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More Nasty Critters Special/Anniversary Edition


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Posted
2 hours ago, safado said:

 

Know you mods. Nothing to do with Creature Framework, MNC, Horny Creatures, and any other SLAL bundle.

  You likely refer to SexLab Aroused Creatures SE

 

im using that but the animals only go for female npcs n not male. is there a way of making the animals go for both male n female

Posted (edited)
1 hour ago, spirit141 said:

im using that but the animals only go for female npcs n not male. is there a way of making the animals go for both male n female

 

Yes if setup manually, default are for female PC\NPC.

Maybe you do not have Male to creature animations registered in Sexlab, or that creature mod settings are on default.  

Better luck on how to set it up if you ask author Sailing Rebel in the SexLab Aroused Creatures SE "Get support" forum.  He\she has been active on that forum.  In that forum they are likely to tell you about the necessary requirements to make it work like you want it. 

 

If you have an issue with your Loverslab mods, try those mods support forum pages first, before venturing in other mods forums for better chance on getting good answers. 

 

**Note: Make sure you do not have installed any OsmelMC SexLab Aroused Creatures v04.xx Tweaks, those are for older version and will break the newer versions.  Those are obsolete in latest version.

 

Edited by safado
Posted
On 7/1/2026 at 7:01 PM, Elenano27 said:

Hello, how do i add a custom race of the mod  fury animal taming of skyrim it  use everything of the vanilla mech exept for the race name i added the armor and arma to that race and the genitals are all in place and animation have colission but they dont erect, before adding the arma and armor the genitals arent in place. 

Ok i finaly figured out how to make it work, i added the custom race in the first .json in the creature.d folder now my question is if i add a folder with the same name and .json it should work? I dont want to edit the work of another person without permission 

Posted
35 minutes ago, Elenano27 said:

Ok i finaly figured out how to make it work, i added the custom race in the first .json in the creature.d folder now my question is if i add a folder with the same name and .json it should work? I dont want to edit the work of another person without permission 

CF will read any json in that folder, as long as it's setup correctly it will be used, just make sure any preexisting races that are already in use in other json files are named the same in your file.

Posted
27 minutes ago, MadMansGun said:

CF will read any json in that folder, as long as it's setup correctly it will be used, just make sure any preexisting races that are already in use in other json files are named the same in your file.

Ok thanks, im doing this copi the mnc version of the beast and changing the race to the fury one and also copi the header of the json to ensure it work

Posted
Just now, Elenano27 said:

Ok thanks, im doing this copi the mnc version of the beast and changing the race to the fury one and also copi the header of the json to ensure it work

Another question i also have to do the armor and arma for every beast in the patch im working or CF do the works?

Posted

Anyone have the V16.1F file? I'm stuck downloading a Wabbacjack modlist, because it's not available for download.

Posted (edited)
1 hour ago, Tearoth said:

Anyone have the V16.1F file? I'm stuck downloading a Wabbacjack modlist, because it's not available for download.

 

You can download the latest version and imagine that it can be renamed (just one letter) to the name Wabajack is looking for and manually shove it in.  Did that work?

Spoiler
  • Let Wabbajack run until it reports the missing file.
  • Download the required file yourself from the source site.
  • Place the downloaded archive unchanged into the modlist's download folder (the folder Wabbajack uses for downloads).
  • Run the installation again. Wabbajack will scan the download folder and try to match the file.

 

Or, you can get it from the MADmansGuns' archives, link is in the download section. Using latest version of MNC get you some corrections, you know good new bug fixes. 

Spoiler

MoreNastyCritters v16.1G

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

(i was testing his dialogue in Sexlab Dragons and could not unsee it once i spotted it)

 

MoreNastyCritters v16.1F
Fixed oversized chicken error.
removed the rescaleing scripts from the HearthFire pets (why they even used scripts for that i do not know).
fixed some mistakes in the MoreNastyCrittersRaces script.
.
MoreNastyCritters v16.1E
found fix for wisp crashing problem.
.
MoreNastyCritters v16.1D
removed wisps due to crashing problem.
.
MoreNastyCritters v16.1C
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.
.
MoreNastyCritters v16.1B
can't recall, working on too many things at the same time.
.
MoreNastyCritters v16.1A
fixed wrong keyword on non-aroused horses.

 

Edited by safado
Posted
2 hours ago, Elenano27 said:

Another question i also have to do the armor and arma for every beast in the patch im working or CF do the works?

it all depends on what you want to do and how you want to do it.

 

Eg: look at the dragons, they are using 3 ways to apply there dicks...

 

MNCDragsDog3.json

this is for a stand alone dick that gets applied to any dragon without a registered skin (shows up as "all skins" in the mcm)

            "skinName": null,
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x1069E3",
            "RaceName": "Dragon",
            "raceForm": "__formData|Skyrim.esm|0x12e82",
            "skinForm": null,
            "stripArmor": false

and this is the same dick but now it's only getting applied to the common green dragon (overriding the above "all skin" when "common dragon" is set to something in the mcm)

            "skinName": "Common Dragon",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x1069E3",
            "RaceName": "Dragon",
            "raceForm": "__formData|Skyrim.esm|0x12e82",
            "skinForm": "__formData|Skyrim.esm|0x86810",
            "stripArmor": false

 

 

and this in the MNC.json is for a full body mesh replacement ( json wise its exactly the same as above, the only difference between this one and the last being how the armors / body template flags are setup in the esp,)

			"skinName": "Common Dragon",
			"normalArmor": null,
			"arousedArmor": "__formData|MoreNastyCritters.esp|0x100801",
			"RaceName": "Dragon",
			"raceForm": "__formData|Skyrim.esm|0x12e82",
			"skinForm": "__formData|Skyrim.esm|0x86810",
			"stripArmor": false

 

Posted
57 minutes ago, MadMansGun said:

it all depends on what you want to do and how you want to do it.

 

Eg: look at the dragons, they are using 3 ways to apply there dicks...

 

MNCDragsDog3.json

this is for a stand alone dick that gets applied to any dragon without a registered skin (shows up as "all skins" in the mcm)

            "skinName": null,
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x1069E3",
            "RaceName": "Dragon",
            "raceForm": "__formData|Skyrim.esm|0x12e82",
            "skinForm": null,
            "stripArmor": false

and this is the same dick but now it's only getting applied to the common green dragon (overriding the above "all skin" when "common dragon" is set to something in the mcm)

            "skinName": "Common Dragon",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x1069E3",
            "RaceName": "Dragon",
            "raceForm": "__formData|Skyrim.esm|0x12e82",
            "skinForm": "__formData|Skyrim.esm|0x86810",
            "stripArmor": false

 

 

and this in the MNC.json is for a full body mesh replacement ( json wise its exactly the same as above, the only difference between this one and the last being how the armors / body template flags are setup in the esp,)

			"skinName": "Common Dragon",
			"normalArmor": null,
			"arousedArmor": "__formData|MoreNastyCritters.esp|0x100801",
			"RaceName": "Dragon",
			"raceForm": "__formData|Skyrim.esm|0x12e82",
			"skinForm": "__formData|Skyrim.esm|0x86810",
			"stripArmor": false

 

Not gona lie i understood like half of the explanation but i really thankfull about it, its my first time trying to make something myself also i can confirm CF recognize the new race. Now i have to figure it out how to make ppa recognize them i dont know if it have to be something with abc or ppa itself. If i make some discovery i gonna tell ya'll thanks for your patience. 

Posted

I made some advancement, copying the cbpc config of abc an changing the form id to the fury one make the dick's work the same as abc. Still trying to figure it out how to make ppa work, i tryied to do what it said in the override section of ppa but didn't work

Posted (edited)

So I know to have it so dragon meshes arent changed and only add their dicks you gotta go into creature framework and set them to 'MNC Style insert dick name here', issue is for modded dragons I don't have that ability even with the mod compatibility patches that change the entire mesh to add the dick, I can't add 'MNC style' on any modded dragon at all, how do I get this changed? If I disable it will it just default to the 'all skins' setting?
I apologize if I sound stupid or something, I tried my best trying to fix this all on my own but now I am in need of help. Thank you.


EDIT: Do I just remove the patches and have them just be grouped in with the dragons without a registered setting?

dsadasadsasd.PNG

Edited by sugardollz
Posted
1 hour ago, sugardollz said:

.

the deadly dragons patch should not be doing any body swapping, the penises in it are setup as standalone.

but setting them to disabled "should" make it use the "all skin" settings.

Posted

hello¡¡ i have a problem but not with the mod, i use MO2, and in the creature framework menu the ABC cocks dont show up, i rad that i need to overwrite MNC with the ABC mod, but i have no idea how to overwrite in MO2, or i am doing something wrong? i always use in the past nexus mod manager

Posted
1 hour ago, neo1777 said:

hello¡¡ i have a problem but not with the mod, i use MO2, and in the creature framework menu the ABC cocks dont show up, i rad that i need to overwrite MNC with the ABC mod, but i have no idea how to overwrite in MO2, or i am doing something wrong? i always use in the past nexus mod manager

abc does not add any menus, it replaces mnc's meshes.

Posted (edited)
2 hours ago, neo1777 said:

hello¡¡ i have a problem but not with the mod, i use MO2, and in the creature framework menu the ABC cocks dont show up, i rad that i need to overwrite MNC with the ABC mod, but i have no idea how to overwrite in MO2, or i am doing something wrong? i always use in the past nexus mod manager

 

If the extracted mod files did not have a "creatures.d" folder, then it is not adding or modifying Creature Framework tracked entries. 

 

Spoiler

ABC only have meshes and textures, that replace defaults from MNC. Its main purpose is to add extra nodes to the havok-skeletons and erected meshes and allow for "more fluid" creatures "schlongs" animations (mostly to eliminate clipping issues).  Only ABC targeted animations will use that, meaning Factoryclose and Billys.

 Do not install Animal SOS, consider it not compatible with current MNC\CF-4, to keep it short-n-simple.  

 

Edited by safado
Posted (edited)

Does anyone know of a fix for the werewolf permanent erection? I kinda think it's to do the the abc cocks but I'm not sure. It was funny at first but the companions questline stopped being funny after a while.

Edited by shardoom
Posted
13 hours ago, safado said:

 

If the extracted mod files did not have a "creatures.d" folder, then it is not adding or modifying Creature Framework tracked entries. 

 

  Hide contents

ABC only have meshes and textures, that replace defaults from MNC. Its main purpose is to add extra nodes to the havok-skeletons and erected meshes and allow for "more fluid" creatures "schlongs" animations (mostly to eliminate clipping issues).  Only ABC targeted animations will use that, meaning Factoryclose and Billys.

 Do not install Animal SOS, consider it not compatible with current MNC\CF-4, to keep it short-n-simple.  

 

ok i get it, but when i install MNC, and after the BAKA ABC, i dont know how to overwrite in MO2, i mean, NMM do it itself, i cant get work the baka creature cocks

Posted (edited)
1 hour ago, neo1777 said:

ok i get it, but when i install MNC, and after the BAKA ABC, i dont know how to overwrite in MO2, i mean, NMM do it itself, i cant get work the baka creature cocks

 

I did not like the Virtual File system used by MO and I think MO2 expanded on it. That why I move to Vortex, that also has some issues, but I can work them out without losing patience unlike working out VM issues.  No saying you switch to Vortex, they all have a learning curve.

 

My English needs work, so I ask copilot to write it.

Spoiler

In Mod Organizer 2 (MO2), a mod will overwrite conflicting files from another mod if it has a higher priority in the left pane (the mod list).

To make sure a mod wins conflicts:

  1. Open MO2.
  2. In the left pane, find the mod you want to take precedence.
  3. Move it below the conflicting mod(s) by dragging it down, or use the priority controls.
    • Lower in the left pane = higher priority.
    • The lower mod's files overwrite the higher mod's files when both provide the same file.

Check for conflicts

  • Right-click the mod → InformationConflicts tab.
  • Or look at the icons:
    • Green lightning bolt (+) = mod is overwriting files from other mods.
    • Red lightning bolt (-) = some of its files are being overwritten.
    • Both red and green = it both wins and loses conflicts. Win to top mods, and lose to bottom mods, may not be same file conflicts. Like one replace meshes and the other replace textures or other assets.

Important exceptions

For some plugin-based conflicts, load order matters too:

  • The left pane controls file conflicts (textures, meshes, scripts, etc.).
  • The right pane (Plugins tab / LOOT order) controls ESP/ESM/ESL plugin conflicts.

So for a complete override, you may need:

  1. The mod lower in the left pane (asset/file conflicts).
  2. Its plugin later in the load order on the right pane (record conflicts).

 

Imagine that the mods are cards in a deck\collection and the last  (bottom) gets deal\position on the desk last on top of the others, that higher priority (last\bottom wins) on Left pane holding mods folders for deployment. 

Spoiler

ElderScrollsPlugins (ESP) hold the metadata fragments collected to form a Database for the game engine to follow.  

On the right side, I think in MO2 is the plugins, the last higher queue order number win metadata conflicts against the top lower queue numbers. Some plugins look for data inside other plugins, the plugin with the referenced data is the master and a hard-requirement. The master plugin needs to be loaded before the plugin that needs it data.  There is no mark to know which one is master, generally the mod manager will read the headers of plugins to gather the master\primary and slave\secondary relationship to be use during auto order, warnings, or status. 

To know what conflicted in the metadata is necessary to open the whole list with xEdit (SSEdit) and learn how to use it for troubleshoot.  

 

 

 

Edited by safado
Posted

I have a problem with the bears dicks and the sabre cat, their dicks stays static or dissapear in the case of the bears when starting a animation

Posted (edited)
On 7/5/2026 at 11:30 AM, shardoom said:

Does anyone know of a fix for the werewolf permanent erection? I kinda think it's to do the the abc cocks but I'm not sure. It was funny at first but the companions questline stopped being funny after a while.

I have the same issue. Only for werewolves. I use ABC (no ASOS), disabled werewolves in SOS MCM and it doesn't matter what option I choose in CF (even disabled) it always has the aroused mesh. Aroused/Unaroused options do not work (they work on every other creature).

 

EDIT: Installing the diverse werewolves collection and the MNC patch for that seems to replace the meshes and they work correctly. However all werewolves seem to have the default skin and don't benefit from the mod's retextures even on a new game but that's a different issue.

Edited by Zukirin
Posted

Hello again, i run into a problem with fury and obis so i have to convert fury into a esp, now both mods are working but now the formid of the race changed, insted of being FEblablabla now they are 06blablabla how should i change the json to recognize them, i changed the to .esp but dind't work

Posted
9 minutes ago, Elenano27 said:

Hello again, i run into a problem with fury and obis so i have to convert fury into a esp, now both mods are working but now the formid of the race changed, insted of being FEblablabla now they are 06blablabla how should i change the json to recognize them, i changed the to .esp but dind't work

I loaded all the pluggins an now are 4F so im realy lost now jaja

Posted (edited)
On 6/10/2026 at 5:27 PM, MadMansGun said:

just go to CF's MCM and select a different penis option for them, the other options are standalone penies that don't swap out the body mesh.

 

@MadMansGun Can you please clarify which options I select? Is it the MNC Dragon or the More Nasty Critters? I have mine set to disabled and its still defaulting to vanilla dragon models. I am also using the same 4thUnknown and diverse models mod. I want to keep the modded look of the dragons and I have no intention of engaging with dragons.

Edited by bess86e18

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