N.Gamma Posted July 14, 2025 Posted July 14, 2025 Is there a patch for GoT Dragons? The patch I found here is from Arcalive and doesn't work with the Nexus version!
Batkix Posted July 17, 2025 Posted July 17, 2025 (edited) Hi. Mod simply doesn't work for me. No cocks on any canines or sabre cats. All the animations works, but nothing between the legs of some creatures. Anyone have an idea what could be up? I've searched the thread and no other solutions I could find have had any effect. Edited July 17, 2025 by Batkix
spider2222 Posted July 17, 2025 Posted July 17, 2025 how do I make my player werewolf form the herm werewolf?
safado Posted July 18, 2025 Posted July 18, 2025 (edited) 4 hours ago, Batkix said: Hi. Mod simply doesn't work for me. No cocks on any canines or sabre cats. All the animations works, but nothing between the legs of some creatures. Anyone have an idea what could be up? I've searched the thread and no other solutions I could find have had any effect. 3874+ plugins load list? You are asking for a broken game. On CreatureFramework, did you activated the use of SLAR or variant and lowered the arousal trigger value? Also, not related to MNC, I think your game maybe suffering from CTD because you are using ZAZ 7 instead of ZAZ 8+. The ZAZ SE page has ZAZ 8+ link at the bottom of description, not in download. I think is a noob trap. Edited July 18, 2025 by safado
tonitrulupus Posted July 18, 2025 Posted July 18, 2025 4 hours ago, Batkix said: Hi. Mod simply doesn't work for me. No cocks on any canines or sabre cats. All the animations works, but nothing between the legs of some creatures. Anyone have an idea what could be up? I've searched the thread and no other solutions I could find have had any effect. I have had to go in to the creature frame work and change it from asos to something else, for example simple asos are not seen but when I change it to asos +abs I believe it was, I then can see them.
Batkix Posted July 18, 2025 Posted July 18, 2025 23 minutes ago, safado said: 3874+ plugins load list? You are asking for a broken game. On CreatureFramework, did you activated the use of SLAR or variant and lowered the arousal trigger value? Also, not related to MNC, I think your game maybe suffering from CTD because you are using ZAZ 7 instead of ZAZ 8+. The ZAZ SE page has ZAZ 8+ link at the bottom of description, not in download. I think is a noob trap. It's LoreRim, so pretty stable. No CTDs. But this is the first time I've touched the SexLab ecosystem, I usually go OStim. I updated ZAZ though thanks. Going through and spawning all the wolves and sabrecats some do you have them and some don't. I don't have any animal specific mods but maybe Requiem touches something and is causing this. Or female animals are starting scenes when they shouldn't. I'm at a loss.
Silvist Posted July 20, 2025 Posted July 20, 2025 Hello everyone, trying to figure out an issue I'm having with MNC with P+ and pandora. Basically the animations work for the humans, but the creatures just stand in place. I tried to follow the sexlab P+ guide on github, so I'm unsure if I missed the proper dependencies for MNC. This is all that I'm running here: Spoiler Spoiler Obviously have made sure the creatures are enabled in my in game mcm as well.
MadMansGun Posted July 20, 2025 Author Posted July 20, 2025 2 experimental mods known to have issues. 2
BigOnes69 Posted July 20, 2025 Posted July 20, 2025 8 hours ago, Silvist said: Hello everyone, trying to figure out an issue I'm having with MNC with P+ and pandora. Basically the animations work for the humans, but the creatures just stand in place. I tried to follow the sexlab P+ guide on github, so I'm unsure if I missed the proper dependencies for MNC. This is all that I'm running here: Reveal hidden contents Reveal hidden contents Obviously have made sure the creatures are enabled in my in game mcm as well. The latest Pandora supports creature animations. Make sure you have the latest the previous one was missing reference to dogs. I know nothing about +P and since it does not support some mods that are important to my play I will not use it.
UsernameTaken666 Posted July 21, 2025 Posted July 21, 2025 On 7/19/2025 at 7:05 PM, Silvist said: Hello everyone, trying to figure out an issue I'm having with MNC with P+ and pandora. Basically the animations work for the humans, but the creatures just stand in place. I tried to follow the sexlab P+ guide on github, so I'm unsure if I missed the proper dependencies for MNC. This is all that I'm running here: Reveal hidden contents Reveal hidden contents Obviously have made sure the creatures are enabled in my in game mcm as well. Late answer but MNC was designed for, and works with, SexLab and FNIS. Other issues should be asked elsewhere.
UsernameTaken666 Posted July 22, 2025 Posted July 22, 2025 42 minutes ago, Tagger187 said: i crash when loading in with pandora pandora problem.
Tagger187 Posted July 22, 2025 Posted July 22, 2025 17 minutes ago, UsernameTaken666 said: pandora problem. is there a fix for that?
safado Posted July 22, 2025 Posted July 22, 2025 2 hours ago, Tagger187 said: i crash when loading in with pandora You mean processing the animation's behavior files with Pandora? You load the game with a mod manager and SKSE Launcher. Your issue may be a noob problem about more than 32k animations. Check the total animations count in Pandora, if it is more than 32000 then that the issue. The CTD is likely cause by OAR\DAR during animation conditions caching\audit. 1
Nethertale Posted July 23, 2025 Posted July 23, 2025 I'd like to remove some of this mod's loading screen scenes but I only found the main menu one, can someonw help me?
Crowwzm Posted July 23, 2025 Posted July 23, 2025 Is there anyway to have the mod not add nude models to animals? Disabling them in the setting doesn't do anything so I tried to delete meshes for the animals I didn't want but it just broke them and made them invisible. Assuming this mod just replaces all creatures meshes by default, is there anyway I can delete those mesh edits?
Tagger187 Posted July 23, 2025 Posted July 23, 2025 15 hours ago, safado said: You mean processing the animation's behavior files with Pandora? You load the game with a mod manager and SKSE Launcher. Your issue may be a noob problem about more than 32k animations. Check the total animations count in Pandora, if it is more than 32000 then that the issue. The CTD is likely cause by OAR\DAR during animation conditions caching\audit. ahhh okay i got 33k animations in pandora 1
MadMansGun Posted July 23, 2025 Author Posted July 23, 2025 5 hours ago, Nethertale said: I'd like to remove some of this mod's loading screen scenes but I only found the main menu one, can someonw help me? wrong mod, read the bottom of the HCOS mod page. 5 hours ago, Crowwzm said: Is there anyway to have the mod not add nude models to animals? Disabling them in the setting doesn't do anything so I tried to delete meshes for the animals I didn't want but it just broke them and made them invisible. Assuming this mod just replaces all creatures meshes by default, is there anyway I can delete those mesh edits? .......uninstall the mod? this is "more nasty critters", not "mod that does absolutely nothing". 1
safado Posted July 23, 2025 Posted July 23, 2025 (edited) 6 hours ago, Tagger187 said: ahhh okay i got 33k animations in pandora There is a fix, but first confirm that lowering the animations count to less than 32000 will work around your problem. Spoiler The fix should allow for 65534 animations (maybe). It is a multipart fix because the issue is in Skyrim. The programmer used a signed short Integer (16bits) for the animation index. The signed part will use one bit for positive or negative and 15 bits for the number. That split it between -32,767 and 32,767 range, and the programmer only needed the positives, such a waste of memory. That stupidity is why only, 32k animations or CTD. The hack\fix will convert the index to unsigned, so is 65534, technically because it is still a hack. The first part is disabling the bad animation index fix from SSE Engine Fixes (skse64 plugin). Open Data\skse\plugins\EngineFixes.toml with a text editor and change in the Fixes section the entry AnimationLoadSignedCrash to false from true. That fix does not work at all but will crash the true fix, and you need the other bundle of fixes in that SKSE module. Specially the fix for big bloated saves and the more MaxStdio, you need to research those on the internet. The second part is the fix, install Animation Limit Crash Fix SSE (SrtCrashFix). SrtCrashFix_AE v0.4.1 will work on SkyrimAE 1.6.629 to 1.6.1170. Maybe you need to do this before adding more animations. If you are using OAR, likely you do, you need to enable experimental 65k support in its menu. Shift+O default hotkey, can be done at any moment after Skyrim main menu options become available. Experimental Increase Animation Limit need to be enabled first, then move the animation limit slider in General Settings. Spoiler Spoiler Experimental features include: Increased animation limit up to 65534 per project. A technical description for those interested: A Havok behavior animation clip has a 16-bit signed integer variable (int16) that represents the index of the entry in a huge animation binding array that should be read when the clip is activated. The maximum range of an int16 value is -32768 to 32767. However, almost the entire negative part of the possible values is unused. Only -1 is used as a special value for situations such as when the animation clip is uninitialized. The experimental setting patches all the places in the game code I could find where the value is treated as a signed integer, and changes the instructions so it's treated as an unsigned integer instead (uint16). An unsigned integer can have values from 0 to 65535. The value that was previously -1 is still reserved, hence the maximum of 65534 animations. The setting is considered experimental because I might have missed some places to patch, and not many people will actually reach the 32k limit in the first place. Only enable it if you actually need it, or are curious, though you probably won't see any potential issues if you aren't actually over the limit. Edited July 23, 2025 by safado 2
Tagger187 Posted July 23, 2025 Posted July 23, 2025 7 minutes ago, safado said: There is a fix, but first confirm that lowering the animations to less than 32000 will work around your problem. The fix should allow for 65534 animations (maybe). It is a multipart fix because the issue is in Skyrim. The programmer used a signed short Integer (16bits) for the animation index. The signed part will use one bit for positive or negative and 15 bits for the number. That split it between -32,767 and 32,767 range, and the programmer only needed the positives, such a waste of memory. That stupidity is why only, 32k animations or CTD. The hack\fix will convert the index to unsigned, so is 65534, technically because it is still a hack. The first part is disabling the bad animation index fix from SSE Engine Fixes (skse64 plugin). Open Data\skse\plugins\EngineFixes.toml with a text editor and change in the Fixes section the entry AnimationLoadSignedCrash to false from true. That fix does not work at all but will crash the true fix, and you need the other bundle of fixes in that SKSE module. The second part is the fix, install Animation Limit Crash Fix SSE (SrtCrashFix). SrtCrashFix_AE v0.4.1 will work on SkyrimAE 1.6.629 to 1.6.1170. If you are using OAR, likely you do, you need to enable experimental 64k support in its menu. Shift+O default hotkey. Reveal hidden contents Reveal hidden contents Experimental features include: Increased animation limit up to 65534 per project. A technical description for those interested: A Havok behavior animation clip has a 16-bit signed integer variable (int16) that represents the index of the entry in a huge animation binding array that should be read when the clip is activated. The maximum range of an int16 value is -32768 to 32767. However, almost the entire negative part of the possible values is unused. Only -1 is used as a special value for situations such as when the animation clip is uninitialized. The experimental setting patches all the places in the game code I could find where the value is treated as a signed integer, and changes the instructions so it's treated as an unsigned integer instead (uint16). An unsigned integer can have values from 0 to 65535. The value that was previously -1 is still reserved, hence the maximum of 65534 animations. The setting is considered experimental because I might have missed some places to patch, and not many people will actually reach the 32k limit in the first place. Only enable it if you actually need it, or are curious, though you probably won't see any potential issues if you aren't actually over the limit. 32k works without problems woah thank you for your timing explaining everthing 1
Crowwzm Posted July 24, 2025 Posted July 24, 2025 15 hours ago, MadMansGun said: wrong mod, read the bottom of the HCOS mod page. .......uninstall the mod? this is "more nasty critters", not "mod that does absolutely nothing". Huh. As I understand it, this mod adds the aroused form as armor during sexlab scenes but the mesh edit of let's say, adding hanging balls to chickens outside of sexlab scenes is a complete mesh replacement of creatures. I was asking for a way to edit the mod in xedit as to null those vanilla mesh edits.
Nethertale Posted July 24, 2025 Posted July 24, 2025 15 hours ago, MadMansGun said: wrong mod, read the bottom of the HCOS mod page. Ahh cheers pal, since I kept enabling these mods together I kept thinking it was MNC
Crowwzm Posted July 24, 2025 Posted July 24, 2025 37 minutes ago, Crowwzm said: Huh. As I understand it, this mod adds the aroused form as armor during sexlab scenes but the mesh edit of let's say, adding hanging balls to chickens outside of sexlab scenes is a complete mesh replacement of creatures. I was asking for a way to edit the mod in xedit as to null those vanilla mesh edits. Ah nvm! Found it! The soft genitalia is also armor. If anyone wants to delete the soft genitalia on creatures they don't want, just go into the armor addon group and delete the creatures they don't want.
hoouy Posted July 25, 2025 Posted July 25, 2025 Ok so I dont know if I am just really lucky or something but Sexlab P+ and Pandora both work perfectly with this mod and SL Dragons, and in fact, everything feels like its running faster and better than before, I also have 1k mods enabled currently. I dont know if I am just really lucky, or they fixed the issues, or if that many people are just really bad at installing mods, but either way everything is working perfect for me with those two mods.
UsernameTaken666 Posted July 25, 2025 Posted July 25, 2025 2 hours ago, hoouy said: Ok so I dont know if I am just really lucky or something but Sexlab P+ and Pandora both work perfectly with this mod and SL Dragons, and in fact, everything feels like its running faster and better than before, I also have 1k mods enabled currently. I dont know if I am just really lucky, or they fixed the issues, or if that many people are just really bad at installing mods, but either way everything is working perfect for me with those two mods. Cool.
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