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More Nasty Critters Special/Anniversary Edition


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Posted (edited)
2 hours ago, FINALLY AWAKE. said:

what's the 'Unbound' Quest and how to find the reference of the issue to fix that? thanks

unbound is the cart ride & escape at the start of the game, but if one of theses esp files is installed it will bypass the check for that quest:

Skyrim Unbound.esp

Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp

Alternate Start - Live Another Life.esp

AlternatePerspective.esp

 

3 hours ago, beck11 said:

PBoss

if memory serve me right that mod adds/edits a female falmer skeleton, so check the esp files for race overrides.

Edited by MadMansGun
Posted

updated yiffyage / skyfurry patch: rieklings are now Skavens legally distinct rat people.

Posted (edited)
16 hours ago, beck11 said:

Yeah probably, Im using a creature physics mod for the body but Im not using anything for creature face expressions. Also using MNC with the PBoss replacers so there might be even more conflicts there.

 

Guess I'll have to manage, only occurs with specific animations so I might just disable those.

 

Still guessing about PSboss female giant animation glitch.... 

Spoiler

Creature Physics? but then it is replaced by Pboss mesh?  Likely it does not have "creature" physics, if pboss mesh do not have that. 

I think maybe those creature physics mods have also character assets skeleton replacer too, like the so-called true-rag-doll mods.  If not based on the skeleton MNC uses with expansions like ABC or ASOS, then missing nodes could glitch MNc\Sexlabs animations and have glitched male penis graphics.  I think the XP32MSSE 4.8+ are based on Factoryclose work and has the nodes MNC uses included, so if the creature physics mods (creature assets) are based on those it may work with MNc\sexlab animations, still will not solve bad mesh topology glitches. 

Also...

The giant females do not have their own skeleton, and it is actually reusing the default Giant skeleton that XP32 and then MNC\ABC\ASOS replaces, so it is a forced mesh to skeleton implementation. The female meshes head is separate from the body, unlike the original giant mesh, and has a different mesh topology on each segment.  I think that could contribute to mesh stretch glitches if animations are trying to do something with the skeleton nodes for mouth, jaw, and neck.  The animation may be doing something indirectly to the giant beard and that in the jaw\neck area nodes.  

 

Edited by safado
Posted
On 3/6/2026 at 9:38 PM, MadMansGun said:

i gave up on that years ago, every time the forum software gets updated that field is deleted the next time a mod gets updated.

 

...and what about just uploading loose changelog file along with release's archive? That would work flawlessly if such file would be the last on the list. Downloading it instead of 100mb+ each time would reduce site's bandwidth overhead, and would (probably) stop folks from asking over and over the same question, (and being kind of right for doing so, it's not that often that changes are relevant for each and every LO to bother with update).  :cool:

Posted
6 hours ago, GownTwiceItself691764 said:

for the unbound quest is it looking for some sort of quest completed flag or is it timer based? asking because i'm on enderal which doesn't have the unbound quest.

...i have not accounted for enderal. edit this line in CreatureFramework.psc to have that mod's esp/esm

    if Game.GetModByName("Skyrim Unbound.esp") != 255 || Game.GetModByName("Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp") != 255 || Game.GetModByName("Alternate Start - Live Another Life.esp") != 255 || Game.GetModByName("AlternatePerspective.esp") != 255
        AltStartMod = 1
    endIf

or delete the first part of its event onupdate script

Quote

    if AltStartMod == 0 && !UnboundQ.GetStageDone(250)
        CFDebug.Log("[Framework] The 'Unbound' Quest has not been done yet - skipping event OnUpdate to prevet horse issues")
        Debug.Notification("CF paused itself to prevet horse issues in 'Unbound' Quest")
        RegisterForSingleUpdate(360)
    else

(and the last "endIf" at the bottom of that event)

Posted

Experimental CreatureFramework V4.0:

i removed the Unbound quest check and replaced it with a "Ignore This Creature" keyword to prevent the horse problem ( @unwashed biomass  this should also be usable for your small frogs & rats filling up CF slots problem, just add the keyword to the npc or race and they will be Ignored)

 

changed how creature races are filtered to fix the vampire lord issue, instead of looking for ActorTypeCreature/ActorTypeAnimal/ActorTypeDwarven it now just looks for ActorTypeNPC and blocks npcs that have that keyword.

 

reduced scripts from 5 down to 4 (the debug messaging script has been merged into the utility script)

 

Warning: due to the script & property changes, i also changed the quest formids to try and force them to be reloaded, but i found that copies of the old script still persist in the save file and run along side the new scripts, so while the new scripts run fine the old ones are sending out endless errors. therefor you MUST use a save editor to remove the old scripts or start a new game.

Posted

Hello, just a quick question, what's the difference between Creature Framework V3-2 vs 4.0 and should i use the 4.0 version?

Posted
4 hours ago, Angel019 said:

Hello, just a quick question, what's the difference between Creature Framework V3-2 vs 4.0 and should i use the 4.0 version?

........THE FUCKING POST ABOVE YOU!!!

3 hours ago, jariabila said:

Is it possible to make a patch for new savrenx zombies?

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

Posted
On 3/8/2026 at 1:01 AM, xMenar_ said:

Since the last update, where some creature meshes were updated, the FluffWorks ABC patch for MoreNastyCritters no longer works correctly.

https://www.mediafire.com/file/pbslultb4gge3cz/FluffWorks_BackUp.rar/file

 

Is there any chance of getting a compatibility patch for this? I'd really hate to lose this mod. 

Delete or overwrite ABC's horse skeleton and addon_horse meshes with MNC's, got it to work on my end that way. You lose the animated tongue, but it works after that. 

Posted
6 hours ago, Smilbo said:

Delete or overwrite ABC's horse skeleton and addon_horse meshes with MNC's, got it to work on my end that way. You lose the animated tongue, but it works after that. 

Wow, that actually helped! Thanks, finally a useful answer!

Posted
1 minute ago, xMenar_ said:

Wow, that actually helped! Thanks, finally a useful answer!

The only thing that isn't working yet is the husky dog. 😶

Posted
On 3/8/2026 at 4:23 PM, MadMansGun said:

no meshes changed in the last update, only the esp.

On the mesh level I have MNC, then ABC, then MNC-ABC-Fluffworks patches.

 

I still see a few cases where current MNC or the old Fluffworks patches conflict at the plugin level. Not sure what the right way to fix the conflict is. Should I forward the alternate shell textures from Fluff?

 

image.thumb.png.8f183d4e35a614e560e3919ef33f207c.png

Posted (edited)
12 hours ago, xMenar_ said:

The only thing that isn't working yet is the husky dog. 😶

 

That realistic, real live huskies does not work properly either.  😁

Edited by safado
Posted
17 hours ago, xMenar_ said:

The only thing that isn't working yet is the husky dog. 😶

Make sure the huskyhard nifs in meshes/morenastycreatures/canine and its variants aren't being overwritten by ABC. The DAV/fluffworks patch tells you to put the fluffworks/mnc/abc patch below ABC, but ABC overwrites the husky nifs with default ones from ABC (and the DAV patch doesn't replace them). 

Posted
On 3/7/2026 at 11:32 AM, MadMansGun said:

due to beths stupidity there is a bit of a mess up with frostspiders:

spiders are split into 3 races and 4 armors for there body meshes....but in fact there are only 2 body meshes that are used for the 4 armors and only 3 of those armors are used.

MNC changes it so only 2 armors are used for them, so any mods that edit there race, npc forms or adds new ones can bring the problem back.

 

you may need to load everything into xedit and see if anything has been set to use SkinFrostbiteSpiderGiant [ARMO:0002C180] or SkinFrostbiteSpiderGiantCold [ARMO:0002C181] and change it to use the non "Giant" armor.

 

there will be some delay, first the transformation needs to complete before the game itself sees you as a werewolf (the unequip sound will play when the setrace command is done), then the CF update scan needs to run for it to see you as a creature and add the mesh.

decreeing the "Cloak cooldown" will make it see you faster, but it can also cause issues (eg: causing paarthurnax to take off and then land endlessly, messing with creature warning behavior)

 

pandora has many bugs and each update seems to bring new ones (spaghetti draugr, dog/wolves/bunnys not animating, falmer not ending animations, and many other issues) and frankly i'm tired of it sending me on goose chases for problems that do not exist, i do not even use the fucking thing and it's giving me a headache. pandora is the problem not our SLAL packs, maybe later it will be fine but for now it belongs in the fucking trash along with nemisis, vortex, p- and USLEP/USSEP.

 

p- is not compatible with anything and completely unnecessary, just use Papyrus Tweaks NG and you will have the faster LE script speeds again. there's no need to break every god dam fucking mod on the site just to start animations a little faster. i'm already supporting 2 versions of my mods for LE & SE/AE and i will NOT be supporting a 3rd for that crap.

hm, im not familiar with xedit. never used it before and not sure where to start, but i did figure out its not ABC, i uninstalled/disabled animal SOS, and animated beast cocks but nothing shows either way, and its not only with the spiders, chaurus and chaurus reapers dont have any either, and theres prob more but i just havent found them yet. i reinstalled MNC and doublechecked all the dependencies. i tried launching xedit and searching for the names mentioned, but its such a complicated program at least for someone whos never used it, i couldnt figure out how to navigate it.

Posted (edited)
1 hour ago, Midnight_47 said:

hm, im not familiar with xedit. never used it before and not sure where to start, but i did figure out its not ABC, i uninstalled/disabled animal SOS, and animated beast cocks but nothing shows either way, and its not only with the spiders, chaurus and chaurus reapers dont have any either, and theres prob more but i just havent found them yet. i reinstalled MNC and doublechecked all the dependencies. i tried launching xedit and searching for the names mentioned, but its such a complicated program at least for someone whos never used it, i couldnt figure out how to navigate it.

ok after scouring it, it seems my issue is similar to those speaking about fluffworks, looks like fluffworks is a large incompatibility with MNC, and installing that fluffworks patch hasnt worked. unsure of how to fix this without disabling fluffworks despite trying to follow the advice the other commenters made.

would it be impossible for you to somehow add a fix for fluffworks, or is it straight up just a hard incompatibility. i use MO2 and i have at best intermediate knowledge of modding, so i just follow instructions, im not really capable of making my own fixes by going into the files themself and replacing individual files.


edit: after a ridiculous amount of troubleshooting in reality ITS NOT fluffworks. fluffworks works just fine with MNC and ABC it was another mod called dynamic animal variants SPID. that is what destroyed it, so far after disabling it and reenabling fluffworks, chaurus genitals show up.

Edited by Midnight_47
Posted

Please can somebody help me? I'm hoping I've just forgotten something really obvious, but for some reason none of my creatures have junk. I've got Alduin on my Main Menu, The animations all play fine, they work well with Sexlab etc. But they don't have genitals. 
Sorry if these aren't enough info for diagnostics, I'm v. rusty with modding. all mods are the most up-to-date versions. I've already tried disabling the auto freecam, detaching it from SL Arousal, reinstalling the mod in MO2. Nothing has fixed it, even temporarily


image.jpeg.2fa7cfad5fd994c7e879359580e4cc48.jpeg

PapyrusUtilDev.log help me modlist.txt

Posted
13 hours ago, Feki said:

Please can somebody help me? I'm hoping I've just forgotten something really obvious, but for some reason none of my creatures have junk. I've got Alduin on my Main Menu, The animations all play fine, they work well with Sexlab etc. But they don't have genitals. 
Sorry if these aren't enough info for diagnostics, I'm v. rusty with modding. all mods are the most up-to-date versions. I've already tried disabling the auto freecam, detaching it from SL Arousal, reinstalling the mod in MO2. Nothing has fixed it, even temporarily


 

PapyrusUtilDev.log 7.91 kB · 0 downloads help me modlist.txt 2.39 kB · 1 download

 

The logs do not show MoreNastyCritters.esp in the active plugins list.  No plugin = no redirection to MNC meshes and other adjustments.

 

Spoiler

Storage Loading...
    PLGN Load
Loading plugin list:
    (0 -> 0)    Skyrim.esm
    (1 -> 1)    Update.esm
    (2 -> 2)    Dawnguard.esm
    (3 -> 3)    HearthFires.esm
    (4 -> 4)    Dragonborn.esm
    (5 -> 5)    ccBGSSSE001-Fish.esm
    (1040384 -> 1040384)    ccQDRSSE001-SurvivalMode.esl
    (1040385 -> 1040385)    ccBGSSSE037-Curios.esl
    (6 -> 6)    ccBGSSSE025-AdvDSGS.esm
    (1040386 -> 1040386)    _ResourcePack.esl
    (7 -> 7)    SexLab.esm
    (8 -> 😎   SexLabAroused.esm
    (9 -> 9)    CreatureFramework.esm
    (10 -> 10)    PamaFurnitureScr.esp
    (11 -> 11)    ZaZAnimationPack.esm
    (12 -> 12)    Schlongs of Skyrim - Core.esm
    (13 -> 14)    FNISspells.esp
    (14 -> 13)    SkyUI_SE.esp
    (15 -> 15)    FNIS.esp
    (16 -> 16)    RaceMenuPlugin.esp
    (17 -> 17)    RaceMenu.esp
    (18 -> 18)    Joy of Perspective.esp
    (19 -> 19)    SOSRaceMenu.esp
    (20 -> 20)    XPMSE.esp
    (21 -> 21)    UIExtensions.esp
    (1040387 -> 1040387)    FSMPM - The FSMP MCM.esp
    (1040388 -> 1040388)    CBBE.esp
    (22 -> 22)    RaceMenuMorphsCBBE.esp
    (1040389 -> 1040389)    3BBB.esp
    (1040390 -> 1040390)    SOSPhysicsManager.esp
    (23 -> 23)    Schlongs of Skyrim.esp
    (24 -> 24)    SOS - VectorPlexus Muscular Addon.esp
    (1040391 -> 1040391)    RaceMenuMorphsHIMBO.esp
    (1040392 -> 1040392)    HIMBO.esp
    (1040393 -> 1040393)    Xing SMP Hairs and Wigs - Dint999.esp
    (1040394 -> 1040394)    Xing SMP Hairs and Wigs - Fuse.esp
    (1040395 -> 1040395)    Xing SMP Hairs and Wigs - HHairstyles.esp
    (25 -> 25)    Odin - Skyrim Magic Overhaul.esp
    (26 -> 26)    Apocalypse - Magic of Skyrim.esp
    (27 -> 27)    Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp
    (28 -> 28)    SexLabMatchMaker.esp
    (29 -> 29)    SLAnimLoader.esp
    (30 -> 30)    SLALAnimObjBillyy.esp
    (31 -> 31)    SexLabTools.esp
    (32 -> 32)    nwsFollowerFramework.esp
    (1040396 -> 1040396)    nwsFF_NTMD_Apocalypse.esp
    (1040397 -> 1040397)    nwsFF_NoTeamMagicDamage.esp
    (33 -> 33)    SexLabDefeat.esp
    (34 -> 34)    SexLabDefeat_LRG_Patch.esp
    (1040398 -> 1040398)    ToastSLAL.esp
    (1040399 -> 1040399)    ToastPoses.esp
    (35 -> 35)    PC Head Tracking - Patch.esp
    (36 -> 36)    PC Head Tracking - MCM.esp
    (1040400 -> 1040400)    Next-Gen Decapitations.esp
    (37 -> 37)    ToastGuroOutfits.esp

 

Posted (edited)
21 hours ago, safado said:

 

The logs do not show MoreNastyCritters.esp in the active plugins list.  No plugin = no redirection to MNC meshes and other adjustments.

 

  Hide contents

Storage Loading...
    PLGN Load
Loading plugin list:
    (0 -> 0)    Skyrim.esm
    (1 -> 1)    Update.esm
    (2 -> 2)    Dawnguard.esm
    (3 -> 3)    HearthFires.esm
    (4 -> 4)    Dragonborn.esm
    (5 -> 5)    ccBGSSSE001-Fish.esm
    (1040384 -> 1040384)    ccQDRSSE001-SurvivalMode.esl
    (1040385 -> 1040385)    ccBGSSSE037-Curios.esl
    (6 -> 6)    ccBGSSSE025-AdvDSGS.esm
    (1040386 -> 1040386)    _ResourcePack.esl
    (7 -> 7)    SexLab.esm
    (8 -> 😎   SexLabAroused.esm
    (9 -> 9)    CreatureFramework.esm
    (10 -> 10)    PamaFurnitureScr.esp
    (11 -> 11)    ZaZAnimationPack.esm
    (12 -> 12)    Schlongs of Skyrim - Core.esm
    (13 -> 14)    FNISspells.esp
    (14 -> 13)    SkyUI_SE.esp
    (15 -> 15)    FNIS.esp
    (16 -> 16)    RaceMenuPlugin.esp
    (17 -> 17)    RaceMenu.esp
    (18 -> 18)    Joy of Perspective.esp
    (19 -> 19)    SOSRaceMenu.esp
    (20 -> 20)    XPMSE.esp
    (21 -> 21)    UIExtensions.esp
    (1040387 -> 1040387)    FSMPM - The FSMP MCM.esp
    (1040388 -> 1040388)    CBBE.esp
    (22 -> 22)    RaceMenuMorphsCBBE.esp
    (1040389 -> 1040389)    3BBB.esp
    (1040390 -> 1040390)    SOSPhysicsManager.esp
    (23 -> 23)    Schlongs of Skyrim.esp
    (24 -> 24)    SOS - VectorPlexus Muscular Addon.esp
    (1040391 -> 1040391)    RaceMenuMorphsHIMBO.esp
    (1040392 -> 1040392)    HIMBO.esp
    (1040393 -> 1040393)    Xing SMP Hairs and Wigs - Dint999.esp
    (1040394 -> 1040394)    Xing SMP Hairs and Wigs - Fuse.esp
    (1040395 -> 1040395)    Xing SMP Hairs and Wigs - HHairstyles.esp
    (25 -> 25)    Odin - Skyrim Magic Overhaul.esp
    (26 -> 26)    Apocalypse - Magic of Skyrim.esp
    (27 -> 27)    Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp
    (28 -> 28)    SexLabMatchMaker.esp
    (29 -> 29)    SLAnimLoader.esp
    (30 -> 30)    SLALAnimObjBillyy.esp
    (31 -> 31)    SexLabTools.esp
    (32 -> 32)    nwsFollowerFramework.esp
    (1040396 -> 1040396)    nwsFF_NTMD_Apocalypse.esp
    (1040397 -> 1040397)    nwsFF_NoTeamMagicDamage.esp
    (33 -> 33)    SexLabDefeat.esp
    (34 -> 34)    SexLabDefeat_LRG_Patch.esp
    (1040398 -> 1040398)    ToastSLAL.esp
    (1040399 -> 1040399)    ToastPoses.esp
    (35 -> 35)    PC Head Tracking - Patch.esp
    (36 -> 36)    PC Head Tracking - MCM.esp
    (1040400 -> 1040400)    Next-Gen Decapitations.esp
    (37 -> 37)    ToastGuroOutfits.esp

 

 

 

 

That's strange. It's definitely enabled in MO2, and when I installed it I checked to make sure it was reading the data folder right. Plus I can access the MNC menu in-game.
It seems like that list stops short of including everything in my MO list? 

When I go to "View in Explorer" and look at the folder MO is reading, MoreNastyCritters.esp is in the top folder as I'd expect? What could be causing the game not to load it? 


 

I reinstalled it again, and now it works. I have no idea what I did wrong the first two times, but at least it's fixed

image.png

Edited by Feki
Posted (edited)

 

hi @MadMansGun using 4.0 ver, works almost immediately for creatures around but player werewolf never detected

can you please suggest what could be an issue and how I can fix this? 

 

How to understand what requirements are missing and doesn't allow to apply update on PC? Thanks 

 

it seems like CF doesn't recognize player werewolf form? Can I somehow trigger this via console command or start script manually? Or any other suggesting what's broken?

 

upd. think i found an issue, since I'm using a werewolf model replacer for player, this causes the problem with update, probably missing some connections? Since when I've disable the mod, PC applies immediately and works very well. Could you please suggest what should I amend/replace and which strings and files to adopt creature framework to recognize a new modded werewolf PC skin? thanks 

 

Spoiler
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Detecting:[0]Player
[CF][Framework] Event OnUpdate Failed to start CFQuestDetectCreature
[CF][Framework] Event OnUpdate Detecting:[0]Player
Edited by FINALLY AWAKE.
Posted (edited)
7 hours ago, FINALLY AWAKE. said:

since I'm using a werewolf model replacer for player,

you need to treat it as a new armor/creature

luckily the way the werewolves are setup you only need to make a json for it

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

			"skinName": "NewWerewolf",
			"normalArmor": "__formData|MoreNastyCritters.esp|0x806",
			"arousedArmor": "__formData|MoreNastyCritters.esp|0x105AC2",
			"RaceName": "Werewolf",
			"raceForm": "__formData|Skyrim.esm|0xCDD84",
			"skinForm": "__formData|PUT ESP NAME HERE.esp|0xPUT THE NEW WEREWOLF ARMOR FORMID HERE WITHOUT THE FIRST 2 DIGITS"

 

 

 

 

 

 

also a side note to everyone else:

don't use alt player werewolf form mods if you are playing as a vampire lord or using a creature transformation mod, due to how those mods work it will prevent CF from working on your creature form. CF will see you as still wearing the custom werewolf body mesh but as a different race, therefor seeing you as a unregistered race/armor combo.

 

Edited by MadMansGun
Posted (edited)

thanks @MadMansGun works perfectly, just created a .json preset as you guide me. The hardest thing was looking for armor FormID - glad i know about Modex. Thank you very much, I don't have a long delay anymore! Good work 👍

Edited by FINALLY AWAKE.

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