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I think I made it guys! Well, almost!


Molokkx

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Guys... GUYS!!! I am so happy right now, well, mostly!

 

Ok, I need to calm down. The thing is I've been working (pretty much literally, felt like a second job) since the past 7 or 8 days now (I stopped counting for real) on setting up my mods properly. Not just for SexLab-related [adult] content, but also for other types of mods (A.I., Immersion, Overhauls, Graphics, Music, etc). I'm currently in the "testing" phase. I think that this psychological suffering going through the countless (and honestly completely scattered all around the web) tutorials, guides, obscure (sometimes years-old) forum posts (finding little gems of otherwise hidden or forgotten information) and video demonstrations actually DID pay off!

 

However, as the saying goes: " No news is good news ". And, indeed, I'm posting because there's a few kinks, rough edges and slippery things around that I need to polish and figure out. Ok, first of all the " Current Status " for my mod setup can be summarized as follows:

 

NUMBER of PLUGINS (for now): 98 (and I'm not done, this is just my testing setup, I'll probably have more when it's over and actually ready to play).

 

1) LOOT returns NO Errors, and only a total of 12 ITM Warnings (only requiring me to clean up the plugins concerned)

2) WRYE BASH returns NO Errors, shows every single checkbox GREEN

3) MASTER files have been Cleaned (was one of the very first steps).

4) MOD ORGANIZER shows NO Errors, HOWEVER it keeps warning me about the Overwrite folder (more on that below).

5) Loading up ALL my plugins in TES5Edit returns NO Errors, and doesn't crash (I'm mentioning this because it did happen during earlier tests).

6) FNIS GENERATOR returns NO Errors.

7) SKYPROC Patchers for each mods return NO Errors, and all complete their patching task smoothly.

8) MCM (In-Game) reports NO Errors, loads up ALL configurable mods properly, and the UI is aligned (without strange symbols or numbers).

9) RACEMENU works well, shows ALL new Sliders for all RaceMenu-related additions (except a problem with Hair Styles specifically, more on that below)

10) SEXLABS loads everything, installs and sets up. ANIMATIONS WORK (Holly CRAP!)

11) PHYSICS (HDT) seem to work! I see BOOBS MOVING, and it's as mesmerizing in textures and polygons form as it has always been in real life.

11) I AM A HAPPY PANDA. Yes. Yes I am.

 

So, not too bad so far? You'd think... well, everything seems to be in order, right? Ohoh... oh... but you know like me (or rather... I know like YOU guys know) that whenever you think everything works, it's never exactly the case.

 

THINGS THAT NEED FIXING / POLISHING / UNDERSTANDING

 

1) I have KS's Hairdos mods, the "regular" (Renewal) one, the HDT one, and the Wigs variant (to allow NPCs to wear HDT hairstyles). The non-HDT variants do show up in RaceMenu... BUT... at some point, after browsing too far to the left OR too far to the right side on the slider the game just plainly CTDs on me. Initially, when I browse (either side) everything works, after after seeing about 25 styles or so... BOOM, back to the Desktop.

 

Now, here's the thing. I DO have the Pre-Cache fix mod installed for RaceMenu, which supposedly prevents CTDs when browsing hairstyles past the vanilla number. Additionally, there are NO CONFLICTS according to Mod Organizer's left pane. I manually verified the File Trees for each of the three KS mods and there's zero conflicts between them OR against other mods in my entire list.

 

So hummm... I'm scratching my head. I do see the NON-HDT variants BEFORE it crashes. Could that mean that the possible cause of the crash would be the presence of the HDT variants? Are we supposed to be able to actually see those specific HDT hairstyles in RaceMenu? My big problem trying to understand this issue is that Mod Organizer is essentially telling me " Hey bud! Relax! There's nothing wrong here, look, no red, no green bars, go back in the game man, it was your imagination ".

 

I think I need help on this one guys, any suggestions?

 

2) I created my own BodySlide body Meshes. The type I am using is " Unified UNP Special ". I am using that type because I did read during my research that the "special" variant already includes all the collision detection I need (belly, vagina, boobs). The body then shows up in-game, boobs and butt are moving. However... * drum rolls * ... during the test I've had a few moments ago MY body worked (boobs, butt physics, it was fine)... BUT the body of the NPC I had a sex scene with had ZERO physical effects. My character's penis (Futanari) merely went through without collision, no belly bulge, no boobs moving.

 

Alright, this... I THINK I know what's going on here but I'm not 100% sure. What I think is going on is that the body type used by that NPC was somehow different than mine? Wait... I'm genuinely trying to remember what her body looked like as I'm typing this very line, ugh... I'll have to check again in-game later on. I mean, isn't the XP32MSE's skeleton supposed to allow collision detection on supported body types? I gave myself a UUNP Special body, and if I'm not mistaken then it means that all NUDE NPCs in the game (well, female ones) should also use it too, no? Yes? Maybe?

 

That's another one I'm scratching my head about. I do remember which NPC it was though, it was Njada Stonearm, in Jorrvasrk. But I doubt that would change anything. So, why were the physics seemingly disabled on HER, but not on me? I'm puzzled (more on this below, not sure if related).

 

3) I need an absolute, final, clear and straight answer to this one guys, because ALL the information I've found on this specific subject dates back to at least 1+ year or more ago. So, I kept seeing this 'thing' coming back during research about HDT physics, called "Havok Object", or sometimes "Object Havok" or whichever manner the words were combined together... it always comes back to one thing, namely "Havok". The ONLY somewhat clear'ish forum post information I've read about that said something along the lines of "You don't need this for you, but you need it if you want NPCs to have physics". Then again, it was a dusty and OLD-as-granny post you can find on Google results.

 

SO... I'll ask clearly: DO I NEED THAT HAVOK OBJECT THING?

 

If so, what IS that thing, where in the great heck can it be found and what are the installation / configuration procedures? And I'm asking this, because it MIGHT explain why that NPC I had the sex scene with had no physics on her body (maybe she needed that Havok Object thing).

 

Thanks.

 

4) I'm using Joy of Perspective for first-person view. It works. HOWEVER, can it be configured? Because even though it works, when I look down there's two things I don't like: 1) The 'Y' axis sensitivity (looking up and down with mouse) is excessively SLOW compared to the 'X' axis sensitivity (I'm not sure though, if that's actually related directly to JoP, or if I have to do something manually in the Prefs INI file instead).. And 2) when I look all the way down, it seems as though my head mesh itself is 'offset' to the right side, almost as if the head was physically resting onto the right shoulder itself. I suppose that a screen shot of that would better explain it, but basically my character doesn't look down right in the middle (or for example not right between each titties).

 

So hummm, first, is Joy of Perspective my only first-person view mod to consider? If it IS pretty much the best option, then... yeah, can I configure it?

 

5) My character is Futanari. So, during that test scene I had with Njada, the animation used was Missionary. However, I'm still noob enough to NOT know if SexLab itself (well, the Framework I guess), and/or the mod that caused the scene to trigger (I think I used the Aroused mod, it came through dialogue, but I did NOT specifically choose to go with Missionary as far as I know. If I DID choose that animation, however, then I already forgot about it and wouldn't be able to tell where I did that.

 

Now here's the thing, what I want to understand is the following: A) Since my character is a female with a dick, do I HAVE to tell the SexLab mods somewhere in MCM that I want to use MALE animations? Or will SexLab (or the mods themselves for SexLab) sort of "detect" that I have a dick and automatically apply "compatible" animations? I'm asking this because I'm using Schlong for Females, and NOT using the Equipable variant. But... yeah I think I can just check about that on my own the next time I launch the game for more testing (I'm just thinking out loud now). And, secondly, out of curiosity (and to understand how it works, more on a technical level), how do Blowjob animations work? I mean * cough * ...I know how Blowjobs work, definitely. I guess I didn't word that one right. Let me rephrase: is there such a thing as "Mouth physics / collision"? I mean... ok nvm, I'll just look at it more closely in-game during my next tests. I'm just basically wondering if my character's schlong will simply go through the entire head and I'll have to play the 'suspension of disbelief' game.

 

I suppose that a better question here would be: Are there any FUTANARI-specific mods for SexLab?

 

I'd presume not, simply because I guess that creating Male-friendly animations (such as ones that involve penetration) simply work well enough as it is for a female character with a dick. So there's no actual need to create mods specifically for Futa characters. Hhm, well, I think I just shut myself up with this one... * slaps forehead *.

 

6) Related to Schlongs, I remember reading (again, rather old post) that - specifically - B3lisario's Schlongs for Female does NOT support erection, and makes penetration scenes difficult? But I CAN confirm though that during my test scene my character's penis was definitely fully erect and as hard as hard can be, and I did nothing on my part to make that happen (I.E. did not press a specific key to "activate" erection for example). So, since that post with that information was rather old (can't recall how old), and since I saw pretty much the contrary in-game, does that mean that it was "fixed" in more recent versions IF it was indeed the case before?

 

OR... does it mean that somehow my schlong was in fact NOT supposed to be hard during the scene and WAS supposed to stay flaccid and flopping around in all possible directions? I need to be 100% certain on that one. If it IS the case then I'll be a very sad panda, because... hummm, well... because Futa is love, Futa is life? Or something like that.

 

7) Again, related to Schlongs (it's all about schlongs in life my friends, always). In the MCM menu for Floppy Schlongs (I think it's called SOS Floppy? can't recall by heart) there's a mention somewhere in there about how the mod itself conflicts with HDT extension? And THAT would explain why it sort of doesn't support erection... or... wait I'm not even sure if I got that right. I mean that message in the MCM menu IS there, and the checkbox related to it is UNCHECKED by default. Which means that... hummm, that it's fine? Or does it mean that I HAVE to check that box with the risk of seeing conflicts or something? I don't get that one quite correctly (or perhaps that message doesn't apply anymore at this time?).

 

What I DID for precaution, however, was to place both my HDT Extension mod AND Realistic Force BELOW Floppy SoS to ensure that - just in case - HDT would win a conflict and be applied properly anyway (was that the right thing to do? I think so?)

 

8) The OVERWRITE FOLDER. I absolutely need to be 100% sure about everything on that one apparently.

 

At some point, I made a BIG mistake, trying to follow instructions about that "feature" and how to deal with it (keyword is: trying). The result was the deletion of a very important main .ESM along with a crap load of "left overs" from third party utilities that themselves created files inside that folder. So, I HAVE read that the Overwrite folder is - and correct me if I'm wrong - indeed a folder that is being used to store utilities-created files (for the MOST part that is, because there WAS a main .ESM in there and it got deleted and was NOT recoverable). I have additionally read that the Overwrite folder feature is important ... _IF_ ... using profiles. HOWEVER, I've also read posts around that said that, essentially, profiles ARE necessary anyway to make sure that everything you're doing is going to work in the end (might also have something to do with that Invalidation checkbox when creating a profile).

 

The gist of it? If you don't like the Overwrite folder / feature, suck it and go look somewhere else.

 

Alright, fair enough. So, what I DO understand is that once my entire setup is ready, and won't necessitate updates nor extra mods, once everything is set in stone and I can finally start playing a game with that setup, then at THAT point it's time to use the feature. Is that correct? I.E. When NOTHING will EVER change anymore for THAT setup. Then it'd be time to click on Overwrite at the bottom, then select "Create Mod", in order for the files contained in the Overwrite folder be moved over to the Mods folder where the mods are normally being installed, so that MO considers this new Overwrite "Mod" an actual mod per se with a checkbox to click on in the left pane.

 

And when THAT is done, I must NOT "uninstall" that Overwrite "Create Mod" in the left pane, is that correct? I wouldn't even want to risk testing that on my own without being 300% sure about it. Although, of course, if for example vanilla files get deleted then there's always Steam's Files Integrity feature to remedy to that problem, and I wouldn't have to download the entire game again (only the missing files). The problem though comes in the form of losing Mods and - especially - Utilities-related "left over" files that do NOT end up in the 'regular' Mods folder otherwise. If THOSE files get deleted, then I would essentially have to reinstall Every. Thing. in the left pane to make sure.

 

That's a stress-inducing feature, man.

 

So, main question on this point should be: Is the Overwrite MOD (once you "Create Mod" after clicking on it at the bottom) absolutely ESSENTIAL for my setup to work? OR can I just NEVER touch it, never click on it, ignore the MO's error about it and just click play?

 

9) LOAD ORDER. Oh God yeah... that.

 

That's the big one isn't it. The one that can make ALL the different in the world even if EVERY. THING. ELSE was done properly. Well, with MO there's two lol, one for the .ESPs on the right pane, and the other for the mod's Resources / Files on the left pane. I do, however, firmly believe that I got that right "enough" for the most part, at least so far (considering the points I mentioned earlier about the stuff that actually works).

 

There ARE, however, a couple of mods specifically which puzzle me a little bit in terms of where they need to be placed in the load order, specifically on the LEFT pane. And they are:

 

- Schlongs of Skyrim

- Realistic Force

- XP32MSE

 

Now, this is the actual current order I have for them. I know that XP32MSE's skeleton NIF file is, according to what I keep reading around, THE ABSOLUTE non-negotiable most important thing (next to sliced bread, of course). So, in this [my] case, it IS in fact winning the conflict against Realistic Force. HOWEVER, ALL the guides I've seen so far say that Realistic Force is either a requirement or - at the very least - extremely important. So... yeah, which one needs to win the most things over the other then? XP32MSE still?

 

Also, apparently Joy of Perspective conflicts with XP32MSE. BUT, if I recall correctly during the installation process there was a checkbox for JoP compatibly which I DID check. BUT... it might also explain the reason why my head seems to be offset on the right side when I look down. Yeah I think I need more information on that. Does XP32MSE already supports first-person view of your character's body when looking down without the need of a third party mod to do that?

 

10) OMG!!!... S/HE LOOKS SO HOT!!!

 

Yeah, you ever saw Nexus pictures of those various skin / models mods and thought " Is that even possible?! She looks so good! HOW CAN I HAVE a character like that too?!!! ". Now, if there IS something that - so far - after a solid week of doing all of this setup stuff and downloading and testing mods left and right, I CANNOT possibly reproduce are definitely THOSE graphics on those pictures. In fact, not just on characters, but environments as well. Anything from glossy effects to seemingly perfect shadows and lightning tones, color vibrancy, depth of field, etc... of course not to mention the actual skins themselves, the makeups, tattoos, jewelry, piercings... heck even the very poses themselves.

 

I DO know about the supposed mods that - once combined - give those results. I mean, hey, the authors posting those pics must have DONE IT, right? Well, good for them, 'cause I sure as heck don't see the same things on my end.

 

SO, where does all this lead to?

 

Well, do you guys know of a good ENBseries preset that does NOT CRASH THE GAME? Because, so far, I've tried four, and they ALL equally pissed off my Skyrim and got bitch-slapped back where they came from faster than they could be loaded in. And, I'm specifically asking only for ENBseries, because as I mentioned above, I DO know about ALL the other mods for makeup, skins and "realistic lighting" or other various graphical overhauls. I actually HAVE downloaded probably half of Nexus. It's all well organized in some folders just for that. The ONE thing I don't get well enough apparently, the ONE thing that everyone seems to recommend to make Skyrim the ultimate fantasy world to look at for scenery porn is ENBseries, and that one just so happens to be a wall of Unobtainium that my game just can't get through.

 

As far as my system's main specs go: i7 2600k / 8GB RAM /  GTX 970 / Windows 10.

 

Should be enough, right? Nope, apparently not. I know... it's probably a case of "just something in the ENBlocal INI settings". Well the thing is I had Presets, ones that are recommended and supposedly known to not only work (of course) but give beautiful results. But, for me, for little 'ol me, it crashes.

 

CONCLUSION

 

My fingertips hurt, and my keyboard just lost approximately half of its life span.

 

Also, yeah, I need some help once more guys as you can see. But... BUT... I'm almost there! I can almost touch it!

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Isn't racemenu suppose to already come with precache killer in it? If so you are just causing problems or making it redundant by using the fix.

 

Hello there!

 

Hummm...

 

Well that's sort of a good question? I'm not sure if it does come with a precache killer. It... does? I'll check about that on the Nexus' page.

 

Good thing you mentioned it though! Because I would NOT have thought about that.

 

Thanks!

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K, let's see what I can tell you...
 

THINGS THAT NEED FIXING / POLISHING / UNDERSTANDING
 
1) I have KS's Hairdos mods, the "regular" (Renewal) one, the HDT one, and the Wigs variant (to allow NPCs to wear HDT hairstyles). The non-HDT variants do show up in RaceMenu... BUT... at some point, after browsing too far to the left OR too far to the right side on the slider the game just plainly CTDs on me. Initially, when I browse (either side) everything works, after after seeing about 25 styles or so... BOOM, back to the Desktop.
 
Now, here's the thing. I DO have the Pre-Cache fix mod installed for RaceMenu, which supposedly prevents CTDs when browsing hairstyles past the vanilla number. Additionally, there are NO CONFLICTS according to Mod Organizer's left pane. I manually verified the File Trees for each of the three KS mods and there's zero conflicts between them OR against other mods in my entire list.
 
So hummm... I'm scratching my head. I do see the NON-HDT variants BEFORE it crashes. Could that mean that the possible cause of the crash would be the presence of the HDT variants? Are we supposed to be able to actually see those specific HDT hairstyles in RaceMenu? My big problem trying to understand this issue is that Mod Organizer is essentially telling me " Hey bud! Relax! There's nothing wrong here, look, no red, no green bars, go back in the game man, it was your imagination ".
 
I think I need help on this one guys, any suggestions?

AFAIK, the pre-cache-killer was integrated into race menu long ago, and should not be installed separately anymore. And yes, HDT hairstyles are supposed to appear in racemenu. (I use some myself).
From what you describe, it sounds more like you run out of memory while loading uncached hair. Did you setup Sheson's Memory allocation fix in skse.ini? That should help greatly.
 

2) I created my own BodySlide body Meshes. The type I am using is " Unified UNP Special ". I am using that type because I did read during my research that the "special" variant already includes all the collision detection I need (belly, vagina, boobs). The body then shows up in-game, boobs and butt are moving. However... * drum rolls * ... during the test I've had a few moments ago MY body worked (boobs, butt physics, it was fine)... BUT the body of the NPC I had a sex scene with had ZERO physical effects. My character's penis (Futanari) merely went through without collision, no belly bulge, no boobs moving.
 
Alright, this... I THINK I know what's going on here but I'm not 100% sure. What I think is going on is that the body type used by that NPC was somehow different than mine? Wait... I'm genuinely trying to remember what her body looked like as I'm typing this very line, ugh... I'll have to check again in-game later on. I mean, isn't the XP32MSE's skeleton supposed to allow collision detection on supported body types? I gave myself a UUNP Special body, and if I'm not mistaken then it means that all NUDE NPCs in the game (well, female ones) should also use it too, no? Yes? Maybe?
 
That's another one I'm scratching my head about. I do remember which NPC it was though, it was Njada Stonearm, in Jorrvasrk. But I doubt that would change anything. So, why were the physics seemingly disabled on HER, but not on me? I'm puzzled (more on this below, not sure if related).


Two things here: First, your futa-schlong itself needs to be collision-enabled. I provide a suitable .xml file in the futa mod linked in my signature. Just look up a tutorial on linking .nif meshes to .xml HDT configs (you will want to link you schlong's malegenitalsf_0/1.nif).
Second, do you use some NPC beautification mod? Many of those provide their own bodies that must be replaced manually (Just search for femalebody_0/1.nif in the respective mods' folder).
 

3) I need an absolute, final, clear and straight answer to this one guys, because ALL the information I've found on this specific subject dates back to at least 1+ year or more ago. So, I kept seeing this 'thing' coming back during research about HDT physics, called "Havok Object", or sometimes "Object Havok" or whichever manner the words were combined together... it always comes back to one thing, namely "Havok". The ONLY somewhat clear'ish forum post information I've read about that said something along the lines of "You don't need this for you, but you need it if you want NPCs to have physics". Then again, it was a dusty and OLD-as-granny post you can find on Google results.
 
SO... I'll ask clearly: DO I NEED THAT HAVOK OBJECT THING?
 
If so, what IS that thing, where in the great heck can it be found and what are the installation / configuration procedures? And I'm asking this, because it MIGHT explain why that NPC I had the sex scene with had no physics on her body (maybe she needed that Havok Object thing).
 
Thanks.


For bounciness, you generally don't need it. For collision with hands, head, schlong, vagina etc. you don't need it. For collision with your body (e.g. breast, butt) however, you DO almost always need it.
This is because the physics-ness (how does one that even word?) of the body is usually defined in hdtPhysicsExtensionsDefaultBBP.xml, which is always loaded automatically, but only the bounce part. The collision part must be loaded explicitly, e.g. by the havok object.
 

4) I'm using Joy of Perspective for first-person view. It works. HOWEVER, can it be configured? Because even though it works, when I look down there's two things I don't like: A) The 'Y' axis sensitivity (looking up and down with mouse) is excessively SLOW compared to the 'X' axis sensitivity. So, when I look all the way down, it seems as though my head mesh itself is 'offset' to the right side, almost as if the head was physically resting onto the right shoulder itself. I suppose that a screen shot of that would better explain it, but basically my character doesn't look down right in the middle (or for example not right between each titties).
 
So hummm, first, is Joy of Perspective my only first-person view mod to consider? If it IS pretty much the best option, then... yeah, can I configure it?

 
There is also Immersive First Person View and Skyrim - Enhanced Camera. They all have their upsides and downsides.
 

5) My character is Futanari. So, during that test scene I had with Njada, the animation used was Missionary. However, I'm still noob enough to NOT know if SexLab itself (well, the Framework I guess), and/or the mod that caused the scene to trigger (I think I used the Aroused mod, it came through dialogue, but I did NOT specifically choose to go with Missionary as far as I know. If I DID choose that animation, however, then I already forgot about it and wouldn't be able to tell where I did that.
 
Now here's the thing, what I want to understand is the following: A) Since my character is a female with a dick, do I HAVE to tell the SexLab mods somewhere in MCM that I want to use MALE animations? Or will SexLab (or the mods themselves for SexLab) sort of "detect" that I have a dick and automatically apply "compatible" animations? I'm asking this because I'm using Schlong for Females, and NOT using the Equipable variant. But... yeah I think I can just check about that on my own the next time I launch the game for more testing (I'm just thinking out loud now).
 
I suppose that a better question here would be: Are there any FUTANARI-specific mods for SexLab?
 
I'd presume not, simply because I guess that creating Male-friendly animations (such as ones that involve penetration) simply work well enough as it is for a female character with a dick. So there's no actual need to create mods specifically for Futa characters. Hhm, well, I think I just shut myself up with this one... * slaps forehead *.

 
For almost all things futa, hop over here. And no, sexlab won't by itself detect your schlong. However, if you want to always be treated as "male" by sexlab mods, you can switch the player's sexlab-specific gender in the mcm menu. (under animation, iirc)
 

6) Related to Schlongs, I remember reading (again, rather old post) that - specifically - B3lisario's Schlongs for Female does NOT support erection, and makes penetration scenes difficult? But I CAN confirm though that during my test scene my character's penis was definitely fully erect and as hard as hard can be, and I did nothing on my part to make that happen (I.E. did not press a specific key to "activate" erection for example). So, since that post with that information was rather old (can't recall how old), and since I saw pretty much the contrary in-game, does that mean that it was "fixed" in more recent versions IF it was indeed the case before?
 
OR... does it mean that somehow my schlong was in fact NOT supposed to be hard during the scene and WAS supposed to stay flaccid and flopping around in all possible directions? I need to be 100% certain on that one. If it IS the case then I'll be a very sad panda, because... hummm, well... because Futa is love, Futa is life? Or something like that.


Nope, everything okay. The only thing you have to worry about is alignment, as B3l's schlong for females is located slightly further up on the body than the male schlongs.
 

7) Again, related to Schlongs (it's all about schlongs in life my friends, always). In the MCM menu for Floppy Schlongs (I think it's called SOS Floppy? can't recall by heart) there's a mention somewhere in there about how the mod itself conflicts with HDT extension? And THAT would explain why it sort of doesn't support erection... or... wait I'm not even sure if I got that right. I mean that message in the MCM menu IS there, and the checkbox related to it is UNCHECKED by default. Which means that... hummm, that it's fine? Or does it mean that I HAVE to check that box with the risk of seeing conflicts or something? I don't get that one quite correctly (or perhaps that message doesn't apply anymore at this time?).
 
What I DID for precaution, however, was to place both my HDT Extension mod AND Realistic Force BELOW Floppy SoS to ensure that - just in case - HDT would win a conflict and be applied properly anyway (was that the right thing to do? I think so?)


I'm not sure what you're talking about, but FloppySOS requires HDT, so I think you're good. 
 

8) LOAD ORDER. Oh God yeah... that.
 
That's the big one isn't it. The one that can make ALL the different in the world even if EVERY. THING. ELSE was done properly. Well, with MO there's two lol, one for the .ESPs on the right pane, and the other for the mod's Resources / Files on the left pane. I do, however, firmly believe that I got that right "enough" for the most part, at least so far (considering the points I mentioned earlier about the stuff that actually works).
 
There ARE, however, a couple of mods specifically which puzzle me a little bit in terms of where they need to be placed in the load order, specifically on the LEFT pane. And they are:
 
- Schlongs of Skyrim
- Realistic Force
- XP32MSE
 
Now, this is the actual current order I have for them. I know that XP32MSE's skeleton NIF file is, according to what I keep reading around, THE ABSOLUTE non-negotiable most important thing (next to sliced bread, of course). So, in this [my] case, it IS in fact winning the conflict against Realistic Force. HOWEVER, ALL the guides I've seen so far say that Realistic Force is either a requirement or - at the very least - extremely important. So... yeah, which one needs to win the most things over the other then? XP32MSE still?
 
Also, apparently Joy of Perspective conflicts with XP32MSE. BUT, if I recall correctly during the installation process there was a checkbox for JoP compatibly which I DID check. BUT... it might also explain the reason why my head seems to be offset on the right side when I look down. Yeah I think I need more information on that. Does XP32MSE already supports first-person view of your character's body when looking down without the need of a third party mod to do that?


Those three mods are definitely in the correct order and should not be swapped around under any circumstances. And yes, for TJoP, check the compability in the XPMSE installer, then place XPMSE below TJoP. And no, XPMSE can't do first-person view on it's own.
 

9) OMG!!!... S/HE LOOKS SO HOT!!!
 
Yeah, you ever saw Nexus pictures of those various skin / models mods and thought " Is that even possible?! She looks so good! HOW CAN I HAVE a character like that too?!!! ". Now, if there IS something that - so far - after a solid week of doing all of this setup stuff and downloading and testing mods left and right, I CANNOT possibly reproduce are definitely THOSE graphics on those pictures. In fact, not just on characters, but environments as well. Anything from glossy effects to seemingly perfect shadows and lightning tones, color vibrancy, depth of field, etc... of course not to mention the actual skins themselves, the makeups, tattoos, jewelry, piercings... heck even the very poses themselves.
 
I DO know about the supposed mods that - once combined - give those results. I mean, hey, the authors posting those pics must have DONE IT, right? Well, good for them, 'cause I sure as heck don't see the same things on my end.
 
SO, where does all this lead to?
 
Well, do you guys know of a good ENBseries preset that does NOT CRASH THE GAME? Because, so far, I've tried four, and they ALL equally pissed off my Skyrim and got bitch-slapped back where they came from faster than they could be loaded in. And, I'm specifically asking only for ENBseries, because as I mentioned above, I DO know about ALL the other mods for makeup, skins and "realistic lighting" or other various graphical overhauls. I actually HAVE downloaded probably half of Nexus. It's all well organized in some folders just for that. The ONE thing I don't get well enough apparently, the ONE thing that everyone seems to recommend to make Skyrim the ultimate fantasy world to look at for scenery porn is ENBseries, and that one just so happens to be a wall of Unobtainium that my game just can't get through.
 
As far as my system's main specs go: i7 2600k / 8GB RAM /  GTX 970 / Windows 10.
 
Should be enough, right? Nope, apparently not. I know... it's probably a case of "just something in the ENBlocal INI settings". Well the thing is I had Presets, ones that are recommended and supposedly known to not only work (of course) but give beautiful results. But, for me, for little 'ol me, it crashes.


First off, sadly most of these screenshots were probably taken at abysmal frame rates - you can't see that in a static picture after all.
As for recommended presets, I use a couple, but it's really very taste-dependent. What are you looking for? Colorful, over-saturated high-fantasy? Poop-colored bleak realism? Gothic shadows? Summery brightness? Something entirely different?
 

CONCLUSION
 
My fingertips hurt, and my keyboard just lost approximately half of its life span.
 
Also, yeah, I need some help once more guys as you can see. But... BUT... I'm almost there! I can almost touch it!

I just spent 30 minutes typing out an answer! Why did I do that, me? No idea.

Link to comment

K, let's see what I can tell you...

 

THINGS THAT NEED FIXING / POLISHING / UNDERSTANDING

 

1) I have KS's Hairdos mods, the "regular" (Renewal) one, the HDT one, and the Wigs variant (to allow NPCs to wear HDT hairstyles). The non-HDT variants do show up in RaceMenu... BUT... at some point, after browsing too far to the left OR too far to the right side on the slider the game just plainly CTDs on me. Initially, when I browse (either side) everything works, after after seeing about 25 styles or so... BOOM, back to the Desktop.

 

Now, here's the thing. I DO have the Pre-Cache fix mod installed for RaceMenu, which supposedly prevents CTDs when browsing hairstyles past the vanilla number. Additionally, there are NO CONFLICTS according to Mod Organizer's left pane. I manually verified the File Trees for each of the three KS mods and there's zero conflicts between them OR against other mods in my entire list.

 

So hummm... I'm scratching my head. I do see the NON-HDT variants BEFORE it crashes. Could that mean that the possible cause of the crash would be the presence of the HDT variants? Are we supposed to be able to actually see those specific HDT hairstyles in RaceMenu? My big problem trying to understand this issue is that Mod Organizer is essentially telling me " Hey bud! Relax! There's nothing wrong here, look, no red, no green bars, go back in the game man, it was your imagination ".

 

I think I need help on this one guys, any suggestions?

AFAIK, the pre-cache-killer was integrated into race menu long ago, and should not be installed separately anymore. And yes, HDT hairstyles are supposed to appear in racemenu. (I use some myself).

From what you describe, it sounds more like you run out of memory while loading uncached hair. Did you setup Sheson's Memory allocation fix in skse.ini? That should help greatly.

 

2) I created my own BodySlide body Meshes. The type I am using is " Unified UNP Special ". I am using that type because I did read during my research that the "special" variant already includes all the collision detection I need (belly, vagina, boobs). The body then shows up in-game, boobs and butt are moving. However... * drum rolls * ... during the test I've had a few moments ago MY body worked (boobs, butt physics, it was fine)... BUT the body of the NPC I had a sex scene with had ZERO physical effects. My character's penis (Futanari) merely went through without collision, no belly bulge, no boobs moving.

 

Alright, this... I THINK I know what's going on here but I'm not 100% sure. What I think is going on is that the body type used by that NPC was somehow different than mine? Wait... I'm genuinely trying to remember what her body looked like as I'm typing this very line, ugh... I'll have to check again in-game later on. I mean, isn't the XP32MSE's skeleton supposed to allow collision detection on supported body types? I gave myself a UUNP Special body, and if I'm not mistaken then it means that all NUDE NPCs in the game (well, female ones) should also use it too, no? Yes? Maybe?

 

That's another one I'm scratching my head about. I do remember which NPC it was though, it was Njada Stonearm, in Jorrvasrk. But I doubt that would change anything. So, why were the physics seemingly disabled on HER, but not on me? I'm puzzled (more on this below, not sure if related).

Two things here: First, your futa-schlong itself needs to be collision-enabled. I provide a suitable .xml file in the futa mod linked in my signature. Just look up a tutorial on linking .nif meshes to .xml HDT configs (you will want to link you schlong's malegenitalsf_0/1.nif).

Second, do you use some NPC beautification mod? Many of those provide their own bodies that must be replaced manually (Just search for femalebody_0/1.nif in the respective mods' folder).

 

3) I need an absolute, final, clear and straight answer to this one guys, because ALL the information I've found on this specific subject dates back to at least 1+ year or more ago. So, I kept seeing this 'thing' coming back during research about HDT physics, called "Havok Object", or sometimes "Object Havok" or whichever manner the words were combined together... it always comes back to one thing, namely "Havok". The ONLY somewhat clear'ish forum post information I've read about that said something along the lines of "You don't need this for you, but you need it if you want NPCs to have physics". Then again, it was a dusty and OLD-as-granny post you can find on Google results.

 

SO... I'll ask clearly: DO I NEED THAT HAVOK OBJECT THING?

 

If so, what IS that thing, where in the great heck can it be found and what are the installation / configuration procedures? And I'm asking this, because it MIGHT explain why that NPC I had the sex scene with had no physics on her body (maybe she needed that Havok Object thing).

 

Thanks.

For bounciness, you generally don't need it. For collision with hands, head, schlong, vagina etc. you don't need it. For collision with your body (e.g. breast, butt) however, you DO almost always need it.

This is because the physics-ness (how does one that even word?) of the body is usually defined in hdtPhysicsExtensionsDefaultBBP.xml, which is always loaded automatically, but only the bounce part. The collision part must be loaded explicitly, e.g. by the havok object.

 

4) I'm using Joy of Perspective for first-person view. It works. HOWEVER, can it be configured? Because even though it works, when I look down there's two things I don't like: A) The 'Y' axis sensitivity (looking up and down with mouse) is excessively SLOW compared to the 'X' axis sensitivity. So, when I look all the way down, it seems as though my head mesh itself is 'offset' to the right side, almost as if the head was physically resting onto the right shoulder itself. I suppose that a screen shot of that would better explain it, but basically my character doesn't look down right in the middle (or for example not right between each titties).

 

So hummm, first, is Joy of Perspective my only first-person view mod to consider? If it IS pretty much the best option, then... yeah, can I configure it?

 

There is also Immersive First Person View and Skyrim - Enhanced Camera. They all have their upsides and downsides.

 

5) My character is Futanari. So, during that test scene I had with Njada, the animation used was Missionary. However, I'm still noob enough to NOT know if SexLab itself (well, the Framework I guess), and/or the mod that caused the scene to trigger (I think I used the Aroused mod, it came through dialogue, but I did NOT specifically choose to go with Missionary as far as I know. If I DID choose that animation, however, then I already forgot about it and wouldn't be able to tell where I did that.

 

Now here's the thing, what I want to understand is the following: A) Since my character is a female with a dick, do I HAVE to tell the SexLab mods somewhere in MCM that I want to use MALE animations? Or will SexLab (or the mods themselves for SexLab) sort of "detect" that I have a dick and automatically apply "compatible" animations? I'm asking this because I'm using Schlong for Females, and NOT using the Equipable variant. But... yeah I think I can just check about that on my own the next time I launch the game for more testing (I'm just thinking out loud now).

 

I suppose that a better question here would be: Are there any FUTANARI-specific mods for SexLab?

 

I'd presume not, simply because I guess that creating Male-friendly animations (such as ones that involve penetration) simply work well enough as it is for a female character with a dick. So there's no actual need to create mods specifically for Futa characters. Hhm, well, I think I just shut myself up with this one... * slaps forehead *.

 

For almost all things futa, hop over here. And no, sexlab won't by itself detect your schlong. However, if you want to always be treated as "male" by sexlab mods, you can switch the player's sexlab-specific gender in the mcm menu. (under animation, iirc)

 

6) Related to Schlongs, I remember reading (again, rather old post) that - specifically - B3lisario's Schlongs for Female does NOT support erection, and makes penetration scenes difficult? But I CAN confirm though that during my test scene my character's penis was definitely fully erect and as hard as hard can be, and I did nothing on my part to make that happen (I.E. did not press a specific key to "activate" erection for example). So, since that post with that information was rather old (can't recall how old), and since I saw pretty much the contrary in-game, does that mean that it was "fixed" in more recent versions IF it was indeed the case before?

 

OR... does it mean that somehow my schlong was in fact NOT supposed to be hard during the scene and WAS supposed to stay flaccid and flopping around in all possible directions? I need to be 100% certain on that one. If it IS the case then I'll be a very sad panda, because... hummm, well... because Futa is love, Futa is life? Or something like that.

Nope, everything okay. The only thing you have to worry about is alignment, as B3l's schlong for females is located slightly further up on the body than the male schlongs.

 

7) Again, related to Schlongs (it's all about schlongs in life my friends, always). In the MCM menu for Floppy Schlongs (I think it's called SOS Floppy? can't recall by heart) there's a mention somewhere in there about how the mod itself conflicts with HDT extension? And THAT would explain why it sort of doesn't support erection... or... wait I'm not even sure if I got that right. I mean that message in the MCM menu IS there, and the checkbox related to it is UNCHECKED by default. Which means that... hummm, that it's fine? Or does it mean that I HAVE to check that box with the risk of seeing conflicts or something? I don't get that one quite correctly (or perhaps that message doesn't apply anymore at this time?).

 

What I DID for precaution, however, was to place both my HDT Extension mod AND Realistic Force BELOW Floppy SoS to ensure that - just in case - HDT would win a conflict and be applied properly anyway (was that the right thing to do? I think so?)

I'm not sure what you're talking about, but FloppySOS requires HDT, so I think you're good. 

 

8) LOAD ORDER. Oh God yeah... that.

 

That's the big one isn't it. The one that can make ALL the different in the world even if EVERY. THING. ELSE was done properly. Well, with MO there's two lol, one for the .ESPs on the right pane, and the other for the mod's Resources / Files on the left pane. I do, however, firmly believe that I got that right "enough" for the most part, at least so far (considering the points I mentioned earlier about the stuff that actually works).

 

There ARE, however, a couple of mods specifically which puzzle me a little bit in terms of where they need to be placed in the load order, specifically on the LEFT pane. And they are:

 

- Schlongs of Skyrim

- Realistic Force

- XP32MSE

 

Now, this is the actual current order I have for them. I know that XP32MSE's skeleton NIF file is, according to what I keep reading around, THE ABSOLUTE non-negotiable most important thing (next to sliced bread, of course). So, in this [my] case, it IS in fact winning the conflict against Realistic Force. HOWEVER, ALL the guides I've seen so far say that Realistic Force is either a requirement or - at the very least - extremely important. So... yeah, which one needs to win the most things over the other then? XP32MSE still?

 

Also, apparently Joy of Perspective conflicts with XP32MSE. BUT, if I recall correctly during the installation process there was a checkbox for JoP compatibly which I DID check. BUT... it might also explain the reason why my head seems to be offset on the right side when I look down. Yeah I think I need more information on that. Does XP32MSE already supports first-person view of your character's body when looking down without the need of a third party mod to do that?

Those three mods are definitely in the correct order and should not be swapped around under any circumstances. And yes, for TJoP, check the compability in the XPMSE installer, then place XPMSE below TJoP. And no, XPMSE can't do first-person view on it's own.

 

9) OMG!!!... S/HE LOOKS SO HOT!!!

 

Yeah, you ever saw Nexus pictures of those various skin / models mods and thought " Is that even possible?! She looks so good! HOW CAN I HAVE a character like that too?!!! ". Now, if there IS something that - so far - after a solid week of doing all of this setup stuff and downloading and testing mods left and right, I CANNOT possibly reproduce are definitely THOSE graphics on those pictures. In fact, not just on characters, but environments as well. Anything from glossy effects to seemingly perfect shadows and lightning tones, color vibrancy, depth of field, etc... of course not to mention the actual skins themselves, the makeups, tattoos, jewelry, piercings... heck even the very poses themselves.

 

I DO know about the supposed mods that - once combined - give those results. I mean, hey, the authors posting those pics must have DONE IT, right? Well, good for them, 'cause I sure as heck don't see the same things on my end.

 

SO, where does all this lead to?

 

Well, do you guys know of a good ENBseries preset that does NOT CRASH THE GAME? Because, so far, I've tried four, and they ALL equally pissed off my Skyrim and got bitch-slapped back where they came from faster than they could be loaded in. And, I'm specifically asking only for ENBseries, because as I mentioned above, I DO know about ALL the other mods for makeup, skins and "realistic lighting" or other various graphical overhauls. I actually HAVE downloaded probably half of Nexus. It's all well organized in some folders just for that. The ONE thing I don't get well enough apparently, the ONE thing that everyone seems to recommend to make Skyrim the ultimate fantasy world to look at for scenery porn is ENBseries, and that one just so happens to be a wall of Unobtainium that my game just can't get through.

 

As far as my system's main specs go: i7 2600k / 8GB RAM /  GTX 970 / Windows 10.

 

Should be enough, right? Nope, apparently not. I know... it's probably a case of "just something in the ENBlocal INI settings". Well the thing is I had Presets, ones that are recommended and supposedly known to not only work (of course) but give beautiful results. But, for me, for little 'ol me, it crashes.

First off, sadly most of these screenshots were probably taken at abysmal frame rates - you can't see that in a static picture after all.

As for recommended presets, I use a couple, but it's really very taste-dependent. What are you looking for? Colorful, over-saturated high-fantasy? Poop-colored bleak realism? Gothic shadows? Summery brightness? Something entirely different?

 

CONCLUSION

 

My fingertips hurt, and my keyboard just lost approximately half of its life span.

 

Also, yeah, I need some help once more guys as you can see. But... BUT... I'm almost there! I can almost touch it!

I just spent 30 minutes typing out an answer! Why did I do that, me? No idea.

 

THANK YOU oh so very much! :heart:

 

Can I hug you?

 

I appreciate that you took your time to answer to all this wall of text. Hmmm, but... hummm, well you see... the thing is. Well, I edited my post probably as you were typing your answer. And hummm... well I sort of added an entire new point that would "need" to be covered, it's the new #8 one, about the Overwrite folder (forgot to talk about it originally before editing to add it).

 

I'm just... you know... I'm just saying this just like that. S'not like I'm suggesting anything about it.

 

OH, and about the answers you gave, let me reply to them:

 

1) Done, and done! I removed the separate PreCache Killer for RaceMenu. I hope it's gonna help (I'll know later on tonight when I have more time to test stuff).

 

2) OH BOY, ok really? I didn't know that the Schlong had to be physics-enabled. Hmmm, but... that's strange. I mean, when I look at the Schlong in the game, it does move and flop around, along with the balls. In BodySlide when I created the Schlong I used the " SoS - Schlongs for Females HD (Extended) UUNP " option in the drop down list. And, as far as I can see with my eyes... it moves, or is that sort of a visual emulation of a physical effect when in fact it isn't properly physics-enabled?

 

Hmmm well, alright, I'll look more into that.

 

Now the second part, hmmm, yes I'm using some mods that add head / facial variations to NPCs, new skins as well I think. I mean, mods like the Bijin series (Wives, NPCs, etc). I'm also using EveryBody's Different Redone, which (saying it in case you might not be familiar with it) is a randomizer that picks up a bunch of files from a "pool" of data (packages), textures and/or meshes. It then applies those combined variations randomly in the game to make NPCs look different with each playthrough. I did create my own personal package with 40 differently-built Body Meshes (well, with the hands and feet too!).

 

However, EBD has an option during patching (Skyproc patcher) which blocks the randomization process happening on unique NPCs. I think that Njada (the NPC I had the "test" scene with) is in fact considered a "unique" NPC (not sure though). If that's the case then she would not have been changed much. I'm also using Immersive Clothing and Immersive Armors, but those seem to work fine and shouldn't change the NPC's appearance itself, nor their body mesh.

 

The one thing I find curious as I mentioned in my original post is that MY body had full physics DURING the scene, but only Njada's body was entirely deprived of physics. I mean the actual animation itself did work, the position was triggered for both, the entire scene played properly. It's just that she specifically had no physics effect on her, while I had it in full. The thing is the body mesh that I use for MY character is UUNP Special, and hmmm... let's say if EBD was disabled and Njada did not received a new body mesh, then it should mean that the mesh that she was using by "default" (once nude) should have been the one that I am also using. So, if she uses MY "special" body when nude, then she should have physics effect too?

 

You know what? I'll... just type the rest of my answers for now, I have to prioritize otherwise I'll keep repeating myself (I'm REALLY bad at organizing long posts... is there a Post Organizer out there? lol).

 

3) OMG!!!!!!!!

 

Finally, a full, clear and concise answer given about the mysterious Havok Object. I was starting to think that its very existence was a product of my imagination. I kid you not, heard about that probably on the second day of my research, and almost a WEEK later I finally see an answer about it. I hope with all my heart that this post will remain archived on the web for the next thousand years. NO MORE Havok Object mysteries folks! Rejoice!

 

It IS going to be the FIRST thing I do, looking for that thing, right after I finish typing this new chapter of my life.

 

4) Okay, simple enough! I'll give a try to Enhanced Camera. (ONE sentence, I replied in ONE sentence * high-fives self *)

 

5) Nice! Thanks for that info!

 

6) Good to know!

 

7) LOL! Welcome to my world! I'm also not sure about what I'm blahbling about half the time. But hummm, I guess that I should have phrased that differently. There's a message about something causing conflicts in the Floppy's MCM menu, it's an unchecked box anyway. I think I'll just ignore it. As long as I have HDT placed below in the list I'll be fine (there's no conflict anyway I just checked now... I might have mistaken those two with something else, and I thought that it was about those two instead... if... that makes any sense).

 

8) Instantly done.

 

My XP32MSE was, in fact ABOVE it. It's now below. Hmmm... well then that might explain the "offset" issue I had with first-person view. I'll have test with this new load order later. Thanks a lot for mentioning this! (At this rate I might as well just post my entire load order but... hmmm, I think it's going to cause more stress than anything else... now I, too, know how it feels like to even just LOOK at a load order, let alone trying to make sense of it all).

 

9) True, it's very subjective. It is, especially when it works and you can actually look at it lol.

 

Hummm, well ok, if you do have suggestions to offer then I'd like a preset for the following: colorful enough, but not overly saturated, and something that does not mess up shadows to a point where you're looking at a pitch-black kilometer-sized ex-pixel that felt it was a good idea to become the biggest square possible. I've seen some examples of what "lightning mods" can do when they actually mess up, it is frankly very ugly (but the vanilla lightning is frankly not very good anyway). So yeah, colorful, doesn't mess up shadows, and isn't too saturated. I don't mind if there's some "realism" thrown in but I don't want everything looking gray and dusty.

 

Oh and the so called "God rays" effects from the sun, if that's available, it's a plus (as long as the effect isn't exaggerated).

 

Now I'll stop right here 'cause if I continue you just won't be able to find anything lol. I'm getting too picky here. Just... give me a bunch of links and I'll test them one by one, good 'ol process of elimination. I DID do just that as originally mentioned, they just happened to plain crash my game to the ground, and then six feet under.

 

* takes a looooong breath *

 

WOW this is a lot to absorb.

 

Alright, I'll start fixing up my stuff in a moment, and then I'll have another sleepless night, hooray!

 

EDIT: I found Havok Object, and it conflicts with three files.

 

- hdtPhysicsExtensionsDefaultBBP.xml (conflicts with BodySlide and Outfit Studio, and HDT)

- hdtPhysicsExtensions.dll (conflicts with HDT)

- hdt.xml (conflicts with BodySlide and Outfit Studio)

 

What should be the resources priority on the left pane? And in the right pane's load order? Now I understand that the mod actually adds an item in the game that we (or an NPC) is supposed to equip. And equipping it "havoks" the armor, etc. So, basically, it's a "trigger"? But it's using its own HDT settings I guess? So if I put it on top, then it will lose to BodySlide and my current HDT. But if I place below then it's going to win... however, my current HDT and BodySlide lose. I guess it'll have to add this on my "You Have A Crap Load Of Things To Test" list.

 

I.... THINK that it needs to be placed ABOVE, in order to merely receive the object in-game, without it overriding anything else. But I think that if I do that, then if I give it to an NPC it won't "activate" since its own settings would be conflicting (lost to) both BodySlide (and/or) my current HDT.

 

What should I do?

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THANK YOU oh so very much! :heart:

 

Can I hug you?

Uh, maybe? o..o

 

I appreciate that you took your time to answer to all this wall of text. Hmmm, but... hummm, well you see... the thing is. Well, I edited my post probably as you were typing your answer. And hummm... well I sort of added an entire new point that would "need" to be covered, it's the new #8 one, about the Overwrite folder (forgot to talk about it originally before editing to add it).

 

I'm just... you know... I'm just saying this just like that. S'not like I'm suggesting anything about it.

Hmm...

 

8) The OVERWRITE FOLDER. I absolutely need to be 100% sure about everything on that one apparently.

 

[stuff]

 

So, main question on this point should be: Is the Overwrite MOD (once you "Create Mod" after clicking on it at the bottom) absolutely ESSENTIAL for my setup to work? OR can I just NEVER touch it, never click on it, ignore the MO's error about it and just click play?

The Overwrite folder is where all the files go that are created by programs run through MO, when MO can't figure out which mod they'd belong to. So you do need all the files that are in there, but you should really move them to a more permanent place.

Just right click on it, choose "Create Mod", and call it "<Profile name> overwrite folder" or something like that (or anything really, as long as you'll remember it). Then activate it. Always keep it active.

If/when new files crop up in the overwrite folder, choose "Information", and then simply drag-and-drop everything to the "mod" created before.

 

OH, and about the answers you gave, let me reply to them:

 

1) Done, and done! I removed the separate PreCache Killer for RaceMenu. I hope it's gonna help (I'll know later on tonight when I have more time to test stuff).

Good! Did you do the skse.ini memory thing? It helps a lot with crashes like that.

 

2) OH BOY, ok really? I didn't know that the Schlong had to be physics-enabled. Hmmm, but... that's strange. I mean, when I look at the Schlong in the game, it does move and flop around, along with the balls. In BodySlide when I created the Schlong I used the " SoS - Schlongs for Females HD (Extended) UUNP " option in the drop down list. And, as far as I can see with my eyes... it moves, or is that sort of a visual emulation of a physical effect when in fact it isn't properly physics-enabled?

 

Hmmm well, alright, I'll look more into that.

Huh, didn't know there was a UUNP-specific schlong yet. In that case it *might* not be necessary.

 

Now the second part, hmmm, yes I'm using some mods that add head / facial variations to NPCs, new skins as well I think. I mean, mods like the Bijin series (Wives, NPCs, etc). I'm also using EveryBody's Different Redone, [...]

I think that Njada (the NPC I had the "test" scene with) is in fact considered a "unique" NPC (not sure though). If that's the case then she would not have been changed much. I'm also using Immersive Clothing and Immersive Armors, but those seem to work fine and shouldn't change the NPC's appearance itself, nor their body mesh.[text]

I'm pretty sure Bijin includes it's own body meshes, which are not physics-enabled. If so, you'll have to find and replace them. For EBD, same thing if you use alternative body meshes. And yes, Njada is unique; almost all "named" NPCs are.

 

3) OMG!!!!!!!!

 

Finally, a full, clear and concise answer given about the mysterious Havok Object. I was starting to think that its very existence was a product of my imagination. I kid you not, heard about that probably on the second day of my research, and almost a WEEK later I finally see an answer about it. I hope with all my heart that this post will remain archived on the web for the next thousand years. NO MORE Havok Object mysteries folks! Rejoice!

 

It IS going to be the FIRST thing I do, looking for that thing, right after I finish typing this new chapter of my life.[/size]

 

Uh, no prob :P

 

4) Okay, simple enough! I'll give a try to Enhanced Camera. (ONE sentence, I replied in ONE sentence * high-fives self *)

 

5) Nice! Thanks for that info!

 

6) Good to know!

 

:)

 

7) LOL! Welcome to my world! I'm also not sure about what I'm blahbling about half the time. But hummm, I guess that I should have phrased that differently. There's a message about something causing conflicts in the Floppy's MCM menu, it's an unchecked box anyway. I think I'll just ignore it. As long as I have HDT placed below in the list I'll be fine (there's no conflict anyway I just checked now... I might have mistaken those two with something else, and I thought that it was about those two instead... if... that makes any sense).[/size]

I looked it up, and it seems to be best if you just leave it.

 

8) Instantly done.

 

My XP32MSE was, in fact ABOVE it. It's now below. Hmmm... well then that might explain the "offset" issue I had with first-person view. I'll have test with this new load order later. Thanks a lot for mentioning this! (At this rate I might as well just post my entire load order but... hmmm, I think it's going to cause more stress than anything else... now I, too, know how it feels like to even just LOOK at a load order, let alone trying to make sense of it all).

In 99.9% of all cases, you do not want anything to overwrite XMPSE.

 

9) True, it's very subjective. It is, especially when it works and you can actually look at it lol.

 

Hummm, well ok, if you do have suggestions to offer then I'd like a preset for the following: colorful enough, but not overly saturated, and something that does not mess up shadows to a point where you're looking at a pitch-black kilometer-sized ex-pixel that felt it was a good idea to become the biggest square possible. I've seen some examples of what "lightning mods" can do when they actually mess up, it is frankly very ugly (but the vanilla lightning is frankly not very good anyway). So yeah, colorful, doesn't mess up shadows, and isn't too saturated. I don't mind if there's some "realism" thrown in but I don't want everything looking gray and dusty.

 

Oh and the so called "God rays" effects from the sun, if that's available, it's a plus (as long as the effect isn't exaggerated).

 

Now I'll stop right here 'cause if I continue you just won't be able to find anything lol. I'm getting too picky here. Just... give me a bunch of links and I'll test them one by one, good 'ol process of elimination. I DID do just that as originally mentioned, they just happened to plain crash my game to the ground, and then six feet under.

Well, here's a couple I used that sorta match your description, in roughly descending order of saturation:

http://www.nexusmods.com/skyrim/mods/57286/?

http://www.nexusmods.com/skyrim/mods/74557/?

http://www.nexusmods.com/skyrim/mods/39821/?

http://www.nexusmods.com/skyrim/mods/69371/?

http://www.nexusmods.com/skyrim/mods/63300/?

http://www.nexusmods.com/skyrim/mods/67483/?

 

- hdtPhysicsExtensionsDefaultBBP.xml (conflicts with BodySlide and Outfit Studio, and HDT)

- hdtPhysicsExtensions.dll (conflicts with HDT)

- hdt.xml (conflicts with BodySlide and Outfit Studio)

 

[...]

 

I.... THINK that it needs to be placed ABOVE, in order to merely receive the object in-game, without it overriding anything else.

 

Correct.

One thing to mind with the havok object: It places itself on NPCs by modifying their "outfits". (Where "outfit" is simply a list of armor/clothing items.) So it will not appear on any NPCs wearing "outfits" modified by some other mod (Or mod-added NPCs wearing non-vanilla "outfits")

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My God... this is so FRUSTRATING. Just HOW do people make those damn collisions work!? Grrrrrrrr, I'm on the verge of exploding with RAGE!. I've been at it since the past 10+ hours - yet again - and I managed to only fix ONE thing (and that's excluding the fact that overall I've been trying to do this for about 9 days now), and merely change others without making the case any better.

 

* taking a deep breath * ... I genuinely need to calm down. Alright, let's try to make this straightforward.

 

THE WORKING STUFF

 

1) I have boobs physics.

2) I have butt physics.

3) SexLabs installs all animations just fine.

4) Animations themselves trigger and play properly.

5) MCM Menus all work, no UI errors.

 

THE STUFF I ACTUALLY FIXED

 

1) I had no labia texture on my character. So I found out about " UUNP Labia TexBlend ". I used it, it's super easy, fixed it right away. Let me say that fixing stuff that fast and that easily is almost orgasmic at this point; it's also excessively rare.

 

THE NEAR-WORKING / HALF-BROKEN STUFF

 

1) Browsing Hair Styles STILL crash the game. However, I can browse considerably more styles than prior removing the 'extra' PreCache Killer mod I had installed. Let's say... now I can browse a good 30+ styles before it atomizes the game (prior to around 15+ in comparison). So, it's a little "better", but it still CTDs the heck out of my game. There's no conflict in MO, and the resources' load order (left pane) is identical to the order I have the Hairdos on for the right pane (and from top to bottom, that is: KS Hairdo's.esp > KS Hairdos HDT > KS Wigs). There's a crap load of hair styles, something like 230+, maybe it's just impossible to browse them all? The one thing I DO know for sure is that, so far, I NEVER managed to make my way to the HDT styles. Whenever I got too far on the left or right side the ONLY styles I see popping up are the fixed non-HDT variants (albeit still very well done, mind you).

 

I'm starting to think that something about HDT (either the Extension, or the HDT hair styles themselves) just pisses off the game real bad. I know it's not "supposed" to, otherwise people wouldn't recommend the mod and the author wouldn't have released it in the first place had it been actually unstable. OH and yes, I checked and I DO have the SKSE INI values for the "Memory Fix". In fact let me just copy and paste it here, it goes like so:

 

[Display]
iTintTextureResolution=2048

[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

 

Yet, it doesn't seem to help. That is, _IF_ the crash is indeed related to not having [enough] memory. Now, here's the thing, I'm also using the latest version of ENBSeries. Yeah, I decided to give it another go... BUT... the GRAPHICAL-related settings are disabled. I deactivated them temporarily until I sort out my stuff, I really don't need to add more stress and an extra source of potential instability at the moment. So, instead, I keep the "Bug Fixes" that ENBSeries provides, by enabling the following line:

 

[GLOBAL]
UsePatchSpeedhackWithoutGraphics=true

 

It being "False", by default (when ENB's graphics changes are applied).

 

Now, I HAVE read on a few forums posts around (all around the web, not just here) that having BOTH the Memory Block SKSE fix AND the ENBSeries' fix should NOT cause problems. But I suppose that it wouldn't be hard to temporarily just remove one of them (probably ENB), going back in the game and browsing the Hair Styles again just to be sure that it wasn't in fact causing me troubles. And I will do just that whenever I have enough willpower to go back "working" on all this stuff.

 

2) I got rid of Joy of Perspective, and gave a try to Enhanced Camera. So far, it looks like EC is better... to a certain extent, at least for me. There's issues though, but I'm not sure if they are in fact just inevitable because - for example - it's really not supposed to happen at all and the engine just freaks out, and modders can do nothing about it (I.E. it's really a case of the engine just not being able to handle stuff like that well, or for a long period, etc). Most of the time (but not always) when I go in Free Camera Mode my free point of view 'spawns' a dozen meter away from the scene and I have to fly-cam my way back.

 

Another problem, when in first-person view, is the actual proximity to my own chest (when looking down). When first-person view actually works then either I'm too 'close' or literally INSIDE the base of my neck where the head mesh rests. When that happens it actually looks like both eyes look down THROUGH the body mesh's 'cavity' with a slight angle to look towards the other actor in the scene, but half of the screen is "inside" my body, and the other half outside.

 

Now here's something to consider (well, mostly speaking to myself). Is that I have JUST discovered the two camera sliders in RaceMenu and it DID seem to help for the very little amount I've tempered with them. I think I only tried -2 on one slider and +2 on the other, and it sort of helped. But I couldn't test much longer after that since a few minutes on and I was back to the desktop after a CTD (my first CDT in 8 or 9 days outside of browsing hairstyles, which worries me more than anything else now).

 

3) Those damn BALLS, lol. Yeah, let's talk about balls. Sometimes they actually ARE "HDT'ed", they DO flop around during animations (albeit not that much but I have seen it happen). It's rare though, not sure why. You'd think that if it happens once, then it should always happen? NOPE, there's TWO balls in there remember? There's GOT to be conflicts. I just can't explain why, I'm not THAT knowledgeable yet.

 

4) The Load Order, the ever-recurring elephant in the room. I DO suspect at the back of my head that, sometimes, some of my problems might in be caused by merely having a screwed up load order. But...

 

I THINK I got it right, sometimes, not always. I can't for the life of me just remain content and rely on LOOT alone for some reason; I just don't "trust" it. I know... I KNOW, I have to and I will. But honestly I'd rather just post my whole load order for someone willing to take a look at it now. But I won't just post it nonchalantly, because I know how difficult it can be to sort a Load Order when it's a custom one that isn't from you. BUT, if there IS a veteran out here willing to give it a shot then please do let me know. I think that at this point not even LOOT can help me with my misery (but I will give it a try believe me, later on tonight I'll let LOOT either do a miracle, or destroy the world).

 

THE STUFF THAT JUST DOESN'T GIVE A DAMN

 

1) That STUPID Schlong that refuses to BEHAVE LIKE ONE.  Look, you want to be a Schlong? Then BE ONE, no? Why can't it just be that simple?

 

Okay... okay. Let me breath...

 

What I have done, so far, to try to get physics on that stupid (albeit oh so beautiful) schlong:

 

º Used NifSkope to 'link' both Genitals NIF files that came with Schlong for Females V.09. Yes, I've done that actually. I've followed a very clear, well-explained tutorial and it took me no more than around five minutes to do. I imported the NIFs, typed what I had to, linked to the path where they are located, saved, and moved the files where they are supposed to go.

 

º Made ABSOLUTELY 200% certain that the Load Order for the left pane AND the right pane's XP32MSE, Realistic Force, and SOS were identical. And that is:

 

- Schlongs of Skyrim
- Realistic Force
- XP32MSE

 

º Went back in BodySlide and Outfit Studio, and re-created a brand new, shinny Schlong, and carefully made sure that I selected the " SoS - Schlongs for Females HD (Extended) UUNP " variant. Then of course replaced the Genital NIFs that were already present (from Schlongs for Females V.09) for the newly-made ones.

 

º Re-installed EVERY Schlongs and Physics-related mods (including XP32) and re-arranged the Load Order as shown above, for those three mods (to keep consistency with their previous positions before re-installing).

 

Conclusion: NONE OF THE ABOVE ATTEMPTS MADE A SINGLE DIFFERENCE.

 

2) There's mostly no BELLY bulge / physics either.

 

I'm saying "mostly" because - and very surprisingly so - I HAVE seen a [test] scene during which the Belly of the Actor (not my own character) was bulging with each thrusts. It wasn't a long scene because the first-person camera started to bug out and I decided to leave the game out of frustration (since I was in fact looking for the Schlongs physics more than anything else, which of course just wasn't happening). I DO remember, however, that - perhaps it being comforting to think about it - the Actor I had the scene with in fact also had the same Body Mesh as the one I have (she is not an NPC affected by other mods giving a custom Mesh, only her facial texture is being changed).

 

So, knowing that her belly bulged a bit during that scene, and knowing that she has my Body Mesh too, means that my Body Mesh itself isn't the problem with the lack of "physicality" in my scenes. My Body Mesh is fully "capable of" and / "equipped with" Bellyness, Buttness and Breastness. At least, now I know, THAT part is not the problem (and as I mentioned earlier in this post, I do have Breast and Butt physics, all the time, no exception).

 

3) Correct Alignment of characters in scenes. It's RARELY good whenever - very specifically - the animation 'requires' a schlong. That is, animations like Blowjobs (from any position or angle) or [vaginal] penetration (again, from any angle or position). Those types of animation DO trigger and play entirely, that part works. What does NOT work is the schlong of course NEVER being inside ANYTHING. The schlong - being without determination nor passion - categorically refuses to penetrate or get sucked. It's really that simple. To be honest I would NOT want to be THAT schlong. And yeah I know it's probably the result of not being affected (or conflicting with) HDT physics / extension. I mean really, that schlong has tried its best let me tell you folks, It. HAS. TRIED. I suppose that that Sir Schlong The Chaste merely wants to stay unemployed.

 

I mean... really?

 

6kyC1Sk.jpg

 

REALLY?!

 

Ytm0dgg.jpg

 

Oh... BUT... Miss can have HER fun! That's totally fair.

 

1KCv2xD.jpg

 

So yeah, schlong doesn't work, and Actors that need it can't interact with it because - essentially for them - it's just not there at all (or whatever).

 

4) Ugly Seam that I can't get rid of on my WRISTS, the neck is fine.

 

The seam can in fact be seen just above, third picture, look at my character's left arm's wrist. Yeah, THAT seam, on both wrists.

 

I HAVE been careful enough that when I created my Body in BodySlide I made sure that the Hands and Feet I built were of the exact same type as the Body itself, of course. So for example, my Body is a customized (tempered with sliders) UUNP based on default (zeroed sliders) " Demonfet ". I modified the sliders for Demonfet, BUT of course the Hands and Feet were built using the Demonfet body type. So, is there a seam on my wrists because I modified the default Demonfet? Or is the seam part of an entire other problem? OR do I need to blend a Hand texture to hide it? Actually... I'll check around about the Blending part, maybe that's the problem. There's a problem though, Caliente's TexBlend doesn't give me options to blend anything, only the TexBlend for UNP Labia does. I suppose that's because Caliente's TexBlend simply can't detect proper files. Anyway... I'll look in that (s'not like I didn't before, ugh).

 

 

5) IS B3lisario Schlongs for Females UNP V0.9 KNOWN TO ACTUALLY WORK AT ALL?

 

I want to be 500% sure about that.

 

Can ANYONE who actually use THAT specific mod CONFIRM that it works? That it can be HDT'ed? That Actors in proper scenes actually align correctly and sucking and penetration works well? That it does freely and happily flop around as the character moves?

 

OR...

 

Do I HAVE to use the EQUIPPABLE version of Schlongs to actually have a working Schlong?! Because, so far, I have NOT tried THAT variant of female Schlongs, and maybe, just maybe that ALL my issues simply came from the fact that I was using a mod that is simply not functional with HDT and I wouldn't be aware of it? Now THAT would send me in the temper tantrum of the century. Oh God, PLEASE someone tell me I didn't lose a week of my life trying to make a mod do something that it simply cannot... please.

 

CONCLUSION

 

I am VERY tired, but I'm still very determined, despite my frustration. I could BOIL the surrounding water particles in the air, but I'll keep doing this until I make this damn game work the way I want to. Not because I'm arrogantly doing something that the game can't do. But simply because I HAVE seen those mods and effects in ACTION, I have seen PROOF that it can be done, that people have DONE it, that it is possible! However, I admit that at this point I'm starting to believe that it has more to do with actual MAGIC than anything else.

 

EDIT

 

NEW QUESTIONS:

 

1) Does the Bashed Patch.esp need to be activated?

 

2) Is it normal if the Bashed Patch.esp is NOT being recognized by MO as a "dummy" esp? For some reason it stopped doing that, and the .esp constantly remains like a normal .esp from any other mods that I need to activate. Not sure what is causing the absence of that 'soft warning' about it being a dummy that I can deactivate.

 

3) I know that we can of course create HDT-able Body Meshes with BodySlide. That's fine. But now I'd like to know if there's a way to IMPORT an existing Body Mesh and "make it" HDT TBBP-able? Would the process "only" require NifSkope again and I'd just have to 'link' the Body Mesh to HDT like I did for the Schlong? ...I guess that... that it isn't THAT simple, right? Or... is it? I'm asking this because I'd like to do a fairly simple test with a specific NPC from one of the Bijin mods I'm using. Those NPCs indeed use their own Meshes but they're not "HDT'ed".

 

Now, of course, the SIMPLE method would be for me to just go in BodySlide, and create a UUNP Body myself, and then just bring the new NIFs in place of the original ones from the mod. Now, the problem with that is... well I can't figure out a way to KEEP the original "Intended" Body shape by the author. I COULD of course do it manually with side-by-side screenshot comparisons but that would take me an amount of time that I honestly don't even want to imagine (at least not right now, too many things to fix first).

 

I'm willing to at least take a look at a tutorial on that if there's a good known one. Simply put, a guide that explains how to important an existing non-HDT Body Mesh to "turn it" / "convert it" into one that is HDT (and keeps the shape intact). If, of course, that's even possible to start with.

 

......alright, off to Mod Organizer and more frustration (I'll keep an eye on the thread from time to time).

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Well written post, and great sense of humor :lol:

I'll comment on the schlong part:

  • Yes B3lisario Schlongs for Females UNP V0.9 works well for physics (both floppiness and collision). This gif was made with Belisario's schlong:
    http://gfycat.com/DefiniteDisloyalFlies
  • Alignment: is very hard to get right without having to reposition actors. See the Sexlab FAQ for more info:
    http://www.loverslab.com/topic/17711-sexlab-frequently-asked-questions-faq/
  • FloppySOS does indeed give a warning when it detects HDTM.xml (which is basically HDT for Males, i.e. schlong collision). Because FloppySOS also defines schlong collision (plus floppiness of course), and thus they conflict.

Hope that helps. Good luck with your modding quest ;)

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Well written post, and great sense of humor :lol:

I'll comment on the schlong part:

  • Yes B3lisario Schlongs for Females UNP V0.9 works well for physics (both floppiness and collision). This gif was made with Belisario's schlong:

    http://gfycat.com/DefiniteDisloyalFlies

  • Alignment: is very hard to get right without having to reposition actors. See the Sexlab FAQ for more info:

    http://www.loverslab.com/topic/17711-sexlab-frequently-asked-questions-faq/

  • FloppySOS does indeed give a warning when it detects HDTM.xml (which is basically HDT for Males, i.e. schlong collision). Because FloppySOS also defines schlong collision (plus floppiness of course), and thus they conflict.

Hope that helps. Good luck with your modding quest ;)

 

LOL!

 

She looks gorgeous! She's your own character? You lucky dog! That animation and the schlong flopping is priceless! OK... ok, WOW I mean, wow! I WANT to achieve exactly THAT stuff.

 

But HONESTLY though... honestly... I'm laughing and almost crying. It's like my brain is swimming in a pool of emotions and they're all colliding. I can't take any of this anymore. I'm starting to get JEALOUS of the people who managed to get ANY of this stuff working. It feels like I've tried everything. Looking at that GIF makes me think that I'll NEVER get to see something like that in MY Skyrim, because freakin' reasons. Like they say in some insurance companies " NOPE sorry! That was the Act of God! ". How do people do ANY of that?! It's getting way beyond me. Sometimes I just stare at the screen for a good minute and thinking "WTF am I doing with this, WHY am I even bothering, I could have watched the ENTIRE Game of Thrones saga tenfold by now; could have done something PRODUCTIVE with all this time wasted". I'm SO absorbed by this "challenge" (it REALLY didn't have to be one, but it IS one) that I haven't actually PLAYED ANY game, let alone Skyrim itself (and I AM a gamer! NOT a modder! I'm NOT supposed to do even HALF of this). All I do is spend 10+ hours in Desktop mode tempering with files left and right, Mod Organizer, and Firefox with a good 40+ opened tabs worth of scattered forum posts of mine and others, along with dozens upon dozens of pages of Nexus's downloads, YouTube guides, etc!.

 

I JUST WANT TO PLAY A GAME DAMMIT!!!

 

................................ :wacko:

 

It's going to be the end of me at some point I can feel it.

 

Okay ... okay... * taking a deep breath * ...okay! let- ...let's just do some more:

 

1) Alright, now that Schlongs for Females V0.9 is confirmed to work it's definitely comforting.

 

2) Yep, I've noticed in the few test scenes I made that it does help when forcing the actors to re-position themselves. There's also the 'even height' option that is curiously not checked by default, even though it clearly states in the description that it greatly helps with alignment. Well I did complain about alignment, and visually it IS sort of annoying. But, honestly, right now I should focus on just making the physics aspect of all this work. I was very upset yesterday when I typed that post. I do try to keep some humor in since it's just my nature even when I'm angry, but I am genuinely tired of all this. I just want it to work, and it doesn't.

 

3) Ok, I'd like to ask you something that might very well make ALL the difference in the world for me. In fact I think I'll just beg you to do it. So here it is: I'm BEGGING you to please tell me what's YOUR Left Pane's and Right Pane's Load Order specifically for SexLab-related and Physics-related mods (with and without actual .ESPs). Heck, just post your entire load order if you want! Because in all honesty I KNOW, I just know that something somewhere in my Load Order is ALSO contributing to making things NOT work. I've given a try to LOOT yesterday and the result was characters standing in a T-pose facing each others with sounds playing and animations NOT working. LOOT did that! Not me!

 

I don't know what to ask for anymore, and who to talk to, to make this work. I'm giving myself another week at most and if by then nothing works I'm getting out of this hell ASAP before it really starts to affect my mental and physical health (it already STARTED to!).

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Not an expert myself, but some things i can tell you about overwrite folder:

You mentioned that you have an important .esm file there... i'm not sure how that should happen, but i don't think that should happen, so to solve that point first: Which mod/esm is that? if you know which mod it is, and you can find it again in your downloads section, i'd recommend to install it again in it's own folder and delete it from overwrite.

If you can't find it, there are some ways to extract that esm from there and put it in it's own folder: as long as you don't have any other settings you want to keep: double click overwrite, delete everything except the esm, then make it a mod. Run FNIS again to get all (well, or almost*) these other things you've deleted earlier.

The other possibility is: make everything a mod, go to the mod folder in Skyrim/ModOrganizer/mods/yourfolder, i like to have everything at least easy to find it again, so i'd pack it with winrar/7zip/whatever and put that .rar file into the download folder in MO. Then you can find and install it again if something is wrong.

 

You can do the same with pretty much everything in this overwrite folder, just keep in mind that you need to keep the folder structure.

 

*Things that you'll lose when deleting overwrite:

1.Sexlab scenes adjustments, they'll be saved there as well. 

2. Exported settings, like from defeat or cursed loot.

3. Saved clothes/pimps in Maria Eden 

4. Rules from Scent of Sex.

5: Almost forgot: I think Bodyslide saves some things there as well, but i have no clue about it.

6: some mods i don't know?

 

Generally, it's a good idea to make some things first you'd really like to keep, like the bodyslide part, then make it a mod. I know that it's not recommend, but since i make the one or other adjustment for animations almost everytime i start the game, i have something in the overwrite folder all the time without any problems. I think the main point about making it a mod is that you won't lose things from overwrite if you delete it or switch to another profile.

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My God... this is so FRUSTRATING. Just HOW do people make those damn collisions work!? Grrrrrrrr, I'm on the verge of exploding with RAGE!. I've been at it since the past 10+ hours - yet again - and I managed to only fix ONE thing (and that's excluding the fact that overall I've been trying to do this for about 9 days now), and merely change others without making the case any better.

Hey, I've been at this for over two years now, I know them feels =P

 

THE WORKING STUFF

 

THE STUFF I ACTUALLY FIXED

 

Well, congrats!

 

THE NEAR-WORKING / HALF-BROKEN STUFF

 

1) Browsing Hair Styles STILL crash the game. [...] There's a crap load of hair styles, something like 230+, maybe it's just impossible to browse them all? [...]

 

I'm starting to think that something about HDT (either the Extension, or the HDT hair styles themselves) just pisses off the game real bad. I know it's not "supposed" to, otherwise people wouldn't recommend the mod and the author wouldn't have released it in the first place had it been actually unstable.

 

During character creation, I sometimes have 400+ installed, including several HDT packs. So yes, it should be possible.

If you think there's a problem with HDT, check \skse\plugins\hdtPhysicsExtensions.log for any errors.

 

OH and yes, I checked and I DO have the SKSE INI values for the "Memory Fix". In fact let me just copy and paste it here, it goes like so:

 

[Display]

 

Yet, it doesn't seem to help. That is, _IF_ the crash is indeed related to not having [enough] memory. Now, here's the thing, I'm also using the latest version of ENBSeries. Yeah, I decided to give it another go... BUT... the GRAPHICAL-related settings are disabled. I deactivated them temporarily until I sort out my stuff, I really don't need to add more stress and an extra source of potential instability at the moment. So, instead, I keep the "Bug Fixes" that ENBSeries provides, by enabling the following line:

 

[GLOBAL]

UsePatchSpeedhackWithoutGraphics=true

 

It being "False", by default (when ENB's graphics changes are applied).

That skse.ini looks good.

What did you set in the rest of enblocal.ini? Did you set

ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true

? Also, to see if memory is really the problem, you could try to use Memory Blocks Log or Skyrim Performance Monitor to see where the bottleneck lies.

 

2) I got rid of Joy of Perspective, and gave a try to Enhanced Camera.

 

Yes, it has its quirks, and I don't think there's much that can be done about it, unfortunately.

 

3) Those damn BALLS, lol. Yeah, let's talk about balls. Sometimes they actually ARE "HDT'ed", they DO flop around during animations (albeit not that much but I have seen it happen). It's rare though, not sure why. You'd think that if it happens once, then it should always happen? NOPE, there's TWO balls in there remember? There's GOT to be conflicts. I just can't explain why, I'm not THAT knowledgeable yet.

 

FloppySOS should take care of that. Make sure it's configured for "Balls" or "Both", and that it's equipment slot doesn't conflict with anything. Oh, and I think it has to be activated manually for the player.

 

4) The Load Order, the ever-recurring elephant in the room. I DO suspect at the back of my head that, sometimes, some of my problems might in be caused by merely having a screwed up load order. But...

I don't think I could help here, except maybe spot some obvious mistakes. But LOOT should be capable of that, too.

 

THE STUFF THAT JUST DOESN'T GIVE A DAMN

 

1) That STUPID Schlong that refuses to BEHAVE LIKE ONE. Look, you want to be a Schlong? Then BE ONE, no? Why can't it just be that simple?

 

Okay... okay. Let me breath...

 

What I have done, so far, to try to get physics on that stupid (albeit oh so beautiful) schlong:

 

[words]

 

Conclusion: NONE OF THE ABOVE ATTEMPTS MADE A SINGLE DIFFERENCE.

 

 

2) There's mostly no BELLY bulge / physics either.

 

I'm saying "mostly" because - and very surprisingly so - I HAVE seen a [test] scene during which the Belly of the Actor (not my own character) was bulging with each thrusts. [...]

 

So, knowing that her belly bulged a bit during that scene, and knowing that she has my Body Mesh too, means that my Body Mesh itself isn't the problem with the lack of "physicality" in my scenes. My Body Mesh is fully "capable of" and / "equipped with" Bellyness, Buttness and Breastness. At least, now I know, THAT part is not the problem (and as I mentioned earlier in this post, I do have Breast and Butt physics, all the time, no exception).

 

If configured correctly, FloppySOS should take care of all your schlong physics needs, then.

As for the belly, that's mostly a matter of the way the .xml is configured. One can make the effect more or less extreme relatively simply, but that can easily lead to the belly turning into jelly, or colliding with other nearby body parts.

 

3) Correct Alignment of characters in scenes. It's RARELY good whenever - very specifically - the animation 'requires' a schlong.

 

Yeah, as said before, the different body proportions of male and female actors unfortunately mean that no animation will be aligned correctly. You will have to adjust that manually for each animation :(.

You can find the hotkeys for that in the Sexlab MCM.

 

4) Ugly Seam that I can't get rid of on my WRISTS, the neck is fine.

 

The seam can in fact be seen just above, third picture, look at my character's left arm's wrist. Yeah, THAT seam, on both wrists.

 

I HAVE been careful enough that when I created my Body in BodySlide I made sure that the Hands and Feet I built were of the exact same type as the Body itself, of course. So for example, my Body is a customized (tempered with sliders) UUNP based on default (zeroed sliders) " Demonfet ". I modified the sliders for Demonfet, BUT of course the Hands and Feet were built using the Demonfet body type. So, is there a seam on my wrists because I modified the default Demonfet? Or is the seam part of an entire other problem? OR do I need to blend a Hand texture to hide it? Actually... I'll check around about the Blending part, maybe that's the problem. There's a problem though, Caliente's TexBlend doesn't give me options to blend anything, only the TexBlend for UNP Labia does. I suppose that's because Caliente's TexBlend simply can't detect proper files. Anyway... I'll look in that (s'not like I didn't before, ugh).

If you modified any of the arm or wrist sliders, then yes, you will need to build the hands with the same settings.

 

5) IS B3lisario Schlongs for Females UNP V0.9 KNOWN TO ACTUALLY WORK AT ALL?

Yes, it works, for everything.

 

CONCLUSION

 

I am VERY tired, but I'm still very determined, despite my frustration. I could BOIL the surrounding water particles in the air, but I'll keep doing this until I make this damn game work the way I want to. Not because I'm arrogantly doing something that the game can't do. But simply because I HAVE seen those mods and effects in ACTION, I have seen PROOF that it can be done, that people have DONE it, that it is possible! However, I admit that at this point I'm starting to believe that it has more to do with actual MAGIC than anything else.

Certainly.

 

NEW QUESTIONS:

 

1) Does the Bashed Patch.esp need to be activated?

 

2) Is it normal if the Bashed Patch.esp is NOT being recognized by MO as a "dummy" esp?

Yes. and yes, if your bashed patch is supposed to actually do anything :)

 

3) I know that we can of course create HDT-able Body Meshes with BodySlide. That's fine. But now I'd like to know if there's a way to IMPORT an existing Body Mesh and "make it" HDT TBBP-able? [...]

 

I'm willing to at least take a look at a tutorial on that if there's a good known one. Simply put, a guide that explains how to important an existing non-HDT Body Mesh to "turn it" / "convert it" into one that is HDT (and keeps the shape intact). If, of course, that's even possible to start with.

It's a "dirty hack", but what you describe can be accomplished with Mesh Rigger. (Portable Version is easier to set up. Install V.0.89.e, then the upgrade to V.0.89.k).

You will want to use your body as template, and the other body as target. This is the settings I use: http://imgur.com/82vsQyj

 

......alright, off to Mod Organizer and more frustration (I'll keep an eye on the thread from time to time).

Godspeed! Hope we'll get you set up one of these days =P

 

 

 

 

Edit: Goddamit, you fast typers! :P

 

 

 

[rant]

 

1) Alright, now that Schlongs for Females V0.9 is confirmed to work it's definitely comforting.

 

2) Yep, I've noticed in the few test scenes I made that it does help when forcing the actors to re-position themselves. There's also the 'even height' option that is curiously not checked by default, even though it clearly states in the description that it greatly helps with alignment. Well I did complain about alignment, and visually it IS sort of annoying. But, honestly, right now I should focus on just making the physics aspect of all this work. I was very upset yesterday when I typed that post. I do try to keep some humor in since it's just my nature even when I'm angry, but I am genuinely tired of all this. I just want it to work, and it doesn't.

 

3) Ok, I'd like to ask you something that might very well make ALL the difference in the world for me. In fact I think I'll just beg you to do it. So here it is: I'm BEGGING you to please tell me what's YOUR Left Pane's and Right Pane's Load Order specifically for SexLab-related and Physics-related mods (with and without actual .ESPs). Heck, just post your entire load order if you want! Because in all honesty I KNOW, I just know that something somewhere in my Load Order is ALSO contributing to making things NOT work. I've given a try to LOOT yesterday and the result was characters standing in a T-pose facing each others with sounds playing and animations NOT working. LOOT did that! Not me!

 

I don't know what to ask for anymore, and who to talk to, to make this work. I'm giving myself another week at most and if by then nothing works I'm getting out of this hell ASAP before it really starts to affect my mental and physical health (it already STARTED to!).

 

 

2) Good call.

3) K, let me make a list, brb.

 

 

Edit2: that took longer than expected, but here's a my list orders of SL and HDT mods (and some essentials):

 

Note: I've probably got a few mods here you don't have, and I also don't want to claim this order is "perfect", but it works.

 

Left side:

 

*Unmanaged: Dawnguard

*Unmanaged: HearthFires

*Unmanaged: Dragonborn

skse

Unofficial Skyrim Legendary Edition Patch

Skyrim Project Optimization

SOS

SexLabFramework

SexLabAroused

ZazAnimationPack

FloppySOS

TTT SOS Futanarium noballs

TTT SOS Futanarium wballs

SOS - Vector Plexus Muscular UNP

Fuz Ro D-oh - Silent Voice

Skyrim - Enhanced Camera

HDT Earrings 14.28 version(edit by daie)

HDT Necklace Replacer

XP32 Ponytail 14.28 version (edit 2 by Daie)

Calientes Beautiful Bodies Edition -CBBE-

Brawl Bugs Patch - Plugins - Modder Resource

Crash fixes

Memory Blocks Log

Skyrim Particle Patch for ENB

HDT Physics Extensions Just For Fun - JFF

BodySlide 2 and Outfit Studio

LOOT

FNIS Behavior V6

FNIS Creature Pack 6_1

Wrye Bash

Alternate Start - Live Another Life

SkyUI

SkyUI - show armor slots

MFG Console

Add Item Menu

UIExtensions

PapyrusUtil - Modders Scripting Utility Functions

NetImmerse Override

JContainers - data storage framework

Trepleen-Daie HDT CBBE body + Havok Object

Realistic Ragdolls and Force

XPMSE - XP32 Maximum Skeleton Extended 3.5

mod configs

SSX Scent of Sex Rule Presets

SL config

SKSE INI

HDT Logs

Bodyslide Data

CharGen Data

HDT Configs

FNIS Behaviours Claymore

Merged Patch Claymore

Bashed Patch Claymore

 

 

 

Right Side:

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

Skyrim Project Optimization - Full Version.esm

ZaZAnimationPack.esm

Schlongs of Skyrim - Core.esm

SexLab.esm

SexLabAroused.esm

Unofficial Skyrim Legendary Edition Patch.esp

XPMSE.esp

AzarHairPonyTail 03 - Havok.esp

Schlongs of Skyrim.esp

HDTEarring.esp

SOS - Smurf Average Addon.esp

HDT Havok Object.esp

SOSRaceMenu.esp

FNIS.esp

Brawl Bugs CE.esp

FloppySOS.esp

SOS - VectorPlexus Regular Addon.esp

RaceMenuMorphsCBBE.esp

SOS - VectorPlexus Muscular Addon.esp

SOS - TTT Futanarium noballs Addon.esp

SOS - TTT Futanarium wballs Addon.esp

SOS - VectorPlexus UNP Addon.esp

SkyUI.esp

UIExtensions.esp

AddItemMenu.esp

dD - Realistic Ragdoll Force - Reduced.esp

Alternate Start - Live Another Life.esp

Merged Patch.esp

Bashed Patch, 0.esp

 

 

 

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I got those HDT Hairs too and many hairstyles in my racemenu and no problem with CTDs. I also use the Memory Block SKSE fix and ENB Boost and they work fine together. Try to deactivate some hair mods in the right pane, start a new game and browse your hairstyles. Maybe its one of these mods that cause the CTD.

 

For the load order: You can create a backup of your load order by clicking on the button on the right side just above the scrolling bar of the right pane. Do it, then run loot and let it destroy the world. I don't like LOOT. I let it run once in a while and then I sort many of my plugins by hand after it because I know that they shouldn't be there where LOOT thinks they belong.

 

The Hand texture is a separate file. The feet texture is in the same picture with the body itself. You should check if your hand texture is from another skin as the body. Could be the problem with the seam. Another problem could be if the 0 and 1 files of the hand mesh are of the same weight or they are not build for your body. But I think you made sure that the last one isn't the problem.

 

The bashed patch needs to be activated. It's not a dummy, the bashed patch merges leveled lists and other things of your mods and make them compatible. But there are some mods that don't like being in the bashed patch and should be deactivated before you run wyre bash. Can't tell you with ones exactly, but the bashed patch isn't really your main problem at the moment.

 

You can't just make a body HDT enabled just by setting some things in nifscope. Just copy your body files from /data/meshes/actors/character/character assets to another temporary folder and then build a new body in bodyslide you want for your npc and take those files from the folder above and copy them to the npc folder. You can overwrite the modified files in the path above with your saved files later to get your body back. There may be a better way, but I find this simple enough without many problems. Did it for a custom race this way.

 

And last: I like your sense of humor :D but I think your posts are TL;DR and some of your questions will be unanswered because people won't see them :lol:

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PROGRESS !!!

 

Alright, there's some development. But of course, it comes with new problems (well no sh- ...). First of all... * clears throat * ...I huhhh... I feel like I should really punch my face with both of my fists on each sides, AT THE SAME TIME. I feel so ASHAMED of myself I can barely type the rest, but it IS part of my mistakes and I need to learn from them. So, is the suspense high enough now? Ok... b- but I WARN you that this will SHOCK _any_ veteran modders along with any players who managed to make all this work regardless of how much time they needed to accomplish it. I'm 99% sure that I'm among the very few who spent a good 8 to 9 days on this WITHOUT ever even seeing that.

 

OK so... here's the big punch of the story...

 

* takes a really deep breath *

 

I DID NOT KNOW ABOUT THE LSHIFT + DEL KEYS COMBO !!! .............................. Can I just YELL now?! Wait I'm already doing this really out loud right now! It took me MORE than a WEEK to go from " OMG NOTHING WORKS! " to " HOLY SH- YOU'RE SO DUMB!!! ".

 

Ok... so now that's out of the way, and I know about it, I can say that the Schlong IS A FULLY-FLEDGED SCHLONG.

 

Alis volat propriis !!! * wipes tear ... * sniffs *

 

BUT... but of course... there's a new problem, well possibly four... and I'll explain why right now.

 

1) I see TWO Schlongs, and TWO pairs of balls. Well! I was NOT asking for THAT MUCH Schlongliness. You might be wondering " How the hell?! ", well... I don't know! But here's the interesting part (it is, on a technical level I guess): ONE of the schlong and ONE of the balls pair are SEMI-TRANSPARENT and happen to be the ones that ARE floppy (that second schlong along with the second balls appeared AFTER I pressed that Keys combo to activate the floppiness). The OTHER schlong and the other balls quite literally get in the way, and it causes the " floppy'ed " pair to do all sorts of physical motions and distortions (believe me, seeing a schlong doing that is VERY good for staying insomniac!).

 

So, in other words: 1) Semi-Transparent pair is the Floppy one, 2) The other pair is NOT semi-transparent BUT is not Floppy, and gets in the way of the one that's apparently trying to materialize in this reality.

 

2) Alright so I thought ok... maybe it's a .NIF problem? Maybe there's two Genitals NIF files that's causing two models to sort of try to stack on each others? (that's so kinky though!). Welp, I went back to MO's Left Pane and from there I used the 'Hide' feature manually on specific male genitals in order to see if during my next game loading I'd still see them all (all FOUR of them). Well, lo and behold, they were still there.

 

3) Now I'm definitely FAR, very far from being knowledgeable about how physics in the game should behave (other than the fact that I know it comes from values in XML files and that's... about as far as my brain can comprehend for now). But from what I'm SEEING as a random Joeblow gamer without much knowledge, it would LOOK like it's NOT an actual Mesh / NIF-related issue, but probably instead something about conflicting (or missing?) PHYSICS effects / values / files.

 

4) THE most curious part of this issue though has got to be the following: I took pictures of this problem, a total of five. When I took the pictures, the floppy (semi-transparent) schlong (and balls) were doing those miraculous contortions until the pair finally stopped 'spazzing' momentarily and 'rested' on the other schlong (because being THAT acrobatic can definitely be exhausting). So I took pics of all of that in action just in case I'd post them to demonstrate what I'm seeing. Well guess what? The semi-transparent schlong (and balls) ARE NOT IN THE PICTURE!!!

 

* cue X-Files music theme *

 

SO... since the floppy schlong isn't in the pictures, I thought " Ok, well maybe that means that since it wasn't physically "there" per se, then it probably wasn't an actual model attached to the Body mesh ". Then again, if it's not a model... then.... hummm... what IS is? * looks around nervously * this is getting VERY creepy guys. Now, I definitely need to figure out what's going on here. I'll keep trying... stuff... I guess. If any of you magicians read this and want to offer suggestions / solutions to this Quadruple Genitals Ballet glitch then PLEASE don't hesitate to post. I'll come back in a bit to report anything else.

 

OH AND, by the way, THANK YOU SO MUCH tanookitamatachi for posting your Load Order! I'll definitely check what I can do with my own by doing comparisons and coming up with something more stable.

 

EDIT

 

tanookitamatachi, I notice that there's a Merged Patch.esp in your Load Order. I have to admit that I'm completely ignorant about that. The one guide I followed the most when I started to do any of this actually clearly stated to make sure that the Merged Patch box was unchecked, and to only do a "Rebuild Patch" to end up with a Bashed Patch.

 

So... is a Merged Patch just some 'extra' protection against potential instability that only specific circumstances require? Or is that actually necessary and I'm just not aware of it?

 

EDIT #2

 

Alright, additionally, I've finished following this guide:

 

http://www.nexusmods.com/skyrim/mods/72030/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D72030%26preview%3D&pUp=1

 

And I followed it TO. A. T. If I haven't read it a good 30 times by now then it must be beyond that. I already had most of the files from that page (from prior research days ago). It didn't take much time to create a specific profile in MO just to test that guy's method. The conclusion (to make it very short) is that I STILL have two darn Schlongs! WHY is that? It's getting on my nerves! I couldn't get the thing to floppyfy (rather: didn't know how) and now I get to deal with a second one that refuses to vanish!

 

Every single time I start up I barely have enough time to setup MCM stuff, get to Breezehome (I always start up in Whiterun via Alternative Start, otherwise it'd take me ages to test with the vanilla Intro), go downstairs after spawning in the bedroom, stop by the fire (love the lightning there and the ambiance, that's just me though), open up SOS Floppy in MCM, do that magical LShift + Del combo and BOOM... two Schlong arguing for the property of my body! It REALLY needs to be fixed!

 

EDIT #3

 

Ok, some more information about that double Schlong (and balls) thing.

 

1) When I go in Breezehome, that's usually when I first remove all my gear and adjust settings. That's when I LShift + Del (well only done three times now) to activate the floppyness, and THAT's the precise moment when the second one 'spawns'. HOWEVER, very curiously enough, when I use the LShift + Pgup or Pgdown keys to erect or go flaccid, the second penis disappears, BUT, the second set (semi-transparent) of balls remain.

 

Additionally, when going outside (changing cell) it sort of momentarily gets rid of BOTH the 'extras', BUT when that does happen then the one Schlong that remains (and the single pair of balls) distorts constantly, and the balls sometimes stop flopping around, they even get 'stuck' being the thighs.

 

2) Despite that problem I decided to do some more test scenes. I'm using Bijin Wives / NPCs / Warmaidens along with the respective HDT Bounce & Jiggles Patches for each of them. That patch gives the characters affected by the mod an HDT body with collisions (breasts, vagina) along with bouncing, etc. It's all there (plus the belly). I haven't checked ALL the characters covered by all three variants of the Bijin series, since I ALWAYS go to Whiterun after the Alternative Start phase (just my preference).

 

HOWEVER, I definitely HAVE tested scenes with some characters from the mods whom happen to reside / be active in Whiterun. The reason why I'm mentioning all this is of course because for my tests I need Actors who also have HDT bodies. SO... I've tested on two of them. One of them is Ysolda, and she has an HDT body. Now, here's the thing. From all the different animations I've used I can say this: 1) There IS collision with breasts (PC to NPC, vice versa) / 2) There IS breast bouncing (PC and NPC) / 3) There IS vagina HDT (my characters' along with Ysolda's in this example).

 

Now you might think " Well, if you see vagina HDT, it's... because there's penetration? It works? " ...NOPE...

 

What I see is the vagina opening and closing 'properly' corresponding to my characters' thrusts. Ok, that part works... the thing is I don't understand WHY or HOW it works, because the Schlong is NOT GOING IN. It's always clipping through, or simply erected to the max height, and that's it. Now, I DO know that the belly physics on the Actor WOULD work if the Schlong would actually go IN there. Because as far as I know the belly bulging is not emulated or merely simulated (of course correct me if I'm wrong!), and for it to actually "work" it needs contact (collision) with the Schlong. Now, I know that the belly works (on Ysolda at least) because sometimes her belly itself momentarily 'spaz out' too almost like my second Schlong does when it spawns on top of the other (the semi-transparent one).

 

 

3) My conclusion, so far, is that I AM sort of 'close enough' to have my stuff work. But right now, from what I gather, the Schlong is not "HDT'ed", and it might explain why it cannot fully 'materialize' itself after I activate the floppyness (when I DON'T activate the floppyness there is NO second Schlong appearing, but then again it's still NOT HDT'ed and doesn't "go in" anything either).

 

Meh... I don't even have the will to continue typing now.

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Not an expert myself, but some things i can tell you about overwrite folder:

You mentioned that you have an important .esm file there... i'm not sure how that should happen, but i don't think that should happen, so to solve that point first: Which mod/esm is that? if you know which mod it is, and you can find it again in your downloads section, i'd recommend to install it again in it's own folder and delete it from overwrite.

If you can't find it, there are some ways to extract that esm from there and put it in it's own folder: as long as you don't have any other settings you want to keep: double click overwrite, delete everything except the esm, then make it a mod. Run FNIS again to get all (well, or almost*) these other things you've deleted earlier.

The other possibility is: make everything a mod, go to the mod folder in Skyrim/ModOrganizer/mods/yourfolder, i like to have everything at least easy to find it again, so i'd pack it with winrar/7zip/whatever and put that .rar file into the download folder in MO. Then you can find and install it again if something is wrong.

 

You can do the same with pretty much everything in this overwrite folder, just keep in mind that you need to keep the folder structure.

 

*Things that you'll lose when deleting overwrite:

1.Sexlab scenes adjustments, they'll be saved there as well. 

2. Exported settings, like from defeat or cursed loot.

3. Saved clothes/pimps in Maria Eden 

4. Rules from Scent of Sex.

5: Almost forgot: I think Bodyslide saves some things there as well, but i have no clue about it.

6: some mods i don't know?

 

Generally, it's a good idea to make some things first you'd really like to keep, like the bodyslide part, then make it a mod. I know that it's not recommend, but since i make the one or other adjustment for animations almost everytime i start the game, i have something in the overwrite folder all the time without any problems. I think the main point about making it a mod is that you won't lose things from overwrite if you delete it or switch to another profile.

 

Ok I wanted to make a new post specifically to cover this.

 

Thanks by the way Nazzzgul666, I do appreciate that you took your time to come here and offer your advice! And I did read your post (just saying). I'm sort of just prioritizing since this thread WILL turn into a complete novel at some point (probably already is in the eyes of some, if not many by now).

 

Alright now, about the .ESM I said I had in my (now old, but still present) Overwrite. Yeah, that's from my first profile (it's still there). I just checked again to make sure, and I realized just now that according to the file's SIZE and trying to trace all the way back as to what caused those small-sized .ESMs to end up in Overwrite (which was BEFORE I created a Mod out of it), then I conclude that they MIGHT well be the BACK-UP .ESMs that TES5Edit automatically created after I had cleaned the Master files (as per Gopher's video guide over on YouTube).

 

I'm saying this, because as I look at it right now I can see ALL the vanilla game's .ESMs are present in it. However, they're very small, that is (respectively): Update.esm @ 1.3MB  / HearthFires.esm @ 3.3MB / Dragonborn.esm @ 61.1MB (that one wins!) / Dawnguard.esm @ 23.3MB.

 

And those Master files (the real ones) were of course used during the cleaning process. Now here's the thing, even though the situation about the .ESMs now seems to be of no concern, there's still the fact that two things bother me about the Overwrite folder that I'll take the opportunity to mention right here, and right now (and for anyone to answer of course):

 

1) Why is the Overwrite from my previous (currently UN-used) profile STILL checked? Shouldn't it uncheck itself when I make a new profile?

 

2) And if the answer is "No, you have to deactivate it manually like you would any other mods" then I'm wondering... if I have to deal with what's inside the Overwrite folders (I now have two) as I would like any other mod... then just WHAT do I do when my 'original' (previous) Overwrite folder actually conflicts with files inside the NEW one? Do I have to merely place the new one BELOW the old one so that it wins any would-be conflicts like I would place mods in the same manner to resolve conflicts? Or do I have to enable just one and not the other?

 

UGH! So many things to think about!

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1. If you made a mod out of your overwrite folder, it IS a new mod just like any other mod.

 

2. Short answer: depends on.

Long answer: The whole point about the overwrite folder is, MO puts there every single file which it doesn't know how to handle it/where to put it, from every mod. Which means that, no matter if you take all and make a new mod or leave it in the overwrite folder, it's a collection from files from very different mods. No problem in general, but if it causes problems depends on the file wer'e takling about. That's why i'd suggest to make several mods for different files in the overwrite folder. Now that you mentioned cleaning files, i remember i had this as well ;) Imho the .esm's there are the cleaned ones, so i took them, nothing else, called a new folder "cleaned DLCs" and put that quite high in my install and load order, for example. I'd suggest to do the same with the files from bodyslide.

 

It can also be useful for testing some things like settings in defeat: If you leave the .json file created by exporting settings in the overwrite folder and export some other settings, the file will be overwritten. If you make a mod from it, the first file will still be in your mod, the second in the overwrite folder. At this point, importing settings will use the file from overwrite folder, but you can make a mod again and switch between them. Or have different settings for different profiles.

 

I don't think that several overwrite folders in one single profile can create mod conflicts, but it'll always be the last one which overwrites everything before, just like other mods. And the unhandled overwrite folder created by MO is always the last one. That's just fine in general for things like adjustments for sexlab animations, you usually want the last adjustments to be the used ones. It can be problematic for the cleaned .esm's, though, because (at least i think) they will overwrite any mod that alters them.

 

*Edit: yes, MO has a lot of things to think about, especially for beginners. The point in using MO isn't that you get started fast, instead it's: once you've made a proper setup which can take long time, you can change almost everything to your likings in seconds and don't need to do things like cleaning ever again, you can change install order by drag and drop instead of reinstall, and uninstalling is just one click. Well, from game at least, i'm using one partition with 100GB for Skyrim, i had to uninstall some mods i din't use anymore for real.  ;)

I'd really recommend to take at least the esm's seperated. Everything else is... well, i've played for month without ever touching the overwrite folder without big problems. The biggest risk you take is that you have to do some things again.

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1. If you made a mod out of your overwrite folder, it IS a new mod just like any other mod.

 

2. Short answer: depends on.

Long answer: The whole point about the overwrite folder is, MO puts there every single file which it doesn't know how to handle it/where to put it, from every mod. Which means that, no matter if you take all and make a new mod or leave it in the overwrite folder, it's a collection from files from very different mods. No problem in general, but if it causes problems depends on the file wer'e takling about. That's why i'd suggest to make several mods for different files in the overwrite folder. Now that you mentioned cleaning files, i remember i had this as well ;) Imho the .esm's there are the cleaned ones, so i took them, nothing else, called a new folder "cleaned DLCs" and put that quite high in my install and load order, for example. I'd suggest to do the same with the files from bodyslide.

 

It can also be useful for testing some things like settings in defeat: If you leave the .json file created by exporting settings in the overwrite folder and export some other settings, the file will be overwritten. If you make a mod from it, the first file will still be in your mod, the second in the overwrite folder. At this point, importing settings will use the file from overwrite folder, but you can make a mod again and switch between them. Or have different settings for different profiles.

 

I don't think that several overwrite folders in one single profile can create mod conflicts, but it'll always be the last one which overwrites everything before, just like other mods. And the unhandled overwrite folder created by MO is always the last one. That's just fine in general for things like adjustments for sexlab animations, you usually want the last adjustments to be the used ones. It can be problematic for the cleaned .esm's, though, because (at least i think) they will overwrite any mod that alters them.

 

*Edit: yes, MO has a lot of things to think about, especially for beginners. The point in using MO isn't that you get started fast, instead it's: once you've made a proper setup which can take long time, you can change almost everything to your likings in seconds and don't need to do things like cleaning ever again, you can change install order by drag and drop instead of reinstall, and uninstalling is just one click. Well, from game at least, i'm using one partition with 100GB for Skyrim, i had to uninstall some mods i din't use anymore for real.  ;)

I'd really recommend to take at least the esm's seperated. Everything else is... well, i've played for month without ever touching the overwrite folder without big problems. The biggest risk you take is that you have to do some things again.

 

DEVELOPMENT

 

Alright, I've followed your advice and created a new mod folder, and I placed the .ESMs in it, then activated it and placed it at the top of my list in the Left Pane. Now, as I was doing that I came to realize that, indeed as you mentioned (you said it was your opinion, but it was definitely a fact) those .ESMs were NOT the TES5Edit Back-Ups that I thought they were. They were - actually - the CLEANED up .ESMs that EVERYTHING depends on (especially if placed in a proper order!). My right pane was FILLED with error icons as soon as I momentarily disabled the Overwrite mod (before creating the new one for the .ESMs). Then once I activated the new mod (with the .ESMs placed in) ALL the icons disappeared and it went back to normal.

 

So basically, from what I understand, TES5Edit actually DID create the Back-Ups, but I did NOT see that they were in fact located in their own unique folder, within the Overwrite mod (the folder is actually called "TES5Edit Backups", can't be more clear than that!). It was a bit confusing at first but I admit sometimes I just glance over things and don't pay enough attention (ironically enough I AM very much a 'visual' person). And, correct me if I'm wrong, but the fact that the CLEANED .ESMs are "on their own" means that Mod Organizer actually didn't recognize the files? Since MO placed them in the Overwrite folder... but that is baffling, no? I mean, cleaning Master Files in TES5Edit is absolutely recommended if not plainly essential, and is probably THE first thing we do before modding (or at least it is among the very first steps for ANY modded Skyrim setup). The fact that Mod Organizer sort of... "doesn't know" about that and merely places those files in Overwrite is... troubling. Imagine what happens when people like me (I.E. complete noobs, I'm not afraid to admit it!) don't actually know about that and think that there's a lot of automatism as part of the Organizer? They would never realize that those .ESMs SHOULD indeed definitely be placed in their own Overwrite Mod and then placed at the top of their order since... well, since they are the damn CLEANED UP .ESMs for crying out loud. Then again, I suppose that most of this 'issue' could have been avoided altogether if I had been more attentive. I hate myself sometimes, grrr!

 

SO... with all this said... now, here's the thing, there's SOME (very little) development, but it's development nonetheless.

 

AFTER I placed that new Overwrite folder with the cleaned .ESMs at the top, and then created a brand new game, I noticed ONE different thing right away that I would have NEVER realized otherwise (if I hadn't known about those .ESMs). I'm using the Alternative Start mod as I mentioned a few times in my previous posts. When I begin (out of personal preference) I always pick up a start in Whiterun's Breezehome. So, BEFORE moving the .ESMs up in the list whenever I started there I was ALWAYS naked (well, the BODY was naked, with only gloves and boots on). And I thought that it was INTENDED to be that way and it never crossed my mind that something was already wrong right away! So, AFTER I created that new mod with the .ESMs and placed it on top, in the new game I just made, when I started in Breezehome I was NOT naked at all and I was wearing the Prisoner outfit! So, INDEED, placing those .ESMs where they 'belong' makes a difference. I'm sure I could notice other things if I was to walk around and go in places in Whiterun and I would say "Wait a second... this isn't the same as before!".

 

Anyways... now, there's two PERSISTENT problems that keep showing their ugly faces REGARDLESS of what I do (even after placing those .ESMs on top)....

 

1) First thing first... this problem is REALLY starting to get on my nerves. EVERY clutter items in ALL Interior Cells (Houses, Inns, etc) keep constantly and consistently hitting the surface that they rest on! Bang Bang Bang Bang Bang Bang.... Banbanbang! Bang Bang Bang Bang... Bang! IT'S DRIVING ME CRAZY at times. I've made some research into this issue and here's what I found out about and what I conclude (thus far anyway):

 

º I do NOT experience "flying objects" right now, but I DID experience it a couple of days ago. When I did have that problem I read about how the game engine is infamously known to absolutely DETEST it when there's NO Vertical-Sync activated. It is said (and I DID notice on my own indeed) that when Skyrim runs past the 60 frames-per-second mark, that A LOT of problems start happening even in a VANILLA non-modded version. That objects just literally catapult themselves everywhere randomly in interiors (and apparently isn't happening in outdoor cells). So I DID resolve that problem by forcing V-Sync in my Skyrim's profile via the NVIDIA's Control Panel. It DID tremendously help when it comes to the FLYING part... BUT... the clutter items STILL constantly hit the surface where they rest, be it on a shelf or a bar table or anywhere, they just keep banging the surface constantly!

 

So I'm mentioning this as a problem because... well yeah, it's a problem. But the thing is I DON'T KNOW what to do about THAT now that I've activated V-Sync. The ONLY thing that I might still have to try is to change my monitor's Refresh Rate, since it's 144Hz. And if I DO understand V-Sync right, then it means that even though V-Sync is activated, that it means that I might STILL get past the 60FPS mark in Interior Cells up to 144FPS (since the refresh rate IS 144hz). The thing is... I bought a 144Hz monitor for a reason dammit! ARGH!... another sacrifice to make if I want to play this game?!

 

IS FALLOUT 4 GOING TO BE THE SAME PICKY, NOSY, STUBBORN type of the game to mod when they release the GECK for it?! I DO hope that it's going to be a better demon to deal with and Skyrim!

 

2) And... second "main" issue persists. There's TWO Schlongs, TWO pairs of balls. And there's essentially no physics on the Schlong when I DISABLE the floppiness.

 

AGAIN I am at an impasse!

 

EDIT

 

THE CLUTTER BANGING ISSUE IS FIXED!

 

It WAS caused by my monitor's refresh rate being too high despite having V-Sync enabled. I reduced it to 60Hz (still with V-Sync + Triple Buffering, as recommended from a few guides I've seen on the subject). And it's fixed! FINALLY good news... albeit absolutely not related to the rest.

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Hey, just wanted to say hi to a fellow "this must be some sort of wizardry, I can't get it to work!"

 

I went through what you are going through last year, and honestly, I gave up. I felt the collisions thing wasn't too fleshed out so I decided to give it time, see if anybody found an all around solution. Right now I'm going for it too again because I do think there's a lot of progress. Funny thing? I actually made it work a couple days ago. The vagina was working, the schlong remained inside and I could see some belly movement. Aaaand... I ruined it. I installed and tried more stuff, now it doesn't work, I'm not sure yet what screwed it for me and I've been testing stuff trying to fix it these past few days. I'm using All in One HDT pussy, which I believe is the key to easily make it work, the problem is with the schlong. Though I love Floppy SOS for masturbation scenes or just "hanging" around (pun intended), I think it's constant HDT updating is screwing with things around. If I ever get a working setup I'll let you know, though my MO is kind of cluttered right now =P

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just WoW you are trying to solve all the problems at once !! you are amazing how you show all your feelings :) determination, enthusiasm, happiness, sadness e.t.c. I believe many people try to fix few problems per playthrough at least is what I do, but you are trying to fix everything in one single way for the best playthrough. It doesn't matter everyone does what he prefers best but maybe with most of the problems solved you could relax and focus afterwards to the few remaining.. that's just my thought.

 

for cleaning and establishing cleaned the main files in skyrim you may just find useful the post here :

http://www.loverslab.com/topic/43043-skyrim-modding-guide/page-69   post1368

 

I believe it's one of the best ways to have the originals and the cleaned together. About the MO and the overwrite file just after reading a weird question came up perhaps silly one but what matters. Have you created a new profile ? you are using more than one profiles correct ? probably yes ( :( silly question)

 

Always you can check in Steam /.../ ... / skyrim/ Mod Organizer / overwrite folder what info you have. 

from the overwrite folder in MO always make the fnis file mod per profile best would be something like that:

 

Fnis Patch (name of your character) date 17April    time 00.00 and

Wrye bash (name of your character) date time although when ever you add new modes and run Wrye bash rebuild patch you will have it's files in your overwrite folder which you drag them and drop them accordingly. If you run also update Fnis best would be to create new mod replacing the older fnis for this character the file which you created above uncheck the older activate the new one.

 

About SoS there are many posts related in many small persistent bugs I don't believe I have read all of them but mainly some things which could help at least helped me is

uninstall sos & reinstall it but consider first reinstall realistic force and after sos also the same for the skeleton and always let it overwrite everything. Perhaps could help also my 

load order as it shows in the left panel, with all the other mods between them and all above XP32 

 

SexLab Framework

Realistic Force

SOS core 

ZAZ (3 files)

Race menu (files)

Fnis files (behaviour, creatures etc)

SoS ( files schlong, racemenu plugin, b3lisario )

XP32

HdtPhysics

 

I am not confident that this is the best load order but it works at least on me. Consider having too many characters with Hdt in a cell it helps the game to crash to desktop, also more than 4-5 heavy scripted mods will also help to ctd. having too many mods near the limit of 255 also help to produce problems and crashes. What I have seen with 242 mods is that many times scripted mods antagonize each other which will load and which not resulting other to work for a period and others to work in another load screen perhaps it's my i5 core :) 

 

I believe the are far more knowledge people here which can help you far better than me so Relax and enjoy hoping at least you cheer up.

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Molokkx, I just wanna say - I love the way you write about your problems! Very evocative and informative. I'm so used to seeing people "asking" for help like "tis mode is shiti t dont work at all pls help" that you're truly a breath of fresh air.

 

Secondly, if I have time this weekend I'm gonna come back through and carefully read your novella and see if I can offer any advice. :)

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Hey, I think I'm finally cracking the wizardry :D

 

A picture of the PC I made for the test so you have an idea of the size (she has a height of 1.1 btw)

 

post-1016426-0-22815600-1460861493_thumb.jpg

 

And what I managed to achieve:

 

http://gfycat.com/AmusingRewardingAfricancivet

 

It's still quite muddy as in I have several issues, like having to activate and disable Floppy during each scene to make it work and the the schlong itself doesn't seem to have physics for bending and things like that, just collision. It's really stiff so I have very small margin of error when positioning the characters in the scene to make it work without clipping. Again, if I manage to pinpoint a clean working setup I'll let you know :)

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Hey, I think I'm finally cracking the wizardry :D

 

A picture of the PC I made for the test so you have an idea of the size (she has a height of 1.1 btw)

 

attachicon.gif20160416222413_1.jpg

 

And what I managed to achieve:

 

http://gfycat.com/AmusingRewardingAfricancivet

 

It's still quite muddy as in I have several issues, like having to activate and disable Floppy during each scene to make it work and the the schlong itself doesn't seem to have physics for bending and things like that, just collision. It's really stiff so I have very small margin of error when positioning the characters in the scene to make it work without clipping. Again, if I manage to pinpoint a clean working setup I'll let you know :)

 

AAAAAAAAAAARRRRRRRRRRRRGH!!!

 

And THAT's exactly what MY Schlong CANNOT do.

 

In the past few hours I decided to just START OVER. I removed ALL my mods, deactivated ALL plugins, reorganized EVERY THING I could. Then re-installed. I went with the " All-In-One UUNP HDT Animated Pussy " package.

 

Now, HERE'S THE THING...

 

1) As it was a few 'setups' ago, I now have Breast + Butt physics working (although, on some specific body types the buttocks distort just a bit towards the sky... TOWARDS THE SKY: " Excuse me, my poeple need me! "

2) The vagina physics DO work! Open sesame!

3) Heck, even the HDT HAIR STYLES DON'T CRASH MY GAME ANYMORE!

 

SO... since Schlongs for Females did NOT work (of course, that is, FOR ME!), then I decided to give a try to the EQUIPPABLE version. And even though it DOESN'T work, I HAVE noticed a few things that (maybe just coincidentally) I didn't see before.

 

4) In scenes that involve penetration I used the free camera mode to just clip into and around the characters, both mine and the Actor. So, what I CAN clearly see is that the vagina (on Actors whom happen of course to have an HDT body, like the Bijin characters I'm testing this on, for which I installed an HDT body replacer) DOES seem to physically 'respond' whenever the BALLS of my character just slightly touch the lips. The culprit is definitely the SHAFT itself, it's NOT "physically present", it just CLIPS through bodies. And I CAN also see that for cunnilingus scenes the Actor's vagina (the one who receives the act from my character) FULLY work and dynamically move (well the lips do, and the labia opens as the character does her thing).

 

SO...

 

I AM doing SOME things right enough. I'm VERY close to make it work. All of this is just completely destroying me from the inside out.

 

ANOTHER thing, and that's going to be the HONEST-to-GOD absolutely LAST thing I will try if nothing I'm currently doing helps, is going to be that one: http://0s-mod.tumblr.com/0S/M/0Sex

 

I literally JUST discovered that mod's existence a few hours ago, it's very fresh in my mind and it gives me some hope that if nothing works right now with this 'classic' SexLab Framework + MILLIONS OF SHENANIGANS combo then THAT other one MIGHT just be what I'm looking for (and it does look absolutely mind blowing!). I said a few posts ago that I would give myself an extra week to manage it. And I know myself well enough to know that if I DO 'quit' ... it MIGHT last a few days and I WILL get back to it. THIS.... THIS IS AN ACCEPTED CHALLENGE YOU STUPID GAME! I WILL BREAK YOU IN HALF!

 

... * taking a deep breath * ...

 

Ok, now it's bed time.

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Well, I cracked it :)

 

For me at least it's completely Floppy's fault. I made a new profile with just the base game and installed All in One HTD in the order he says and just with the things he said (and the stuff those things need to work), except some of the recommended I didn't plan to use or didn't think would be useful for the collisions thingie. I did install a few extra things to make my life testing it easier like Alternate Start or stuff like Alluring Eyes that I know I shouldn't matter. And it was a great success, except that the butt physics were very glitchy. I simply reinstalled and used different physics. I use UNP by the way, CSHBHC body. Chose the HDT Setup B and the middle one, the "bounce lightly" or something like that. I use the SG Textures Renewal, Fitness and Sweaty look. I didn't install any followers at all, in my experience is best to test things out with the everyday vanilla people (I did it with the blacksmith at Whiterun). I don't use any ENP so I chose the "Disabler" option. And of course the SOS when it asks for the schlong support. And it works really great, my only complaint still being that the schlong is too stiff, I wish the shaft would bend a little inside the belly instead of clipping outside if too big and in a bad position.

 

Oh, and I actually changed from the Equippable one to the SOS Schlongs for Females UNP. Also, you should try with a lot of positions, some are more schlong friendly than others. I noticed that in some, though the schlong doesn't bend, it does move upward and downward with the rythm of the scene so it's a looot easier keeping it inside the girl. (I admit it would be much easier if I just used a normal height character and used the Sexlab option to make the actors the same height... but it just looks so good with the big futa demon... u.u)

 

Anyway, I'm currently asking around if it's possible to make the Floppy SOS behave with good physics and collisions during sex, it would definitely be super awesome a schlong that bends by itself when it needs to while keeping itself inside the girl and moving her belly if big enough, but I'm not holding my breath for it. Most likely I'll just start installing gameplay mods I want and just start to actually play xD.

 

Also, I'm really interested in the 0sex mod too, but I read at least for the moment is not very compatible with, let's say big proportions =P, so I think I'm just going to wait and see.

 

Btw, you should take a look at the futa thread, lots of great works and help for the futa lovers :D

 

http://www.loverslab.com/topic/53953-futa-content-thread-mods-outfits-pics-updated-3-25-16/

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I've never used this floppy mod, so no clue about it, but although it seems you've solved the FPS problem, here's another solution just in case you want to use it:

There's a part in enblocal.ini (even if you don't use enbseries, you should use ENBoost) with:

[LIMITER]
WaitBusyRenderer=true
EnableFPSLimit=true
FPSLimit=60.0
 
This should do it as well :)
About the MO/cleaning part: maybe i'm more the lazy user developers expect, i have to admit, i never bothered with cleaning anything until i've learned some things about MO. ;)
I agree that it can be confusing if you do all properly and at once the very first time, though.
But just to make it clear: MO recognizes and uses everything which is in the overwrite folder without any aaction by you, but it doesn't know where to put it.
That's pretty much the reason this folder even exists, and if there are possible conflicts with the order, it's expected you solve them. For anything else than cleaned .esms, i can't remember anything which could cause problems here though, i guess cleaning is considered 'advanced knowledge' and that users have learned how to handle that until they do it.
 
That said, i agree with others that the way you're writing about your progress and problems is pretty entertaining, i'm really enjoying this conversation :)
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After a day of rest and compulsive mod writing, I have returned! lol

 

EDIT

 

tanookitamatachi, I notice that there's a Merged Patch.esp in your Load Order. I have to admit that I'm completely ignorant about that. The one guide I followed the most when I started to do any of this actually clearly stated to make sure that the Merged Patch box was unchecked, and to only do a "Rebuild Patch" to end up with a Bashed Patch.

 

So... is a Merged Patch just some 'extra' protection against potential instability that only specific circumstances require? Or is that actually necessary and I'm just not aware of it?

 

Ah, sorry for the confusion, that is a TESVEdit merged patch; nothing to do with Wyre Bash. It resolves some minor mod conflicts, such as conflicting item keywords. (e.g USLEEP adds the "WeapTypeWarAxe" keyword to the wood chopping axe. Another mod adds the "VendorItemTool" keyword. Usually, one mod's change would overwrite the others, but with this, I can have both.)

It's more a "nice to have" thing, and also a bit more involved, as TESVEdit's merge script can be a bit on the stupid side :)

 

 

 

 

As for your Schrödinger's schlong, that sounds like something is causing the schlong to collide with itself. The fact thatturning on Floppyness causes it to spaz out means you likely have a hdt file attached somewhere that conflicts with floppySOS.

 

...oh dear.

Do you currently have my xml attached to all your schlongs as I said a few posts back? Because I must admit I have yet to test that with the newest version of FloppySOS.

 

 

 

 

 

[LIMITER]
WaitBusyRenderer=true
EnableFPSLimit=true
FPSLimit=60.0

 

I remember reading a while back that "WaitBusyRenderer=true" is no longer necessary. The other two should be, though.

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