tonitrulupus Posted November 22, 2025 Posted November 22, 2025 33 minutes ago, MadMansGun said: don't know, never used them, i animate the skeleton directly. I figured you may have seen something, thanks any how. I do have a questing on 3dmax, does it already have human rigs within it or do I have to find those to for animations
Maidenslayer Posted November 22, 2025 Posted November 22, 2025 (edited) You released MoreNastyCrittersSE&AE_v16.7z around 2025-04-01 and another one 2025-11-22 (today) with the exact same name (but with a different file size). Can you tell your followers what changed? Edited November 22, 2025 by Maidenslayer 5
MadMansGun Posted November 22, 2025 Author Posted November 22, 2025 5 hours ago, Maidenslayer said: You released MoreNastyCrittersSE&AE_v16.7z around 2025-04-01 and another one 2025-11-22 (today) with the exact same name (but with a different file size). Can you tell your followers what changed? nothing noteworthy: added 1 more sound file to the dragon's sexlab voice, and added my windhelm wall collision mesh Fix into mnc so it does not need to be downloaded separately for SLDragons V6. (the wall part i used to create the hallway in Boobzilla's home has a crappy collision mesh, you hit a invisible wall 4 feet away from where the wall actually is) 3
safado Posted November 22, 2025 Posted November 22, 2025 16 minutes ago, MadMansGun said: nothing noteworthy: added 1 more sound file to the dragon's sexlab voice, and added my windhelm wall collision mesh Fix into mnc so it does not need to be downloaded separately for SLDragons V6. (the wall part i used to create the hallway in Boobzilla's home has a crappy collision mesh, you hit a invisible wall 4 feet away from where the wall actually is) Thanks That explain the sudden conflict with "Skyrim Landscape and water fixes". My thought was that it was caused by a packaging, oops. Just review it and yours has better collision mesh that follows the wall true form, the other has parallax and double_sided shader. I will use your mesh version and process the shaders manually with the parallax tool. Thanks again. 1
MadMansGun Posted November 23, 2025 Author Posted November 23, 2025 47 minutes ago, safado said: I will use your mesh version and process the shaders manually with the parallax tool. seems hardly worth it, the wall is only used once in windhelm and is mostly covered by other walls & buildings, and the hallway i built out of it is mostly in the dark. 2
assassin394 Posted November 25, 2025 Posted November 25, 2025 (edited) Hi. I hasn't keep track of this mod for a while. What happen with Hentai Creatures? Is CreatureSummoner support to replace it? Edited November 25, 2025 by assassin394
深淵の神 Posted November 25, 2025 Posted November 25, 2025 21 minutes ago, assassin394 said: Hi. I hasn't keep track of this mod for a while. What happen with Hentai Creatures? Is CreatureSummoner support to replace it? Hentai Creatures is CreatureSummoner. Obviously you need to try it in a new game because there were some changes apart from the name, like some invocations like the dremoras were removed. 1
MadMansGun Posted November 25, 2025 Author Posted November 25, 2025 (edited) 3 hours ago, assassin394 said: Hi. I hasn't keep track of this mod for a while. What happen with Hentai Creatures? Is CreatureSummoner support to replace it? 3 hours ago, 深淵の神 said: Hentai Creatures is CreatureSummoner. Obviously you need to try it in a new game because there were some changes apart from the name, like some invocations like the dremoras were removed. new game should not be needed for that mod, it's relatively self contained. at the most use a save editor to remove any created forms. Edited November 25, 2025 by MadMansGun 1
Zaato3215 Posted November 25, 2025 Posted November 25, 2025 Would love to have MNC menu replacer for dragos x3
MadMansGun Posted November 25, 2025 Author Posted November 25, 2025 1 hour ago, Zaato3215 said: Would love to have MNC menu replacer for dragos x3 HCOS has many in the Bonus&Extras.7z
coopycarbonara Posted November 26, 2025 Posted November 26, 2025 Hi! Is there a way to add support for Werewolves using SOS/TRX penises? I'm suspecting that More Nasty Critters is breaking physics on SOS/TRX penis for werewolves, leaving them static and unanimated even on animations that don't use ABC.
MadMansGun Posted November 26, 2025 Author Posted November 26, 2025 8 minutes ago, coopycarbonara said: Hi! Is there a way to add support for Werewolves using SOS/TRX penises? I'm suspecting that More Nasty Critters is breaking physics on SOS/TRX penis for werewolves, leaving them static and unanimated even on animations that don't use ABC. either turn off werewolves in SOS, or disable werewolves in CF. SOS does not support ABC enabled animations.
coopycarbonara Posted November 26, 2025 Posted November 26, 2025 4 minutes ago, MadMansGun said: either turn off werewolves in SOS, or disable werewolves in CF. SOS does not support ABC enabled animations. Disabling Werewolves in CF does give the SOS penis back, but doesn't restore their physics even when idling
MadMansGun Posted November 26, 2025 Author Posted November 26, 2025 the werewolf idle animations in MNC are ABC & DAR based, not SOS.
coopycarbonara Posted November 26, 2025 Posted November 26, 2025 6 minutes ago, MadMansGun said: the werewolf idle animations in MNC are ABC & DAR based, not SOS. Oh, I see Thank you for the information. Maybe one day I'll figure out how to do it myself, or an angel will hear my pleas.
深淵の神 Posted November 26, 2025 Posted November 26, 2025 10 minutes ago, coopycarbonara said: Oh, I see Thank you for the information. Maybe one day I'll figure out how to do it myself, or an angel will hear my pleas. You could try using the TNG mod instead of SOS; it's quite lightweight and doesn't affect the creature meshes at all. Also, when installing XPMSE, don't install anything other than the skeleton and maybe the Racemenu patch to customize the PC schlong (Your save file size will thank you for it) You don't really need everything that XPMSE offers when Immersive Equipment Displays and OAR already exists. This is the only way I can think of to get rid of creatures by unnecessarily using SOS when there's a better alternative: Baka ABC. Good luck 1
coopycarbonara Posted November 26, 2025 Posted November 26, 2025 12 minutes ago, 深淵の神 said: You could try using the TNG mod instead of SOS; it's quite lightweight and doesn't affect the creature meshes at all. Also, when installing XPMSE, don't install anything other than the skeleton and maybe the Racemenu patch to customize the PC schlong (Your save file size will thank you for it) You don't really need everything that XPMSE offers when Immersive Equipment Displays and OAR already exists. This is the only way I can think of to get rid of creatures by unnecessarily using SOS when there's a better alternative: Baka ABC. Good luck My issue is I want werewolves to have humanoid-shaped penises, I'm not a fan of the canine penis... And TNG hard-blocks any and all creatures, fully preventing them from being able to receive a penis from TNG even when granted everything they need otherwise
深淵の神 Posted November 26, 2025 Posted November 26, 2025 2 hours ago, coopycarbonara said: My issue is I want werewolves to have humanoid-shaped penises, I'm not a fan of the canine penis... And TNG hard-blocks any and all creatures, fully preventing them from being able to receive a penis from TNG even when granted everything they need otherwise Oh, I see, so you're looking for the opposite, I misunderstood, sorry and good luck. 1
TyLupo Posted November 26, 2025 Posted November 26, 2025 Does anyone know if it’s possible to change the size of creature schlongs at all? tried my hand a little at NifScope and, though I was able to change the mesh, I must be missing a bunch of steps as the in-game meshes do not reflect my edits 😛 slowly teaching myself some of the backend stuff as to satisfying my PC’s backend so do bear with me haha
MadMansGun Posted November 26, 2025 Author Posted November 26, 2025 6 hours ago, TyLupo said: Does anyone know if it’s possible to change the size of creature schlongs at all? tried my hand a little at NifScope and, though I was able to change the mesh, I must be missing a bunch of steps as the in-game meshes do not reflect my edits 😛 slowly teaching myself some of the backend stuff as to satisfying my PC’s backend so do bear with me haha with sos based dicks you need to remodel them with a actual modeling program....but there may be a chance that you could get away with using Outfit Studio.
MadMansGun Posted November 26, 2025 Author Posted November 26, 2025 (edited) 11 hours ago, coopycarbonara said: My issue is I want werewolves to have humanoid-shaped penises, just select "Old MNC Meshes" in CF's MCM Edited November 26, 2025 by MadMansGun
coopycarbonara Posted November 26, 2025 Posted November 26, 2025 1 hour ago, MadMansGun said: just select "Old MNC Meshes" in CF's MCM Unfortunately, still not quite what I was looking for, but thank you
Zadoll Posted November 27, 2025 Posted November 27, 2025 There is no Arch Demon in hentai creatures pack, why? Its been my favorite defender
MadMansGun Posted November 28, 2025 Author Posted November 28, 2025 16 hours ago, Zadoll said: There is no Arch Demon in hentai creatures pack, why? 1. copyright concerns, that is a deablo creature and Blizzard is a trash scumbag company, best to just get rid of it before they try to pull some nintendo level shit. 2. i prefer to keep Creature Summoner as stock skyrim creatures.
Ultranovice Posted November 29, 2025 Posted November 29, 2025 Big props to MadMansGun for making and supporting this so dutifully. I have a question that I'm expecting won't have a straightforward answer for this, but I'm wondering if anyone has a method for making the dragons in this play nice with Aroused Creatures, like in the sense that they'll actually properly track and land next to their arousal target, or the PC, to trigger the arousal capture mechanic for SL? By default, when they fly close enough and get a whiff of potential action, they fuck off into the sky out of range. Curious if there's a solid workaround for that.
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