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Posted (edited)
1 hour ago, bladeadl said:

I tried everything I could new game and on 2 separate mod lists and the closes I got was my character doing animations and none of the animals doing any of the animations. I have all the requirements cleaned my Nemesis cache and nothing. I also tried all the animations in the download section even got the fixed form 44 version of Anub's esp and yup animations don't work for animals. I tested it on a bare bones modlist with only what required to run the mod but nothing. OStim keeps saying invalid target when trying for force a scene to test. Also download mods that specifically add scenes with animals and nothing. I have been modding for 12 years and I never had an issue getting a mod to work like this. I am clearly missing a step... in cases like this from experience its usually something simple so any clues or ideas would be helpful and appreciated. 

If you are using Nemesis, that is the source of the animation problems. Nemesis has no creature support.

Edited by chrystelle
Posted
1 hour ago, bladeadl said:

I tried everything I could new game and on 2 separate mod lists and the closes I got was my character doing animations and none of the animals doing any of the animations. I have all the requirements cleaned my Nemesis cache and nothing. I also tried all the animations in the download section even got the fixed form 44 version of Anub's esp and yup animations don't work for animals. I tested it on a bare bones modlist with only what required to run the mod but nothing. OStim keeps saying invalid target when trying for force a scene to test. Also download mods that specifically add scenes with animals and nothing. I have been modding for 12 years and I never had an issue getting a mod to work like this. I am clearly missing a step... in cases like this from experience its usually something simple so any clues or ideas would be helpful and appreciated. 

pretty sure you either need to use Pandora only or Nemisis + FNIS to get creatures to work as well as a pack that provides the creatures with assets - though this has been problematic for me on certain creatures like Troll, Dragon, Gargoyle to name a few that hump you with a assumed to be there asset.

Posted
23 minutes ago, chrystelle said:

If you are using Nemesis, that is the source of the animation problems. Nemesis has no creature support.

 

I knew it was something simple as that. Thanks for the help but I am not installing Pandora just for this mod. Pandora has its issues. Don't get me wrong Nemesis has its issues too like being slow and no creature support to add but I never had any issues with it even with 45K animations. Appreciate the help though.

Posted

Got a bit of trouble with getting the ABC's to actually show in game. The animations play correctly, so I'm sure I got all the dependencies and load orders correct, but I'm guessing something might be overriding ABC somehow? In my rules in Vortex, ABC always comes out on top (like instructed). I'm also using the Fluffworks mods, as well as PPA. The MNC patch is also disabled. Any ideas?

Posted
6 minutes ago, MaganPin said:

Got a bit of trouble with getting the ABC's to actually show in game. The animations play correctly, so I'm sure I got all the dependencies and load orders correct, but I'm guessing something might be overriding ABC somehow? In my rules in Vortex, ABC always comes out on top (like instructed). I'm also using the Fluffworks mods, as well as PPA. The MNC patch is also disabled. Any ideas?

i've installed 0.0.36 PPA with ABC patch

Posted (edited)
28 minutes ago, Archangel228322 said:

i've installed 0.0.36 PPA with ABC patch

What patch is that and where can I find it?

Edit: Seems like enabling the "MNC" patch that we're instructed to disable, as well as MNC itself, fixes the problem for me. And yes I'm using Ostim, Ocreatures, etc.

Edited by MaganPin
Posted

Hey, i got no schlong on trolls, and i noticed that in "\OCreatures\SKSE\Plugins\Ostim\creatures\OCreatures\base.json" trolls are missing. I havent tried adding it in myself yet to see if it will work but i figured i would mention it.

Posted
On 8/19/2026 at 6:47 PM, Everything97 said:

i am not sure what is going on. Everything works perfect, except Billy animations. Characters are just standing one in anoither and playing idle animations. 

 

 

Posted
Just now, Everything97 said:
 

 

There is clearly something wrong with this mod and Billie's animations. When this mod is installed, Billie's animations don't work, not even in SexLab. Everything only works properly after uninstalling the mod. Thank you for your work, my friend, but for now, I find it difficult to use this mod. Good luck with your future work!
Posted

If you are trying to use the same animations in both OStim and SexLab, I don't know what to tell you.  Not sure why you thought that would work.

Posted (edited)

Hi, I'm using OStimNet (SkyrimNet addon), it appears that when installing this mod, it breaks the event logging such as scene changes, position changes etc. The start and end events work fine though, just mid scene events are no longer working/registered. All events are fired simultaneously right after the scene ends though

Edited by kakapoopoo124
Posted (edited)
1 hour ago, kakapoopoo124 said:

Hi, I'm using OStimNet (SkyrimNet addon), it appears that when installing this mod, it breaks the event logging such as scene changes, position changes etc. The start and end events work fine though, just mid scene events are no longer working/registered. All events are fired simultaneously right after the scene ends though

This mod enables new actors in OStim and in some cases changes the "skin" armor that actors are wearing.  That is the whole function of the mod, and it's the only function of the mod.  It seems unlikely this mod is the cause of your issue, but if it is, it's because that other mod is either relying on the unchanged skin forms somehow or is just not configured to detect these actors as valid in OStim.  In which case, it's a hard conflict because keeping the skin form the same or not enabling the actor in OStim would negate the entire purpose of the mod.  But, again, just theorizing. In reality, it's probably some other mod.

Edited by chrystelle
Posted (edited)
23 hours ago, MaganPin said:

What patch is that and where can I find it?

Edit: Seems like enabling the "MNC" patch that we're instructed to disable, as well as MNC itself, fixes the problem for me. And yes I'm using Ostim, Ocreatures, etc.

it was an option in FOMOD when i installed ppa 0.0.36 in MO2

photo_2026-08-21_16-45-00.jpg

Edited by Archangel228322
Posted (edited)
3 hours ago, chrystelle said:

This mod enables new actors in OStim and in some cases changes the "skin" armor that actors are wearing.  That is the whole function of the mod, and it's the only function of the mod.  It seems unlikely this mod is the cause of your issue, but if it is, it's because that other mod is either relying on the unchanged skin forms somehow or is just not configured to detect these actors as valid in OStim.  In which case, it's a hard conflict because keeping the skin form the same or not enabling the actor in OStim would negate the entire purpose of the mod.  But, again, just theorizing. In reality, it's probably some other mod.

 

Thanks for looking at it :) - The scenes themselves work and the actors are correctly enabled, the problem is specifically with event delivery timing. With this mod active, OStim events (scene changes, climaxes, etc.) are generated but only fire in a simultaneous batch after the thread ends. Without this mod, they fire in real time. If you need anything from me, please let me know.

 

Could be a delay with the papyrus event queue or logging or something, but then again I don't really know much about this so forgive me if I'm talking out of my ass haha

Edited by kakapoopoo124
Posted

My guess would be that mod is just not configured to recognize these types of actors in ostim scenes.  There's nothing this mod does would cause lag or interrupt the other mod.  This version of OCreatures is intentionally stripped down to do just its one job.

Posted
8 hours ago, pooopoooman said:

Can this mod work with Immersion and Adult

 

Yes it works i have immersive and adult with ostim ocreatures defeat and assault mods and ube body with ppa softbody soo yes it works well

Posted (edited)

ok I followed something that one of the other posters here said about adding in MNC and creature framework then being overwritten by this mod and ABC and to my surprise almost all the creatures had assets - even trolls and werewolves!   The only one that is broken is Reiklings simply do not work - they 1 - do not undress and 2 - T pose in a lot of the animation sets for sure Billy's Animations.    I was kind of doubtful that this would work but they even have Assets that respond to hand jobs and motion on Canines at least.   This is how I had it set up, no idea if this would be the correct order or not

 

Creature Framework (from MNC mod)

MNC

OCreatures Baka

Ocreatures Anub

Ocreatures Billy

Ocreatures MNC

XMPSSE - Skeleton

Ocreatures Revived

Baka ABC with the MNC patch active

 

The only Issue I have is that after the creature orgasms they shortly after go Flacid or the Asset goes away.   There is probably a mod needed to allow them to stay aroused the whole scene regardless of how many times they orgasm but I am not sure what it is.

 

Edited by Mimirue17
Posted
14 hours ago, drax333 said:

Yes it works i have immersive and adult with ostim ocreatures defeat and assault mods and ube body with ppa softbody soo yes it works well

Could you help me with getting it set up. When I interact with a troll it doesn't show the trolls pp.

Posted
9 hours ago, pooopoooman said:

Could you help me with getting it set up. When I interact with a troll it doesn't show the trolls pp.

Trols, and werewolfs with ocreature revived don't shows shlong for me to sorry

Posted (edited)

you likely have a conflict of SOS, XMPSSE and Ocreatures+Baka ABC

you have to have them in this order

SOS

XMPSSE

Ocreatures

Baka ABC

 

for me is also required to install MNC and Creature Framework (both above these) as I had Sexlabs installed already for Devious Devices to function

see my post a little higher for the order I used

note: scenes run on Ostim even when Sexlab is installed

Edited by Mimirue17
Posted

Trying to get this to work with Bad Dogs's Immersive Creatures for SIC 7.0.2 but it relied on the stripped plugin dependencies.

Do you know if I can do something similar in xEdit, removing masters and adding OCreatures as a master to BDIC.esp and BDICHentaiCreatures.esp? Or would that completely break the plugins?

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