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More Nasty Critters Special/Anniversary Edition


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Posted
47 minutes ago, Elenano27 said:

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

if esm/esp ignore the first 2 digits, 99000800 = 0x000800 (or just 0x800 since in this example the first digits after 99 are 0's)

if esl ignore the first 5 digits, FE999001 = 0x001 (or just 0x1)

 

and re check the file names in your json, make sure it's not looking for modname.esl when it should be modname.esp

Posted
4 hours ago, MadMansGun said:

if esm/esp ignore the first 2 digits, 99000800 = 0x000800 (or just 0x800 since in this example the first digits after 99 are 0's)

if esl ignore the first 5 digits, FE999001 = 0x001 (or just 0x1)

 

and re check the file names in your json, make sure it's not looking for modname.esl when it should be modname.esp

Not only i rapaired the mnc json with this, solved the cbpc and ppa compatibility, thanks bro 🖤❤️🖤 

Posted

Is there a way to get this to work with Sexlab P+?  I don't see any explanation as to why the author doesn't like it, because so far, I've had no issues with it until attempting to install this mod, which results in an immediate CTD upon launching the game.

Posted

For the love of god how do I change the main menu background lmao. I'm JUST about done overhauling the entirety of the game from the ground up with a personal, and complete overhaul, and I just gotta change the main menu. It's driving me crazy. 

Posted
3 hours ago, LillyxFox said:

For the love of god how do I change the main menu background lmao. I'm JUST about done overhauling the entirety of the game from the ground up with a personal, and complete overhaul, and I just gotta change the main menu. It's driving me crazy. 

 

Relax! 😅

In the mod files, navigate to Data\meshes\interface\logo

Delete logo.nif and logo01ae.nif

Posted

 

9 hours ago, CryptHammer said:

I don't see any explanation as to why the author doesn't like it,

9 hours ago, CryptHammer said:

which results in an immediate CTD upon launching the game.

you answered your own question, that mod fucks with the inner functions of sexlab, making it incompatible with any mods that called on those functions. and who the hell knows what else it may be screwing up in the background, the fact that slal packs need to be "ported" to work with it is a red flag on its own.

Posted
2 hours ago, MadMansGun said:

 

you answered your own question, that mod fucks with the inner functions of sexlab, making it incompatible with any mods that called on those functions. and who the hell knows what else it may be screwing up in the background, the fact that slal packs need to be "ported" to work with it is a red flag on its own.

MNC happened to be the first mod that I experienced any incompatibility with, so I assumed it was just a product of personal disagreement somewhere and was why I initially asked, but after experiencing incompatibility with a couple of other mods, I finally reverted back.  Sorry for doubting you lol.  It's too bad because some of the features I do like, but it seems finicky right now.

Posted
19 hours ago, Kronixen said:

 

Relax! 😅

In the mod files, navigate to Data\meshes\interface\logo

Delete logo.nif and logo01ae.nif

lol thanks. I was going crazy looking for a "wallpaper" "background" or "main menu" file 

Posted

In case anyone want to try out Untaimed 2, unless you have a deploy order for it earlier then MNC, it will fuck things up.

That problem ruined two days for me, trying to figure out what the problem was, since I had them working together before (and just by sheer luck had them in the right order). 🙄

Posted (edited)
2 hours ago, xtro334 said:

In case anyone want to try out Untaimed 2, unless you have a deploy order for it earlier then MNC, it will fuck things up.

That problem ruined two days for me, trying to figure out what the problem was, since I had them working together before (and just by sheer luck had them in the right order). 🙄

 

Untamed 2 includes skeletons with horsespine\SaddleBone nodes that allow mounting it featured creatures like horses. There's code in the scripts looking for the nodes before allowing the mount. 

Spoiler

Dogs, wolfs, Bears, and Sabercats has the modification, but lacks other features found in MNC skeletons and the schlongs nodes have different names (ABC).  MNC skeletons file size are generally bigger, meaning it has more nodes that generally mean more features.  Allowing those minimalist skeletons will surely break ABC animations and likely MNC\Creature Framework erected meshes because of different node names and lack of others. (not 100% sure).  Obviously it needs to be overwritten by MNC and its add-ons.  The plugins only conflict with Skyrim horse mount condition and the tweak adds overrides for resting idle and maybe howling. 

 

Spoiler

SL Survival has an Untame like feature that uses sex to befriend creatures and make a pack of escorts.  You need to pay them in gratification and there's some leveling feature and have never used.   It does not go overboard and adds conflicting meshes or skeletons, it does try to integrate with other mods.  

 

Edited by safado
Posted
4 hours ago, safado said:

 

Untamed 2 includes skeletons with horsespine\SaddleBone nodes that allow mounting it featured creatures like horses. There's code in the scripts looking for the nodes before allowing the mount. 

  Reveal hidden contents

Dogs, wolfs, Bears, and Sabercats has the modification, but lacks other features found in MNC skeletons and the schlongs nodes have different names (ABC).  MNC skeletons file size are generally bigger, meaning it has more nodes that generally mean more features.  Allowing those minimalist skeletons will surely break ABC animations and likely MNC\Creature Framework erected meshes because of different node names and lack of others. (not 100% sure).  Obviously it needs to be overwritten by MNC and its add-ons.  The plugins only conflict with Skyrim horse mount condition and the tweak adds overrides for resting idle and maybe howling. 

 

  Reveal hidden contents

SL Survival has an Untame like feature that uses sex to befriend creatures and make a pack of escorts.  You need to pay them in gratification and there's some leveling feature and have never used.   It does not go overboard and adds conflicting meshes or skeletons, it does try to integrate with other mods.  

 

 

Yeah, I assumed that was the case when I found out which of my mods was the culprit, and read through the description again.

 

Which brings me to hoping for a patch between Untaimed 2 and MNC/ABC. 😜

Posted (edited)
17 hours ago, xtro334 said:

 

Yeah, I assumed that was the case when I found out which of my mods was the culprit, and read through the description again.

 

Which brings me to hoping for a patch between Untaimed 2 and MNC/ABC. 😜

 

Follow @MadMansGun instructions;

Spoiler

d-photo-u1?auto=format&q=60&fit=crop&fm=

 

and you get something like this:

Spoiler

 

MNC (ABC variant) skeletons for Untamed-2 mounts. (experimental, just playing with horseshit 🙈)

dse-Untamed-2-MNC-ABC-Patch1.7z

 

 

Does it work?

 

 

Edited by safado
Posted (edited)
On 7/8/2026 at 6:34 AM, CryptHammer said:

Is there a way to get this to work with Sexlab P+?  I don't see any explanation as to why the author doesn't like it, because so far, I've had no issues with it until attempting to install this mod, which results in an immediate CTD upon launching the game.


This mod and P+ are fully compatible, MadMansGun is just lying about it not working because they have a massive hate boner for P+ for some reason. P+ users have been using MNC and ABC for years now.

P+ uses a faster index method which is called SLSB, Exisiting SLAL packs just need an SLSB made and they will work. The big animators like Billy, Anub, and Baka all make SLSBs for their creature animations already, and the old niche animations SLSBs are available on the P+ discord.

Your CTD is likely caused by some other conflict, you should join the P+ discord and ask there so you can get more focused help.

Edited by Prurient Alchemist
Changed unclear grammar
Posted

Yo! Used your mod in the past but now I'm having an odd CTD on startup with it. Narrowed it down to this mod via the good ol' trial and error tactic. Went through, checked my dependencies and those are all clear and correct, the only rules it has for the load order is that it needs to load after the XP23 skeleton, and I've not a single damn clue why its not working anymore. Most recent crash log is attached if that'll help. 

crash-2026-07-17-21-46-38.log

Posted
3 hours ago, AnonyGirl said:

Yo! Used your mod in the past but now I'm having an odd CTD on startup with it. Narrowed it down to this mod via the good ol' trial and error tactic. Went through, checked my dependencies and those are all clear and correct, the only rules it has for the load order is that it needs to load after the XP23 skeleton, and I've not a single damn clue why its not working anymore. Most recent crash log is attached if that'll help. 

crash-2026-07-17-21-46-38.log 29.56 kB · 0 downloads

log tells me nothing, it holds no data on meshes being loaded or scripts being executed, just that you have a lot of skse dll mods installed.

52 minutes ago, ehdgk said:

A werewolf's penis and tongue have detached from its body—what should I do?

your werewolf skeleton is being overrided by another mod, also that is not the stock mnc werewolf so you clearly have other werewolf mods installed.

Posted (edited)
18 hours ago, AnonyGirl said:

Yo! Used your mod in the past but now I'm having an odd CTD on startup with it. Narrowed it down to this mod via the good ol' trial and error tactic. Went through, checked my dependencies and those are all clear and correct, the only rules it has for the load order is that it needs to load after the XP23 skeleton, and I've not a single damn clue why its not working anymore. Most recent crash log is attached if that'll help. 

crash-2026-07-17-21-46-38.log 29.56 kB · 1 download

 

"the only rules it has for the load order is that it needs to load after the XP23 skeleton," 

You are confusing deployment order with load order. Deployment is about what file copy overwrite others that conflict. Load order is the metadata esp plugins order of meta-database injection.  Last esp replace metadata and wins conflict but if it does not target deployed files it could glitch.  Example: a 3d asset mesh and textures get replaced, but the metadata loaded is from an esp that looks for that mesh in a different folder.  Glitch invisible assets, or shown in "lavender solid color".   If the assets also have script attached it is likely a CTD. 

(here "conflict" means: (deployment) same named file in same folder from different deployed mods. (metadata in ESP): metadata modifies same tables (forms), last esp to modify based on load order will overwrite every other data (win conflict). 

Spoiler

Suggested Load Order:
(Skyrim and it's DLCs here)
SexLab.esm
SexlabAroused.esm
CreatureFramework.esm
(other SexLab related mod's .esm here)
(All other .esm mods here)
SkyUI.esp
UIExtensions.esp
FNIS.esp
(All other .esp mods here)
SexLabTools.esp
MoreNastyCritters.esp
CreatureSummoner.esp (if installed)
SexLabMatchMaker.esp
SLAnimLoader.esp
(other SexLab related mod's .esp here)

 

What about requirements? Check each one. Carefull with replacement variants.

Spoiler

 

Required Mods/Install Order:

The full install guide (and a list of SLAL Packs) can be found here:
http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/

that guide is mostly not suitable for SE/AE anymore due to all the updates/game versions, but the list of slal packs is mostly still valid.

 

Mod Organizer 2 is the recommended mod manager to use:

https://www.nexusmods.com/skyrimspecialedition/mods/6194/

https://www.youtube.com/watch?v=j4ZQpzf_iAE&list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK
also if you are installing this into SkyrimVR you should go here first:
https://www.loverslab.com/topic/134393-how-to-sl-in-vr-step-by-step-tutorial/

 

install mods in order shown:

 

Skyrim Script Extender (aka: SKSE)

http://skse.silverlock.org/

Note: must be installed manually into your game, NOT with the mod manager
Warning: pay attention to what version of Skyrim.exe/TESV.exe you have, right click on it and go to "Properties" and then go to the "Detales" tab to find your version number. DO NOT FALL FOR THE SE/AE TRAP, if your game is "up to date" then your game is using the "AE" exe even if you did not buy the pack of CrapClub mods that goes by the same name, this is why you must look at your exe version number to see what you actually have.
 

Address Library for SKSE Plugins

SE/AE https://www.nexusmods.com/skyrimspecialedition/mods/32444

Note: you most likely want the file called "1.6.x"

SkyrimVR https://www.nexusmods.com/skyrimspecialedition/mods/58101

 

Fores New Idles in Skyrim SE (aka: FNIS)
https://www.nexusmods.com/skyrimspecialedition/mods/3038

Note1: don't forget to download the "FNIS Creature Pack"

Note2: don't bother trying to use Pandora/Nemishit, combat mods are not worth it, you are just going to end up playing as a stealth archer again anyways.

 

SkyUI
https://www.nexusmods.com/skyrimspecialedition/mods/12604

note: use"SkyUI_5_2_SE" the new "6" versions seem to be causing issues.

 

UIExtensions (needed for SexLabTools lower down on this list)
https://www.nexusmods.com/skyrimspecialedition/mods/17561

 

Papyrus Tweaks NG ( makes sexlab run faster if you turn on "Speed up native calls" )

https://www.nexusmods.com/skyrimspecialedition/mods/77779?

 

SexLab Framework SE (aka: SexLab....the real SexLab and not that fake P- crap)
https://www.loverslab.com/files/file/20058-sexlab-se-sex-animation-framework-v165-110822/

Warning: like SKSE you need to pay attention to what version of Skyrim you have.

 

SexLab Tools
https://www.loverslab.com/files/file/10660-sexlab-tools-for-se-patched/

note: when animations are running this lets you open a selection window by pressing H on your keyboard.

 

Sexlab Aroused Redux SSE (aka: SLAroused)
https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/

 

More Nasty Critters Special Edition (aka: MNC )
(you are here)

 

Creature Framework (aka: CF)
(4.0) (you are here)

or
(1.0.1) https://www.loverslab.com/files/file/5462-creature-framework-se/

note: v1 uses a area effect spell (scan scripts) that is fired continuously from the player to find nearby creatures, v3 uses a quest aliases update scan to find creatures near the player.

 

JContainers SE (aka: JCON, needed for both SLAL and CF.)

https://www.nexusmods.com/skyrimspecialedition/mods/16495 or https://github.com/ryobg/JContainers/releases
Warning1: like SKSE you need to pay attention to what version of Skyrim you have.

Warning2: if SkyrimVR DO NOT USE JCon v4.1.13 only use the older v4.1.2 file.

 

SexLab Animation Loader SSE (aka: SLAL, SLALSE)
https://www.loverslab.com/files/file/5328-sexlab-animation-loader-sse/

 

 

Copy-pasta Diagnosis from Phostwood's Skyrim Crash Log Analyzer

Spoiler

 

- 👉 🤖 **Troubleshooting Auto-Installing Modlists:** Since most well-crafted auto-installing modlists, such as **Nolvus**, **Wabbajack modlists**, and **Nexus Mods Collections**, are generally stable, these guidelines (along with the "Reduce Random Crashes" section below) should help resolve most common issues that may arise. Custom modders may also find them insightful. [⤵️ show details](<https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs#>)
- ⁉️ **Verify your non-ESL-flagged plugin count is 254 or under.** Due to this crash log being truncated, we're unable to verify if it is under the limit. Skyrim can only handle up to 254 non-ESL-ed plugins. 255 or more will cause severe game instability and crashes. So it's worth confirming the full count manually in your mod manager. Screenshots of the number that need to always be 254 or less: [MO2](<https://phostwood.github.io/crash-analyzer/images/MO2%20Plugin%20Count.png>) (hover over the "Active" count (here "82") to see the popup) and [Vortex](<https://phostwood.github.io/crash-analyzer/images/Vortex%20Plugin%20Count.png>) (on "Plugins" tab). If you need to free up slots, see [this guide](<https://www.nexusmods.com/skyrimspecialedition/mods/21618>) or [ESLifier](<https://www.nexusmods.com/skyrimspecialedition/mods/145168>).
- **Potential Missing Masters/Dependency Detected:** Your load order might be missing required master files or other dependency, which can lead to instability and crashes. NOTE: Review other high-likelihood diagnoses first, as some of them can cause (or appear to cause) this issue. Here are some possible causes and solutions:
   - **Creations Menu Conflicts:** Never use the in-game Creations menu (accessed from the main menu) while using an external mod manager like MO2 or Vortex. The Creations menu acts as its own mod manager and can conflict with your external one, causing missing masters and other issues. Always manage all mods exclusively through your chosen mod manager.
   - **Missing Expected Creation Club Content:** Some mods may require Creation Club content, and sometimes this step has been forgotten, or the downloading of CC content may have been incomplete. Look for more information in the related section directly below this one.
   - **Consider reinstalling:** **SSE Engine Fixes**
   - **Identifying Missing Masters:** Mod Organizer 2 (MO2) typically displays warning icons (yellow triangle with exclamation mark) for plugins with missing masters. [View Screenshot](<https://imgur.com/izlF0GO>). Or alternately, check the **🔎 Files/Elements** section of this report and look at mods higher up the list, which could help isolate which mod might be missing something. Review the mod on Nexus and consider reinstalling any likely causal mods to see if you missed a patch or requirement.
   - **Load Order Dependency Issue:** Even if all required masters are installed and enabled, a plugin can still fail if its dependencies are loaded _after_ it in your load order. In this case, the dependent mod tries to access data that isn't yet available, leading to errors or crashes. Consult documentation for related mods, and use your mod manager's sorting tools to ensure masters and required plugins always load before the mods that depend on them. NOTE: this is a very common issue when installing or updating Vortex Collections, but usually easily fixable by enabling all mods, and clicking "Sort Now" several times. See details in above "🤖 Best Practices for Auto-Installing Modlist Users" section.
   - **Advanced Users** can use [SSEEdit (xEdit)](<https://www.nexusmods.com/skyrimspecialedition/mods/164>) to isolate missing dependencies.
   - **Missing Dependency:** If you've recently removed, disabled, or forgot to install a required mod, others may still depend on it. You might need to either install the missing dependency or remove its master requirement from dependent plugins. See this guide on [Removing a Master Requirement](<https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/Remove%20a%20Master.md>).
   - **Version Mismatch:** Ensure all your mods are compatible with your Skyrim version (SE or AE). Always check the mod's description page for version compatibility.
   - 👑 [LOOT](<https://loot.github.io/>) can be safely used as a diagnostic tool and is generally helpful for sorting your load order — better than sorting manually, especially for newer modders. It may occasionally mis-sort some plugins; you can fix these by adding "load after" rules or placing plugins into custom groups within LOOT. ⚠️ **Do not use LOOT's auto-sort with premade modlists** (Nexus Collections, Wabbajack lists, Nolvus, etc.) — those lists have carefully curated load orders that LOOT will break.
   - Detected indicators:
- **Truncated Crash Log, Possibly Missing Creation Club Content:** If you own the Skyrim Anniversary Edition, with the inclusion of all the Creation Club (CC) content, and have any mods that expect CC content to be available, then missing CC content could be causing your Missing Masters issue. The fully downloaded Creation Club content should have 75 Creation Club files loaded, but zero CC files were detected. However, your log file appears to have been cut short, so it's impossible to determine with confidence from this crash log.
   - **Download Instructions:**
      - **Vortex Users:** Use Purge option before launching Skyrim
      - Load game via Steam to trigger automatic CC downloads
      - Watch for "Thanks for buying AE" message and auto-download
      - If auto-download doesn't start: Go to Creations menu → Options → "Download all owned Creation Club Creations" ([screenshot](<https://help.bethesda.net/#en/answer/54457>))
   - **If "Could not connect to Bethesda servers" error:**
      - Try clicking "Download all owned" multiple times
      - Verify game files in Steam if downloads keep failing
   - **Verification:**
      - **Vortex Users:** Check Vortex Plugins tab → Filter "Loaded by Engine" and verify 80 total files (5 `.esm` + 74 CC files + `_ResourcePack.esl`)
      - **MO2 Users:** Search for and verify (75 related files CC files + `_ResourcePack.esl`)
      - All CC files start with a "`cc`" prefix, except for the related `_ResourcePack.esl` file.
      - [Reference list](<https://ck.uesp.net/wiki/Creation_Club_Content_by_Filename>)
   - **Final Steps (after CC download):**
      - Close Skyrim as launched from Steam
      - **Vortex Users:** Deploy mods, Enable all plugins (Ctrl+A then Enable), Sort load order, and launch Skyrim from Vortex
      - **MO2 Users:** Refresh MO2, check that CC files appear in the right-side pane, and launch Skyrim from MO2
   - **Missing Files Detected:** [⤵️ show list](<https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs#>)
   - Detected indicators:
- ⚠️ **Consider Updating SSE Engine Fixes:** Some crash types may be preventable by updating SSE Engine Fixes to the latest version.
   - Update [SSE Engine Fixes](<https://www.nexusmods.com/skyrimspecialedition/mods/17230>) to version 7.0.20.0 or newer. Be sure to carefully follow [installation instructions](<https://www.nexusmods.com/skyrimspecialedition/mods/17230?tab=posts>) found in the top sticky posts in the mod's forum.
   - NOTE: you may also want to **review and possibly carry over any custom settings** in Engine Fixes' `.toml` and `.ini` files
   - Detected indicators:
- ⚠️ **Intel 13th Gen CPU Instability Risk:** Your system uses an Intel 13th generation processor, which if not on an updated BIOS has known stability issues that can cause random crashes and shorten CPU lifespan.
- 👉 🎲 **Reduce Random Crashes:** Best practices for game stability: [⤵️ More details](<https://phostwood.github.io/crash-analyzer/skyrim.html?analyzeFullLog&tryFormIDs#>)

~~

Result(s) from Phostwood's Skyrim Crash Log Analyzer (v1.31.7.2 )

🔎 Automate analysis of your Skyrim SE/AE crash logs at: 

https://phostwood.github.io/crash-analyzer/skyrim.html

 

 

 

 

Edited by safado
Posted (edited)
16 hours ago, ehdgk said:

A werewolf's penis and tongue have detached from its body—what should I do?

 

 

"All of this has happened before, and all of this will happen again."

--Six

 

From install instruction page:

Spoiler

Warning: if you have it please load XP32/XPMSE before MNC. Do not let there skeletons overwrite MNC or your game may crash or have floating dick problems, MNC is using nodes that are sometimes not found in these skeleton mods.

 

 

Edited by safado
Posted

@MadMansGun Do you know of a fix for the werewolf permanent erection? I'm using MNC and also ABC to make use of the PPA mod.

It was amusing at first but now I think I'd like to stop seeing giant hard cocks on all of the werewolves. lol

Posted
7 minutes ago, shardoom said:

@MadMansGun Do you know of a fix for the werewolf permanent erection? I'm using MNC and also ABC to make use of the PPA mod.

It was amusing at first but now I think I'd like to stop seeing giant hard cocks on all of the werewolves. lol

 

Check if the default mesh is not a permanently erected version. If it is not then disable in creature framework MCM the arousal integration and reset the tested werewolf or all the creatures.  If the erection goes away, then it may mean a mod makes your werewolf gain arousal fast and reach the Creature Framework erected limit faster than other creatures.  Disable the werewolf in Creature Framework erected selection.  If the erection goes away in all the werewolf NPC then it is likely something like what I stated. 

That means know your mods, to find the mod doing the arousal to the werewolf.  You can also use the SLAR debug feature and lock the arousal at zero, do not know if it is permanent.

Good luck

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