Jump to content

(ABANDONED) OCreatures - Ostim Creature Extension


Recommended Posts

Posted
On 12/15/2025 at 6:44 AM, ThaFish said:

I haven't tested all animations, but everyone I have worked properly. This converts all the creature animations in 9.7 EXCEPT INVISIBLE FURNITURES. Ocreatures should overwrite billy 9.7 and then this conversion should overwrite both. 

OCreatures_Billyy9.7Conversion.zip 2.61 MB · 20 downloads

I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem

Posted (edited)

Got an issue with PC werewolf stuck in stroking/idle animation without switching to others. Another actor moves as intended. How to fix this? (I saw several ppl with the same issue, but not the soultion)

UPD. Tried to initiate as a female character. Prompt says that no starting animation found.
UPD 2. Creatures don't move at all. So question stays the same

Edited by aquilasassassin
Posted (edited)
On 12/19/2025 at 3:32 PM, ThaFish said:

I haven’t tested those yet. I’m sure it probably was my conversion. I’ll try to look into it. My whole house has the flu so it might be awhile 😂

 

On 1/4/2026 at 7:47 PM, Roca2536 said:

I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem

 

On 1/5/2026 at 8:16 PM, aquilasassassin said:

Got an issue with PC werewolf stuck in stroking/idle animation without switching to others. Another actor moves as intended. How to fix this? (I saw several ppl with the same issue, but not the soultion)

UPD. Tried to initiate as a female character. Prompt says that no starting animation found.
UPD 2. Creatures don't move at all. So question stays the same

Problem is mixed up index. For fmm+ In all .json, example: \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmm\billyywerewolf\BillyyWerewolfHubFMM.json and all subfolder jsons
For female "animationIndex": 1
For everyone else 0,2,3,4...
Here is the test .json files for werewolfs/horse, it should overwrite everything

I don't remember exact index to set, i think index for M actors also matters (maybe 2,0,1 not 0,2,1?), so, some animations still don't work, but some do, horse should work, werewolf 50/50
I'll eventually remember exactly how to set index or maybe you can give it a try

 

Billyindex.rar

Edited by LiIli
Posted
4 hours ago, LiIli said:

 

 

Problem is mixed up index. For fmm+ In all .json, example: \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmm\billyywerewolf\BillyyWerewolfHubFMM.json and all subfolder jsons
For female "animationIndex": 1
For everyone else 0,2,3,4...
Here is the test .json files for werewolfs/horse, it should overwrite everything

I don't remember exact index to set, i think index for M actors also matters (maybe 2,0,1 not 0,2,1?), so, some animations still don't work, but some do, horse should work, werewolf 50/50
I'll eventually remember exactly how to set index or maybe you can give it a try

 

Billyindex.rar 144.04 kB · 1 download

Male PC werewolf still doesn't work on female, just stands idle. And what indexes are you referring to? I may look them up in json files myself.

Posted (edited)
10 hours ago, aquilasassassin said:

Male PC werewolf still doesn't work on female, just stands idle. And what indexes are you referring to? I may look them up in json files myself.

 

On 12/19/2025 at 3:32 PM, ThaFish said:

I haven’t tested those yet. I’m sure it probably was my conversion. I’ll try to look into it. My whole house has the flu so it might be awhile 😂

 

On 12/16/2025 at 5:04 PM, alphafr said:

Yeah group animations seems broken from the 9.7 conversion

 

On 1/4/2026 at 7:47 PM, Roca2536 said:

I've noticed some of, if not all, the 3p animations don't work, the first creature works, but the player and the second creature just stand there, but the rest seem to work no problem

Okay, so, to my understanding:
In .json, for example \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmmm\billyywerewolf\BillyyWerewolf4pGangbang1\BillyyWerewolf4pGangbang1-1.json

Gives index (numbers) to actors, for example: 

            "intendedSex": "female", <-- find female on a scene
            "tags": [
                "standing"
            "animationIndex": 3 <-- gives index "3" to an actor female


then:

 

"actions": [
            "type": "blowjob", <-- Perform animation
            "actor": 1 <-- By actor with index 1
            "target": 0 <-- On actor with index 0


Animation here won't work, because actor 1 here is another werewolf, so, change "animationindex" for female to 1, so it would be (werewolf:0, werewolf:2, female:1) instead of  (werewolf:0, werewolf:1, female:2)

BUT, another problem with 9.7 conversion, it doesn't have enough "actions" described, in comparison - ocreatures default billy anims have 3-5 actions while conversion has 1.
I don't know how to reference or convert anims, so i'm dead in a water. Here is an archive that should fix all fmm+ anims that worked before 9.7 update, it should overwrite everything. Or you can just replace jsons in 9.7 "OCreatures" folder with a default ocreatures jsons. 
 

Group anims introduced in 9.7 that don't work because no actions described (folder names):
BillyyCanineMFCDoggySpitroast <-- Actually, i think i managed to fix this one just by swapping index
BillyyChaurus3pCowgirlSpitroast 
BillyyChaurusHunter3pDoublePenetration 
BillyyChaurusHunter3pSpitroast
BillyyWerewolf3pDoggySpit
BillyyWerewolf3pHoldingDP
BillyyWerewolf3pStandingSpit

BillyIndexr.rar

Edited by LiIli
Posted
4 hours ago, jerryrhp said:

Hello everyone, it's been a while since I last used ostim, only SL. Did this mod get a new sponsor to update and continue it, or did it die with Josuke's version?

Didn't died as its functional but lackluster in available animation packs, but nobody has taken over it either

Posted

Somehow fixed werwolf aniimations, but now Moonlight Tales bugged out — default werewolf body is active while custom MT head is present. SO where in the load order should I put the MT to get the custom werwolf body textures back?

Posted

I have OStim Standalone and Sexlab P+ installed and working in my current modlist. I also have More Nasty Critters and ABC all installed and working through SL. I am wondering if it  is possible to install OCreatures in this same mix but I am cautious. Has anyone else done the same? Would it work?

Posted
13 hours ago, HintHelmetxX said:

I have OStim Standalone and Sexlab P+ installed and working in my current modlist. I also have More Nasty Critters and ABC all installed and working through SL. I am wondering if it  is possible to install OCreatures in this same mix but I am cautious. Has anyone else done the same? Would it work?

They can work side by side but sexlab creature animation may not work (idle standing)

Posted

is there a way to matchmake and trigger an npc/creature scene through ocreatures? As in have a follower engage in a scene instead of the player?

Posted
On 15/12/2568 at 19 นาฬิกา 44 นาที, ThaFish said:

ฉันยังไม่ได้ทดสอบแอนิเมชั่นทั้งหมด แต่ทุกตัวที่ฉันทดสอบใช้งานได้ถูกต้อง ไฟล์นี้จะแปลงแอนิเมชั่นของสิ่งมีชีวิตทั้งหมดในเวอร์ชัน 9.7 ยกเว้นเฟอร์นิเจอร์ล่องหน ไฟล์  ocreatures ควรจะเขียนทับไฟล์ billy 9.7 จากนั้นไฟล์แปลงนี้จะเขียนทับทั้งสองไฟล์ 

OCreatures_Billyy9.7Conversion.zipไม่พร้อมใช้งาน

Is this the order loading sequence?
 
 
OCreatures_Billyy
OCreatures
Billyy's SLAL Animations 9.7
Posted
3 hours ago, 0800616220a said:
Is this the order loading sequence?
 
 
OCreatures_Billyy
OCreatures
Billyy's SLAL Animations 9.7

Nope, Billyy's SLAL Animations 9.7 firstly then -> ocreatures ( which is based on billy 8.5 ) -> then conversion file which overwrites ocreatures, but conversion file if it comes to 9.7 still requires fix for group animations though

Posted
4 hours ago, Latar2480 said:

Nope, Billyy's SLAL Animations 9.7 firstly then -> ocreatures ( which is based on billy 8.5 ) -> then conversion file which overwrites ocreatures, but conversion file if it comes to 9.7 still requires fix for group animations though

I've tried it, and several different versions, but when I go into the ostim scene, it only shows the animations from 8.5.

Posted

has anyone managed to fix the creature dongs disappearing when playing the animations? They are appearing right at the start with the first idle animations but disappear after a short amount of time or when moving on to the next animations. Im noticing atronochs/dwemer automaton are fine but the issue persists with any beast for me. I'm using ABC myself

Posted

What's the best way to initiate scenes with hostile creatures? OSimpleDefeat doesn't support creatures and I couldn't find any other OStim defeat mod.

Posted

Does anyone here understand mods? Can you convert it so that the Vampire Lord uses human animations? I would be able to start the animation while transformed into Vampire Lord in order to use the Human Vampire Lord mod. That would be really cool and immersive.

Posted
On 1/11/2026 at 11:33 AM, LiIli said:

 

 

 

Okay, so, to my understanding:
In .json, for example \SKSE\Plugins\Ostim\scenes\OCreatures\OCrWerewolf\fmmm\billyywerewolf\BillyyWerewolf4pGangbang1\BillyyWerewolf4pGangbang1-1.json

Gives index (numbers) to actors, for example: 

            "intendedSex": "female", <-- find female on a scene
            "tags": [
                "standing"
            "animationIndex": 3 <-- gives index "3" to an actor female


then:

 

"actions": [
            "type": "blowjob", <-- Perform animation
            "actor": 1 <-- By actor with index 1
            "target": 0 <-- On actor with index 0


Animation here won't work, because actor 1 here is another werewolf, so, change "animationindex" for female to 1, so it would be (werewolf:0, werewolf:2, female:1) instead of  (werewolf:0, werewolf:1, female:2)

BUT, another problem with 9.7 conversion, it doesn't have enough "actions" described, in comparison - ocreatures default billy anims have 3-5 actions while conversion has 1.
I don't know how to reference or convert anims, so i'm dead in a water. Here is an archive that should fix all fmm+ anims that worked before 9.7 update, it should overwrite everything. Or you can just replace jsons in 9.7 "OCreatures" folder with a default ocreatures jsons. 
 

Group anims introduced in 9.7 that don't work because no actions described (folder names):
BillyyCanineMFCDoggySpitroast <-- Actually, i think i managed to fix this one just by swapping index
BillyyChaurus3pCowgirlSpitroast 
BillyyChaurusHunter3pDoublePenetration 
BillyyChaurusHunter3pSpitroast
BillyyWerewolf3pDoggySpit
BillyyWerewolf3pHoldingDP
BillyyWerewolf3pStandingSpit

BillyIndexr.rar 809.75 kB · 12 downloads

Alright, so for new animations which are not included in main ocreatures 1.4 folder, there is a problem with tags, plus animation actions, but i also noticed - not only this but also lack of sound, which  comes from ostim itself plus lack of mouth opening while blowjob animations (sound and mouth opening while blowjob works with the rest animations -> the ones from 1.4 and new animations from 9.7 but only for fm, for group it doesnt work) , maybe thats related. 

 

For those group animations, which work in ocreatures 1.4 and in 9.7 conversion dont work, i did copy paste json files from ocreature 1.4 -> to conversion 9.7 and they work again, only remains the problem with new group animations which are not included in ocreatures 1.4

 

For fmm, like you mentioned and we can see in some 1.4 ocreatures  jsons aswell, changing tag value for female to 1 fix this

 

For ffm animations i saw on another mod page "anubs animations for ocreatures - test" that changing tag values as follows, work -> so we have male: 2, female: 0, female: 1, that fixes at least for that mod, maybe for billy 9.7 conversion aswell.

 

But still remains the problem with sound which comes from ostim itself and mouth opening while animations for new animations - maybe related to lack of actions in json files, only my guess

Posted

I'm having trouble getting this to work. When I tried to install the first time following the load order (forgot the fnis creature pack here), without having Baka ABC, run it through pandora and make the output folder at highest prior and deploy before launching the game, only the MNC animation worked, billyy's are just the character and the creature standing inside each other idling. Then i unins all and reins again, this time i remember fnis creature pack and wanted to see if that fix it, i also ins ABC this time, now the creatures are basically doing their equivalent of Tposing for all animation. Then i tried to just use MNC only and no billyy's pack and no ABC (tried both with and without fnis creature pack) but now creatures just Tposing all the time. I use ostim standalone for this. Can anyone help me figure out what's wrong?

Posted
1 hour ago, TrayD1997 said:

I'm having trouble getting this to work. When I tried to install the first time following the load order (forgot the fnis creature pack here), without having Baka ABC, run it through pandora and make the output folder at highest prior and deploy before launching the game, only the MNC animation worked, billyy's are just the character and the creature standing inside each other idling. Then i unins all and reins again, this time i remember fnis creature pack and wanted to see if that fix it, i also ins ABC this time, now the creatures are basically doing their equivalent of Tposing for all animation. Then i tried to just use MNC only and no billyy's pack and no ABC (tried both with and without fnis creature pack) but now creatures just Tposing all the time. I use ostim standalone for this. Can anyone help me figure out what's wrong?

Hey noob here I got Ocreatures to work (I'm on SE special edition) my load order was:

 

Ostim latest version

Creature summer latest version 

More nasty critters latest version 

Billy slal animations latest version 

Creature frame work latest version 

Ocreatures 1.4 

Ocreatures billy conversions 9.7

 

Make sure u download the important requirements so thoses mods can function like Pandora, skes, address library SE, papyrus SE, j container SE, ui extension ect..

 

I do have sexlab animation frame work on doubt that does anything but I have no other sexlab stuff installed besides sexlab billy animations and more nasty no ABC installed,

After that I just ran Pandora 1 time and start game

 

It worked hopefully this helped (I'm probably missing some key stuff but I tried.)

Posted (edited)
5 hours ago, loomghost said:

Hey noob here I got Ocreatures to work (I'm on SE special edition) my load order was:

 

Ostim latest version

Creature summer latest version 

More nasty critters latest version 

Billy slal animations latest version 

Creature frame work latest version 

Ocreatures 1.4 

Ocreatures billy conversions 9.7

 

Make sure u download the important requirements so thoses mods can function like Pandora, skes, address library SE, papyrus SE, j container SE, ui extension ect..

 

I do have sexlab animation frame work on doubt that does anything but I have no other sexlab stuff installed besides sexlab billy animations and more nasty no ABC installed,

After that I just ran Pandora 1 time and start game

 

It worked hopefully this helped (I'm probably missing some key stuff but I tried.)

so I got halfway there, the creature anim plays correctly but character still stuck in idle anim, it seems sexlab framework helped? at first I thought it because I didnt ins the human pack as well, but after I do the char still just idle while creature anim play properly. I did run pandora and deploy after all the installs.

Edited by TrayD1997

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...