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More Nasty Critters Special/Anniversary Edition


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Posted
11 hours ago, zergface said:

Also im curious do people here really hate p+ because? In my testing is was faster and better than the old sexlab, im reading the requirements and also it recommends LMAO fnis, is this some kind of meme?

 

I'm using P+ in my latest mod lost, I'm 20 hours in, and so far it's working great and much better than regular SexLab was.

 

I had a problem with the horses when it came to MNC but that's almost certainly due to my overall modlist, and I understand that horses are the bane of MadMansGuns anyway, but a bit of xEdit jiggery-pokery resolved those. 

 

And that DwemerMods site definitely looks dodgy.

Posted
19 hours ago, zergface said:

Sounds like an atlernative . Also im curious do people here really hate p+ because? In my testing is was faster and better than the old sexlab, im reading the requirements and also it recommends LMAO fnis, is this some kind of meme?

Sexlab p+ is much better than the old sexlab. There is some mod compatibility problem but it is much faster than the old one. We should just replace the legacy version and fnis with pandora at this point...

Posted

oh boy here we go again, fools praising half baked frameworks and systems, fine go ahead and use your latest "perfect new thing", go install it with vortex, use your non-FNIS animation injector, run loot and bash patch it, just don't waste my time asking why your SLAL packs don't work, or why your werewolf's head has been replaced with a penis and can't attack anything after sex, or why your draugrs have been replaced with spaghetti. you already fucking know why.

 

Posted

Does a mod or patch exist to change the female creatures in the game to male ones? I'm playing on AE with some creation club additions (no paid mods, only the 10 dollar DLC). Thank you for your work and support of this mod and everything creature related in Skyrim by the way @MadMansGun, you're a saint.

Posted

With the new system what is the process for enabling addons for custom mods?

 

I'm trying to make it work for Garm without having to replace his base meshes and just use the addon but I can't work it out.

Posted (edited)
On 9/16/2026 at 7:38 AM, Gonzeh said:

With the new system what is the process for enabling addons for custom mods?

 

I'm trying to make it work for Garm without having to replace his base meshes and just use the addon but I can't work it out.

basically exactly the same as before, only your just working with a penis mesh and using a different body template flag for the armor & armoraddon, (also a normal/non-aroused armor needs to be setup as well for the balls mesh)

 

if it was not for the fact that mod needlessly turns him into a new race the armors in mnc would of been reusable, just a simple copy/paste job with the cf json file.

 

....actually there may be a way around that, go to the gram race in xedit and scroll all the way down to "RNAM - Armor Race" then add one of the stock skyrim dog/wolf races into that line (whatever one your garm version looks closest to), that should make the mnc armors valid for that race, then it should be possible to get away with a json and not do any armor work

Eg:

            "RaceName": "(Husky) Garm",
            "raceForm": "__formData|garm_companion.esp|0x2F9B",
            "skinName": "Garm",
           "skinForm": "__formData|garm_companion.esp|0x2F9C",
            "normalArmor": "__formData|MoreNastyCritters.esp|0x574D",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x574C"

 

Edited by MadMansGun
Posted
5 hours ago, extraLewd said:

Does a mod or patch exist to change the female creatures in the game to male ones? I'm playing on AE with some creation club additions (no paid mods, only the 10 dollar DLC). Thank you for your work and support of this mod and everything creature related in Skyrim by the way @MadMansGun, you're a saint.

closest i have is the "Female Creatures are Hermaphrodites" addon for v17

Posted
On 9/14/2026 at 6:29 PM, MadMansGun said:

 

technically i'm already supporting 4 at this point: LE, SE, VR, AE.

i'm just lucky SexLab for all of them is mostly the same.

Thanks for getting back to me. That covers more than I thought it did. Didn't know AE was supported.

Posted
20 hours ago, MadMansGun said:

basically exactly the same as before, only your just working with a penis mesh and using a different body template flag for the armor & armoraddon, (also a normal/non-aroused armor needs to be setup as well for the balls mesh)

 

if it was not for the fact that mod needlessly turns him into a new race the armors in mnc would of been reusable, just a simple copy/paste job with the cf json file.

 

....actually there may be a way around that, go to the gram race in xedit and scroll all the way down to "RNAM - Armor Race" then add one of the stock skyrim dog/wolf races into that line (whatever one your garm version looks closest to), that should make the mnc armors valid for that race, then it should be possible to get away with a json and not do any armor work

Eg:

            "RaceName": "(Husky) Garm",
            "raceForm": "__formData|garm_companion.esp|0x2F9B",
            "skinName": "Garm",
           "skinForm": "__formData|garm_companion.esp|0x2F9C"
            "normalArmor": "__formData|MoreNastyCritters.esp|0x574D",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x574C"

 

 

Unfortunately that didn't work. He ended up invisible. I made a JSON but it's giving an error that it can't parse the file... See screenshot.

 

This is my JSON setup:

 

Quote

 {
    "modID": "Garm",
    "ModName": "Garm Wolf",
    "creatures": [{
            "RaceName": "(Husky) Garm",
            "raceForm": "__formData|garm_black.esp|0x2F9B",
            "skinName": "Garm",
            "skinForm": "__formData|garm_black.esp|0x2F9F"
            "normalArmor": "__formData|MoreNastyCritters.esp|0xAC47",
            "arousedArmor": "__formData|MoreNastyCritters.esp|0x29232",
      }
    ]
  }
 

 

489830_20260917151644_1.png

Posted
22 minutes ago, Vingen said:

will mnc v17 work out of the box with creature replacers like sc horses and canidae wolf replacer? (cant test it rn sry)

 

Works fine with Canidae.

 

It also works with Dynamic Animal Variants - SPID now too.

Posted (edited)
4 hours ago, Gonzeh said:

"skinForm": "__formData|garm_black.esp|0x2F9F"

missing comma at the end of that line.
If you do not have any validator in your editor - always open your .jsons in web browser to verify at least structural consistency.

 

Edited by PippinTom
Posted
5 hours ago, Gonzeh said:

This is my JSON setup:

common comma mess up, happens all the time:

"skinForm": "__formData|garm_black.esp|0x2F9F" is missing a comma at the end

and

"arousedArmor": "__formData|MoreNastyCritters.esp|0x29232", has a comma that should not be there

 

you can check your jsons with this:

https://jsonchecker.com/

Posted (edited)
1 hour ago, Here4SlootyMods said:

Is there a ChangeLog of what's changed between versions?

depends on what file your talking about

the WIP MNC v17

Quote

MoreNastyCritters v17
converted as much as possible to the Add-on setup instead of doing full body mesh replacements to add a dick.
WARNING: many patches & addon mods may/will be extremely broken, but at the same time some things may not need patches to work anymore (Eg: some fur/body replacement mods, but not all)
also both MNC's esp & json files have been edited, so you MUST go to the Creature Framework MCM and click on "Re-register all mods".

 

added enchantment to the VampireLord's non aroused mesh to forcefully re-equip there armor after sex.
added enchantment to the Werewolf & VampireLord's aroused meshes to forcefully reload the model when freecam is active.

 

SexLab Race registration is now controlled by json files found in Data\creatures.d\MNC_SLRaceRegistration.d
To load new/edited race registration json files into a preexisting save you will need to:
1. turn off "Allow Creature Animation" in sexlab's mcm and then turn it back on.
2. unpause the game and wait a few seconds so the json files can be processed.
3. go to SLAL's mcm and re-register your animations.

 

note: if you don't have any mods installed that add new races to your game then i would strongly suggest deleting all the json files found in this folder, (the ones inside "MNC_SLRaceRegistration.d", NOT "creatures.d")
your save file will be much happier to not have 1601 extra races clogging it up.

 

or the highly experimental CF V5

....i'm not sure how to list the changes to that one, i let AI go nuts on it just to see what it would do/find, with a few days of back and forth it did & found many things, some scripts it simplified, others made more complex, and some replaced with entirely different commands (mostly stuff to do with handling json files)

it also added an array monitor to the mcm (that revealed CF is not quite working in the way i thought it did)

Quote

 

(AI GENERATED) Important Upgrade Notice: EXPERIMENTAL Creature Framework 5.0 Clean Installation Guide
Because Version 5.0 introduces optimized memory loop architectures and backend array safeguards, installing this update directly over an older version (v4.0 or below) can cause problems
To prevent engine freezing, script thread failures, or broken armor-stripping matrices, follow these precise deployment steps:

(i'm not sure that's actually true, i did try slapping it on top of v4 without doing anything below and off hand i did not see anything bad happening, but i would need someone with much more knowledge than me to confirm.)
------------------------------
## Step 1: Perform an In-Game Preparation Save

   1. Boot your active save game using your current version of the mod.
   2. Open the Mod Configuration Menu (MCM) and navigate to the General page.
   3. Scroll down to the Cleaning header section and select Uninstall.
   4. Close your game menus entirely and wait in-game for 10 to 15 seconds to allow any running tracking processes to safely terminate.
   5. Save your game to a brand new, manual slot (do NOT overwrite an existing save) and exit Skyrim completely.

 

## Step 2: Purge Legacy Loose Files

    If you use Mod Organizer 2 simply uninstall or delete the entire old mod profile entry completely from your active mod list window pane.

 

 

## Step 3: Clean the Save-Game Cache (Highly Recommended)

   1. Launch Resaver (FallrimTools) or your preferred save file script cleaner application.
   2. Open the new manual save game you created in Step 1.

   (i'm not fully sure what its on about here, i just set the box at the top left to creature framework's esm and deleted everything it found.)
   3. Locate the JContainers data block storage blocks section inside the cleaner layout.
   4. If there are any corrupted or unattached dynamic thread references leftover from third-party sub-mods that failed to clear events previously, run an automated Clean Unattached Scripts pass.
   5. Save the modified file.

 

## Step 4: Install Version 5.0 & Re-initialize

   1. Install the Creature Framework 5.0 package folder layout cleanly using your mod manager.
   2. Launch Skyrim and load your cleaned save game file slot.
   3. Open your MCM page layout. SkyUI will automatically notice the updated file structure index, clear old array pools dynamically, and display the Creature Framework 5.0 Update Successful initialization notice!

  ( 3 did not quite go that way for me, i had to open mcm, close it, run around a random table for a bit till mcm menu added poped up on the screen, then go into the CF menu and hit the re-register all mods button.)

 

 

Edited by MadMansGun
Posted
On 9/12/2026 at 8:00 AM, Crooltool said:

I used Banes version, I can't share the scripts, my scripts are change Defeat to have a specific out come to a specific defeat scenrio that relies on a personal mod i made for my playthu, that is built around my 925 esp modlist. this mod was never intended to be public as it has a ton of requirements based on that mod list, without the mod, defeat with my scripts will not function, also, there is no proof that the scripts actually improve performace, it may just be a coincidence, I have sent the scripts to Bane so they could go thru them and see if any of the changes that don't rely on my mod have any effect.. Also if using claude to acually modify scripts and not just have you compile, you need claude code. when I am modding, Claude actually has access to my skyrim drive. claude reads the system real time and does things based on my load order. This speeds up the process greatly, because claude compiles the script, does a virtual run of my skyrim to test before i actually use the script.

 

1 warning about modifying defeat, the scripts themselves depend on alot of scripts that don't exist in a standard modlist, including several DD scripts that don't ship wth DD anymore, or with Sky UI that don't ship anymore. I spent HOURS tracking down those scripts (the SKY UI ones were from a 2014 version i found on github) without those scripts, the defeat ones will NOT compile.

 

 

I’ve been using AI to help me write and modify Skyrim mods, and found them lacking. Would you mind explaining your Claude code system further? I’ve never used Claude code. Also isn’t it censored? How do you get around that?

 

thank you very much, I appreciate it.

Posted
11 hours ago, MadMansGun said:

common comma mess up, happens all the time:

"skinForm": "__formData|garm_black.esp|0x2F9F" is missing a comma at the end

and

"arousedArmor": "__formData|MoreNastyCritters.esp|0x29232", has a comma that should not be there

 

you can check your jsons with this:

https://jsonchecker.com/

 

Thank you. Working perfectly now.

 

I'm currently testing VF V5 and haven't had any issues yet.

 

Regarding the new system for addons. Obviously it now works perfectly with mods that add variants to creatures (eg Dynamic Animal Variants - SPID). The only next step would be working out an easy way to patch for different skin colours. I'd be willing to work on that but it might take some times as i'd have to create 5 or so different addons with different textures to match each skin colour.

Posted
12 hours ago, MadMansGun said:

depends on what file your talking about

the WIP MNC v17

 

or the highly experimental CF V5

....i'm not sure how to list the changes to that one, i let AI go nuts on it just to see what it would do/find, with a few days of back and forth it did & found many things, some scripts it simplified, others made more complex, and some replaced with entirely different commands (mostly stuff to do with handling json files)

it also added an array monitor to the mcm (that revealed CF is not quite working in the way i thought it did)

 

I was looking for a list of what's changed between versions.

 

I have a somewhat old MNC since it works well for my needs and I have no need to upgrade it so I just wanted to see what changed between the non-experimental versions that had been released here on LL.

Posted
5 hours ago, Here4SlootyMods said:

I was looking for a list of what's changed between versions.

 

I have a somewhat old MNC since it works well for my needs and I have no need to upgrade it so I just wanted to see what changed between the non-experimental versions that had been released here on LL.

There should be a official MNC change log in the MNC mod folder MNC change log.txt

 

18 hours ago, MadMansGun said:

....i'm not sure how to list the changes to that one, i let AI go nuts on it just to see what it would do/find, with a few days of back and forth it did & found many things, some scripts it simplified, others made more complex, and some replaced with entirely different commands (mostly stuff to do with handling json files)

it also added an array monitor to the mcm (that revealed CF is not quite working in the way i thought it did)

You can always ask the ai to write a changelog as well, for users in a user friendly wording or for authors in technical detail depending what level of detail you want. Spares you the effort and if Ai is good at something its text editing in any form.
There a simple example as I asked it to compare the scripts only and write a changelog without specifying any format.MNC17-CF5-Changelog.docx MNC17-CF5-Changelog.txt

 

Posted
6 hours ago, Here4SlootyMods said:

I was looking for a list of what's changed between versions.

that's inside the 7zip file.

 

7 hours ago, Gonzeh said:

Regarding the new system for addons. Obviously it now works perfectly with mods that add variants to creatures (eg Dynamic Animal Variants - SPID). The only next step would be working out an easy way to patch for different skin colours. I'd be willing to work on that but it might take some times as i'd have to create 5 or so different addons with different textures to match each skin colour.

the issue with that is CF sees through the armor they are wearing to the body underneath.

Posted
36 minutes ago, Peepo4 said:

You can always ask the ai to write a changelog as well, for users in a user friendly wording or for authors in technical detail depending what level of detail you want. Spares you the effort and if Ai is good at something its text editing in any form.
There a simple example as I asked it to compare the scripts only and write a changelog without specifying any format.MNC17-CF5-Changelog.docx MNC17-CF5-Changelog.txt

that certainty made for an interesting read.

Quote

  - FireEvent booleans are assigned to named locals
    (isArousedParam, isSexParam) instead of
    "NewFlag as Bool" / "SexLabState as Bool".
    Comment in source claims inline casts can fail at runtime.

i am unsure about this change myself, as far as i know it never failed, but the changed script also seems to work fine, i may or may not revert it, not sure what version is better.

 

Quote

  JValue.ZeroLifetime(eventMap).
  The source comment claims this is a 10-second self-destruct if
  FinishEvent() is never called. That is not what ZeroLifetime does
  (see section 5).

yes, i also thought that description was wrong, nothing about "ZeroLifetime" says "10-second delay" to me.

Quote

Unfinished events still live in jEventsMap. The comment oversells the guard.

that however concerns me slightly.

 

Quote

StrippedArmor vs StrippedArmorMask matters if anything else read
the old FormDB keys. CF5 init treats all versions below 50000 as
legacy FormDB, but it does not rewrite per-slot key names on
existing actors. A dirty upgrade can leave stale strip records
under the old key.

i would assume hitting the uninstall button before updating would avoid that.

 

Quote

- CF5 OnUpdate / OnModifyExposure: if an actor is not 3D-loaded the
  slot is cleared with no RemoveArmors. Aroused gear can stay on an
  unloaded creature and come back wrong.

don't know what it means by "come back wrong", CF will likely see the armor keyword and remove it the next time the actor is loaded.

 

Quote

- ChangeArousal rcGuard: overlapping calls are dropped, not deferred.
  A SexLab start that hits a busy lock can miss the mesh/strip pass.

fairly sure we want that to be dropped instead of stuck in a loop

 

Quote

"Already wearing CFArmorAroused" skips ChangeArousal on scene start
  and in OnUpdate. A creature already in heat may not strip weapons
  or fire fromSex events when the scene begins.

i don't think it needs to by that point.

 

Quote

MNC MNCisRegistering + 5 second OnUpdate failsafe: if JSON
  registration takes longer than 5s, a second RegisterAnimations can
  ClearRaceKey the pools while the first pass is still running.

non issue, the problem is when you click on the enable creatures button in sexlab, it rapped fires the register command twice, i could probably drop that down to 0.5 and it would still work.

 

Quote

OnUpdate can call ChangeArousal(..., 1, true) for faction heat, not
  only for an active SexLab scene, which can strip as if in a scene.

the OnUpdate scan should already be checking for that, the command is "if isSexLabActive || isArousedFaction"

 

Quote

- MNC still ClearRaceKey()s every SexLab creature pool before rewrite.
  Other mods that register races from Papyrus still lose that work.
- FailSafe races are gone. Leftover JSON adds missing EditorIDs;
  deleted JSON leaves only stock races.

non issue, now that MNC uses json files to add races anyone can add there own race json files to it.

 

Quote

AddAndEquipArmor stops after 5 failed EquipItem tries. The item
  can sit in inventory unequipped.

intended edit, if it don't work after 5 trys then it will never work, better to just kill the loop.

 

Quote

FreeCam fix only runs OnEffectStart (camera state 3). Toggling
  freecam later does nothing.

non issue, the script is only needed when trying to apply a werewolf dick when freecam is on, if the dick is already equipped before the animation starts then script is not needed.

 

Quote

VL re-equip is a blunt EquipItem of hardcoded Dawnguard armors.

as it should be.

 

Quote

Array size 32 vs 16 quest aliases. Monitor makes this visible;
  raising max creatures above alias count does nothing useful.

the mcm already stops you from doing so, also adding more quest aliases will automatically allow the setting to go higher (but it's not recommended)

 

Quote

OnModifyExposure is gated with !IsCreature(...). Real creatures
  rely on the poll, not the SLA event.

i think i see what its talking about, i have no clue if that script is wrong or not, but i'll " ; " that part out and see what happens

Posted
2 hours ago, MadMansGun said:
Quote

Unfinished events still live in jEventsMap. The comment oversells the guard.

that however concerns me slightly.

If you want a elaboration of its reasoningCF5-ZeroLifetime.txt but whatever Ai you used should have more context regarding why it is implemented the way it is then the one I fed both versions scripts just to compare and make that example changelog. They should all be non issues, its why it called it weakpoints in the flow rather then issue.

 

3 hours ago, MadMansGun said:

don't know what it means by "come back wrong", CF will likely see the armor keyword and remove it the next time the actor is loaded.

If you want its logic on that one to CF5-UnloadedActor-NoRemoveArmors.txt

Posted (edited)
8 hours ago, Peepo4 said:

If you want its logic on that one to

...ok so it really fucking hates the smaller onupdate script then, guess i'll undo that change then.

i'm 70% sure i found what it was talking about.

Edited by MadMansGun
Posted (edited)

MNCv17 RC4

made a fake armor to add onto things that don't have a normal armor setup so CF will stop bitching about not seeing the CFArmorNormal keyword on things and trying to re-fireing commands to apply one.

 

CF experimental v5 test4

did...stuff i guess? tossed in some more "EquipA(akCreature, true, true)" commands in a few places since the AIs were bitching about it.

also the MCM now shows a count of how much is registered.

 

test5

added script to nuke stored json data from older versions (seems to work, but not sure if it's being done correctly or safely, keep getting mixed answers about that)

added Array Cleanup check to "event OnUpdate()" (not sure if actually needed, it moves creatures up in the Array when other are removed from it)

Edited by MadMansGun

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