XcOm04au Posted October 1, 2016 Posted October 1, 2016 I have installed monster mod v13, it added giant ogre (giant variant skin), however when sex animation starts the skin swaps back to the original giant skin....how can I stop this?
BLZBob Posted October 9, 2016 Posted October 9, 2016 I just figured out how to make this mod compatible with Immersive Horses. I have seen a few people talking about this, on the MNC thread. If you have Immersive Horses installed the horses unequip there hardon right after equipping it. They will never stay in the aroused state. It turns out Immersive Horses, because of its horse inventory system, wont let any thing be equipped on a horse that does not have the right keyword but it does have a settings ini file that lets you add keywords to the whitelist. So I added the armor keywords CF uses to the ini and it works! Here is the fix if any one needs it, this go's in the Immersive Horses.ini file that comes with the mod. Just add the CFArmorAroused and CFArmorNormal keywords and your good to go. ; Keywords attached to armor items which horses are allowed to equip in addition to items for slot 45: ; Armor items for slot 45 (saddle/harness) do not need a special keyword, but all other armor items do. HorseArmorKeywords="ArmorHorse, CFArmorAroused, CFArmorNormal"
zeerax89 Posted October 10, 2016 Posted October 10, 2016 Any idea what is the problem? 4 out of 5 times it crash on loading my game and the log is always like this. Papyrus.0.log
dinomagick Posted October 10, 2016 Posted October 10, 2016 I posted this on MNC, but I think it pertains mostly to this... My game freezes whenever I go into populated areas, and everytime it happens, my Papyrus.0 log looks like this" [10/10/2016 - 05:41:03PM] Error: (000DDF87): cannot fetch variable named FNISaa_magmt of type int, returning 0. stack: [ (000DDF87)].defaultSetStageOnAttacked.GetAnimationVariableInt() - "<native>" Line ? [None].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1682 [None].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1688 [None].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 641 [None].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 607 [None].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 531 [None].XPMSEWeaponStyleScaleEffect.OnEffectFinish() - "XPMSEWeaponStyleScaleEffect.psc" Line 220 [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["rabbit" [Actor < (00105A25)>]]; creature isn't registered; race=["rabbit" [Race <HareRace (0006DC99)>]] skin=["rabbit" [Armor < (0006DC9B)>]] [10/10/2016 - 05:41:04PM] [CF][Creature] Finished on ["Elk" [Actor < (0008480B)>]] [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (001066DF)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]] [10/10/2016 - 05:41:04PM] [CF][Framework] Activating actor ["Erimond" [Actor < (80003887)>]] [10/10/2016 - 05:41:04PM] [CF][Framework] Deactivated actor ["Elk" [Actor < (0008480B)>]] [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Gerdur" [CarryActorScript < (00013489)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (870020B3)>]] [10/10/2016 - 05:41:04PM] [CF][Framework] Activating actor ["Stump" [Actor < (0001E62B)>]] [10/10/2016 - 05:41:04PM] [CF][Creature] Removing both API armours from ["Elk" [Actor < (0008480B)>]] and doing nothing else [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Hilde" [WIDeadBodyCleanupScript < (00035534)>]]; creature isn't registered; race=["Old People Race" [Race <ElderRace (00067CD8)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Hod" [WIDeadBodyCleanupScript < (0001348A)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:04PM] [CF][Creature Apply] Failure on ["Sigrid" [CarryActorManualScript < (00013483)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:04PM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 3 on (80003887)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10 [10/10/2016 - 05:41:04PM] warning: Assigning None to a non-object variable named "::temp6" stack: [Active effect 3 on (0001E62B)].CFEffectCreatureApply.OnEffectStart() - "CFEffectCreatureApply.psc" Line 10 [10/10/2016 - 05:41:04PM] [CF][Creature] Started on ["Erimond" [Actor < (80003887)>]] with race/skin ["Troll des neiges" [Race <TrollFrostRace (00013206)>]]["" [Armor < (00016EE4)>]] [10/10/2016 - 05:41:04PM] [CF][Creature] Started on ["Stump" [Actor < (0001E62B)>]] with race/skin ["Dog" [Race <DogRace (000131EE)>]]["" [Armor < (0004B2C9)>]] [10/10/2016 - 05:41:04PM] [CF][Creature] ["Erimond" [Actor < (80003887)>]] unaroused [10/10/2016 - 05:41:04PM] [CF][Creature] Not equipping normal armour on ["Erimond" [Actor < (80003887)>]]; there is no normal armour [10/10/2016 - 05:41:04PM] [CF][Creature] ["Stump" [Actor < (0001E62B)>]] unaroused [10/10/2016 - 05:41:04PM] [CF][Creature] Not equipping normal armour on ["Stump" [Actor < (0001E62B)>]]; there is no normal armour [10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Cow" [Actor < (1F1F9E1F)>]]; creature isn't registered; race=["highlandcow" [Race <CowRace (0004E785)>]] skin=["highlandcow" [Armor < (0004E784)>]] [10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Dorthe" [Actor < (00013484)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Alvor" [WIDeadBodyCleanupScript < (00013482)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Frodnar" [Actor < (0001348B)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]] [10/10/2016 - 05:41:10PM] [CF][Creature Apply] Failure on ["Cow" [Actor < (00060B22)>]]; creature isn't registered; race=["highlandcow" [Race <CowRace (0004E785)>]] skin=["highlandcow" [Armor < (0004E784)>]] [10/10/2016 - 05:41:12PM] FWSaveLoad::Update(Gerdur) 2.261993 sec [10/10/2016 - 05:41:12PM] FWSaveLoad::Update(Sigrid) 2.057999 sec [10/10/2016 - 05:41:14PM] FWSaveLoad::Update(Olfina Gray-Mane) 1.587006 sec [10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (0010962A)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]] [10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (001066DE)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]] [10/10/2016 - 05:41:16PM] [CF][Creature Apply] Failure on ["chicken" [Actor < (1F1F9E20)>]]; creature isn't registered; race=["rabbit" [Race <ChickenRace (000A919D)>]] skin=["chicken" [Armor < (000A919C)>]] [10/10/2016 - 05:41:22PM] [CF][Creature Apply] Failure on ["mudcrab" [Actor < (0008CACD)>]]; creature isn't registered; race=["mudcrab" [Race <MudcrabRace (000BA545)>]] skin=["" [Armor < (2E54A89A)>]] [10/10/2016 - 05:41:27PM] [CF][Creature] Finished on ["Dog" [Actor < (FF000FDD)>]] [10/10/2016 - 05:41:27PM] [CF][Framework] Deactivated actor ["Dog" [Actor < (FF000FDD)>]] The game doesn't CTD, it just freezes. I use Notepad++ with a log monitor plugin that gives me pretty live feeds as to what is happening. If I stay out in the wilderness (I love camping), it has so far not happened, but I run out of supplies and have to run into town, Riverwood in this instance, but in others its been Solitude, Whiterun and even Rorikstead, and the log fills up like above and the game freezes on me. Any guru thoughts?
darky3000 Posted October 14, 2016 Posted October 14, 2016 Several times on several threads ppl have reported problem regarding male falmer warmongers (ones which r added by Dawnguard with heavy armor) which doesn't get naked during SL animations, but no one have post any solution for this. So is there any solution or we who have this prob have something installed wrong/missed some mod?
nexus763 Posted October 19, 2016 Posted October 19, 2016 After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6 I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so... Did I miss something ? EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker
kurokaza Posted October 27, 2016 Posted October 27, 2016 After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6 I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so... Did I miss something ? EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker I wonder if this is why CreatureFramework isnt appearing in my mcm menu even though it says it registered a new menu ive downloaded CF v1.0.4 and i have the Jcontainer mod form skytim nexus.
nexus763 Posted October 31, 2016 Posted October 31, 2016 After some attempts. I tested that Creature Framework v1.0.4 and 1.1.0pre2 don't work with either Jcontainer 3.3.0RC2 or 3.2.6 I can't download older version or Jcontainer and I really doubt previous version of CF will be able to use the newer versions, so... Did I miss something ? EDIT : Fiddled with it. Tried to put Jcontainer at the lowest of my MO list (left panel). No more errors but yet to work with matchmaker I wonder if this is why CreatureFramework isnt appearing in my mcm menu even though it says it registered a new menu ive downloaded CF v1.0.4 and i have the Jcontainer mod form skytim nexus. I got it to work with this : -Creatures framework 1.1.0 pre2 -Bestiality animations pack -sexlab nude creatures 3.3.0 -creature features 1.0.4 -jcontainers 3.3.rc1 run loot run fnis result : http://www.pornhub.com/view_video.php?viewkey=ph580e86b9b43c3
Xatos Posted November 1, 2016 Posted November 1, 2016 I'm using MNC 9.3 followed by Creature Framework 1.10 pre 2 under it on the mod list, letting loot sort things out. This has been my order for a long long time and I have never had any issues with it until recently. In the past 5 days every time I load up MO, once I enter SKSE and load up coc qasmoke so I can preload my stuff, Creature API reference not found error pops up. This is quickly fixed so far by deactivating and reactivating my bash patch mod that loads at the end (That's the correct way to do it yes?) but until now I have never needed to do this until now.
Boneyardbill Posted November 4, 2016 Posted November 4, 2016 Trying to add some custom-skinned critters to my mod. The link to gitlab is broken. I dug up an old version via Wayback, but the Papyrus guide is missing. Any chance those helpful resources will be available?
rydin Posted December 8, 2016 Posted December 8, 2016 Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal?
AnubiSs2167 Posted December 8, 2016 Posted December 8, 2016 Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal? I never have hentai creatures esp on and everything works fine.
rydin Posted December 8, 2016 Posted December 8, 2016 Quick question; I seem to get a lot of CTDS from SLNC. Problem is I like Hentai Creatures but it depends in SLNC. If I remove the dependant for SLNC from Hentai Creatures and just install the Creature Framework this will still work? The creatures will have the junk as normal? I never have hentai creatures esp on and everything works fine. Well that's good. So I might try taking the dependents off to get the Hentai books only. Do you have the MNC esp on?
thecooldood7 Posted December 16, 2016 Posted December 16, 2016 I NEED HELP My Creature framework doesn't show up in MCM. I have looked around the lab to find a solution but have fond nothing. I tried using the MNC built in CF and installed the standard CF1.1.0 with no change. I tried waiting for it to pop up in MCM but nothing changed.When I run FNIS I see nothing relating to Creature Framework.all the animations work on creatures and people but creatures have no junk obviously. MY masteries are clean and I have run LOOT many times.The amount of time I have put in to fix this is not fun and have hit a road block in what to do to fix it. Any help would be nice! MY load order is: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ApachiiHair.esm RaceCompatibility.esm SexLab.esm Schlongs of Skyrim - Core.esm PubicMeshColorRE.esm ZaZAnimationPack.esm SexLabAroused.esm hdtHighHeel.esm CreatureFramework.esm SkyUI.esp IcePenguinWorldMap.esp RaceMenu.esp RaceMenuPlugin.esp Skyrim Immersive Creatures.esp Skyrim Immersive Creatures - DLC2.esp MoreNastyCritters.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp HentaiCreatures.esp animal_mansion_redux.esp VindrelHallBath.esp UFO - Ultimate Follower Overhaul.esp CharacterMakingExtender.esp RaceMenuMorphsUUNP.esp FNISSexyMove.esp Schlongs of Skyrim.esp KS Hairdo's.esp KS Hairdos - HDT.esp CombinedKSHairs.esp dD - Realistic Ragdoll Force - Realistic.esp XPMSE.esp Brows.esp FNIS.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp SexLabMatchMaker.esp UIExtensions.esp AddItemMenu.esp Jennifer.esp SOS - B3lisario UNP Addon.esp SOSRaceMenu.esp SOS Equipable Schlong.esp SOS Schlong Controller.esp SLAnimLoader.esp FloppySOS.esp ERF - Ceraph.esp S2HBearMod.esp GGFriendlyWhore_DB.esp GGFriendlyWhore_DB_DG.esp SexLabGenderChange.esp SOS Female Schlongifier (No Schlong Addon by Erundil).esp SOS - ERF Equipable Horse Penis.esp SOS - ERF Horse Penis Addon.esp ERF - Succubus.esp SexLabMassMatchMaker.esp vlkAF_SexLife.esp WetFunction.esp DW.esp SexLab Aroused Creatures.esp SOS_Ho.esp Beastess Forsworn.esp Immersive Arousal.esp SexLab Beastess.esp EnhancedCharacterEdit.esp SOS - Shop.esp _JD4follower.esp Elewin Jewelry.esp SLAL_K4Anims.esp Blush When Aroused.esp SLALAnimObj.esp zzEstrus.esp ARO_Follwer.esp TheEyesOfBeauty.esp YurianaWench.esp Lydie Follower.esp Liz Follower.esp SLA Monitor Widget.esp SPS - Sexlab Position Selector.esp PuppetMaster.esp sr_FillHerUp.esp Apropos.esp tentacleArmor.esp Ebon Shroud.esp Extended Slider Colors.esp
Sunnstor Posted December 16, 2016 Posted December 16, 2016 It seems to work with most creatures, but the Lurkers just won't get their equipment. Even by using the arousal settings and forcing updates on them, they always keep their vanilla neutral gender look with loincloths. Activating the LOG output, it seems to be alright (The Sexlab Nude Creatures Addon for the Lurker is loaded and they are recognised). Could this be a load order issue ? It just seems to affect the Lurkers ...
SeventhDragon Posted December 27, 2016 Posted December 27, 2016 So I use this with More Nasty Critters and am trying to use SexLab werewolves for the female werewolves. MNC has instructions on the page for working with SLW, but when i tried following those instructions as best as i could the male werewolves all had their equipment and heads; but other than that were the missing mesh/texture purpleish color. Is there some obvious step i am missing? Thanks
Reddragon01826 Posted December 28, 2016 Posted December 28, 2016 Hello I've run into a problem which I amrdy post on the sexlab arouse redux thread. It seems that the 2 version they have 27c and latest 28 version. The arousel threshold on creature frameworks does not work I set the threshold to 20 then target a animal hit N and the animal arousel is 40 but no penis is showing. I used the older version arousel and it works fine. Any help here I have your latest 1.10 loaded
MadMansGun Posted January 1, 2017 Posted January 1, 2017 Mods that use Creature FrameworkTell me if I'm missing any here. Horny Dragons of Skyrim http://www.loverslab.com/files/file/2436-horny-dragons-of-skyrim/ Horny Werewolves of Skyrim http://www.loverslab.com/files/file/3219-horny-werewolves-of-skyrim/
GP11 Posted January 3, 2017 Posted January 3, 2017 Hi,I always had the problem that everything regarding CF works except when I turn my character in to a Werewolf, using SexLab Werewolves my character werewolf never turns female or gets the right model equipped depending on arousal. (NPC Werewolves work flawless)Assuming it is a problem on my side I started to try and solve it.I found that if I remove the CF Creature spells via console, then clear CF with the MCM and then add the CF spells back with console, while in Werewolf form, CF works on my player.Unfortunately I had to do it every time I turn in to a werewolf, not the best solution.Since I could not find a different solution (wrong installation, load order, mod conflicts) I just accepted it. Recently I started to mess around again, it works for others so why not for me.I thought: fresh game, so from titelscreen I coc to "unownedcell" (tiny cell with noting but a chest) add the werewolf transformation spell via console and transform... It works.But why? There is nothing different to my current playthrough all the mods have been installed when I started and I didn't change anything...My character is a Nord in this test, my savegame is Argonian, Argonians have an entry in CF config... That shouldn't make a difference but let's test it.Change the new character which just worked in to an argonian via racemenu, transform in to a werewolf and... It doesn't work.OK... Load up my current save, teleport to unownedcell and transform... Not working.Change to Breton, transform... It works.Change to Nord, transform... It works.Change to Kajiit, transform... Not working.Change to Orc, transform... It works.Conclusion:If the player character is a beastrace (Argonian / Kajiit) "[CF][Mainquest] Cast creature apply spell on player" dos not trigger after transforming in to a werewolf.It would be great if a few other people could test this to confirm that it is a problem of CF.
obelisk771 Posted January 4, 2017 Posted January 4, 2017 Okay, so I have a question regarding the Framework. If I have multiple mods that add in meshes to creatures that have to overwrite one-another, how do I install both mods and make it so that I can pick either mesh from the Framework in MCM? I already have a few creatures that have multiple meshes I can pick from in MCM, but I don't know how to install mods so that this happens with all meshes.
MadMansGun Posted January 4, 2017 Posted January 4, 2017 It would be great if a few other people could test this to confirm that it is a problem of CF. my Argonian has the same problem, i don't even know why CF has settings for Kajiits and Argonians, but SL Werewolves has some problems of its own, and at least one of them is with sexlab. eg: the loss of control bug. http://www.loverslab.com/topic/23812-sexlab-werewolves-30-beta-5-updated-2015-9-20/?p=1679527 http://www.loverslab.com/topic/23812-sexlab-werewolves-30-beta-5-updated-2015-9-20/?p=1710506 so there is more then one thing going on there and it may just be a small part of a bigger problem.
IGotBored Posted January 4, 2017 Posted January 4, 2017 Any way to make the giantess compatible with CF?
MadMansGun Posted January 4, 2017 Posted January 4, 2017 Any way to make the giantess compatible with CF? if you have More Nasty Critters installed, use tes5edit to open the SexLabNudeCreatures.esp go to its "Armor Addon" entries and find "slncGiantMaleNakedAA" on the right side of the screen find the "female world model" line in "slncGiantMaleNakedAA" note: if its grayed out right click in the empty space next to it and click "Add". in the "Model Filename" line (the one under "female world model") right click on it and select "Edit". enter the file path to the giantess body (eg: actors\giant\character assets\giantessorwhateveritsnameis.nif)
GP11 Posted January 4, 2017 Posted January 4, 2017 my Argonian has the same problem, i don't even know why CF has settings for Kajiits and Argonians, but SL Werewolves has some problems of its own, and at least one of them is with sexlab. eg: the loss of control bug. so there is more then one thing going on there and it may just be a small part of a bigger problem. The settings for the beastraces appear to be generated from MNC (SLNC). I'm aware of the problems SL Werewolves has, to make sure there are no conflicts I reduced my mods to a minimum. MO left pane SKSE (CF requirement) PapyrusUtil (CF requirement) Dawnguard Hearthfires Dragonborn Unofficial Skyrim Legendary Edition patches Official HighResTexturepack 1, 2, 3 Unofficial HighRes Patches JContainers (CF requirement) SkyUI (CF requirement) Creature Framework Horny Werewolves of Skyrim (CF needs somthing to work with) SL Framework (Required for SL Aroused) SL Aroused (CF issue prevention) MO Plugins list Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm CreatureFramework.esm Unofficial Skyrim Legendary Edition Patch.esp SexLab.esm SexLabAroused.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp SkyUI.esp HornyWerewolves.esp CF has now only settings for the werewolves (and Urta) Which yields the same result. (Nord works, Argonian doesn't) But the Log outputs the following after I change from Nord to Argonian (no werewolf transformation) [CF][Main Quest] Cast creature apply spell on player [CF][Creature Apply] Not activating ["Argonian Test" [Actor < (00000014)>]]; creature isn't registered; race=["Argonian" [Race <ArgonianRace (00013740)>]] skin=["" [Armor < (00069CE3)>]] After this massage I transform in to a werewolf, CF ignores this, when transforming back the player becomes a Nord/Argonian mixture and the console regards me as Nord. CF notices this and applies: [CF][Main Quest] Removed creature spell from player After this I quit the game. Apparently CF treats beastraces as creatures and in this process locks up the player until it is no longer a beastrace. Papyrus.0.log
aim4it Posted January 4, 2017 Posted January 4, 2017 The settings for the beastraces appear to be generated from MNC (SLNC). I'm aware of the problems SL Werewolves has, to make sure there are no conflicts I reduced my mods to a minimum. MO left pane SKSE (CF requirement) PapyrusUtil (CF requirement) Dawnguard Hearthfires Dragonborn Unofficial Skyrim Legendary Edition patches Official HighResTexturepack 1, 2, 3 Unofficial HighRes Patches JContainers (CF requirement) SkyUI (CF requirement) Creature Framework Horny Werewolves of Skyrim (CF needs somthing to work with) SL Framework (Required for SL Aroused) SL Aroused (CF issue prevention) Your left plane load order is wrong, papyrusutil and Jcontainers should be near the bottom to ensure they override older versions in bundled mods like CF.
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