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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....
 

Posted (edited)
7 hours ago, Excusemesir said:

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....
 

This all has to do with the way those specific animations are converted, not with the framework itself.  I'm most interested in the base framework, which just includes (1) enabling starting a scene with the actor type in OStim and (2) swapping the skin to an "aroused" morph during the scene and swapping back again after. Converting, fixing, polishing the animations already out there will have to be a community effort, and I'm not personally interested in those particular animations.

 

Edit to Add: Billyy has given permission to re-convert his animation pack and post in a different format (allowing selection of specific creature types so you don't have to install everything).  That's something I plan to do, but right now I'm focused on releasing the next version of a different mod before I circle back to OCreatures. For other animation packs, I'm hoping someone else will take that on.  This is the tool that will allow proper annotation of climax (without annotating each hkx manually): https://www.nexusmods.com/skyrimspecialedition/mods/84913

Edited by chrystelle
Posted

I'm having a weird issue when I try starting a scene with any Canine. I've been triying to get this mod working with either/both Diverse True Wolves and Dogs and Diverse Dog Textures SPID and their respective fluff patches, but whenever I initiate a scene it says the dog is not eligible for OStim and nothing happens.

 

Without those mods I can initiate a scene but the player and dog just stand inside each other and their normal idles play but with sex sounds. 

 

Everything works fine with Horses, though. Haven't been able to try any other creatures.

Posted

Someone knows a place for baka's ABC? I live in one of this country where i need to prove i'm 18years old+ for suscribstar, but my government doesn't give me smartphone or cam, so i can't prove i'm not a child...

Posted
2 hours ago, Algarinor said:

Someone knows a place for baka's ABC? I live in one of this country where i need to prove i'm 18years old+ for suscribstar, but my government doesn't give me smartphone or cam, so i can't prove i'm not a child...

Have u use a vpn? it can bypass anything with id verifyication

Posted (edited)
3 hours ago, Gamingg6 said:

Have u use a vpn? it can bypass anything with id verifyication

I've try without success. To be honest i've try for months, it wasn't this important until this new ocreature be out :D.

Edited by Algarinor
Posted (edited)
4 hours ago, xxxamogusxxx said:

Custom creature mods that work with Ocreatures:

 

Ogres

Deep One

Deathclaw

(Plugins need cleaning and translation, but work regardless)

 

Demogorgon

GS Goblins

Bloodborne Beast

ArchDemon

D2 Creatures (except Goat Man)

The Medium Hound

RE Creatures (only Regenerator)

 

It seems like creatures with custom races are not recognized for Ostim, haven't tried this version yet but is it addressed/planned to? 

 

 I haven't documented it yet because I've been working on my other mod.  But, yes, the framework is set up to be the base framework that handles enabling custom creatures to handle their swap. 

 

For mod creators and people who want to make patches:

 

1) Step one is to add the keyword for the race you want your creature to be recognized as in OStim.  This is essential to being able to start a scene.  Creature races have different skeletons and behavior.  Ostim needs to know what animations are valid for the creature.  In SKSE/Plugins/Ostim/actor properties, you see the configuration files for the actor types that have been added to tell OStim how to handle them.  The way these files are named also corresponds to the keyword you can add to the actor to make OStim see them as that actor type.  Custom creatures often define a custom race but set up the race to use the same skeleton and behavior as one of the default races.  If this is not the case, and it truly has custom behavior, you are out of luck because there will be no animations available for the creature anyway.  [EDIT: A one-line SkyPatcher ini file is probably the easiest way to add the appropriate OCreatures keyword to a modded race.)

 

2) Step two is to define any custom skin swap or addon you want the framework to manage.  The creature will work in OStim with just step 1, but without step 2, they will have no schlong or custom nude form.  WIthin the SKSE/Plugins/Ostim/creatures, your mod or patch needs to add a json file that defines how OCreatures should handle the modded creature.  For examples, look in SKSE/Plugins/Ostim/creatures/OCreatures.  (As an aside, these would be more efficient to load in-game as one file, and in a future version they will probably all be combined to one file.  But for now having them separated made it easier to test.)  The basic format is:

 

{
    "creatures": [
        {
            "skinName": "Ash Hopper",
            "skinForm": "__formData|Dragonborn.esm|0x19B0A",
            "arousedSkinForm": "__formData|OCreatures.esp|0x918",
            "addonForm": null
        }
    ]
}

 

Ocreatures loads all the files in SKSE/Plugins/Ostim/creatures/OCreatures first, and then files in SKSE/Plugins/Ostim/creatures, if any, can add to or override those base records.  The skinName property is not really used, it is just there to make the config files easier to manage.  Use something descriptive and unique.  The skinForm property is the key the framework will use to figure out whether a specific creature in a scene should have their skin swapped or added to. The arousedSkinForm is optional and is the base skin you want to the framework to place on the creature, REPLACING the default skin for the duration of the OStim thread. The addonForm property is also optional is added to the creature, not replacing the default skin (unless the addonForm is mistakenly configured to use the same armor slot, which it should not be).  If both of these two optional properties are null, there's not much point in defining the creature here at all.  One or both should be configured if you want any sort of change in appearance when a thread starts.

 

 

Edited by chrystelle
Posted

For anyone seeing this, softbody and PPA don't work with this. thought to say this before someone ask a question about softbody or ppa compatibility on here. 
 

Posted
5 minutes ago, Gamingg6 said:

For anyone seeing this, softbody and PPA don't work with this. thought to say this before someone ask a question about softbody or ppa compatibility on here. 
 

 

That's not accurate.

 

Others have confirmed it works.  You must have your mod priorities set so that softbody's files overwrite OCreatures files.

Posted
1 hour ago, Gamingg6 said:

For anyone seeing this, softbody and PPA don't work with this. thought to say this before someone ask a question about softbody or ppa compatibility on here. 
 

Were you able to resolve it? Make sure you're installing the SoftBody MNC patch files, allowing them to overwrite the ones at the same path in OCreatures, and then re-run Pandora.  There's more info further up in the thread from a Soft Body/PPA user, but pretty sure that is the install process.

Posted

trying to set this up correctly and function i get ostim menu and like choose spider etc but the animation  doesn't actually run like they stand there they have physics not stiff but it's like it won't run it i have pandora and if you need reference i am  getting this run on VOV wabbajack build The Modding Bordello

 

Posted (edited)

I've tried really hard to simplify the process of getting creatures to work with OStim.  I removed a lot of steps and dependencies.  Even so, you still have to follow the instructions carefully.  On the file page, there is an "Installation" section.  It is not very long, and every word is important. 

 

- Install each of the mods listed IN THE ORDER LISTED. 

- ABC is not optional.  It is required.

- Any additional mods beyond what are listed in the installation instructions that modify the same files as OCreatures (including SoftBody) should be loaded AFTER OCreatures, as noted in the Installation section.

- Run Pandora.  Read this note about Pandora:  https://www.loverslab.com/topic/266647-ocreatures-revived/#findComment-7308884

 

Follow the instructions to the letter, and it will work.

 

 

Edited by chrystelle
Posted
1 hour ago, chrystelle said:

I've tried really hard to simplify the process of getting creatures to work with OStim.  I removed a lot of steps and dependencies.  Even so, you still have to follow the instructions carefully.  On the file page, there is an "Installation" section.  It is not very long, and every word is important. 

 

- Install each of the mods listed IN THE ORDER LISTED. 

- ABC is not optional.  It is required.

- Any additional mods beyond what are listed in the installation instructions that modify the same files as OCreatures (including SoftBody) should be loaded AFTER OCreatures, as noted in the Installation section.

- Run Pandora.  Read this note about Pandora:  https://www.loverslab.com/topic/266647-ocreatures-revived/#findComment-7308884

 

Follow the instructions to the letter, and it will work.

 

 

any ideas about the right side of mo2 and what order i have tried like 10 times so far must be my load order but i get ctd also is there a mcm i cant find it 

Posted
On 8/6/2026 at 15:31, Gamingg6 said:

Para quien vea esto, softbody y PPA no funcionan con esto. Pensé en decir esto antes de que alguien haga una pregunta sobre la compatibilidad de softbody o PPA aquí.
 

It works, brother, I am a user of Ostim, Softbody, PPA, and Ocreatures. I don't use Sexlab and I can guarantee that it works. Just place Softbody after Ocreatures and PPA after Softbody in your load order and you will see the magic.

Posted
8 hours ago, pleasetryme said:

any ideas about the right side of mo2 and what order i have tried like 10 times so far must be my load order but i get ctd also is there a mcm i cant find it 

Engine launched with configuration: Skyrim SE/AE. Do not exit before the launch is finished.
Waiting for preload to finish...
Preload finished.

Pandora Mod 1 : Animated Interactions - v.1.0.0
Pandora Mod 2 : Animation Teleport Bug Fix - v.1.0.0
Pandora Mod 3 : Anub Big Guy Pack - v.1.0.0
Pandora Mod 4 : AnubsBG - v.1.0.0
Pandora Mod 5 : AnubsDom - v.1.0.0
Pandora Mod 6 : AnubsFurniture - v.1.0.0
Pandora Mod 7 : AnubsHuman - v.1.0.0
Pandora Mod 8 : AnubsLesbian - v.1.0.0
Pandora Mod 9 : AnubsSolo - v.1.0.0
Pandora Mod 10 : Ayasato - v.1.0.0
Pandora Mod 11 : BakaHuman - v.1.0.0
Pandora Mod 12 : BDG - v.1.0.0
Pandora Mod 13 : Billyy Chair and Bench Pack - v.1.0.0
Pandora Mod 14 : Billyy MFF Pack - v.1.0.0
Pandora Mod 15 : Billyy Table Pack - v.1.0.0
Pandora Mod 16 : Billyy Wall Pack - v.1.0.0
Pandora Mod 17 : BillyysGroup - v.1.0.0
Pandora Mod 18 : BillyysHuman - v.1.0.0
Pandora Mod 19 : BillyysLesbian - v.1.0.0
Pandora Mod 20 : BillyysOrgy - v.1.0.0
Pandora Mod 21 : BillyysSoloF - v.1.0.0
Pandora Mod 22 : BillyysSoloM - v.1.0.0
Pandora Mod 23 : Dogma - v.1.0.0
Pandora Mod 24 : Dragos Enchant Those Potions - v.1.0.0
Pandora Mod 25 : Dragos Love Those Neighbours - v.1.0.0
Pandora Mod 26 : Dragos Open Animations Anal Animation Add On - v.1.0.0
Pandora Mod 27 : Extra Drawing Animations - v.1.0.0
Pandora Mod 28 : Fix Vanilla Attack Annotation - v.1.0.0
Pandora Mod 29 : GP Offset Movement Animation - v.1.0.0
Pandora Mod 30 : Grain Mill Animation Fix - v.1.0.0
Pandora Mod 31 : Gunslicer Dance Pack - v.1.0.0
Pandora Mod 32 : Jump Behavior Overhaul - v.1.0.0
Pandora Mod 33 : Just Shake It - v.1.0.0
Pandora Mod 34 : LeitoExtra - v.1.0.0
Pandora Mod 35 : LeitoGroup - v.1.0.0
Pandora Mod 36 : LeitoHuman - v.1.0.0
Pandora Mod 37 : LeitoLesbian - v.1.0.0
Pandora Mod 38 : LeitoSolo - v.1.0.0
Pandora Mod 39 : Lovemaking Compendium - v.1.0.0
Pandora Mod 40 : M2MTweens - v.1.0.0
Pandora Mod 41 : M2MTweensGROUP - v.1.0.0
Pandora Mod 42 : M2MTweensSOLO - v.1.0.0
Pandora Mod 43 : MFID - v.1.0.0
Pandora Mod 44 : MFP - v.1.0.0
Pandora Mod 45 : Milky - v.1.0.0
Pandora Mod 46 : MNBVwa - v.1.0.0
Pandora Mod 47 : Momentary Solitude Ladies - v.1.0.0
Pandora Mod 48 : NCK30 - v.1.0.0
Pandora Mod 49 : NibblesGroup - v.1.0.0
Pandora Mod 50 : NibblesHuman - v.1.0.0
Pandora Mod 51 : NibblesLesbian - v.1.0.0
Pandora Mod 52 : NibblesSolo - v.1.0.0
Pandora Mod 53 : Night Blooming Violets - v.1.0.0
Pandora Mod 54 : OAnims - v.1.0.0
Pandora Mod 55 : OStim - v.1.0.0
Pandora Mod 56 : Payload Interpreter - v.1.0.0
Pandora Mod 57 : Scale 3P Petite Standing - v.1.0.0
Pandora Mod 58 : Scale Bench 2P Sitting On Lap - v.1.0.0
Pandora Mod 59 : Scale Bench 2P Sitting Standing - v.1.0.0
Pandora Mod 60 : Scale Table 2P Behind - v.1.0.0
Pandora Mod 61 : SkyParkour 1st Person - v.1.0.0
Pandora Mod 62 : SkyParkour 3rd Person - v.1.0.0
Pandora Mod 63 : True Directional Movement - 360 Horse Archery - v.1.0.0
Pandora Mod 64 : True Directional Movement - Headtracking - v.1.0.0
Pandora Mod 65 : True Directional Movement - Procedural Leaning - v.1.0.0
Pandora Mod 66 : Ultimate Potion Animation NG - v.1.0.0
Pandora Mod 67 : USSEP Behaviour Patch - v.1.0.0
Pandora Mod 68 : Weapon Switch Animation Fix - Behavior Patch Version - v.1.0.0
Pandora Mod 69 : XPMSE Patch For Pandora - v.1.0.0
Pandora Mod 70 : Pandora Base - v.1.0.0

FNIS Mod 1 : FNIS_Billyy_CreatureConstructs_atronachfrost_List
FNIS Mod 2 : FNIS_MoreNastyCritters_cow_List
FNIS Mod 3 : FNIS_MoreNastyCritters_netch_List
FNIS Mod 4 : FNIS_AnubsCreature_benthiclurker_List
FNIS Mod 5 : FNIS_AnubsCreature_bear_List
FNIS Mod 6 : FNIS_Billyy_CreatureConstructs_atronachflame_List
FNIS Mod 7 : FNIS_AnubsCreature_scrib_List
FNIS Mod 8 : FNIS_Billyy_CreatureConstructs_dwarvenspider_List
FNIS Mod 9 : FNIS_AnubsCreature_deer_List
FNIS Mod 10 : FNIS_Billyy_CreatureConstructs_dwarvenballistacenturion_List
FNIS Mod 11 : FNIS_Billyy_CreatureConstructs_atronachstorm_List
FNIS Mod 12 : FNIS_AnubsCreature_hmdaedra_List
FNIS Mod 13 : FNIS_Billyy_CreatureMisc_dragon_List
FNIS Mod 14 : FNIS_AnubsCreature_chaurusflyer_List
FNIS Mod 15 : FNIS_AnubsCreature_vampirebrute_List
FNIS Mod 16 : FNIS_AnubsCreature_boarriekling_List
FNIS Mod 17 : FNIS_AnubsCreature_chaurus_List
FNIS Mod 18 : FNIS_AnubsCreature_dragonpriest_List
FNIS Mod 19 : FNIS_Billyy_CreatureConstructs_dwarvenspherecenturion_List
FNIS Mod 20 : FNIS_AnubsCreature_riekling_List
FNIS Mod 21 : FNIS_AnubsCreature_draugr_List
FNIS Mod 22 : FNIS_AnubsCreature2_wolf_List
FNIS Mod 23 : FNIS_AnubsCreature2_dog_List
FNIS Mod 24 : FNIS_Billyy_CreatureHumanoids_draugr_List
FNIS Mod 25 : FNIS_Billyy_CreatureBeasts_bear_List
FNIS Mod 26 : FNIS_MoreNastyCritters_atronachflame_List
FNIS Mod 27 : FNIS_Billyy_CreatureHumanoidsLarge_benthiclurker_List
FNIS Mod 28 : FNIS_Billyy_CreatureFurniture_chaurus_List
FNIS Mod 29 : FNIS_Billyy_CreatureHumanoids_dragonpriest_List
FNIS Mod 30 : FNIS_Billyy_CreatureMisc_deer_List
FNIS Mod 31 : FNIS_Billyy_CreatureFurniture_vampirebrute_List
FNIS Mod 32 : FNIS_Billyy_CreatureHumanoidsLarge_hmdaedra_List
FNIS Mod 33 : FNIS_MoreNastyCritters_dwarvenspider_List
FNIS Mod 34 : FNIS_Billyy_CreatureBeasts_boarriekling_List
FNIS Mod 35 : FNIS_Billyy_CreatureInsects_chaurusflyer_List
FNIS Mod 36 : FNIS_Billyy_CreatureInsects_scrib_List
FNIS Mod 37 : FNIS_Billyy_CreatureHumanoids_riekling_List
FNIS Mod 38 : FNIS_MoreNastyCritters_bear_List
FNIS Mod 39 : FNIS_MoreNastyCritters_draugr_List
FNIS Mod 40 : FNIS_Billyy_CreatureBeasts_dog_List
FNIS Mod 41 : FNIS_Billyy_CreatureBeasts_wolf_List
FNIS Mod 42 : FNIS_MoreNastyCritters_dragonpriest_List
FNIS Mod 43 : FNIS_Billyy_CreatureInsects_chaurus_List
FNIS Mod 44 : FNIS_MoreNastyCritters_deer_List
FNIS Mod 45 : FNIS_Billyy_CreatureHumanoidsLarge_vampirebrute_List
FNIS Mod 46 : FNIS_MoreNastyCritters_chaurusflyer_List
FNIS Mod 47 : FNIS_MoreNastyCritters_scrib_List
FNIS Mod 48 : FNIS_MoreNastyCritters_boarriekling_List
FNIS Mod 49 : FNIS_MoreNastyCritters_benthiclurker_List
FNIS Mod 50 : FNIS_MoreNastyCritters_riekling_List
FNIS Mod 51 : FNIS_AnubsCreature_frostbitespider_List
FNIS Mod 52 : FNIS_Billyy_CreatureMisc_goat_List
FNIS Mod 53 : FNIS_Billyy_CreatureConstructs_dwarvensteamcenturion_List
FNIS Mod 54 : FNIS_AnubsCreature_giant_List
FNIS Mod 55 : FNIS_Billyy_CreatureMisc_hagraven_List
FNIS Mod 56 : FNIS_Billyy_CreatureHumanoidsLarge_giant_List
FNIS Mod 57 : FNIS_Billyy_CreatureMisc_icewraith_List
FNIS Mod 58 : FNIS_Billyy_CreatureFurniture_dog_List
FNIS Mod 59 : FNIS_Billyy_CreatureMisc_horker_List
FNIS Mod 60 : FNIS_Billyy_CreatureFurniture_wolf_List
FNIS Mod 61 : FNIS_AnubsCreature_falmer_List
FNIS Mod 62 : FNIS_Billyy_CreatureInsects_frostbitespider_List
FNIS Mod 63 : FNIS_MoreNastyCritters_goat_List
FNIS Mod 64 : FNIS_MoreNastyCritters_dwarvensteamcenturion_List
FNIS Mod 65 : FNIS_Billyy_CreatureMisc_mammoth_List
FNIS Mod 66 : FNIS_MoreNastyCritters_hagraven_List
FNIS Mod 67 : FNIS_Billyy_CreatureMisc_slaughterfish_List
FNIS Mod 68 : FNIS_MoreNastyCritters_horker_List
FNIS Mod 69 : FNIS_Billyy_CreatureFurnitureInvis_wolf_List
FNIS Mod 70 : FNIS_MoreNastyCritters_wisp_List
FNIS Mod 71 : FNIS_MoreNastyCritters_chicken_List
FNIS Mod 72 : FNIS_MoreNastyCritters_mammoth_List
FNIS Mod 73 : FNIS_Billyy_CreatureHumanoids_falmer_List
FNIS Mod 74 : FNIS_MoreNastyCritters_falmer_List
FNIS Mod 75 : FNIS_AnubsCreature_vampirelord_List
FNIS Mod 76 : FNIS_Billyy_CreatureFurnitureInvis_dog_List
FNIS Mod 77 : FNIS_AnubsCreature_sabrecat_List
FNIS Mod 78 : FNIS_Billyy_CreatureHumanoids_vampirelord_List
FNIS Mod 79 : FNIS_Billyy_CreatureBeasts_sabrecat_List
FNIS Mod 80 : FNIS_Billyy_CreatureMisc_hare_List
FNIS Mod 81 : FNIS_AnubsCreature_skeever_List
FNIS Mod 82 : FNIS_Billyy_CreatureMisc_wolf_List
FNIS Mod 83 : FNIS_MoreNastyCritters_dog_List
FNIS Mod 84 : FNIS_MoreNastyCritters_sabrecat_List
FNIS Mod 85 : FNIS_AnubsCreature_spriggan_List
FNIS Mod 86 : FNIS_Billyy_CreatureBeasts_skeever_List
FNIS Mod 87 : FNIS_Billyy_CreatureFurniture_skeever_List
FNIS Mod 88 : FNIS_Billyy_CreatureConstructs_spriggan_List
FNIS Mod 89 : FNIS_MoreNastyCritters_hare_List
FNIS Mod 90 : FNIS_MoreNastyCritters_spriggan_List
FNIS Mod 91 : FNIS_MoreNastyCritters_wolf_List
FNIS Mod 92 : FNIS_MoreNastyCritters_troll_List
FNIS Mod 93 : FNIS_AnubsCreature_troll_List
FNIS Mod 94 : FNIS_Billyy_CreatureHumanoidsLarge_troll_List
FNIS Mod 95 : FNIS_Billyy_CreatureFurniture_horse_List
FNIS Mod 96 : FNIS_MoreNastyCritters_horse_List
FNIS Mod 97 : FNIS_AnubsCreature2_horse_List
FNIS Mod 98 : FNIS_Billyy_CreatureBeasts_horse_List
FNIS Mod 99 : FNIS_AnubsCreature_werewolfbeast_List
FNIS Mod 100 : FNIS_MoreNastyCritters_werewolfbeast_List
FNIS Mod 101 : FNIS_Billyy_CreatureHumanoidsLarge_werewolfbeast_List
FNIS Mod 102 : FNIS_XPMSE_List
FNIS Mod 103 : FNIS_ODefeat_List
FNIS Mod 104 : FNIS_DrG_A_List
FNIS Mod 105 : FNIS_temryuu_List
FNIS Mod 106 : FNIS_0Sex_FT_A_List
FNIS Mod 107 : FNIS_Billyy_CreatureFurnitureInvis_List
FNIS Mod 108 : FNIS_DrG_furniture_List
FNIS Mod 109 : FNIS_openani_redress_List
FNIS Mod 110 : FNIS_Billyy_CreatureFurniture_List
FNIS Mod 111 : FNIS_MoreNastyCritters_List
FNIS Mod 112 : FNIS_OCR_List
FNIS Mod 113 : FNIS_openani_solo_List
FNIS Mod 114 : FNIS_Billyy_CreatureMisc_List
FNIS Mod 115 : FNIS_AnubsCreature2_List
FNIS Mod 116 : FNIS_DrG_furnitureETP_List
FNIS Mod 117 : FNIS_Billyy_CreatureBeasts_List
FNIS Mod 118 : FNIS_Billyy_CreatureHumanoids_List
FNIS Mod 119 : FNIS_AnubsCreature_List
FNIS Mod 120 : FNIS_openani_3pp_List
FNIS Mod 121 : FNIS_Billyy_CreatureConstructs_List
FNIS Mod 122 : FNIS_openani_furniture_List
FNIS Mod 123 : FNIS_Billyy_CreatureHumanoidsLarge_List
FNIS Mod 124 : FNIS_openani_main_List
FNIS Mod 125 : FNIS_openani_interaction_List
FNIS Mod 126 : FNIS_Billyy_CreatureInsects_List

47 animations added to atronachflame.
20 animations added to atronachfrostproject.
25 animations added to atronachstormproject.
57 animations added to bearproject.
527 animations added to dogproject.
527 animations added to wolfproject.
14128 animations added to defaultfemale.
14128 animations added to defaultmale.
14 animations added to firstperson.
158 animations added to chaurusproject.
4 animations added to highlandcowproject.
47 animations added to deerproject.
82 animations added to chaurusflyer.
61 animations added to vampirebruteproject.
38 animations added to benthiclurkerproject.
65 animations added to boarproject.
10 animations added to ballistacenturion.
42 animations added to hmdaedra.
4 animations added to netchproject.
372 animations added to rieklingproject.
68 animations added to scribproject.
15 animations added to dragonproject.
29 animations added to dragon_priest.
271 animations added to draugrproject.
271 animations added to draugrskeletonproject.
25 animations added to spherecenturion.
24 animations added to dwarvenspidercenturionproject.
14 animations added to steamproject.
239 animations added to falmerproject.
91 animations added to frostbitespiderproject.
72 animations added to giantproject.
14 animations added to goatproject.
13 animations added to hagravenproject.
24 animations added to horkerproject.
168 animations added to horseproject.
10 animations added to icewraithproject.
19 animations added to mammothproject.
42 animations added to sabrecatproject.
160 animations added to skeeverproject.
10 animations added to slaughterfishproject.
62 animations added to spriggan.
238 animations added to trollproject.
15 animations added to vampirelord.
304 animations added to werewolfbeastproject.
4 animations added to wispproject.
4 animations added to chickenproject.
14 animations added to hareproject.

32576 total animations added.

Launch finished in 14.13 seconds.
 

my pandora is totatly loading great my path is reading them i might have a mod in wrong order  or something like if i go up to  a hostile say chaurus if i try the to use like surrender or what not from say odeaft or acheron or eggmania probably one of those i did see it work once before the ostim menu came up etc the only thing was like me and the spider at one stage we like stood there  like no camera view its a hit and miss i  will try a few ways like maybe on a non hostile 

Posted (edited)

The most important thing is on the left pane in MO2, the order is OStim SA, then Billyy SLAL 8.5, then OCreatures, then ABC.  If you use SoftBody, that should be after, meaning SoftBody will win any file conflicts.  In terms of load order (right pane), LOOT should probably sort everything fine on it's own.  You probably want OCreatures to be up high, closer to the esms, since you might have creature appearance overhauls that you want to win any esp record conflicts.  But it really doesn't matter.  The esp for OCreatures is very simple, just a small quest that runs in the background and listens for OStim events.  It doesn't do anything except in response to those events.  So load order is not really that important unless you have something that edits the basic Skyrim creatures to use completely different skin forms.  I think those sort of mods are pretty rare.

 

On the other hand, the priority of assets is extremely important.  Double-click on OCreatures in MO2 and go to the Conflicts tab. 

- You should see it winning a lot of conflicts with the Billyy SLAL pack and a few conflicts with OStim SA. 

- You should see it losing conflicts with ABC, SoftBody if you use that, and possibly PGPatcher if you use that.  You should not see it losing to any SLAL packs, like if you have Billyy's pack installed and configured for SexLab. At least for now, that is not compatible and will cause the animations to fail for OStim.

 

But all of this is just re-iterating the installation instructions and probably confusing.

Edited by chrystelle
Posted
2 hours ago, chrystelle said:

The most important thing is on the left pane in MO2, the order is OStim SA, then Billyy SLAL 8.5, then OCreatures, then ABC.  If you use SoftBody, that should be after, meaning SoftBody will win any file conflicts.  In terms of load order (right pane), LOOT should probably sort everything fine on it's own.  You probably want OCreatures to be up high, closer to the esms, since you might have creature appearance overhauls that you want to win any esp record conflicts.  But it really doesn't matter.  The esp for OCreatures is very simple, just a small quest that runs in the background and listens for OStim events.  It doesn't do anything except in response to those events.  So load order is not really that important unless you have something that edits the basic Skyrim creatures to use completely different skin forms.  I think those sort of mods are pretty rare.

 

On the other hand, the priority of assets is extremely important.  Double-click on OCreatures in MO2 and go to the Conflicts tab. 

- You should see it winning a lot of conflicts with the Billyy SLAL pack and a few conflicts with OStim SA. 

- You should see it losing conflicts with ABC, SoftBody if you use that, and possibly PGPatcher if you use that.  You should not see it losing to any SLAL packs, like if you have Billyy's pack installed and configured for SexLab. At least for now, that is not compatible and will cause the animations to fail for OStim.

 

But all of this is just re-iterating the installation instructions and probably confusing.

image.png.9db8e22a4b7ba0f2cae052f271eaddf7.png

 

Posted (edited)

That shows that Ostim standalong sound overhaul is overwriting OCreatures.  Move all of your OStim framework extensions like the sound and camera overhaul to be right after OStim itself.  From a load order perspective, you should consider these to be part of OStim.  Then put OCreatures right after that.  I'm not sure that would cause the animation A-pose issue you're having, but could definitely cause other issues down the road.  Also, have you tried a variety of creatures to make sure it's not just one specific animation that isn't working?

Edited by chrystelle
Posted

so sexlab mods that have ostim patch and use the old ocreature, will they work with this new one instead or does the old one have a sexlab dependency that allows it to work? such as a sexlab mod like dangerous nights that has the ostim patch and uses creatures.

Posted

They will likely all work.  I haven't looked at that one in particular, but I looked at another one made by gegging.  They check for OCreatures.esp, which is fine since this version also use that same esp name.

Posted (edited)
On 6/8/2026 at 4:47 PM, chrystelle said:

Were you able to resolve it? Make sure you're installing the SoftBody MNC patch files, allowing them to overwrite the ones at the same path in OCreatures, and then re-run Pandora.  There's more info further up in the thread from a Soft Body/PPA user, but pretty sure that is the install process.

I forgot, was MNC had human on creature anims? like male on flame atronach? i wasn't interested in the creature dicks only the frame aussy. Might work with "CPA - Creatures Physics Addon" but haven't tested it yet. eitherway, was able to get this mod  and softbody and ppa working on my end, thanks!

Edited by Gamingg6
Posted

hey buddies,I meet a problem when I play this mod,I only can use MNC's animations when entered scenes,I can't use billy and anubs animation.

 

When I sex with draugr , the ostim system warn "no starting animation",and didn't enter ostim scene. I only can sex with flame atronach with MNC animation.

 

the mod loading order is correct,I dont know where is wrong.

 

If someone can solve my problem,I will be really appreciated.

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