tessory2 Posted January 5, 2023 Posted January 5, 2023 Hi, everyone I in EnderalSE really miss creatures from Dragonborn and Dawnguard DLCs. So I added it in game (originally game have them, but it was deleted in ESM). Here two files for that. I didn't give any guarantee that it not broken something. Actually these mods little "dirty". I use that DLCs with Ultimate Hostile Encounter mod to spawn these creatures, also have modified MNC for support these creatures, if someone need - tell me. You can add these creatures via "Are you there?" mod Dragonborn and Dawnguard creatures.zip 1
mcnv Posted April 4, 2023 Posted April 4, 2023 I have found a way to use Fill Her Up in Enderal. The latest version made by Baka in patron does not work. It Blanks the MCM screen. Version 1.60 does work. Fill Her Up Baka Edition English SE 1.60V.rar (I can't find this version available anywhere so this is my copy) What do you need to get this to work? Probably nothing but if you struggle like I did try the following. Remember to check the "build morpths" check when building you body. Just covering the Basis I made this mistake. DO NOT INSTALL INFLATION FRAMEWORK. You might notice that both the original and the Baka edition set Inflation framework to (optional). Well its time to take that option and DON'T INSTALL IT. It works by itself. Leave it alone. My current installation doesn't need it, maybe yours do not either. 1
MrNok Posted July 12, 2023 Posted July 12, 2023 On 7/15/2021 at 3:28 PM, Xerrasx said: Hey Guys, i made MNC and Animal SOS compatible for Enderal, for me it works without Problems 20 Hours ingame. But for it to work you need the Skyrim DLC PlaceHolders from here https://www.nexusmods.com/enderalspecialedition/mods/1?tab=files. Loadorder: MNC, Animal SOS, ASOS RacePatch Pls be aware my Modding Skills are Limited and i made the bare minimum for it to work. If any of the Original Authors doesnt wish that i upload edited Files from their Mods pls contact me and i will remove this. Animal_SOS.esp 103.4 kB · 196 downloads ASOS Race Patch.esp 33.34 kB · 199 downloads MoreNastyCritters.esp 112.25 kB · 262 downloads Are you still around? If so, do you think you could try and get newer version of MNC to work with Enderal? 1
GownTwiceItself691764 Posted December 16, 2023 Posted December 16, 2023 @spoonsingermay i inquire as to what happened to your "Enderal'ified version of SL DRUNK REDUX 1.3" mod that's linked in the 2nd post here?
spoonsinger Posted December 16, 2023 Posted December 16, 2023 1 hour ago, philtwo said: @spoonsingermay i inquire as to what happened to your "Enderal'ified version of SL DRUNK REDUX 1.3" mod that's linked in the 2nd post here? No idea, but find attached. SLDrunkRedux v1.3 (Enderal SSE).7z 1
GownTwiceItself691764 Posted December 22, 2023 Posted December 22, 2023 (edited) will post my notes here: fully decking out a modded Enderal SE with all the bells and whistles you possibly can gets annoying. i've probably spent twice as much time getting this going as i had to on skyrim. make sure you're downloading the correct base mod for SSE and placing the patch .esp from this thread after it. poses work with poser hotkeys plus. if your character is t-pose / tpose / t-posing but your beasts aren't make sure the enderal behavior's pack isn't overwriting any skeletons AND check the hkx compatibility box on fnis before you run it and see if you get any warnings for incompatible LE animations. a single LE animation no matter what it does will completely brick you into a t-pose. if your beasts are T-Posing but your character isn't then they have conflicting skeletons between the mods you're running. may be able to fix in-game if you select skeletons for each under Creature Framework's MCM menu. able to get in-game with Animated Beast's Cocks(ABC) For users LE / SE 2.91V enabled. don't know yet if it actually works. if FNIS says something is wrong then listen to it and try testing your game with that specific animation mod disabled. (idle animations working but actors standing still / ontop of eachother during scenes) for search purposes if you run the mod Skip Into Enderal SE sex animations will " fade to black " or " go to a black screen " during the animations but still play sounds. you'll need to temporarily toggle TEOFIS during animations until you complete the first quest in the opening area. Edited July 26, 2025 by philtwo
Burensc Posted January 23, 2024 Posted January 23, 2024 I'm planning on getting into Enderal, even on a first play through I almost always mod in convenience mods like UI overhaul, simple horse utilities(oblivion)/convient horses mods(skyrim), bug fixes, ect. As well as lovers lab mods for Immersion of course. It looks like Enderal comes with its own horse utilities. But I am trying to find a full guide for Modding the game. If anyone has a link to something useful it would be handy. I guess my two big questions that is more important than anything else Is: 1) should I use the Steam version of Enderal (SE) or create an Instance in MO2 and get Enderal into my Skyrim SE? 2) Is it easy to use Skyrim SE mods into enderal? Either the steam version or the full skyrim mod version? I feel if I get the right start the rest of my modding will get simple.
mcnv Posted January 23, 2024 Posted January 23, 2024 8 hours ago, Burensc said: 1) should I use the Steam version of Enderal (SE) or create an Instance in MO2 and get Enderal into my Skyrim SE? 2) Is it easy to use Skyrim SE mods into enderal? Either the steam version or the full skyrim mod version? 1) Use the Steam version. It's a completely different installation of Skyrim SE version 1.5.97 so if you might think of switching back to your Skyrim installation, mods for different versions of Skyrim won't get mixed up. 2) (I use the Steam version) Surprisingly, as long as the mod is compatible with Skyrim SE version 1.5.97 it works. Whether or not it affects Enderal is another story. Player-centric stuff like Smooth Cam, Physics, and True Directional movement run as well as if it was Skyrim. Any issues or bugs are usually something you would encounter as if you were just modding base Skyrim. Mods that edit the world, rely on screwing around with NPCs, containers, enemies... (like defeat) may be broken What does Enderal have? The Steam version comes with a few mods of its own such as SkyUI. You can check what they included in the Credits.txt file in the main folder Armor mods. For replacers: It's a pain. Enderal has its own set of clothes while also sometimes using Skyrim assets, usually they won't. You'll need to screw around bodyslide if you want to replace certain clothes or armor. for non-replacers, no problems. add item menu for 1.5.97 is available. Race mods. I've used Terraelin and it seems to work fine. your player character will just default to one of the base races for racial checks (half-kelayan or something) For Loverslab specifically, you have to rely on what's ever on this thread, anything outside will risk not working properly. it doesn't mean it won't work but you're on your own. Animations don't need version changes. Just remember the numbers: 1.5.97 also, I found this spreadsheet that has "compatible mods" but I'm not sure how accurate it is: Enderal SE Compatible Mods list 2 - Google Sheets
Burensc Posted January 23, 2024 Posted January 23, 2024 6 hours ago, mcnv said: 1) Use the Steam version. It's a completely different installation of Skyrim SE version 1.5.97 so if you might think of switching back to your Skyrim installation, mods for different versions of Skyrim won't get mixed up. 2) (I use the Steam version) Surprisingly, as long as the mod is compatible with Skyrim SE version 1.5.97 it works. Whether or not it affects Enderal is another story. Player-centric stuff like Smooth Cam, Physics, and True Directional movement run as well as if it was Skyrim. Any issues or bugs are usually something you would encounter as if you were just modding base Skyrim. Mods that edit the world, rely on screwing around with NPCs, containers, enemies... (like defeat) may be broken What does Enderal have? The Steam version comes with a few mods of its own such as SkyUI. You can check what they included in the Credits.txt file in the main folder Armor mods. For replacers: It's a pain. Enderal has its own set of clothes while also sometimes using Skyrim assets, usually they won't. You'll need to screw around bodyslide if you want to replace certain clothes or armor. for non-replacers, no problems. add item menu for 1.5.97 is available. Race mods. I've used Terraelin and it seems to work fine. your player character will just default to one of the base races for racial checks (half-kelayan or something) For Loverslab specifically, you have to rely on what's ever on this thread, anything outside will risk not working properly. it doesn't mean it won't work but you're on your own. Animations don't need version changes. Just remember the numbers: 1.5.97 also, I found this spreadsheet that has "compatible mods" but I'm not sure how accurate it is: Enderal SE Compatible Mods list 2 - Google Sheets Thank you
Burensc Posted January 23, 2024 Posted January 23, 2024 So just to be clear? I want skyrim mods like CBBE for SE version 1.5.97 NOT version AE 1.6.1170
mcnv Posted January 24, 2024 Posted January 24, 2024 3 hours ago, Burensc said: So just to be clear? I want skyrim mods like CBBE for SE version 1.5.97 NOT version AE 1.6.1170 yes. 1
xavi84 Posted January 24, 2024 Posted January 24, 2024 (edited) On 7/15/2021 at 10:28 AM, xavi84 said: Hey Guys, i made MNC and Animal SOS compatible for Enderal, for me it works without Problems 20 Hours ingame. But for it to work you need the Skyrim DLC PlaceHolders from here https://www.nexusmods.com/enderalspecialedition/mods/1?tab=files. Loadorder: MNC, Animal SOS, ASOS RacePatch Pls be aware my Modding Skills are Limited and i made the bare minimum for it to work. If any of the Original Authors doesnt wish that i upload edited Files from their Mods pls contact me and i will remove this. I made an update so far only the Vatyrs do not work, i tested and tried all i could think of but did not get them to work Here are the new Files just install the Original mods like you used to and overwrite them with mine Update: Forgot to mention thesste are the edited Files from the Latest MNC, BakaFactoryABC and Animal SOS Update2: Got the Vatyr to work its not perfect and only the Animal SOS P schlong works otherwise they change complete to werewolf, had to edit every Vatyr in the World. Enderal Forgotten Stories.esm added new Races for them and i just changed them backt to Werewolf Race. I also found some new Races for Trolls and Wolfs and also changed them back to Original. Just download the RaceCHanges.esp below ASOS Race Patch.esp BakaFactoryABC.esp MoreNastyCritters.esp Animal_SOS.esp RaceChanges.esp Edited January 27, 2024 by xavi84 Update File 5
Burensc Posted January 25, 2024 Posted January 25, 2024 On 7/15/2021 at 2:28 AM, xavi84 said: Hey Guys, I made a Update for this go the Page 4 or click the link below for my new Post and there you can download the new files also included now is ABC SOS by Bakafactory Updated Post on Page 4 i made MNC and Animal SOS compatible for Enderal, for me it works without Problems 20 Hours ingame. But for it to work you need the Skyrim DLC PlaceHolders from here https://www.nexusmods.com/enderalspecialedition/mods/1?tab=files. Loadorder: MNC, Animal SOS, ASOS RacePatch Pls be aware my Modding Skills are Limited and i made the bare minimum for it to work. If any of the Original Authors doesnt wish that i upload edited Files from their Mods pls contact me and i will remove this. Animal_SOS.esp 103.4 kB · 0 downloads ASOS Race Patch.esp 33.34 kB · 0 downloads MoreNastyCritters.esp 112.25 kB · 0 downloads Hey I got a question about creatures. I'm not into beastality, but I know creature frameworks often handle more than just dogs, deer, and the like. Humanoids like goblins and such. For Skyrim I don't have/need a special beast mod, but for Oblivion I need the creatures to get some of the humanoid stuff it's almost a soft requirement for just installing the lovers framework. What would I need for Enderal? Is the basic setup good enough for people not into the animal thing, or is there humanoid stuff that requires beast mods like Nasty critter?
mcnv Posted January 25, 2024 Posted January 25, 2024 1 hour ago, Burensc said: What would I need for Enderal? Is the basic setup good enough for people not into the animal thing, or is there humanoid stuff that requires beast mods like Nasty critter? skeletons, draugar, trolls, dragon priests, giants, dwarven centurions/spheres, if you count all of those as humanoids and you want them to work, then yeah you'll need a creature setup. If it moves differently from a human in any way, even if it stands on two feet, it counts as a creature. For JUST humans you don't need any creature stuff. They use different "skeletons" from humans. The last time I saw goblins used, I think they used riekling skeletons so you'll need riekling animations if you want them to "fuck". I think except for Billy's animation, most animators just separate their animations between human and animal so you can't cut non-humanoids out easily. Vatyrs uses werewolf skeletons but as the post above said, they don't seem to work.
Burensc Posted January 25, 2024 Posted January 25, 2024 58 minutes ago, mcnv said: skeletons, draugar, trolls, dragon priests, giants, dwarven centurions/spheres, if you count all of those as humanoids and you want them to work, then yeah you'll need a creature setup. If it moves differently from a human in any way, even if it stands on two feet, it counts as a creature. For JUST humans you don't need any creature stuff. They use different "skeletons" from humans. The last time I saw goblins used, I think they used riekling skeletons so you'll need riekling animations if you want them to "fuck". I think except for Billy's animation, most animators just separate their animations between human and animal so you can't cut non-humanoids out easily. Vatyrs uses werewolf skeletons but as the post above said, they don't seem to work. Ok thanks
ohsnapdragon Posted January 25, 2024 Posted January 25, 2024 (edited) 16 hours ago, xavi84 said: I made an update so far only the Vatyrs do not work, i tested and tried all i could think of but did not get them to work Here are the new Files just install the Original mods like you used to and overwrite them with mine ASOS Race Patch.esp 50.65 kB · 0 downloads BakaFactoryABC.esp 7.1 kB · 1 download MoreNastyCritters.esp 239.53 kB · 1 download Animal_SOS.esp 118.06 kB · 0 downloads Can confirm that this seems to work perfectly, at least for the latest versions of MCN and BakaABC as of this post (I skipped animal SOS). Thanks for the update! Edited January 25, 2024 by ohsnapdragon
xavi84 Posted January 25, 2024 Posted January 25, 2024 6 hours ago, ohsnapdragon said: Can confirm that this seems to work perfectly, at least for the latest versions of MCN and BakaABC as of this post (I skipped animal SOS). Thanks for the update! Yeah sry forgot to mention these are the files from the latest MNC, BakaFactorys ABC and Animal SOS
xavi84 Posted January 26, 2024 Posted January 26, 2024 On 1/25/2024 at 5:00 AM, mcnv said: skeletons, draugar, trolls, dragon priests, giants, dwarven centurions/spheres, if you count all of those as humanoids and you want them to work, then yeah you'll need a creature setup. If it moves differently from a human in any way, even if it stands on two feet, it counts as a creature. For JUST humans you don't need any creature stuff. They use different "skeletons" from humans. The last time I saw goblins used, I think they used riekling skeletons so you'll need riekling animations if you want them to "fuck". I think except for Billy's animation, most animators just separate their animations between human and animal so you can't cut non-humanoids out easily. Vatyrs uses werewolf skeletons but as the post above said, they don't seem to work. Got the Vatyrs to work see my Post above 1
mcnv Posted January 27, 2024 Posted January 27, 2024 20 hours ago, xavi84 said: Got the Vatyrs to work see my Post above The RaceChances.esp has a PowderMegaPack.esp requirement. What's that?
xavi84 Posted January 27, 2024 Posted January 27, 2024 (edited) 2 hours ago, mcnv said: The RaceChances.esp has a PowderMegaPack.esp requirement. What's that? Crap will remove it and upload new file That is the Flintlock Mod. Here: Flintlock Pistols Update: New File is up just redownload it Edited January 27, 2024 by xavi84 1
GownTwiceItself691764 Posted January 28, 2024 Posted January 28, 2024 (edited) On 1/22/2024 at 9:35 PM, Burensc said: I'm planning on getting into Enderal, even on a first play through I almost always mod in convenience mods like UI overhaul, simple horse utilities(oblivion)/convient horses mods(skyrim), bug fixes, ect. As well as lovers lab mods for Immersion of course. It looks like Enderal comes with its own horse utilities. But I am trying to find a full guide for Modding the game. If anyone has a link to something useful it would be handy. I guess my two big questions that is more important than anything else Is: 1) should I use the Steam version of Enderal (SE) or create an Instance in MO2 and get Enderal into my Skyrim SE? 2) Is it easy to use Skyrim SE mods into enderal? Either the steam version or the full skyrim mod version? I feel if I get the right start the rest of my modding will get simple. 1. either version should be fine as long as you use the backport to 1.5.97 mod on steam version. i use the standalone version personally on MO2. you can ignore form 43 errors. any mods involving skyrim races will need to use the race change script in the OP in SSEEdit and can be done in a batch with a few clicks so it's no biggie. 2. i'll include my WIP modlist but pretty much everything works EXCEPT for custom objects placed specifically on skyrim's map (you can edit such mods with SSEEdit to remove some flags and MAYBE get your game to boot with them enabled for some functionality from them.) the only 2 big mods that don't work for enderal SE are LUX and i THINK dyndolod doesn't work or it may run but not actually do anything i'm not sure. if you wanna go above and beyond you can test sexlab mods that aren't mentioned in this thread and report their functionality back to us here. WIP MODLIST (load order is reversed) you can also pick up modlist ideas from here, here, or here. if you need non-sexlab help search the official enderal discord server and if you find an alternative death mod for enderal let me know! Edited January 28, 2024 by philtwo
Burensc Posted January 29, 2024 Posted January 29, 2024 23 hours ago, philtwo said: 1. either version should be fine as long as you use the backport to 1.5.97 mod on steam version. i use the standalone version personally on MO2. you can ignore form 43 errors. any mods involving skyrim races will need to use the race change script in the OP in SSEEdit and can be done in a batch with a few clicks so it's no biggie. 2. i'll include my WIP modlist but pretty much everything works EXCEPT for custom objects placed specifically on skyrim's map (you can edit such mods with SSEEdit to remove some flags and MAYBE get your game to boot with them enabled for some functionality from them.) the only 2 big mods that don't work for enderal SE are LUX and i THINK dyndolod doesn't work or it may run but not actually do anything i'm not sure. if you wanna go above and beyond you can test sexlab mods that aren't mentioned in this thread and report their functionality back to us here. WIP MODLIST (load order is reversed) you can also pick up modlist ideas from here, here, or here. if you need non-sexlab help search the official enderal discord server and if you find an alternative death mod for enderal let me know! Thanks
mcnv Posted February 4, 2024 Posted February 4, 2024 On 1/25/2024 at 3:24 AM, xavi84 said: I made an update so far only the Vatyrs do not work, i tested and tried all i could think of but did not get them to work Here are the new Files just install the Original mods like you used to and overwrite them with mine Update: Forgot to mention thesste are the edited Files from the Latest MNC, BakaFactoryABC and Animal SOS Update2: Got the Vatyr to work its not perfect and only the Animal SOS P schlong works otherwise they change complete to werewolf, had to edit every Vatyr in the World. Enderal Forgotten Stories.esm added new Races for them and i just changed them backt to Werewolf Race. I also found some new Races for Trolls and Wolfs and also changed them back to Original. Just download the RaceCHanges.esp below ASOS Race Patch.esp 50.65 kB · 2 downloads BakaFactoryABC.esp 7.1 kB · 4 downloads MoreNastyCritters.esp 239.53 kB · 3 downloads Animal_SOS.esp 118.06 kB · 2 downloads RaceChanges.esp 74.42 kB · 3 downloads Hey, I've finally got around to testing the Vatyrs in my playthrough. Animations manage to start (Yay) but the penis mesh doesn't always appear. I've also noticed a few other animals not registering in defeat. Is changing the race all that is needed to do to make them work? I found rat and wolf variants that don't register in Defeat while other variants could alongside things like mud elementals who appear to have troll skeletons but are not valid aggressors.
xavi84 Posted February 4, 2024 Posted February 4, 2024 6 hours ago, mcnv said: Hey, I've finally got around to testing the Vatyrs in my playthrough. Animations manage to start (Yay) but the penis mesh doesn't always appear. I've also noticed a few other animals not registering in defeat. Is changing the race all that is needed to do to make them work? I found rat and wolf variants that don't register in Defeat while other variants could alongside things like mud elementals who appear to have troll skeletons but are not valid aggressors. Yeah look them up in TES Edit and change them all one by one to their Original Race. I thought i covered them all seems that i missed some Yeah in Creature Framework ingame you need to Select for all Werewolf settings the SOS Schlong P Version with that it should work fine i discovered no Probs so far. 2
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