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More Nasty Critters Special/Anniversary Edition


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Posted
39 minutes ago, sierrra said:
0x182F

should be 0x82F

reload the json in game after fixing.

Posted (edited)
1 hour ago, MadMansGun said:

should be 0x82F

reload the json in game after fixing.

 

Thanks! I caught that right after posting & couldn't seem to edit my post. I updated, re-registered mods, and forced update but unfortunately nothing seems to change. Still shows Skin: None & Active Mod: Standalone Dogs. I've also tried changing the aroused armor to 0xc196 (same as other regular dogs in base mnc json)

 

Maybe Baka ABC or something else is overwriting it, if that code looks good to you. 

 

thank you for your super quick reply too 

Edited by sierrra
Posted

Got a weird bug where if a draugr becomes erect during combat, the schlong stretches/gets swung around/is flying around when they attack with a melee weapon.  Any idea why this is happening or how to fix?

Posted (edited)
1 hour ago, sierrra said:

 

Thanks! I caught that right after posting & couldn't seem to edit my post. I updated, re-registered mods, and forced update but unfortunately nothing seems to change. Still shows Skin: None & Active Mod: Standalone Dogs. I've also tried changing the aroused armor to 0xc196 (same as other regular dogs in base mnc json)

 

Maybe Baka ABC or something else is overwriting it, if that code looks good to you. 

 

thank you for your super quick reply too 

...you forgot to put the space in the esp's name

2 hours ago, sierrra said:
Standalone Dogs.esp

 

 

23 minutes ago, no_way said:

Got a weird bug where if a draugr becomes erect during combat, the schlong stretches/gets swung around/is flying around when they attack with a melee weapon.  Any idea why this is happening or how to fix?

sounds like random Pandora bullshit to me....that or ABC has gotten a new bug.

Edited by MadMansGun
Posted

image.thumb.png.4964061834db24ba9a0475cffb0aa457.pngimage.thumb.png.edfbe880947692b488f2ceff361ee804.pngimage.thumb.png.305df3e3d306474a5a9328ae33fce2c8.pngimage.thumb.png.a5d1163cb759cce131b054054fe131da.pngimage.thumb.png.0a9cf65c3c9ebaa32415023a6a73b0f8.png


Any idea what could cause the beast schlongs to appear at the start but vanish when the animation begins to progress? Its happening consistently with pretty much all the creatures except the constructs like atronochs/dwarven machines which play fine. I also noticed that draugr and rieklings will "redress" soon after the animation starts.

I have Creature framework installed and have MNC and ABC loading after the XP32 skeleton.

Posted
26 minutes ago, jango17 said:

 

  Reveal hidden contents


Any idea what could cause the beast schlongs to appear at the start but vanish when the animation begins to progress? Its happening consistently with pretty much all the creatures except the constructs like atronochs/dwarven machines which play fine. I also noticed that draugr and rieklings will "redress" soon after the animation starts.

I have Creature framework installed and have MNC and ABC loading after the XP32 skeleton.
 

turning on console logging in the mcm may give you a clue (more so with the new CF version), open the console when the dick goes missing, if CF is the problem it will tell what part of the script is forcing the arousal to be changed, if not then something outside of CF is removing the aroused armors.

Posted
13 minutes ago, MadMansGun said:

turning on console logging in the mcm may give you a clue (more so with the new CF version), open the console when the dick goes missing, if CF is the problem it will tell what part of the script is forcing the arousal to be changed, if not then something outside of CF is removing the aroused armors.


turns out it was Ocreatures causing the issue. Disabling it and trying to run a scene through sexlabs with the matchmaking scene caused the dongs to work

Posted (edited)
2 hours ago, MadMansGun said:

...you forgot to put the space in the esp's name

 

 

sounds like random Pandora bullshit to me....that or ABC has gotten a new bug.

that's embarassing lol thank you very much once again. i haven't really messed inside json files before yet

im getting closer. that fixed the skin showing up in puppeteer. however when I re-register mods/trigger update, it reverts back to the normal dog model (like stump), with dong. ill have to keep playing with it

Edited by sierrra
Posted
28 minutes ago, sierrra said:

im getting closer. that fixed the skin showing up in puppeteer. however when I re-register mods/trigger update, it reverts back to the normal dog model (like stump), with dong. ill have to keep playing with it

that's because you are using "MoreNastyCritters.esp|0x574d" that nif/armor (like all of the other stock dog/wolf meshes) is setup as a full body replacement.

you need to setup your own nif/armor/armoraddon to keep your dog the breed it should be, and there's more than one way to do it.

 

full body replacements have the advantage of not needing to wait for CF to apply the balls onto the creature when they are first loading in, but it has the disadvantage of needing to make a new nif/armor for each creature variation or modification.

 

dick/ball only addons have the advantage of being able to be reused for many creatures of the same race (Eg: if you have a set of dick&ball armors for a gray dog you can just setup the json to reuse those armors for all dogs that happen to be gray), but it has the disadvantage of needing to wait for CF to load them in (the reason why werewolves don't have balls at first when they transform/are summoned)

 

 

Posted (edited)
4 hours ago, MadMansGun said:

sounds like random Pandora bullshit to me....that or ABC has gotten a new bug.

Hmm seems to be Pandora version agnostic as I've never seen it before and rolling back doesn't fix it...  I don't have an old ABC to test unfortunately. 

Do you have the last version of MNC somewhere I could try?  Didn't happen til I updated.  Or anything else that might cause it?

 

EDIT:  Ok weird, if I delete the draugr .hkx files in pandora outputs it solves the combat weiner issues.  Never had this before though.  Any idea where its coming from?  Anything change with 16.1 which would affect this?

Edited by no_way
Posted
23 minutes ago, no_way said:

Anything change with 16.1 which would affect this?

no, the draugr animation files have not been changed since 2017 (or technically the start of 2025 for the last time a full SE conversion was ran).

Posted
16 minutes ago, MadMansGun said:

no, the draugr animation files have not been changed since 2017 (or technically the start of 2025 for the last time a full SE conversion was ran).

Hmm I'm at a loss then... Draugr are getting hard the second they see me, could that be the issue?  Just checked the guy im fighting is OSL arousal 40 and aroused mesh is there.  Should be already?

Posted
45 minutes ago, no_way said:

Just checked the guy im fighting is OSL arousal 40 and aroused mesh is there.  Should be already?

the default CF arousal point is 35. so something is likely giving creatures a random arousal amount on load.

Posted
10 minutes ago, MadMansGun said:

the default CF arousal point is 35. so something is likely giving creatures a random arousal amount on load.

Hmm could be a jillion things not sure, nuts.  Any way to increase that threshold/only have them get hard on sex scene start?

Posted
20 minutes ago, no_way said:

Hmm could be a jillion things not sure, nuts.  Any way to increase that threshold/only have them get hard on sex scene start?

yes, just up the value in CF's mcm, or turn off CF integration so it will only look for sexlabstart events.

Posted
16 hours ago, sierrra said:

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)
 

  Reveal hidden contents

 

 

{
	"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

 

  Hide contents

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

If the patch works well please share!

Posted
On 12/31/2025 at 9:05 AM, razzor69 said:

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

20251229221349_1.jpg

Also for this one! If you have a patch file please post!

Posted

can somebody help me, i have all the requirements and the right load order. the only problem i have is, the vampire lord keeps its original armor on and is not show his stuff. the werewolf works find and every other creature as well except for the vampire lord. can someone please help me, or, tell me if this is the same for the. that way I can figure out if its just me or if its hapening to others.

Posted
5 hours ago, bran2100 said:

can somebody help me, i have all the requirements and the right load order. the only problem i have is, the vampire lord keeps its original armor on and is not show his stuff. the werewolf works find and every other creature as well except for the vampire lord. can someone please help me, or, tell me if this is the same for the. that way I can figure out if its just me or if its hapening to others.

check for mods loading after mnc that edit there race.

Posted
On 1/19/2026 at 10:42 PM, MadMansGun said:

that's because you are using "MoreNastyCritters.esp|0x574d" that nif/armor (like all of the other stock dog/wolf meshes) is setup as a full body replacement.

you need to setup your own nif/armor/armoraddon to keep your dog the breed it should be, and there's more than one way to do it.

 

full body replacements have the advantage of not needing to wait for CF to apply the balls onto the creature when they are first loading in, but it has the disadvantage of needing to make a new nif/armor for each creature variation or modification.

 

dick/ball only addons have the advantage of being able to be reused for many creatures of the same race (Eg: if you have a set of dick&ball armors for a gray dog you can just setup the json to reuse those armors for all dogs that happen to be gray), but it has the disadvantage of needing to wait for CF to load them in (the reason why werewolves don't have balls at first when they transform/are summoned)

 

 

 

Got it, thank you! This is all starting to make a little more sense. I will try messing with nifscope using your nif scope guide soon

Posted
On 12/31/2025 at 1:05 AM, razzor69 said:

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

20251229221349_1.jpg

What did you do exactly? I want to try it out for myself.

Posted

Im at an impass so i hope i can get help here. There seems to be a mod that adds "MagicPenisCollision" somehow and whenever i encounter a corrupted shade, which are in Vahlok Tomb, i CTD. If i disable all Creature related mods, including Mu Dynamic Normal and only have MNC active the CTD still happens. If i disable MNC the game runs fine. Ofc i might be missing some mod which stays inactive because MNC isnt loaded. Animal research only adds a book in that tomb and isnt related to the shades. it also has no effect if i have it enabled or disabled.

 

But i cant locate anything regarding this MagicPenisCollision. No Magic Penis anywhere. So im hoping this might ring a bell and you at least heared of this magicpeniscollision and can point me in the right direction.

 

 

 

Mod Count and Interactions:
 

The log identifies several active SKSE plugins, including hdtSMP64.dll (Faster HDT-SMP), MuDynamicNormalMap.dll, skee64.dll (RaceMenu), and skse64_1_6_1170.dll.

 

The load order contains numerous "Light" (ESL) mods, indicated by the [FE: XX] prefixes in the plugin list (e.g., [FE: AA] JKs Skyrim - Fishing patch.esp).

 

Mod Conflicts and Chains (Likelihood: HIGH):

The crash is directly linked to an object named "MagicPenisCollision".

This object is attached to an NPC named "Corrupted Shade" (FormID: 0x04026373).

The NPC is located in "Vahlok's Tomb" (EditorID: DLC2VahloksTomb01), which is modified by a chain of mods: Dragonborn.esm -> Unofficial Skyrim Special Edition Patch.esp -> LegacyoftheDragonborn.esm -> EnhancedLightsandFX.esp -> Animal_Research.esp.

Directly Referenced Mods:


hdtSMP64.dll (Faster HDT-SMP): Directly involved in the probable call stack at index [1], specifically during an armor attachment event in Hooks.cpp.


MuDynamicNormalMap.dll: Directly involved at index [2] in the call stack during the same armor attachment function.


Animal_Research.esp: This mod is the final one modifying the cell where the crash occurred.

Posted (edited)
1 hour ago, BrummBear said:

Im at an impass so i hope i can get help here. There seems to be a mod that adds "MagicPenisCollision" somehow and whenever i encounter a corrupted shade, which are in Vahlok Tomb, i CTD. If i disable all Creature related mods, including Mu Dynamic Normal and only have MNC active the CTD still happens. If i disable MNC the game runs fine. Ofc i might be missing some mod which stays inactive because MNC isnt loaded. Animal research only adds a book in that tomb and isnt related to the shades. it also has no effect if i have it enabled or disabled.

 

But i cant locate anything regarding this MagicPenisCollision. No Magic Penis anywhere. So im hoping this might ring a bell and you at least heared of this magicpeniscollision and can point me in the right direction.

 

 

 

Mod Count and Interactions:
 

The log identifies several active SKSE plugins, including hdtSMP64.dll (Faster HDT-SMP), MuDynamicNormalMap.dll, skee64.dll (RaceMenu), and skse64_1_6_1170.dll.

 

The load order contains numerous "Light" (ESL) mods, indicated by the [FE: XX] prefixes in the plugin list (e.g., [FE: AA] JKs Skyrim - Fishing patch.esp).

 

Mod Conflicts and Chains (Likelihood: HIGH):

The crash is directly linked to an object named "MagicPenisCollision".

This object is attached to an NPC named "Corrupted Shade" (FormID: 0x04026373).

The NPC is located in "Vahlok's Tomb" (EditorID: DLC2VahloksTomb01), which is modified by a chain of mods: Dragonborn.esm -> Unofficial Skyrim Special Edition Patch.esp -> LegacyoftheDragonborn.esm -> EnhancedLightsandFX.esp -> Animal_Research.esp.

Directly Referenced Mods:


hdtSMP64.dll (Faster HDT-SMP): Directly involved in the probable call stack at index [1], specifically during an armor attachment event in Hooks.cpp.


MuDynamicNormalMap.dll: Directly involved at index [2] in the call stack during the same armor attachment function.


Animal_Research.esp: This mod is the final one modifying the cell where the crash occurred.

 

Just brainstorming;

Spoiler

"Corrupted Shade" (FormID: 0x04026373) is a Dragonborn DLC necro skeleton.  Maybe it is modified\overwritten by a mod after MNC and now is incompatible (havok-skeleton replaced).  The MNC "erotic" mesh or add-on dick for that creature ID may be modified by another mod that adds SMP collision meshes (vaginal\anal sex physics simulation "for science of course") and now maybe missing a custom havok-skeleton(animation) hook or something like that. 

 

short: maybe animation skeleton replaced with vanilla or incompatible version, and mesh for the dick has SMP collision and reference to an animation skeleton node that is missing in loaded\replaced version.

Disabling skeletons in MNC may help during troubleshoot as a workaround, target DLC2 necro skeletons. 

 

Move MNC and its add-ons to the end of your load list in the plugins and deployment (overwrites everything wins all conflicts), as a troubleshooting step. Use your mod loader tool to list conflicting mods (at file level) overwriting MNC to target the possible source of conflict.  Remember that MNC havok skeletons and meshes needs overwrites any other mod including XP32-MSSE.

 

Recommend disabling MuDynamicNormalMap just to make it simpler to troubleshoot by having fewer mods acting on the cell.  MuDynamicNormalMap is a special DLL mod, no load list issues and safe to unload\reload mid-game.  It should not touch creature, but it could have bugs. 

 

 

 

Edited by safado

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