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More Nasty Critters Special/Anniversary Edition


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Posted

Unless I'm missing something not sure but I'm unable to start an animation with a creature, it always starts a solo animation however im able to force one for testing purposes within mcm and that works fine, any help would be appreciated

7rYZpXL3b.png

Posted
40 minutes ago, AndragonFirefly said:

Apparently this mod adds an Alduin video main menu replacer. How do I get rid of it? I didn't come here for a main menu replacer. I came here to make critters compatible with sexlab.

 

Is not a video, the menu background uses 3d mesh files. 

Delete the meshes\interface\logo\logo.nif and logo01ae.nif added by the mod.  

 

Posted

just change its name to something that's already registered, or better yet turn it into a stock race with the npc set to use a worn armor.

Posted

Hi, am having issues with the werewolf cocks, in that they don't spawn in after a few seconds transforming. Not even sheathed which in a previous run has always happened. When I go into an animation and finish the sequence, they cock spawns back in full but when initiating a new scene said cock will unequip itself seconds after the animation plays with the unequip sound playing. Is there a way to fix this, any help would be appreciated. 

Posted

I'm having an issue where when I load up the game with this mod enabled it crashes after the Bethesda logo. I Assumed it would be the logo mesh but I deleted those and it didn't fix. I'm wondering if anyone has had a similar issue in the past and would know what causes it?

Posted

Would someone be so kind, and post-repost instructions on how to fix the ending spider animation loop! Where should I delete the .hkx files, and when I run fnisformodders, what file do I select with the tool? I'm a bit lost there! Thank you

Posted
7 hours ago, CrackerJack315 said:

Would someone be so kind, and post-repost instructions on how to fix the ending spider animation loop! Where should I delete the .hkx files, and when I run fnisformodders, what file do I select with the tool? I'm a bit lost there! Thank you

the list.txt text files in each pack, eg: 

Data\Meshes\actors\frostbitespider\animations\SexLabCreature\FNIS_SexLabCreature_frostbitespider_List.txt

Data\Meshes\actors\frostbitespider\animations\Billyy_CreatureInsects\FNIS_Billyy_CreatureInsects_frostbitespider_List.txt

Posted (edited)

So I'm sitting on SkyAE Version 1.6.1130, with under 4900 (4850 some odd) total animations as stated by FNIS; And every time I try to load a save with this, the game just locks up. It don't crash, it don't CTD, it just freezes and goes into 'Not Responding' mode. Requiring a task manager forced exit.

 

Anyone know what could be the cause of that?

 

EDIT:

Never mind. Apparently the game didn't like the how or where I made the hard save, and botched the save file. I went back a few saves, and it loaded fine. Lucky for me, I am a 'compulsive hard save maker', and my backups for my backup's backups come in handy sometimes.

Gotta love this 'modern day programming', where even manual saving randomly fails horribly.

Edited by Wandering_Mania
Posted
On 12/29/2025 at 12:17 AM, MadMansGun said:

just change its name to something that's already registered, or better yet turn it into a stock race with the npc set to use a worn armor.

Yeah thanks for the info, i changed it to just wolvesfailsafe, and its works 

20251229221349_1.jpg

Posted (edited)

Has anyone been able to get A Horse's Life working with this mod? 

 

I tried the patch from MMG's comment, which added a handful of horses to CF menu but none seem to work. I don't think it covers all the different AHL horses. I get maybe 4-5 'AHLhorsecolor' with 'A Horse Life' pr 'disabled' as the selected cock  

 

I tried to open up the patch and edit them in by looking at the NPC records of horse's life in Xedit but couldn't figure out what was all needed. For instance it seems that the horses at solitude stables are their own set race?

 

my thinking was that I could just copy everything from AHL's xEdit page into AHorseLife.json but i'm really not sure if that's the right way to go about it. i also can't figure out where to find what's needed for the ""skinForm": "__formData|AHorsesLife.esp|XXXXX"," line

 

again i don't even know if that's the correct way about this

 

This is fresh save. Using ABC as well. 

 

I'm not even racing to see horse cock it's just bothering me i can't get this working with everything else lol. If I knew what to do I'd make a patch and post it here for everyone

 

image.thumb.png.4a6b0abadf2c5d8306a62665e26b38ab.png

Edited by sierrra
Posted

When I install MNC + creature framework, all creatures (except cows and werewolves) get the male mesh with dick. Even the so called "Female Goats" that somehow run around in my game still have the wrong dangly bits for what their name suggests.

Is there a way to get both male and female versions of the various beasties into my game?

 

Sorry if it's been asked before, but when I searched, Google didn't help at all, and LL search in this thread and creature framework's thread just got me loads of "is match creature gender off".

Posted (edited)

So it is by default supposed to have both genders of creatures already, even when there is only one "slot" in ceature framework?

 

According to my MO2, creature framework has no conflicts, and MNC only has files overwritten by ABC And Anub's animations. Should I load ABC before MNC? Would that even mess with the distrubution of meshes, since to me it looks like the only files overwritten are meshes textures and what the hkx which I believe to be related to animation.

 

After checking some more, I did find female versions of giants and draugr, and I see a distinct slot for female falmer in creature framework's MCM, so I assume they should work too, but all horses, wolves, dogs, goats... in short animals in general are all-male.

Edited by NoNickNeeded
Posted
1 hour ago, NoNickNeeded said:

ABC And Anub's animations

both of those mods have been doing some odd edits as of late so i don't know whats going on with them.

i know that abc has been intentionally screwing up my herm werewolves & the hermwolf player patch (but why i do not know), and Anub has all sorts of random shit that does not even belong in a slal pack.

 

1 hour ago, NoNickNeeded said:

After checking some more, I did find female versions of giants and draugr, and I see a distinct slot for female falmer in creature framework's MCM, so I assume they should work too, but all horses, wolves, dogs, goats... in short animals in general are all-male.

female draugr & falmer are stock to skyrim.

giants, goats, werewolves, dragoness & dragon priestess( setup as a herm because they have no female animations at all ) are added by MNC and are setup to spawn in game.

horses & dogs also have MNC meshes, but i have not setup any npcs for them to spawn ( apart from the ones in creature summoner & maybe some patches that i'm forgetting about ) 

 

if females are showing up as male then that means it's a mod loading after MNC causing the problem.

Posted (edited)
28 minutes ago, wolfswut_wolfsmut said:

Hi there,

I'm a bit of a noob at scripting, and am attempting to patch a mod called Dragon War to work with MNC. It changes the name of the vanilla dragon race to DW_Dragon, so Sexlab doesn't recognize it.
So far I've added the necessary race ids to MoreNastyCrittersRaces.psc, and it compiled without issue. But sexlab still doesn't recognize it. Is there something I am missing? I have tested on a new save with a clean sexlab install. Here's the script in case I did screw something up.

 

Thank you.

......just rename the race back to what it should be, or better yet don't use a mod that does such an unnecessary and retarded edit, having the name changed like that probably fucked up a bunch of other things as well for other mods/scripts.

Edited by MadMansGun
Posted

Just installed MNC and got it working. Still need to test things... but one quick question I have is... is there any way to STOP an animation in progress or do you have to let it go to the end? The standard SL exit scene key doesn't appear to work.

 

Posted
2 minutes ago, HintHelmetxX said:

Just installed MNC and got it working. Still need to test things... but one quick question I have is... is there any way to STOP an animation in progress or do you have to let it go to the end? The standard SL exit scene key doesn't appear to work.

 

the "end" key above the arrow keys stop the animation that you are in control of, and i've never known it to not work.

the other option is to hit the stop button in sexlab's debug mcm.

 

Posted

Hello, bit of a weird problem that has persisted throughout multiple reinstalls.

Whenever I use the 'Untamed', 'Bestial Essence', or sometimes 'Naked Defeat', the player character is unable to perform actions with animals (Dogs, wolves, horses, etc)

In Naked Defeat, I get an 'error' that no 'mates' are around (despite having the option spawn in dogs). In Untamed, the 'fondle' option results in nothing happening. And in Bestial Essence every scene just ends, the quests are completed instantly. In all three of these options for the NSFW scenes are on.

I don't know why the animations aren't playing or being treated as already completed, ZAZ has registered MNC and enabled all the animations multiple times. If this has happened to someone previously I apologize I didn't see it on account of the 265 pages.

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.

 

 

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