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More Nasty Critters Special/Anniversary Edition


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Posted
1 hour ago, pheonex2077 said:

So what worked for me was installing "Fluffworks Medium" the fluffworks quality doesn't seem to play nice with mnc

 

Maybe medium is loaded after the real culprit mod and fix it by overwriting, as is likely loaded last.  Deployment order is likely your issue. 

If you are going to replace MNC meshes with fluffy version, you need to make sure ABC has the fluff enabled and MNCABC-FluffworksPatchv0.2 is complementing it (ABC should win conflicts).  Careful with replacing creature mesh mods, it can break the Werewolfs. 

 

Posted
47 minutes ago, safado said:

 

Maybe medium is loaded after the real culprit mod and fix it by overwriting, as is likely loaded last.  Deployment order is likely your issue. 

If you are going to replace MNC meshes with fluffy version, you need to make sure ABC has the fluff enabled and MNCABC-FluffworksPatchv0.2 is complementing it (ABC should win conflicts).  Careful with replacing creature mesh mods, it can break the Werewolfs. 

 

All I know is without changing load order or having any conflicts "I checked through mo2 function" I also deleted any old horse textures that may have been lingering. Installing quality causes this issue everytime for me and simply by installing medium it fixes it reliably

Posted

Apologies, I am new to modding. This is actually quite a doozy for me. 

I am trying to install the Compatability kit into Mod organizer, but it keeps saying no valid game data. What should i be setting the directory as, if that's even what I am meant to be doing? I'm a little lost.

Posted
23 minutes ago, GilGnarl said:

Apologies, I am new to modding. This is actually quite a doozy for me. 

I am trying to install the Compatability kit into Mod organizer, but it keeps saying no valid game data. What should i be setting the directory as, if that's even what I am meant to be doing? I'm a little lost.

the patches need to be extracted and then recompressed into 7zip files of there own to be installed.

Posted (edited)

General Advisory Warning:

 

stay with "SkyUI_5_2_SE" the new 2026 or "6" versions seem to be causing issues with many mods.

Edited by MadMansGun
Posted (edited)

Hey. I seem to be getting invisible creature genitals. I'm having trouble isolating it, because every other function is there, I'm losing my mind with this. What info could I possibly provide that will help, considering I don't get any CTD or error or other kind of malfunction?

Solved; Brute forced it by removing mods one by one, turns out it was Dynamic Animal Variants SPID. It also highly recommends BellyAche's Animal and Creature Pack which I did get but it seems to just distort textures when installed without DAV SPID. Disabled both, stuff works now.

Edited by Violence6884
Posted
On 5/5/2026 at 1:06 AM, MadMansGun said:

General Advisory Warning:

 

stay with "SkyUI_5_2_SE" the new 2026 or "6" versions seem to be causing issues in some mods.

 

@MadMansGun funny enough, that what exactly my problem described above, just came back to report - I've reinstalled an old version of SkyUI (5.2SE) and buttons start working again... So I do confirm incompatibility with newer versions of SkyUI 👍

 

btw, not only creatures mods get bugged, multiple did on my end. so guys avoid updating your SkyUI

Posted
4 hours ago, Nelmas said:

P-crap? Are you talking about SexLab P+? - It's NOT compatible with SexLab P+?

reverse this. New mods should be compatible with old ones, not vice versa.

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

So I do confirm incompatibility with newer versions of SkyU

I'm not defending SkyUI 6 or any other mod by saying this but can you be specific as to what issues we're talking about? Because at least for what I'm struggling with RN, reverting to SkyUI 5 did exactly nothing and I see exactly nothing wrong with my installation other than the issue I mentioned in my post above... Which I'm starting to believe is just genitals meshes not rendering for some reason. I could be wrong and of course I haven't solved it yet, but the point is, what's so bad about P+ and SkyUI 6, what issues surfaced?

Cuz I'm using the latest versions of Pandora, SkyUI, P+ and so on, on Vortex, on AE version and literally the only issue I have when it comes to NSFW mods is specifically only what I mention. I'm trying to narrow down things, don't mean to sound condescending or anything.

As for the SFW part of my installation, it all just works unironically. Perhaps I'm just lucky, but still worth mentioning. I think the only issue I've ran into was like... Creation Club quests being stupid, for instance Let Sleeping Wolves Lie firing up at level 1 therefore getting messed up since I haven't completed the reqs for it, meaning no enemies spawn at the location I'm supposed to go to trigger it.

Sorry for the 500 word essay BTW.

Edited by Violence6884
Posted (edited)
11 hours ago, Tlam99 said:

New mods should be compatible with old ones, not vice versa.

I agree up to a point, it's not that simple and it shouldn't be about extremes IMHO.

Let's say an integral mod receives an update or a new mod replaces it effectively(Even if that comes with issues, that's to be expected); Such a mod's or update's or fix's ETC author, should ideally take into account existing popular mods that have become almost part of a core experience~ Just as much as authors of such core mods should ideally try to meet the new stuff half way at the very least, especially if the new stuff is also just as integral or have the capacity and intent to be potentially replacing mods that are hard required by core mods in this example.

Each author sitting in their corner on either end of this and going "NO U" and refusing to take into account change, is IMHO unnecessary. It's not really constructive or productive. Nor is it constructive to just name drop mods and say "This one here" and not explaining a single thing or trying to figure out how to make things work, along with the person having an issue.

I'm aware I can't be entitled or make demands or anything along those lines, when it comes to mods. I just use them, while someone else sat there and made them then shared them. You could even say that's not even fair, right? That said, putting mod authors on pedestals isn't necessary and I don't think I'm saying anything wrong here. Even if I'll never learn to mod and address the issue my self(Which I'll readily admit that), I just assume that if someone is a mod author of a certain caliber, they're motivated to keep things rolling.

If MNC's author's gonna just let MNC be as it is, even if it's just waiting to see if it's worth updating, for a while... All they're doing is forcing people who appreciate what they do, to go at their pace and be held back in this case- Which might affect other stuff in their installation.

Sure, that's their absolute right and liberty to do so~ I'll never question that part of it. They can just sit a wave of changes out. That's where I agree with you; New mod authors should try to mind staple mods too. Where I don't, is that staple mod authors should just mule up just for the sake of it.

I feel I should add that I'm not saying that's the case with MNC, I'm not blaming, I'm not demanding, I'm just sharing my view and using MNC as an example. That's all. Promise ❤️ I'm not trying to speed run my stay here FR FR

Edited by Violence6884
I solved my issue, it wasn't MNC at all, removed that bit.
Posted
1 hour ago, Violence6884 said:

point, it's

Why did you quote me ?

Your essay doesn't even touch the sense of my quote, if one takes the post into consideration which I quoted.

Posted
2 hours ago, Tlam99 said:

Why did you quote me ?

Oh, just cuz you said that new mods should be compatible with old ones, and not the other way around, in the context(At least I think, text can be hard to interpret) of MNC not being compatible with SLP+ and MNC not having to adapt to it. At least that's what I understood and I apologize if I read it wrong.

Posted

I'm using MNC mod compatibility kits SE v16. It seems like it makes it impossible to use the CC wild horse armors, or the other cool armors from the mod convenient horses with the MNC patch applied (same with the cause patch).

 

You can open the change armor topic when interacting with the horse, put on the barding you want, but from what I can tell, once your exit out of that menu after a few seconds mnc re-applies the horses junk and the cool barding gets replaced with a boring standard leather saddle.

Posted
On 5/6/2026 at 3:22 AM, Violence6884 said:

Hey. I seem to be getting invisible creature genitals. I'm having trouble isolating it, because every other function is there, I'm losing my mind with this. What info could I possibly provide that will help, considering I don't get any CTD or error or other kind of malfunction?

Solved; Brute forced it by removing mods one by one, turns out it was Dynamic Animal Variants SPID. It also highly recommends BellyAche's Animal and Creature Pack which I did get but it seems to just distort textures when installed without DAV SPID. Disabled both, stuff works now.

I also have invisible penises for creatures, but I have none of these mods. Penises work fine for humans, though.

Posted (edited)
12 hours ago, Eskeran Luka said:

I also have invisible penises for creatures, but I have none of these mods. Penises work fine for humans, though.

 

AI slop explaining to a *five-year-old about Modding conflicts, is good for you to read it.  *I told the AI to explain it to Jeremy Irons character from Margin Call movie*  😁🤣

Spoiler

 

Below is a plain‑English, non‑technical explanation of Skyrim mod conflicts, split into plugin-level conflicts and asset (file)‑level conflicts. I’ll use everyday analogies and avoid tool-specific jargon as much as possible.


The Big Idea (in one sentence)

Skyrim loads mods in order, and when two mods try to change the same thing, the one loaded last usually “wins.” That’s what a conflict is—two instructions fighting over the same spot.

This applies in two different ways, which is why mod conflicts seem confusing:

  1. Plugin conflicts → rules and data
  2. Asset conflicts → physical files like textures and models

They look similar but behave very differently.


1. Plugin-Level Conflicts (Rules & Instructions)

Think of plugins as rulebooks

A plugin (.esm, .esp, .esl) tells the game what something is and how it behaves:

  • A sword’s damage
  • An NPC’s outfit
  • A city’s layout
  • A quest’s logic

If Skyrim were a board game:

  • Plugins are rule changes
  • Only one final rule per thing can apply

What causes a plugin conflict?

A plugin conflict happens when two mods edit the same record.

Example:

  • Mod A: changes a sword to do 20 damage
  • Mod B: changes the same sword to do 30 damage

Skyrim cannot mix those changes. It looks at the load order and says:

“Whichever plugin loads last decides the final value.”

So:

  • If Mod B loads after Mod A → sword does 30 damage
  • Mod A’s change is effectively ignored

This “last one wins” behavior is how plugins work [tes5edit.github.io], [reddit.com]


Why plugin conflicts can be invisible but serious

Some conflicts are obvious (missing NPCs, overlapping buildings). Others are silent:

  • Perks not working
  • Quests breaking
  • Crashes when entering areas

Because the game isn’t “confused”—it just picked one version and discarded the rest [tes5edit.github.io]


Good vs Bad plugin conflicts (important!)

Not all conflicts are bad.

  • Good conflict: A patch or overhaul intentionally overrides another mod
  • Bad conflict: Two mods unintentionally undo each other

Modding tools exist because identifying which conflicts are harmful isn’t obvious just by playing the game [tes5edit.github.io]


2. Asset-Level Conflicts (Files & Visuals)

Think of assets as physical objects

Assets are files like:

  • Textures (.dds)
  • Models (.nif)
  • Animations
  • Sounds

These are the actual things you see and hear.

If plugins are rulebooks, assets are the physical pieces on the table.


What causes an asset conflict?

An asset conflict happens when two mods provide a file with the same name in the same path.

Example:

  • Mod A has iron_sword.dds (dark texture)
  • Mod B has iron_sword.dds (shiny texture)

Skyrim can only load one file. The last one installed or prioritized replaces the other completely [gist.github.com]

There is:

  • No merging
  • No averaging
  • No warning from the game

Key difference from plugin conflicts

Plugin conflicts Asset conflicts
About logic & data About files
Based on load order Based on file priority
Can be patched Usually cannot be patched
Might crash the game Usually just changes appearance

Asset conflicts are simpler but more absolute: one file exists, the other doesn’t [gist.github.com]


Why mod managers matter for assets

Your mod manager isn’t guessing—it's just showing reality:

  • Green = this mod overwrites others
  • Red = this mod is being overwritten

You’re choosing which version you want to see in-game, not fixing an error [gist.github.com]


3. Why This Feels Complicated (but isn’t)

Modding feels hard because:

  • Plugin conflicts are logical
  • Asset conflicts are physical
  • They’re managed in different ways, often in different places

But the rules themselves are simple:

For plugins: last loaded wins
For assets: last file wins

Everything else—patches, tools, warnings—is about helping you control which “last” you actually want.


One-Sentence Mental Model

Plugins argue about rules; assets fight over files—and Skyrim always picks only one winner.


If you’d like, I can:

  • Explain why patches exist (without tools)
  • Walk through a real-world mod example
  • Explain why crashes happen from conflicts
  • Compare conflicts in Skyrim vs newer Bethesda games

Just tell me where you want to go next 🙂

 

 

 

Creature Framework does nothing without data formatted for it.  More Nasty Critters contains the metadata for Creature Framework, animations, and creature meshes.

Spoiler

Both need to be loaded for it to work on the creatures.  Creature Framework only targets creatures or at least that what it programmer want it to do.  So issues with humanoid NPC that could be playable races are not related to this CF or MNC.  If another mod has creature records or files it could make that creature to be filter-out of the monitoring system or the new meshes did not have the dongs.  Try manually loading MNC last in the plugin order for testing.  Check MNC entries in the Mod Manager for indications about file conflict. 

 

The current version of MNC targets Creature Framework 3 or 4 (recommended).  Make sure an older version is not loaded.

Any old mod to make creature naked is likely to be obsolete and incompatible, remove those from mod manager deployment. 

 

Make sure JContainers is the proper version for your Skyrim SKSE64 combination.  For example Steam-Skyrim-AE 1.6.1170 needs SKSE64 2.2.6 and that means JContainers 4.2.9. But what about the "newer" JContainer 4.2.12, well if you read it is for GOG-SkyrimAE not Steam-SkyrimAE.  Wrong JContainer version will break a lot of mods that needs it including SexLab Animation Loader and Creature Framework.

 

Creature Framework has an MCM, did you set it up?  Sexlab framework and SexLab Aroused Redux are requirements. In the CF MCM you can set the arousal high limit to consider a creature aroused\erect, default is level 50 SLAR rank. Try lowering it to 1. You also need to enable monitoring SLAR and Sexlab in the Creature Framework MCM for it to work.  There also a performance section that minimize how many loaded NPC are tracked. 

 

Hypothesis about your issue:

MNc on default. Another mod plugin is overriding MNC data about the creatures races and NPC. Another Mod about creatures replaced the characters-skeletons (used for animations and some visual characteristics).  You installed MNC wrong by allowing the mod manager to overwrite its files with another conflicting mod like XPMSSE. 

 

Edited by safado
Posted (edited)

@safado start a blog, seriously. It would be waste to have some of your post lost in threads buried under tons of usual crap.

 

Edited by PippinTom
Posted
13 hours ago, Eskeran Luka said:

I also have invisible penises for creatures, but I have none of these mods. Penises work fine for humans, though.

Yeah, each set up is quite unique in the end. All I can do is post what solved it on my end just in case it helps someone else. It wasn't an attempt to offer a definitive solution or earn me some kind of street credit here, if that makes sense ;3 I hope you get it sorted though.

Posted
On 5/9/2026 at 5:07 PM, Eskeran Luka said:

I also have invisible penises for creatures, but I have none of these mods. Penises work fine for humans, though.

Culprit identified: BDIC Creature Framework patch causes invisible penis and inanimate penis during sex scene and outside of sex scene when used with Creature Framework version 4 downloaded from the MNC page. Remove BDIC Creature Framework Patch and it works fine. Make sure BDIC loads after Creature Framework, though.

Posted

I was wandering if someone can help me. I like to play as an evil character. So I want to play as a skeleton race because it goes well with lich and vampire. While there are mods that let you play as a skeleton, it add a Human Flesh SOS instead of a Normal Bone SOS like NPC Skeletons Have. does anyone know how to fix this or know a mod that literally makes you a skeleton race so I would have the proper skeleton bone SOS. 

Posted (edited)
On 5/10/2026 at 11:52 AM, Eskeran Luka said:

Culprit identified: BDIC Creature Framework patch causes invisible penis and inanimate penis during sex scene and outside of sex scene when used with Creature Framework version 4 downloaded from the MNC page. Remove BDIC Creature Framework Patch and it works fine. Make sure BDIC loads after Creature Framework, though.

 

That for Creature Framework 1.1, will break any other creature framework. There's no creature framework 1 for SkyrimSE\Ae.  

I think it modified the SLAR integration of that old version.  Any BDIC patch is for legacy mods. Careful with the BDIC MNC patch too.

 

Thanks for informing about the solution to your issue. 

 

Edited by safado
Posted (edited)

 

This mod is completely broken, no matter what I do I get either the Jcontainers error if I don't have MNC or the infinite initialising if I do have MNC, this happens whether I'm using JC from nexus or github, and whether I'm using Creature Framework 1.0, 4.0 or 3.1.

Edited by Lurker256
Posted (edited)

Hi, Ive triple checked the load order, and everything is as suggested. But im having issues with the female character's genitals not opening/responding to animals, but works fine with humans SOS. Using BHUNP body. The "suggested load order" doesnt mention where to place bhunp/cbbe in the order. Does it matter? Also is which is preferred with smp/cbpc settings?

Edited by genesque
Posted (edited)
14 hours ago, genesque said:

Hi, Ive triple checked the load order, and everything is as suggested. But im having issues with the female character's genitals not opening/responding to animals, but works fine with humans SOS. Using BHUNP body. The "suggested load order" doesnt mention where to place bhunp/cbbe in the order. Does it matter? Also is which is preferred with smp/cbpc settings?

 

Nothing to do with MNC.  CBPC or SMP collisions of genitals are modifications done by others.  You likely do not know how it works. It generally requires extra but invisible meshes on the genitals that have specific properties detected by CPBC or SMP.  MNC does not have any of that, so it can not provide what you want. 

 

You need an add-on modification mod for that.  

You can try ABC forums as it includes CBPC collisions by default and SMP replacement as an option, it is an MNC add-on is it not MNC. 

Careful with any MNC add-on that modify metadata in plugins or any assets, it could add inconsistencies as MC versions changes with extra features and add-on does not follow. 

 

ABC and BHUNP are factoryClose\BakaFactory creations. Likely better communication with author in his subscribestar.adult page. 

 

 

Edited by safado

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