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bowman8

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  1. That mod does indeed add the textures through Racemenu, I just chose to go with Slavetats because it's easier to do it through their API, and you can remove any applied texture through its mod menu in case they get stuck for whatever reason. I was hoping that enb would get an update soon, but this was sooner than I expected. Boris is doing a stellar job with these updates.
  2. Just updated the OP with an esl version, I hadn't thought of that. Cheers!
  3. Version 1.0.0

    2,127 downloads

    Just a small workaround for SexLab's cum effects breaking Subsurface Scattering ENB settings in Skyrim SE. Screenshots taken using default Sexlab cum textures. NOTE: As of the latest release of ENB v0368, this mod is no longer needed. Only use it if you're planning to use an older ENB version. Requirements: SexLab SE(I've one tested it with v1.63 BETA 4, but it should be compatible with BETA 5 and older versions). Slavetats SE port and its requirements. How does it work? It works by applying cum textures through Slavetats instead of SexLab's c
  4. View File Just a small workaround for SexLab's cum effects breaking Subsurface Scattering ENB settings in Skyrim SE. Screenshots taken using default Sexlab cum textures. NOTE: As of the latest release of ENB v0368, this mod is no longer needed. Only use it if you're planning to use an older ENB version. Requirements: SexLab SE(I've one tested it with v1.63 BETA 4, but it should be compatible with BETA 5 and older versions). Slavetats SE port and its requirements. How does it work? It works by applying cum textures throu
  5. I figured out why the "simple_add_tattoo" function wasn't working for me. It was the way I have set up mod organizer and notepad++. Basically it wasn't detectiong Jcontainers when compiling, but it still would let me compile without any errors. I fixed it by installing skyrim in a different drive with Jcontainers, Slavetats and slavetats textures with their Json files, compiling there and then bringing my compiled scripts into my main MO install. Now they work perfectly.
  6. Hello, I'm trying to make a little personal patch for Bathing in Skyrim, that makes the dirt overlay to use slavetats instead, but i'm not sure what i'm missing with the "simple_add_tattoo" function. This is the script I have attached to one of bathing in skyrim's dirt spell effect: Scriptname mzinRidSlavetatsEffect extends ActiveMagicEffect Event OnEffectStart(Actor akTarget, Actor akCaster) SlaveTats.simple_add_tattoo(akTarget, "Bathing In Skyrim", "mzinDirtBodyFX") Debug.Notification("OnEffectStart Triggered on " + akTarget.GetActorBase().GetName()) endEvent ;Event OnEff
  7. SoS Penzor Addon Oh, thank you! You did a great job, it looks great!
  8. Is there a download for that schlong mesh or textures?
  9. Update: v1.10 Both the timer, and the combat check spell which are added to futanari npcs should be working as intended now, they're also more reliable than before. Updated the Reset/Uninstall toggle in the MCM, now when the toggle is enabled, it will remove all of the options inside the Immersive GC MCM until the toggle is set to disabled. Also added the current version of the mod below the Reset/Uninstall toggle. As always just replace the mod files from the previous version with the ones from this new version and the mod will take care of the rest.
  10. Hey guys, being quite new to skyrim modding, I didn't realize that magic effects added to npcs get removed after the player goes trough a loading screen, so this means that the spell which keeps track of the npc combat state, and the timer between suggestions are busted. I am currently working on a fix for those things. In the mean time I would recommend to put the timer in the Immersive GC config menu to 0 Hours. If you have an npc refusing to have it's gender changed (after setting the timer to 0 Hours), saying something like; “I already told you I want to be X”, or “I already made my mi
  11. Hello b3lisario, first off; thank you for this fantastic mod. I've got a question; I'm working on a mod which will give the player a schlong trough some event triggered in-game, and I was wondering if you have a recommended way to do this. I've put together a test script attached to an activator, it works, and circumvents your main script function of giving the player a fixed size of 1 for his/her schlong when determining the schlong size: The way it circumvents the fixed size of 1 to the player, is by giving the player a rank in the addon faction before having the SOS_ActorSpell mag
  12. Small update, I found another source of papyrus log spam, which has been dealt with in the latest 1.03 version. As usual just replace the mod files from the previous version with the ones from the new version and done!
  13. Not at all, my mod only works on npcs that you select manually, even the spell which keeps track of their combat status. Also the futanari desire spell doesn't do anything with SOS, it just changes the gender that sexlab sees when starting a sex scene. If you want a way to check if this mod has changed the gender of an NPC, it would be to type in console "help igc", then look for the id of the IGC_CurrentSex faction, then click on an npc, type "getfactionrank xxxxxxx" the xxxxxxxx is the ID of the faction. If the result is negative, then this mod has not touched that npc at all.
  14. Sorry, I didn't remove the ski_playerloadgamealias script from the bsa file, i forgot that the Creation Kit pulls all of the attached scripts to the bsa when it packages them. So it was indeed an issue, my mistake sorry about that :/ I have reuploaded the file now, so it should be just fine to replace the mod files, also fixed the typo that Kendo 2 pointed out. For the update process, you just have to replace the files, nothing else is required. EDIT: After further testing, the ski_playerloadgamealias bundled with my mod, was not the cause for the papyrus log spam, it was still an
  15. No, my mod does not add a penis of any kind, for that you need to use SOS for females, or attachable Schlong. This mod will just mark the selected npc of your choice (you select them when you put your crosshair on them, and then register them in the Immersive GC mod menu.) as futanari allowing to you change her sexlab gender in a dialogue option. At the moment, you have to manually assign npcs as futas. As for Dangerously nude i'm not sure, because the main game still thinks that the npc in question is female, regardless of the SexLab gender assigned. SexLab on the other hand, will see her
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