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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
34 minutes ago, friendlygaint said:

there any easy method to make it compatible without recompiling the script? thanks

yes, edit the race's formid name to be the same as a already registered mod race (that uses the same behavior file, eg: don't call it a dog)

Edited by MadMansGun
Posted

I have been seeing an issue with the textures/mesh for the black wolf penis, it has been showing as  blue, but before that they are showing correctly, once the sex scene started they go blue, on normal dogs the ball sack does the same, so is that and issue with this mod or the animations?

Posted
11 minutes ago, tonitrulupus said:

I have been seeing an issue with the textures/mesh for the black wolf penis, it has been showing as  blue, but before that they are showing correctly, once the sex scene started they go blue, on normal dogs the ball sack does the same, so is that and issue with this mod or the animations?

another mod is overriding mnc....that or your using bdic which is a bit out of date....or your using asos that is seriously out of date.

Posted
8 minutes ago, MadMansGun said:

another mod is overriding mnc....that or your using bdic which is a bit out of date....or your using asos that is seriously out of date.

Animal SOS I am using .1.6.7a10

The latest of the bdic the latest ver, its old

I do have your over writing them so could it be a priority change in MO2 needed?

Posted (edited)
12 hours ago, MadMansGun said:

yes, edit the race's formid name to be the same as a already registered mod race (that uses the same behavior file, eg: don't call it a dog)

 

So like this? using default dawnguards gargoyle name DLC1GargoyleRace or does it need to be a modded creature?

 

image.thumb.png.b0b47508dbf82ccd3a729f5623b05ae7.png

 

Edit: seems that's the right way, (except i've changed it to an immersive creatures race instead)

 

Thanks for the help

Edited by friendlygaint
Posted
6 hours ago, friendlygaint said:

Edit: seems that's the right way, (except i've changed it to an immersive creatures race instead)

yes, stick to modded race names and avoid using stock skyrim race names, else there could be unforeseen interactions with other things.

 

9 hours ago, Hoxet said:

Is MNC compatible with retextures? For example with Iconic's Gargoyle and Death Hound Retexture

if it's truly just a texture then yes. if its a mesh replacement then a patch would be needed, if it's a automatic variants mod then fuck no.

Posted
21 hours ago, MadMansGun said:

has nothing to do with me, i don't even know what that is.

gotcha, no worries! just trying to pinpoint as it occurs only with creature animations. Might see if its an ABC or a SL thing. Mostly just wondering if its safe since its an error of sorts, or if its ignorable and stable to have occur :) thanks! 

Posted
2 hours ago, MadMansGun said:

 

 

if it's truly just a texture then yes. if its a mesh replacement then a patch would be needed, if it's a automatic variants mod then fuck no.

Ok I will play with its a bit see if I can figure out which one of this it is, I have gone this long with it like that and it isn't braking the game so...

Posted

It's off-topic.
Right now, there are very realistic AI Characters based games, and/or videos.
Some of them are so realistic that you might think there are real people.

Maybe, you've noticed them too.

Do you plan to create a game with realistic AI Characters and Animal AI Characters?
Or, there are such games already?
Or the AI Character technology is not improved yet for real-look-like animations/meshes/textures?
 

Posted
On 6/7/2025 at 3:36 AM, Borbonbo said:

I am not sure horses are even working, at least in the version I am playing, 1170. I made an earlier post where I explained that even with a minimal install (only what MNC and Creature Framework require) horses don't get schlongs until you start an animation with one, then it will get its schlong, and will keep the one selected in Creature Framework afterward and until you leave the area, and it will be gone after that. I noticed this with elk too now. Do your animals have the Animal SOS schlongs you selected, or is it like me where everything always uses MNC until after an animation where it goes to the correct schlong?
Here was my original post:

  

I also tried with Creature Framework 1.01, because why not, and it had the same issue.

Yeah i see, im using the mod sexlab more creatures too and idk why the spawned horses that they have saddles, and if the have it scholongs doesn't appear on sexlab animation too, the ones without saddle appear. idk why. 

Posted

hey, is there a mod that would enhance the texture of the genitals? from a bit "further" it looks quite good/good enough but with fpov not so much.

 
Posted
On 6/6/2025 at 3:28 AM, wkdwayne said:

Is there a patch for the 'Plague of the Dead' Zombies yet, is it possible to somehow register zombies to the mod and add the draugr cock to them?>

 

Posted (edited)

hi, should female werewolf work for female pc? i'm playing as a female pc and in werewolf form i get male body without penis. all npcs are nominal, so guys are manly wolves, gals are female wolves with breast and vaginas. but for my player it is only not even whole male wolf. i don't use slab but ocreatures for ostim. i've tested many orders but it only affects visibility of npcs, sometimes only eyes and schlong are visible. but if mnc is last one mod before ocreatures or even just last, npcs are ok, and my character not. but if i enable any mod changing female wolf, i've got that. it looks like mnc doesn't acknowledge player character? and i tried to search forum and find answear alas i've failed.

any pointers? what to check? what to change?

Edited by bratbob
Posted
56 minutes ago, bratbob said:

hi, should female werewolf work for female pc? i'm playing as a female pc and in werewolf form i get male body without penis. all npcs are nominal, so guys are manly wolves, gals are female wolves with breast and vaginas. but for my player it is only not even whole male wolf. i don't use slab but ocreatures for ostim. i've tested many orders but it only affects visibility of npcs, sometimes only eyes and schlong are visible. but if mnc is last one mod before ocreatures or even just last, npcs are ok, and my character not. but if i enable any mod changing female wolf, i've got that. it looks like mnc doesn't acknowledge player character? and i tried to search forum and find answear alas i've failed.

any pointers? what to check? what to change?

go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.

 

if that fails then another mod or bash patch is editing the werewolves.

Posted

Hello sorry to bother, but I am using Garm mod, senior version no armor, I installed the patch "Garm Sr no armor" but in game it has no erect schlong, only sheathed.

Posted
1 hour ago, MadMansGun said:

go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.

 

if that fails then another mod or bash patch is editing the werewolves.

i did, and it failed. but from your experience why only pc is not a mnc mesh and all npcs are mnc meshes?

i've disabled all modes i thought can interact with werewolf... with "were" in name i have only moonlight tales.

i feel a little stupid and impertinent to ask, but i don't just get it, did you run your mod with ocreatures and you're sure there is no incompatibilities?

i've asked on theirs support but you responded faster :)

 

eventually could you please point me how to debug this? without starting new game without any mods besides hard requirements?

Posted (edited)
3 hours ago, Dakhma said:

Hello sorry to bother, but I am using Garm mod, senior version no armor, I installed the patch "Garm Sr no armor" but in game it has no erect schlong, only sheathed.


Sorry, you already patched it, my original answer was wrong. 

Set the cursor on the creature, hit the "status key" default: N

Open SLAR MCM: go to puppeteer section, make sure creature "garm" data is shown, use options to override arousal value to 90 or higher than MNC settings.

Go to MCM, reset by Re-register all mods, wait for it to complete.

Go Back to creature framework and review registered races and look for garm, likely in canine section (in my test it was in last page before werewolfs).

In the MCM lower the arousal minimum to apply erected mesh, enable SLAR (arousal) option. Wait for the refresh time to re-scan the NPCs swap with the erected mesh. 

 

Note edit: derp\baka moment, forgot about Creature Framework 3 MCM own puppeteer feature that also has arousal and force update, you can use that for testing.

 

Spoiler

In compatibility bundle (ModCompatibilityKitsForMNCSEv15_6.7z) in the canine folder, there's a patch for it.  Zip the folder "garm_sr_no_armor-33061-4-0" and drag it to your mod manager for easy deployment. 

 

Take a look at compatibility bundle files, for other creatures patches.  If you do not find a patch there, try google-fu against the site;

 

example: in google search type:  site:loverslab.com mnc mycreaturemod 

 

Replace "mnc mycreaturemod" with the proper search criteria you are looking for, much better than crappy loverslab site search.  Many community patches and support answers are hidden in the support forums, hundreds of pages. 

 

Edited by safado
Posted
1 hour ago, bratbob said:

moonlight tales

that mod is not even compatible with itself, let alone MNC/CF.

Posted

Having issues with loading the animations in-game. I start a sequence with a creature (in this case, a lurker), and it starts a lurker animation, and then is overwritten with a human animation. When this happens, the lurker just idles, and my PC starts acting out the animation. One other thing that I've noticed is that each time it happens, my PC, who is female takes a male role.

Posted
8 hours ago, DaddyJeffy said:

Having issues with loading the animations in-game. I start a sequence with a creature (in this case, a lurker), and it starts a lurker animation, and then is overwritten with a human animation. When this happens, the lurker just idles, and my PC starts acting out the animation. One other thing that I've noticed is that each time it happens, my PC, who is female takes a male role.

corrupt behavior file maybe?
 

Quote

 

5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings.

 

6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play, its because most creatures don't have female counterparts in skyrim by default.

 

7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8
NOTE1: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior"
(doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed)

NOTE2: try turning on the "hkx file compatibly check" in FNIS to see if you installed the wrong version/s of any animation packs.

 

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".

8.5. click on "Count Animations" and make sure nothing is over 500 (the stock SexLab v1.62 animation limit), turn off some animations if they are.
8.6. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

 

Posted (edited)
9 hours ago, DaddyJeffy said:

Having issues with loading the animations in-game. I start a sequence with a creature (in this case, a lurker), and it starts a lurker animation, and then is overwritten with a human animation. When this happens, the lurker just idles, and my PC starts acting out the animation. One other thing that I've noticed is that each time it happens, my PC, who is female takes a male role.

 Have you updates or did any changes that effects sexlab or equivalent? if you have make sure you run fnis or equivalent. always make sure that said creature animation is enabled and registered through LSAL, other then that, I think madmansgunn may be right, could be corrupted. and of course follow his instructions

Edited by tonitrulupus
Posted (edited)

 

On 6/16/2025 at 4:59 AM, MadMansGun said:

corrupt behavior file maybe?
 

 

When installing, i downloaded fnis creature pack, and ran it, I allowed creature animations in sexlab, I had match gender off, I used the mcm animation loader enabling process.
Weird thing is, I see the animation working, currently at a point in the quest mod from the deep where another npc is being used by a lurker next to the player and the animation works perfectly fine for that npc.

The console also reads that it starts the animation, then loads a new one that's different 2 times. 

exact console text is;
Playing animation: MNC (Lurker) Holding
[MusSOSManager] disable actor: Player

[MusSOSManager] disable actor: Lurker

Playing animation: Arrok Blowjob

Playing animation: AP Handjob


I've checked a couple times, the last animations arent always the same

 

 

Edited by DaddyJeffy

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