safado Posted February 28 Posted February 28 (edited) 41 minutes ago, SleepyM8 said: Does anyone know how to fix some creatures not ending animations after the event ends? My falmers wont stop the last animation they did once the event ends. The only way to fix them is to disable and re-enable them with the console. I think that is an animation behavior issue. Are you using FNIS? Do not use Nemesis and expect glitches like this with Pandora. Spoiler Pandora Behaviour Engine+ is a Work in Progress! This Nexus page hosts the latest stable and extensively tested release. However, this does not guarantee that the engine is free of bugs or compatibility issues. For the (latest bleeding edge) versions of the engine that may not be as stable or tested as the release on this page, go to the github page. Note that there's not always a version ahead of the release on Nexus. Pandora's bug list entries has; (a lot more reported bugs) [Bug]: Falmer getting stuck in last SexLab animation after act is over. #580 (on v4.0.4-beta) You can try the last release of Pandora 4.1.2-beta, maybe it fix it by breaking something else. Edited February 28 by safado 1
Sithrix Posted February 28 Posted February 28 43 minutes ago, safado said: It looks like a script managed re-level tuning. I think the mod tries to make the conjured elemental weaker than the conjurer for balancing purposes. Leaving it like this just remove the fire elemental (likely all elemental) from the tuning feature and leave their vanilla leveling scale. Hide contents I have not looked deeply into the mod; If the entries in ARMOR-mesh, ARMA, NPC type and keywords are not touch, it is likely to be compatible with the conflicts scripts, leveling and AI. Changes to scale will make it miss align the animations, changes to the havok-animation-skeleton added by MNC may cause glitches or CTD. Did not notice any conflict with meshes or skeleton. I recommend as a first test step changing the load order making ODIN load after MNC, if the other conflicting NPC\templates are similar and does not mess with MNC meshes or keywords. Test by moving your character to a small internal cell like QASMOKE, disable AI, and console spawn the affected NPC. Test each creature framework features, then their SExlab animations. While doing that you are also testing any extras from other mods that effect the characters. If there breaking conflict then, recommend that Instead of modifying MNC directly, you create an individual patch that has Odin - SMO and MNC as masters, copy the conflicting entry of MNC to it and drag\drop the modified elements of ODIN in it. If it does not work is easier to troubleshoot or replace that way. In the load list plugin manager, make sure that the patch load explicitly last after any bash\smash\merger patch. note: The Odin mod also overwrite combat scripts for the blades, companions, others, it also modifies the magic effects and projectiles, but that is outside MNC feature range. Hmmm thanks, I'll try then
SleepyM8 Posted March 1 Posted March 1 5 hours ago, safado said: I think that is an animation behavior issue. Are you using FNIS? Do not use Nemesis and expect glitches like this with Pandora. Hide contents Pandora Behaviour Engine+ is a Work in Progress! This Nexus page hosts the latest stable and extensively tested release. However, this does not guarantee that the engine is free of bugs or compatibility issues. For the (latest bleeding edge) versions of the engine that may not be as stable or tested as the release on this page, go to the github page. Note that there's not always a version ahead of the release on Nexus. Pandora's bug list entries has; (a lot more reported bugs) [Bug]: Falmer getting stuck in last SexLab animation after act is over. #580 (on v4.0.4-beta) You can try the last release of Pandora 4.1.2-beta, maybe it fix it by breaking something else. Ahhh I see, that is exactly what is happening. Thanks for finding the cause! I do use Pandora, so i guess i'll just have to wait for a patch.
Sithrix Posted March 1 Posted March 1 (edited) 6 hours ago, safado said: It looks like a script managed re-level tuning. I think the mod tries to make the conjured elemental weaker than the conjurer for balancing purposes. Leaving it like this just remove the fire elemental (likely all elemental) from the tuning feature and leave their vanilla leveling scale. Reveal hidden contents I have not looked deeply into the mod; If the entries in ARMOR-mesh, ARMA, NPC type and keywords are not touch, it is likely to be compatible with the conflicts scripts, leveling and AI. Changes to scale will make it miss align the animations, changes to the havok-animation-skeleton added by MNC may cause glitches or CTD. Did not notice any conflict with meshes or skeleton. I recommend as a first test step changing the load order making ODIN load after MNC, if the other conflicting NPC\templates are similar and does not mess with MNC meshes or keywords. Test by moving your character to a small internal cell like QASMOKE, disable AI, and console spawn the affected NPC. Test each creature framework features, then their SExlab animations. While doing that you are also testing any extras from other mods that effect the characters. If there breaking conflict then, recommend that Instead of modifying MNC directly, you create an individual patch that has Odin - SMO and MNC as masters, copy the conflicting entry of MNC to it and drag\drop the modified elements of ODIN in it. If it does not work is easier to troubleshoot or replace that way. In the load list plugin manager, make sure that the patch load explicitly last after any bash\smash\merger patch. note: The Odin mod also overwrite combat scripts for the blades, companions, others, it also modifies the magic effects and projectiles, but that is outside MNC feature range. Quote It seems to be working well for now, although in some animations the height isn't aligned with the player; I suppose that needs to be configured in-game. Edit: Oh, forget it, I was wearing high heels. I should take them off for now. Edited March 1 by Sithrix 1
LustyWolf0721 Posted March 1 Posted March 1 (edited) Hi. I have small problems with wolves and trolls scaling. They are either bigger or smaller than intended to be (like setscaled to 1.2 or 0.8). Is this related to CF and is there any way I can adjust them once and for all? Edit: I found the culprit. It was Sexlab Dialogue overwriting creature scales. Edited March 1 by lzy731
DevilFIN Posted March 2 Posted March 2 Pretty sure this mod causes my issue (since it's the last one I've updated and am seeing problems with creature related things): Werebears don't have a head, unless they are in sexlab animation and werewolves seem to have duplicate head (one inside the other one)!
MadMansGun Posted March 2 Author Posted March 2 1 hour ago, DevilFIN said: Pretty sure this mod causes my issue (since it's the last one I've updated and am seeing problems with creature related things): Werebears don't have a head, unless they are in sexlab animation and werewolves seem to have duplicate head (one inside the other one)! sounds like a load order issue with TWO or some other beast expression mod.
Dovahbear91 Posted March 3 Posted March 3 On 1/19/2026 at 10:03 PM, 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 Do you know what I am missing? Am I doing ti correctly & the issue is with the mod itself? thank you Did you have any luck with these? Are you able to add MNC compatible ones to the game as followers?
tlrd Posted March 3 Posted March 3 could there be a compatibility issue with MNC and Growl - Werebeasts of Skyrim when it comes to werebears? When a npc transforms into a werebear the instead turn into a werewolf (during one of the quests from Animal Research: The Insatiable Scholar), the Creature Frame MCM option for werebear is registered as More Nasty Critters and using the summoned werebear from creature summoner works just fine its got a schlong and the animation plays just find. it seems the only issue is with a transformed werebear, Looking in xedit the only real conflict is with the race form but even putting MNC at the bottom of my load order didn't fix this. I'm completely stumped any help would be apricated. If I disable Growl the transformation works as intended.
MadMansGun Posted March 4 Author Posted March 4 2 hours ago, tlrd said: could there be a compatibility issue with MNC and Growl - Werebeasts of Skyrim when it comes to werebears? When a npc transforms into a werebear the instead turn into a werewolf (during one of the quests from Animal Research: The Insatiable Scholar), the Creature Frame MCM option for werebear is registered as More Nasty Critters and using the summoned werebear from creature summoner works just fine its got a schlong and the animation plays just find. it seems the only issue is with a transformed werebear, Looking in xedit the only real conflict is with the race form but even putting MNC at the bottom of my load order didn't fix this. I'm completely stumped any help would be apricated. If I disable Growl the transformation works as intended. it's more likely a error between growl and animal research, growl edits the transformation quest/spell/scripts and animal research is still using those for its own transformations. i tried to find the issue but the scripts are just giving me a headache to look at, but i am assuming whatever sets the player in that mod to be a werewolf or werebear is also effecting the npc/s in animal research.
tlrd Posted March 5 Posted March 5 Thanks for looking into it, good to know it wasn't load order issue and I was just being dumb you know. When It comes to scripting I'm outa my depth Luckily it was just one quest and it worked just fine as even if it wasn't a werebear. Next playthrough I'll drop Growl Haven't played as a werewolf in forever anyways.
labuser1234 Posted March 5 Posted March 5 (edited) I've noticed that creature schlongs are not equiped in SL scenes after the first if the creatures arousal is less than the threshold set in the CF MCM, is this intentional? i feel like the schlong should always be equiped if the creature is in the animating faction. Edited March 5 by labuser1234
MadMansGun Posted March 5 Author Posted March 5 1 hour ago, labuser1234 said: I've noticed that creature schlongs are not equiped in SL scenes after the first if the creatures arousal is less than the threshold set in the CF MCM, is this intentional? i feel like the schlong should always be equiped if the creature is in the animating faction. it should be, check the log to see whats going on.
labuser1234 Posted March 5 Posted March 5 (edited) 2 hours ago, MadMansGun said: it should be, check the log to see whats going on. can do - which log is best to check? (pappy, SL, other?) and is there a specifc entry to look for to see the equip event? Edited March 5 by labuser1234
MadMansGun Posted March 5 Author Posted March 5 1 hour ago, labuser1234 said: which log is best to check? CF's log (you need to enable it first in the mcm)
Heliostrope Posted March 5 Posted March 5 Just to clarify, are horse dicks supposed to stay floppy during sexlab animations or is there somewhere a problem with my modlist?
FINALLY AWAKE. Posted March 5 Posted March 5 (edited) guys, maybe someone faced similar issue how did you fix this? tried searching without luck. @MadMansGun hi, please maybe you can take a look into my issue, in a nutshell - it works, just player's schlong appears with a huge delay. my character is werewolf and after transformation, character immediately appears with schlong from Schlongs of Skyrim SE just black "werewolfish" texture color, but not the MNC Canine schlong, however MNC Canine comes to replace one after some time, usually it takes around 60-100 seconds to appear for MNC schlong. I don't understand why it's so laggy or is it meant to actually work like that and everything works how it should be? But everything else seems actually to work fine, animations, animal appearance etc, no bugs or issues. What've already tried multiple times: Reinstalling every SL creature mods Reinstalling JContainers and Papyrus Install them in different direction and load order Uninstalling Schlongs of Skyrim SE tried both creature frameworks - Creature Framework SE 1.0.1 and your's V3-2A maybe something else I don't even remember now... nothing helps please suggest? What can cause such delay MNC schlong for werewolf character to appear? Maybe there is any console command or script I can trigger binding some button to force MNC to apply? The native "puppet" system doesn't work for me neither, nothing happens.. thanks in advance Edited March 5 by FINALLY AWAKE.
MadMansGun Posted March 5 Author Posted March 5 2 hours ago, FINALLY AWAKE. said: What can cause such delay MNC schlong for werewolf character to appear? SOS & CF fight each other, you need to disable werewolves in SOS. also turn off the auto freecam in sexlab, it messes with the refreshing of models. 1
sierrra Posted March 5 Posted March 5 (edited) On 3/3/2026 at 9:14 AM, Dovahbear91 said: Did you have any luck with these? Are you able to add MNC compatible ones to the game as followers? i did not unfortunately. i gave up for now - i just don't have the time/knowledge in order to add the meshes in as i've never done anything remotely similar. hopefully someone does some time, it's a good mod Edited March 5 by sierrra
daskull Posted March 5 Posted March 5 On 2026/2/16 at AM4点35分, MadMansGun said: 是的,SE的脚本很烂,这就是为什么我在模组要求中包含了这个: I know this question may be silly. I am a beginner, where should I activate 'Speed up native calls'? I can't find a place to set it up.
FINALLY AWAKE. Posted March 5 Posted March 5 (edited) 2 hours ago, MadMansGun said: SOS & CF fight each other, you need to disable werewolves in SOS. also turn off the auto freecam in sexlab, it messes with the refreshing of models. thanks for reply, yeah I did in SOS menu, disabled SOS for werewolves, however it still "spawns" and I even tried uninstalling SOS, and even without installed SOS, CF has huge delay to equip player with MNC so literally no change in terms of timing for MNC☹️any ideas what else to check? any console or script I can run to try trigger MNC update manually for player? to force spawn Edited March 5 by FINALLY AWAKE.
FINALLY AWAKE. Posted March 5 Posted March 5 @MadMansGun another strange thing I've noticed, it is always Status: Active - NO in Puppeteer menu tab - what does that means? Even if I click trigger or MNC appears - still "NO" Spoiler
MadMansGun Posted March 5 Author Posted March 5 46 minutes ago, FINALLY AWAKE. said: another strange thing I've noticed, it is always Status: Active - NO in Puppeteer menu tab oh that's not good, it means CF is not tracking the creature/adding it to the CFQuestDetectCreature quest's alias list. do you have a bunch of other creatures around you?
labuser1234 Posted March 6 Posted March 6 18 hours ago, MadMansGun said: CF's log (you need to enable it first in the mcm) Enabled logging to file but i'm not seeing a creatureframework log in Skyrim Special Edition\SKSE\ (a lot of others but no CF). Enabled logging to console and i see these entries On the first scene the logs show: INFO - [CF][Framework] Event OnUpdate Updating: Horse INFO - [CF][Framework] Function ChangeArousal OldFlag =/= NewFlag RemoveArmors Horse INFO - [CF][Framework] Event OnUpdate ChangeArousal (should be Aroused but is NOT) Horse INFO - [CF][Framework] Event OnSexLabAnimationStart (Already has CFArmorAroused Keyword) Horse INFO - [CF][Framework] Function ActivateActorA (Already has CFArmorAroused Keyword) Horse On all subsequent scenes the logs show: INFO - [CF][Framework] Event OnSexLabAnimationStart (Already has CFArmorAroused Keyword) Horse INFO - [CF][Framework] Function ActivateActorA (Already has CFArmorAroused Keyword) Horse INFO - [CF][Framework] Event OnUpdate Updating: Horse INFO - [CF][Framework] Event OnUpdate (Already has CFArmorAroused Keyword) Horse But the horse in this testcase deffinitely does not have any shlong equiped on all subsequent scenes. If I adjust the CF threshold to below that of the creature (was at 50 in the example pic below), then it then appears. Attached an SS, CF threshold set to 50, creature entered scene and was automatically assigned an ourousal of 48(shown in puppeteer), since this is below threshold no schlong equiped. If i change the threshold to below the creatures current arousal rating, the schlong appears. Spoiler
Midnight_47 Posted March 6 Posted March 6 Works as usual except for the frostbite spider shlongs, they are invisible/dont show up at all. all other creatures seem to have them, except the spiders, using ABC's animated beast cocks, got all requirements, reinstalled and rechecked load order. tried turning off my modded spider textures. but still nothing, any idea what could be causing this?
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