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General Summary:

 

SOS AE-NG is a new version of the SCHLONGS OF SKYRIM mod developed on CommonLibSSE-NG. This version focuses on profound structural changes to serialization and data handling, optimizing script performance by prioritizing the use of native C++ over Papyrus. Furthermore, it significantly improves compatibility with existing and future mods by implementing new features and optimized architectures within the code.

 

The next Spoiler is in Spanish, is only the personal motive for the mod, you can translate it, mostly for laughs

Spoiler

Motivo:

    "It just works."
    — Todd Howard, Director de Bethesda Game Studios.

 

    "El Futanari es un sentimiento."
    — Javier Milei, Economista.
    
    "A girl's cumming inside me!♥"
    - 345796, página 24

 

Un problema fundamental del viejo SOS es que básicamente debes organizar toda tu "modlist" en torno a él, debido a la forma en que reserva el Slot 52, es necesario curar 
manualmente muchas listas de armaduras; además, el mod original es muy susceptible a errores y cierres inesperados (CTDs) a largo plazo; de hecho, los problemas 
más comunes en una partida de Skyrim suelen provenir del SOS.

Esta situación llegó al límite tras crear múltiples mods de armaduras y verme obligado a realizar parches masivos solo para que los NPCs portaran el equipo de forma correcta 
mediante el uso de Keywords. Aun tras realizar dicho esfuerzo, los errores persistían de formas que no pueden solucionarse con parches pequeños o muy grandes.

Por ello, me propuse realizar un "remake" integral de SOS. Es importante recalcar que el enfoque principal de este mod es para uso personal, por lo que las ideas, características 
y soluciones tendrán prioridad según mis propias necesidades y gustos. No obstante, trataré de resolver dudas, errores o quejas reportadas por la comunidad.

Otro punto relevante es que el viejo SOS era, es y será de código abierto (Open Source); sin esa filosofía, posiblemente no habría continuado en la comunidad de modding de Skyrim. 
Por lo tanto, se deben respetar estrictamente las condiciones establecidas por Galgaroth, VectorPlexus, Smurf y b3lisario:

    -Todos y cada uno de los derivados de este mod o su código (SOS) deben mantenerse únicamente en Lover's Lab.
    -VectorPlexus y Smurf siempre deben recibir el crédito correspondiente por su trabajo original.
    -Los mods basados en este código no pueden ser vendidos bajo ninguna circunstancia.

Sin nada más que añadir, espero que disfruten del Mod.

 
=================ChangeLog=================
Spoiler

=================Changes from SOS SE 1.1.4 to SOS AE 0.0.1=================

 

Major Changes from the Original SOS:
1. Code:

-The DLL has been completely rewritten from scratch using CommonLibSSE-NG.

-Almost no code remains from the original SOS; the old system has been discarded and replaced with modern logic.

-Improved compatibility with Skyrim Special Edition, Anniversary Edition, and GOG versions through a single unified binary.

-The central distribution logic for Papyrus's "Cloak Spells" has been moved to native SKSE events.

- Significant reduction of DLL code from ~7000 lines to ~2000

Massive reduction of Papyrus code. For version 0.0.1, there are only two lines of code instead of 21.

2. Armor:

The handling of Slot 52 (Schlong) has been revised to improve compatibility with other mods:

Armors that occupy Slot 32 (Body) no longer automatically inject Slot 52 into their partitions using scripts from the old SOS,

so, in theory, all armors are now "revealing" by default.

New way to add Slot 52 or make armor "concealing" in bulk without touching ESPs, using a text document, the Blacklist, where

mods within this text document will have all their armors set to "concealing".

The keyword SOS_Revealing is now used in mods within this Blacklist to avoid assigning the Slot52, or to remove Slot52 from armor that

has it by default, so its use is not obsolete.

-The keyword SOS_Concealing now adds Slot52 to armor, so its use is no longer obsolete. Basically, the use of the two keywords has been swapped.

-New saving of changed armor in the MCM using JSON to have persistence between games and save memory.

3. Saving and data:

-Drastic reduction of script lag and excessive save bloat.

-New handling of Schlong data using a JSON object that is generated with default values if the JSON object is not present, with the goal of having
better data control, as well as persistence between saves.

The use of factions has been deprecated. Unlike the original SOS, which used the rank of a hidden Faction to store the size and state of the NPC, SOS AE uses a native storage system in the DLL.

Data is saved directly to the save file (.ess) using SKSE through the DLL's serialization callbacks (Serialization_Save/Load),

ensuring that NPC information persists cleanly and is not corrupted when uninstalling or updating add-ons. -New options in the INI file for internal mod management. Currently, you have the option to change the default data when generating the JSON for Schlongs or addons.

4. Compatibility:

-Use of EditorIDs: The system now identifies addons using their EditorIDs (SOS_Addon_AddonName) instead of strictly relying on static FormIDs. This means the mod is much more robust against changes in the load order.

-Native ESL Support: Thanks to EditorID identification and integration with po3_Tweaks, addons can now be converted to .esl format (or carry the ESL flag). This allows for a virtually unlimited number of addons without occupying the valuable 254 slots of the main plugins (ESP/ESM).

5. MCM

-Simplified MCM: Data handling for each Schlong has been moved to a single JSON file.

- Change to NPC detection: now to select an NPC, you only need to have them in your crosshairs. If no one is there, the player will be selected by default.

-Information visible within the MCM

Mods loaded in the Blacklist
Status of the current or selected actor in the Crosshair, including Schlong and Rank changes

Status of current armor

The current armor indicates whether it is concealing or revealing, with the option to change it to the other.

 

=================Changes from SOS AE 0.0.1 to SOS AE 0.0.2=================

 

-Fixed a bug when using the debug version of the DLL instead of the release version.

 

=================Changes from SOS AE 0.0.2 to SOS AE 0.1.0=================

 

-Improved MCM behavior regarding Schlong changes, Rank changes, SetRevealing, and SetConcealing

- Added the option to uninstall and prepare the mod for updates

- Added an erection option similar to the old SOS

- Added more functions to SOSAE_SKSE to control erections

- Added comments for SOSAE_SKSE to help developers

- Changed the name of the list of mods that have concealment by default, and also automatically regenerated if it is deleted

- Cleaned ESP and DLL code

- Cleaned INI; there is no option to change the log level for now

 

=================Changes from SOS AE 0.1.0 to SOS AE 1.0.0=================

 

- Added key mapping for Bend Up and Bend Down

- New option in MCM to clear NPC data

- Added the option to choose which mods can have a random schlong using SOS_SchlongEligibleActorMods. Read below for instructions.

- New option to save changes made to NPCs via MCM. This data is not lost when clearing data using the MCM option.

- Added an option to the log to see which mods from your .txt text lists did not load correctly. This was added to check for spelling errors or typos.

 

=================Changes from SOS AE 1.0.0 to SOS AE 1.1.0=================

 

- Added NPC Race information in the MCM

- Added option to see all adons in the game for the selected NPC in MCM based on it's gender passing races checs, use this if some NPC doesn't have a schlong avaliable for his or her custom race, Because it will be saved in the JSON

 

=================Changes from SOS AE 1.1.0 to SOS AE 1.2.0=================

 

- Better scaling and fixed some possible bug of adding underwear to NPCs inventories or the player

- Sexlab Support, Females that get a Schlong by the sort, will be male in Sexlab (the gender can still be changed in Sexlab MCM), changing the Schlong with the MCM changes automatically the gender from Sexlab too, 

 

-Sexlab is not a dependence, only added support

 

=================Changes from SOS AE 1.2.0 to SOS AE 1.3.0=================

 

-Added the Option to change the NPC None list text from Whitelist to Blacklist in the INI
-Added Standard deviation configuration in the INI and in MCM for the ranks

-Fixed the JSON for the NPCs changed in the MCM, now it should work

-Changed how the NPC data is saved, now it saves the base instead of the reference to solve some problems in long games

-Script optimization

 

=================Changes from SOS AE 1.3.0 to SOS AE 1.4.0=================

 

-Some minor Fixes

-Added a new KW, SOS_Pubes for female pubes, addons with that keyword will not change the gender of the actor in Sexlab

 

=================Changes from SOS AE 1.4.0 to SOS AE 2.0.0=================

 

-More MCM options, now the addon data can be changed inside the MCM, making the process of editing the JSON simpler

-Added the option to change the INI inside MCM and regenerate the JSON, both should work together to make changes to all addons

-More informative MCM

 

=================Known Bugs=================

 

-The current gender schlong is retained when changing genders, but this doesn't affect anything; the actor can still use Slot52 for other armor. The only difference is that

the actor appears as if they don't have a Schlong, but it's possible to change the Schlong in the MCM.

 

=====================How to use the new SOS=====================

 

New features:

DRAWING - When an NPC loads, a draw is performed using the available addons to determine which addon that NPC can have. If the sum of all available addons is less than 100%, there is a chance of losing the draw and receiving an empty addon. This empty addon is not equipped and fixes the bug in the original SOS that added Schlong to all NPCs without considering the total probability.


There are new files in Data\SKSE\Plugins\SchlongsOfSkyrim\ that will be used.

 

1. SOS_ConcealingArmorMods.JSON

 

The armor pieces within these mods will have Slot 52 in addition to Slot 32. NOTE: Only armor pieces with Slot 32 will be affected. This replicates the old behavior of SOS, but without internal data, and it is applied every time the game is launched. If you want all the armor in a mod to be concealing, put it in the text on a new line, or delete mods from the list if you want all the armor to be revealing. If the document doesn't exist, it will be generated with a list of basic mods.

The keyword SOS_Revealing takes precedence over the list. Let's say Skyrim.esp is in the list, and a mod adds that keyword to the iron armor.
In-game, this iron armor will be revealing, not concealing. If an armor has both keywords, nothing should happen.

 

2. SOS_AE.ini

These options define the default JSON data. "Enabled" indicates the add-on is activated, "Rank" is similar to the rank in the original SOS, and "Chance" is the probability of an NPC having it.

 

Spoiler

[JSON]
Enabled = true
Rank = 10
Chance = 20
GaussianDeviation = 1.000000
SOS_SchlongEligibleActorMods is a Whitelist = true

 

These options define default values for the JSON generated when the game is launched for the first time after installing the mod or when a previous JSON file is deleted. This is useful if you want to change many data points with a single option, such as assigning rank 20 to everyone or changing the chance to 100.

 

The data from the JSON can be edited in the MCM, will be saved automatically. The Gaussian Deviation makes the rank distribution a little more variable

 

"SOS_SchlongEligibleActorMods is a Whitelist" changes how SOS_SchlongEligibleActorMods works, if is TRUE, NPCs from the mods in SOS_SchlongEligibleActorModscan have a random schlong different than NONE during random selection(still respects the probability), if is false, it works as a blacklist, the NPCs from the mods in SOS_SchlongEligibleActorModscan have NONE in schlong as default

 

3. SOS_AddonData.json: The addon data is saved here, so it can be loaded on new games, it can be edited with a text editor or inside the MCM, Here you can see the data for each addon, like the races, enabled, rank, probability and gender group that can use the addon(or will have it visibly)

Some considerations

1- If the sum of the probabilities for a race and gender is less than 100%, there is a chance of not getting a Schlong, which fixes a previous bug in SOS SE where 10% always resulted in a Schlong. If the sum of the probabilities is greater than 100%, it is weighted.

2- Data reading is very flexible as long as letters and floating-point numbers are not used; even then, no significant errors will be observed in the game.

3- If -1 or any negative number is used for the rank, the rank distribution will be uniform.

 

If you see this in your JSON:

 

"undefined": [
      "SPBAddonName123"


It's because the gender globals within the ESP or ESL are incorrect for the SPBAddonName123 addon. This is more for debugging purposes. You can move the addon to the "female" or "male" group for it to work correctly, as long as you know which gender the addon is targeting. The absolute solution to this error is to review the globals and edit the ESP. Otherwise, addons within the "undefined" group are simply ignored, but they can be moved to one of the gender groups.

 

4. SOS_ARMOR_override.JSON

This is a simple JSON file that stores the armors that have been modified within the MCM. The armors within this JSON will be read after each session. It's a good way to save armors with the changes you want without having to enter the MCM in each new game, or for debugging. Here's an example.

 

Spoiler

{
 "armor_overrides": {
  "Skyrim.esm|ClothesPrisonerTunic": true
 }
}

where you have a key or key "modname.esp|ArmorIDEditor" = revealingbool

where revealingbool has this meaning:

true = Revealing
false = Concealing

 

5. SOS_SchlongEligibleActorMods.txt

Is a text document similar to SOS_ConcealingArmorMods, but it contains mods whose NPCs can have a Schlong other than NONE when the draw is done. This does not mean that NPCs not on this list cannot be eligible for a Schlong; they can have a Schlong if assigned to them in the MCM. This is done using a new special keyword called SOS_NoneDefault, which is added to these NPCs when the game is launched.

 

In the INI, you can change if the list is a Whitelist or a Blacklist

 

6. Keyword SOS_NoneDefault

NPCs with this keyword will have an "empty" addon assigned in the lottery or drawing; that is, they will always lose the lottery, regardless of the probability. However, they are still saved in the mod's internal data. You can add this to NPCs you don't want to have Schlong due to the drawing (Like followers or other NPCs).

 

7. SOS_NPC_Override.JSON: When you edit an NPC with the MCM, it's saved in a JSON file that's generated when you edit the first NPC, or the player. This JSON file is used to save NPCs if you want to keep changes in a new game, or when you want to clear the saved data of all NPCs. The NPCs saved in the JSON file will be loaded again. You can also modify data in the JSON file as you see fit.

 

8. Bending:

The erection mechanic now works like this: Using the buttons defined in the MCM will make the Schlong go up or down. The shift modifier is no longer used. Now, the Schlong will go up or down for the actor in the Crosshair. If no one is in the Crosshair, it will be done to the player.

 

9.- Custom Race Support

If you have an NPC that happens to be from a custom Race and doesn't have available addons in the MCM, you have a toggle to see all available Add-ons for its gender, not its race.

Be careful using this toggle, because not all add-ons have textures for other races, change addons for the custom NPC until you see one that fits you desire or looks good enough

 

10.- Sexlab Support,

Female NPCs that win a Schlong that is not NONE will be added handled as males in Sexlab (Can be changed or confirmed in the Sexlab MCM), changing an actor or the player Schlong in the SOSAE-NG MCM will change the gender automatically in Sexlab

 

11.- Keyword SOS_Pubes

Is an additional Keyword for Pubes that will not change the Sexlab Gender if assigned in the drawing or via MCM, consider that is only used in Sexlab (at least inside this mod) and that it not replace the SOS_Genitals Keyword, both should be in a pubes

 

11. Uninstallation or Update

 

Within the MCM, there is now the option to uninstall the mod or prepare it for an update. This is done as follows:
1. Click the Delete button on the Debug page.

2. You will see the mods loaded by the Concealing List disappear.

3. Now save the game. It's best to do this in a location without NPCs.
4. Delete or update the mod.
5. Now load the game. Everything should now work normally.

 

You can check the original addons compressed and added ESL flag here, as well as some mods I made, update or get from SOS, and the Double Penis

 

Source Code for the DLL

SOS AE NG 1.0.0 Source Code.7z

SOSAE NG Source Code 1.4.0.7z

SOSAE SourceCode 2.0.0.7z

 

 

Troubleshooting:

There is a log system you can check in Documents\My Games\Skyrim.INI\SKSE\SOS_AE.log, if you have a problem you can't fix, try passing this

I need the old SOS

No, and this version is incompatible, you should remove the old SOS and use this one instead, 

It Works in 1.5.97?
R.- Yes it does

 

This version of SOS doesn't have the original addons

R.- Yes, i made a separate download to the original addons, now as ESL because the mod now supports it

There are no addons pages in the MCM

This can be happening for some reasons that are under stable:
1- The addons should load after SOS, try using LOOT, always work in these cases

2.- You installed a new addon (or deleted one) and didn't rebuild the JSON, you can do this deleting the JSON with the data or by using the MCM

3.- The ESP or ESL doesn't have the gender part correctly done, if you check the JSON you will find them in the unidentified Category in the JSON, you can fix it by moving them to the female category or renaming it, here is an example:

4.- Bad FormID in the esp, in this last case is better to pass me the name of the esp and maybe I can help, consider this as the last option if you already done the other 3 solutions I gave

 

There are pages for the addons but I can't choose one for X actor

This happens because the actor is using a Custom Race, for this to be solved, you need to toggle "Show all addons for gender" in the MCM in the NPCs page, this will show all addons regardless of gender, consider that some addons are only done to work on vanilla races, and custom races sometimes have their own custom addons for said race, so the looks of the addons depends on the addon itself, nothing can be done here respect to the looks

 

The bend keywords don't work
For the way MCM Works, you need to choose the buttons to make the bend, even if you want to use PgUp or PgDown, otherwise the buttons will not work

 

The addons fail to the floor

You need a skeleton mod, like XP32

 

Erections work weird in X Arousal Mod or X Animation Mod

These mods in general don't use any of the scripts or functions from SOS, even in the old SOS, because they only use the Animations, problems like these needs to be solved in said mods, here we only gave the resources for animations or erections

 

X mod doesn't work (No animation or Erection only)

These mods actually use functions from SOS, you can confirm it by searching on it's source files .psc the words "SOS API", "SOS_API" or "SOS_SKSE" (not SOSAE_SKSE), the only way to fix it is doing an update using the new functions, and maybe doing more work with said mods now that we have more functions to work with,

 

If you are a user, try contacting with the mod author, if there is a negative response or the mod is abandoned, try contacting with me, I do updates for mods I use, but maybe I can help

If you are a mod author, I gave information in the functions to use in SOSAE_SKSE.psc in Schlongs of Skyrim AE\Source\Scripts. Maybe I can help with new functions if it doesn't means do a huge change in the mod.

If you know how to do SKSE plugins, I gave the source code for the DLL if you want to do something more technical

 

I don't know how to add Keywords to an addon

Use creation kit or Xedit, it will not break anything to the point to an CTD or a serious bug, bas keywords can only affect the equipment of addons, nothing serious

 

Console?

Read here

 

SL Survival?

Check this comment for the work:

 

 

Ostim?
Read about Ostim here, but in resume, I need help with it because I don't know how it works

 

I have a bug where the camera falls to the floor on cellchanges, exit Racemenu or using Furniture or X

OK this is the bug I had before doing a fresh modlsit, after doing the new mod list I can't replicate it easily, I tried many times but something seems to fix it, or I'm fixing it by not a having a certain common Mod, so if you have that bug you can help by sending your mod list, try reading the next comment I will update to see what can be causing it:

Thanks to all I have been mentioned here:
https://skyrimadultdiary.blog.jp/archives/5676964.html



 

More information about pubes and KID:

 

Edited by Spongebob Hentai Mod
Update to 2.0.0


What's New in Version 2.0.2

Released

Fixed a bug with NPC Json load, now it should work better

Just install the mod. The only requirements are powerofthree's Tweaks and a Skeleton mod so the Schlong doesn't look weird.

 

 

You need to install the Microsoft Visual C++ Redistributable, NOT VISUAL STUDIO, just install what is it this link

 

 https://aka.ms/vs/17/release/vc_redist.x64.exe

 

If you have some problems running skyrim with my mod, try checking the DLL with this:

https://github.com/lucasg/Dependencies

VectorPlexus, Smurf, powerofthree, b3lisario. galgaroth


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