Sophie Del Rey Posted March 19 Posted March 19 I really hope someone can make a conversion to The New Gentlemen (TNG). This mod is amazing! 1
DarkLoo Posted April 25 Posted April 25 What should my load order look like? In Vortex its conflicting with ABC, MNC, and XP32 SKeleton and i have no idea if it should load last, somewhere in between or if any other of these mods should overwrite it.
nobodyworthknowing Posted May 18 Posted May 18 (edited) For those of you who use TNG: All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. Edited May 19 by nobodyworthknowing 2
RobbyJ88 Posted June 8 Posted June 8 On 5/18/2026 at 6:40 PM, nobodyworthknowing said: For those of you who use TNG: All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. I tried that and it did not work. What I used was this mod: https://www.nexusmods.com/skyrimspecialedition/mods/69583 (XP32 Maximum Skeleton Lite) The instructions are simple and straight forward and fixed the issue with the tongues and eyes being stationary in Giants. Still testing it out but so far so good!
benis0079 Posted June 8 Posted June 8 i am using the latest downloads from this file, and don't experience jiggle or flaccid issues, but the penis meshes are all floating below thee creatures no matter the size. is there a fix if I wanted to increase the size a lot ?
oldsaw Posted June 10 Posted June 10 On 5/19/2026 at 8:40 AM, nobodyworthknowing said: For those of you who use TNG: All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. how
BonitaMussolini Posted June 13 Posted June 13 On 6/10/2026 at 7:57 AM, oldsaw said: how go to SSEEdit, right click on the mod mentioned and click on "remove masters" to take off the schlongs of skyrim master
anon e mousee Posted June 14 Posted June 14 Anyone else having missing textures on common dragoness? it'll go back to normal when you get far away but turn back the purple/bule when you get close again. Idk if its file conflicts or what, but i dont rlly have anything that overrides it so idk how it could be that
lordregnis Posted June 20 Posted June 20 not a picture or video in sight and no ostim support, color me shocked
Skooma_bodyshots Posted July 21 Posted July 21 Hey if you'd be so kind i'm trying to use the models from this as just anatomically realistic creature replacers for an otherwise more vanilla run of the game. I have tng so i can't install sos, sexlab and all that other stuff. Creatures i'd love to put in like the gargoyle and falmer have all their physics working but they have floppy hard cocks all the time. is there something i can edit or or do to make them flaccid and floppy? If there's a way to do this and anybody knows i'd really appreciate some help or direction as i'd love to use these in my game, they're a lot of fun.
nobodyworthknowing Posted July 22 Posted July 22 On 7/21/2026 at 6:47 AM, Skooma_bodyshots said: I have tng so i can't install sos, sexlab and all that other stuff. Perhaps installing Sexlab (with creature support) and possibly some version of Sexlab Aroused would fix the issue. TNG is meant to be a successor to SOS, and works perfectly with Sexlab and most other mods that utilize SOS functions. It was designed to have as much backwards compatibility as possible.
Skooma_bodyshots Posted July 23 Posted July 23 57 minutes ago, nobodyworthknowing said: Perhaps installing Sexlab (with creature support) and possibly some version of Sexlab Aroused would fix the issue. TNG is meant to be a successor to SOS, and works perfectly with Sexlab and most other mods that utilize SOS functions. It was designed to have as much backwards compatibility as possible. Hey i super appreciate you responding. So you're saying i should install: Animal sos. Sexlab Sexlab aroused? All 3 of those and it won't break tng? One of the dependents listed for ASOS IS regular sos and it sounds like your'e saying tng can meet that same dependency. When you say sex lab with creature support does that also mean also installing creature framework. What i'm currently trying to figure out a way to do (Bout to test it now) is just manipulating the actual dick bones in blender so the cock is in a flaccid state. If i can freeze the mesh and bones in that state as the default pose of something it seems like the already existing physics should make it look more or less flaccid+physics. If this works then i don't need to install all that stuff. If i can't figure this out i'll try what you suggested. If you use this mod IS there even a non aroused state for say the gargoyle mesh? What i think is going on is the default position for the cock is this aroused state with physics and if there is an unaroused state with all those mods it's probably driven by some animation. I dunno i'm trying to figure out how this all works. If there is an unaroused state i can set the creatures i want to use to (such as no dicks on horses, just balls sheath, flaccid dicks on the thing without sheaths etc) what you're suggesting MIGHT be the only way to do what i'm trying to do. I just don't want to spend more time on this than i already have. I've noticed ALL the models in the ASOS package have exposed unsheathed cocks on them and quite a few of them i just won't want at all (Horses, animals etc. I really just want the humanoid enemies to have them, trolls, gargoyles, falmer etc.)
nobodyworthknowing Posted Thursday at 06:07 AM Posted Thursday at 06:07 AM (edited) 5 hours ago, Skooma_bodyshots said: Hey i super appreciate you responding. So you're saying i should install: Animal sos. Sexlab Sexlab aroused? All 3 of those and it won't break tng? One of the dependents listed for ASOS IS regular sos and it sounds like your'e saying tng can meet that same dependency. When you say sex lab with creature support does that also mean also installing creature framework. What i'm currently trying to figure out a way to do (Bout to test it now) is just manipulating the actual dick bones in blender so the cock is in a flaccid state. If i can freeze the mesh and bones in that state as the default pose of something it seems like the already existing physics should make it look more or less flaccid+physics. If this works then i don't need to install all that stuff. If i can't figure this out i'll try what you suggested. If you use this mod IS there even a non aroused state for say the gargoyle mesh? What i think is going on is the default position for the cock is this aroused state with physics and if there is an unaroused state with all those mods it's probably driven by some animation. I dunno i'm trying to figure out how this all works. If there is an unaroused state i can set the creatures i want to use to (such as no dicks on horses, just balls sheath, flaccid dicks on the thing without sheaths etc) what you're suggesting MIGHT be the only way to do what i'm trying to do. I just don't want to spend more time on this than i already have. I've noticed ALL the models in the ASOS package have exposed unsheathed cocks on them and quite a few of them i just won't want at all (Horses, animals etc. I really just want the humanoid enemies to have them, trolls, gargoyles, falmer etc.) No problem. I've had my fair share of conundrums, and the community almost always has the answer as long as people are willing to speak up. It just occurred to me, have you tried setting the creatures you don't want erect to "none" or the equivalent in the MNC framework menu? Make sure you use "resurrect" or "recycleactor" on the NPC to reset them after making the changes. It may be as simple as that. Also, look over the ASOS's description page again. "There are some problems with replacing skeletons in the mod manager, such as Vortex, which lead to a constant erection and lack of physics." Do you have the patch provided as the solution installed? Those are the two easiest solutions to try. If they don't work... I'm not an expert, but I think those mods will give you the basic framework for the game to differentiate "horny" and "not horny" states for creatures. Sexlab (yes, with the creature framework addon) is the foundation that SLA needs to work, and SLA will assign arousal values to NPCs (including creatures, if enabled in Sexlab's settings) that tell the game whether the creature should be the erect version or not. The way it works is that there is an arousal scale of 0-100, and each NPC will be assigned a random value (usually favoring lower values). Beyond a certain threshold the NPC will be considered "aroused" and therefore erect. You may be able to tweak the settings in your version of SLA to lower the default horniness values to the point where nothing ever spawns with an arousal rating above the threshold. There are several modern versions of SLA you can use, one of which is listed in the requirements for this mod, or you can use what I'm currently running. My mod situation is a little more complicated, so I may be misremembering if SLA will actually control the physical state of creatures (it will for humans if toggled on via the SOS menu option). Try it out, and if there's still no change even with all the settings tuned to "least horny" then you should move on to this mod. I know for a fact you can directly control the arousal threshold of creatures with it, and setting it to 100 should always result in flaccid ones if everything's working correctly. It has a lot of other features included that it sounds like you'll want to turn off in the menu though. And yes, I've been using Sexlab and SLA with TNG as part of my mod setup for a long time, and they work without any issue. The only mod in this discussion that has potential problems with TNG is ASOS, but based on what you're saying (i.e. animal cocks are actually "floppy" in your game) you've already gotten them to function together, right? A more speculative idea you could try is simply replacing "hard" creature meshes with duplicates of the "soft" ones. I assume you have More Nasty Critters installed. If you go your MNC's folder, then go to meshes>MoreNastyCritters>*whatever creature you want to change* you can find the flaccid versions. Rename and replace the hard versions in MNC and ASOS with the soft ones, and this could be a way to force the creature to never appear erect. Keep in mind that this may not work and simply break things instead, and even if it does work, the creature in question will look wrong if it's ever involved in a sex animation. And just to be clear, the Sexlab/SLA/Aroused Creatures mod solution I'm proposing will result in ALL creatures being flaccid/sheathed all the time if it works. They will become hard if they're ever in a sex scene via Sexlab, but you shouldn't ever see any creature erections otherwise that way. If you're wanting to modify flaccid/erect on a creature-by-creature basis and the MNC Framework suggestion didn't work then you'll need to start trying your luck with meshes. And by the way, all creatures have non-erect versions. Here's the gargoyle "soft" mesh from MNC. Spoiler Edited Thursday at 06:08 AM by nobodyworthknowing
Skooma_bodyshots Posted Thursday at 08:50 AM Posted Thursday at 08:50 AM (edited) 4 hours ago, nobodyworthknowing said: No problem. I've had my fair share of conundrums, and the community almost always has the answer as long as people are willing to speak up. It just occurred to me, have you tried setting the creatures you don't want erect to "none" or the equivalent in the MNC framework menu? Make sure you use "resurrect" or "recycleactor" on the NPC to reset them after making the changes. It may be as simple as that. Also, look over the ASOS's description page again. "There are some problems with replacing skeletons in the mod manager, such as Vortex, which lead to a constant erection and lack of physics." Do you have the patch provided as the solution installed? Those are the two easiest solutions to try. If they don't work... I'm not an expert, but I think those mods will give you the basic framework for the game to differentiate "horny" and "not horny" states for creatures. Sexlab (yes, with the creature framework addon) is the foundation that SLA needs to work, and SLA will assign arousal values to NPCs (including creatures, if enabled in Sexlab's settings) that tell the game whether the creature should be the erect version or not. The way it works is that there is an arousal scale of 0-100, and each NPC will be assigned a random value (usually favoring lower values). Beyond a certain threshold the NPC will be considered "aroused" and therefore erect. You may be able to tweak the settings in your version of SLA to lower the default horniness values to the point where nothing ever spawns with an arousal rating above the threshold. There are several modern versions of SLA you can use, one of which is listed in the requirements for this mod, or you can use what I'm currently running. My mod situation is a little more complicated, so I may be misremembering if SLA will actually control the physical state of creatures (it will for humans if toggled on via the SOS menu option). Try it out, and if there's still no change even with all the settings tuned to "least horny" then you should move on to this mod. I know for a fact you can directly control the arousal threshold of creatures with it, and setting it to 100 should always result in flaccid ones if everything's working correctly. It has a lot of other features included that it sounds like you'll want to turn off in the menu though. And yes, I've been using Sexlab and SLA with TNG as part of my mod setup for a long time, and they work without any issue. The only mod in this discussion that has potential problems with TNG is ASOS, but based on what you're saying (i.e. animal cocks are actually "floppy" in your game) you've already gotten them to function together, right? A more speculative idea you could try is simply replacing "hard" creature meshes with duplicates of the "soft" ones. I assume you have More Nasty Critters installed. If you go your MNC's folder, then go to meshes>MoreNastyCritters>*whatever creature you want to change* you can find the flaccid versions. Rename and replace the hard versions in MNC and ASOS with the soft ones, and this could be a way to force the creature to never appear erect. Keep in mind that this may not work and simply break things instead, and even if it does work, the creature in question will look wrong if it's ever involved in a sex animation. And just to be clear, the Sexlab/SLA/Aroused Creatures mod solution I'm proposing will result in ALL creatures being flaccid/sheathed all the time if it works. They will become hard if they're ever in a sex scene via Sexlab, but you shouldn't ever see any creature erections otherwise that way. If you're wanting to modify flaccid/erect on a creature-by-creature basis and the MNC Framework suggestion didn't work then you'll need to start trying your luck with meshes. And by the way, all creatures have non-erect versions. Here's the gargoyle "soft" mesh from MNC. Reveal hidden contents Thanks again for responding i super appreciate as this all seems like such a mystery haha. I might not have been clear on exactly what i'm trying to do. I"m playing skyrim for the firs ttime ever in vr on a specific non sexual modlist and i'm having an amazing time. I"m trying to mod things to make them more biological and immersive and just fun. I'm a big fan of grotesque nudity and biological realism. I"m not interested in sex animations, creature sex, or any of that stuff (No hate to those who are into that. Not gonna yuck on your yum as they say 😂). So i currently have ZERO sex lab or creature framework or ASOS or SOS or ANY of that installed and i was hoping i didn't have to install them to do what i'm trying to do as it seems like a lot to set up and i keep seeing depenedencies that i read are incompatible with tng. (Maybe i'm wrong about that.). but that's why changing things in the MNC mcm menu wasn't an option, because i don't have mnc or any of that installed and was hoping i wouldn't have to, but that might be a pipe dream haha. I am basically trying to mod everything in the game to be anatomically correct but non sexual but i don't currently have ANY sex mods installed. I have an anatomically correct creature replacer mod that's entirely the desexualized assets from MNC, https://www.nexusmods.com/skyrim/mods/105957 so all the creatures are anatomically correct but their MNC parts are all static, there's no physics bones, those things have been removed...annoyingly. WHat i'm trying to do is replace as many of those as i can with the actual assets from MNC to keep them in their unaroused state (Cocks and whatever are fine and preferred on more humanoid creatures without sheaths but on horses and ambient creatures i don't want those) but also have physics because it looks odd to have say, a gargoyle with this nice package doing these nice animatiosn but his flaccid package is totally stationary, same with the falmer, giants etc etc. When i found this animal SOS mod i saw it comes with all the anatomically correct parts WITH the physics bones WITH the cbpc configs to drive them and I figured i could take the cbpc config files from it, take the meshes from it and replace the creature replacer .nifs i already have with these ASOS/MNC .nif files and then i'd have unaroused creatures with flaccid parts that move in a believable way. I figured say the gargoyle cock would flop around like the tng cocks in my game but that's not the case. THey DO receive physics but they're basically floppy boners, which is amusing and maybe a little hot but not what i'm looking for. But like if i fight a death hound it would be nice for it's sheath and balls to jiggle as they naturally would with phsyics but no dog cock/knot sticking out. That gargoyle you posted is very clearly the same mesh from the ANNA pack but i assume in yours it has all it's physics bones unlike in mine, this would be great. That mesh does not exist in this ASOS mod, they all have longer aroused cocks which would be fine if they didn't stay hard in game (With physics but they're still hard, which i don't want.) IF i have to install sexlab, creature framework and MNC to accomplish what i'm trying to do i guess i'm willing to do that if i don't lose TNG. What i don't want is arousal states, sex animations, sexual encounters or any of that. Since you actually know what you're talking about and are so helpful (Agian really appreciate it, this seemingly simple thing has been such a pain to understand and figure out.) what specifically would you recommend if i have to install those things to accomplish my goal of having all the nice physics enabled bits without the arousal and animations? I'm checking out your link but i'm not entirely sure what it does since it's obviously geared more towards creature animations and sexual encounter stuff. I actually have tried numerous ways to accomplish this and i even edited the aroused gargoyle .nif bones in blender and copied the weights in the hopes his dick would be in this shape with physics and that was a bust . Even t hough i got this to be the correct resting state if the skeleton and model it's not working in the game. EDIT: So i checked the meshes in the MNC pack to see if this was a viable solution and it appears there's zero physics bones for MNC? Or would those be supplied by TNG if i install those mods you suggested alongside TNG? Does the gargoyle model you posted have physics on it's parts when it's in it's unaroused state in your game? Edited Thursday at 10:21 AM by Skooma_bodyshots
Amonshinky13 Posted Thursday at 11:15 AM Posted Thursday at 11:15 AM Would this help creatures based on the Nolvus modlist have rockets?
nobodyworthknowing Posted Thursday at 05:04 PM Posted Thursday at 05:04 PM 7 hours ago, Skooma_bodyshots said: Thanks again for responding i super appreciate as this all seems like such a mystery haha. I might not have been clear on exactly what i'm trying to do. I"m playing skyrim for the firs ttime ever in vr on a specific non sexual modlist and i'm having an amazing time. I"m trying to mod things to make them more biological and immersive and just fun. I'm a big fan of grotesque nudity and biological realism. I"m not interested in sex animations, creature sex, or any of that stuff (No hate to those who are into that. Not gonna yuck on your yum as they say 😂). So i currently have ZERO sex lab or creature framework or ASOS or SOS or ANY of that installed and i was hoping i didn't have to install them to do what i'm trying to do as it seems like a lot to set up and i keep seeing depenedencies that i read are incompatible with tng. (Maybe i'm wrong about that.). but that's why changing things in the MNC mcm menu wasn't an option, because i don't have mnc or any of that installed and was hoping i wouldn't have to, but that might be a pipe dream haha. I am basically trying to mod everything in the game to be anatomically correct but non sexual but i don't currently have ANY sex mods installed. I have an anatomically correct creature replacer mod that's entirely the desexualized assets from MNC, https://www.nexusmods.com/skyrim/mods/105957 so all the creatures are anatomically correct but their MNC parts are all static, there's no physics bones, those things have been removed...annoyingly. WHat i'm trying to do is replace as many of those as i can with the actual assets from MNC to keep them in their unaroused state (Cocks and whatever are fine and preferred on more humanoid creatures without sheaths but on horses and ambient creatures i don't want those) but also have physics because it looks odd to have say, a gargoyle with this nice package doing these nice animatiosn but his flaccid package is totally stationary, same with the falmer, giants etc etc. When i found this animal SOS mod i saw it comes with all the anatomically correct parts WITH the physics bones WITH the cbpc configs to drive them and I figured i could take the cbpc config files from it, take the meshes from it and replace the creature replacer .nifs i already have with these ASOS/MNC .nif files and then i'd have unaroused creatures with flaccid parts that move in a believable way. I figured say the gargoyle cock would flop around like the tng cocks in my game but that's not the case. THey DO receive physics but they're basically floppy boners, which is amusing and maybe a little hot but not what i'm looking for. But like if i fight a death hound it would be nice for it's sheath and balls to jiggle as they naturally would with phsyics but no dog cock/knot sticking out. That gargoyle you posted is very clearly the same mesh from the ANNA pack but i assume in yours it has all it's physics bones unlike in mine, this would be great. That mesh does not exist in this ASOS mod, they all have longer aroused cocks which would be fine if they didn't stay hard in game (With physics but they're still hard, which i don't want.) IF i have to install sexlab, creature framework and MNC to accomplish what i'm trying to do i guess i'm willing to do that if i don't lose TNG. What i don't want is arousal states, sex animations, sexual encounters or any of that. Since you actually know what you're talking about and are so helpful (Agian really appreciate it, this seemingly simple thing has been such a pain to understand and figure out.) what specifically would you recommend if i have to install those things to accomplish my goal of having all the nice physics enabled bits without the arousal and animations? I'm checking out your link but i'm not entirely sure what it does since it's obviously geared more towards creature animations and sexual encounter stuff. I actually have tried numerous ways to accomplish this and i even edited the aroused gargoyle .nif bones in blender and copied the weights in the hopes his dick would be in this shape with physics and that was a bust . Even t hough i got this to be the correct resting state if the skeleton and model it's not working in the game. EDIT: So i checked the meshes in the MNC pack to see if this was a viable solution and it appears there's zero physics bones for MNC? Or would those be supplied by TNG if i install those mods you suggested alongside TNG? Does the gargoyle model you posted have physics on it's parts when it's in it's unaroused state in your game? Okay, I see what you're trying to do now... What ASOS does is take all creatures' aroused meshes (erect) and apply physics and erection states to them the same way SOS and TNG do. They way THOSE mods manipulate penises is more like a gradient, with varying states of erection (which can be controlled via hotkeys or can hook directly into an arousal system like SLA). They don't have different "on" or "off" meshes for aroused or unaroused like most creature-oriented mods typically do. Instead, they manipulate the bones of the single penis mesh to either extend in an erection or retract based on the NPC's arousal rating (which you don't have in your game) or user hotkey manipulation. That's why ASOS only has the aroused meshes- because that's what it's using for both states. Basically, if you want physics via ASOS you're gonna need a way for the game to differentiate aroused versus unaroused so that it can apply the desired flaccid state to the single creature meshes that ASOS uses. The mods I talked about previously will do that, and most of what I was instructing was how to try and optimize them to always have the default NPC arousal low enough that no one would ever get horny, and therefore erect. Your situation is pretty unconventional though, and there are gonna be a lot of extra dependencies for many of these mods I'm suggesting. If you're wanting to keep your mod setup simple and not spend a bunch of time getting systems working that you don't intend to use as more than a framework, it may not be worth it... And by the way, none of these mods I'm suggesting contain actual sex animations (to my best knowledge) and only Aroused Creatures is designed to start sex animations without the player manually initiating them, but this can effectively be disabled in its settings. Animation packs for Sexlab are downloaded separately; Sexlab, SLA, and AC are just frameworks, immersion/roleplay enhancers, or means of integrating the animations into regular gameplay. 1
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