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Schlongs of Skyrim Uncloaked


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Posted
3 hours ago, chuckseven1 said:

Could you be clearer? What is the issue with dead NPCs?

Essentially, pre-dead NPCs such as that one bandit at the beginning of Bleak Falls Barrow do not have a schlong attached to them as seen here: enb2021_9_15_14_39_25.bmp

 

If I remember correctly, the effect for schlongs were not distributed properly to these dead NPCs, as whenever I compared the same NPC in the image with and without this mod, with this mod the effects "SOS Setup NPC Magic Effect" and "SOS Actor Magic Effect" did not apply. My guess is that either SPID or the ini in this mod did not account for the dead NPCs, since SOS's cloak works on these pre-dead NPCs.

If you have any idea on how to fix this then that would be amazing, but for the most part this mod is still wonderful to have. Sorry for the lack of clarity before, if you need anymore I'll give as much as you need.

Posted
31 minutes ago, janbui said:

Essentially, pre-dead NPCs such as that one bandit at the beginning of Bleak Falls Barrow do not have a schlong attached to them as seen here: enb2021_9_15_14_39_25.bmp

 

If I remember correctly, the effect for schlongs were not distributed properly to these dead NPCs, as whenever I compared the same NPC in the image with and without this mod, with this mod the effects "SOS Setup NPC Magic Effect" and "SOS Actor Magic Effect" did not apply. My guess is that either SPID or the ini in this mod did not account for the dead NPCs, since SOS's cloak works on these pre-dead NPCs.

If you have any idea on how to fix this then that would be amazing, but for the most part this mod is still wonderful to have. Sorry for the lack of clarity before, if you need anymore I'll give as much as you need.

Oh I see so you mean like "NPCs" that just spawn as corpses. Right now it assigns the actor effect to ActorTypeNPC. The corpse must not have that keyword. Or perhaps SPID treats corpses differently.

Posted
On 9/14/2021 at 1:05 PM, Herowynne said:

 

That is a known problem with the dripping effect mesh that is equipped on the player and NPCs.

 

Apparently, the dripping effect mesh is not compatible with the Solitude architecture meshes, and that incompatibility causes the player and NPC blinking effect.

 

The workaround is that you must turn off the dripping effect when you go into buildings in Solitude.

Well that solves the blinking PC issue that mysteriously followed me from LE to SSE.  Thanks!

Posted
On 9/14/2021 at 4:05 PM, Herowynne said:

 

That is a known problem with the dripping effect mesh that is equipped on the player and NPCs.

 

Apparently, the dripping effect mesh is not compatible with the Solitude architecture meshes, and that incompatibility causes the player and NPC blinking effect.

 

The workaround is that you must turn off the dripping effect when you go into buildings in Solitude.

Anyone know of a fix for this other than disabling dripping effect? I searched around and can't find any info.  Tried replacing the mesh with one from FHU but that made it worse (blinking constantly, not just during scenes).  I just wonder - if it's a mesh issue - if something can be tweaked.  Dealt with this issue in solitude for a long time and never knew the cause, so thank you for that.

Posted
5 hours ago, km4387 said:

Anyone know of a fix for this other than disabling dripping effect?

 

I admit that disabling the dripping effect is a workaround, not an actual fix. Sorry, I am not aware of an actual fix. I wish there was one!

Posted
On 9/6/2021 at 11:36 PM, chuckseven1 said:

Sounds like you don't have SPID installed correctly.

 

Little late, but thanks for the reply. Got distracted by Lost Ark and Pathfinder. That was one of the first things I looked into. Not really worried about it too much now. Too far into my current playthrough for me to install it mid-game. 

Posted
On 9/19/2021 at 5:08 AM, urbon said:

Did you think it's possible to do the same with Blush When Aroused for sse? 

Probably. If it uses a cloak. I do not use that mod though.

Posted
On 9/17/2021 at 10:44 PM, km4387 said:

if it's a mesh issue

Floor in Bard Academy and Solitude castle is the same and only used at those places.

Might be a hint, what mesh is causing this.

  • 3 weeks later...
Posted (edited)

Hello, just tested this and it seems to work fine on my end.

I did notice that if you choose "Restart SOS" in the MCM menu then it will remove schlongs from everyone in the game, but because the player no longer has a cloak they will not be re-added based on distribution. It doesn't seem like the SPID script runs again.

Do you think you can add the feature to re-run the SPID when "Restart SOS" is selected? This should also make it even easier for custom distributions to be changed in game, via MCM.

Also, removing/cleaning a specific schlong from everyone would likely have this issue too, but I did not test this.

Edited by Just For Fun
Posted
43 minutes ago, Just For Fun said:

Hello, just tested this and it seems to work fine on my end.

I did notice that if you choose "Restart SOS" in the MCM menu then it will remove schlongs from everyone in the game, but because the player no longer has a cloak they will not be re-added based on distribution. It doesn't seem like the SPID script runs again.

Do you think you can add the feature to re-run the SPID when "Restart SOS" is selected? This should also make it even easier for custom distributions to be changed in game, via MCM.

Also, removing/cleaning a specific schlong from everyone would likely have this issue too, but I did not test this.

That is not how SPID works. SPID runs before the game starts.

Posted
14 hours ago, chuckseven1 said:

That is not how SPID works. SPID runs before the game starts.

 

If SPID can't be forced to run again, then that is unfortunate.

I really like the implementation of SPID, since fewer cloaks are always a good thing. but I would add a warning to your description that since the cloak is gone using "Restart SOS", "Clean Schlong", etc. will result in every actor losing their schlongs and will require the player to manually assign them for the rest of that save.

Posted
Just now, Just For Fun said:

 

If SPID can't be forced to run again, then that is unfortunate.

I really like the implementation of SPID, since fewer cloaks are always a good thing. but I would add a warning to your description that since the cloak is gone using "Restart SOS", "Clean Schlong", etc. will result in every actor losing their schlongs and will require the player to manually assign them for the rest of that save.

The button should work. They do not remove the actor effect, they just send events to it. Being schlongless is not supposed to remove the actor effect. Did you check if their effect it really gone with HasMagicEffect() ? They might just be in some weird state.

  • 3 weeks later...
Posted (edited)

hmm having issues with this, it did not distribute male schlongs for me only manually. ☺️

upon running the game, the ini text changes to:

 

 

Quote

Keyword = ActorTypeSoSU|ActorTypeNPC

 


Spell = 0x12E9~Schlongs of Skyrim.esp|ActorTypeSoSU|NONE|NONE|M
 

 

i tried removing ï»¿ but it still don't distribute, :classic_confused:

 

my log says the ini loads:

 

Quote

 


[11:37:30:059] po3_SpellPerkItemDistributor v5.0.4
[11:37:30:059] loaded plugin
[11:37:30:097] Keyword Item Distributor (KID) detected : true
[11:37:30:097] *************INI**************
[11:37:30:187]     18 matching inis found
...
[11:37:30:191]     INI : Data\SoSUncloaked__DISTR.ini

 

 

Edited by nun56unn5ufg
  • 1 month later...
Posted
On 11/14/2021 at 3:57 AM, nun56unn5ufg said:

hmm having issues with this, it did not distribute male schlongs for me only manually. ☺️

upon running the game, the ini text changes to:

 

 

i tried removing ï»¿ but it still don't distribute, :classic_confused:

 

my log says the ini loads:

 

SPID released a version 5 which changed the format. The ini you get in this file is no longer in the correct format, which explains why things aren't working as expected. There is an exe you can download to auto-adjust the formatting, or just make the small changes yourself.

I don't know if this is an issue, I'm currently exploring it myself, but do you have Scholngs of Skyrim.esp in a plugin merge? It might just not be able to find the esp it's looking for.

Posted

I noticed that all of my NPCs that are placed under temporary dont get schlongs, I take it that is because SPID only runs at startup and not during the game?

  • 3 weeks later...
Posted

I wanted to report that sometime it seems SOS does not apply while most of the time it does with this active. I am not sure exactly what the issue is, maybe I have too many SPID mods. But just so it is known, On a new game I encountered no schlongs on actors. 

  • 3 months later...
Posted

New game, my toon has a schlong but no other male NPC in the game does. I can add them individually in the MCM, but every dead actor has underwear and is listed as not having a schlong.  Is there a way to reset schlongs with your mod enabled in-game? 

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