AydenTheKinch Posted September 20 Posted September 20 12 hours ago, Rebecca.Dova said: Is it possible to start the scene as a female werewolf? With humans or other werewolves? This mod already includes some animations, but not all of them; can I place the more complete packs below it in the load order to replace the existing ones and add the new animations? If you have the correct animation files and they're formatted correctly, you would need to create OStim scene json files in the SKSE / Plugins / OStim / Scenes folder to hook them into the OStim framework. These tell OStim how to navigate between specific animations and what tags each scene / animation has so you wouldn't be able to use them on their own. I was unaware the original mod had FemWerewolf animations! If I missed them would you mind pointing them out to me? I could see about hooking them into OStim, it's tweaking the SLAL animation formatting that I still need to figure out. MoreHornyCreatures has some FemWerewolf and WerewolfxWerewolf animations I'd like to use but I believe they need to be converted. I would also like to get same-sex animations working at some point too. 6 hours ago, chrystelle said: For this, try out OSafeThread: https://www.nexusmods.com/skyrimspecialedition/mods/188384 Just the demo mod should be sufficient to use the hotkey to start scenes at will without crashing from combat state. Let me check that out! Also while typing this I have literally just found this tool which seems like it can handle most of the converting. Did you use this yourself?
chrystelle Posted September 20 Author Posted September 20 30 minutes ago, AydenTheKinch said: Did you use this yourself? No, but I've been meaning to try out this tool, might be worth a go: https://www.nexusmods.com/skyrimspecialedition/mods/181197. It's still actively maintained. If you use the other tool, make sure you change the actor type names. I used the same creature names that sexlab uses. Basic creature names, no OCr in front.
Gregularity Posted September 21 Posted September 21 1 hour ago, chrystelle said: No, but I've been meaning to try out this tool, might be worth a go: https://www.nexusmods.com/skyrimspecialedition/mods/181197. It's still actively maintained. If you use the other tool, make sure you change the actor type names. I used the same creature names that sexlab uses. Basic creature names, no OCr in front. This tool doesn't seem to work properly. While it does convert the animations, the creature animations get put in the same menu as the human animations, making it mostly useless unless you manually fix the menu allocation, which I seem to be completely able to do.
brezza1 Posted September 21 Posted September 21 During the animation, my character just stands there while the creatures play their animations. I’ve run Pandora several times, but the character still just stands there.
melwasherenya Posted September 22 Posted September 22 Hey! I'm making* a small addon for this OCreatures that adds simple timed encounters with creatures. Roughly every 10 in-game hours a creature from a roster will spawn nearby and run to the player to initiate a scene. Currently tested with a single creature (werewolf). *I'm an absolute zero when it comes to modding and scripting, so I used AI to assist in writing and explaining scripts. I don't know how LoversLab regards such mods, though.
Hamsterzz Posted September 23 Posted September 23 Just wanted to pop in and say awesome work. It also works in VR for me with no issue (so far at least).
ShrödingersCat Posted September 24 Posted September 24 crashes when i install all requirements and their requirements not sure what i do wrong. crash-2026-09-24-19-56-52.log
xXDeliteXx Posted September 27 Posted September 27 T-posed/frozen creatures when attempting to use this for some reason Already using Pandora, so I have no clue what the problem could be.
Roca2536 Posted October 1 Posted October 1 for some reason the billyy animations aren't working, when I try them the animation doesn't play, the others do but the billyy ones don't
BEND0GG0 Posted October 2 Posted October 2 I have a question; is there a way to "prune" the files in order to keep only the werewolf-related stuff, without breaking the mod ? It's the entire reason why I decided to install OCreatures to begin with; I'm only interested in werewolf animations to use with Total Werewolf Overhaul. I don't want the other creatures in the game to be affected by this mod, and I have no use for the literal thousands of other creature-related animations added.
General Lupus Posted October 3 Posted October 3 So i have been using this mod and decided to test it with werewolves. My werewolf does have the parts but no matter what scene, the werewolf isn't erect to put it simply. Is this something on my end or just an issue in general because i cant figure out how to fix it.
AydenTheKinch Posted October 4 Posted October 4 On 10/2/2026 at 8:38 AM, BEND0GG0 said: I have a question; is there a way to "prune" the files in order to keep only the werewolf-related stuff, without breaking the mod ? It's the entire reason why I decided to install OCreatures to begin with; I'm only interested in werewolf animations to use with Total Werewolf Overhaul. I don't want the other creatures in the game to be affected by this mod, and I have no use for the literal thousands of other creature-related animations added. 2 hours ago, General Lupus said: So i have been using this mod and decided to test it with werewolves. My werewolf does have the parts but no matter what scene, the werewolf isn't erect to put it simply. Is this something on my end or just an issue in general because i cant figure out how to fix it. Hello! I've been taking a bit of a break but have been meaning to work on tweaking this mod after I get back from visiting my partner's family in a like week or so. My previous comment as a general TODO and a link to my version of the mod. I edited the scripts to allow it to add aroused meshes to the player model because it was intentionally skipping them for some reason. I double checked and am pretty sure it shouldn't break anything, but it's possible I overlooked something. I did my best to strip down the animations to only what I was interested in. You can also do it yourself by removing the .hkx files from the meshes/actors/... folders. If you want to get rid of a creature's sex animations entirely, you can just delete the folder that contains their animations and behaviors completely. If you want to change a models mesh back to vanilla, just delete the character assets folder. If you want to only get rid of some of the animations for a creature, delete the sections in the FNIS list.txt that contains references to those .hkx files. Each animations folder should have one of them. Here's the Flame Atronarch folder so you can see which folders I'm talking about. The animations should be further subdivided by animation author/mod I can do my best to answer any other questions you have or clarify stuff. I've recently learned a lot about mod making quite quickly so I'm still in the phase where I'm excited to share 😅
Illdelfined Posted October 4 Posted October 4 So, first off. Each time I initiate sex as a werewolf, I get a control bug when I end the scene: I can't use my Right or Left mouse click. I can use them together to use a backhand attack but that's it, I can't use the R key either. I am using Moonlight Tales, but that only really adds the ability to de-transform with R, and that still works before I initiate a sex scene. Second issue: the penis doesn't get erect when I initiate a scene, as someone mentioned above. I tried using the OCreatures Remix Lite and OWerewolves from AydenTheKinch, which just introduced a new issue to replace the flaccid penis issue, or maybe I still have that issue and can't tell either or. Anyway, I play my character as a Futanari with the TNG - ERF - Futanari Addon. When I first turn into a werewolf, I'm still using the Male Werewolf model, but when the scene starts, I'm forced into the female model, and since I can't easily switch back into human form, I can't retransform to see if the problem persit with a new transformation. Honestly, I've tried a lot of things to get this working, messing with the priorities every which way, looking into the ControlMap_Custom.txt mess, seeing if messing with that at least fixes my controls (no dice), and several other miscellaneous things. IDK what to do, so does anyone have any ideas?
General Lupus Posted October 4 Posted October 4 (edited) 20 hours ago, AydenTheKinch said: Hello! I've been taking a bit of a break but have been meaning to work on tweaking this mod after I get back from visiting my partner's family in a like week or so. My previous comment as a general TODO and a link to my version of the mod. I edited the scripts to allow it to add aroused meshes to the player model because it was intentionally skipping them for some reason. I double checked and am pretty sure it shouldn't break anything, but it's possible I overlooked something. I did my best to strip down the animations to only what I was interested in. You can also do it yourself by removing the .hkx files from the meshes/actors/... folders. If you want to get rid of a creature's sex animations entirely, you can just delete the folder that contains their animations and behaviors completely. If you want to change a models mesh back to vanilla, just delete the character assets folder. If you want to only get rid of some of the animations for a creature, delete the sections in the FNIS list.txt that contains references to those .hkx files. Each animations folder should have one of them. Here's the Flame Atronarch folder so you can see which folders I'm talking about. The animations should be further subdivided by animation author/mod I can do my best to answer any other questions you have or clarify stuff. I've recently learned a lot about mod making quite quickly so I'm still in the phase where I'm excited to share 😅 Thanks for the help, the replacer mod did fix the werewolf issue. However, i am a sick bastard and like all female on creature animations rather than only monster ones. Took me longer than id like to admit to realize though that replacer meant to overwrite active OCreatures though for some reason. Edited October 4 by General Lupus
General Lupus Posted October 5 Posted October 5 13 hours ago, General Lupus said: Thanks for the help, the replacer mod did fix the werewolf issue. However, i am a sick bastard and like all female on creature animations rather than only monster ones. Took me longer than id like to admit to realize though that replacer meant to overwrite active OCreatures though for some reason. After more testing, I realized "OWerewolves" is definitely the necessity for both worlds after finding a slightly older version of "OCreatures Remixed" in a slightly older post.
BEND0GG0 Posted October 5 Posted October 5 (edited) On 10/4/2026 at 4:08 AM, AydenTheKinch said: Hello! I've been taking a bit of a break but have been meaning to work on tweaking this mod after I get back from visiting my partner's family in a like week or so. My previous comment as a general TODO and a link to my version of the mod. I edited the scripts to allow it to add aroused meshes to the player model because it was intentionally skipping them for some reason. I double checked and am pretty sure it shouldn't break anything, but it's possible I overlooked something. I did my best to strip down the animations to only what I was interested in. You can also do it yourself by removing the .hkx files from the meshes/actors/... folders. If you want to get rid of a creature's sex animations entirely, you can just delete the folder that contains their animations and behaviors completely. If you want to change a models mesh back to vanilla, just delete the character assets folder. If you want to only get rid of some of the animations for a creature, delete the sections in the FNIS list.txt that contains references to those .hkx files. Each animations folder should have one of them. Here's the Flame Atronarch folder so you can see which folders I'm talking about. The animations should be further subdivided by animation author/mod I can do my best to answer any other questions you have or clarify stuff. I've recently learned a lot about mod making quite quickly so I'm still in the phase where I'm excited to share 😅 Thank you for the explanations ! I had decided to just "live with it" since I managed to get the mod to work as intented after several unsuccessful tries, but I'll give your advice a shot when I'm feeling less "burned out" from the extensive modding I've been doing these past weeks Another question; I've noticed that, upon starting a new game, the XPMSE notification ("Groovtama : skeleton successfully detected on [player character]. Have a nice day !") pops up a bunch of times while mods are initializing. Disabling all my OStim-related stuff (Ostim standalone, Ocreatures, all Ostim/Creatures animations) fixes it. Do you have any idea why it's doing this ? The game works just fine as far as I can tell (no T-poses, no broken animations and, most importantly, no crashes) but it's still a bit concerning. Could it simply be due XPMSE detecting the many creature skeletons included in OCreature and generating the same message everytime ? EDIT : Yup, that was it; I disabled only OCreature and the XPMSE spam didn't occur when I launched a new game to test it out. Good to know it's not something to actually worry about. EDIT 2: I stand corrected; the XPMSE spam on a new save stopped happening even though I reactivated Ocreatures. Whatever was causing it, it seems it wasn't this mod. Edited October 5 by BEND0GG0
BEND0GG0 Posted October 5 Posted October 5 By the way, I noticed a small issue with the animation packs; mainly Billyy's and the MNC ones. Anub's probably has the same problem but I haven't tested it yet. It's nothing game-breaking, but some animations don't work for beast races; if you're playing as a Khajiit or an Argonian, some animations won't show up in the hub, and some that do show up can't progress past the first stage (or, in some case, they do but you can't go all the way to the climax). For example, if you're playing as a female human (or elf), you'll have one oral option and one anal option with male werewolves in the MNC pack. But if you're playing as a female khajiit/argonian, only the anal option will be available.
Pornetta Posted Thursday at 05:48 PM Posted Thursday at 05:48 PM Has anyone found a fix for the missing troll and werewolf meshes? I'm wondering if it's maybe because I have TNG instead of SOS.
Menthols487 Posted Friday at 12:56 AM Posted Friday at 12:56 AM (edited) 7 hours ago, Pornetta said: Has anyone found a fix for the missing troll and werewolf meshes? I'm wondering if it's maybe because I have TNG instead of SOS. For anyone looking for a fix, its already been fixed. On 9/12/2026 at 7:44 PM, AydenTheKinch said: I was also having a little difficulty with the default troll as well as all the Frost/Cave/basic trolls seems to share the same skinForm. There also only seems to be an aroused mesh for BlackTrollHard, FrostTrollHard, and the armored trolls so trolls might remain a little janky. As for adding LoadConfig I am 80% sure all you need to do is add LoadConfig to the GameLoad function in addition to the Init function. I worry that this could cause some issues if it takes a while to load but if wont run twice if "loading" is active and will refresh the JContainer on each load so it should be fine? Might cause some issues with a script heavy save, and there's definitely a more elegant way to do it (I was thinking of an MCM button or something maybe), but feel free to try it at your own risk (make save backups!). The following is the change added to OCrQuestScript.psc to implement what I was talking about above. ; clear any leftover data on game load function GameLoad() ClearAll() LoadConfig() endFunction You'll have to compile it yourself, either through the CreationKit or some other Papyrus extension (I use the Joel Day one in VS Code) as I've been messing with my esp quite a bit. Since I mentioned it, I'll link my progress here though because someone might find it helpful. I've tweaked the code so that it can load the player's aroused mesh, loadconfigs on load, and added a seperate mod called OWerewolf that is a very light port of SexLab Werewolves that pretty much just lets you start an ostim scene as a werewolf. I was in the middle of making some edits to make use of female werewolf mesh and tweaking a few of the OStim config files to work more nicely, and also hopefully convert a few more SLAL animations for werewolf on werewolf stuff and male on femwerewolf animations. I've cut a few of the elements on the old ESP like the rescaleing effect for wolves and rabbits as I'm personally not interested in any of the animal stuff and was hoping to streamline it a bit (I know trolls are *technically* animals in TES but they're humanoid enough that they don't ick me out, also their intelligence varies a lot depending on appearance). It's very WIP though so be ready to make some edits in SSEdit if things are jank. Feel free to just rip out the compiled OCrQuestScript.pex and see if that works if you aren't able to make the GameLoad change and compile it. If I get everything working perfectly I'll post the files here again. Anyone reading this is free to do what they want with them aligning with the permissions of the original files. OCreatures - Remixed.zip 428.86 MB · 17 downloads Download the version of Ocreatures @AydenTheKinch provided, go to SKSE > Plugins > Ostim > creatures > Ocreatures to find the base.json file. Go to the Ocreatures mod you already have installed, and replace its base.json with the one provided by @AydrenTheKinch, this will fix the issue with troll/werewolf meshes. For the player character being a werewolf though, you will need to do more as said in his post, but this will fix werewolf / troll creatures, even the baseline default troll. Mod works great out of the box dev. I'm curious how people are using the mod though. As a baseline mod it works directly with Ostim's hotkey and that is fine, but the issue is, many creatures/animals are aggressive from the start, and using the ostim hotkey mid combat can lead to a number of problems, let alone crashes. I know like the dev said I can use tdetect, but I'm looking for immersive ways and mods that don't require console commands. I can use a perk that lets me tame a creature and turn it into a permanent follower until dismissed. This works great with animals and things like trolls, but doesn't work with things like Draugr. I suppose I could use spells, like conjuration revival spells or maybe there are some illusion spells, maybe even a defeat style mod(trying to avoid that though). Anyways, just looking for some interesting ideas or compatible mods. Also, my game is heavily modded and I have 'custom' draugr's that have different names and ID's. So even though they share the same skeleton and overall meshes of a regular draugr and would be completely compatible with the animations, Ostim does not recognize them as a compatible creature, so I can't trigger the sex scenes. Are there any fixes for this that wouldn't be overly complicated? Edited Friday at 01:08 AM by Menthols487
Pornetta Posted Friday at 04:31 AM Posted Friday at 04:31 AM 3 hours ago, Menthols487 said: For anyone looking for a fix, its already been fixed. Download the version of Ocreatures @AydenTheKinch provided, go to SKSE > Plugins > Ostim > creatures > Ocreatures to find the base.json file. Go to the Ocreatures mod you already have installed, and replace its base.json with the one provided by @AydrenTheKinch, this will fix the issue with troll/werewolf meshes. For the player character being a werewolf though, you will need to do more as said in his post, but this will fix werewolf / troll creatures, even the baseline default troll. Mod works great out of the box dev. I'm curious how people are using the mod though. As a baseline mod it works directly with Ostim's hotkey and that is fine, but the issue is, many creatures/animals are aggressive from the start, and using the ostim hotkey mid combat can lead to a number of problems, let alone crashes. I know like the dev said I can use tdetect, but I'm looking for immersive ways and mods that don't require console commands. I can use a perk that lets me tame a creature and turn it into a permanent follower until dismissed. This works great with animals and things like trolls, but doesn't work with things like Draugr. I suppose I could use spells, like conjuration revival spells or maybe there are some illusion spells, maybe even a defeat style mod(trying to avoid that though). Anyways, just looking for some interesting ideas or compatible mods. Also, my game is heavily modded and I have 'custom' draugr's that have different names and ID's. So even though they share the same skeleton and overall meshes of a regular draugr and would be completely compatible with the animations, Ostim does not recognize them as a compatible creature, so I can't trigger the sex scenes. Are there any fixes for this that wouldn't be overly complicated? The base.json provided by the remix version didn't work for me, unfortunately. I went ahead and vibe coded the whole mod and fixed the Death Hound schlongs, the Troll schlongs, and the Werewolf schlongs. It also fixed an issue with the armored Troll models switching to their unarmored variants after ending a scene. I'm not sure how people around here feel about slop code however, so if anyone wants it, feel free to ask for it in this thread and I'll post a public download.
fantasy_121 Posted Saturday at 05:39 PM Posted Saturday at 05:39 PM I spawned several rieklings and tried having sex with them, but their skin all became riekling chieftain's during sex and did not revert when done.
SABER705 Posted yesterday at 08:02 AM Posted yesterday at 08:02 AM On 9/14/2026 at 5:47 AM, DevotedSaber said: Does anyone know how to fix the draugr and skeletons meshes not working properly? Like draugr are just completely invisible for me and skeletons have purple equipment on em. I made sure I wasn't using any mods that would tamper with the meshes like D.U.I equipment mod, Combat Overhaul mod, or the DRAUGR skin mod because I remember deleting those fixed when I downloaded MNC last time. Everything else so far is working as intended like wolves, giants, and bears and made sure load order was correct. And I did delete the MNC auto-install file author said to disable or delete, would that have anything to do with it? I saw above that there is some assets missing and is being worked on could that be what's going on? Edit from my alt account: found out what's wrong couple days ago turnout there was still a dll plugin in the way of the draugr skin. It was the D.U.I mod and I must of not deleted it properly.
Silver_Psych0 Posted yesterday at 08:39 AM Posted yesterday at 08:39 AM On 10/4/2026 at 12:09 PM, General Lupus said: Thanks for the help, the replacer mod did fix the werewolf issue. However, i am a sick bastard and like all female on creature animations rather than only monster ones. Took me longer than id like to admit to realize though that replacer meant to overwrite active OCreatures though for some reason. I'm having the same issue that you had, honestly don't know what could be causing it. I'm using the replacer but to no avail, any ideas?
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