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More Nasty Critters Special/Anniversary Edition


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Posted

that's not a standard/normal error then, something is messing with sexlab itself, perhaps whatever that "MusSOSManager" is.

Posted
On 6/27/2020 at 4:10 PM, Husky1o1 said:

It´s from Horny Creatures.

Install this in the load order behind it to get back to the vanilla loading logo:

Vanilla Logo.7z 52.46 kB · 497 downloads

Or just download and install any other loading screen mod from Nexus.

Hi! I may just be dumb, but i'm using MO2 and I can't find this in my load order at all despite installing it. I just installed it normally, am i just missing a step? 

Posted (edited)
10 hours ago, clavicusviles said:

Hi! I may just be dumb, but i'm using MO2 and I can't find this in my load order at all despite installing it. I just installed it normally, am i just missing a step? 

 

Load order?  It is a mesh replacement, no load other. Instead, you need to do a priority conflict resolution order in your mod manager tool. Make it deploy last, so it overwrites all other conflicting.

 

Its lookalike is the main page 3d logo. You can see it with NifSkope 2.x. 

Edited by safado
Posted (edited)
18 hours ago, DaddyJeffy said:


[MusSOSManager] disable actor: Player

[MusSOSManager] disable actor: Lurker

Playing animation: Arrok Blowjob

Playing animation: AP Handjob

 

 

@MadMansGun FYI;

That is CBBE-3BA (new 3BBB) SOS physics effect manager.  It is used to disable the CBPC Physics floppy SOS effect during sexlab or osex.  Otherwise, the SOS or TNG is flaccid and whipping during animation. 

There's an "upgrade" version in Nexus

 

@DaddyJeffy

I have not seen that animation swap issue yet, but I'm using the "upgraded" SOS Manager version.   Could be something else hijacking the scene or custom sexlab scripts from a "patch" or feature extender.  

 

Edited by safado
Posted
On 1/31/2025 at 1:41 PM, Specguy69 said:

Is there a way to remove the replacer for the main menu? i had a replacer installed already and this overwrites it

go to the MoreNastyCrittersSE folder and delete the logo.nif/logo01ae.nif if your on ae delete logo01ae.nif or if your on se delete the logo.nif, hopes this helps better late than never 

MoreNastyCrittersSE\meshes\interface\logo

Posted

Is there an option for creature framework to only apply the mesh during the animation return to original mesh after the animation is over? If not, is there any workaround it?

Posted (edited)
7 hours ago, DrMojoDoc said:

Is there an option for creature framework to only apply the mesh during the animation return to original mesh after the animation is over? If not, is there any workaround it?

 

maybe set the arousal feature to max and enable the sexlab option in creature framework 3.  Make sure in SLAR or SLO that orgasm depletes arousal.  Disabling arousal feature maybe better.

Edited by safado
Posted

Hi. Is there any documentation to get this setup properly with Pandora? The animations start but the creatures don't move properly and their alignment is off. 

Posted
13 hours ago, alkt said:

Hi, Sorry to bother but is there a patch for bone wolves? 😄

just copy/paste the mg07dogHard.nif cock onto it.

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

1 hour ago, Eye Wish said:

Hi. Is there any documentation to get this setup properly with Pandora? The animations start but the creatures don't move properly and their alignment is off. 

MNC was made for FNIS, experimental programs are not my problem. every new release of Pandora messes up something that was working before.

Posted
On 6/27/2025 at 8:19 AM, safado said:

 

maybe set the arousal feature to max and enable the sexlab option in creature framework 3.  Make sure in SLAR or SLO that orgasm depletes arousal.  Disabling arousal feature maybe better.

By "disabling arousal feature", did you mean unticking the box for Sexlab Aroused integration? Doing so made my VL just switch to nude skin with no penis :S Or am I understanding something wrong here?

Posted

Hi. I have a problem with some animals not working and want to check the working with old version 1.5.x. Is there any way to download it?

Posted

Hey, just wanted to ask: why did u remove the models and textures for Judah (the German Shepherd Dog)? Hentai creatures included it, but now with creature summoner they are missing. Just curiosity, thats all :P

Posted
6 hours ago, Drakuld said:

Hey, just wanted to ask: why did u remove the models and textures for Judah (the German Shepherd Dog)? Hentai creatures included it, but now with creature summoner they are missing. Just curiosity, thats all :P

that and the demon from Diablo were removed because i wanted the mod to just be stock/MNC creatures, having them just invites annoying questions like "why not add this creature from random mod that no one has even heard of before?" also there are 100's of dog mods out there with far better meshes.(one of them being a legally questionable port of FO4's dog that annoys me because i have a deathclaw port that i'm not allowed to upload due to bugthesda's asinine rules)

...and the Dremora were removed because they are not even creatures, just dark elves with horns. also the facegen crap was annoying to deal with.

 

Posted

So, I don't think I've ever seen anything definitive, I apologize if the question has been asked and answered.  Can FNIS and Pandora be run simultaneously?  I want to say no, as they perform nearly identical functions, but I get the impression that they can be, but no one outright says they can.  I currently run Pandora and really like it, so much faster than FNIS and is still being supported, but canines don't animate and from what I read in hear its most likely due to Pandora not registering their animations for some reason.  Can I run FNIS just to get the dogs to animate, or do I need to pick and choose between Pandora and FNIS?  Thanks in advance for any advice.

Posted
On 7/7/2025 at 2:00 AM, MadMansGun said:

that and the demon from Diablo were removed because i wanted the mod to just be stock/MNC creatures, having them just invites annoying questions like "why not add this creature from random mod that no one has even heard of before?" also there are 100's of dog mods out there with far better meshes.(one of them being a legally questionable port of FO4's dog that annoys me because i have a deathclaw port that i'm not allowed to upload due to bugthesda's asinine rules)

...and the Dremora were removed because they are not even creatures, just dark elves with horns. also the facegen crap was annoying to deal with.

 

I see, tyvm for the answer :3

Posted

You do know that female reindeer have antlers too, right? While not a big and as impressive as the male's, the females do have antlers. The antlers are a necessity for living in snowy environments. They have a unique eye guard fork that they use to push snow aside when foraging for food. It's much more apparent on caribou than reindeer, but both species have it. 

I wouldn't have said anything except all I am ever seeing in my game are female reindeer and for someone who descended from the Sami caribou/reindeer herders, it's very unsettling to see antlerless reindeer. 

Posted

First, this has long been an essential mod in my list of mods.  Thanking you again for all your hard work.

Second, found problem in the mod.  In the "Data\meshes\auxbones" folder you have a folder named "tail".  It should be named "tails", with the name "tail" and certain mod load orders you'll get Beast Races with stiff, straight sword like tails that are not animated.  Rename that folder to "tails" and they animate just fine.
 

Posted (edited)
6 hours ago, KinerenCadence said:

You do know that female reindeer have antlers too, right? While not a big and as impressive as the male's, the females do have antlers. The antlers are a necessity for living in snowy environments. They have a unique eye guard fork that they use to push snow aside when foraging for food. It's much more apparent on caribou than reindeer, but both species have it. 

I wouldn't have said anything except all I am ever seeing in my game are female reindeer and for someone who descended from the Sami caribou/reindeer herders, it's very unsettling to see antlerless reindeer. 

odd, i don't even recall enabling the female reindeers.

 

6 hours ago, WaxenFigure said:

First, this has long been an essential mod in my list of mods.  Thanking you again for all your hard work.

Second, found problem in the mod.  In the "Data\meshes\auxbones" folder you have a folder named "tail".  It should be named "tails", with the name "tail" and certain mod load orders you'll get Beast Races with stiff, straight sword like tails that are not animated.  Rename that folder to "tails" and they animate just fine.
 

....no it should be "tail", that's what it is in the game's own bsa file. and fnis also puts the tailcharacter_default_TEMPLATE.txt into "tail"

Edited by MadMansGun

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