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nagothm

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About nagothm

  • Birthday 07/29/1975

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  1. I tried this out and it came out the same as my other experiments on this script did, I am using the DLL free version by erstam. But the logic is the same. My original attempts were variations of this Elseif StorageUtil.FormListHas(None, "SOS_ConcealingArmors", bodyArmor) || Math.LogicalAnd(bodyArmor.GetSlotMask(), 0x00400000) StorageUtil.FormListRemove(None, "SOS_ConcealingArmors", bodyArmor) StorageUtil.FormListAdd(None, "SOS_RevealingArmors", bodyArmor, allowDuplicate = false) if (akTarget.GetSex() == 1) bodyArmor.RemoveSlotFromMask(0x00400000) endIf akTarget.EquipItem(genitals, false, true) SOS_Quest.UpdateNiNodes(akTarget) Debug.Trace("SOS_RevealingArmorMagicEffect: Armor set to revealing.") SOS_Quest.Notify(bodyArmor.GetName() + " set to be a Revealing Armor") ; todo translate EndIf So I implemented the code example that you provided instead Elseif StorageUtil.FormListHas(None, "SOS_ConcealingArmors", bodyArmor) || Math.LogicalAnd(bodyArmor.GetSlotMask(), 0x00400000) If (akTarget.GetSex() == 1) StorageUtil.FormListRemove(None, "SOS_ConcealingArmors", bodyArmor) StorageUtil.FormListAdd(None, "SOS_RevealingArmors", bodyArmor, allowDuplicate = false) bodyArmor.RemoveSlotFromMask(0x00400000) akTarget.EquipItem(genitals, false, true) SOS_Quest.UpdateNiNodes(akTarget) Debug.Trace("SOS_RevealingArmorMagicEffect: Armor set to revealing.") SOS_Quest.Notify(bodyArmor.GetName() + " set to be a Revealing Armor") ; todo translate EndIf EndIf Again same result. SOS_Revealing keyword = displaying schlong/pub on male and female / No keyword = no display on either. I don't understand why it just seems to ignore the conditions completely, as if it is not even taking the code here into account. Any other possible suggestions?
  2. I would much prefer a scripting fix if it is possible. Adding it directly to the body opens up another can of worms in getting pubs to cover properly when wearing UW or trousers, etc as well as the huge amount of extra work in adding it to the thousands of outfits in my build.
  3. I am using SoS with a female pubic hair addon. While some of my female outfits are full body ones and should conceal the pubs, others are only a top, designed to be used with skirts, trousers, etc. Those should show the pubs when the waist is not equipped. Normally the SOS_Revealing keyword would solve this issue, however ALL of my male outfits are full outfits, so where a particular armor may only be a shirt in the female version, on the male it is an entire armor. So if I use the keyword on the outfit, the female version is fine, but the male NPCs have a boner sticking out the front of their armor. If I don't use the keyword, the male version is fine, but the female version removes the pubs even though they should be showing. I am trying to completely exclude males from being affected by the SOS_Revealing keyword, and have tried a lot of different things in the scripts, but can't seem to figure it out. If anyone can point me in the right direction, or point me to a mod where this has already been done, I would appreciate it.
  4. If you are asking if they work for Fallout 3, yes they do. For Fallout New Vegas as well.
  5. All of my outfits for the male side are full outfits. My female outfits vary, some are full body and some are just the top. If I mark an outfit SOS_Revealing (say just a shirt on the female side) then the female shows the pubic hair when the shirt is equipped, but the male has his pecker sticking out. If I do not add the SOS_Revealing, the male is fixed but the female does not show the pubic hair when just a shirt is equipped. I have been trying to completely exclude males from being affected by the SOS_Revealing keyword in the scripts but can't seem to get it to work. Can anyone tell me how to do that or direct me to where it has already been done?
  6. So no incorporation of Dirt and Blood's recent update, at least in the near term?
  7. Is there any chance of you sharing that? I would love to try it out.
  8. No, I didn't want to take a chance of an accident when doing the uninstall, so I went into Computer Management>Disk Management and changed the drive letter for the drive. After uninstalling in steam, I removed the app manifests from the skyrim installation then switched the drive letter back. Running skyrim after that still needs steam, but the skyrimse game just has the "INSTALL" button, no updates offered or demanded. Game runs great with all SKSE and DLLs working as intended, with no worries that my kids are going to accidentally run the update.
  9. I keep my skyrim install on a separate drive. I switched the drive letter to a different one than the one steam knew skyrim was installed on, logged on to steam and clicked "uninstall" for skyrimse. Took half a second as there are no actual files to delete. Steam is still required to boot the game, but it thinks the game is uninstalled so no more update worries. Everything works great and is even a tad faster. Had it this way for a long time when steam had the stream of updates soon after SE was launched. Now my other games can download updates as needed, but Skyrim avoids the AE debacle.
  10. Has anyone looked into redoing this mod using SPID instead of cloak scripts? Looking for a link if it exists.
  11. I just tried the this file's main link and it was working for me. Can you try it again?
  12. PrimarchZero posted that he made a 3BA conversion for at least one of the sets and I have seen some others around already converted to SSE. Unfortunately I won't be doing it.
  13. Post #19 works here as well with MO2, first time to have everything working with Nemesis. The only issue I see is that a lot of times when starting an animation sequence, characters will float in the air for a second or two flapping their arms as if falling. Has anyone else experienced this, and more importantly, does anyone have a fix?
  14. Here is the latest posted version And this is for Nemesis itself https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases
  15. Just two pages back in this thread, Larasen posted 2 different links for the merfolk race (can't remember exactly which one I have running). I do like the zaz idea better but since I can't get it to go this can take care of the issue in the interim. PCEA2 has a limitation on the number and type of anims for each category. Nemesis has a PCEA that doesnt have those limitations, but I cannot get it to work in its current form for myself. But it is coming.
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