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More Nasty Critters Legendary Edition


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Posted (edited)
3 hours ago, MadMansGun said:

yes...but if they are custom races then sexlab may not see them.

 

if your looking at the right thing then it should be one and the same.

 

It does work! I'm able to have most of the new undead (draugr, skeletons etc) from the Armored Skeletons mod correctly switch to the proper nude mesh when egaging in sex! Wonderfull!

I have however a last trouble with a few creatures: when i reregister the json file from the Creature Framework MCM, it says that some "do not have a race or racename" (ex: creature 173 do not have a race or racename, creature 186 do not have a race or racename). However I crosschecked and those creature seem to me to have the correct raceform in the json.

Maybe I'm copyng those ID wrong? Is there a rule about how many of the numbers to copy? For example how should I write 0208D30F in the raceform? Is 0x8d30f the correct form?

Edited by JalloBang12^
Posted (edited)
22 minutes ago, JalloBang12^ said:

I have however a last trouble with a few creatures: when i reregister the json file from the Creature Framework MCM, it says that some "do not have a race or racename" (ex: creature 173 do not have a race or racename, creature 186 do not have a race or racename). However I crosschecked and those creature seem to me to have the correct raceform in the json.

could be that you are missing a comma or a bracket in one of your lines, or it could be that you are trying to use a race name that is already assigned to another race id.

 

or it can be something completely different going on, CF's warnings are not vary reliable and are known to lie about what the problem it.

(common one being you have .esm when it should be .esp, or vice versa)

 

 

your id form is correct, 0208D30F would indeed be 0x8d30f.

Edited by MadMansGun
Posted

So in the end I've managed to have it work without errors.

As you said, there were a few errors in the json file (one spelling, 4 raceid referencing to the wrong esp file).

No as far as I can test all the new undead added by the armored skeletons mod correctly apply the schlongified mesh when aroused/engaged in sex.

I'll live the json file here in case someone needs it, or if someon whant to make it into a patch.

Thank you so much for the help @madmanguns! It has been quite informative!

ArousedSkeleton.json

  • 2 weeks later...
Posted
1 hour ago, scottstein001 said:

If mod is failing to extract in MO2, what is the issue?

 

corrupted download, clear catch and re-download.

  • 3 weeks later...
Posted (edited)

Heya @MadMansGun, thanks for the work as always. I'm trying to run one of the compatibility patches (that were not made by you, but if you'd be nice enough to share pointers with me, I'm sure that'd help others who encounter the same issue). 
The Zombie mod especially. It needs the LE version from Mikhail's mod, that I understand, but the file path in Nifskope points to a mikhail animals and monsters/zombies/body.dds in the texture path, and it does not exist. Not in the LE version, not in the SE version. I've tried linking it myself, and they are definitely not the correct textures for the patch here (there are gazillions of zombies in the patch version, vs only like, 4 in both Mihail SE and LE, and it does not fit the zombies on Mihail's LE and SE zombies). 

So my question is, first, wtf, and then, is there a version of Mihail's zombies with these textures paths somewhere ? 
Thanks a bunch !

Edited by Redflyingmonkey
Posted

Update V16.1

added a small armor value to the penises so that they will (hopefully) stay equipped on creatures that are being stubborn.
(technically this also means that any creatures in heat will be harder to kill, but that was not the intent)

Posted

YAY! NEW VERSION!! Thx for your continued work on this @MadMansGun.

 

Also, the trend continues, EVERY SINGLE TIME I come back to modding skyrim I set my mods up, get everything working and just when I'm about to start playing, *notification" MadMansGun is at it again and updated MNC. It never fails LMAO

 

Posted
On 1/16/2026 at 6:21 AM, shiagwen said:

animobjects not showing in animaions. probably no matter of MNC, but you have the knowledge what causes it , right ? 

esp for said objects not installed.

  • 2 weeks later...
Posted
On 1/17/2026 at 11:37 PM, MadMansGun said:

esp for said objects not installed.

Something like that. it was about another mod from that author which must be installed to show the animobjects, and that other mod was not listed in the requirements.

thanks for the attention and tip. 

 

  • 1 month later...
Posted (edited)

updated yiffyage patch: rieklings are now Skavens legally distinct rat people.

Edited by MadMansGun
Posted

Experimental CreatureFramework V4.0:

i removed the Unbound quest check and replaced it with a "Ignore This Creature" keyword to prevent the horse problem

 

changed how creature races are filtered to fix the vampire lord issue, instead of looking for ActorTypeCreature/ActorTypeAnimal/ActorTypeDwarven it now just looks for ActorTypeNPC and blocks npcs that have that keyword.

 

reduced scripts from 5 down to 4 (the debug messaging script has been merged into the utility script)

 

Warning: due to the script & property changes, i also changed the quest formids to try and force them to be reloaded, but i found that copies of the old script still persist in the save file and run along side the new scripts, so while the new scripts run fine the old ones are sending out endless errors. therefor you MUST use a save editor to remove the old scripts or start a new game.

  • 2 weeks later...
Posted

cautionary seizure risk update, the horse Behaviour file in my game seems to of developed a bug, i don't know if it's just on my end or if everyone has it, but i have regenerated the file to be on the safe side.

  • 2 weeks later...
  • 2 weeks later...
Posted

having a problem with horses not loading in body and some other animals like chickens and such looking like "red !" and doesnt have correct body on console for horses it loads (same)/canine/dogm and morenastycritters/canine/dogf... i am using unofficial skyrim patch but the reference is still to skyrim for the horse body. please help

  • 2 weeks later...
Posted
On 4/16/2026 at 7:25 PM, ArgonianFantacy666 said:

having a problem with horses not loading in body and some other animals like chickens and such looking like "red !" and doesnt have correct body on console for horses it loads (same)/canine/dogm and morenastycritters/canine/dogf... i am using unofficial skyrim patch but the reference is still to skyrim for the horse body. please help

found out in the mod description it was missing mesh or corrupted file why the model wasnt loading and showing a red diamond shape with a"!" on it. My solution was to uninstall skyrim and reinstall however it created a new folder with the base game and some mods(probably due to a mod manager) and the new folder had "skyrim 123456"(example) after it because new install i guess. meshes and game work now instead of crashes constantly. i made seprate plugin to correct some conflicts from uslep and not sure if it helps but somehow it fixed a bug i had with another mod that made argonians,Khajiits load head textures correctly(pink texure was loaded probably missing texture or something) was from enhance character edits i assume or racemenu conflict with beast races. :) hope to see more improvements on the mod btw. my pc can't handle the amount of beast cock with the constant loading of em and i did turn alot of them off in mcm. can you have a toggle to put all on or off as an option? thanks

  • 3 weeks later...
Posted

install the TheGrayCowlOfNocturnalV2DC patch and reregister the animations.

  • 4 weeks later...
Posted

MoreNastyCritters v16.1G
edited the slime effect on Durnehviir to remove the hard texture edges that bethesda gave it.

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