Gonzeh Posted September 19 Posted September 19 This is my patch for Garm. This patch was made for the Canidae Garm Replacer that makes him a Wolf. The patch will add Wolf genitals. Thanks MadMansGun for the JSON help. The ESP basically adds the Garm race to the addons and that's it. Let it overwrite NMC. Doing this made me learn how to add new races quickly and easily. As long as the JSON is correct and you have a small ESP to add the race to the addons it's quite a simple process. Will require people knowing how to use xEdit if they make other patches as the custom races need to be added to overwrite NMCs esp. Garm - Canidae - MNC.rar 1
MadMansGun Posted September 19 Author Posted September 19 (edited) On 9/19/2026 at 12:25 AM, Gonzeh said: This is my patch for Garm. This patch was made for the Canidae Garm Replacer that makes him a Wolf. The patch will add Wolf genitals. Thanks MadMansGun for the JSON help. The ESP basically adds the Garm race to the addons and that's it. Let it overwrite NMC. Doing this made me learn how to add new races quickly and easily. As long as the JSON is correct and you have a small ESP to add the race to the addons it's quite a simple process. Will require people knowing how to use xEdit if they make other patches as the custom races need to be added to overwrite NMCs esp. you should edit the race not the addons, if more than one mod does that they will start overriding each other. scroll down to the bottom of the race and fill in the line at the vary bottom, that line allows the race to use armors made for other races, Eg: put the wolf race in that line and anything made for wolves should be deemed valid for Garm. Edited Sunday at 08:31 AM by MadMansGun 1
Gonzeh Posted September 19 Posted September 19 2 hours ago, MadMansGun said: you should edit the race not the addons, if more than one mod does that they will start overriding each other. scroll down to the bottom of the race and fill in the line at the vary bottom, that line allows the race to use armors made for other races, Eg: put the wolf race in that line and anything made for wolves will be deemed valid for Garm When I intially tried that way it didn't work. I'll try again.
fmilluminatus Posted Monday at 12:14 AM Posted Monday at 12:14 AM (edited) I don't know if it's actually the fault of MNC, but I don't have anywhere else to start for troubleshooting, so I will try here. I have MNC installed, along with BakaFactory ABC and the PB Boss patch for futa Falmer and Drauger. However, whenever a sex scene initiates with one of these creatures, it switches from the PB boss model to the default model. When the scene is over, it switches back. What is causing this?? Obviously this is super ugly and annoying, and I have no idea even where to start to troubleshoot it. Please help if anyone knows or can figure it out. What mod is switching the models by default? Edited Monday at 12:15 AM by fmilluminatus
MadMansGun Posted Monday at 12:53 AM Author Posted Monday at 12:53 AM 36 minutes ago, fmilluminatus said: BakaFactory ABC make sure your NOT using MNC v17 with that, ABC and its patches are made for MNC v16.
fmilluminatus Posted Monday at 08:49 AM Posted Monday at 08:49 AM (edited) 7 hours ago, MadMansGun said: make sure your NOT using MNC v17 with that, ABC and its patches are made for MNC v16. I'm running MNC 16 2.7 Edited Monday at 08:49 AM by fmilluminatus
safado Posted Monday at 10:05 PM Posted Monday at 10:05 PM (edited) 22 hours ago, fmilluminatus said: I don't know if it's actually the fault of MNC, but I don't have anywhere else to start for troubleshooting, so I will try here. I have MNC installed, along with BakaFactory ABC and the PB Boss patch for futa Falmer and Drauger. However, whenever a sex scene initiates with one of these creatures, it switches from the PB boss model to the default model. When the scene is over, it switches back. What is causing this?? Obviously this is super ugly and annoying, and I have no idea even where to start to troubleshoot it. Please help if anyone knows or can figure it out. What mod is switching the models by default? I think the issue is your so-called "PB Boss patch for futa Falmer and Drauger". ABC LE-SE 3.31 installer's PS-Boss patch option does not include the futa meshes. If you install ABC with the PSBOSS Falmer female and draugr female option, at least you get the naked without the futa part corrected; as long it overwrites MNC and other conflict mods that are not your futa patch. Less super ugly 🤣, if you do not judge that they are actually monsters naked. 😝 After getting that corrected, then look into that futa patch. Can you post the link for the PSBOSS futa patch you are using? Edited Monday at 10:35 PM by safado
Taco_Pete Posted Monday at 10:13 PM Posted Monday at 10:13 PM I'm playing a male PC that prefers interactions with human women. But in order to still allow male creature defeat animations to play correctly, I have to change my gender to female. Am I missing something? Is there a better workaround? What is stopping authors or modders from just adding the male tag to anal/oral interactions with creatures? Can I add the tags myself? My apologies if this inquiry is too broad or off topic.
safado Posted Monday at 10:41 PM Posted Monday at 10:41 PM (edited) 28 minutes ago, Taco_Pete said: I'm playing a male PC that prefers interactions with human women. But in order to still allow male creature defeat animations to play correctly, I have to change my gender to female. Am I missing something? Is there a better workaround? What is stopping authors or modders from just adding the male tag to anal/oral interactions with creatures? Can I add the tags myself? My apologies if this inquiry is too broad or off topic. That is a configuration in the individual mods that call sexlab animations, like defeat mods. MNC has the meshes for Creature framework and a bundle of animations for sexlab, but it does nothing until another mod calls sexlab to play the animation. Each mod treats victims' situations differently. Edited Monday at 10:48 PM by safado 1
KnottyWulf Posted Tuesday at 02:36 AM Posted Tuesday at 02:36 AM SLO Aroused is compatible with this right? Like, I don't have to use the other confusing aroused mods? If not, what aroused mod is the best? As I've saved multiple and don't know which one to go with, but from my understanding it's SLAX-ASA3 from here:
safado Posted Tuesday at 03:37 AM Posted Tuesday at 03:37 AM 30 minutes ago, KnottyWulf said: SLO Aroused is compatible with this right? Like, I don't have to use the other confusing aroused mods? If not, what aroused mod is the best? As I've saved multiple and don't know which one to go with, but from my understanding it's SLAX-ASA3 from here: Yes, it is compatible, but you should ask on the third-party mods support forum when the mod is not explicitly in the requirements list. Let the mod authors talk about their own mods and their synergies as replacement variants. Spoiler You can do a simple test: the default arousal threshold is 35, and using SLAR or a compatible variant is enabled by default. Select a Skyrim creature supported by MNC and not added by other mods. Use SLO puppet-master feature by putting the cursor on it or pressing the bound "hot" key (use to be N). Open SLO MCM and use the pupper-master to change arousal of the creature to 90. If there are no issues with the creature parameters, it will be tagged as aroused by the Creature framework, and its mesh will be in the erected mode. It will fail if the creature does not have a creature framework entry like the ones added by some mods. 1
Gonzeh Posted Tuesday at 07:24 AM Posted Tuesday at 07:24 AM Regarding the new addon system. I've noticed how trimmed down the nodes are for the meshes. Though looking at the bear addon there is still quite a lot of nodes in there. Only asking as i'm making a patch for ABC that adds back collision and some of the higher poly meshes from it using the addon system instead.
MadMansGun Posted Tuesday at 07:59 AM Author Posted Tuesday at 07:59 AM (edited) where things are at now: MoreNastyCritters v17 RC4 (pending any other problems or ideas i think it may be done) 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") your save file 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. Experimental Creature Framework v5 (work is ongoing) 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). 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). i think i'm now at the point of diminishing returns with the "toss shit at AI and see what it says about it" idea, it's now just telling me to undo things that were done the way they were for a reason. Edited Wednesday at 03:24 AM by MadMansGun 1
MadMansGun Posted Tuesday at 08:09 AM Author Posted Tuesday at 08:09 AM 37 minutes ago, Gonzeh said: Regarding the new addon system. I've noticed how trimmed down the nodes are for the meshes. Though looking at the bear addon there is still quite a lot of nodes in there. Only asking as i'm making a patch for ABC that adds back collision and some of the higher poly meshes from it using the addon system instead. i did not clean the nodes out because i was not sure if i was going to add the tongue to it or not, but i chose not to since depending on the bear mesh used the bear would of ended up with 2 tongues.
Gonzeh Posted Tuesday at 04:16 PM Posted Tuesday at 04:16 PM 8 hours ago, MadMansGun said: i did not clean the nodes out because i was not sure if i was going to add the tongue to it or not, but i chose not to since depending on the bear mesh used the bear would of ended up with 2 tongues. That makes sense. My current patch doesn't include tongues or tongue collision yet either as I wasn't sure of the exact nodes needed for that.
MadMansGun Posted Tuesday at 04:58 PM Author Posted Tuesday at 04:58 PM 37 minutes ago, Gonzeh said: That makes sense. My current patch doesn't include tongues or tongue collision yet either as I wasn't sure of the exact nodes needed for that. delete all but the tongue mesh and then at the top click on " spells/optimize/remove bogus nodes " whatever it leaves behind are the nodes used by the tongue.
MadMansGun Posted Wednesday at 04:28 AM Author Posted Wednesday at 04:28 AM (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 Wednesday at 06:00 AM by MadMansGun 8
MadMansGun Posted Wednesday at 06:12 AM Author Posted Wednesday at 06:12 AM (edited) 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. Edited Wednesday at 06:13 AM by MadMansGun 6
hellne Posted Wednesday at 07:21 PM Posted Wednesday at 07:21 PM I don't know what to do: there are physics issues in version 17, and I don't know what to do about the Baka ABC now. Everything worked on 16.2. Help ...
MadMansGun Posted Wednesday at 08:59 PM Author Posted Wednesday at 08:59 PM 1 hour ago, hellne said: I don't know what to do: there are physics issues in version 17, and I don't know what to do about the Baka ABC now. Everything worked on 16.2. Help ... Quote 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". remove 17, reinstall 16.
hellne Posted Wednesday at 09:18 PM Posted Wednesday at 09:18 PM (edited) 20 minutes ago, MadMansGun said: remove 17, reinstall 16. Thanks, Captain Obvious—that was the backup plan, but then what’s the point of version 17? What’s new in it if the physics aren't working correctly? I apologize—I don't really know anything about this—but still... Edited Wednesday at 09:19 PM by hellne
MadMansGun Posted Wednesday at 10:18 PM Author Posted Wednesday at 10:18 PM 10 minutes ago, hellne said: Thanks, Captain Obvious—that was the backup plan, but then what’s the point of version 17? What’s new in it if the physics aren't working correctly? I apologize—I don't really know anything about this—but still... hdt physics are not my department and not my problem, those are addon mods not made nor supported by me. my priority is getting MNC to work better with less problems, and the biggest problem with MNC has always been dealing with other creature mods and the new bodes & races* that they add (*in most cases needlessly due to there creators not knowing how to use defaultAllowPCDialogueScrip or the npc WornArmor line), converting to a add-on setup (adding a penis to a body that's already there & loaded) removes many of those problems at the low cost of hdt mods like ABC needing to be updated, a cost that is made smaller by the fact that some of the many extra patches that they have are no longer needed (Eg fluffworks, true wolves) or can be simplified to just a esp & json file. 5
nagothm Posted yesterday at 02:34 AM Posted yesterday at 02:34 AM This is a drop in fix to bring ABC to work with the MNC 17. Lightly tested, but working on my machine. It needs the original ABC. Animated Beast Cks For MNC 17.7z 5
hellne Posted yesterday at 02:04 PM Posted yesterday at 02:04 PM 15 часов назад MadMansGun написал: Физика HDT — это не моя сфера ответственности и не моя проблема, это дополнения, которые я не создавал и не поддерживал. Мой приоритет — сделать MNC более эффективным и без лишних проблем, а самая большая проблема с MNC всегда заключалась в работе с другими модами на существ и новыми существами и расами*, которые они добавляют (*в большинстве случаев это излишне, поскольку их создатели не знают, как использовать defaultAllowPCDialogueScrip или строку NPC WornArmor). Переход к установке в виде дополнения (добавление пениса к уже существующему телу) устраняет многие из этих проблем при низкой стоимости обновления модов HDT, таких как ABC. Эта стоимость снижается за счет того, что некоторые из многочисленных дополнительных патчей, которые они содержат, больше не нужны (например, Fluffworks, True Wolves) или могут быть упрощены до файлов esp и json. Thank you very much for your work and for sharing it with us. 11 часов назад nagothm сказал: Это простое решение, позволяющее использовать ABC с MNC 17. Протестировано слабо, но работает на моей машине. Требуется оригинальная версия ABC. Animated Beast Cks For MNC 17.7z 25.57 MB · 1 download Thanks, I'll give it a try. :-)
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