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Posted
4 hours ago, krkala said:

Can you remove the pre-requisites for CreatureSummoner?

🤔 that was my original plan.  but I can't figure out how to get the scripts working and not adding master ESP.

Let me see if I can edit the mod to remove master and make it back to conjure spell while not doubling the work 🫠 that will be the thing for next month..

 

8 hours ago, xtro334 said:

Suggestions for added creatures:

Xenomorph (was a xenomorph replacer for werewolf in skyrim regular edition)

Other Fallout creatures from https://arca.live/b/tullius/57509310 (not sure if that was latest version)

Deathclaw https://arca.live/b/tullius/57075909

Supermutants https://arca.live/b/tullius/56946168

 

Got your creature to work after using creature summoner. Not sure what in it added the conversation with the creatures. 🤔

 

 😋Xenomorph is already on my list.   Deathclaw is cool 

 

conversation probably from aroused creature or follower manager mod🤔

Posted

Thank you so much for sharing your mods with us, especially the cockroach ones. I just tried them out and they're amazing. I never thought someone would be able to make skeever animations work on insects. This definitely opens up a whole host of possibilities, like combining creatures that have rat skeletons in their 3p, 4p, and 5p. You're definitely a genius and an artist!

Posted

Thanks for the RATROACHS great addition! Will love to see more fallout based creatures! Such as Radscorpion, Cazadors, Bloatflies, Bloodbugs, Mirelurk, Mirelurk hunters, and Mirelurk Kings! Awesome job!

Posted
17 hours ago, Bestiality44 said:

Thank you so much for sharing your mods with us, especially the cockroach ones. I just tried them out and they're amazing. I never thought someone would be able to make skeever animations work on insects. This definitely opens up a whole host of possibilities, like combining creatures that have rat skeletons in their 3p, 4p, and 5p. You're definitely a genius and an artist!

😋👌 Thank you.  I was thinking the needs of multiple actors too.  thats why I try to update with scripts from other mod, because the conjuration spell has its limit, hentaicreature summon has no limits of number and have popup menu, more "user friendly".    But I don't know how to only port scripts without adding master. 🤣 

 

Ratroach is his idea👇   I know there is other mod have griffen with skeever skeleton, thought roach skeever will be interesting too😂

 

14 hours ago, Niggaram said:

Thanks for the RATROACHS great addition! Will love to see more fallout based creatures! Such as Radscorpion, Cazadors, Bloatflies, Bloodbugs, Mirelurk, Mirelurk hunters, and Mirelurk Kings! Awesome job!

 😋   

the limitation here is always how to fit the body mesh closer to vanilla creature, since the animations are based on that. 🤔 I still don't know whats the reason of the chaurus hunter skeleton.nif scale problem with outfitstudio. beside that, chaurus hunter is skinny which is harder to fit.

Posted (edited)
On 3/21/2025 at 7:59 AM, krkala said:

Can you remove the pre-requisites for CreatureSummoner?

 

🤔 I ESL Flagged creaturesummoner, so it will not take ESP slot,(I don't know why I didn't think about this😂)

it works on my game, I need more ppl to test it.

 

 

I only flagged it to ESL, credit for the mod goes to MadMansGun..

CreatureSummoner_MNCSEv15(ESL).zip

 

So I flagged v16 to ESL keep both version here in case you need old one.   

( I do notice I changed the id for a chest in riverwood, which means you will not able to get spellbooks from that chest in-game if you use this ESL version. ) 

just use AddItemMenu

CreatureSummoner_MNCSE&AEv16_1(ESL).7z

Edited by Gugu_Grea
Posted (edited)
On 3/26/2025 at 4:04 AM, Gugu_Grea said:

 

🤔我ESL标记了creature召唤师,所以它不会占用ESP插槽,(我不知道为什么我没有想到这一点😂)

它在我的游戏上工作,我需要更多的人来测试它。

 

 

我只标记了ESL,国防部的荣誉属于MadMansGun..

creature召唤师_MNCSEv15(ESL)。活力 997.75 kB · 76次下载

Can you ESL the author's other mod, Werewolf Prostitution V4.5B? Thanks for the help!

Edited by krkala
Posted (edited)

update:😋  found a model 

Spoiler

hati.jpg.a1fb6a8ac13cb20614a5a6922bfb44e4.jpg

 

On 3/29/2025 at 10:48 PM, krkala said:

Can you ESL the author's other mod, Werewolf Prostitution V4.5B? Thanks for the help!

🤔  I can flag ESL, but no guarantee

WerewolfProstitution.esp

Edited by Gugu_Grea
Posted (edited)

update

added:

-Hati(dog)

-Xenomorph(werewolf)

re-register all mod in creatureframework to update

 

 🤣 I'm so happy with the result. 

This is my best update so far. tried a lot of new stuff... 

Hati(add tongue, make glow map for body,  it can glow in dark!)

Xenomorph(add tongue, scale head bigger to fit better with werewolf shape/animation.  redo the weight painting add finger bones so it can "grab" now )

Spoiler

Skyrim Special Edition 2025_4_5 21_39_20.jpgSkyrim Special Edition 2025_4_10 19_23_124.jpg

 

6z4gusk19nfd1.jpg.5dffac600888105c5c17dea56d3b9332.jpg

Edited by Gugu_Grea
Posted

plan for future update: Gargoyle and Giant, since they both have great SLAL animations. no good ideas yet.
and I will be more focus on my blender/animation project.  🫠

 

13 hours ago, Doom.lord16 said:

Hmmm... i suggest: The Walrider be added to the docket.

That is all~ (prolly draugr skeleton given body shape)

 looks cool,  🤔 I don't know if I want add another draugr rn, and I prefer to keep all the accessory from bakaABC 😋

Posted (edited)
5 hours ago, Gugu_Grea said:

update

added:

-Hati(dog)

-Xenomorph(werewolf)

re-register all mod in creatureframework to update

 

 🤣 I'm so happy with the result. 

This is my best update so far. tried a lot of new stuff... 

Hati(add tongue, make glow map for body,  it can glow in dark!)

Xenomorph(add tongue, scale head bigger to fit better with werewolf shape/animation.  redo the weight painting add finger bones so it can "grab" now )

  Hide contents

Skyrim Special Edition 2025_4_5 21_39_20.jpgSkyrim Special Edition 2025_4_10 19_23_124.jpg

 

6z4gusk19nfd1.jpg.5dffac600888105c5c17dea56d3b9332.jpg

 

Nice!

 

Now we just need someone to add a crashed spaceship with these inside, somewhere in Skyrim. 😉

 

Might be nice to add in more of the xenomorph variations and facehugger from https://www.nexusmods.com/skyrimspecialedition/mods/7073 and 

Predators might also be a nice things to add.

Edited by xtro334
Posted (edited)
10 hours ago, xtro334 said:

 

Nice!

 

Now we just need someone to add a crashed spaceship with these inside, somewhere in Skyrim. 😉

 

Might be nice to add in more of the xenomorph variations and facehugger from https://www.nexusmods.com/skyrimspecialedition/mods/7073 and 

Predators might also be a nice things to add.

🤔 is that facehugger something like quipment?   interesting. 

 

3 hours ago, combine_47 said:

Hmm, I guess in the second screenshot it's still a xenomorph tail, right? 😅

😅 I know its bad angle and bad lighting.    here is a screenshot when I work on the model.   

Spoiler

Screenshot2025-04-10165406.thumb.jpg.61dbe4531c513b943d0e741c3cd5bd87.jpg

 

Edited by Gugu_Grea
Posted (edited)

The mod was already great but you keep adding more greatness to it, thank you

 

Is there anyway to make them part of the natural enemy spawn?

 

While on this topic, I have this mod https://www.nexusmods.com/skyrimspecialedition/mods/20368 and i've managed to add a schlong but whenever a scheme occurs it just floats in the air statically (i replaced the abc model with the bat model and transfer the schlong across)

 

I don't know how to fix the issue though :/

 

 

Some models ideas:

 

District 9 prawns

Halo Sangheili and Jackal

Edited by friendlygaint
Posted
20 hours ago, Gugu_Grea said:

plan for future update: Gargoyle and Giant, since they both have great SLAL animations. no good ideas yet.
and I will be more focus on my blender/animation project.  🫠

 

 looks cool,  🤔 I don't know if I want add another draugr rn, and I prefer to keep all the accessory from bakaABC 😋

super mutants and/or death claws from fallout maybe

Posted
6 hours ago, friendlygaint said:

The mod was already great but you keep adding more greatness to it, thank you

 

Is there anyway to make them part of the natural enemy spawn?

 

While on this topic, I have this mod https://www.nexusmods.com/skyrimspecialedition/mods/20368 and i've managed to add a schlong but whenever a scheme occurs it just floats in the air statically (i replaced the abc model with the bat model and transfer the schlong across)

 

I don't know how to fix the issue though :/

 

 

Some models ideas:

 

District 9 prawns

Halo Sangheili and Jackal

creatures in my mod are just a "skin" for vanilla creatures, I never did creature spawn mod. My plan is make a replacement mod to swap vanilla creature ingame 🤔 

 

The bat probably using customized skeleton

 

1 hour ago, khfhnvrfkh said:

super mutants and/or death claws from fallout maybe

🤔 I want something with wings for Gargoyle, Giant bodyshape is more at skinny side.

Posted
19 hours ago, Gugu_Grea said:

😅 I know its bad angle and bad lighting.    here is a screenshot when I work on the model.

No, no, it's a great shot. I think it's the best one for your mod😄

Posted (edited)

Thank you for the mod!

 

Any idea why Xenomorph turns invisible when initiating SL scene?

 

edit- working now after registering in creature framework again

Edited by sierrra
Posted
On 4/11/2025 at 10:35 AM, Gugu_Grea said:

update

added:

-Hati(dog)

-Xenomorph(werewolf)

re-register all mod in creatureframework to update

 

 🤣 I'm so happy with the result. 

This is my best update so far. tried a lot of new stuff... 

Hati(add tongue, make glow map for body,  it can glow in dark!)

Xenomorph(add tongue, scale head bigger to fit better with werewolf shape/animation.  redo the weight painting add finger bones so it can "grab" now )

  Reveal hidden contents

Skyrim Special Edition 2025_4_5 21_39_20.jpgSkyrim Special Edition 2025_4_10 19_23_124.jpg

 

6z4gusk19nfd1.jpg.5dffac600888105c5c17dea56d3b9332.jpg

for giant you could use the giant/ice giant from witcher 3.

For gargoyle... not sure... ~~but i'd love to see more eldritch and xeno style entities lol~~

Posted
On 4/12/2025 at 7:05 AM, combine_47 said:

No, no, it's a great shot. I think it's the best one for your mod😄

😋 ty

On 4/12/2025 at 10:30 AM, friendlygaint said:

How about Evolved monsters? i found a mod for an MDL file for one, no idea on quality however this one could be the vampire lord

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1516697002

 

 

Also I fixed the issue with the floating vampire lord dick, i took the ABC skeleton and replaced the one in the bat lord mod, works great thank you.

🤠 this looks super cool, I don't know what will fit better

 

I never tried to replace skeleton.nif for creatures with customized skeletons, good to know that works.😆

On 4/13/2025 at 12:09 PM, sierrra said:

Thank you for the mod!

 

Any idea why Xenomorph turns invisible when initiating SL scene?

 

edit- working now after registering in creature framework again

 

😋  

 

20 hours ago, Doom.lord16 said:

for giant you could use the giant/ice giant from witcher 3.

For gargoyle... not sure... ~~but i'd love to see more eldritch and xeno style entities lol~~

🤠  

Posted (edited)

I can't figure it out. I am using Additem and QUI. But I can't find the section of your mod. Maybe there are too many mods in my build... but I sat for about 15 minutes detailing the whole list several times, but I can't find your mod :(

 

UPD: Yeah, I just didn't install CreaturesSummoner. Don't be like me... be smart. xD

Edited by combine_47
Posted

Feral ghouls... wonder what skeleton would fit...

Falmer? Draugr is too 'animate' i feel.

Could do like the draugr ferals in demoniccreatures and have both a falmer skeleton version *and* maybe a fully unarmed draugr one, or even make a... like what, a dog or something for an 'all fours running' feral?

May i recommend also trying to get Trogs from fallout 3 working? Not sure which skeleton buuuut

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