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More Nasty Critters Special/Anniversary Edition


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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
Posted

Hello so for the past four days i have been unable to make female creatures animations work. for reference all male creature animations work perfectly. i have found almost no explanation as to why and any steps going forward would be heavily appreciated. it seems as if creatures cannot be put into anything submissive on my end. reason i say that is gay creature animations refuse to work as well. not sure how to proceed. ive followed everything on the guide, started new game after new game, redownloaded and redid fnis,sexlab, and mnc Mutiple times. im at a loss.

Posted

1. do you even have any female creature animations installed? they are next to nonexistent.

2. how/with what are you starting the animations?

3. is match creature gender turned off?

Posted
5 hours ago, MadMansGun said:

1. do you even have any female creature animations installed? they are next to nonexistent.

2. how/with what are you starting the animations?

3. is match creature gender turned off?

i do have the animations for female creatures, one ani pack from funny biz, some from mnc for female werewolf, and two from billyy. i am starting animations with matchmaker, and yes match gender is turned on. when initating a scene my pc stands still and so does the creature. everything online says thats a fnis issue but i have fnis and fnis creatures and have run them both so many times (alongside doing the de-install creatures and redoing their behavior files.

Posted
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.

 

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 1000 (the stock SexLab v1.65 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
2 hours ago, MadMansGun said:

 

okay retried all that and still...nothing. however i may be on the verge of figuring it out. in morenastycritters behavior and animation files it says it hasnt been updated since 3/31/25. however today alone i have rerone fnis 10 times if not more. should the files have recongized that and changed its modified date? if so that could be my issue.

much love and thanks again for taking the time to help me out on such an old mod.

Posted (edited)

I'm sorry if this has been asked before, and I understand this is related to a separate mod that was not made by you, but I thought maybe I could ask here since it has to do with MNC in general. I have the mod "MNC Always Erect" but it is only compatible up to MNC SE 12.3 (currently on 16.7). It works for all creatures but not dragons.

 

I've tried playing with the .nif files but can't seem to figure out how to make it so dragons always present their aroused meshes without breaking things. Is there any feasible way to do this? Thanks for any help, and sorry if I am off topic at all or if this just isn't possible. Just not sure where else to ask lol

 

(MNC Always Erect mod link btw in case it helps at all)

Edited by OneTimeDownloader
added current version
Posted
11 minutes ago, OneTimeDownloader said:

Is there any feasible way to do this?

Data\Meshes\actors\dragon

Data\Meshes\actors\dragon\character assets

Data\Meshes\actors\dlc01\dragon

and

Data\Meshes\actors\dlc02\dragon

Posted
36 minutes ago, Daedae2 said:

okay retried all that and still...nothing. however i may be on the verge of figuring it out. in morenastycritters behavior and animation files it says it hasnt been updated since 3/31/25. however today alone i have rerone fnis 10 times if not more. should the files have recongized that and changed its modified date? if so that could be my issue.

much love and thanks again for taking the time to help me out on such an old mod.

weird update, now after reinstalling fnis AGAIN, hornycreaturesofskyrim animation packs involving female creatures is working perfectly, however mnc and funnybiz still refuse to work and simply stand still as previously stated.

Posted
2 hours ago, Daedae2 said:

weird update, now after reinstalling fnis AGAIN, hornycreaturesofskyrim animation packs involving female creatures is working perfectly, however mnc and funnybiz still refuse to work and simply stand still as previously stated.

turn on the "hkx file compatibly check" in FNIS and look for any errors/warnings in your fnis log.

Posted

Can anyone help me?
I'm using MNC + Baka ABC, playing as a female. When I'm in CBPC, penis collisions with werewolves work normally, but when I'm in SMP, they don't. Other creatures work normally, except for the werewolves. Is there a patch? Anything I need to check?
Some friends are having the same problem. Can anyone help me?

Posted
On 7/7/2025 at 10:41 AM, nunyabidnez said:

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.

I was having the same issue, but I didn't notice that pandora released an update last month so I installed that just now and it seems to have fixed the issue with canines animating.

Posted
12 hours ago, Chaosdmd said:

I was having the same issue, but I didn't notice that pandora released an update last month so I installed that just now and it seems to have fixed the issue with canines animating.

 

I hadn't noticed an update either, I'll give that a shot.  Thank you!

Posted (edited)
1 hour ago, Moldyman1776 said:

i have a problem where timage.thumb.jpeg.26709f16a3ba0a8bc0ed7f7fe1b4eedd.jpeghe horses are invisible except for their mane and unmentionables. tried reinstalling to fix but that didn't work.

 

Likely you have so many mods modifying horserace assets that instead of conflicts you got dilemmas.  There's no "good" solution for dilemmas, only compromises. 

If your horse mod is not in the Mod Compatibility Kit index of patches list on the front page, then you should not consider it compatible.  Unless there's a working third party patch for it.

 

Try disabling horses in the Creature Framework, maybe it works without dingdongs, compromise. 

It is like the horse mesh and the textures are from very different mods modifying the same records and assets but not winning at every conflict.  

Here is the patch creation guide.

 

Spoiler

Horse Mods (the bane of my existence):
Blaze Of Eventide
Convenient Horses V5
GenderHorses (you don't need the original mod to use this because MNC already includes female meshes)
Horse Armors
Immersive Horses
Levelers Tower
Realistic Primitive Horse Breeds
Stendarr Rising

 

 

Edited by safado
Posted
4 hours ago, Moldyman1776 said:

.

 

3 hours ago, safado said:

.

the current MNC is fairly hands off with horse edits, the dicks/balls are standalone objects that are applied onto whatever mesh/body/armor is being used (assuming that the stock armor formids are still being used that is), MNC only edits the armoraddon to add the file paths for female horse meshes to them, and any mod loading after MNC would replace those edits with there own without issue.

 

the most likely causes of this problem are:

1 bad load order (horse mod loading before MNC).

2 incompatible horse mods being used (ABC may or may not count, i don't keep track of its edits).

3 the horse mods being used have not been updated for the AE update (due to the CrapClub horse armor mod the meshes in SE had there mane&tail split from the body mesh, many mods have not updated there meshes, body template flags and/or armature lists to reflect this change)

Posted
On 7/11/2025 at 1:57 PM, hoouy said:

Yeah Pandora has been working flawless for me, on both 3.1.0 and 3.0.0, love it and will always recommend it

from what i've been told this time it's now the bunny animations that have stopped working.

Posted
4 hours ago, Moldyman1776 said:

i have a problem where the horses are invisible except for their mane and unmentionables. tried reinstalling to fix but that didn't work.

Disabling sc_horsereplacer.esp from the animated beasts cocks mod helped me.

Posted
51 minutes ago, IvaInn said:

sc_horsereplacer.esp

ah yes, i keep forgetting about that one.

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