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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
On 8/6/2026 at 5:17 PM, tyty2244 said:

I see. So it's way more difficult than I thought.

Are there any tutorials with examples here on this forum, or with similar examples on other sites, where I can watch and learn how to prepare meshes, textures, and json files?

Were you able to create a patch to make DAV and MNC work together? I'm using LoreRim and DAV is difficult to remove from the modlist, so I'm following your same steps currently.

 

Edit: I found a patch mod for DAV, it fixed all of my problems

@tyty2244

Edited by extraLewd
Posted (edited)

I'm having a minor issue with dog and wolf missing textures. I am assuming that it has something to do with installing Dynamic Animal Variants on top of Bellyache's texture pack. Any suggestions?

 

Spoiler

ScreenShot17.jpg

 

 

Spoiler

CS_2026-08-12_03-26-47_749.jpg

 

It seems to happen almost entirely at random as far as I can tell. Sometimes it happens to the penis, sometimes to the balls. Sometimes to neither. 

Edited by Content Consumer
Posted
2 minutes ago, MadMansGun said:

i'm amazed that they even have a dick, most "Dynamic Variant" mods tend to not be CF compatible.

 

In this case, it doesn't contain any .nif files, just texture files.

Posted
9 minutes ago, Content Consumer said:

 

In this case, it doesn't contain any .nif files, just texture files.

nifs are not the problem, the randomly generated esp per user are (or at least that's how the older versions of theses kind of mods worked)

no one would have the same esp/armor formids, meaning that creating a json file for it was impossible.

Posted

I am seeing a behavior that I can't explain, and I'm not even sure if I should be looking into MNC or CF to resolve it.  (Or something else entirely)

Scenario:

  • I transform into Vampire Lord form, everything looks correct in the form, and am wearing the basic pants/armor you would expect.
  • I initiate a sex scene with an NPC.  The pants/armor are stripped off, and the Vampire Lord dick appears out of the, err, mouth? (lol)
  • Sex scene proceeds, dick performs as expected. (lol)
  • Sex scene finished, body mesh swaps back to the version that has the dick tucked away behind the now closed 'mouth'.
  • But I don't re-equip the pants/armor I was wearing before the scene.
  • I can repeat the sex scene, dick appears then disappears as expected, but I never re-equip the outfit.
  • If I return to normal form, then resume Vampire Lord form, I am once again wearing the outfit until the next sex scene, and then the issue repeats.

I don't have an issue re-equipping my gear after a sex scene when in regular form, so I don't think it's a general Sexlab Framework issue.  And I didn't see anything in the CF MCM that would prevent redressing.

Apologies if this has already been asked by others and answered elsewhere, but I didn't find existing reports of this when I did a look earlier.

Posted (edited)
5 hours ago, dkatryl said:

But I don't re-equip the pants/armor I was wearing before the scene.

it's a known problem, but i now have a possible fix that will be added to v17 test 6 (edit: now uploaded)

 

i have made a scripted armor enchantment that will force re-equip the armors

Scriptname MNC_VampireLordReEquipEnc extends activemagiceffect  

Armor Property DLC1ClothesVampireLordArmor Auto
Armor Property DLC1ClothesVampireLordRoyalArmor Auto
Armor Property DLC1VampireLordCape Auto

Event OnEffectStart(Actor Target, Actor Caster)
	if !Caster.IsEquipped(DLC1ClothesVampireLordArmor) && !Caster.IsEquipped(DLC1ClothesVampireLordRoyalArmor)
		If (Caster.GetItemCount(DLC1ClothesVampireLordArmor) > 0)
			Caster.EquipItem(DLC1ClothesVampireLordArmor)
		elseif (Caster.GetItemCount(DLC1ClothesVampireLordRoyalArmor) > 0)
			Caster.EquipItem(DLC1ClothesVampireLordRoyalArmor)
			Caster.EquipItem(DLC1VampireLordCape)
		else
			return
		EndIf
	else
		return
	EndIf
EndEvent

adding the enchantment to the non-aroused armor/penis mesh will cause the script to fire when it's equipped by CF, and in turn re-equip the vampire's armor (if it still has it in there inventory that is).

Edited by MadMansGun
Posted (edited)
3 hours ago, SSJjohsey said:

Is there a change log or update section to see what was updated recently?

 

right now i'm just trying to track down issues in the v17 prototype, so there's no point in writing out a bunch of small mundane edits like editorid name changes, reorganizing json files, and sorting out file paths.


 

Quote

 

EXPERIMENTAL MoreNastyCritters v17 Test build 6
converting as much as possible to a 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 patching 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".

 

* most things are now converted to the Add-on setup, but ashhoppers, boars, draugrs, dwarven robots, falmers, giants, hagravens, Horkers, rieklings and WispMothers are still using the full body replacement setup due to issues that can not be avoided (mostly clothing/armor being part of the body mesh)

 

Dragons are still* using a mix of both setups depending on what you have selected in the CF MCM.

*for now, may or may not change later.

 

 

Edited by MadMansGun
Posted

Hello, thank you for your mods and hard work, been using it for forever. I'm making a Fury mod Compatible patch for my game, and the tamed animal have their own races. So I think I have to recompile MoreNastyCrittersRaces. But for some reasons, every time I tried to compile it, it always throw this error and I cannot proceed:

Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\MoreNastyCrittersRaces.psc(46,10): cannot name a variable or property the same as a known type or script
No output generated for MoreNastyCrittersRaces, compilation failed.


It's String[] Spiders, I believe?

Is there any chance you can help me? Also if I add the race into MoreNastyCrittersRaces, would Matchmaker finally work and not fizzle anymore?

Posted
21 minutes ago, magickid1234 said:

Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\MoreNastyCrittersRaces.psc(46,10): cannot name a variable or property the same as a known type or script
No output generated for MoreNastyCrittersRaces, compilation failed.


It's String[] Spiders, I believe?

you must of done something seriously wrong for the script to be failing there.

 

25 minutes ago, magickid1234 said:

Also if I add the race into MoreNastyCrittersRaces, would Matchmaker finally work and not fizzle anymore?

no, not until you start a new game or use a save editor to remove all mnc scripts & related formids.

 

30 minutes ago, magickid1234 said:

the tamed animal have their own races

making new races should be avoided whenever possible, if your just trying to make them talk then add the "defaultAllowPCDialogueScript" to the npc instead.

Posted (edited)
10 hours ago, MadMansGun said:

it's a known problem, but i now have a possible fix that will be added to v17 test 6 (edit: now uploaded)

 

i have made a scripted armor enchantment that will force re-equip the armors

Scriptname MNC_VampireLordReEquipEnc extends activemagiceffect  

Armor Property DLC1ClothesVampireLordArmor Auto
Armor Property DLC1ClothesVampireLordRoyalArmor Auto
Armor Property DLC1VampireLordCape Auto

Event OnEffectStart(Actor Target, Actor Caster)
	if !Caster.IsEquipped(DLC1ClothesVampireLordArmor) && !Caster.IsEquipped(DLC1ClothesVampireLordRoyalArmor)
		If (Caster.GetItemCount(DLC1ClothesVampireLordArmor) > 0)
			Caster.EquipItem(DLC1ClothesVampireLordArmor)
		elseif (Caster.GetItemCount(DLC1ClothesVampireLordRoyalArmor) > 0)
			Caster.EquipItem(DLC1ClothesVampireLordRoyalArmor)
			Caster.EquipItem(DLC1VampireLordCape)
		else
			return
		EndIf
	else
		return
	EndIf
EndEvent

adding the enchantment to the non-aroused armor/penis mesh will cause the script to fire when it's equipped by CF, and in turn re-equip the vampire's armor (if it still has it in there inventory that is).

I like the solution, and it makes sense, however, when I tried it, I ran into a slightly different problem that prevented this from working.  When it un-equipped 'AddonVampireLordHard', it never equipped 'AddonVampireLord', so you were left with a Ken doll style Vampire Lord.

I don't know what caused this, so what I did was just approach it from the other direction, and instead of when the non-aroused was equipped, I changed the script to OnEffectFinish:

Event OnEffectFinish(Actor Target, Actor Caster)
    if !Caster.IsEquipped(DLC1ClothesVampireLordArmor) && !Caster.IsEquipped(DLC1ClothesVampireLordRoyalArmor)
        If (Caster.GetItemCount(DLC1ClothesVampireLordArmor) > 0)
            Caster.EquipItem(DLC1ClothesVampireLordArmor)
        elseif (Caster.GetItemCount(DLC1ClothesVampireLordRoyalArmor) > 0)
            Caster.EquipItem(DLC1ClothesVampireLordRoyalArmor)
            Caster.EquipItem(DLC1VampireLordCape)
        else
            return
        EndIf
    else
        return
    EndIf
EndEvent

And attached the enchantment to AddonVampireLordHard.  Tested it, and it worked perfectly.

 

Dunno why it didn't auto-equip the non-aroused armor/penis mesh, as I'm sure that is what was intended.  My guess is that previously, the ArmorAddon was added directly to the DLC1VampireLordSkin or whatever it was called, and never needed to actually get 'equipped' after the hard was removed, so that part wasn't added in after they got decoupled? 🤔

 

Either way, given I don't plan on running around nekkid normally, this work around solved my issue.

Edited by dkatryl
Posted
1 hour ago, dkatryl said:

When it un-equipped 'AddonVampireLordHard', it never equipped 'AddonVampireLord', so you were left with a Ken doll style Vampire Lord.

AddonVampireLord is new, so you probably did not reload the json file (the "Re-register all mods" button) for the new line to be registered.

Posted
15 minutes ago, MadMansGun said:

AddonVampireLord is new, so you probably did not reload the json file (the "Re-register all mods" button) for the new line to be registered.

I definitely did not do that, so that would explain it.

 

(I only recently added CF/MNC to support getting down and dirty with NPCs while in Beast Forms, so derped on needing to re-register for an update)

Posted
21 hours ago, magickid1234 said:

Hello, thank you for your mods and hard work, been using it for forever. I'm making a Fury mod Compatible patch for my game, and the tamed animal have their own races. So I think I have to recompile MoreNastyCrittersRaces. But for some reasons, every time I tried to compile it, it always throw this error and I cannot proceed:

Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\MoreNastyCrittersRaces.psc(46,10): cannot name a variable or property the same as a known type or script
No output generated for MoreNastyCrittersRaces, compilation failed.


It's String[] Spiders, I believe?

Is there any chance you can help me? Also if I add the race into MoreNastyCrittersRaces, would Matchmaker finally work and not fizzle anymore?

If the tamed animals in the mod use the base game skeletons, they should already be mostly compatible, and you just need to make a properly-structured json file for their custom races, shouldn't be a need to recompile MNC scripts

Posted (edited)

another day another experimental script, this time a scripted armor enchantment for werewolves:

Scriptname MNC_FreeCamFix extends activemagiceffect  

Event OnEffectStart(Actor Target, Actor Caster)
int iCameraState = Game.GetCameraState()
	if iCameraState == 3
		Caster.QueueNiNodeUpdate()
		MiscUtil.PrintConsole ("[MNC] FreeCam is active, running QueueNiNodeUpdate on " + Caster)
		Debug.Trace ("[MNC] FreeCam is active, running QueueNiNodeUpdate on " + Caster)
	else
		return
	endif
EndEvent

it may or may not fix the werewolf FreeCam problem.

 

Quote

C. go to SexLab's MCM and turn off "Automatic Free Camera" (don't know why but freecam may stop meshes from getting refreshed, especially the player's werewolf form)

 

Edited by MadMansGun
Posted
45 minutes ago, k90y said:

If the tamed animals in the mod use the base game skeletons, they should already be mostly compatible, and you just need to make a properly-structured json file for their custom races, shouldn't be a need to recompile MNC scripts

your mixing up the race problems there, skeletons are a different problem that are only semi related.

 

adding things to a CF json file only controls how CF applies dicks to them, it does not make the creature itself usable in animations,

new creature races are not auto detected by sexlab, they are registered in by script (in this case MoreNastyCrittersRaces that Extends into sslAnimationFactory in sexlab). sexlab has no clue in hell what the creature is until it's told what it should be.

Posted
9 hours ago, MadMansGun said:

your mixing up the race problems there, skeletons are a different problem that are only semi related.

 

adding things to a CF json file only controls how CF applies dicks to them, it does not make the creature itself usable in animations,

new creature races are not auto detected by sexlab, they are registered in by script (in this case MoreNastyCrittersRaces that Extends into sslAnimationFactory in sexlab). sexlab has no clue in hell what the creature is until it's told what it should be.

Oh, that's a problem. TBH I've never used sexlab, so I don't know how all of it's mechanics work. Ostim/OCreatures just uses a keyword system that's stupidly easy to set up in xedit for new races (as in, so easy I legit forgot I even had to do that). Unfortunately this does mean that my posted patches for LG and WoN+CoK are going to be useless for non-OStim users.

Posted
7 hours ago, Sofian said:

where's the change log id like to know what was fixed or added

if v16 nothing, if v17 scroll up, latest additions being VampireLord re-equip armor script, and werewolf QueueNiNodeUpdate in freecam script.

Posted

new experiment: Test 8

moved race registration out of papyrus scripts and into a json file.....BUT the script to do this was generated by AI, so i need others to look at it since i don't know if this has been done correctly:

 

ScriptName MoreNastyCrittersRaces Extends sslAnimationFactory

import sslCreatureAnimationSlots

Function RegisterAnimations()
string filePath = "Data/MNCSexLabRaceRegistration.json"
	
	; 1. Load the JSON file into JContainers memory
	int rootObj = JValue.readFromFile(filePath)
	if rootObj == 0
		Debug.Trace("[MNC] Error: Could not locate or read " + filePath)
		return
	endIf

	; 2. Fetch the map of creature groups
	int raceGroupsMap = JMap.getObj(rootObj, "raceGroups")
	if raceGroupsMap == 0
		Debug.Trace("[MNC] Error: 'raceGroups' object missing in JSON file.")
		JValue.release(rootObj)
		return
	endIf

	; 3. Loop through all defined Group Keys (e.g., "Ashhoppers", "Bears", "Canines")
	string currentGroupKey = JMap.nextKey(raceGroupsMap, "")
	while currentGroupKey != ""
		
		; Optional: wipe the key slate clean via ClearRaceKey(),
		ClearRaceKey(currentGroupKey) 

		; 4. Fetch the array of RaceIDs assigned to this group
		int raceArray = JMap.getObj(raceGroupsMap, currentGroupKey)
		if raceArray != 0
			int arraySize = JArray.count(raceArray)
			int i = 0
			
			; 5. Loop through the array elements and add them to the framework
			while i < arraySize
				string raceID = JArray.getStr(raceArray, i)
				if raceID != ""
					AddRaceID(currentGroupKey, raceID)
				endIf
				i += 1
			endWhile
			
			Debug.Trace("[MNC] Dynamic JSON parsing successfully injected " + arraySize + " entries into group: " + currentGroupKey)
		endIf

		; Move to the next creature group key in the JSON object
		currentGroupKey = JMap.nextKey(raceGroupsMap, currentGroupKey)
	endWhile

	; 6. Clean up memory allocations
	JValue.release(rootObj)
	Debug.Trace("[MNC] Dynamic creature race registration completed successfully.")
EndFunction

 

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