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Posted

I was having an issue where all of a sudden no creature shlongs, not sure if it was affected by humans too but I read to re-register mods, and it was supposed to work. It didn't but what I did have to do was re-register a couple of times (3) then they sudden;y reappeared.

 

Any idea why that is?

 

Another issue not sure if it relates to this mod but the wolves howles are gone, in fact before I ever put any SL mods they were there but since adding SL, Defeat, and Creature frame, they went away.  They make the physical motion of howling, but no sound.

 

Any ideas?

 

Thanks

Posted

FYI on SexLab 1.60:

 

The method of storing creature types has drastically changed. In order to add a race type to a sexlab creature type, you now need to call 

sslCreatureAnimationSlots.AddRaceID("Skeever", "SkeeverRace")

That will add the "SkeeverRace" to the list of valid races for any animation that has "Skeever" set as it's creature type. There is also a creature registration event that is sent whenever the creature animation registry is reset by the modevent "SexLabRegisterCreatureKey", which makes the following snippet/example useful.

event OnInit()
	RegisterForModEvent("SexLabRegisterCreatureKey", "RegisterAltCreatures")
endEvent

function RegisterAltCreatures()
	; // Register 2 new races to the default giant creature type
	sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_1")
	sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_2")
	; // Create a new creature type that's a mix of both Draugr and Skeletons
	sslCreatureAnimationSlots.ClearRaceKey("MyCustomRaceType") ; // Resets any race id's registered to the race type previously.
	sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "DraugrRace") ; // Adds DraugrRace to the now empty type MyCustomRaceType
	sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "SkeletonRace") ; // Adds SkeletonRace to the type MyCustomRaceType
	; // Any animations that use the the creature type "MyCustomRaceType" will now consider DraugrRace or SkeletonRace as valid creature races.
endFunction

This also brings me to the next important change:

 

To set a race type on an animation at registration, there is  "AddCreaturePosition(string CreatureType, int Gender)" in place of the usual "AddPosition(int Gender)", there is also "SetRaceKey(string RaceKey)" which can be used in place of 1.59c's "SetRaceIDs(string[] RaceList)". This serves the same purpose as AddCreaturePosition().

 

Right now in 1.60, if you use the old method of SetRaceIDs(string[]). Instead of using that list directly, it loops through the race id's given and checks what race type's it belongs to, if any. The first valid one it finds in the string array dictates the race type that gets set for the animations race.

 

For creature gender support, right now sexlab assumes ALL creatures as male by default, as has always been the case in previous versions. In order to define an animation that should be considered "gender relevant" you must set the animation's property "GenderedCreatures = true" and then when calling AddCreaturePosition(), instead of simply using "Creature" for the gender, you can use either "CreatureMale" or "CreatureFemale" You can see an example of this in sslCreatureAnimationDefaults, all werewolf, draugr, and riekling animations in SexLab's defaults are now installed as gendered animations.

 

Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.

Posted

Uhm. About the creature race. Is there a foxrace specific animation set?

 

I'm asking because certain lazy modders and makers of monster mods leave race on defautl on many creatures, including draugr bosses, and default/first race you pick in CK is FoxRace. I manually fix these when I see them, but just making sure no draugr bosses are going to use fox animations on me accidentally...

Posted

Uhm. About the creature race. Is there a foxrace specific animation set?

 

I'm asking because certain lazy modders and makers of monster mods leave race on defautl on many creatures, including draugr bosses, and default/first race you pick in CK is FoxRace. I manually fix these when I see them, but just making sure no draugr bosses are going to use fox animations on me accidentally...

 

FoxRace is a part of the "Wolves"  Racekey in SexLab 1.60.

Posted

I confirm SL 1.6 and MNC working correct. Before, my problem about skeever is Sexlab Mass Matchmaker. I change mass matchmaker with Sexlab Matchmaker by Ashal and its work perfect with 3P, 4P creature animation.

 

Thank all for support

Posted

Help please,

I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem.

Thanks Dranok

Posted

Help please,

I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem.

Thanks Dranok

 

Try re-Run FNIS, clear / reset the animation Registration under the Sexlab MCM and the Re-registrate the Creature animations under Creature framework.

Posted

I have this and bad dogs stuff.  I have not upgraded to SL 1.60 yet.  the Problem I am having is with training.  IF the animation does not start.  the creature will have no dialog option anymore.  and I can not banish the creature.  The get rid of all training creatures in the hentai mod does nothing.  

Posted

 

Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.

 

I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time.

 

The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually.

Posted

Help please,

I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem.

Thanks Dranok

 

Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help.

 

Posted

 

Help please,

I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem.

Thanks Dranok

 

Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help.

 

 

you are welcome and sorry it does not help... hmm have you tried upgrading you Skeleton ? the XP32MSE ? in the 3.13 it has skeletons for some creatures as well like the skeevers and trolls if I am not mistaken :)

 

::EDIT::

Also there is talk about female creatures not sure if it is implemented yet but if you get a female animation for the creature will not run only male creatures do.

 

Posted

[CF][Creature Apply] Failure on ["Armored Troll" [Actor < (FF0014AD)>]]; creature isn't registered; race=["Troll" [Race <DLC1TrollRaceArmored (030117F5)>]] skin=["" [Armor < (03016689)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Vingalmo" [DLC1VLCrimeScript < (030033B3)>]]; creature isn't registered; race=["High Elf" [Race <HighElfRaceVampire (00088840)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Stalf" [DLC1VLCrimeScript < (030033B1)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Barbara the Builder" [Actor < (C8002F9D)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Salonia Caelia" [DLC1VLCrimeScript < (030033B0)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRaceVampire (00088844)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Garan Marethi" [DLC1VLCrimeScript < (030033AB)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRaceVampire (0008883D)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Fura Bloodmouth" [DLC1VLCrimeScript < (030033B2)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Orthjolf" [DLC1VLCrimeScript < (030033AD)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Gunmar" [Actor < (03003477)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Celann" [Actor < (03015C15)>]]; creature isn't registered; race=["Breton" [Race <BretonRace (00013741)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:13PM] [CF][Creature Apply] Failure on ["Feran Sadri" [DLC1VLCrimeScript < (030033AA)>]]; creature isn't registered; race=["Dark Elf" [Race <DarkElfRaceVampire (0008883D)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:14PM] [CF][Creature Apply] Failure on ["Hestla" [DLC1VLCrimeScript < (030033AC)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]]
[08/26/2015 - 01:30:14PM] [CF][Creature Apply] Failure on ["Rargal Thrallmaster" [DLC1VLCrimeScript < (030033AE)>]]; creature isn't registered; race=["Nord" [Race <NordRaceVampire (00088794)>]] skin=["" [Armor < (00000D64)>]]

the joys of papyrus  :dodgy:

 

load order

CreatureFramework.esm  - 27

Morenastycritters.esp - 196

SexlabNudecreatures.esp - 197

SexlabNudecreaturesDG.esp - 198

SexlabNudecreaturesDB.esp -199

Hentaicreatures.esp - 237

 

the above code is what I get when i try using the mods..

Posted

Based on Ashal's post

 
 

FYI on SexLab 1.60:
 
The method of storing creature types has drastically changed. In order to add a race type to a sexlab creature type, you now need to call 

sslCreatureAnimationSlots.AddRaceID("Skeever", "SkeeverRace")
That will add the "SkeeverRace" to the list of valid races for any animation that has "Skeever" set as it's creature type. There is also a creature registration event that is sent whenever the creature animation registry is reset by the modevent "SexLabRegisterCreatureKey", which makes the following snippet/example useful.
event OnInit()
    RegisterForModEvent("SexLabRegisterCreatureKey", "RegisterAltCreatures")
endEvent

function RegisterAltCreatures()
    ; // Register 2 new races to the default giant creature type
    sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_1")
    sslCreatureAnimationSlots.AddRaceID("Giants", "SomeGiantRaceEditorID_2")
    ; // Create a new creature type that's a mix of both Draugr and Skeletons
    sslCreatureAnimationSlots.ClearRaceKey("MyCustomRaceType") ; // Resets any race id's registered to the race type previously.
    sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "DraugrRace") ; // Adds DraugrRace to the now empty type MyCustomRaceType
    sslCreatureAnimationSlots.AddRaceID("MyCustomRaceType", "SkeletonRace") ; // Adds SkeletonRace to the type MyCustomRaceType
    ; // Any animations that use the the creature type "MyCustomRaceType" will now consider DraugrRace or SkeletonRace as valid creature races.
endFunction
This also brings me to the next important change:
 
To set a race type on an animation at registration, there is  "AddCreaturePosition(string CreatureType, int Gender)" in place of the usual "AddPosition(int Gender)", there is also "SetRaceKey(string RaceKey)" which can be used in place of 1.59c's "SetRaceIDs(string[] RaceList)". This serves the same purpose as AddCreaturePosition().
 
Right now in 1.60, if you use the old method of SetRaceIDs(string[]). Instead of using that list directly, it loops through the race id's given and checks what race type's it belongs to, if any. The first valid one it finds in the string array dictates the race type that gets set for the animations race.
 
For creature gender support, right now sexlab assumes ALL creatures as male by default, as has always been the case in previous versions. In order to define an animation that should be considered "gender relevant" you must set the animation's property "GenderedCreatures = true" and then when calling AddCreaturePosition(), instead of simply using "Creature" for the gender, you can use either "CreatureMale" or "CreatureFemale" You can see an example of this in sslCreatureAnimationDefaults, all werewolf, draugr, and riekling animations in SexLab's defaults are now installed as gendered animations.
 
Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.

 

 



small patch for MNC 8.33. Just replace files and reset animations.

Waiting for official MNC updates with new animations.

Kind Regards.

Patch deleted by me.

Posted

I have 1.60 RC 2 full install and then RC 3 update. Then aktivate Hentai Skeever and use Matchmaker. 2(3) left Click (target) and one right Click (self). :shy:

No more.

 

Good News..!  I love it skeever animations

 

Skeveer 3P animations work fine with SL v.160 RC3 and Match Maker?

 

 

 

Probably not, but is this compatible with the FusaFusa Projecthttp://www.nexusmods.com/skyrim/mods/68920/?

 

Is not compatible because FusaFusa project it has a different path folder, it would be necessary someone to make us a compatibility patch with MNC :-/

 

Posted

 

 

Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.

 

I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time.

 

The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually.

 

 

Oh there is plenty of interest in the subject.  In fact there is nearly an insatiable interest in critter animations as a whole. 

 

It's exciting that critters are now gender-tagged so a lot can be done that couldn't before.  With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene.   Position options will certainly be limited given size differences, but still possible.

 

Posted

 

Oh there is plenty of interest in the subject.  In fact there is nearly an insatiable interest in critter animations as a whole. 

 

It's exciting that critters are now gender-tagged so a lot can be done that couldn't before.  With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene.   Position options will certainly be limited given size differences, but still possible.

 

 

 

Hooray, good to know you're in on things. Though I do have some problems when I toggle SexLab's gendered creatures option on, but it's nothing important. I'm sure it'll be expanded on as the multiple & different creature animation boundaries are.

 

Things are really shaping up on this side of the SL spectrum. Good times

 

Posted

I've been trying to use this mod and noticed that in FNIS that it shows as "MNC v?.?.." and the other mods i have show the version number.

I am new to modding and using NMM.

I have tried the last two versions of MNC and get the same result.

I've also updated my FNIS from 5.3 to 5.5 with the creature patch but get same result.

 

Anyone have a suggestion?

Posted

 

 

 

Additionally, there is preliminary support in 1.60 for adding animations that involve multiple different creature types. At the moment it's fairly half baked, which is why I don't make mention of it anywhere, the plan is to better flesh it out in future updates, but I have no idea what sort of interest there even is in such a thing, or if it would receive and animation support at all in the long run, so curious to hear from people that heavily use or make creature animations, if this a feature even remotely worth fleshing out in future updates.

 

I think this would actually get some attention down the line. I'm pretty sure something like this was already brought up in Dayelite's thread, where someone asked for a werewolf + wolf + female animation and Daye replied that it wasn't possible at the time.

 

The only problem I can see would be that animating for it would be significantly harder than animating for just two meshes at a time. Someone mentioned that making one stage of an animation already took several hours of time to do properly, but I'm sure you'd see some new animations eventually.

 

 

Oh there is plenty of interest in the subject.  In fact there is nearly an insatiable interest in critter animations as a whole. 

 

It's exciting that critters are now gender-tagged so a lot can be done that couldn't before.  With multi-species now possible, the animators are going to go insane trying to get everyone to play nice in a scene.   Position options will certainly be limited given size differences, but still possible.

 

 

 

*use matchmaker on Bear SaberCat and Mamouth*

no animation ? weird

 

 

Posted

I've been trying to use this mod and noticed that in FNIS that it shows as "MNC v?.?.." and the other mods i have show the version number.

I am new to modding and using NMM.

I have tried the last two versions of MNC and get the same result.

I've also updated my FNIS from 5.3 to 5.5 with the creature patch but get same result.

 

Anyone have a suggestion?

 

You can just ignore that all it means is that MNC is not set up to display the version number in FNIS.

Posted

 

Help please,

I have been using this great mod for awhile now. But just recently the newer anim's with the skeevers and trolls etc. The creatures do there part, but my player just stands there. I can cycle thru the anima's with the O key and the older ones still work, my player will do her part but if it get to one of the newer ones back to just standing. I have loaded the 160 frameworks and all the latest requirements. Has anyone else ran into this problem.

Thanks Dranok

 

Thanks Oldguy for answering my post. I have done what you suggested several times, I tried it again for good measure and it does not change anything. I appreciate you trying to help.

 

Check the Sexlab 1.6 download page again. There is a separate download for the creature related content. I missed it as well and had the same issue. Once you install the extra animations and run FNIS again, all should be well in the land of NMC/Sexlab.

Posted

For some reason the creatures have infinite boners after sex animation lol.

 

NOTE: I've only tested beast sex animations with HentaiCreatures summoning spells

 

LOAD ORDER

  0  0 Skyrim.esm
  1  1 Update.esm
  2  2 Unofficial Skyrim Patch.esp
  3  3 Dawnguard.esm
  4  4 Unofficial Dawnguard Patch.esp
  5  5 HearthFires.esm
  6  6 Unofficial Hearthfire Patch.esp
  7  7 Dragonborn.esm
  8  8 Unofficial Dragonborn Patch.esp
  9  9 Schlongs of Skyrim - Core.esm
 10  a Unique Flowers & Plants.esm
 11  b RSkyrimChildren.esm
 12  c hdtHighHeel.esm
 13  d Demonica.esm
 14  e ClimatesOfTamriel.esm
 15  f SexLab.esm
 16 10 CreatureFramework.esm
 17 11 LevelersTower.esm
 18 12 Bethesda_Hi-Res_Optimized.esp
 19 13 SkyUI.esp
 20 14 RaceMenu.esp
 21 15 RaceMenuPlugin.esp
 22 16 RaceMenuOverlays.esp
 23 17 XPMSE.esp
 24 18 Schlongs of Skyrim.esp
 25 19 SOSRaceMenu.esp
 26 1a SOS - Smurf Average Addon.esp
 27 1b Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
 28 1c DEM HDT Hairs.esp
 29 1d dD - Realistic Ragdoll Force - Realistic.esp
 30 1e EnhancedLightsandFX.esp
 31 1f ELFX - Exteriors.esp
 32 20 ELFX - Dawnguard.esp
 33 21 Blacksmithforge water fix DG.esp
 34 22 dD - Enhanced Blood Main.esp
 35 23 dD-Dragonborn-Dawnguard-EBT Patch.esp
 36 24 Brows.esp
 37 25 ELFX - Dragonborn.esp
 38 26 Book Covers Skyrim.esp
 39 27 Blacksmithforge water fix HF.esp
 40 28 EnhancedWetnessandPuddles.esp
 41 29 Prometheus_No_snow_Under_the_roof.esp
 42 2a SkyFalls + SkyMills + DG + DB.esp
 43 2b SkyFalls Dragonborn Small waterfalls.esp
 44 2c SDO Full-LOD - Waterfall Effects.esp
 45 2d RealisticWaterTwo.esp
 46 2e SDO Full-LOD - The Morthal Swamp Complete.esp
 47 2f ELFXEnhancer.esp
 48 30 RBB - Snow Merge.esp
 49 31 RealisticWaterTwo - Legendary.esp
 50 32 SDO Full-LOD - Whiterun Trundra Creeks.esp
 51 33 SMIM-Merged-All.esp
 52 34 SkyrimImprovedPuddles-DG-HF-DB.esp
 53 35 Skyrim Flora Overhaul.esp
 54 36 Verdant - A Skyrim Grass Plugin.esp
 55 37 SFO - Dragonborn.esp
 56 38 Blacksmithforge water fix DB.esp
 57 39 WATER Plants.esp
 58 3a Blacksmithforge water fix Vanilla.esp
 59 3b PilgrimsDelight.esp
 60 3c Skyrim_Ice_Shader_Fix.esp
 61 3d SDO Full-LOD - Giant Campfires.esp
 62 3e DX Armors SeveNBase Bombshell HDT TBBP AIO.esp
 63 3f FNISspells.esp
 64 40 BlockSparkles.esp
 65 41 Chesko_Step418_SN.esp
 66 42 BF.esp
 67 43 Better Dynamic Snow.esp
 68 44 RBB - Row Boats - Hearthfire Hotfix.esp
 69 45 BentPines_for_SFO2.0.esp
 70 46 Beards.esp
 71 47 AshRocks.esp
 72 48 83Willows_101BUGS_V4_HighRes.esp
 73 49 Dead Body Collision.esp
 74 4a BFSEffects.esp
 75 4b DeadlySpellImpacts.esp
 76 4c DeadlySpellImpacts - Two Fire.esp
 77 4d dragonpriestmasks.esp
 78 4e Skysan_ENBHorseTrough.esp
 79 4f Skysan_Icicle.esp
 80 50 SplashofRain.esp
 81 51 SRTODragonbornParallax.esp
 82 52 SRTOParallax.esp
 83 53 stable_signs.esp
 84 54 SulfurRocks.esp
 85 55 Footprints.esp
 86 56 GQJ_DG_vampireamuletfix.esp
 87 57 Gri_BeastFeet.esp
 88 58 ImprovedFireyFireSalts.esp
 89 59 ImprovedFrostyFrostSalts.esp
 90 5a KrittaKitty_horses_uniqueFrost.esp
 91 5b Moss Rocks.esp
 92 5c Moss Rocks_DB.esp
 93 5d No_stretching.esp
 94 5e ORM-Arvak.esp
 95 5f TrueStorms.esp
 96 60 RAIN.esp
 97 61 Real Roads.esp
 98 62 Watercolor_for_ENB_RWT.esp
 99 63 RedMountainErupts.esp
100 64 RSChildren - Complete.esp
101 65 RSChildren_PatchUSKP.esp
102 66 RUSTIC SOULGEMS - Unsorted.esp
103 67 Prometheus_NSUTR BDS Patch.esp
104 68 numenume Hair.esp
105 69 HDT Female Hairstyles.esp
106 6a Hoop Earrings.esp
107 6b HDTEarring.esp
108 6c FNISSexyMove.esp
109 6d Aradia Lace Dress.esp
110 6e LeatherHarness - Bombshell.esp
111 6f MinaArmors.esp
112 70 CHHH.esp
113 71 AradiaBikini.esp
114 72 Mememe harness.esp
115 73 DEM VampLord.esp
116 74 DEM Clothes.esp
117 75 DEM Blood Mage.esp
118 76 DEM War Lydia.esp
119 77 ClimatesOfTamriel-Dawnguard-Patch.esp
120 78 ClimatesOfTamriel-Sound.esp
121 79 ClimatesOfTamriel-Sound-Dawnguard-Patch.esp
122 7a ClimatesOfTamriel-Dragonborn-Patch.esp
123 7b CoT-WeatherPatch.esp
124 7c TrueStorms-CoT-WeatherPatch.esp
125 7d Supreme Storms - Cot Version.esp
126 7e CoT-WeatherPatch_Snow-40.esp
127 7f CoT-WeatherPatch_SupStorms.esp
128 80 CoT-WeatherPatch_NL3.esp
129 81 TrueStorms-SupremeStorms-CoT.esp
130 82 mintylightningmod.esp
131 83 MintyLightningMod_COT_Patch.esp
132 84 7Base Remodeled Armor - Replacer - Legendary.esp
133 85 BarmaidMini.esp
134 86 AH1 piercings.esp
135 87 Gatti12Jewelry.esp
136 88 GothiChix.esp
137 89 MoreNastyCritters.esp
138 8a SexLabNudeCreatures.esp
139 8b SexLabNudeCreaturesDG.esp
140 8c SexLabNudeCreaturesDB.esp
141 8d HentaiCreatures.esp
142 8e animal_mansion.esp
143 8f EstrusChaurus.esp
144 90 SexLabWerewolves.esp

145 91 SexLab Submit.esp

Posted

Hey Guys may i ask a question for Troubleshooting ? :D

 

If I install the mod and Start Skyrim, Skyrim chrashs after the Bethesda Sign :/ I have all the requirments installed :(

Any help for me ? :D

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