tonitrulupus Posted February 17 Posted February 17 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
Nymra Posted February 17 Posted February 17 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. 1
MadMansGun Posted February 17 Author Posted February 17 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.
Turtleman5600 Posted February 17 Posted February 17 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.
Losik007 Posted February 17 Posted February 17 +++ 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.
safado Posted February 18 Posted February 18 (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 February 18 by safado 1
safado Posted February 18 Posted February 18 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.
Turtleman5600 Posted February 19 Posted February 19 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.
hothot995 Posted February 20 Posted February 20 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!
safado Posted February 20 Posted February 20 (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 February 20 by safado
hothot995 Posted February 21 Posted February 21 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.
Tearoth Posted February 22 Posted February 22 (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 February 22 by Tearoth
rin-kun Posted February 23 Posted February 23 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
Tearoth Posted February 23 Posted February 23 (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 February 23 by Tearoth More Info
MadMansGun Posted February 23 Author Posted February 23 (edited) what does the console logging say about it? it sounds like something is fighting CF. Edited February 23 by MadMansGun
Tearoth Posted February 23 Posted February 23 (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" Edited February 23 by Tearoth More Info
MadMansGun Posted February 23 Author Posted February 23 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.
Tearoth Posted February 23 Posted February 23 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.
MadMansGun Posted February 23 Author Posted February 23 38 minutes ago, sierrra said: anything in the update? no, just some tweaks to the logging messages, it effect nothing. 1
Dakhma Posted February 24 Posted February 24 On 2/22/2026 at 3:00 PM, MadMansGun said: patch already exists. my mistake i wasnt aware, where can i find it?
Nymra Posted February 24 Posted February 24 (edited) I cannot make sense of the log stuff from [CF] at all. (latest version, just installed it. zero change to before). In my game, Demonic Creatures randomly do NOT have erect meshes/schlongs. This is totally random it seems. I managed to have a location where it happens often and now I got a log with the CF info on, but I cannot make sense of it. Wendigo and Blooded Howler from CF But also Ogrim did not work. ALL of them also worked before, so its not that they are always broken. No fix helped, the schlong kept beeing lost. Papyrus.0.log Edited February 24 by Nymra
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