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10 hours ago, iamaxie said:

After install it, skse64 can not startup.

couldn't load plugin C:\Games\Skyrim Special Edition\Data\SKSE\Plugins\\SchlongsOfSkyrim.dll (Error 1114)

That 1114 error seems to be a Windows error, there are some suggestions how to fix it on the internet. The method seems to vary, try it and see what works on your system.

 

 

1 hour ago, ssq said:

There's a problem when brawling.Npc will attack you as magic is used.

So the fight is already started when you use the spell? In that case, isn't that (NPCs attacking you) supposed to happen?

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7 hours ago, galgaroth said:

That 1114 error seems to be a Windows error, there are some suggestions how to fix it on the internet. The method seems to vary, try it and see what works on your system.

 

 

So the fight is already started when you use the spell? In that case, isn't that (NPCs attacking you) supposed to happen?

sorry i mean they will always really attack with weapon whatever you do after the brawl starts.

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Tested it. No Crashes and adjustable schlongs. An improvement to the light version! 

Now a question. I use the All in one HDT animated Pussy pack 3.3 which in theory should work(penetration animation) with the normal SOS. Does this version of SOS have "collision" for HDT?

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3 hours ago, ZI0MATRIX said:

Tested it. No Crashes and adjustable schlongs. An improvement to the light version! 

Now a question. I use the All in one HDT animated Pussy pack 3.3 which in theory should work(penetration animation) with the normal SOS. Does this version of SOS have "collision" for HDT?

From my testing the answer is no!.. I've been trying to get collision with UUNP HDT-SMP for a couple of weeks now. I've been SOL on the matter. The genies on both of them don't seem to respond. I've found Prz's old XML files for UUNP and CBBE and have been doing research, but to no avail. 

 

Now I've read in the HDT-SMP forum on SSE LL page. Saying you need to name the genies of the male to the XML file like, Average, Muscular, etc... However, and rename the XML file of the said Genie you chose from in the SOS Full install. I've done this numerous times with no success. I've used CBBE Special and still can't get it to work properly. 

 

I've gotten the V genie to have physics for both UUNP and CBBE. However, there seems to be no collision between the SOS genie and the V genies. 

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(I'm not good in English)

 

I uses MO2 to install SOS-se, and gets this warning.

"SOS warning
SchlongsOfSkyrim.dll not found,or the installed version is too old.
found -1, expected 300004.
please exit the game and reinstall SOS"

 

I've tried to reinstall but it's not working.

what should I do?

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2 hours ago, icedfire18 said:

(I'm not good in English)

 

I uses MO2 to install SOS-se, and gets this warning.

"SOS warning
SchlongsOfSkyrim.dll not found,or the installed version is too old.
found -1, expected 300004.
please exit the game and reinstall SOS"

 

I've tried to reinstall but it's not working.

what should I do?

You need to install the other dll file on the page two of this thread. Replace the one the mod comes with. With the new one on page two. The mod should work fine after that. 

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1 hour ago, DykkenTomb said:

You need to install the other dll file on the page two of this thread. Replace the one the mod comes with.

v0.2 has all the correct and working files, no need to replace anything. That error comes from the version checking in the scripts and the versioning in the C++ code, and if you get it the DLL you're using is completely fucked and doesn't come from anywhere in this thread. I got that error very early on when I first compiled the code, it was one of the first things I fixed. I'm guessing the process was very similar for pugwash99.

 

icedfire18, remove completely all SoS files from your load order and download and install v0.2alpha. If you want to compile the DLL yourself, look up in the code where the checks for the SKSE and SoS versions occur and correct them (I forgot exactly where that is but it wasn't hard to find).

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On 3/18/2018 at 5:08 PM, perrymwt said:

Just wanted to say thanks for the work.  The mod's been working fine for a day now.  Thanks once again.

Thanks for testing and reporting on the performance.

 

 

16 hours ago, Man Of Steel Man said:

In the shop where one may buy potions the proprietor also sells underwear. Is there anything special about it? He has a stock of twenty to start with.

As far as I know, there's nothing special. They were there in Oldrim SoS as well. You can just put them on if you don't want your schlong flapping in the breeze, I guess...

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A little PSA: since no one reports any major issues with the latest 0.2a, in a few days I'll upload a new version and call it 1.0 stable. It will contain the newest brawl fix, since its author gives permission on the Nexus page.

 

One question though. Using SoS will put a limit of maximum 255 ESMs/ESPs which can be loaded at the same time. That was the limit from Oldrim and every thread I found on the net says that limit still exists in SSE. Does anyone have any info saying otherwise? If so, should I add an option in the FOMOD installer to support more than 255? Keep in mind, games started with the 255 limit and games without it will NOT have compatible saves. So starting with the limit, then later updating SoS to support more mods will cause CTDs and infinite loading screens when trying to load an old save.

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Is the CC content included in that limit? If it is, that might be a problem. If it's not, then keeping the 255 mod limit shouldn't really matter.

 

Here's the end of my mod list from the skse64.log.

 

    (75)    Alternate Start - Live Another Life.esp
    (76)    Relationship Dialogue Overhaul.esp
    (77)    RDO - CRF + USSEP Patch.esp
Saving light mod list:
    (0)    ccbgssse002-exoticarrows.esl
    (1)    ccbgssse010-petdwarvenarmoredmudcrab.esl
    (2)    ccbgssse014-spellpack01.esl
    (3)    ccqdrsse001-survivalmode.esl

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My question is, is there any functional difference between having a version with that 255 limit and one without it?

 

IE: if it's possible to have a version that ignores that limit (or arbitrarily sets it higher, I guess? 300 instead of 255?), is there any reason to even have one that does enforce that limit (either because it somehow helps performance or some other reason)? I get that current users of the mod would not be able to use the "unlimited" version on their existing save, but other than that is there a reason to maintain a "limited" version over just having the "unlimited"?

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I thought SSE had the limit simply because LOOT and NMM seem to indicate that with a two digit hexadecimal, starting with 01. It would be nice if it could handle more. Is there something that can remove that limit?

 

By the way, I've been using this version of SOS for the past four days and have had no problems. It seems pretty stable to me.

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Load order is the first byte of the ID, limit is 256 esm/esp.

 

The CC takes up the 0xFE (254) slot in the loadorder where all ESL are "injected" into the game.

You can still have a ESP here, it will share the ID range. In case of ID conflict, ESL will win.

 

0xFF (255) is reserved for content created by the game, ie the Bandits that spawn randomly.

 

Skyrim.esm, Update.esm and the DLCs take 5 slots, resulting in 249 slots you can use. Merging ESPs can help to install more.

ESL files of small mods can also be created to make free space in your loadorder.

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5 hours ago, Akzyra said:

...

So the limit is still there... Well that saves me some headache at least

 

 

9 hours ago, xgkf said:

is there any functional difference between having a version with that 255 limit and one without it?

There would still be a limit, let's say 512, and functionally there would be no difference. The only side effect would be that the co-save would be slightly bigger. The problem lies in the incompatibility of saved games with the 256 vs 512 limits.

 

 

The way SoS works right now, it keeps a list of all loaded ESMs/ESPs in the co-save. Why does SoS need that information, I have no idea. It doesn't seem to do anything significant with it. And all that data is kept in fixed sized, 256 elements, array. So increasing that number would allow for more mods to be loaded. I've been trying to make that array dynamic, but the load routine breaks very easily by adding or removing ES(M,P)s leading to CTD or infinite load screen. So I was looking into removing that part of the code completely, it's kinda convoluted though and it could potentially break stuff so that's why I was trying to avoid it. But if the 255 limit is still there, I don't have to since it would make no difference...

 

 

10 hours ago, zarantha said:

Here's the end of my mod list from the skse64.log.

 

    (75)    Alternate Start - Live Another Life.esp
    (76)    Relationship Dialogue Overhaul.esp
    (77)    RDO - CRF + USSEP Patch.esp
Saving light mod list:
    (0)    ccbgssse002-exoticarrows.esl
    (1)    ccbgssse010-petdwarvenarmoredmudcrab.esl
    (2)    ccbgssse014-spellpack01.esl
    (3)    ccqdrsse001-survivalmode.esl

Could you please look in SchlongsOfSkyrim.log and see if it says anything about ESLs? If it does... it will affect things down the line if adding more mods

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cOJzZ has created an XML file which works with HDT-SMP collisions. He created some collisions based setup for the SOS light body muscular. I've gone ahead and completely converted SOS Full and given each one of the nifs collisions. This file here has everything you need for HDT-SMP to work properly. Please give Senpo and cOJzZ full credit for the collision branches I used to convert all the nifs to work with HDT-SMP. The file I'm giving you is what you can use for the collisions with CBBE Special. It works like a charm. Just install the full SOS Full HDT-SMP mod and you can use CBBE Special with collision with any of the Sexlab, flowergirls or OSEX mods. Warning you can't have the this setup without the HDT-SMP framework. Otherwise, the game will CTD. 

 

Requirements:

HDT-SMP Framework

HDT-SMP Physics

SKSE64

Sexlab, OSEX converted, or Flowergirls

CBBE Special with Xml files for HDT-SMP framework

 

 

Schlongs_of_Skyrim_SE - 0.2 Alpha HDT-SMP Collisions.zip

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14 hours ago, DykkenTomb said:

cOJzZ has created an XML file which works with HDT-SMP collisions. He created some collisions based setup for the SOS light body muscular. I've gone ahead and completely converted SOS Full and given each one of the nifs collisions. This file here has everything you need for HDT-SMP to work properly. Please give Senpo and cOJzZ full credit for the collision branches I used to convert all the nifs to work with HDT-SMP. The file I'm giving you is what you can use for the collisions with CBBE Special. It works like a charm. Just install the full SOS Full HDT-SMP mod and you can use CBBE Special with collision with any of the Sexlab, flowergirls or OSEX mods. Warning you can't have the this setup without the HDT-SMP framework. Otherwise, the game will CTD. 

 

Requirements:

HDT-SMP Framework

HDT-SMP Physics

SKSE64

Sexlab, OSEX converted, or Flowergirls

CBBE Special with Xml files for HDT-SMP framework

 

 

Schlongs_of_Skyrim_SE - 0.2 Alpha HDT-SMP Collisions.zip

Thank you for this I am having a great time with the jiggles. Great work also to everyone here helping to get SOS working. 8hrs into game  adding and deleting esp/esm files with 254 active plug-ins (233+Bash Patch = 254) trying to make it crash and no CTD yet bravo!!!!!!!!  

Load Order 233 Active plus Bash Merge.txt

SchlongsOfSkyrim.log

Edit: for UUNP-HDT-SMP Body by DykkenTomb  https://www.loverslab.com/topic/96042-senpo-hdt-smp-defaultbbp-presets-for-uunp/?tab=comments#comment-2185974

Here is the UUNP-HDT-SMP.xml file for full Vag collisions in Sexlab acts ie... Pussy spread 

 

UUNP-HDT.xml

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22 hours ago, DykkenTomb said:

cOJzZ has created an XML file which works with HDT-SMP collisions. He created some collisions based setup for the SOS light body muscular. I've gone ahead and completely converted SOS Full and given each one of the nifs collisions. This file here has everything you need for HDT-SMP to work properly. Please give Senpo and cOJzZ full credit for the collision branches I used to convert all the nifs to work with HDT-SMP. The file I'm giving you is what you can use for the collisions with CBBE Special. It works like a charm. Just install the full SOS Full HDT-SMP mod and you can use CBBE Special with collision with any of the Sexlab, flowergirls or OSEX mods. Warning you can't have the this setup without the HDT-SMP framework. Otherwise, the game will CTD. 

 

Requirements:

HDT-SMP Framework

HDT-SMP Physics

SKSE64

Sexlab, OSEX converted, or Flowergirls

CBBE Special with Xml files for HDT-SMP framework

 

 

Schlongs_of_Skyrim_SE - 0.2 Alpha HDT-SMP Collisions.zip

Doesn't seem to work with https://www.loverslab.com/files/file/309-sos-schlong-for-females-unp/

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1 hour ago, Espio419 said:

You'll have to add the collisions yourself to the female body from the schlong body. Just follow the instructions on this page from Senpo HDT-SMP DefaultBBP Presets For UUNP and you should be able to get it to work. It's how I got the SOS full and Tempered Skins version to work correctly. When I have more time. I'll add the SOS light version with collisions. 

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