TheManTheManTheMan2424 Posted April 1, 2025 Posted April 1, 2025 werewolves seem to be the only creatures who have their schlongs stuck in one solid position during animations, never aligning just staying in one place in the center of the animation (floating in the air stretched out). I don't play as a werewolf, so is it something to do with aroused creatures or ABC?
MadMansGun Posted April 1, 2025 Author Posted April 1, 2025 (edited) Update: MoreNastyCritters v16 removed old legacy canine meshes (nothing needs/uses them anymore). removed some of the older substandard animations (Billyy has better ones in his SLAL Pack anyways). added basic universal cum effects to some of the remaining animations, also SLAL Pack Creators can easly call the effects on there own animations: the "Constant" ones are a stable straight flow intended for slow animations. the "Turbulent" ones are a uneven flow intended for animations with more substantial movements. Edited April 1, 2025 by MadMansGun 7
MadMansGun Posted April 1, 2025 Author Posted April 1, 2025 7 minutes ago, TheManTheManTheMan2424 said: werewolves seem to be the only creatures who have their schlongs stuck in one solid position during animations, never aligning just staying in one place in the center of the animation (floating in the air stretched out). I don't play as a werewolf, so is it something to do with aroused creatures or ABC? check your skeletons, somthing is overriding MNC.
TheManTheManTheMan2424 Posted April 1, 2025 Posted April 1, 2025 13 minutes ago, MadMansGun said: check your skeletons, somthing is overriding MNC. I was, literally, just about to edit my comment and say that. that was the problem and it's working fine now. lol thank you 1
ercramer69 Posted April 1, 2025 Posted April 1, 2025 5 hours ago, MadMansGun said: Update: MoreNastyCritters v16 removed old legacy canine meshes (nothing needs/uses them anymore). removed some of the older substandard animations (Billyy has better ones in his SLAL Pack anyways). added basic universal cum effects to some of the remaining animations, also SLAL Pack Creators can easly call the effects on there own animations: the "Constant" ones are a stable straight flow intended for slow animations. the "Turbulent" ones are a uneven flow intended for animations with more substantial movements. Hey MMG, is it safe to update mid-game or is this a new start required update?
MadMansGun Posted April 1, 2025 Author Posted April 1, 2025 (edited) 2 hours ago, ercramer69 said: is it safe to update mid-game re-register animations in SLAL and hit "Re-register all mods" in CF's mcm. Edited April 1, 2025 by MadMansGun
Good Provider Posted April 2, 2025 Posted April 2, 2025 On 3/12/2025 at 6:29 PM, MadMansGun said: p+ and Pandora are not things i support, they are both experimental mods known to have substantial issues. I use pandora, but not p+ and have had no problems.
Good Provider Posted April 2, 2025 Posted April 2, 2025 I assume the number of creatures with supported animations has not changed. Would like to update SNC if it has.
DoroLL Posted April 2, 2025 Posted April 2, 2025 (edited) Oh, MNC animation renewal and all in one place file! It's good job!! Edited April 2, 2025 by DoroLL
Dovahbear91 Posted April 3, 2025 Posted April 3, 2025 Would love to see a patch for https://www.nexusmods.com/skyrimspecialedition/mods/42818 maybe with the option to 'reward' the courier
Maverick939 Posted April 3, 2025 Posted April 3, 2025 That Creature Summoner is an alternate of Hentai Creatures?
UsernameTaken666 Posted April 3, 2025 Posted April 3, 2025 6 hours ago, Maverick939 said: That Creature Summoner is an alternate of Hentai Creatures? It replaced HC.
DoroLL Posted April 4, 2025 Posted April 4, 2025 (edited) 変態 = HENTAI word is does not have a good meaning, so I think the name change is appropriate decision. フタナリ = FUTANARI > Hermaphrodite name change is also appropriate decision. Because the word is not used for werewolves type of beasts. However, ケモ耳と尻尾 = KEMO ear and tail only is FUTANARI word use OK. Edited April 4, 2025 by DoroLL
MatureSoul Posted April 5, 2025 Posted April 5, 2025 I have no experience creating mods so can someone make a patch for the dwarven horse from the CC content? but also have the textures of a dwarven machine. I saw someone made a patch that gives all CC horses a normal horse cock, it's just a little weird to see a fleshy horse cock on a robotic horse.
Dakhma Posted April 7, 2025 Posted April 7, 2025 Hey all I am having an issue with male werewolves, when the animation starts the schlong stays floating in the air and stretches out from the base while the werewolf moves to start a sexlab scene.
MadMansGun Posted April 7, 2025 Author Posted April 7, 2025 33 minutes ago, Dakhma said: Hey all I am having an issue with male werewolves, when the animation starts the schlong stays floating in the air and stretches out from the base while the werewolf moves to start a sexlab scene. skeleton.
Dakhma Posted April 7, 2025 Posted April 7, 2025 3 minutes ago, MadMansGun said: skeleton. How can I fix it?
safado Posted April 8, 2025 Posted April 8, 2025 (edited) 4 hours ago, Dakhma said: How can I fix it? You need to choose which Werewolf skeleton will rule, it is Schlong of Skyrim or MNC. Any other, I do not know, but MNC has to win if you want it features. Not to be MNC: make sure to replace MNC werewolf mesh and skeleton with the replacer mod and disable werewolf in CreatureFramework. To be MNC: Make MNC overwrite SOS and "XP32 Maximum Skeleton Special Extended" and in SOS MCM disable any werewolf type\size option from the schlong add-ons. Likely similar goes with TNG and werewolf replacers. You can use the esp replacer for the original VectorPlexus sos-addons in the compatibility kit, but SOS need to be reset after esp replace installation (to be safe). Any non-original sos add-on that also has werewolf, needs the werewolf option disabled. In ModCompatibilityKitsForMNCSEv15_6 there's an esp replacer to help with the SOS issue for the lazy, still need SOS be conflict resolution-overwritten by MNC. PATH: ModCompatibilityKitsForMNCSEv15_6\Werewolf Mods\MNC Werewolf extras\Remove Werewolves from SOS\Data\ (SOS esp replacers here) Not fixing the werewolf skeleton dilemma will cause CTD during the werewolf's quest scenes when an NPC transforms. The sweet pain of modding Skyrim. Is worst\sweeter for mod authors, they deal with CK too and the community can put salt to their wounds. Legacy warning about Werewolf Spoiler ------------------------------------------------------------------------ Schlongs of Skyrim conflict warning: 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 make the werewolf's get equipped during a transformation due to the shared armor not being removed. this of course causes problems with Creature Framework, this 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) the werewolf armature lines from the dick esp/s (Eg: like the ones in the screenshots) will need to be removed to make the armors invalid for werewolves. also make sure MNC's werewolf skeleton is the one being used. but if you do want to use a SOS based werewolf penis then turn off werewolves in Creature Framework's MCM. ------------------------------------------------------------------------ SexLab Werewolves conflict warning: don't use the original version of this mod, it was made for MNC v8/v9 and comes with outdated meshes that can conflict with MNC v12. use the Redux version (linked on the MNC v12 page) it does not come with any meshes of it's own (and it also works in both LE & SE without porting). ------------------------------------------------------------------------ Moonlight Tales conflict warning: every stupid small setting in this mod is a full body mesh replacement, even the eye settings swap out the body mesh. the bigger problem is that this mod sort of works in the same way as Creature Framework, it hot swaps and tracks the body mesh used, so you need to turn off all body customization options to even try to use this with Creature Framework. ------------------------------------------------------------------------ vampier/Serana mod warning: some of these mods also edit the werewolves, so be careful with what you use. Edited April 8, 2025 by safado
Arthurj650 Posted April 8, 2025 Posted April 8, 2025 There maybe an answer already to my question, but I’ll ask anyway. How do I use the herm for my pc? I am on ae, with moonlight tales installed.
Guest Posted April 8, 2025 Posted April 8, 2025 Hey @MadMansGun how are you? I don't know if you've seen it, but now we have Ocreatures available here at LL. Would it be possible to have an update for Summon Creatures, so that it works without needing SL? So that creatures can be summoned even without SL active?
Dakhma Posted April 8, 2025 Posted April 8, 2025 16 hours ago, safado said: You need to choose which Werewolf skeleton will rule, it is Schlong of Skyrim or MNC. Any other, I do not know, but MNC has to win if you want it features. Not to be MNC: make sure to replace MNC werewolf mesh and skeleton with the replacer mod and disable werewolf in CreatureFramework. To be MNC: Make MNC overwrite SOS and "XP32 Maximum Skeleton Special Extended" and in SOS MCM disable any werewolf type\size option from the schlong add-ons. Likely similar goes with TNG and werewolf replacers. You can use the esp replacer for the original VectorPlexus sos-addons in the compatibility kit, but SOS need to be reset after esp replace installation (to be safe). Any non-original sos add-on that also has werewolf, needs the werewolf option disabled. In ModCompatibilityKitsForMNCSEv15_6 there's an esp replacer to help with the SOS issue for the lazy, still need SOS be conflict resolution-overwritten by MNC. PATH: ModCompatibilityKitsForMNCSEv15_6\Werewolf Mods\MNC Werewolf extras\Remove Werewolves from SOS\Data\ (SOS esp replacers here) Not fixing the werewolf skeleton dilemma will cause CTD during the werewolf's quest scenes when an NPC transforms. The sweet pain of modding Skyrim. Is worst\sweeter for mod authors, they deal with CK too and the community can put salt to their wounds. Legacy warning about Werewolf Hide contents ------------------------------------------------------------------------ Schlongs of Skyrim conflict warning: 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 make the werewolf's get equipped during a transformation due to the shared armor not being removed. this of course causes problems with Creature Framework, this 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) the werewolf armature lines from the dick esp/s (Eg: like the ones in the screenshots) will need to be removed to make the armors invalid for werewolves. also make sure MNC's werewolf skeleton is the one being used. but if you do want to use a SOS based werewolf penis then turn off werewolves in Creature Framework's MCM. ------------------------------------------------------------------------ SexLab Werewolves conflict warning: don't use the original version of this mod, it was made for MNC v8/v9 and comes with outdated meshes that can conflict with MNC v12. use the Redux version (linked on the MNC v12 page) it does not come with any meshes of it's own (and it also works in both LE & SE without porting). ------------------------------------------------------------------------ Moonlight Tales conflict warning: every stupid small setting in this mod is a full body mesh replacement, even the eye settings swap out the body mesh. the bigger problem is that this mod sort of works in the same way as Creature Framework, it hot swaps and tracks the body mesh used, so you need to turn off all body customization options to even try to use this with Creature Framework. ------------------------------------------------------------------------ vampier/Serana mod warning: some of these mods also edit the werewolves, so be careful with what you use. Thank you very much for the detailed response, I will troubleshoot it and hopefully fix it.
Raga1 Posted April 8, 2025 Posted April 8, 2025 (edited) Trying to get MNC animations to play but failing. Both the player and the creature just stand clipping into eachother. The scene is "playing" and the game registers it for other purposes but no animations. The meshes are registered in the framework and fnis registers the animations fine. I got the creature pack. Animations with horses and dogs from other mods work fine. SLAL loads the animations in theory too. Got all the requirements and they seem to be working fine. Matchmaker seems to work on the creatures so SL seems to detect an animation just not playing it? Any ideas? Edited April 8, 2025 by Raga1
MadMansGun Posted April 8, 2025 Author Posted April 8, 2025 5 hours ago, Arthurj650 said: How do I use the herm for my pc? use the herm player patch. 5 hours ago, Arthurj650 said: with moonlight tales installed. that however is an issue. 2 hours ago, Rapilo said: Would it be possible to have an update for Summon Creatures, so that it works without needing SL? no, it's built for sexlab. 1 hour ago, Raga1 said: Trying to get MNC animations to play but failing. Both the player and the creature just stand clipping into eachother. The scene is "playing" and the game registers it for other purposes but no animations. The meshes are registered in the framework and fnis registers the animations fine. I got the creature pack. Animations with horses and dogs from other mods work fine. SLAL loads the animations in theory too. Got all the requirements and they seem to be working fine. Matchmaker seems to work on the creatures so SL seems to detect an animation just not playing it? Any ideas? see animation troubleshooting steps 5,6,7&8. 1
blue1fan1 Posted April 9, 2025 Posted April 9, 2025 6 hours ago, MadMansGun said: use the herm player patch. that however is an issue. no, it's built for sexlab. see animation troubleshooting steps 5,6,7&8. Where's the herm player patch at? When I google it, it goes to a dead link
Raga1 Posted April 9, 2025 Posted April 9, 2025 9 hours ago, MadMansGun said: use the herm player patch. that however is an issue. no, it's built for sexlab. see animation troubleshooting steps 5,6,7&8. Did it all and still nothing. The animations seen to reregister fine but still refuse to play. What now?
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