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jacques00

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  1. I think the spell only activates when picking up the item, so you need to drop the item and pick it up again. Make sure the item is of the "Suspicious" variety, as those are the actual cursed items.
  2. Here's a mesh replacer for the cowbell collar, but now with more HDT Physics. (Requires the HDT Physics Extension plugin to animate properly, of course.) dcc-mse-cowgirl-hdtpe-cowbell.zip Hopefully it works!
  3. I have a super old version of ApachiiHairFemales.esm (v.1.3), but I managed to make a .json file for it. I don't have all the Devious Devices installed so I couldn't get my game to start it up to test it. Hopefully this may help someone though... ApachiiHairFemales.esp.json I am unsure if it works for higher versions of the Apachii Hair, but feel free to test and let me know if it works.
  4. Super late response, but I don't think I did and I am unsure if I would be able to return to my mod editing for this particular mod, heheh. I haven't been up to date with any progress made on this mod really.
  5. Apologies for the super late response--but, sure, you are welcome to.
  6. Okay, I posted alternate XML files that omit the physics, but retain the collision shapes under the "No Physics (Collision Only)". Just install it on top of what you have. Try this and let me know if that resolves the invisibility issues--no jiggles, but at least that glitch will be avoided.
  7. Yes, that issue seems to be HDT-related. I'm not exactly sure how to fix it, but I know how it is caused (probably one of the skeleton nodes is being calculated to stretch to infinity, making the mesh disappear on the screen for going outside the clipping range for rendering geometry... or something). I can try to provide limited- or non-jiggly HDT files and see if that solves anything. Does this happen to male giants only or are female giants also affected?
  8. Okay, I've updated the file with some adjustments (and included a couple minor missing files). If this doesn't work, you can try the SoS Full Compatibility esp and let me know if that works better. Hope this helps!
  9. Depending on how the scripts pull the keywords, then yes, I can see how that would be dependent, but it is also possible to add in the keyword and not have dependency to any particular master or plugin file--as long as the keyword exists and the script just looks for the keyword of that name. Though, regardless, I can try to offer both inserted keyword and dependent .esp. And just for clarification, I only need to add the "SOS_Revealing" to those armor/skin that need penises, right? So in this case, only the female giantess skins--or is it the other way around? Thanks again for the help. Edit: Actually--I had forgotten that male and female skins are bundled into the same "armor", so gender shouldn't be an issue I don't think...
  10. No problem. I'm glad I could help. Ah, I haven't used SoS Full to know for sure how compatible it is. If I were to update the .esp, do I just need to add a keyword to designate the naked skin is SoS-comaptible or do I have to make it dependent on SoS? I would like to avoid making the .esp reliant on other mods to keep this as malleable as possible, so if there is a workaround, I may implement that instead. Besides penis spawning, I know the male meshes should be at least partially compatible with SoS animations though, using the erect and flaccid functions of either SoS variants when something triggers them to change (like from an arousal or erection control mod). Thanks for the info and images!
  11. A more "normal" proportioned variant can be found in the newer version of this mod now (by default). I haven't gotten to editing textures for muscular details or anything as of yet, but at least they match a little more frame-wise. Those who like more extreme proportions can extract them from the optional mesh packs and replace them manually if desired. Hilariously awesome--thanks for sharing! Hopefully not dead, but I will probably not be updating as often as I used to... If I make any headway, I'll try to update from time to time. If you want to disable male giants from spawning entirely, you will need to go into the Leveled NPC and look for 'LCharGiant' and remove the entries named "EncGiant01", "EncGiant02", "EncGiant03" from the list. After removing them, they should stop spawning in-game, though there may be some unique male giants that will still spawn. Hope this helps. --- Also, obligatory bump to say I made a kind-of minor update. This newer version fixes some issues with the skin weighting on some of the meshes, gives more polys to the male giant's butt, gives female giants a more slender frame, and adds female giant sounds. Males will have physics for the testicles and all physics were converted over to a ragdoll-type constraint, so when pausing the game or creature spawning, there's less likelihood of the physics going bonkers (it might still happen though, since real-time physics is never perfect). The sounds are a bit of a stand-in at the moment because I'm horrid at sound editing, but if anyone wants to contribute their singing voices for giantess noises, feel free! Let me know if there are any issues with this release, and apologies in advance if there are. Hope you enjoy!
  12. Thanks for that. For anyone interested, I just added a variant of this with the HDTPE paths and .xml files to the first post. Instructions are the same as Groovtama's outline with the options and everything should be there.
  13. It's funny to see my meshes being used in other mods. The mod looks great from the screenshots and I'm looking forward to your next update. Keep up the great work! I would request making it equippable for horses too, but that might take some doing, especially to make it compatible with SoS. I've had thoughts about doing just that though, but I am unsure if I'll ever get around to it.
  14. Are you sure you replaced the proper meshes? It looks like an issue with the two weight meshes (_0 and _1) being different, so they will not blend well if the triangle count or dismemberment information of both meshes don't match. Make sure you have the right meshes replacing the old ones.
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