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More Nasty Critters Special/Anniversary Edition


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Posted
12 minutes ago, lihua QAQ said:

你能帮我看一下崩溃日志吗?我的游戏不知道为什么老是崩溃,好像是因为一只鸡。

crash-2026-01-07-18-15-13.log 127.41 kB · 0 次下载

I installed a mod called “Better than Nando's” that replaces chicken models and textures. MNC is sorted below it. Is the crash caused by this mod being incompatible with MNC?
https://www.nexusmods.com/skyrimspecialedition/mods/1046?tab=description

Posted

Hello, does creature summoner for mnc work on ae latest version? ive got both creature framework and mnc working flawlessly but i can't seem to get the creature summoner addon to load on my save file(or a new one), neither the mcm pops up or the spells :/.

Relevant info: i tried it on a new save, didnt work either, im playing on ae latest version and im using ostim along with Ocreatures, i tried reinstalling jcointainers as instructed in the troubleshooting guide but nothing changed either, i tried throwing a hail mary and loading it alongside the mod compatibility kits for mnc but that didnt work lol.

Posted
2 hours ago, OhGodImHornyAsFuck said:

does creature summoner for mnc work on ae latest version

Yes it does, the prob is there are a couple of mods that still use the previous mod and does not see this mod as the same, I don't remember which mod I have that I need to have the other one

Posted

Update V16.1

added a small armor value to the penises so that they will (hopefully) stay equipped on creatures that are being stubborn.
(technically this also means that any creatures in heat will be harder to kill, but that was not the intent)

Posted
2 hours ago, MadMansGun said:

Update V16.1

added a small armor value to the penises so that they will (hopefully) stay equipped on creatures that are being stubborn.
(technically this also means that any creatures in heat will be harder to kill, but that was not the intent)

 

Hm. Custom values for weak old wolves ...

Posted

i have a question. hopfully someone can help me. for some reason i cant get the vampirelord twig and berries to work. nothing pops out. the ony mod i use taht is extra to the creatures mod is two total werewolf mod. i also have all the requirements to this mod. can someone help me

Posted

heya quick question, for some reason there is no collision on horse schlongs. using just mnc or mnc w/baka all the other animals seem to have collision, but it only works for horses when i use animal SOS which isnt really feasible for me since i use TNG mostly for TRXs addons. any idea how to get collision to work for horses without having to use sos and tng and a really really sketchy load order?

Posted
7 hours ago, BonitaMussolini said:

heya quick question, for some reason there is no collision on horse schlongs. using just mnc or mnc w/baka all the other animals seem to have collision, but it only works for horses when i use animal SOS which isnt really feasible for me since i use TNG mostly for TRXs addons. any idea how to get collision to work for horses without having to use sos and tng and a really really sketchy load order?

the penis nifs should have a NiStringExtraData in it that points to a xml file, but depending on what kind of hdt is being used it may also have/need a invisible mesh inside the penis to act as a collision reference.

 

but that's as far as my knowledge on hdt stuff goes.

 

13 hours ago, bran2100 said:

i have a question. hopfully someone can help me. for some reason i cant get the vampirelord twig and berries to work. nothing pops out. the ony mod i use taht is extra to the creatures mod is two total werewolf mod. i also have all the requirements to this mod. can someone help me

those kind of mods are annoying to deal with: vampire mods editing werewolves without telling you and vice versa.

the most common cause is that the creature keyword i added to them in MNC is being removed by another mod, without that keyword CF will not touch them.

 

Spoiler

and vampires have the extra annoyance of actually having clothing equipped to them (unlike everything else that just has the clothing as part of the body mesh, hell i still have no clue how the capes on these fuckers work, no weight panting or bones yet somehow it's animated, fucking how? and what kind of mods could be created if it was explored?)

 

 

 

Posted

I want to use the mod pack, but I need MoreNastyCrittersSE&AE_v16.7z and am having trouble.
Can I download an older version?

Posted
6 hours ago, moon666 said:

I want to use the mod pack, but I need MoreNastyCrittersSE&AE_v16.7z and am having trouble.
Can I download an older version?

 

 

DO NOT ask for old mods from mod authors. WAIT for the list to be updated. 

You can join the list discord to be notified of updates.

Posted (edited)

Hello! I'm using OCreatures and OStim for animations and I have my werewolf MC staying idle during animation. I use Nemesis for generating behaviour files and animations since FNIS generation is limited and doesn't work for me. Do I need to run FNIS Creatures in order to werewolf animation to work? Can someone help me with resolving the issue?

UPD. Tried compiling animations with Pandora, but still nothing.

Edited by aquilasassassin
Posted (edited)

some reason the werewolf animations are miss aligned 

 

also, i have creature summoner but no books are sold 

Edited by RAAMPEAK
Posted
On 1/12/2026 at 1:37 PM, RAAMPEAK said:

some reason the werewolf animations are miss aligned 

 

also, i have creature summoner but no books are sold 

Creature Summoner should have an option inside its mod menu to dump all spells on you, cant recall if the menu is called hentai creatures or creature summoner but it will be in there

Posted
On 1/10/2026 at 7:43 AM, MadMansGun said:

Update V16.1

added a small armor value to the penises so that they will (hopefully) stay equipped on creatures that are being stubborn.
(technically this also means that any creatures in heat will be harder to kill, but that was not the intent)

Does this mean that the dwemer horse and reindeer from the creation club content will have finally have a penis? I think there were a few other creatures added by the AE update that still don't have a penis too.

Posted (edited)
1 hour ago, sierrra said:

what is update?

Creature Framework v3.2

changed how much the debug tracking logs when used (no more 10000 lines of "Event OnUpdate Detecting(12345): none").

chanced the GetFlyingState check from " > 0 " to " > 0 and < 5 " because apparently sitting on a word wall counts as a undocumented "FlyingState = 5".

the ChangeArousal function will be skipped if the creature already has a CFArmorAroused or CFArmorNormal Keyworded item equipped.

Edited by MadMansGun
Posted

Has anyone got this mod to work with polymorphs/shapeshifts from mods like Lost Grimoire? I've upped the timer on the spells in Creation Kit (to 600 seconds) and the polymorphed player will trigger animations as if they are the creature they've polymorphed into, but they won't equip the hardware required. Do I need to make a patch for it? Or is it more likely a keyword issue? 

Posted
7 hours ago, Unknown22923 said:

So I had a patch from Bad Dog's Immersive Creatures SE (BDIC Creature Framework Patch.T2.0.1) overwriting your Creature Framework and was wondering if that's no longer needed?

that has not been needed for years, it was made for CF v2.

1 hour ago, RAAMPEAK said:

do falmer only get naked for animations cause when i loot them they still have cloths on

if anything looting them would make them put there cloths back on, the "nude" bodies are a outfit that gets put on over top of there armored bodies.

1 hour ago, Archeborn888 said:

Has anyone got this mod to work with polymorphs/shapeshifts from mods like Lost Grimoire? I've upped the timer on the spells in Creation Kit (to 600 seconds) and the polymorphed player will trigger animations as if they are the creature they've polymorphed into, but they won't equip the hardware required. Do I need to make a patch for it? Or is it more likely a keyword issue? 

i know nothing about that mod, since the animations are working my guess would be that it's giving the player a custom outfit that CF needs a new json to handle.

Posted
4 hours ago, MadMansGun said:

that has not been needed for years, it was made for CF v2.

if anything looting them would make them put there cloths back on, the "nude" bodies are a outfit that gets put on over top of there armored bodies.

i know nothing about that mod, since the animations are working my guess would be that it's giving the player a custom outfit that CF needs a new json to handle.

so basically, there only nude during animations not when dead and looted

Posted (edited)

Hello MMG! 

 

Can you please help me figure out what I need to make patches for MNC for mods not covered. I am using Standalone Dogs to test 

 

I am just testing with one of them to start. I made a .json file in the creatures folder with this code:
(Using this, Creature framework seems to label the npc as Mod: Standalone Dogs' & Skin:'Unkown' after re-registering mods in CF)
 

Spoiler

 

 

{
	"modID": "StandaloneDogs",
	"ModName": "Standalone Dogs",
	"creatures": [
		{
			"skinName": "SkinHusky",
			"normalArmor": null,
			"arousedArmor": "__formData|MoreNastyCritters.esp|0x574d",
			"RaceName": "Dog",
			"raceForm": "__formData|Skyrim.esm|0x131ee",
			"skinForm": "__formData|StandaloneDogs.esp|0x182F",
			"stripArmor": false
		}
	]
}

 

 

Here is a picture from Standalone Dogs XEdit NPC record for that NPC

 

Spoiler

image.thumb.png.47246bff7a218d24cde6677c19906b3d.png

 

 

Do you know what I am missing? Am I doing ti correctly & the issue is with the mod itself? 

 

thank you

Edited by sierrra

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