OsmelMC Posted September 22, 2019 Posted September 22, 2019 Recently Re-upload the files on: Still the Load Game issue. PD: Need to generate the meches with the BodySlide include on Downloads
cminnow Posted October 7, 2019 Posted October 7, 2019 What's the command to reset the mod or change your character? The potions don't work.
Du8i0us Posted November 7, 2019 Posted November 7, 2019 On 9/10/2019 at 3:04 PM, Grummkol said: oselmc looks to have fixed the color change script applying to the NPC's so that you don't need different colors specified anymore, could be good to combine that with your additional styles? Does OsmelMC's Add-on work with this mod for SSE? Or has it otherwise been implemented into the mod yet?
Karsalian Posted November 7, 2019 Author Posted November 7, 2019 On 10/7/2019 at 8:19 AM, cminnow said: What's the command to reset the mod or change your character? The potions don't work. you want to go into the console and type showracemenu 1
Karsalian Posted November 7, 2019 Author Posted November 7, 2019 14 hours ago, Du8i0us said: Does OsmelMC's Add-on work with this mod for SSE? Or has it otherwise been implemented into the mod yet? as far as Im aware Osmels addon only works for oldrim, honestly havent looked into this since september so i wouldnt know if anything changed.
cminnow Posted November 8, 2019 Posted November 8, 2019 10 hours ago, Karsalian said: you want to go into the console and type showracemenu Sorry, I meant what do you do if the mod gave you the wrong hair color? I don't think racemenu has any options
Karsalian Posted November 10, 2019 Author Posted November 10, 2019 On 11/7/2019 at 8:38 PM, cminnow said: Sorry, I meant what do you do if the mod gave you the wrong hair color? I don't think racemenu has any options the hair colors should be preset if you wanted to change them you would have to change the texture by going into the folder and adding an overlay to the one you want
Erstam Posted December 2, 2019 Posted December 2, 2019 There's a much simpler way to make pubic hair addons match an NPC's hair color: through automating tinting, defined in an XML file like the example from the Dye Manager mod. It's actually a NiOverride/skee feature, so you only need RaceMenu as a requirement (and PapyrusUtil for storing custom pubic hair colors on an actor). The trick is, instead of defining a 6-digit hex color in the color parameters, you can simply write "hair", and the tint always assumes the actor's hair color. And best of all, there's zero additional scripting involved, the color is always correctly applied when loading a game, and also when equipping or unhiding the addon. Here you can see the XML modified to work with pubic hairs. The file belongs in the SKSE\Plugins\NiOverride\TintData\Armor\ folder, and can have any name you like. Note that it has been written to work with my own version of the pubic hairs mod that can be downloaded below (more about it later); file names have changed. Spoiler <!-- Nif Path relative to meshes\ Non-presence of geometry name attribute indicates to use the first geometry found Textures are relative to textures\ by default, textures are case insensitive object attributes: path (string) - file path to the _1 nif (or _0 if _1 N/A) override (bool) - erases all mappings prior to this nif geometry attributes: name (string) - name of the shape within the nif (optional) (default first mesh found) texture (string) - either the path to the texture, or the texture index [0-7] default "0" override (bool) - erases all masks for this name and/or texture prior to this shape mask attributes: path (string) - texture to load for the specified layer color (string) - color in hex that this layer will use by default alpha (float) - alpha level this layer will use by default, 0 alpha is skipped when merging index (integer) - layer index/order, negative is valid only indexes 0-15 appear in DyeManager UI type (string|integer) - shader variation, [0-2] blend (string) - shader name to use when blending --> <!-- Valid color - 6 digit hex color - skin - hair Valid type = [0,1,2] (optional) (default=1) - 0 - Normal - Shader samples straight from texture and multiplies by color and alpha - 1 - Mask - Shader samples from texture using only the red channel as alpha and multiplies by color and alpha - 2 - Solid - Shader does not sample from any texture and only uses color and alpha specified - normal|mask|solid Valid blend (optional) (default=overlay) color colorburn colordodge darken grayscale (type is only relevant for the alpha channel) lighten linearburn lineardodge linearlight normal overlay rnm (blending normal maps) softlight tint --> <!-- Layered textures can target any texture type that exists on the target shader e.g. diffuse, normal, specular, glowmap, environment --> <tintmasks> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHBushy_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHHeart_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHLandingStrip_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNatural_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNeatTrim_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNormal_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHSmallStripe_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHStripe_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHUntamed_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHVeryBushy_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHWild_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> </tintmasks> We only need three different textures for everything: the diffuse and normal textures, and a mask texture that is simply white, because we want the whole hair texture to be tinted. Pubic hair tends to be darker than head hair - you can control the amount of darkening with the diffuse texture color. The meshes here consist of separate single 3d hairs, so we can use very small textures with an uniform color, which saves resources. * * * Now this method has some limitations. First, a few NPCs don't have a hair color defined (like Bijin Iona, for example). Or they have a non-tintable hair mesh, so their visible hair color can be completely different from the one defined in the NPC record. Anyway, users may want to have full control and be able to customize the pubic color for each actor. That's where it gets more complicated. It's possible with using some of the dye related functions from NiOverride, but in order for the custom color to correctly update on equipping, the armor records need a magic script effect attached that takes care of this. (Only this magic effect is needed, no extra OnEquip tracking script necessary.) I've modified the MCM script from SOS to support color editing. When you change the SOS addon to a pubic hair, then two color options will appear: the SKYUI color menu (pretty useless IMO, since it only has a small palette of mostly disco colors that you can't change), and a text input field where you can edit the RGB values of the color. The text parser is very simple - you absolutely need to enter three integers in the range from 0 to 255, each separated by exactly one space. How does SOS know that an addon is a pubic hair? I have defined a new keyword, SOS_PubicHair, and injected it into the FormID range of Schlongs of Skyrim - Core.esm, FormID 020012D8. Add this keyword to the Armor record of an SOS addon, and the modified MCM will recognize it as a pubic hair. If other pubic hair addon mods do so as well, this keyword can be shared between all, and it doesn't need to be added to the actual Schlongs of Skyrim - Core.esm. Still here, and still awake? Well, then you shall get rewarded. I've uploaded my personal edit of the pubic hair mod, which includes all the features I've been talking about: >> Attachment removed due to pending permission. One mesh has been taken out, and it has been uploaded by Karsalian as version 2.0.0 << Notes on this version - IMPORTANT, PLEASE READ (yes, yes, I know...): This has originally been made for my personal use. I won't post it as an official download because I'm unsure about permissions. The reason why I uploaded the file is to provide proof that it does work, and for others to learn more about it by studying the script sources. Most of the meshes are from this mod, but I included another one (I called it "Natural") that I like very much. It was first made by 4uDIK, but it has gone through several hands afterwards. I got it from here , detached it from the body, made it bodyslideable, and turned it into a slot 52 SOS addon. The meshes are built for CBBE, zeroed sliders preset. Use the included Bodyslide files to build them for the preset that you use. If someone wants to convert them to (U)UNP or other body types, go ahead, I won't do it. Some of the meshes have been slightly altered in Outfit Studio, mostly to better fit them to the body. The "Untamed" mesh has the belly bone removed from the skinning because it's meant to work with standard CBBE SE, which isn't skinned to the belly bone. Otherwise the strip of hair leading up to the navel would sway around on the body if you use HDT or CBPC physics. I unified the naming scheme of the meshes and the EditorIDs, there are massive changes in that regard. The somewhat clunky way of changing the colors in the MCM is due to technical reasons. I haven't found a way to use the nice HSLA slider box that appears when you click on any of the colored diamonds in RaceMenu. I have defined custom probabilities for the various pubic hair types to be assigned to standard NPC races, instead of just setting 10% for everything. You may agree with it, or not. For example, I'm in the "elves have no body hair" camp. The pubic hairs include a "shaved" type, which is simply an empty mesh. You can always manually set a female NPC to "no schlong", then she won't be schlongified later again. But the "shaved" type is needed for automatic assignment, if you want some members of a race to have pubic hair, and others not. * * * Thanks for reading through this wall of text, and have fun trying it out! 2
Tortex Posted December 8, 2019 Posted December 8, 2019 On 12/2/2019 at 4:24 AM, Erstam said: <Bush stuff goes here> Thanks for this. Good write up, too.
Karsalian Posted December 9, 2019 Author Posted December 9, 2019 On 12/2/2019 at 1:24 AM, Erstam said: There's a much simpler way to make pubic hair addons match an NPC's hair color: through automating tinting, defined in an XML file like the example from the Dye Manager mod. It's actually a NiOverride/skee feature, so you only need RaceMenu as a requirement (and PapyrusUtil for storing custom pubic hair colors on an actor). The trick is, instead of defining a 6-digit hex color in the color parameters, you can simply write "hair", and the tint always assumes the actor's hair color. And best of all, there's zero additional scripting involved, the color is always correctly applied when loading a game, and also when equipping or unhiding the addon. Here you can see the XML modified to work with pubic hairs. The file belongs in the SKSE\Plugins\NiOverride\TintData\Armor\ folder, and can have any name you like. Note that it has been written to work with my own version of the pubic hairs mod that can be downloaded below (more about it later); file names have changed. Reveal hidden contents <!-- Nif Path relative to meshes\ Non-presence of geometry name attribute indicates to use the first geometry found Textures are relative to textures\ by default, textures are case insensitive object attributes: path (string) - file path to the _1 nif (or _0 if _1 N/A) override (bool) - erases all mappings prior to this nif geometry attributes: name (string) - name of the shape within the nif (optional) (default first mesh found) texture (string) - either the path to the texture, or the texture index [0-7] default "0" override (bool) - erases all masks for this name and/or texture prior to this shape mask attributes: path (string) - texture to load for the specified layer color (string) - color in hex that this layer will use by default alpha (float) - alpha level this layer will use by default, 0 alpha is skipped when merging index (integer) - layer index/order, negative is valid only indexes 0-15 appear in DyeManager UI type (string|integer) - shader variation, [0-2] blend (string) - shader name to use when blending --> <!-- Valid color - 6 digit hex color - skin - hair Valid type = [0,1,2] (optional) (default=1) - 0 - Normal - Shader samples straight from texture and multiplies by color and alpha - 1 - Mask - Shader samples from texture using only the red channel as alpha and multiplies by color and alpha - 2 - Solid - Shader does not sample from any texture and only uses color and alpha specified - normal|mask|solid Valid blend (optional) (default=overlay) color colorburn colordodge darken grayscale (type is only relevant for the alpha channel) lighten linearburn lineardodge linearlight normal overlay rnm (blending normal maps) softlight tint --> <!-- Layered textures can target any texture type that exists on the target shader e.g. diffuse, normal, specular, glowmap, environment --> <tintmasks> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHBushy_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHHeart_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHLandingStrip_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNatural_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNeatTrim_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHNormal_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHSmallStripe_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHStripe_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHUntamed_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHVeryBushy_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> <object path="actors\character\character assets\SOS\SOS NPC Female Pubics\PHWild_1.nif"> <geometry texture="actors\character\SOS\SOS NPC Female Pubics\PH.dds"> <mask path="actors\character\SOS\SOS NPC Female Pubics\PH_mask.dds" color="hair" alpha="1.0" blend="tint"/> </geometry> </object> </tintmasks> We only need three different textures for everything: the diffuse and normal textures, and a mask texture that is simply white, because we want the whole hair texture to be tinted. Pubic hair tends to be darker than head hair - you can control the amount of darkening with the diffuse texture color. The meshes here consist of separate single 3d hairs, so we can use very small textures with an uniform color, which saves resources. * * * Now this method has some limitations. First, a few NPCs don't have a hair color defined (like Bijin Iona, for example). Or they have a non-tintable hair mesh, so their visible hair color can be completely different from the one defined in the NPC record. Anyway, users may want to have full control and be able to customize the pubic color for each actor. That's where it gets more complicated. It's possible with using some of the dye related functions from NiOverride, but in order for the custom color to correctly update on equipping, the armor records need a magic script effect attached that takes care of this. (Only this magic effect is needed, no extra OnEquip tracking script necessary.) I've modified the MCM script from SOS to support color editing. When you change the SOS addon to a pubic hair, then two color options will appear: the SKYUI color menu (pretty useless IMO, since it only has a small palette of mostly disco colors that you can't change), and a text input field where you can edit the RGB values of the color. The text parser is very simple - you absolutely need to enter three integers in the range from 0 to 255, each separated by exactly one space. How does SOS know that an addon is a pubic hair? I have defined a new keyword, SOS_PubicHair, and injected it into the FormID range of Schlongs of Skyrim - Core.esm, FormID 020012D8. Add this keyword to the Armor record of an SOS addon, and the modified MCM will recognize it as a pubic hair. If other pubic hair addon mods do so as well, this keyword can be shared between all, and it doesn't need to be added to the actual Schlongs of Skyrim - Core.esm. Still here, and still awake? Well, then you shall get rewarded. I've uploaded my personal edit of the pubic hair mod, which includes all the features I've been talking about: SOS - Female Pubics CBBE.7z 46.88 MB · 18 downloads Notes on this version - IMPORTANT, PLEASE READ (yes, yes, I know...): This has originally been made for my personal use. I won't post it as an official download because I'm unsure about permissions. The reason why I uploaded the file is to provide proof that it does work, and for others to learn more about it by studying the script sources. Most of the meshes are from this mod, but I included another one (I called it "Natural") that I like very much. It was first made by 4uDIK, but it has gone through several hands afterwards. I got it from here , detached it from the body, made it bodyslideable, and turned it into a slot 52 SOS addon. The meshes are built for CBBE, zeroed sliders preset. Use the included Bodyslide files to build them for the preset that you use. If someone wants to convert them to (U)UNP or other body types, go ahead, I won't do it. Some of the meshes have been slightly altered in Outfit Studio, mostly to better fit them to the body. The "Untamed" mesh has the belly bone removed from the skinning because it's meant to work with standard CBBE SE, which isn't skinned to the belly bone. Otherwise the strip of hair leading up to the navel would sway around on the body if you use HDT or CBPC physics. I unified the naming scheme of the meshes and the EditorIDs, there are massive changes in that regard. The somewhat clunky way of changing the colors in the MCM is due to technical reasons. I haven't found a way to use the nice HSLA slider box that appears when you click on any of the colored diamonds in RaceMenu. I have defined custom probabilities for the various pubic hair types to be assigned to standard NPC races, instead of just setting 10% for everything. You may agree with it, or not. For example, I'm in the "elves have no body hair" camp. The pubic hairs include a "shaved" type, which is simply an empty mesh. You can always manually set a female NPC to "no schlong", then she won't be schlongified later again. But the "shaved" type is needed for automatic assignment, if you want some members of a race to have pubic hair, and others not. * * * Thanks for reading through this wall of text, and have fun trying it out! Wow dude this is great! As far as permissions go from everything that I used it was given as long as credit was also given. The only problem is that natural mesh that you grabbed from 4UDik. So we might have to disable that one for now on the official post until we can get permission from that nexus author. I did try it out for just a bit and everything worked great. Im gunna go ahead and upload your version minus that one mesh as an update and give you credit so that everyone else can see it. Really a great addition to this mod even though it seems like you reworked it from the ground up! Thanks for your hard work on this I'm sure it took quite a bit of effort!
sparral Posted December 18, 2019 Posted December 18, 2019 Ok so I'm encountering a issue I hope some one here can help me figure out. The issue being that high elves no matter the mcm setting always have a shaved style... which is a annoyance for me because I'm not in the elves should be shaved camp and it's only the high elves. Wood elves and dark elves are fine they can have which ever pubic styles applied to them just fine. I've tried setting the shaved style along with other styles I don't like to 0% for all races and even unchecked the option beside each race for said style. Even removed the shaved nif files from the file directory to make sure no race would end up with that style and all is fine except for the high elves who always end up with no pubic hair. So can some one please tell me how to make the high elves actually have pubic hair... is there a file I need to edit or something? On another note I am not sure if your aware of or not. Once installed you seem to be stuck with this mod unless you uninstall SOS and all add ons completely to just remove this mod than reinstall SOS and the add ons you want to keep or go back how ever many saves before you ever installed this mod it seems. I say this because if you go into SOS and try to remove the pubic hair addons from SOS. It tells you can only remove one at a time and the process it tells you to do is. Remove addon, save game, than remove the esp for said removed add on, load the save you made. Which you can not do with this because it is all merged into one esp. If you try to ignore SOS instructions by uninstalling with the plan to make a new save after which to run through save cleaner to clean it afterwards doesn't work because it will load the game SOS gives you warnings on loading and CTD when trying to make a new save to clean after. So your stuck with this mod which isn't a huge deal because you can simply set all pubic hair options to 0 for the rest of your playthrough if you didn't want to use this mod any more. I will mention that I don't want to remove this mod just putting it out there so people know this might cause an issue for them. Still a great mod my only real complaint about it is what I stated in the first paragraph and that's only because of personal tastes. I just simply do not like shaved styles and having it being forced on high elves is annoying when there is a mcm that's supposed to allow the user to set a pubic style for them. small edit here just incase this factors in at all or not doubt it but figured I would mention it anyway. So I don't know if any changes were made from the original file posted by Karsalian and the newest file posted in the download section. But I had the file Karsalian posted installed when I noticed the issue with high elves. I only switched to the file you now have posted in download section just a little while ago in the hopes that maybe some change had been made with it that corrected high elves being shaved no matter what the settings were. The problem however persists.
Erstam Posted December 18, 2019 Posted December 18, 2019 @sparral You're right, the SOS data was correctly set up for all standard races, but for some reason High Elf, Khajiit, and their respective vampire races were not added to the Armor Addon records. Probably they were templated from schlongs that had different shapes for those races. So the pubes are added and equipped, but they don't show up on your High Elf. This has been fixed in the patch below: SOS NPC Female Pubics v2.0.1 patch.7z I couldn't reproduce your problems with removing addons, though. I always get the instructions to save, uninstall, and reload, and I can remove several in a row. After reloading I get the usual SOS message about missing addons, but it always handles it gracefully, and I can keep on playing normally. Of course, if you uninstall the esp as per instructions, all of the pubes will be gone, but that is normal for an esp that contains multiple addons. Maybe you updated from an earlier version of the mod without thoroughly cleaning the save from the old version? There have been extensive changes, and it's possible that simply updating can mess something up.
sparral Posted December 19, 2019 Posted December 19, 2019 12 hours ago, Erstam said: @sparral You're right, the SOS data was correctly set up for all standard races, but for some reason High Elf, Khajiit, and their respective vampire races were not added to the Armor Addon records. Probably they were templated from schlongs that had different shapes for those races. So the pubes are added and equipped, but they don't show up on your High Elf. This has been fixed in the patch below: SOS NPC Female Pubics v2.0.1 patch.7z 7.04 kB · 3 downloads I couldn't reproduce your problems with removing addons, though. I always get the instructions to save, uninstall, and reload, and I can remove several in a row. After reloading I get the usual SOS message about missing addons, but it always handles it gracefully, and I can keep on playing normally. Of course, if you uninstall the esp as per instructions, all of the pubes will be gone, but that is normal for an esp that contains multiple addons. Maybe you updated from an earlier version of the mod without thoroughly cleaning the save from the old version? There have been extensive changes, and it's possible that simply updating can mess something up. Don't think the SOS issue is from updating it. I started this last playthrough of mine only a few months back and still using the version I had initially installed for this latest play through I haven't done any kind of update on it. It is curious though that it is preventing me from removing multiple add ons when that doesn't seem to be how it supposed to function from what you just stated on it allowing to you to do so. Either way its not that big of a deal for me because as I stated in my original post its not like I actually want to remove this mod from my game or anything. It was just something I had noticed when trying to figure out why the high elf npcs were not having the visuals for pubic hair applied to them and thought it might end up being a issue for people guess it seems to just be a issue with my save. Also just wanted to say thanks to both of you guys and the work you put in to create this mod also thanks for the patch that was driving my ocd crazy lol.
Karsalian Posted December 20, 2019 Author Posted December 20, 2019 On 12/18/2019 at 11:21 PM, sparral said: Don't think the SOS issue is from updating it. I started this last playthrough of mine only a few months back and still using the version I had initially installed for this latest play through I haven't done any kind of update on it. It is curious though that it is preventing me from removing multiple add ons when that doesn't seem to be how it supposed to function from what you just stated on it allowing to you to do so. Either way its not that big of a deal for me because as I stated in my original post its not like I actually want to remove this mod from my game or anything. It was just something I had noticed when trying to figure out why the high elf npcs were not having the visuals for pubic hair applied to them and thought it might end up being a issue for people guess it seems to just be a issue with my save. Also just wanted to say thanks to both of you guys and the work you put in to create this mod also thanks for the patch that was driving my ocd crazy lol. Sorry I'm always late to the party! I have to agree with Erstam as I also have not been able to recreate your issue with the uninstall. Have you tried cleaning your save after uninstalling this mod? Also will update with the High Elf patch, thanks for bringing to my attention even though Erstam already fixed it.
sparral Posted December 20, 2019 Posted December 20, 2019 @Karsalian No when I seen that the SOS was blocking me from removing more than one add on at time I thought that was how it was meant to function. So I just ended up going back one save before I messed with it and continued on with my game. I still wanted this mod installed and I wasn't determined to remove it from my mod list so I wasn't completely thorough on testing the problem of my install. No problem and thanks to both of you for creating the mod.
Erstam Posted December 21, 2019 Posted December 21, 2019 When I posted the armor addons fix, I was unaware that permission for the Natural hair had been given in the meantime, and I removed the data for it in the esp. Here's another update with it included again. Sorry for the confusion. Update patch 2.02 to 2.03.7z
Karsalian Posted December 22, 2019 Author Posted December 22, 2019 21 hours ago, Erstam said: When I posted the armor addons fix, I was unaware that permission for the Natural hair had been given in the meantime, and I removed the data for it in the esp. Here's another update with it included again. Sorry for the confusion. Update patch 2.02 to 2.03.7z 7.62 kB · 4 downloads Its all good... I even took some time to check if there was anything else to fix and completely missed this. Will upload
cminnow Posted December 28, 2019 Posted December 28, 2019 Any idea how you might make this compatible with Smalls (Just-in-time Underwear) mod? I was thinking of changing the slots or something.
Vyxenne Posted December 31, 2019 Posted December 31, 2019 Just a note to thank you for this mod- the 'Wild' bush is to die for. Sadly, I had to uninstall it- my Garter Belts and a couple of other undergarments (appropriately) use Slot 52, so I changed the Bush Addon's mesh, ARMA and ARMO to Slot 61 so I could wear my garter belt at the same time as my Wild bush, but it didn't work- somehow, the mod permanently adds Slot 52 to any and all torso items (Slot 32) I equipped and so at that point I could not equip my garter belt and any top at the same time, and also, despite changing the SoS Addon's slot from 52 to 61, I still couldn't equip it and a garter belt at the same time! So it seems that slot 52 is hard-coded into the scripts and can't be changed via normal slot-change methods to accommodate various user wardrobes and preferences. Unfortunately, this inflexibility renders it unusable for me for both of the two conflict reasons listed above.
Karsalian Posted December 31, 2019 Author Posted December 31, 2019 16 minutes ago, Vyxenne said: Just a note to thank you for this mod- the 'Wild' bush is to die for. Sadly, I had to uninstall it- my Garter Belts and a couple of other undergarments (appropriately) use Slot 52, so I changed the Bush addon mesh, ARMA and ARMO to Slot 61 so I could wear my garter belt at the same time as my Wild bush, but it didn't work- somehow, the mod permanently adds Slot 52 to any and all torso items (Slot 32) I equipped and so at that point I could not equip my garter belt and any top at the same time, and also, despite changing the SoS Addon's slot from 52 to 61, I still couldn't equip it and a garter belt at the same time! So it seems that slot 52 is hard-coded into the scripts and can't be changed via normal slot-change methods to accommodate various user wardrobes and preferences. Unfortunately, this inflexibility renders it unusable for me for both of the two conflict reasons listed above. Sorry to hear about that! Since I’m not super familiar with the different slots I don’t know of much I can do to help there. Slot 52 is the one that SOS uses for addons so if you have that installed still that might be your issue as far as a permanent problem. I don’t think that I’ve had the same issue using different underwear mods but I will make sure to check when I get a chance and get back to ya. Glad you enjoyed the mod while you had it installed though! Edit: I just checked up on the slots and is it possible to change your garter belts to slot 54? That one should be secondary undergarments right? Edit 2: sorry should’ve thought through some of these things more before posting, but did you clean the “Revealing Armors” in the McM menu for SOS?
Karsalian Posted December 31, 2019 Author Posted December 31, 2019 On 12/28/2019 at 11:02 AM, cminnow said: Any idea how you might make this compatible with Smalls (Just-in-time Underwear) mod? I was thinking of changing the slots or something. Another user has brought an issue with the slots to my attention, not completely sure why but I’m pretty sure it has to do with where SOS does addons. If Smalls doesn’t use slot 52 you probably would be fine with it. You could probably change slots for that mod, but I’m not super familiar with the slots so that might not work either. But if you are successful changing the slots for this mod please do let me know! 1
Vyxenne Posted December 31, 2019 Posted December 31, 2019 20 minutes ago, Karsalian said: I just checked up on the slots and is it possible to change your garter belts to slot 54? That one should be secondary undergarments right? Edit 2: sorry should’ve thought through some of these things more before posting, but did you clean the “Revealing Armors” in the McM menu for SOS? Yes, I could change all of my garter belts to Slot 54. I guess I should give that a look-see before giving up on this. I'm sorry to report that I have no idea what "clean the 'Revealing Armors'" means- delete all of them? I only have one or two items listed there, and with or without this mod they are still revealing armors and I still want them to be listed there so I can get the added arousal from wearing them. I had a hard time getting rid of the spurious Slot 52 that was added to all of my Torso items by this mod... they persisted even after I uninstalled the mod. Eventually, I stumbled on one of the SoS options to "reset" the schlong addons, and once I triggered that all of my tops reverted to showing Slot 32 instead of Slot 32,52. I really,. really like the Wild bush from this mod, so if we can figure out some way for me to use it without it adding Slot 52 to all of my Torso items that would be great. Thanks for your help.
Erstam Posted December 31, 2019 Posted December 31, 2019 @Vyxenne Sorry for your troubles, but I fear there's not much that can be done about it. At a basic level, these pubic hairs are just simple SOS addons, like almost every schlong that has been made over the years. If you say that "the mod permanently adds Slot 52 to any and all torso items", that's standard SOS behavior. In the author's terms, it's "schlongifying" non-vanilla armors so that they will properly unequip the schlong, to prevent it poking through the armor. Unless you set the armor as "revealing" in the MCM, then slot 52 won't get added to it. The pubic hair addons do have a bit of additional scripting, but it's only needed if you customize their color. They have an enchantment with a magic script effect. It tracks whenever the addon is equipped, and then updates the color. This is the place where slot 52 is hardcoded in the script (it's used by a NiOverride function that makes an internal copy of the mesh in order to work on it). If you never customize the colors and are happy with the automatic tinting, then you can as well remove the enchantments from the armors, and also remove the modified SOS MCM script (SOS_Config.pex) from this mod - it's only included to allow for manually editing the colors. 1
Grummkol Posted December 31, 2019 Posted December 31, 2019 2 hours ago, Vyxenne said: Yes, I could change all of my garter belts to Slot 54. I guess I should give that a look-see before giving up on this. I'm sorry to report that I have no idea what "clean the 'Revealing Armors'" means- delete all of them? I only have one or two items listed there, and with or without this mod they are still revealing armors and I still want them to be listed there so I can get the added arousal from wearing them. I had a hard time getting rid of the spurious Slot 52 that was added to all of my Torso items by this mod... they persisted even after I uninstalled the mod. Eventually, I stumbled on one of the SoS options to "reset" the schlong addons, and once I triggered that all of my tops reverted to showing Slot 32 instead of Slot 32,52. I really,. really like the Wild bush from this mod, so if we can figure out some way for me to use it without it adding Slot 52 to all of my Torso items that would be great. Thanks for your help. Yeah, that's a SoS feature. You can either then change the conflicting armor partition in the ESP+nif, set an individual armor as revealing in the SoS MCM, or add the SoS_Revealing keyword to the armor so that it doesn't automatiically add slot 52 to a slot 32 armor only. There are a few patches here at LL for bikini ascend, TaWoBA, DeserterX's Legendary armour and Sunjeongs Ninirim collection,if you want to take a look at how it's done? (just copy the required armor records to a new esp/esl patch, add the SoS keyword and done). 2
Vyxenne Posted January 1, 2020 Posted January 1, 2020 14 hours ago, Erstam said: it's "schlongifying" non-vanilla armors so that they will properly unequip the schlong, to prevent it poking through the armor. Interesting. I did not know that, so thanks for the lesson! I wonder, in the case of female pubic hair which undoubtedly cannot "poke through the armor" unless the armor is morphed very tightly to the crotch area- Is it important, or even advisable, to "unequip the schlong, to prevent it poking through the armor" since, if it is correctly fitted to the body, it shouldn't poke through anything- it's not a 6 or 7 inch penis projecting forward at a 90 degree angle from the body, it's pubic hair, which at most would project half an inch from the pelvic area, so it should be fine (with most crotch-covering items) to just leave it in place and not auto-unequip it, especially when only equipping a torso-covering item... in this case, users could decide if it needed to be unequipped or not, based on what they see with each pelvis-covering outfit item, and certainly NOT dependent on upper torso Slot 32 items. I use slot 49 in my game for pants and skirts (outerwear) so if the pubic hair slot absolutely must be added to apparel items (assuming I don't delete that script), I would want the pubic hair in slot 49. Even better would be the Slot 61 I changed it to last night before I found out that it doesn't matter what slot I assign in the nifs and in the plugin, the slot 52 assignment is (as you say) hard-coded into the script. 15 hours ago, Erstam said: If you never customize the colors and are happy with the automatic tinting, then you can as well remove the enchantments from the armors, and also remove the modified SOS MCM script (SOS_Config.pex) from this mod - it's only included to allow for manually editing the colors. This sounds attractive to me- I couldn't care less about customizing my pubic hair color beyond matching it to my current head-hair color. If I deleted the script as you advised, could I then assign my own preference of Biped Slot to the mesh and plugin files and have that take effect as it does with "normal" equippable items? This would at least give me control over my own pubic hair and make me responsible for unequipping it if/when it "pokes through my jeans" or whatever. Thanks again for your help with this.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now