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Posted

Anyone know how to go about changing models for MNC? I  have adapted a TRX addon to fit Mandragorasprouts's Draugrs, but dont really know much about actually making it work in game. have essentially lined it up with the original MNC mesh, wiped the bones, and copied the bones from the original to the new. model for reference:

Screenshot 2026-08-27 144239.jpg

Screenshot 2026-08-27 145006.jpg

Posted

Baka's ABC are causing my game to freeze when spawning a werewolf
im enabling ABC and letting it load after xmpsse and ocreatures but the moment the game spawns a werewolf the game freezes

im a bit lost at this point but please help me if you know the fix

Posted

I'm considering switching my modlist from SexLab to OStim, but I'd like to keep using Yamete Kudasai as my defeat mod (I want to avoid Papyrus-heavy stuff where possible, and Kudasai's the SKSE-native version, unlike Yamete Redux).

Is there any existing way to get Yamete Kudasai working with OCreatures Revived + OStim, so creatures can defeat the player and trigger a scene? Or is that not something that's been looked at yet?

Thanks for all the work you've put into this.

Posted (edited)
10 hours ago, coyanimefreak said:

I'm considering switching my modlist from SexLab to OStim, but I'd like to keep using Yamete Kudasai as my defeat mod (I want to avoid Papyrus-heavy stuff where possible, and Kudasai's the SKSE-native version, unlike Yamete Redux).

Is there any existing way to get Yamete Kudasai working with OCreatures Revived + OStim, so creatures can defeat the player and trigger a scene? Or is that not something that's been looked at yet?

Thanks for all the work you've put into this.

 

For defeat with OStim, I would go gegging's conversions of the Anub and Baka human animations: https://www.loverslab.com/profile/2483073-gegging/  The Anub packs only includes the ones not already in the Nexus pack, so you can have both.

For actually starting the scene, yes, an SKSE trigger is the reliable way to start a scene without crashing.  There is an option here on LL called OStim Defeat Bridge, or something very similar.  It is closed source, so I can't see exactly what it's doing, but people seem to have success with it. Alternatively, I made OSafeThread as an open source modders resource to start OStim threads in a way that is safer from combat-related CTD.  It's meant to handle just the combat-safe thread trigger and still allow modders to implement whatever gameplay they want around it.  OMania now uses it for surrender, as of yesterday.  But that is not a true "death alternative" solution.  Hopefully, other similar mods will incorporate OSafeThread or implement a similar solution.  If I get some time, I will do a patch for gegging's and Lauffey's OStim defeat ports.  It's a very simple change, just replacing OThread.Start calls with OSafeThread.Start.

Edited by chrystelle
Posted (edited)

hey i was doing some testing with this mod and found that trolls bears and werewolfs dont get hard when initiating ostim scenes but my setup is kinda weird im using cashbox's ostim bridge to handle defeat as to reduce papyrus spam is this a problem everyone has or is it just me?

the troll model doesnt show up at all and the werewolf one is on soft mode only

Screenshot 2026-08-29 200413.png

xp32 is above ocreatures if that helps

Edited by Turquoise_Tuesday
Posted (edited)
2 hours ago, Turquoise_Tuesday said:

hey i was doing some testing with this mod and found that trolls bears and werewolfs dont get hard when initiating ostim scenes but my setup is kinda weird im using cashbox's ostim bridge to handle defeat as to reduce papyrus spam is this a problem everyone has or is it just me?

the troll model doesnt show up at all and the werewolf one is on soft mode only

Screenshot 2026-08-29 200413.png

xp32 is above ocreatures if that helps

I believe the correct order roughly should be 

PPA

Schlongs

XPMSSE

OCreatures

Baka ABC

 

creature files (creature animations above Ocreatures) should be below Human animaitons - Baka ABC should be the last animation type file 

 

not an expert or anything but here is my ostim load order that has Ocreatures working with Werewolves and Trolls

 

test mod list.txt

Edited by Mimirue17
Posted

one big thing to check which might help you is if you are using OSL Aroused - increase the starting Arousal for new scene, decrease the amount of arousal lost for Orgasm by a lot (like set it to 20) and the scene end with orgasm should be set to like -50

Posted

image.png.1638ea4c47b0bf3f6541335baeec57bd.pngimage.png.e9de5981e57d14df89ba4844610382ed.png

The mod was installed and the ocreature animations appeared properly after running pandora, however, all the animals have no "rod" in game, trying to start ostim scene failed showing "no starting animations found". 

Posted

Followed the exact install order to the T and animations don't work, the creatures remain idling. It's a pity as I don't want to mix & match with ostim

Posted
18 hours ago, benppt said:

image.png.1638ea4c47b0bf3f6541335baeec57bd.pngimage.png.e9de5981e57d14df89ba4844610382ed.png

The mod was installed and the ocreature animations appeared properly after running pandora, however, all the animals have no "rod" in game, trying to start ostim scene failed showing "no starting animations found". 

You must be using the other version of OCreatures if you have MNC and CF installed.

 

 

1 minute ago, imsogay30 said:

Followed the exact install order to the T and animations don't work, the creatures remain idling. It's a pity as I don't want to mix & match with ostim


If creatures are idling for all animations, chances are you are trying to use Nemesis or not setting your Skyrim data path in the Pandora options.  It has nothing to do with this mod.

Posted
2 hours ago, chrystelle said:

You must be using the other version of OCreatures if you have MNC and CF installed.

 

 


If creatures are idling for all animations, chances are you are trying to use Nemesis or not setting your Skyrim data path in the Pandora options.  It has nothing to do with this mod.

It really was a "user can't read" scenario. It just been a long time since I modded and didn't see XPM32E needed a Pandora patch to work. Working perfectly now.

Posted
8 hours ago, chrystelle said:

You must be using the other version of OCreatures if you have MNC and CF installed.

 

 


If creatures are idling for all animations, chances are you are trying to use Nemesis or not setting your Skyrim data path in the Pandora options.  It has nothing to do with this mod.

Thank you for your reply. Well, I think things get a little complicated for my stupid operations. Initially, I followed the instructions and only installed OCreature and ABC, without MNC and CF. Some scenes like horses, giants and bears work perfectly while some either have no "rod" or no animation like trolls and spiders. So I checked the requirements of ABC and found that it needs MNC and CF (actually not needed with this OCeature but I didn't realise). So I installed them and found that the whole mod stop working. Yes, I tried to use the old abandon version of OCreature which need MNC and CF. Failed. Then unistalled all the related mods and reinstalled OCeature without MNC and CF. Failed. Got no more ideas now.😅 😭

Posted
53 minutes ago, benppt said:

Thank you for your reply. Well, I think things get a little complicated for my stupid operations. Initially, I followed the instructions and only installed OCreature and ABC, without MNC and CF. Some scenes like horses, giants and bears work perfectly while some either have no "rod" or no animation like trolls and spiders. So I checked the requirements of ABC and found that it needs MNC and CF (actually not needed with this OCeature but I didn't realise). So I installed them and found that the whole mod stop working. Yes, I tried to use the old abandon version of OCreature which need MNC and CF. Failed. Then unistalled all the related mods and reinstalled OCeature without MNC and CF. Failed. Got no more ideas now.😅 😭

I have a mod list a few posts up from here that you can look at, your issue is load order and that might help you.

Posted (edited)
On 8/29/2026 at 10:45 PM, Mimirue17 said:

I believe the correct order roughly should be 

PPA

Schlongs

XPMSSE

OCreatures

Baka ABC

 

creature files (creature animations above Ocreatures) should be below Human animaitons - Baka ABC should be the last animation type file 

 

not an expert or anything but here is my ostim load order that has Ocreatures working with Werewolves and Trolls

 

test mod list.txt 6.22 kB · 2 downloads

I've got this exact arrangement in priority but my Werewolves and Trolls don't have their bits. Everything else is basically flawless. I wonder what the issue comes from, since it's so common. Desperately want my werewolves and trolls working.

 

Looking at your list, you do seem to have CF and MNC installed. I don't have CF and MNC installed, since half the point of the revival was to omit their usage. I hope there's some kind of fix sooner than later.

Edited by MiyuShinonomiya
Posted
7 hours ago, Mimirue17 said:

I have a mod list a few posts up from here that you can look at, your issue is load order and that might help you.

I think I used a similar order with your at the very first. Also, my troll problem is that the troll can start the animation but do not have "that thing". Still, thank you anyway😵

Posted
40 minutes ago, benppt said:

I think I used a similar order with your at the very first. Also, my troll problem is that the troll can start the animation but do not have "that thing". Still, thank you anyway😵

Also check your settings in OSL aroused, make sure your scene start arousal is high enough, try setting that to 20 instead of default 10.   Creatures do not get assets unless aroused enough and lose them if it falls to far as well.

Posted
6 hours ago, MiyuShinonomiya said:

I've got this exact arrangement in priority but my Werewolves and Trolls don't have their bits. Everything else is basically flawless. I wonder what the issue comes from, since it's so common. Desperately want my werewolves and trolls working.

 

Looking at your list, you do seem to have CF and MNC installed. I don't have CF and MNC installed, since half the point of the revival was to omit their usage. I hope there's some kind of fix sooner than later.

I was not able to get all creatures working without creature framework and MNC installed so with them in there they all work.  Also check your OSL aroused settings, they seem to need a ramp up to get all creatures to start the scene with assets.  Human males already have the asset while creatures have to add the asset and I think that is the hurdle that needs to be fixed.

Posted
2 hours ago, Mimirue17 said:

I was not able to get all creatures working without creature framework and MNC installed so with them in there they all work.  Also check your OSL aroused settings, they seem to need a ramp up to get all creatures to start the scene with assets.  Human males already have the asset while creatures have to add the asset and I think that is the hurdle that needs to be fixed.

can confirm i was able to get all monsters with bits from following this guys load order yes that includes grabbing creature framework and mnc but that was the only way i could get them to show up after a bunch of testing you technically dont need sexlab you can just grab the fake esm from nexus

Posted

It seems like most likely I have some asset paths incorrect, and the assets from MNC are making up for that. 

 

I do plan to circle back to this.  I just did a release on another mod that took a lot of time, so I'll probably not mod for a bit and use free time to just play the game (yeah right, I always say that). 

Posted
18 hours ago, Mimirue17 said:

I have a mod list a few posts up from here that you can look at, your issue is load order and that might help you.

I'm following your modlist but unfortunately adding MNC and CF leads to crash on startup. It remains that some creatures don't have animations or bits for me, like werewolf or ice troll i.e

Posted
48 minutes ago, imsogay30 said:

I'm following your modlist but unfortunately adding MNC and CF leads to crash on startup. It remains that some creatures don't have animations or bits for me, like werewolf or ice troll i.e

there is issues with the rest of your Mod list then - sorry I am not an expert at mod lists - I just do a ton of experimenting and reading forums etc to find answers

Posted (edited)

Hi, I found two separate causes for the Riekling T-pose issue:

 

Billyy: The behavior files reference animations that are missing from the actual package. The fix includes 160 missing HKX files, two corrected behavior files, and the corresponding FNIS lists.


Anub: The HKX files are present, but 30 scene JSON files use incorrect animationIndex mappings. The fix corrects those JSON files.

 

I’ve attached the two fixes separately, preserving their original Data-relative folder structure. Feel free to try them, hopefully they resolve the issue for you. If you wish, you can also include these fixed files in your original packages.

Anub-Riekling-JSON-Fix.zip Billyy-Riekling-HKX-Behavior-Fix.zip

Edited by cashboxs
Posted

Ive noticed the included animation packs, most often the Anubs sets, seem to have issues with activating the creature end of the animation and will leave them in whatever idle the hub was using whereas the player seems to properly animate. 

Posted (edited)

Hey chrystelle, I've spent some time fiddling around with the mod and found a fix for a few issues.

 

For Werewolves and Trolls, it seems that they just don't have a proper config section in OCreature's base.json (\SKSE\Plugins\Ostim\creatures\OCreatures\). I manually added a swap to the aroused skin mesh included with the mod and it works like a charm for Werewolves so long as you make sure they're not being distributed a different penis (such as from SoS or something). I also manually edited the aroused mesh in SSEdit to use the Addon_Dog_Red_Hard ArmorAddon as I greatly prefer it.

image.png.9191d36bcfab4b03e333b67b6d1b76c5.png

 

Spoiler

 

        {
            "skinName": "Werewolf",
            "skinForm": "__formData|Skyrim.esm|0xcdd86",
            "arousedSkinForm": "__formData|OCreatures.esp|0x9c9",
            "addonForm": null
        }

 

 

 

I still need to set it up for all the different trolls but I assume it's a similar situation. I really dislike most arousal mods, as I find them pointless bloat, so thank you very much for making this version. Hopefully some of you also find this helpful!

 

Edited by AydenTheKinch
Included copiable code

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