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More Nasty Critters Special/Anniversary Edition


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Posted

that has nothing to do with what i'm talking about, its called "Skin" in the CK, you want it to be set to "None"

 

also that script if full of unnecessary crap, changing race does not change the npc's faction data or aggression.

Posted (edited)

Thank you. That was it. I had a custom skin for his tattoos and that was the unknown skin kept getting brought up. 

Edited by Demodog
Posted
4 hours ago, ArlinaRose said:

I keep getting that Form 43 warning on this, what am I doing wrong?

 

As long as the game starts, you don't need to worry about it, I have like 20 warnings in MO2

Posted

ok, 

 

would love some help here since it honestly annoys the hell out of me. 

 

LE, SE, AE, no matter the version or game, some creatures randomly refuse to get their schlongs errect during sex. 

No pattern, no solution, no nothing, I can just not make sense of it. 

MCM based solutions dont work, so I would love to know a papyrus script based solution to just brute force this in my own mod via hotkey or automation.

 

Is there some spell I can check or force on the creature? or a faction or something?

 

thank you for anything. 

Posted
44 minutes ago, Nymra said:

LE, SE, AE, no matter the version or game, some creatures randomly refuse to get their schlongs errect during sex. 

No pattern, no solution, no nothing, I can just not make sense of it. 

turn on logging in CF's mcm, that should help to identify what the problem is.

 

Posted

Creatures just idle normally during animations while the main character is doing the animations properly. no issues with registration, initiation, etc. Any ideas? I've tried what's on the troubleshooting guide on the main page already.

Posted

+++

 

Perhaps my problem is slightly different, but my slongs just randomly appear and disappear during the scene. Something similar happens with accessories in animations with accessories (e.g., armbinders flicker, visible from one angle but not from another).

I apologise if my problem does not match the one described and arose for other reasons, in particular, inexperience.

Posted (edited)
4 hours ago, Losik007 said:

+++

 

Perhaps my problem is slightly different, but my slongs just randomly appear and disappear during the scene. Something similar happens with accessories in animations with accessories (e.g., armbinders flicker, visible from one angle but not from another).

I apologise if my problem does not match the one described and arose for other reasons, in particular, inexperience.

 

The way the problem is currently stated implies a playable humanoid race. Unless you are referring to transformations such as werewolf or vampire lord forms, Creature Framework configured with MNC does not affect a character’s primary race, it is for creature races, most of them not playable.

 

"Your" playable character "slong" is likely managed by a variant of Schlong Of Skyrim (SOS) or The new Gentleman (TNG), technically nothing to do with Creature Framework or MNC.  Recommend re-writing your help request for your problems with Creature Framework and MNC, or post your request in the proper mod forum. 

 

Your issues' representation also indicates Devious Devices or ZAZ Animation Pack graphical glitches. 

 

Edited by safado
Posted
5 hours ago, Turtleman5600 said:

Creatures just idle normally during animations while the main character is doing the animations properly. no issues with registration, initiation, etc. Any ideas? I've tried what's on the troubleshooting guide on the main page already.

 

 

That is common for people that use Nemesis or Pandora.  If your animations are processed using those tools then the recommendation is to purge and reinstall the animation packages and use only FNIs to make them part of the behavior manager.  I think that is in the troubleshooting section of MNC description page, check it out.  

 

The other option will be to request help in the Nemesis or Pandora forums.  Pandora sometimes gets work around and community patches for it issues. Nemesis do not have any love. 

 

Posted
On 2/17/2026 at 6:57 PM, safado said:

 

 

That is common for people that use Nemesis or Pandora.  If your animations are processed using those tools then the recommendation is to purge and reinstall the animation packages and use only FNIs to make them part of the behavior manager.  I think that is in the troubleshooting section of MNC description page, check it out.  

 

The other option will be to request help in the Nemesis or Pandora forums.  Pandora sometimes gets work around and community patches for it issues. Nemesis do not have any love. 

 

Thanks for the response, yes I have been running nemesis after FNIS for other animation mods so I'll have to look into that. I checked the MNC description page like you mentioned, but the creator simply says don't use nemesis as it's too much trouble.

Posted

Does anyone know how I can remove the spells that were added at the start?
Specifically the summon spells from HentaiCreatures.

Is it possible to delete them using xEdit?
How would I do that?

Thanks!

Posted (edited)
21 hours ago, hothot995 said:

Does anyone know how I can remove the spells that were added at the start?
Specifically the summon spells from HentaiCreatures.

Is it possible to delete them using xEdit?
How would I do that?

Thanks!

 

In my experience, hentaiCreature\CreatureSummoner spells never get added unless enabled in the debug menu or bought in Riverwood (when using a proper bash patch).  Try disabling the debug option to give the spells, it may revert it. 

 

Edited by safado
Posted
On 2/21/2026 at 5:13 AM, safado said:

 

In my experience, hentaiCreature\CreatureSummoner spells never get added unless enabled in the debug menu or bought in Riverwood (when using a proper bash patch).  Try disabling the debug option to give the spells, it may revert it. 

 

Thank you for your reply.

I removed the quests related to the spells that were added at the start of the game in xEdit, and that fixed the issue.

Posted (edited)

Having an issue with Immersive Horses (https://www.nexusmods.com/skyrimspecialedition/mods/13402)
I'm using the Vanilla Horses plugin to revert the meshes/textures back to vanilla look, for maximum compatibility.
I've also changed the plugin through xEdit to make all the horses male.


Flaccid meshes won't show up at all. They go erect when their arousal treshold is met, so that part works as expected.

Any fix for this?

Edited by Tearoth
Posted

im back to skyrim...and update some mods... so...

one of my creatures mods requirements - hentai creatures, for summoning... but some new creatures mods requirements - creature summoner...

and now i have both of them... i cant use new summoner for old creatures mods, and cant use old hentai creatures for new creatures mods... is it safe to have both? what a point in second absolutely the same mod?

 

sorry for my english... and sorry if im not first with this question

Posted (edited)

I'm having an issue with the Wild Horses creation.

Flaccid mesh shows up just fine, but when initiating a scene, the erect mesh appears briefly, then disappears and becomes flaccid mesh again.

Forcing an update through Creature Framework also makes the erect mesh appear briefly, then disappearing again.

Anyone know a fix for this?

This only happens to the Wild Horses, not the regular ones.

Edited by Tearoth
More Info
Posted (edited)

what does the console logging say about it? it sounds like something is fighting CF.

Edited by MadMansGun
Posted (edited)
42 minutes ago, MadMansGun said:

what does the console logging say about it?


This is what it's saying.

"Should be aroused but is not"

 

HorseCC.png

Edited by Tearoth
More Info
Posted
28 minutes ago, Tearoth said:

This is what it's saying.

that's odd, why is SOS detecting the horse? whatever version of SOS that is may be doing things it should not be.

 

....also your CF seems to be a older version, it's not giving the logging messages that v3.2 / v3.2a does.

Posted
23 minutes ago, MadMansGun said:

that's odd, why is SOS detecting the horse? whatever version of SOS that is may be doing things it should not be.

 

....also your CF seems to be a older version, it's not giving the logging messages that v3.2 / v3.2a does.


Not sure why MuSOS is detecting the horse, but all it does is enable/disable SMP collision. Works perfectly fine on all other creatures, including the regular horses.

I'm using 3.1 CF, because with 3.2 the update interval didn't work.

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