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More Nasty Critters Legendary Edition


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Posted (edited)

 

 

MoreNastyCritters v17


converted as much as possible to the Add-on setup instead of doing full body mesh replacements to add a dick.
WARNING: many patches & addon mods may/will be extremely broken, but at the same time some things may not need patches to work anymore (Eg: some fur/body replacement mods, but not all), also both MNC's esp & json files have been edited, so you MUST go to the Creature Framework MCM and click on "Re-register all mods".

 

added enchantment to the VampireLord's non aroused mesh to forcefully re-equip there armor after sex.
added enchantment to the Werewolf & VampireLord's aroused meshes to forcefully reload the model when freecam is active.

 

SexLab Race registration is now controlled by json files found in Data\creatures.d\MNC_SLRaceRegistration.d
To load new/edited race registration json files into a preexisting save you will need to:
1. turn off "Allow Creature Animation" in sexlab's mcm and then turn it back on.
2. unpause the game and wait a few seconds so the json files can be processed.
3. go to SLAL's mcm and re-register your animations.

 

note: if you don't have any mods installed that add new races to your game then i would strongly suggest deleting all the json files found in this folder, (the ones inside "MNC_SLRaceRegistration.d", NOT "creatures.d")
both your save file & sexlab will be much happier to not have 1601 extra races clogging it up.

 

made a fake armor to add onto things that don't have a normal armor setup so CF (all versions) will stop bitching about not seeing the CFArmorNormal keyword on things and trying to re-run commands to apply one.

 

 

 

 

 

Creature Framework v5

(IF YOUR ALREADY USING V4 IN YOUR GAME I WOULD SUGGEST NOT UPDATING TILL YOU START A NEW GAME, MUCH LESS HASSLE THAT WAY.****)

 

Alphabetical sorting of the Creatures so it's easier to find things.

 

MCM shows a count of how much has been registered, and also shows what the tracking array can see.

 

added script to nuke stored json data from older versions (seems to work, but not sure if it's being done in the right way, keep getting mixed answers about that when i upload the scripts into an AI, but doing a clean install is better regardless).

 

found the cause of "Function ActivateActorA" being called on already activated actors, so scripts "should" run a little better now.

 

(most) debug logging calls into the Utility script should now be skipped if logging is disabled, so hopefully that will also help cut down on the script load.

 

function ChangeArousal script has been changed, it now equips the armor first (Eg: the aroused mesh) before removing the one already being worn. (the old script would remove the armor first and then apply the other armor, causing the creature's model to flicker more than necessary).

 

 

 

****

Creature Framework 5.0 Clean Installation Guide for preexisting save files ( AKA: why you should just stay with v4.0 if you are already using it )
due to all the edited script installing this directly over an older version will cause problems
To prevent issues follow theses steps:
------------------------------
Step 1: Perform an In-Game Preparation Save

   1. load your save file with the old version of the mod.
   2. Open the MCM and select Uninstall.
   3. Close all menus and let the game run for 15-30 seconds to allow the scripts to run.
   4. Save your game to a new slot (do NOT overwrite an existing save) and exit Skyrim .


Step 2: replace mod

   If using Mod Organizer 2 simply uninstall or delete the old mod from your active mod window, then install the new version.

 

Step 3: Clean the Save file with a editor

   1. Launch Resaver/FallrimTools (or some other save file editor) and load your save file.
   2. (if using Resaver/FallrimTools) set the drop down box at the top left to "CreatureFramework.esm" and then deleted everything it lists in the window below.
   3. Save the modified file.


Step 4: start game

   1. Launch Skyrim and load your edited save file.
   2. just let the game sit & run for a bit.
   3. open the MCM, CF may be there but blank, if so then close it and let the game run a little longer.
   4. setup the mod as you please.

------------------------------

Edited by MadMansGun
Posted

extra notes to add: 

Creature Summoner for MNCv16 is 100% compatible with MNCv17.

Creature Framework v5 can be used with MNCv16 or MNCv17.

Creature Framework v4 can be used with MNCv16 or MNCv17.

Posted
14 minutes ago, timothyk1 said:

IF i upgrade to MNCv17 Would that mean BakaFactory ABC mod will no longer work?

at this time yes, many of MNC's nif files have different names (and only contain a penis mesh now.)

so the hdt collisions will be missing, and the extra objects that ABC added to some creatures may also be missing.

 

MNC itself supports basic ABC based animations, so that will still work without ABC.

Posted (edited)
On 9/22/2026 at 11:12 PM, MadMansGun said:

extra notes to add: 

Creature Summoner for MNCv16 is 100% compatible with MNCv17.

Creature Framework v5 can be used with MNCv16 or MNCv17.

Creature Framework v4 can be used with MNCv16 or MNCv17.

i have removed the version number from Creature Summoner to reduce confusion.

(the file is 100% the same)

Edited by MadMansGun
Posted

Anyone here got a spare copy of the Chaurus Life SE port, or can walk me through the process of converting it? None of the methods I know are working.

Posted

Hi, I’ve run into a problem. The issue is that during the Companions quest "The Trial of Valor," the game crashes during the cutscene where Farkas transforms into a werewolf and is supposed to open the gate (portcullis).And this happens because of the "More Nasty Critters" mod.This did not happen prior to version MoreNastyCritters v-12.01.And if you disable the genitals for all werewolves in the CreatureFramework menu, the story continues and the game doesn't crash.Farkas shifts into human form without a problem and opens that fucking gate.:))

Posted
31 minutes ago, Helga_o said:

Hi, I’ve run into a problem. The issue is that during the Companions quest "The Trial of Valor," the game crashes during the cutscene where Farkas transforms into a werewolf and is supposed to open the gate (portcullis).And this happens because of the "More Nasty Critters" mod.This did not happen prior to version MoreNastyCritters v-12.01.And if you disable the genitals for all werewolves in the CreatureFramework menu, the story continues and the game doesn't crash.Farkas shifts into human form without a problem and opens that fucking gate.:))

known problem, caused by a mix of MNC/CF ABC & SOS.

 

there's a anti SOS patch in the Mod Compatibility Kit to fix it:

Quote

Remove Werewolves from SOS:
SOS and Creature Framework have a bit of a conflict going on with the werewolves, the problem is the human penises for SOS also have the werewolf's penis in there armor's armature list, in other words they are setup to use one armor entry for both humans & werewolves. the end result of this is that even if you turn off the werewolves in SOS's MCM the human penises can still sometimes make the werewolf's sos dick get equipped during a transformation due to the shared armor not being removed.

 

this will cause problems with Creature Framework, the conflict can:
A: cause 2 penises to be equipped at the same time.
B: make the game crash during a werewolf transformation (not sure why it crashes, maybe it's just to much is going on at the same time).

 

if you are having theses problems and turning off the werewolves in all of SOS's setting failed to fix it then try using the esp files in this folder, they have been edited to remove all werewolf content from SOS.

 

also make sure MNC's werewolf skeleton is the one being used and not the one in SOS.

 

also pre v12 was before ABC existed, so hot swapping one hdt enabled penis with another that uses different xml files is likely a possible cause of the crash.

Posted

In reality, that’s not quite the case.I’ve been putting together my own Skyrim mod packs for a very long time—purely for myself.And I always install *More Nasty Critters* first, followed by *MNC_ABC* on top, using *MoreNastyCritters* version v-12.01.For example, the CreatureFramework menu used to offer a choice between CreatureFramework itself and SexLab Werewolves; unfortunately, that option is no longer available—I checked.That is why I consider it foolish and wrong to blame solely MNC_ABC for all the troubles.

Posted (edited)
40 minutes ago, Helga_o said:

the CreatureFramework menu used to offer a choice between CreatureFramework itself and SexLab Werewolves

you are thinking of the old SexLab Werewolves, that mod came with its own meshes and did some voodoo fuckery to Creature Framework, it added its bodys by use of direct calls into CF's scripts instead of using json files, and controlled those bodies within its own mcm.

 

god that thing was such a fucking pain in the ass, glad to be rid of it.

Edited by MadMansGun
Posted

It still seems to me...Having a choice is far better than having no choice.And I do think it's worth respecting the work of one's colleagues.

Posted

Creature Framework lets you select whatever dick you want, having another mod override that selection and hiding that fact from you in another menu is annoying, counterproductive, and completely unnecessary.

 

also nothing is going to work right for you using mods that are 5 to 12 years out of date, MNC v16 and up has many werewolf dicks to chose from.

Posted

Can everyone please tell me what this means—is it bad or normal?

Всем подскажите пожалуйста что это значит плохо это или нормально

Снимок экрана (61).png

Posted
On 9/29/2026 at 7:50 PM, MadMansGun said:

Creature Framework lets you select whatever dick you want, having another mod override that selection and hiding that fact from you in another menu is annoying, counterproductive, and completely unnecessary.

 

also nothing is going to work right for you using mods that are 5 to 12 years out of date, MNC v16 and up has many werewolf dicks to chose from.

That's all correct.Some mods (plugins) are updated regularly while others are not, and many release patches.But this is a rather rare phenomenon nowadays.

Posted
On 3/7/2018 at 1:38 AM, MadMansGun said:

well in that case the problem would be

"meshes\actors\vampirelord\behaviors\FNIS_SexLabCreature_vampirelord_Behavior.hkx"

and

"meshes\actors\vampirelord\behaviors\vampirelord.hkx"

SexLab.esm does not change anything for the vampire lord

i did this and now my humanoid vampire lord mod is invisible, followed all the steps to remove it from more nasty critters too

Posted
53 minutes ago, nos.eea said:

i did this and now my humanoid vampire lord mod is invisible, followed all the steps to remove it from more nasty critters too

a post from 8 years ago is not going to have the most up to date information.

 

things to delete or override in MNCv17's esp:

DLC1VampireBeastRace "Vampire Lord" [RACE:0200283A]

DLC1VampireLordCapeAA [ARMA:02015BC2]

 

things to turn off in CF's mcm or remove from the json:

Vampire Lord

 

things to watch out for:

Skyfem patch.

Female Creatures are Hermaphrodites patch.

Player Hermaphrodite Werewolf patch.

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