Keleno Posted September 7, 2020 Posted September 7, 2020 If you have a sideways penis irl I'm not going to judge, but I'm having a problem with it in game. I'm running a lot of mods, and everything seems to be working correctly, however the mods related to sexual encounters in the game are running wonky for some reason, and the penis is sideways during animations, no matter what animation set is being used. The adult mods I'm using (which also have all their prerequisites installed) are:Flower Girls Schlongs of Skyrim SE (Previously used the old [Schlongs of Skyrim] without converting, not realizing it was not an SE version, but using the SE one yields the exact same problem as the last.) Sexlab Framework SE I've made sure to reinstall the skeleton after adding these mods, and I've ran FNIS and generated behaviour files and so on. I've tried everything I can think of to fix this, but to no avail. Something odd I seem to have figured out though is that if I run animations using the "Sexlab Debug - Target" spell, the penis alignment is perfectly fine and the animations play correctly. If I use the spell "Bewitch" that's from Flower Girls though, the penis alignment is off to the side and using page up and page down only shifts it up and down, but nothing allows me to fix it from being sideways. I'm really not sure what's wrong. If I could get some help please, I would appreciate it.
Just Don't Posted September 7, 2020 Posted September 7, 2020 Sounds like a skeleton problem. You should be using XPMSSE. If you use NMM as your mod manager it will ask you to overwrite something, say yes (you'll be overwriting the skeletons from SOS). If you're using Vortex/MO you need to load XPMSSE assets after SOS to overwrite the skeletons. PS: SE has its own forum sections a bit down below, you should post and check that part of the forum to get your SE compatible mods and info.
Keleno Posted September 7, 2020 Author Posted September 7, 2020 38 minutes ago, dontknowdontcaredontask said: Sounds like a skeleton problem. You should be using XPMSSE. If you use NMM as your mod manager it will ask you to overwrite something, say yes (you'll be overwriting the skeletons from SOS). If you're using Vortex/MO you need to load XPMSSE assets after SOS to overwrite the skeletons. PS: SE has its own forum sections a bit down below, you should post and check that part of the forum to get your SE compatible mods and info. I am using XPMSSE. I manage my mods with Mod Organizer and everything installs correctly. By loading XPMSSE's assets after SOS, do you mean installing it after, or putting it in the load order after it?
Just Don't Posted September 7, 2020 Posted September 7, 2020 32 minutes ago, Keleno said: By loading XPMSSE's assets after SOS, do you mean installing it after, or putting it in the load order after it? As you're using MO it means placing XPMSSE after SOS in the left panel. And if you have other mods providing skeletons file you should check that. If you double click over XPMSSE in the left panel you can see the active conflicts, ideally you want XPMSSE to overwrite pretty much any other mod providing skeletons (only exception I know is MNC).
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