1.6pdf: OPTIONAL: Contains pictures from all creatures up to version v1.6. VX.X SPECIAL EDITION MEDIAFIRE Demonic Creatures Download Link.txt: REQUIRED: The main mod you must download if you don't have the mod already installed and has to be downloaded from mediafire through given link. 2K Resolution package SE.7z: OPTIONAL: Many textures are 4K default. Download this package to reduce texture files to 2K. VX.X SE Patches&Documents: OPTIONAL: Here you'll find a list with all creatures in the mod. Patches to get rid of dinos, have a futa on female zombies instead of strap ons. Draugr Schlong texture that match Kajuans Draugr Retexture. Installation/Uninstallation instructions and a map with shows where you can encounter patrolling creatures. Patch Fix vX.XX SPECIAL EDITION: Look for any patches released. Contains important fixes of errors. (List of creatures is hosted inside the download "Patches, Textures & Documents V1.X") MOD DESCRIPTION: This is a creature mod that brings 369 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further. "See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares. Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it." Hadvar I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world. "The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors. Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders. Mod features: - 369 new creatures (including leveled variants) - 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks) - ABC and creatureframework support for most of the creatures (see v1.X creature list OPENinEXCEL for which ones has not in Patches, Textures & Documents V1.X) - Goblins and other Daedra may spawn in all type of caves - Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you. - Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath) - Small swarms of skeletons and other creatures inside tombs here and there. - Many new patrols (mostly group patrols) with wolf packs, draugrs, falmers, grummites, ghouls, werewolves, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages. - Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs. Modding philosophy: - BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods - Servants of the Daedra and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run. - Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage. - Most creatures have same size as their vanilla counterparts (improves sexlab compabillity, but sometimes they are resized or desized to enhance immersion of their species. This means that not every creature will align 100% in every sex animation created. You can check the Creature List in the "Patches, Textures & Documents V1.X" download. Patrols more explained: DemiGods - Servants of the Daedra: Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble. SPAWNING METHODS Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced). Spawning ways - Details for those who have time: REQUIREMENTS. These must be installed with all their dependencies (valid LE or SSE version depending on your Skyrim Version): All Skyrim DLCs (you don't need Heartfire). More Nasty Critters SLAL edition Creatureframework with their requirements. Animated Beast's Cocks (ABC). Choose CBPC or HDTSMP. Make sure you get the schlong/tongue textures from this mod too. (Note: Demonic Creatures v1.8 will come with HDT SMP ready creature meshes) Soft requirement: Schlongs of Skyrim - Makes it possible to schlonglify Skeleton conjurer and doombringer. Don't install SOS just because of these two. It's a minor thingy. INSTALLATION (after Hard requirements are installed): If you have an earlier version of Demonic Creatures installed, consider removing the data\meshes\newcreatures and data\textures\newcreatures before installing the new version. This for clean up of old unused files. No harm will happen if you don't do this. 1 Download text file in download section. 2 Copy link in txt file and download Main mod from mediafire. 3 Extract rar file and copy paste content into your Skyrim data folder (mod managers also works). 4 Also look for released patches. If any, download and overwrite content from Main mod If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more). This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out: - Case 1, you already have mihail mods installed. This mod includes several of mihails mods.You should at least deactivate the mihail creature ESP before you install this mod. Best is if you remove it totally in advance. If you decide to only deactivate the mihail ESPs you must let Demonic Creature overwrite everything it wants in both mihails meshes and texture folders (mihail skeletons included. This mod comes with its own dick textures and mesh modifications. Demonic Creature needs to overwrite mihail mods otherwise it won't work as intended. - Case 2, you already have Skaven creatures installed. Plz read and do as Case 1. The reason for these two cases is that I did not alter the folder locations from the original mods. Perhaps I should have. TIP: Many of Mihails mods have got better textures (Cyrodilian wolves being one of them). You can safely download Mihail mods already part of Demonic Creatures and reinstall the TEXTURES ONLY! The mods share file paths! Do not install anything from the meshes folders. Also check this guy and his optimized textures for mihail creatures: Xtudo. UPGRADING FROM V1.6 TO V1.7: Either download the whole mod v1.7, or just download the upgrade option. Remember to run "re-register creatures" in Creature Framework MCM. If some creatures still don't work, try to uninstall all skins in CF MCM, save, reload save and then "re-register creatures" again. See trouble shooting guide here if it still does not work: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ UNINSTALLATION OF V1.8 Find "Uninstallation v1.X" in the Patches, Textures & Documents V1.X download. KNOWN BUGS v1.8 - Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top. TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY: ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS: KNOWN CONFLICTING MODS FREQUENTLY ASKED QUESTIONS CREDITS SHOWCASES (NSFW)
  4. Version PATCH V1.74 LE

    113,161 downloads

    This is the NSFW Legendary edition of Demonic Creatures -> For the NSFW Special Edition go here: https://www.loverslab.com/files/file/26322-demonic-creatures-mod-version-v17-se/ Not allowed to upload on other sites! NEVER! There won't be any mod support from me in the threads. I'm going to take a long break from Skyrim. *** Released Patch Fix v1.74 See changelog. Possible Quest breaking Bugs: Read first: Some few words: Thanks to everyone for reporting bugs, testings, ideas, tips or just saying thank you. There is so many involved in one way or another and I'm having troubles getting an overview. Know that all feedback is noticed and keeping me motivated to continue improving this, so Thank You!! 🥵This my tin box if anyone wants to support my work. For now this is all it is, a tin box. There isn't any content behind it since that would get me in all sorts of trouble Many thanks to those that support me. It's motivating me to keep up 🥵 >>>>>>>>>>https://www.patreon.com/thor2000 Many thanks for the ones supporting me. I'll do my best to keep you hooked 😝 SHOWCASE VIDEO: https://www.xvideos.com/video76722907/demonic_creatures_for_skyrim Picture Galleries: Undead: https://www.flickr.com/photos/198054319@N08/albums/72177720307074184 Monster: https://www.flickr.com/photos/198054319@N08/albums/72177720307075123 Goblin-Ken: https://www.flickr.com/photos/198054319@N08/albums/72177720307058262 Falmer&Dwemer: https://www.flickr.com/photos/198054319@N08/albums/72177720307073929 Daedra: https://www.flickr.com/photos/198054319@N08/albums/72177720307073749 Animals: https://www.flickr.com/photos/198054319@N08/albums/72177720307074708 EXPLANATION OF THE FILES IN THE DOWNLOAD SECTION: handbook of Demonic Creatures V1.6pdf: OPTIONAL: Contains pictures from all creatures up to version v1.6. V1.7 OLDRIM MEDIAFIRE Demonic Creatures Download Link.txt: REQUIRED: The main mod you must download if you don't have the mod already installed and has to be downloaded from mediafire through given link. LEupgradetov1.7fromv1.62(only).7z: OPTIONAL: If you have Demonic Creatures v1.6 with the patch v.162 installed, just download this file instead of the whole mod. 2K Resolution package LE.7z: OPTIONAL: Many textures are 4K default. Download this package to reduce texture files to 2K. V1.7 LE Patches&Documents: OPTIONAL: Here you'll find a list with all creatures in the mod. Patches to get rid of dinos, have a futa on female zombies instead of strap ons. Draugr Schlong texture that match Kajuans Draugr Retexture. Installation/Uninstallation instructions and a map with shows where you can encounter patrolling creatures. Patch Fix vX.XX OLDRIM: Contains important fixes of errors. (List of creatures is hosted inside the download "Patches, Textures & Documents V1.X") MOD DESCRIPTION: This is a creature mod that brings 357 new monsters, animals, ambient small ones and fish types to Skyrim&Solstheim. Inside and outside. In addition to the vanilla spawns there is also many extra spawns with patrol markers (both inside and outside). My goal is to have enemies behave more dynamically to the world. Instead of always patrolling short distances between A and B, some enemies will now patrol further. "See that ruin up there? Bleak Falls Barrow. When I was a boy, that place always used to give me nightmares. Draugr creeping down the mountain to climb through my window at night, that kind of thing. I admit, I still don't much like the look of it." Hadvar I also aim to get the main enemies you encounter more up to date according to the lore. Both Falmers and Draugrs are supposed to venture outside their cave systems for either gathering supplies, hunt or just spread terror to the outside world. "The road to Whiterun's not safe these days. Lots of travelers just... disappear, south of Dragon Bridge. Can't find a trace of them." Solitude guard Now these words actually holds some truth in them. Added actors from this mod, be it Draugrs or Falmers will now leave their caves and go on raids together in groups lead by leader. Usually they will go out after dusk on patrols and they will go back in again before dawn (unless they are aggroed). They won't go near settlements (not 99% certain, u know, rabbits and deers), but will in some cases attack forts, guard holds that will be an easy prey for them. Group size is everything from 2-7 actors. Maybe sleeping outside that nordic ruin isn't that safe anymore. Maybe you shouldn't go through the swamps of morthal as low level since you now a group of grummites protects the area aggressively from outsiders. Mod features: - 357 new creatures (including leveled variants) - 26 new scripted WEQuests which includes demonic creatures (similar to the quest that spawns three patrolling stormcloaks) - ABC and creatureframework support for most of the creatures (see v1.X creature list OPENinEXCEL for which ones has not in Patches, Textures & Documents V1.X) - Goblins and other Daedra may spawn in all type of caves - Human actors (bandits, vigilants, mages, adventurers, hunters etc) have a slight spawn chance in all type of caves. Fighting with you or against you. - Demi Gods that are way harder to defeat than others may spawn in all type of caves, can be hostile, (Sanguine Mistress, Female Daedroth, Silver Demon and Servant of Malacath) - Small swarms of skeletons and other creatures inside tombs here and there. - Many new patrols (mostly group patrols) with wolf packs, draugrs, falmers, grummites, ghouls, werewolves, zombie hound packs, skavens, ancient tree guardians. Some has large patrols covering many cells. Some patrol at night and some at day. None of these uses extra scripts, only AI packages. - Small curious "things" here and there. Be it prisoned NPCs, small letters containing clues about powerful ingredients or stories about NPCs. Modding philosophy: - BE AWARE: Some few of these creatures are godlike and will not go down easily. This includes all DemiGods - Servants of the Daedra and the Ancient Tree Guardians (protectors of the forests). They have a greater amount of health (1200 pluss) and do huge damage to you. They can also spawn from level 1 and might put an end to your cave mission. I play the game with a follower framework (EFF) which makes me able to toggle aggressivness on/off for followers so they won't get stuck in certain death situations. Sometimes it's best to just run. - Besides the above, most creatures are close too vanilla when it comes to health, magic and stamina, but they do slightly more damage. - Most creatures have same size as their vanilla counterparts (improves sexlab compabillity, but sometimes they are resized or desized to enhance immersion of their species. This means that not every creature will align 100% in every sex animation created. You can check the Creature List in the "Patches, Textures & Documents V1.X" download. Patrols more explained: DemiGods - Servants of the Daedra: Servants of Daedric Princes and Daedra like creatures can be encountered in nordic ruins. These are creatures or humans who made a pact, either willingly or forced, with the Daedra. Some of them are hostile and some are not. Unless provoked of course. I was tired of being the only superior being in Skyrim. The gods in Skyrim are weak. You would expect they sent something more than a lousy two handed dremora against you. I want the feeling that there is always something stronger than you.These creatures have higher health than usual and are well skilled. They are possible to beat, but best option for a low level (below 35) might be to flee or sneak through. They can spawn no matter what level you are. So expect trouble. SPAWNING METHODS Some friendly ones will pop up in your game already from level 1, but the larger part of them starts to show from level 10 and up. I might change that in future versions when there is more creatures to distribute. However, I aim to keep DC creatures at 30% of the spawns you meet (keep in mind that if you play with SIC or other large creature mods this spawnrate is heavily reduced). Spawning ways - Details for those who have time: REQUIREMENTS. These must be installed with all their dependencies (valid LE or SSE version depending on your Skyrim Version): All Skyrim DLCs (you don't need Heartfire). More Nasty Critters SLAL edition Creatureframework with their requirements. Animated Beast's Cocks (ABC) LE version. Make sure you get the schlong/tongue textures from this mod too. Soft requirement: Schlongs of Skyrim - Makes it possible to schlonglify Skeleton conjurer and doombringer. Don't install SOS just because of these two. It's a minor thingy. INSTALLATION (after Hard requirements are installed): If you have an earlier version of Demonic Creatures installed, consider removing the data\meshes\newcreatures and data\textures\newcreatures before installing the new version. This for clean up of old unused files. No harm will happen if you don't do this. 1 Download text file in download section. 2 Copy link in txt file and download Main mod from mediafire. 3 Extract rar file and copy paste content into your Skyrim data folder (mod managers also works). 4 Also look for released patches. If any, download and overwrite content from Main mod If you have creature mods installed that modifies Skyrim vanilla LCHARs (leveled character lists) you must make a bashed patch using Wrye Bash (https://www.nexusmods.com/skyrim/mods/1840). If you don't do it, the creature mod ESP located lowest in your load order will overwrite the mods higher. Many mods alter these LCHARs (Skyrim Immersive Creatures, Monstermod, rogue-like encounters, and many more). This mod shouldn't overwrite anything cruical, to avoid even getting the question, check this out: - Case 1, you already have mihail mods installed. This mod includes several of mihails mods.You should at least deactivate the mihail creature ESP before you install this mod. Best is if you remove it totally in advance. If you decide to only deactivate the mihail ESPs you must let Demonic Creature overwrite everything it wants in both mihails meshes and texture folders (mihail skeletons included. This mod comes with its own dick textures and mesh modifications. Demonic Creature needs to overwrite mihail mods otherwise it won't work as intended. - Case 2, you already have Skaven creatures installed. Plz read and do as Case 1. The reason for these two cases is that I did not alter the folder locations from the original mods. Perhaps I should have. TIP: Many of Mihails mods have got better textures (Cyrodilian wolves being one of them). You can safely download Mihail mods already part of Demonic Creatures and reinstall the TEXTURES ONLY! The mods share file paths! Do not install anything from the meshes folders. Also check this guy and his optimized textures for mihail creatures: Xtudo. UPGRADING FROM V1.6 TO V1.7: Either download the whole mod v1.7, or just download the upgrade option. Remember to run "re-register creatures" in Creature Framework MCM. If some creatures still don't work, try to uninstall all skins in CF MCM, save, reload save and then "re-register creatures" again. See trouble shooting guide here if it still does not work: https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ UNINSTALLATION OF V1.7 Find "Uninstallation v1.X" in the Patches, Textures & Documents V1.X download. KNOWN BUGS v1.7 - Confirmed: If a non draugr creature spawns in coffins or other ambush furniture the coffin might not open. Not a serious issue unless it does it in a quest critical area (read Possible Quest breaking Bugs at the top. TEXTURE THAT YOU CAN DOWNLOAD TO INCREASES QUALITY: DEMONIC CREATURE ADDONS MADE BY ME ADDONS AND COMPATIBILITY PATCHES FOR OTHER MODS: KNOWN CONFLICTING MODS FREQUENTLY ASKED QUESTIONS CREDITS SHOWCASES (NSFW)
  5. Every time I trigger a animal animation with my character it hard crashes my game. Any ideas?
  6. After installing some of bakafactory mods (ABC, arousal redux, FHU and defeat) pretty much all of creature meshes disappeared with the exception of werewolf one. I've already tried reregistering, reinstalling jcontainers and other CF troubleshooting listed in the guide. Even after turning the new mods off the problem still persists. ED1. I am using MO2 if that is important
  7. I've gotten the "Your installed JContainers version is incompatible with Creature Framework, or you dont have JContainers at all. Things will be broken." after downloading Creature Framework. The animations seemed fine, nothing went wrong after I continued for a bit of experimenting with Hentai Creatures by summoning and trying a wolf and dragon (with the exception of the dragon being a bit weird), nothing breaking. Pretty much the same post as theskyrimman, I'm just afraid whether or not something will break, so just to make sure if there's a fix yet for the pop-up message, or is it fine to continue?
  8. Hello, I followed the hybrid FNIS Creatures + Nemesis guide. I disable Nemesis and Nemesis Output (have FNIS, FNIS Creatures and FNIS Output enabled) Run FNIS FNIS registers all my animations (4302 animations for 14 mods and 45 creatures successfully included.. 3 Warning(s).) Close FNIS, disable FNIS and enable Nemesis+Nemesis Output Run Nemesis (Nemesis crashes as always, I rerun Nemesis...) Behavior generation complete. MCM: Fnis Creatures enabled and up to date Animations loaded WHAT AM I DOING WRONG :((( Thank you
  9. (Don't know if this is the right forum) I am looking to use the more nasty critters mod, thing is that I don't really know how to get it to work. I have the sexlab framework but then I download creature framework and it says something about the framework API reference not being found, then I see I need Jcontainers and download that but it isn't compatible, I try diffirent versions and sometimes it says it's the Jcontainers version that doesn't work and other times it's the reference not being found again, then I take out the creature framework and it's still saying things abou Jcontainers which is a framework requirement making me thing framework is built into more nasty critters. I am confused, can someone please help me? like send me a modlist with the correct versions?
  10. So i werent playing skyrim for a while, after the updates i downgraded the game, mods are working fine, all creatures are working fine apart from dragons, when the dragon is aroused the penis, is mangled and on the ground following the dragon, and no matter what i select in the creature framework, what model to use, its still like this, anyone could help me with this?
  11. So I currently am running into an issue where horses get aroused perfectly fine ridden and interacted while using IH. This issue starts when you adopt the horse after renaming it the penis stays flaccid. It doesnt loose the balls or meshes the penis kinda pops in then vanishes immediately. its in this state of perma-flaccid. ASOS penises work on the modded textures given it overides the MNC files and MNC has IH patch and get around properly but its just adopting them makes that flaccid physics flash like its there for a microsecond then vanishes. If you force aroused via ZAZ the fully erect penis shows up for a microsecond then goes back to flaccid same in the animations its aroused for the first microsecond then back to un-aroused state. Its a very odd scenario I've come across.
  12. Okay, this embarrassing but I downloaded the Funnybizness SLAL pack but whenever I try to get it on with a hagraven I keep getting the “you can’t do this” message. This also happens with flame atronachs and wisp mothers. I even downloaded More Nasty Critters and Creature Framework just in case I missed something but I still get the message. I even tried removing the suppress tags and match creature gender but the message still pops up. Is there something I’m missing? I have installed the FNIS creature thing, Defeat and MatchMaker just in case you’re wondering and I also registered the animations in the SLAL Anim Loader too but I still have the messages.
  13. Have anyone encountered this bug? Instead of disappearing into the swarm of bats and reappearing, my VL does naked dash, and only his armor disappears/reappears. Using Sacrosanct, VL Retexture (which I tried to turn off - same result), and.. what else could affect VL model? Creature framework maybe has VL's remodel, but Sacrosanct is loaded after it. Would appreciate any help. The Elder Scrolls V Skyrim Special Edition 2022.01.25 - 19.51.23.01.mp4
  14. Question on why there's no schlongs for these creatures. Sometimes they appear to have schlongs but usually 1 creature only does and most of the time none at all. The creatures dont even strip and they are still in their full armor. I tried to place the sexlab aroused threshold to 0 but nothing happens. Currently I'm using CF 1.1.0 pre2-se and MNC v12_6SE, I am not using Creature Framework 1.1.0-pre2A becaused it messed with some of the animations. I wanted to try the re-engage mods option in CF but the option was greyed out. I have immersive creatures installed but it happened whether i install it or not. Please help!
  15. and this is the log that always appears in my papyrus before finally ctd. that is, cf (creature framework). [ (00032D9F)].DLC1LegendaryDragonScript.PlaySubGraphAnimation() - "<native>" Line ? [ (000CAF88)].FXDragonMoundScript.OnActivate() - "FXDragonMoundScript.psc" Line 170 [09/08/2022 - 03:35:47PM] [CF][Framework] Cleared log Form DB [09/08/2022 - 03:35:47PM] [CF][Framework] Form DB clear timer reset for 15 minutes from now [09/08/2022 - 03:35:47PM] [CF][Framework] All override genders cleared; sending event to re-save [09/08/2022 - 03:35:47PM] [CF][Framework] Gender clear timer reset for 15 minutes from now [09/08/2022 - 03:35:51PM] [CF][Framework] Didn't activate actor ["rabbit" [Actor < (00107C8F)>]]; already has effect [09/08/2022 - 03:35:58PM] [CF][Creature Apply] Not activating ["Stormcloak Soldier" [Actor < (0002E70A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [09/08/2022 - 03:35:58PM] [CF][Creature Apply] Not activating ["Stormcloak Soldier" [Actor < (0002E709)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [09/08/2022 - 03:36:24PM] [CF][Framework] Didn't activate actor ["Sahloknir" [DLC1LegendaryDragonScript < (00032D9F)>]]; already has effect [09/08/2022 - 03:36:24PM] [CF][Creature Apply] Not activating ["Stormcloak Soldier" [Actor < (0002E702)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [09/08/2022 - 03:36:24PM] [CF][Framework] Didn't activate actor ["alduin" [dragonactorscript < (00032DA0)>]]; already has effect [09/08/2022 - 03:36:36PM] [CF][Framework] Didn't activate actor ["rabbit" [Actor < (00107C7C)>]]; already has effect [09/08/2022 - 03:36:43PM] [CF][Creature Apply] Not activating ["Uthgerd the Unbroken" [WIDeadBodyCleanupScript < (00091918)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (3200C6CF)>]] [09/08/2022 - 03:36:49PM] [CF][Creature Apply] Not activating ["delphine" [RentRoomScript < (00013485)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (3200C6DC)>]] [09/08/2022 - 03:36:59PM] [CF][Creature] Finished on ["Fox" [Actor < (00107C7D)>]] [09/08/2022 - 03:36:59PM] [CF][Creature] Finished on ["Fox" [Actor < (00107C9F)>]] [09/08/2022 - 03:36:59PM] [CF][Creature] Finished on ["Sabre Cat" [lvlpredatorscript < (000860F6)>]] [09/08/2022 - 03:36:59PM] [CF][Framework] Deactivated actor ["Fox" [Actor < (00107C7D)>]] [09/08/2022 - 03:36:59PM] [CF][Framework] Deactivated actor ["Fox" [Actor < (00107C9F)>]] [09/08/2022 - 03:36:59PM] [CF][Framework] Deactivated actor ["Sabre Cat" [lvlpredatorscript < (000860F6)>]] [09/08/2022 - 03:36:59PM] [CF][Creature] Removing both API armours from ["Fox" [Actor < (00107C7D)>]] and doing nothing else [09/08/2022 - 03:36:59PM] [CF][Creature] Removing both API armours from ["Fox" [Actor < (00107C9F)>]] and doing nothing else [09/08/2022 - 03:36:59PM] [CF][Creature] Removing both API armours from ["Sabre Cat" [lvlpredatorscript < (000860F6)>]] and doing nothing else [09/08/2022 - 03:37:04PM] [CF][Creature] Finished on ["alduin" [dragonactorscript < (00032DA0)>]] [09/08/2022 - 03:37:04PM] [CF][Framework] Deactivated actor ["alduin" [dragonactorscript < (00032DA0)>]] [09/08/2022 - 03:37:05PM] [CF][Creature] Removing both API armours from ["alduin" [dragonactorscript < (00032DA0)>]] and doing nothing else [09/08/2022 - 03:37:08PM] [CF][Framework] Didn't activate actor ["Fox" [Actor < (00107CA1)>]]; already has effect [09/08/2022 - 03:37:27PM] [CF][Framework] Didn't activate actor ["Sahloknir" [DLC1LegendaryDragonScript < (00032D9F)>]]; already has effect [09/08/2022 - 03:37:39PM] [CF][Framework] Didn't activate actor ["rabbit" [Actor < (00107C7C)>]]; already has effect [09/08/2022 - 03:37:52PM] [CF][Framework] Didn't activate actor ["Fox" [Actor < (00107C90)>]]; already has effect [09/08/2022 - 03:38:11PM] [CF][Framework] Didn't activate actor ["Fox" [Actor < (00107CA1)>]]; already has effect [09/08/2022 - 03:38:17PM] [CF][Framework] Didn't activate actor ["rabbit" [Actor < (00107C8C)>]]; already has effect [09/08/2022 - 03:38:30PM] [CF][Framework] Didn't activate actor ["Sahloknir" [DLC1LegendaryDragonScript < (00032D9F)>]]; already has effect [09/08/2022 - 03:38:34PM] Info: *Achievement 43 awarded - a winnar is you!* anybody? is there someone who can help me to solve this? this is very annoying. I've also disabled sexlab aroused, because at that time I was fighting sahloknir to avoid ctd. btw I use SLAX.
  16. I fixed the teleporting animation issue I had, but now Creature Framework doesn't appear to be working. If I try to go into the menu for CF, it tells me the Json is registering which will take up to two minutes once I leave all menus. After leaving the menus, it will say it's registering the json, followed by the json being registered.....but if I go back to the CF menu, it says the json has to register again. No creature animations will play, but if a creature defeats my character, there will be a span of time both models are stuck in place, until the timers for things end. I don't remember if skipping animation segments works to shorten the time stuck. Anyone know if I need to rerun fnis or reinstall CF or something after I cleaned sexlab from the mcm menu?
  17. Version 1.1.0-pre2

    775 downloads

    Traducción de MOD Creaure Framework al Español con el MCM pero sin scripts Se actualizarán los scripts después Explicación de Autor: Este es un framework que permite a otros modders proporcionar fácilmente reemplazos corporales e integración con SexLab y SexLab Aroused. Este mod no hace nada por sí mismo, pero otros mods pueden engancharse a él. El framework se encargará de los cambios de cuerpo para las escenas de sexo de SexLab, y la excitación de SexLab Aroused, pero ninguno de los dos son necesarios. Requrimientos: SKSE (1.7.3 o más nuevo) JContainers (3.2.0 o más nuevo) PapyrusUtil (incluído en SexLab Framework) SkyUI Modos que utilizan Creature Framework: Bad Dog's Bruma Creatures Bad Dog's Immersive Creatures Bad Dog's Vanilla Critters Big Sexy Cats Faallokaar V2 Horny Creatures of Skyrim Horny Werewolves of Skyrim Mihail Undead Werewolves More Nasty Critters (SLNC es ahora un componente de este) More Nasty Critters: SLAL Edition SexLab Werewolves Sexualized Blaze Sexualized Vampire Lord Créditos:
  18. Version V2.3

    9,996 downloads

    Faallokaar V2 - Creature Framework Edition Original Faallokaar Mod made by Bifteki Dragoness Mesh made by Force2013 & jacques00 Re-Scripting, female texture edits and other improvements by Blaze69 Creature Framework integration by MadMansGun ---------------------------------------------------------- Notes: the download files are for the Following: CF_male_Faallokaar_Fire.7z_________male version of Faallokaar with fire shout CF_male_Faallokaar_Frost.7z________male version of Faallokaar with frost shout CF_Female_Faallokaar_Fire.7z_______female version of Faallokaar with fire shout CF_Female_Faallokaar_Frost.7z______female version of Faallokaar with frost shout CF_MoreFemale_Faallokaar_Fire.7z___female with boobs version of Faallokaar with fire shout CF_MoreFemale_Faallokaar_Frost.7z__female with boobs version of Faallokaar with frost shout improvements over the Original mod: better script files without dirty edits. the human form is now a custom Argonian. fixed bad dialog edits inside the esp. and of course, Creature Framework integration. a install guide for the Creature Framework can be found here: http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ ---------------------------------------------------------- .___. {0,0} . _______________________________ /)__)> |creative commons, No One May Profit| -"-"- . ."""""""""""""""""""""""""""""""""""""""""""""""""
  19. Hello, can anyone tell me what file I am suppose to remove to get rid of the foursome animal animation that shows up on the starting menu from the Creatures Frameworks mod and add-ons? I have added screenshots of the mods I currently have installed. Thank you for your time and sorry if this isn't the right section to ask about this in.
  20. This is my first time creating a post on here, so let me know what I could do to clarify anything or provide additional information. Yes, I have read the installation instructions and FAQ. The issue I've been having is this: I have installed all of the necessary mods (I think) and set the MCM settings for each mod so that my (male) Player Character can mate with female creatures. However, when I initiate mating the female NPC always assumes a male position and plays a male animation. The NPC's skin still looks female, but it acts male. For example, in the attached papyrus log I summoned a Hentai Creatures female dog and used the "Invite" key to initiate mating. The animation that played was the "missionary" animation for male dogs. I've been able to replicate the issue using mares and female huskies, etc. The ONLY NPC that I have been able to use female animations with is the female werewolf. My suspicion is that I don't have some sort of animation pack installed that I need, but I really don't know. Please, ANY help would be appreciated! The mods I have installed (Through Vortex) are these: SKSE64 Creature Framework 1.1.0 Defeat SSE FNIS Behavior SE 7_6 FNIS Creature Pack 7_6 Fuz Ro D'oh Hentai Creatures MNCv12_1 JContainers SE SexLab Aroused Creatures SE v4.02 SexLab Aroused SE SexLab Framework SE SexLab Matchmaker Rev7 SexLab More Creatures SE More Nasty Critters v12_5 SE One With Nature SSE Patched SE SL Tools Updated RaceMenu SE SLAL Billyy v2.91 SLAL SE Schlongs of Skyrim SE SkyUI 5.2 SE UI Extensions v1-2-0 XP32 Maximum Skeleton Special Extended Funnybizness SLAL Packs SE v12.0 SE Papyrus.1.log
  21. would it be possible to Schlongify some of mihail's mods? some of them look like they'd make "interesting" actors.
  22. Creature Framework en Castellano View File Traducción de MOD Creaure Framework al Español con el MCM pero sin scripts Se actualizarán los scripts después Explicación de Autor: Este es un framework que permite a otros modders proporcionar fácilmente reemplazos corporales e integración con SexLab y SexLab Aroused. Este mod no hace nada por sí mismo, pero otros mods pueden engancharse a él. El framework se encargará de los cambios de cuerpo para las escenas de sexo de SexLab, y la excitación de SexLab Aroused, pero ninguno de los dos son necesarios. Requrimientos: SKSE (1.7.3 o más nuevo) JContainers (3.2.0 o más nuevo) PapyrusUtil (incluído en SexLab Framework) SkyUI Modos que utilizan Creature Framework: Bad Dog's Bruma Creatures Bad Dog's Immersive Creatures Bad Dog's Vanilla Critters Big Sexy Cats Faallokaar V2 Horny Creatures of Skyrim Horny Werewolves of Skyrim Mihail Undead Werewolves More Nasty Critters (SLNC es ahora un componente de este) More Nasty Critters: SLAL Edition SexLab Werewolves Sexualized Blaze Sexualized Vampire Lord Créditos: Submitter jajaman Submitted 04/03/2018 Category Other Requires Creature Framework Original y todos sus Requisitos Special Edition Compatible Not Applicable  
  23. View File NOTE: this mod (non HDT version) has been merged into Horny Creatures of Skyrim. Horny Werewolves of Skyrim Assembled by MadMansGun Werewolf Heads by MadMansGun HDT Werewolves by Jacques00 Horse penis from Leito86's Creature Features (modified mesh) wolf balls from Derrax's Male Werewolves wolf penis from diarawr's Horny Dogs of Skyrim Project (modified mesh) Female Werewolf Body by Moutarde421 black Female skin by Moutarde421 brown Female skin by Moutarde421 black and white female Werewolf skin by MikoYork (skin edited by ~X~) special thanks to "notmenotyou" and "Serenna187" for helpful information and advice. ---------------------------------------------------------- Notes: 1. the download files are for the Following: HornyWerewolvesofSkyrimV##.7z______________normal version of the mod (Recommended version) LessHornyWerewolvesofSkyrimV##.7z__________smaller penis version HDT_2tit_HornyWerewolvesofSkyrimV##.7z______HDT physics enabled werewolves with 2 boobs (not recommended) HDT_2tit_LessHornyWerewolvesofSkyrimV##.7z__smaller penis version HDT_6tit_HornyWerewolvesofSkyrimV##.7z______HDT physics enabled werewolves with 6 boobs (not recommended) HDT_6tit_LessHornyWerewolvesofSkyrimV##.7z__smaller penis version Alt_XMLs_For_HDT_Werewolves.7z___________Alternative XML Files for HDT Werewolves (hopefully one of them will work for you) 2. this mod was not Included in "Horny Dragons of Skyrim" because of its incompatibilities with "Moonlight Tales". 3. you will need to select the bodys in the Creature Framework's MCM (normally on page 7). 4. some friendly Werewolves can be summoned with spell books found inside The Bannered Mare on the roof rafters. 5. the file called "EXTRA ADD-ONs" is where you will find Alternative textures and add-ons: "Alternative textures" - optional alternative textures. "Katherine" - based on the Hermaphrodite Cat from the erotic text game "Corruption of Champions" (HDT not support) she is summoned with a spell book found inside The Bannered Mare on the roof rafters. this file has it's own readme. "Player Hermaphrodite Werewolf patch" - this will turn the players Werewolf form into the Hermaphrodite Werewolf. male players get Urta, female get the normal hermwolf. this file has it's own readme. Note: there is a alternative usage for this addon, it can be modified to be used as a makeshift patch for the SL Werewolves / Creature Framework beast race player bug, see its readme for more info. 6. if you have the "SexLab Werewolves" mod installed load Horny Werewolves of Skyrim after it in the load order. ---------------------------------------------------------- related mod: http://www.loverslab.com/files/file/2436-horny-dragons-of-skyrim/ https://www.loverslab.com/topic/60847-dragon-animations-creature-on-creature/?do=findComment&comment=2160112 Original HDT werewolves mod (you should consider using this instead if you want the HDT stuff) : http://www.loverslab.com/topic/28089-hdt-werewolves/ ---------------------------------------------------------- .___. {0,0} _______________________________ /)__)> |creative commons, No One May Profit| -"-"- """"""""""""""""""""""""""""""""""""""""""""""""" Submitter MadMansGun Submitted 09/15/2016 Category Models & Textures Requires Creature Framework Special Edition Compatible No  
  24. TL;DR: Sexlab animations don't play, characters just stand there. Jcontainers no longer works, casugin problems with Creature Framework. CF doesn't load up in the MCM on a new game, and the Sexlab animation list tab in its MCM doesn't display any registered animations. THE PRELUDE I fucked around with my game while trying to fix it, and ruined a good thing I've had going for six months now. I was having problems with the CK, so I thought I'd reinstall Skyrim to see if that would fix it. First, I backed up my Skyrim (SKSE 2.0.16 and SSE 1.5.80) and reinstalled Skyrim so that it was newly-updated. Turns out my problem with the CK has nothing to do with SSE itself, so when I found that out, I rolled everything back: I deleted the newly-updated Skyrim and replaced it with my backup. The only thing I kept from the newly-updated Skyrim was the Scripts.zip that came in the data folder. Everything else, SKSE, the Skyrim.exe, launcher, etc is the same from the backup. THE PROBLEM Despite all this, everything fucking died. Sexlab no longer works properly, and JContainers is acting dubiously as well. For example, Sexlab's animation list in the MCM shows up as empty. Animations don't play (I just stand there with the other, doing absolutely nothing). Strangely enough, errors don't seem to occur in the console even though Sexlab says it's starting an animation. Additionally, Creature Framework started telling me that the Jcontainers I was using was incompatible (despite not having TOUCHED it, and despite having used the same version for MONTHS). So I redownloaded and installed an old version of JContainers, and Creature Framework's warning about JContainers not working went away. THE AGONY I started a new game, and Sexlab animations still don't play, and Creature Framework doesn't even show up in the MCM anymore. I even tried rolling back to a Skyrim installation (the whole entire folder) that I backed up in November (same SKSE and SSE versions) and Sexlab still doesn't seem to work. Animations don't play, and even after a fresh ingame installation of Sexlab, the animations tab in the MCM shows up as blank. There are a bunch of togglable check boxes where the animations should be, but their names are all blank. I ran FNIS with no errors, and animations still don't work and the animations tab is blank, I don't know what I can do anymore. I'm pretty sure I did everything right. I backed up everything, rolled everything back, and I still got fucked. I didn't change a single thing in my modlist, and everything just magically stopped working. SKSE is launching fine, so I am indeed still using the same version of SKSE and Skyrim as before. So why did Sexlab and Jcontainers stop working? MODLIST AND SCREENSHOTS Here is my modlist for the new game I started: Sexlab Animations Screen: FNIS Log:
  25. Just as the title says, I'm having this issue with my female PC in her beast form. When she engages in lewd stuff, usually after knocking someone down with Defeat, she will begin the animation normally but after a few seconds she'll vanish. The animation continues to play (that is, the other person is still visible and humping the air or whatever), and when the lewding ends my character reappears as if nothing has happened. Well, almost like nothing is happened; for a few seconds after she reappears, she'll be using the default werewolf model rather than the one from MNC. My theory is that the Creature Framework is attempting to replace the female werewolf model with an "erect" version. You know, just like a male werewolf will normally use a mesh with a "soft" dick, and then when sex happens its replaced with an "erect" mesh, to simulate a dynamic dick. Only in the case of the female werewolf, there is no "erect" mesh, so the normal mesh just disappears until sex ends. The thing is that even if I'm right, I don't know how to fix it. As far as I can tell, the Creature Framework does not give you the option of excluding female creatures from this mesh swap. I'm also not 100% sure about the cause; so far, I haven't seen other female creatures disappear during sex scenes. I'm using the La Femme Lycana model as the default mesh for my female werewolf, but in-game the Creature Framework replaces it with the mesh from More Nasty Critters. I have Herm Werewolves disabled. If anyone has run into this before, I'd love to know how to fix it! :3 Here's my LO, copied from LOOT:
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