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Posted
4 hours ago, AydenTheKinch said:

Hey cashboxs, 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

 

  Hide contents

 

        {
            "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!

 

This did *not* work for me, for male player werewolf.

Posted (edited)
1 hour ago, Einherjar81 said:

This did *not* work for me, for male player werewolf.

 

Hm, I haven't had a chance to test it as the player. What mod are you using to start an OStim scene in Werewolf form?

 

I've also noticed that this implementation does just place the erect werewolf penis over the unerect one which is not noticeable to very noticeable depending on the animation. I had to create a new armor using the full body aroused mesh in SSEdit and point the arousedSkinForm at that to fix the issue.

SOS Hoodies - No Hoodie Schlongs for Werewolves.espSOS - No Regular Schlongs for Werewolves.esp

Here's a couple tiny ESL's to remove Werewolves from the SoS formlist so you don't have to worry about SoS distributing them penises and can just use the ABC ones baked into the mesh instead.

Edited by AydenTheKinch
Added some ESLs
Posted
5 minutes ago, Rebecca.Dova said:

I installed them in this order:
OStim
OCreatures
Baka's ABC
Anub, Billyy, and MNC Animation Packs

But the werewolf's penis doesn't appear

Don't test with a save file, use a new game. The OCR script only loads the config on init, so it only works with a new game. Or, you can tweak its playeralias.pex and add a call to loadconfig every time a save is loaded, that way your Werewolf changes will work in saved games.

Posted
13 hours ago, AydenTheKinch said:

 

Hm, I haven't had a chance to test it as the player. What mod are you using to start an OStim scene in Werewolf form?

 

I've also noticed that this implementation does just place the erect werewolf penis over the unerect one which is not noticeable to very noticeable depending on the animation. I had to create a new armor using the full body aroused mesh in SSEdit and point the arousedSkinForm at that to fix the issue.

SOS Hoodies - No Hoodie Schlongs for Werewolves.espSOS - No Regular Schlongs for Werewolves.esp

Here's a couple tiny ESL's to remove Werewolves from the SoS formlist so you don't have to worry about SoS distributing them penises and can just use the ABC ones baked into the mesh instead.

I was using the OStim port of Sexlab Werewolves.

That said, my particular issue might be due to Growl... which I doubt is an uncommon mod for werewolf players.

Or, it could be a TNG incompatibility with the way that mod handles genital addons.

 

Either way, my player werewolf lacked erect genitalia even after tweaking the config and installing MNC.

Posted (edited)

  

4 hours ago, cashboxs said:

Don't test with a save file, use a new game. The OCR script only loads the config on init, so it only works with a new game. Or, you can tweak its playeralias.pex and add a call to loadconfig every time a save is loaded, that way your Werewolf changes will work in saved games.



That's a great idea! I wanted to add another call to loadconfig but wasn't sure where best to include it.

 

 

2 hours ago, Einherjar81 said:

I was using the OStim port of Sexlab Werewolves.

That said, my particular issue might be due to Growl... which I doubt is an uncommon mod for werewolf players.

Or, it could be a TNG incompatibility with the way that mod handles genital addons.

 

Either way, my player werewolf lacked erect genitalia even after tweaking the config and installing MNC.

 

If Growl edits any of the Werewolf skin files than the skinForm address might be different. You could pull up your load order in xEdit and see what your werewolf Skin Armor is. You just set the skinForm __formid to that and then point to whatever mesh you'd like to swap to, or armor addon (i.e. penis) you want to add. 

 

TNG I don't think does any distribution to Werewolves unlike SoS. That's fine though because OCreatures includes all the ABC meshes and ABC has all the collision and physics SKSE files (which is literally all you need from it). I just have those meshes + the config and OCreatures handle all the creature penises and SoS (or TNG in your case) handle all the human penises. 

 

Would you also mind linking the OStim port for Sexlab Werewolves? I've been looking for one myself and thought I'd have to try making it. My search skills are probably just lacking lol

 

Edited by AydenTheKinch
wanted to thank @cashboxs
Posted
10 minutes ago, AydenTheKinch said:

  



That's a great idea! I wanted to add another call to loadconfig but wasn't sure where best to include it.

 

 

 

If Growl edits any of the Werewolf skin files than the skinForm address might be different. You could pull up your load order in xEdit and see what your werewolf Skin Armor is. You just set the skinForm __formid to that and then point to whatever mesh you'd like to swap to, or armor addon (i.e. penis) you want to add. 

The other oddity with OCreatures + Growl is that if you select the Werebear option for your transformation, you become a Werewolf when a scene starts.  No idea why.

 

10 minutes ago, AydenTheKinch said:

TNG I don't think does any distribution to Werewolves unlike SoS. That's fine though because OCreatures includes all the ABC meshes and ABC has all the collision and physics SKSE files (which is literally all you need from it). I just have those meshes + the config and OCreatures handle all the creature penises and SoS (or TNG in your case) handle all the human penises. 

True.  But TNG assigns its own NakedBody records with the genital AA included, whereas SoS uses the actual armor record.  This gave me fits trying to track down a texture mismatch for a while.

 

10 minutes ago, AydenTheKinch said:

Would you also mind linking the OStim port for Sexlab Werewolves? I've been looking for one myself and thought I'd have to try making it. My search skills are probably just lacking lol

 

Hosted here.

https://www.loverslab.com/files/file/43998-ocreature-support-for-mods/

Posted
9 minutes ago, Einherjar81 said:

The other oddity with OCreatures + Growl is that if you select the Werebear option for your transformation, you become a Werewolf when a scene starts.  No idea why.

 

True.  But TNG assigns its own NakedBody records with the genital AA included, whereas SoS uses the actual armor record.  This gave me fits trying to track down a texture mismatch for a while.

 

Hosted here.

https://www.loverslab.com/files/file/43998-ocreature-support-for-mods/

 

Beautiful, thank you very much for the link. Let me know if the skinfForm ID swap works out!

 

Posted

Awesome mod, and a great addition to my collection.

Thank you guys for modlists and tips. I struggled to understand the load order, and got constant crashes due to conflicts. Also, found several unrelated issues between my mods. Finally got everything to work at least somewhat properly. 

Posted (edited)
On 9/1/2026 at 5:22 PM, AydenTheKinch said:

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

 

  Reveal hidden contents

 

        {
            "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!

 


Here's what I found for the trolls, I wasn't able to find the default troll though? Could you elaborate on what you meant by editing the script to reload the config when you load a save? I'm hoping to keep my current playthrough.
 

		{
			"skinName": "Werewolf",
			"skinForm": "__formData|Skyrim.esm|0xcdd86",
			"arousedSkinForm": "__formData|OCreatures.esp|0x9c9",
			"addonForm": null
		},
		{
			"skinName": "Frost Troll",
			"skinForm": "__formData|Skyrim.esm|0x16ee4",
			"arousedSkinForm": "__formData|OCreatures.esp|0x923",
			"addonForm": null
		},
		{
			"skinName": "Troll Armored",
			"skinForm": "__formData|Skyrim.esm|0x16689",
			"arousedSkinForm": "__formData|OCreatures.esp|0x94a",
			"addonForm": null
		},
		{
			"skinName": "Troll Frost Armored",
			"skinForm": "__formData|Skyrim.esm|0x16688",
			"arousedSkinForm": "__formData|OCreatures.esp|0x97b",
			"addonForm": null
		},
Edited by NotApplicable621
Moved json text out of the quote
Posted
On 9/8/2026 at 4:30 PM, NotApplicable621 said:


Here's what I found for the trolls, I wasn't able to find the default troll though? Could you elaborate on what you meant by editing the script to reload the config when you load a save? I'm hoping to keep my current playthrough.
 

		{
			"skinName": "Werewolf",
			"skinForm": "__formData|Skyrim.esm|0xcdd86",
			"arousedSkinForm": "__formData|OCreatures.esp|0x9c9",
			"addonForm": null
		},
		{
			"skinName": "Frost Troll",
			"skinForm": "__formData|Skyrim.esm|0x16ee4",
			"arousedSkinForm": "__formData|OCreatures.esp|0x923",
			"addonForm": null
		},
		{
			"skinName": "Troll Armored",
			"skinForm": "__formData|Skyrim.esm|0x16689",
			"arousedSkinForm": "__formData|OCreatures.esp|0x94a",
			"addonForm": null
		},
		{
			"skinName": "Troll Frost Armored",
			"skinForm": "__formData|Skyrim.esm|0x16688",
			"arousedSkinForm": "__formData|OCreatures.esp|0x97b",
			"addonForm": null
		},

 

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

Posted (edited)

My Ostim HUD keeps hiding itself for some reason when using this.
Edit : caused by another mod


Also some canine can cause CTD

Edited by DasKebab
Posted

Hello, 
I downloaded the latest version of this mod (with attached animations packs), but it can't find the chicken and cow animations for some reason. I mean it's not necessary but I thought it might be a bug, or maybe I did something wrong 😅

Posted

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?

Posted
3 hours ago, hana120 said:

How can I use it with Ostim NPC for the spell if I want to trigger an animation between an NPC and a creature???

Nope.

The spell won't accept a creature as a target.

The other OStim matchmaker mod doesn't work, either.

Posted

I've tried a few times now to come back to this and look at reported issues.  Each time, I find I just don't have the motivation to do it.  The thing is, all of the parts of this that I would actually want to use work great with my set up. (I use TNG and ABC, with the install list/order shown on the file page.)  I just don't think I have it in me to do the experimentation and testing that would be needed to address any reported issues with creatures I just don't personally have interest in.  Everyone has their own things that they are into.  So with that said, if anyone has any desire to take this further, they are welcome to do so.  In the meantime, this version is meeting all of my needs, and I'm formally recognizing that I will not likely ever find the desire or motivation to take it any further.

Posted
22 minutes ago, chrystelle said:

I've tried a few times now to come back to this and look at reported issues.  Each time, I find I just don't have the motivation to do it.  The thing is, all of the parts of this that I would actually want to use work great with my set up. (I use TNG and ABC, with the install list/order shown on the file page.)  I just don't think I have it in me to do the experimentation and testing that would be needed to address any reported issues with creatures I just don't personally have interest in.  Everyone has their own things that they are into.  So with that said, if anyone has any desire to take this further, they are welcome to do so.  In the meantime, this version is meeting all of my needs, and I'm formally recognizing that I will not likely ever find the desire or motivation to take it any further.

 

It's a shame about the second dev who took on the project and ended up giving up on it, but thanks for everything! Good luck with your projects

Posted

Hello! Update on my end. I've been testing with a very stripped down version of OCreatures that should work out of the box. I've also made my own version of SexLabWerewolves (calling it OWerewolves) that works for OSex and ONLY lets you starts sex scenes while transformed (with currently no scope creep). It's got an MCM you can set the hotkey in. Animation packs are all included. ABC physics config files also included. Also loads base.JSON config on load so you should be able to tweak it mid game. Maybe I can get a SPID table running at some point?

 

I've tested it with SoS, but TNG should also work (barring any number of catastrophic errors that are all the rage while modding Skyrim). 

 

OWerewolves is a separate ESL.

 

OCreatures - Remixed Lite is a REPLACER TO THE ORIGINAL MOD

https://mega.nz/folder/g01jULab#6FlxcLb9gcuR2y4ZLEUKlg

Currently supports -

 

M - Spriggan

M - Flame Atronach

M - Female Draugr

M - Female Falmer

M Werewolf - F Human

F - Werewolves

F - Trolls

F - Spriggan

F - Flame Atronach

F - Frost Atronach

F - Storm Atronach

F - Male Falmer

F - Male Draugr

F - Dragon Priests

F - Gaints

F - Lurkers

F - Seekers

F - Dwemer Centurions

F - Dwemer Spheres

F - Dwemer Spiders

 

I have no interest in animal sex, just monster sex, but feel free to add it in yourself using the files in the original mod! Will see about including Dragons, M FemWerewolf, and MaleWerewolf FemWerewolf animations in the future. 

 

Make sure to disable SoS cocks for Werewolves so you don't get two penises. I prefer the ABC cocks so I'm using them. Maybe one day I'll make a FOMOD.

 

Vampire Lords should also work with OWerewolves but I've been having some issues with them, let me know if you get them to work.

 

Armored Trolls also take their armor off and and don't put it back on. Unarmored trolls also don't have a perfect skin replacer so try to get smashed by them at your own discretion. Will look into fixing at some point.

 

Starting an OStim scene in combat does still crash the game, this is a crash with the OStim hotkey. I might just use the OWerewolves hotkey to start creature sex generally and put a check so it doesn't explode your game in the future, will need to be implemented.

 

OStim Orgasm scenes also don't automatically make the actors orgasm. I'll have to look into what tag's they're missing.
 

I might focus on adding some polish one creature group at a time, likely starting with werewolves. If you have questions or want support message me and I'll try to get back to you when I can. If you want to mod it yourself, let me know if you fix any bugs!

 

Thank you chrystelle for setting up the original revived version of the mod!

 

PS: Also for transparency, some of the code is AI-assisted. I work hard not to rely on it though so it is certainly not vibe coded. Any ridiculous coding decisions I take full responsibility for.

Posted (edited)
2 hours ago, AydenTheKinch said:

Hello! Update on my end. I've been testing with a very stripped down version of OCreatures that should work out of the box. I've also made my own version of SexLabWerewolves (calling it OWerewolves) that works for OSex and ONLY lets you starts sex scenes while transformed (with currently no scope creep). It's got an MCM you can set the hotkey in. Animation packs are all included. ABC physics config files also included. Also loads base.JSON config on load so you should be able to tweak it mid game. Maybe I can get a SPID table running at some point?

 

I've tested it with SoS, but TNG should also work (barring any number of catastrophic errors that are all the rage while modding Skyrim). 

 

OWerewolves is a separate ESL.

 

OCreatures - Remixed Lite is a REPLACER TO THE ORIGINAL MOD

https://mega.nz/folder/g01jULab#6FlxcLb9gcuR2y4ZLEUKlg

Currently supports -

 

M - Spriggan

M - Flame Atronach

M - Female Draugr

M - Female Falmer

M Werewolf - F Human

F - Werewolves

F - Trolls

F - Spriggan

F - Flame Atronach

F - Frost Atronach

F - Storm Atronach

F - Male Falmer

F - Male Draugr

F - Dragon Priests

F - Gaints

F - Lurkers

F - Seekers

F - Dwemer Centurions

F - Dwemer Spheres

F - Dwemer Spiders

 

I have no interest in animal sex, just monster sex, but feel free to add it in yourself using the files in the original mod! Will see about including Dragons, M FemWerewolf, and MaleWerewolf FemWerewolf animations in the future. 

 

Make sure to disable SoS cocks for Werewolves so you don't get two penises. I prefer the ABC cocks so I'm using them. Maybe one day I'll make a FOMOD.

 

Vampire Lords should also work with OWerewolves but I've been having some issues with them, let me know if you get them to work.

 

Armored Trolls also take their armor off and and don't put it back on. Unarmored trolls also don't have a perfect skin replacer so try to get smashed by them at your own discretion. Will look into fixing at some point.

 

Starting an OStim scene in combat does still crash the game, this is a crash with the OStim hotkey. I might just use the OWerewolves hotkey to start creature sex generally and put a check so it doesn't explode your game in the future, will need to be implemented.

 

OStim Orgasm scenes also don't automatically make the actors orgasm. I'll have to look into what tag's they're missing.
 

I might focus on adding some polish one creature group at a time, likely starting with werewolves. If you have questions or want support message me and I'll try to get back to you when I can. If you want to mod it yourself, let me know if you fix any bugs!

 

Thank you chrystelle for setting up the original revived version of the mod!

 

PS: Also for transparency, some of the code is AI-assisted. I work hard not to rely on it though so it is certainly not vibe coded. Any ridiculous coding decisions I take full responsibility for.

 

 

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?

Edited by Rebecca.Dova
Posted (edited)
7 hours ago, AydenTheKinch said:

 

Starting an OStim scene in combat does still crash the game, this is a crash with the OStim hotkey. I might just use the OWerewolves hotkey to start creature sex generally and put a check so it doesn't explode your game in the future, will need to be implemented.

 

 

 

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.

Edited by chrystelle

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