Sophie Del Rey Posted March 19 Posted March 19 I really hope someone can make a conversion to The New Gentlemen (TNG). This mod is amazing!
DarkLoo Posted April 25 Posted April 25 What should my load order look like? In Vortex its conflicting with ABC, MNC, and XP32 SKeleton and i have no idea if it should load last, somewhere in between or if any other of these mods should overwrite it.
nobodyworthknowing Posted May 18 Posted May 18 (edited) For those of you who use TNG: Â All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Â Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Â Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. Edited May 19 by nobodyworthknowing 1
RobbyJ88 Posted June 8 Posted June 8 On 5/18/2026 at 6:40 PM, nobodyworthknowing said: For those of you who use TNG: Â All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Â Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Â Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. I tried that and it did not work. What I used was this mod:Â https://www.nexusmods.com/skyrimspecialedition/mods/69583Â (XP32 Maximum Skeleton Lite) The instructions are simple and straight forward and fixed the issue with the tongues and eyes being stationary in Giants. Still testing it out but so far so good!
benis0079 Posted June 8 Posted June 8 i am using the latest downloads from this file, and don't experience jiggle or flaccid issues, but the penis meshes are all floating below thee creatures no matter the size. is there a fix if I wanted to increase the size a lot ?
oldsaw Posted Wednesday at 02:57 PM Posted Wednesday at 02:57 PM On 5/19/2026 at 8:40 AM, nobodyworthknowing said: For those of you who use TNG: Â All you need to do to make this mod TNG compatible is remove "Schlongs of Skyrim - Core.esm" from the master files of "Animal_SOS.esp" using SSEEdit. TNG has a large amount of backwards compatibility built in, and it looks like it carries over to this mod pretty smoothly. I am getting a couple small issues- namely Falmer tongues float about a foot over their heads, and a couple chaurus parts are similarly floating in place without moving with the creature. I have no idea if this is related specifically to TNG or not, since I've never actually used it with SOS (if anyone has a fix for this please let me know). Â Keep in mind that you'll need to have SOS temporarily installed and enabled in order to open ASOS esps in SSEEdit. You can just disable or delete it after removing it as a master (though I recommend keeping it around in case you want to reinstall or update ASOS, since you'll need to repeat this process each time you do so unless the author changes it). Also, if SSEEdit isn't giving you the option to delete master files, that's because it doesn't offer it in its default configuration. Just Google how to enable it (I don't remember off the top of my head, but it's easy). Â Edit: The issue I was having was because I had ABC files loading after MNC. ABC adds extra nodes to creatures, including the tongue and chaurus parts I was seeing, which apparently doesn't play well with ASOS. All I did was allow MNC to overwrite ABC, and the problem went away. how
BonitaMussolini Posted yesterday at 05:44 AM Posted yesterday at 05:44 AM On 6/10/2026 at 7:57 AM, oldsaw said: how go to SSEEdit, right click on the mod mentioned and click on "remove masters" to take off the schlongs of skyrim masterÂ
anon e mousee Posted 23 hours ago Posted 23 hours ago Anyone else having missing textures on common dragoness? it'll go back to normal when you get far away but turn back the purple/bule when you get close again. Idk if its file conflicts or what, but i dont rlly have anything that overrides it so idk how it could be that
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