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Posted

Some Soft Body user has lost genital collisions with ABC. I only installed this version of Ocreatures and removed MNC and creature framework, I also started a new game

Posted (edited)

Some other user DM'd me to say that there is a soft body/MNC patch that does not work with OCreatures since no MNC.  I don't use that mod, so someone else will need to convert it.

Edited by chrystelle
Posted (edited)

I just looked at the file structure on Nexus.  That user mentioned a patch that required MNC, but I don't think the patch actually does require MNC.  I could be wrong, but I don't see an esp that could have the MNC esp as a dependency.  So if the creature stuff in the soft body FOMOD is installed, it should work unless something int he dll is checking for the presence of the MNC esp.  All the meshes that the soft body patch is overwriting are all still in the same locations.  Maybe ask the soft body mod maker if they have insight.  And be specific with what creature is not working.

 

EDIT: And make sure you have your mods ordered so that soft body is allowed to overwrite OCreatures.  As far as I can see, it should work fine, but only if Soft Body is loaded last and all its files are allowed to overwrite.

Edited by chrystelle
Posted
1 hour ago, chrystelle said:

...

 

Yes. almost all of the converted multi-actor scenes have come out with malformed jsons that're missing actions, have incorrect tags, commas placed wrongly, and entire lines out of place.
This is an example from BakaFactory Falmer MMF FalmerPrayingNun anim.
 

{
    "name": "BaboFalmerPrayingNunCCF01",
    "modpack": "BaboCreatures",
    "length": 2,
    "navigations": [
        {
            "origin": "BaboFalmerHubFMM",
            "description": "BaboFalmerPrayingNunCCF01",
            "icon": "OCreatures/falmer/falmeroral"
        },
        {
            "destination": "BaboFalmerPrayingNunCCF01-2",
            "description": "Next",
            "icon": "OStim/symbols/next"
        },
        {
            "destination": "BaboFalmerHubFMM",
            "description": "Return to Hub",
            "icon": "OCreatures/falmer/falmer"
        }
    ],
    "speeds": [
        {
            "animation": "Babo_FalmerPrayingNunCCF01_S1"
        }
    ],
    "actors": [
        {
            "type": "crfalmer",
            "intendedSex": "male",
            "requirements": [
                "penis"
            ],
            "tags": [
                "lyingback"
            ],
            "animationIndex": 0
        },
        {
            "type": "crfalmer",
            "intendedSex": "male",
            "requirements": [
                "penis"
            ],
            "tags": [
                "lyingback"
            ],
            "animationIndex": 1
        },
        {
            "intendedSex": "female",
            "tags": [
                "standing"
            ],
            "animationIndex": 2
        }
    ],
    "actions": [
        {
            "type": "blowjob",
            "actor": 1,
            "target": 0
        }
    ],
    "tags": [
        "babo",
        "creature",
        "falmer"
    ]
}


As you can see there are quite a few malformed lines and missing metadata.
A sexlabP+ scene generator tool would be quite handy, as resolving these issues by hand is far more effort than is worth the time invested. Potentially unethical in solution but LLMS are supposedly quite good at creating these sorts of simple tools. 

Posted

I don't think it's unethical at all.  In my day job, I use claude quite a bit.  There is a huge gap between "vibe coding" and using it to automate certain rote task, freeing up more human time for actual structure and design decisions that matter.  I guess that's just to say that for me, it really depends on who is in the driver's seat, the human or the bot, and how rote the tasks are.  Coding/programming itself was just a way to automate mundane tasks.  The part I take issue with is when certain people advocate AI replacing human decision-making or even worse, human artistry.  Most Skyrim modding still very much has to be by hand in the CK.  People are using AI to create tons of SKSE plugins, which is very scary to me.  Mods contain random code from some other random person on the Internet.  Traditional Skyrim mods are very limited in the damage they could do.  I guess they could purposely mess with your Skyrim save, but that's about it.  SKSE plugins are a whole different story, and it used to be that we trusted a rare few, for good reason.  Anyways...  This json editing is the exception.  They can all be loaded in an IDE, and Copilot or Claude can help edit in bulk if given enough working examples.  To me, that is the best use of ML (which is usually what I still insist on calling "AI" since I am old school).

Posted
10 minutes ago, chrystelle said:

I don't think it's unethical at all.  In my day job, I use claude quite a bit.  There is a huge gap between "vibe coding" and using it to automate certain rote task, freeing up more human time for actual structure and design decisions that matter.  I guess that's just to say that for me, it really depends on who is in the driver's seat, the human or the bot, and how rote the tasks are.  Coding/programming itself was just a way to automate mundane tasks.  The part I take issue with is when certain people advocate AI replacing human decision-making or even worse, human artistry.  Most Skyrim modding still very much has to be by hand in the CK.  People are using AI to create tons of SKSE plugins, which is very scary to me.  Mods contain random code from some other random person on the Internet.  Traditional Skyrim mods are very limited in the damage they could do.  I guess they could purposely mess with your Skyrim save, but that's about it.  SKSE plugins are a whole different story, and it used to be that we trusted a rare few, for good reason.  Anyways...  This json editing is the exception.  They can all be loaded in an IDE, and Copilot or Claude can help edit in bulk if given enough working examples.  To me, that is the best use of ML (which is usually what I still insist on calling "AI" since I am old school).

Perhaps then it is in Jouske, your and my best interests to connect on discord to sort out making such a tool then. I don't have access to an LLM to make the tool myself, but I suspect that Jouske and yourself might be able to create such a thing, to which I can then test the outcome?

Posted

so anyone have Billyy's 8.5, looked and found it but MEGA file was deleted .... any chance on a newer version can be used or setup this mod with a newer version in mind?

Posted
21 hours ago, chrystelle said:

OCreatures.esp 441.96 kB · 1 download

 

Could you check to see if this version of the esp works for you?  It slightly changes the condition for OStim to recognize an actor as a werewolf to make it more compatible with other mods that might change the werewolf race record.  Wherever you have OCreatures installed, replace the existing esp with this file.

 

That fixed it. Growl still says "something is overwriting Growl's scripts you may not be able to feed" but you can feed (and fuck, and fight. The three big f's).

 

The other issue that other folks had, btw, the MNC_ABC.esp, is the compatibility patch for MNC and ABC with Fluffworks. If it is within your sorcery to bring that patch up to speed as well, it would be pretty amazing.

Posted (edited)
2 hours ago, bobjimfred said:

so anyone have Billyy's 8.5, looked and found it but MEGA file was deleted .... any chance on a newer version can be used or setup this mod with a newer version in mind?

 

It's in the Files for download.

 

2 hours ago, Elementally said:

That fixed it. Growl still says "something is overwriting Growl's scripts you may not be able to feed" but you can feed (and fuck, and fight. The three big f's).

 

The other issue that other folks had, btw, the MNC_ABC.esp, is the compatibility patch for MNC and ABC with Fluffworks. If it is within your sorcery to bring that patch up to speed as well, it would be pretty amazing.

 

Good, so this confirms it was just an issue with your other mod overwriting the Keyword OCreatures added to the werewolf race record.  I'll add an optional SkyPatcher download that adds the keywords as a way of sidestepping these sorts of issues.  It will also serve as a way to show how to add enable OStim for custom creature races that use one of vanilla Skyrim skeletons or behavior.  

 

As for the other mod you mentioned, please understand there are a lots of mods I want to make.  I also need to document better the mods I'm already working on.  I'm not going to spend time making a patch for a mod I don't use, so someone else will need to do that.

 

EDIT: The message about overwriting scripts seems unlikely to stem from OCreatures, btw.  I'm not sure what could be causing that.  OCreatures does not touch werewolf scripts in any way.  Part of the design goal is to touch as little as possible.

Edited by chrystelle
Posted
On 5/29/2026 at 2:44 PM, Tiptopbunman said:

I'm still waiting to hear back from Flufy, and I don't even know if @factoryclose is still alive lol. Will have to double check Anub's perms too.
Otherwise more than happy to release them.

 

Baka is still alive but only really posts on their subscribestar, not really sure if theres a way to directly contact them but their LL account has noted a last login on the 22nd of May.

Posted
On 5/29/2026 at 11:28 PM, Horker1234 said:

So, im having issues, both MNC and anubs animations work correctly, but billys animations do not they just result in t-posing. I am using vortex although I did install in the correct order, pandora does find and run the FNIS animations from billy and the output path is a separate folder I made named PandoraOutput, so Im not sure why not a single one of billys animations works but all the others do.


Running into the very same issue. I have ABC installed, I do not have SL installed in any capacity, and I've checked all my rules and the only rule Billy's anims has is with OCreature which the anims overrites. The ABC MNC patch is also disabled.

Any ideas?

Posted
15 minutes ago, TurkishSoap said:


Running into the very same issue. I have ABC installed, I do not have SL installed in any capacity, and I've checked all my rules and the only rule Billy's anims has is with OCreature which the anims overrites. The ABC MNC patch is also disabled.

Any ideas?

It sounds like you are letting files from the Billyy pack overwrite OCreatures.  It should be the opposite.  If you install in the order listed and then sort with LOOT, it should work. 

 

If installing manually, you cannot install Billyy's after OCreatures.  If using MO2 (recommended), make sure the mods in the left pane are in the order listed in the instructions.

Posted

PPA could be the cause that there are no collisions with ABC and this version of Ocreatures. In my case, all the animations work correctly, those of Anubis, those of Billy, and those of MNC. My only problem is that there are no genital collisions. I use Softbody, Ostim, ABC, TNG. With Jouske's version, the collisions did work for me, and my load order is the same. I only installed Ocreatures lite and removed MNC and Creatures framework. ...

Posted (edited)

Again, make sure you are loading Soft Body after and letting it overwrite OC.  "Load order the same" doesn't mean much to me, what you need to check is that SB is overwriting OC.  SB has its own versions of MNC files and needs to overwrite the ones included in OC.

 

Other than, you will have to reach out to the other mod authors because they must be checking that the MNC esp is present.  I doubt that, though. I think it is a file priority issue.

Edited by chrystelle
Posted
1 hour ago, chrystelle said:

De nuevo, asegúrate de cargar Soft Body después y dejar que sobrescriba OC. "El orden de carga es el mismo" no significa mucho para mí, lo que tienes que comprobar es que SB está sobrscribiendo OC. SB tiene sus propias versiones de archivos MNC y necesita sobrescribir las incluidas en OC.

 

Además, tendrás que contactar con los otros autores de mods porque deben estar comprobando que el esp multinacional esté presente. Aunque lo dudo. Creo que es un problema de prioridad de archivo.

Kill me, ignore everything I said before regarding collisions in Ocreatures between Softbody and ABC, everything works wonderfully, the only thing that wasn't working correctly was my loading order. To all users of Softbody ABC and PPA, place Softbody and PPA after Ocreatures and all collision problems are resolved. Many thanks to Jouske for having this wonderful idea that is Ocreatures and many more thanks to Chrystelle who has decided to captain this ship called Ocreatures until the end of the world ...

Posted

My setup: 
Ostim+ABC+Billyy+Anub+Ocreatures+Softbody+PPA
All the animations provided in this thread work correctly for me, both Billy's and Anub's, as well as some MNC ones that are included

Posted
4 hours ago, Jesuisla said:

Hello, I'm having a problem with Ocreature. To be precise: I'm using Vortex, the Immersive & Adult pack as a base, with Pandora, etc. When I launch an animation in Ostim between humans, everything works fine, but as soon as I spawn a creature, Ostim crashes completely. The scenes no longer start; I see the options with the creature for about a second and then it cuts out immediately, or my character gets stuck like in this image. Please help me; I've been working on this for two days... (Sorry for my English level.)

image.png.3ea870ae9e9d5d405413b09fceed79e5.png

This is expected ostim behavior if you attempt to start an ostim scene with any type of actor (including human) and the actor is in combat or begins combat. If you are spawning in actors that might become hostile, first open the console and disable enemy detection by typing ‘tdetect’ (without the quotes) and hitting enter. 

Posted

I'm having an issue with goats.  Other creatures I've tried out (Canine, Spider, Chaurus, Falmer, Sabercat, Dwemer Spider / Centurion) work flawlessly, but something is amiss with the goat behavior.  The animation entry point is a basic doggystyle loop, with the only navigation option being MNCDoggy, which then A-poses the actors involved in the scene throughout the animation stages.  

Posted
17 minutes ago, Einherjar81 said:

I'm having an issue with goats.  Other creatures I've tried out (Canine, Spider, Chaurus, Falmer, Sabercat, Dwemer Spider / Centurion) work flawlessly, but something is amiss with the goat behavior.  The animation entry point is a basic doggystyle loop, with the only navigation option being MNCDoggy, which then A-poses the actors involved in the scene throughout the animation stages.  

 

Okay, I just added a new section on the main page called "Open Issues" and added it to the list to be investigated.

Posted

Hello ive been trying to get the old mod and this one working for a little bit now but i cant seem to get it to work. the Ostim overlay works when I start a scene but the animation doesnt work, my character and the other actor stand inside of eachother. any help would be appreciated thank you.

Posted
44 minutes ago, Phonedsky9866 said:

Hello ive been trying to get the old mod and this one working for a little bit now but i cant seem to get it to work. the Ostim overlay works when I start a scene but the animation doesnt work, my character and the other actor stand inside of eachother. any help would be appreciated thank you.

 

If this is the case for many creatures/animations, this would be caused by one of these things:

1) The mods in the installation instructions were not all installed (including ABC), or they were not installed in the correct order.  In MO2, they should be listed in the left pane in the same order as in the instructions.  OR

2) Pandora was not run correctly after the mods were installed.

 

If most animations are working, but you found one or two that do not, please report those specific animations with as much detail as possible.  But if many are not working, it is an installation error.

Posted (edited)

Thanks for this mod!

 

Just incase anybody was wondering, this mod seems to work fine with the ODefeat OCreatures patch by Gegging. I only tested it once as I'm already in the middle of a playthrough with the original OCreatures already, but still I was defeated, and promptly assaulted by a troll: 

 

Edited by eruptionevh
Posted

Thanks for this update.

Among other things, i came across 3 major issues. These probably are issues with the base OCreatures mod, but may as well report them here in case they can be fixed

1. When selecting 3 actors for canine animations it randomly chooses between Female,Female,Creature and Male,FemaleCreature positions, with an apparent preference to the former. When it finally selects Male,Female,Creature, the animations for the canine dont seem to work

2. Creature cum events dont seem to register with other mods like OCum, so they dont activate their functions. I know that is a separate addon for the base framework, but is compatibility planned since its such a basic addition for Ostim?

3. Horse dongs seem to dissapear with certain scenes like Billy Anal. This only happens sometimes tho and it seems to depend on what "idle" menu the animation starts in

I also cannot get Anubs anims to work, but that seems to be an issue on my end if it works for the rest....
 

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