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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
4 hours ago, Ultranovice said:

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.

turning on "disable starting teleport" may help slightly, because that will force the dragon to move to its mate before starting a animation....normally flying will cause sexlab to abort animations before they can even start, but with "disable starting teleport" turned on i sometimes see dragons fly over to there assigned mate and still start (Eg: in SLDragons paarthurnax takes off from his word wall and flys over to you before starting a animation)

 

but then there are other issues that i'm not sure how it gets works out script wise, 

 

as far as i know Aroused Creatures tries to make the actors get close to each other first before it activates sexlab, and i can see 2 possible problems from this:

1. the dragon can't get "close enough" to the other actor due to its size, meaning the root nodes of the 2 actors are too far apart for the next part of the script (that starts sexlab) to be triggered (Eg: for a werewolf a distance of 100 units is fine, but for a dragon being "100 units away" means it's literally standing on top of you)

2. if the dragon is still flying when AC triggers it as being "close" then sexlab will likely just auto abort when AC tries to start it. (since the 2 walk to actor commands are not part of the same script)

 

 

Edited by MadMansGun
Posted (edited)
1 hour ago, epochh said:

is sexlab p+ a hard incompatability, or a "i don't trust this mod to function correctly" thing?

it changes the start animation calls and how the animations are even registered in the first place, making many mods incompatible to the point that it should not even be called "sexlab".

 

i seriously don't understand how anyone can think that disaster of a mod edit is an improvement, the only clam to fame it has is the lie about running faster, just install Papyrus Tweaks NG & enable "Speed up native calls" then the stock unfucked with sexlab & slal will run plenty fast, even faster than Sexlab in Skyrim LE does.

Edited by MadMansGun
Posted

I have installed these mods and little else, trying to be barebones on the newest version. Creature summoner creates a hard crash every single time, are they're any known causes or fixes? Every other feature works perfectly.

Posted
1 hour ago, guymanguy2 said:

I have installed these mods and little else, trying to be barebones on the newest version. Creature summoner creates a hard crash every single time, are they're any known causes or fixes? Every other feature works perfectly.

 

Well, I was going to write about a similar problem with mod compatibility issues. My Skyrim is maxed out with tons of fun extra combat animations but I didn't expect to find a crash with a mod that, in theory, shouldn't clash with CF. The mod in question is: Comprehensive Attack Rate Patch - SKSE (https://www.nexusmods.com/skyrimspecialedition/mods/89042)

Why? In the log appears a problem with Creature Framework/SexLab Aroused and a hook from a plugin called ComprehensiveAttackRatePatch. That combination is triggering a HasKeyword condition on creature actors and is returning invalid pointers → Freeze/CTD. The crash occurs when evaluating a HasKeyword condition. This hook intercepts calls to `HasKeyword` on actors and references. The game asks, "Does this actor have this keyword?" and the hook intervenes: CFArmorAroused. That value is typical of an invalid pointer/already freed object/corrupted reference. When the game tries to read rax from HasKeyword → it crashes the engine. It's a simple compatibility issue, and obviously neither CF nor CARP is to blame, although the solution is beyond my understanding. I simply disabled the CARP mod, and the problem disappeared immediately because the MNC mods are a must-have in my load order, no question. Since it's just an SKSE plugin, removing it doesn't affect anything. I suppose one of my combat mods required it and that's why it was on my load order, but I can live without it since I've tested several combats after removing it and nothing seems to be affected. Do you have that mod too? Disable it and try again. Good luck.

Posted
7 hours ago, guymanguy2 said:

Creature summoner creates a hard crash every single time, are they're any known causes or fixes?

Creature Summoner is a fairly simple mod, so if it's due to a script mess up of some kind it should be a easy fix: try loading & saving the game without it installed/activated, then reinstall/activate it and load your save.  

the only other thing i can think of is maybe something is trying to load a LE/corrupted mesh onto the creature in question, Eg: a bad install of ABC.

 

6 hours ago, 深淵の神 said:

The mod in question is: Comprehensive Attack Rate Patch

i also don't have a way to fix that, HasKeyword is a essential check for CF to function.

Posted
4 hours ago, zer02 said:

The "Creature Framework" mod provided here, is not compatible with OSLAroused

To be fair, that mod also works with Sexlab, and in fact, I use it and it works fine with the MNC family mods. Something else must be affecting your mod because in my setup, the game creatures do detect the arousal of my female PC (and the female NPCs too)

Posted (edited)
5 hours ago, zer02 said:

The "Creature Framework" mod provided here, is not compatible with OSLAroused

 

The newer impostors NG (not-Good) framework mods like OSL Aroused, SLO Aroused NG, and Sexlab+P (not actually sexlab) are not compatible with many classic Loverslab mods targeting Sexlab and SLA-R.   They changed the internal structure of the API and functionality that many classic mods target. In the case of OSL-Aroused, the horrendous internal SLAR function's interdependency was "Reworked" and broke many mods in the process. 

 

In the end, the issues with MNC are because using experimental NG replacement is actually not following the requirements.  

 

Spoiler

SLAX-ASA3 is a good SLAR variant that has "full" compatibility and "better" performance, and has the famous "BAKA" keywords that are actually SLAX keywords.  You can't actually swap conflicting ESM files mods that use different structures mid-game without issues, try new game when replacing .ESM conflict mods. 

 

Edited by safado
Posted
On 11/28/2025 at 4:24 AM, MadMansGun said:

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.

Thx for anser. But may i insist?) can u add pesronal link for older version with "THAT" thing ?  For my personal responsability :3 pleease!

Posted (edited)
On 3/31/2025 at 9:16 PM, belegost said:

Is there any schlong patch for Vigilant's minotaur race (zzzCHMntrRace)? Surprisingly the animations for them work fine. They use regular human animation, except it looks like dry humping because they have shorts in place of genitals.

 

Can one be made or adapted from some other creature? Or cobbled together by someone who has absolutely no idea how to do 3D modelling?

 

I ask because you can get a minotaur follower if you do certain things right (which was a surprise, I was not expecting it) and he's damn good combat-wise, especially on legendary difficulty. Having him as a lover actually makes sense considering certain plot developments and is in line with some of the more obscure lore elements of the very early Elder Scrolls. Needless to say I spent 2 days after finishing Vigilant reading UESP lore section on the First Era. Quite a read that was.

Actually, someone already made it, looks amazing, but I don't know how to realize it. 

 

 

Edited by mingmingjue
Posted (edited)

 

I was wrong, these files need to overwriting the existing files in overwrite, not the original files of Pandora Behaviour Engine.

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------

I didn't realize that the issues of canine actions in Pandora mod would bother so many people; here's a solution.

 

downlode this file and use rar unlock it,overwriting the existing files in the Pandora mod folder with the four files should fix the problem.

 

The original file path should be:  Pandora_Behaviour_Engine_v2.7.0-beta\Pandora_Engine\Skyrim\Template\actors\canine

 

Remember to back up the original files.

 

I'm not sure if this issue still exists in the new version of the Pandora, but the problem of canine's animation has been present in multiple versions I've used. MadMansGun is right, Pandora mod updates often bring some new unpredictable problems. It's very powerful, but not a fully mature mod yet. I suggest do not updating once you find a stable version.

For me, version 2.7 is perfect after fixing the canine animation issue. While checking all creature animations, I only found that the chaurus animation had a problem when manually switching to another animation during playback. However, this issue also exists when I used FNIS, and it plays normally as long as you don't manually switch, so it's not a big deal.

 

 

 

issues of canine.zip

Edited by mingmingjue
Posted
On 11/30/2025 at 5:15 PM, zer02 said:

The "Creature Framework" mod provided here, is not compatible with OSLAroused

Yes it is. I've been using it for months and it works just fine. 

Posted
On 11/30/2025 at 8:26 PM, MadMansGun said:

....no shit sherlock, this is a sexlab mod, not a osex mod.

OSLAroused works with both frameworks just fine. Hence the name: O for whatever that whole mess of OSex/OSA/OStim/Owhateverothershitthereis is and SL for SexLab.

 

I respect you for all the work you've done, but maybe, just maybe do a tiny bit of research before commenting. 

Posted (edited)

I'll have to apologize right off the bat because maybe I am stupid but I am really new to the modding scene here. When I downloaded the files it reverts all of my creatures back to their default skins/meshes/appearance and I have alot of creature appearance mods such as Trolls SE, Skeletons SE, and so on. Is there something I am doing wrong? Do I need a specific patch that I cannot find for these mods?

Edited by Davis1891
Posted (edited)
On 12/2/2025 at 3:59 AM, belegost said:

OSLAroused works with both frameworks just fine. Hence the name: O for whatever that whole mess of OSex/OSA/OStim/Owhateverothershitthereis is and SL for SexLab.

 

I respect you for all the work you've done, but maybe, just maybe do a tiny bit of research before commenting. 

 

It is still buggy for some mod list, it depends on implementation. Specially if people do not update their buggy "Not Good" mods. 

Originally, OSLAroused was not updating any creature type arousal faction, that was added in 2.6. It also does not update arousal without another mod help, also fixed on 2.6. 

That version was just released at the beginning of 2025.  It was a big issue with Loverslab mods and many remember that specific issue from the forums and may think it is still valid if they do not use it or update.   I switched back to SLAX-ASA3 because of it. 

 

 

Spoiler

 

  • Version 2.8.0

    • Added Advanced Nudity Detection (A.N.D.) integration with scaled arousal responses
    • Improved internal calculation behavior
    • Fixed many potential Crashes
    • Fixed Many Bugs
  • Version 2.7.1

    • Load Arousal Mode on game load (Fixes bug where arousal mode set to first game loaded after launch)
    • Support running with SexLabAroused.esm disabled
  • Version 2.7.0

    • Added option to switch to original SL Aroused Mechanics (Arousal Mode switch in MCM)
    • Check for sla plug keywords
    • Better OStim and SL Scene management
    • Many bug fixes
  • Version 2.6.1

    • Fix Compatibility issues with Paradise Halls - Home Sweet Home
    • Add "Satisfied" Buff to Lovers Desire effect
    • Add missing DD patches
  • Version 2.6.0

    • Creatures Should be supported
    • Arousal for Nearby Actors automatically updates.
  • Version 2.5.1

    • Fix bug with OStim Excitement not updating
  • Version 2.5.0

    • Ability To Register any Keyword to armor
    • OStim standalone support (Uninstall any patches previously used)
    • Hold "Show Arousal" key to trigger a self-pleasure event. (Restored from OG SLA)
    • Naked check looks for ArmorCuirass keyword as well as slots (Fixes some 2 piece top/bottom armor)
    • Fixed Applied Keywords being lost between saves
    • Fixed Debuff Descriptions
    • Fixed compatibility with slew of SL mods. (Added slaInternal quest to SexlabAroused.esm)
  • Version 2.3.0

    • Updated to CommonLibSSE NG (support all SE/AE variants in single dll)
    • Stability Improvements
    • Update DD patch to latest 5.2
  • Version 2.2.1

    • Update DeviousDevices Patch to latest Beta7
    • Use Localization translation files to make it easier for translation mods
  • Version 2.2.0

    • Ability to set Gender Preference in MCM. (Used for external Sexlab mods, OSL Aroused does not use this setting for anything currently)
    • Added VR Support (Completely untested so YOLO)
  • Version 2.1.1

    • Fix Non-AE accidently using AE dll (ie. I am big dum dum and sse should now work)
  • Version 2.1.0

    • Arousal Rises Over Time up to a configurable Minimum Value (Added Player and NPC "Minimum Libido" values which set the minimum "Baseline" Arousal. So if arousal is below this value, it will rise over time until it reaches that level.)
    • By Default, Player has a minimum libido of 30, and NPC have a value of 80. These values can be changed in MCM "Settings" section
    • Properly Seed NPC Arousal values. A new npc without any arousal data will have their initial arousal set to random value between 10 <-> 50. From there it will then rise up to 80 over time (that value is configurable via "NPC Minimum Libido")
    • Note that if you are loading in an existing save, NPCs that already have an arousal value wont get seeded. You can force re-seeding by "Clearing Arousal Data" in the mcm "Debug" settings area. This will clear all arousal data triggering reseed for all actors.
    • Fixed Keyword Editor MCM Armor Dropdown. Now only shows Equipped armor to make simpler.
    • List out Detected active Toys/Devious Devices in "Baseline Modifications" MCM section to improve visibility into modifications
  • Version 2.0.4

    • Fixed bug with orgasm registration (Fixes issues with Radiant Prostitution Mod)
  • Version 2.0.3

    • Able to specify arousal change on scene end (Option for if actor Orgasmed and no-orgasm). "Settings" section of mcm
    • Fixed bug with arousal rising at end of SexLab scene when SLSO not installed. (Should fix issues people were having with arousal not lowering from scenes.)
  • Version 2.0.2

    • Initial Nexus Mods Version
    • Add Arousal Multiplier Setting for multiplying Arousal manipulation from other mods (This is equivalent to Actor ExposureRate in SL Aroused)

 

 

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

SLAX-ASA3

I dropped this specific version for OSL. It had its own issues. Like arousal of every single NPC not decaying. The longer you played, the more NPCs would walk around with their arousal constantly at 100. Yes, it was claimed fixed in this version. No, it was not actually fixed.

 

I've been running OSL for the past 8 months. I have not had any issues. It just works (tm).

Edited by belegost
Posted

So, I'm not sure if this is intentional or not  but the Creature Framework doesn't show all creatures.  I'm not sure if that was intentional or I'm deadass not getting the option for other creatures.  For example; I can't see spriggan, flame atronachs, and even ice wraiths to name a few.  Again, not sure if this is by design - or they're just not showing up in the MCM

Posted
1 hour ago, doodmanjones23 said:

I can't see spriggan, flame atronachs, and even ice wraiths

why would there be? 2 already nude females and a creature that's a major pain in the ass to work with.

Posted

I can not get the patch for "A Horse's Life" to work.  The skins are listed as unknown, if that is why the genitals are not showing up.

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