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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
1 hour ago, safado said:

 

Just brainstorming;

  Reveal hidden contents

"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. 

 

 

 

that did the trick. i have the Skeleton replacer HD from nexus 

https://www.nexusmods.com/skyrimspecialedition/mods/52845

 

with a compatibility patch Radish Cat provided here, which causes a CTD on the corrupted shades.

 

 

 

on a side note, i have a shitton of stuff that overwrites MNC. especially all the baka ABC stuff. but thats correct, isnt it?

 

Edited by BrummBear
Posted
4 hours ago, BrummBear said:

that did the trick. i have the Skeleton replacer HD from nexus 

https://www.nexusmods.com/skyrimspecialedition/mods/52845

 

with a compatibility patch Radish Cat provided here, which causes a CTD on the corrupted shades.

 

 

 

on a side note, i have a shitton of stuff that overwrites MNC. especially all the baka ABC stuff. but thats correct, isnt it?

 

 

Correct is relative with ABC, there's a werewolf overwrite in MNC_ABC_Patch.esp that change the MNC werewolf hermaphrodite to male like patching a bug, but it is not a bug (more like a personal choice forced to others without any note). If you do not want that, disable the "patch".  The file does not change anything else. 

 

Posted (edited)

Can I just delete everything except for the folders relating to the creatures PSBoss has modified? I just want to fuck Spriggans and the like, could care less for the bestiality aspect or the cocks (Especially since I have replacers for every single beast and don't feel like patching).

Edited by Crese1947
Posted

by that point you may as well just build your own slal pack from scratch. it would be faster than trying to strip out everything but Sprigs.

Posted (edited)
37 minutes ago, MadMansGun said:

by that point you may as well just build your own slal pack from scratch. it would be faster than trying to strip out everything but Sprigs.

I'm moreso asking if I have to replace my modded meshes if I don't intend on using the more bestiality focused ones. Spriggans, Hagraven, Atronachs, Giant, Vampire, Falmer, Draugr, Wispmother, Ashspawn, and any other humanoid-ish creatures are the ones I'm focused on. For example, I use GOT Dragons, FluffWorks, Bellyaches, etc replacers. The only NSFW replacers I have are the ones from PSBoss, which are all humanoid-ish and are thus the ones I intend on using MNC for (As that's the only way to have sex with them, no?). 

I saw someone saw they disabled Dragons, which is why I was wondering if it'd be possible for the other creatures. I don't mind the bestiality stuff, but there aren't any patches for the mesh replacers I'm using afaik so I can't really make use of it

 

 

Edited by Crese1947
Posted
27 minutes ago, Crese1947 said:

I'm moreso asking if I have to replace my modded meshes if I don't intend on using the more bestiality focused ones. Spriggans, Hagraven, Atronachs, Giant, Vampire, Falmer, Draugr, Wispmother, Ashspawn, and any other humanoid-ish creatures are the ones I'm focused on. For example, I use GOT Dragons, FluffWorks, Bellyaches, etc replacers. The only NSFW replacers I have are the ones from PSBoss, which are all humanoid-ish and are thus the ones I intend on using MNC for (As that's the only way to have sex with them, no?). 

delete everything but the quest from the esp, and delete the creatures.d folder, that should mostly reduce the mod to animations only.

but i do not know what problems may be encountered from doing this.

Posted (edited)
27 minutes ago, MadMansGun said:

delete everything but the quest from the esp, and delete the creatures.d folder, that should mostly reduce the mod to animations only.

but i do not know what problems may be encountered from doing this.

Okay. Can I also delete the meshes/textures for the beast creatures (So Fluffworks and such isn't overwritten) and then replace the Humanoid meshes in the MNC folders with the PSBoss replacers, renaming to fit the file structure (I have CPA's MNC Compatibility meshes with it's PSBoss Bodyslide files too)?

 

Edited by Crese1947
Posted
1 hour ago, Crese1947 said:

Okay. Can I also delete the meshes/textures for the beast creatures (So Fluffworks and such isn't overwritten) and then replace the Humanoid meshes in the MNC folders with the PSBoss replacers, renaming to fit the file structure (I have CPA's MNC Compatibility meshes with it's PSBoss Bodyslide files too)?

 

if you delete everything from the esp none of the meshes in \Data\Meshes\MoreNastyCritters will be used.

Posted (edited)
14 minutes ago, MadMansGun said:

if you delete everything from the esp none of the meshes in \Data\Meshes\MoreNastyCritters will be used.

Oh, okay. Guess I don't need the MNC patches then, that simplifies things a lot. What animations are included then? Is there a list somewhere? I remember seeing this mod mentioned in a thread about Male on Creature animations, but can't seem to find a list. And thanks for all the help, I really appreciate you bearing with me. If I wasn't afraid of breaking Nolvus I would've just disabled all the creature replacers and used MNC as is lol.

EDIT: Without any of the meshes is Creature Framework even needed? There's no aroused mesh for it to use

Edited by MrWolfTheThurd
Posted
15 minutes ago, MrWolfTheThurd said:

EDIT: Without any of the meshes is Creature Framework even needed? There's no aroused mesh for it to use

i don't know, try hitting the clean masters button in xedit to see it it removes it.

 

21 minutes ago, MrWolfTheThurd said:

What animations are included then? Is there a list somewhere?

the main thing it has is some female werewolf animations, some spriggan, some flame atronach, and it looks like it also has one wispmother animation.

Posted
28 minutes ago, MadMansGun said:

i don't know, try hitting the clean masters button in xedit to see it it removes it.

 

the main thing it has is some female werewolf animations, some spriggan, some flame atronach, and it looks like it also has one wispmother animation.

Paired with FunnyBiz that's an alright lineup of Animations, I just wish there was more demand for Male x Female Creature/Animal packs. Most people just prefer watching their Female Character have sex so it's understandable. Thanks again, you've been a great help!

Posted

Need some help, Springan tentacles and slugs dosent apear in the animation,  I installed the latest version of ABC and MNC, everything else works fine

Posted (edited)
10 hours ago, figordo5 said:

Need some help, Springan tentacles and slugs dosent apear in the animation,  I installed the latest version of ABC and MNC, everything else works fine

 

That is likely a Factoryclose thing, you are in the wrong forum.  I saw it long ago in his animation pack previews for his BakaFactory SLAL package.

Go to the Deviant Hentai aisle, turn right and walk until the mimic get you greet you.  😝

 

Spoiler

MNC, ABC are just requirement of his SLAL pack, what you want is or was in the pack.  Could only find the animobject for the sprigan tentacle, did not see any maggots, maybe he removes it, or it is not an animobject.  The margot is likely a Fillherup Baka for the after-effect features, still wrong forum.  Anything maggot or tentacles is likely a mod from factoryclose or Deepbluefrog.

 

Learn Google-fu, try this in google:   site:loverslab.com skyrim maggot

 

 

Edited by safado
Posted
On 2026/1/20 at AM7点21分, no_way said:

我遇到一个奇怪的bug:如果亡灵战士在战斗中勃起,当他们使用近战武器攻击时,他们的阴茎会伸长/摆动/飞来飞去。请问这是什么原因造成的,或者有什么办法可以解决吗?

I have the same problem. I deleted the Draugr.hkx file of Pandora, but its schlong still stretches and flies randomly during a draugr attack

Posted
22 hours ago, 丁真耶格尔 said:

I have the same problem. I deleted the Draugr.hkx file of Pandora, but its schlong still stretches and flies randomly during a draugr attack

I think there's something wrong with latest ABC, but I could be wrong.  I just disabled aroused meshes in MNC until SL scene starts as a fix

Posted
Spoiler

image.thumb.png.5bca592ca554af94ba5d3a375d0dcb4e.pngimage.thumb.png.70b4d76094aaaced9f8678c47a2144d1.png

image.thumb.png.47f8ebe7ebf0191ed9e5d550c9a17336.png


Hey guys, need help debugging.
I’m using some of the ABC patches from LoversLab, but the aroused meshes don’t apply to all subspecies.
For example, in my screenshot:
– Classic Trolls don’t get the aroused meshes, but Frost Trolls do.
I see the same issue with dragons: Frost Dragons work, but Blood Dragons don’t, etc.
I’ve already tried everything suggested here :
 

Spoiler

Creature Framework Troubleshooting:

 

Aroused mesh not getting/staying applied during animations (a list of things to try):
A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
B. go to the Creature Framework MCM and click on "Clear Creatures"

C. go to SexLab's MCM and turn off "Automatic Free Camera" (don't know why but freecam may stop meshes from getting refreshed, especially the player's werewolf form)
D. go to the Creature Framework MCM and disable "SexLab Aroused integration"
E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register)
F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts & forms from your save file.
NOTE: you may need to save & quit again after installing to get it's MCM menu to load.

 

also adding this to the Skyrim.ini (My Documents\My Games\Skyrim) may help CF work a bit better:
[General]
bPreemptivelyUnloadCells=1



Thanks for the help !

Posted
1 hour ago, Tillz055 said:
  Reveal hidden contents

image.thumb.png.5bca592ca554af94ba5d3a375d0dcb4e.pngimage.thumb.png.70b4d76094aaaced9f8678c47a2144d1.png

image.thumb.png.47f8ebe7ebf0191ed9e5d550c9a17336.png


Hey guys, need help debugging.
I’m using some of the ABC patches from LoversLab, but the aroused meshes don’t apply to all subspecies.
For example, in my screenshot:
– Classic Trolls don’t get the aroused meshes, but Frost Trolls do.
I see the same issue with dragons: Frost Dragons work, but Blood Dragons don’t, etc.
I’ve already tried everything suggested here :
 

  Reveal hidden contents

Creature Framework Troubleshooting:

 

Aroused mesh not getting/staying applied during animations (a list of things to try):
A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute.
B. go to the Creature Framework MCM and click on "Clear Creatures"

C. go to SexLab's MCM and turn off "Automatic Free Camera" (don't know why but freecam may stop meshes from getting refreshed, especially the player's werewolf form)
D. go to the Creature Framework MCM and disable "SexLab Aroused integration"
E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register)
F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts & forms from your save file.
NOTE: you may need to save & quit again after installing to get it's MCM menu to load.

 

also adding this to the Skyrim.ini (My Documents\My Games\Skyrim) may help CF work a bit better:
[General]
bPreemptivelyUnloadCells=1



Thanks for the help !

 

Easy, you installed a mod that overwrote MNC Trolls, the creature that "do not work" are the overwritten.  Same with dragons, but I think blood dragon is a custom race, check the files in ModCompatibilityKitsForMNCSE for a possible compatibility patch for your custom dragon mod.

 

 

Posted (edited)
1 hour ago, safado said:

but I think blood dragon is a custom race

no, the Blood/Forest/Swamp dragon is stock, it's the one with the back fin and it has 3 different names within the game's files.

npc name: Blood Dragon

Armor/model name: skinDragonForest / DragonForest.nif

texture file name: Dragon_Swamp.dds

don't know what was going on with the beth teams on this one, but clearly no one was talking to each other.

 

2 hours ago, Tillz055 said:

Hey guys, need help debugging.

that abort message is the problem, how are you starting the animations?

CF does not apply/change meshes on creatures that are in quest scenes, killmoves, or are flying.

 

....also your trolls look wonky, clearly not stock Skyrim/MNC.

Edited by MadMansGun
Posted

Did some more testing.

 

I’m using Troll SE by 4thUnknown, the Baka ABC patch, and Practical Defeat to trigger the animation (I also tested with SexLab Matchmaker — it didn’t change anything. Even when the abort message didn’t appear in the console, there were still no aroused meshes).

 

I wanted to make sure everything worked as intended before starting my playthrough, so I did my tests in the starting room from Skyrim Unbound Reborn.

I started the game, ran to the nearest troll cave, and that troll clearly took the blue pills — my succub-to-be is probably expecting twins now.

 

After that, I compared the IDs:
– Troll in the cave: 00023ABA
– Troll used for my tests: 000F077A

 

When I used player.placeatme 00023ABA in the Skyrim Unbound starting room, everything worked as intended.
But when I used 000F077A, the aroused meshes never appeared — only the rest-mode ones.

 

I even tried removing all custom mesh/texture mods so that nothing would overwrite MNC.
Same result: 000F077A still didn’t get aroused meshes.

 

So I’m starting to think that 000F077A isn’t meant to be used in-game.

I did the same thing with dragons using NPC codes from here:
https://skyrimcommands.com/npcs

I guess is that I also picked a faulty one.

 

If you guys know what I did wrong, I’d love to hear it.
But everything works as intended during normal gameplay.

Posted (edited)
8 hours ago, Tillz055 said:

 

When I used player.placeatme 00023ABA in the Skyrim Unbound starting room, everything worked as intended.
But when I used 000F077A, the aroused meshes never appeared — only the rest-mode ones.

 

 

So that means your game is trolling you? They should add that to the marketing.  😁

 

This is with my load order mods, could not detect overwrite at record level. 

The only discrepancy I can see is that MNC json reference Uderfrykte raceform to Snow Troll" [RACE:00013206] race, but in the Skyrim records it references it to "Troll" [RACE:00013205].   I do not know if it is an issue, just trying to help with troubleshoot. 

 

Troll: EncTroll [NPC_:00023ABA],  TrollRace "Troll" [RACE:00013205], SkinTroll [ARMO:00016EE4]
Frost Troll: EncTrollFrost [NPC_:00023ABB], TrollFrostRace "Snow Troll" [RACE:00013206], SkinTroll [ARMO:00016EE4]

Troll (???): EncUderfrykte [NPC_:000F077A], TrollRace "Troll" [RACE:00013205], SkinUderfrykte [ARMO:000F0779]  (Does it mean Fearful Troll?)

 

Spoiler

    {
            "skinName": "Frost Troll",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cf",
            "RaceName": "Frost Troll",
            "raceForm": "__formData|Skyrim.esm|0x13206",
            "skinForm": "__formData|Skyrim.esm|0x16EE4"
        },
        {
            "skinName": "Troll",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12cc",
            "RaceName": "Troll",
            "raceForm": "__formData|Skyrim.esm|0x13205",
            "skinForm": "__formData|Skyrim.esm|0x16EE4"
        },
        {
            "skinName": "Uderfrykte",
            "normalArmor": null,
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x12d0",
            "RaceName": "Frost Troll",
            "raceForm": "__formData|Skyrim.esm|0x13206",
            "skinForm": "__formData|Skyrim.esm|0xF0779"
        },

 

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

Uderfrykte

Uderfrykte is the troll in the dawnstar dark brotherhood sanctuary, a copy of him can be summoned with the Creature Summoner mod (he is a brown troll with yellow eyes).

 

DBEncTroll "Udefrykte" [NPC_:000AFBA2]

TrollFrostRace "Snow Troll" [RACE:00013206]

SkinUderfrykte [ARMO:000F0779]

 

 

edit: 000F077A is a unused copy that has him set as a different race.

9 hours ago, Tillz055 said:

So I’m starting to think that 000F077A isn’t meant to be used in-game.

its not, nothing uses/calls for that version of him, 000AFBA2 is the one used.

next time use Creature Summoner to test out creatures, that list you posed filters noting out.

Edited by MadMansGun
Posted
8 hours ago, MadMansGun said:

next time use Creature Summoner to test out creatures, that list you posed filters noting out.

Indeed, thanks for the help/insight to you both.

Posted
On 1/26/2026 at 12:08 AM, MadMansGun said:

delete everything but the quest from the esp, and delete the creatures.d folder, that should mostly reduce the mod to animations only.

but i do not know what problems may be encountered from doing this.

So sorry to bug you but - how would I go about doing this? Or building a slal pack from scratch as you mentioned earlier? I would like to just have the animations without any meshes

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