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[mod] (Not So) Simple Shafts Community Update and Patches | AGOT | POD | Shogunate


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Posted (edited)

Hi, I am sorry but does this mod have incompatibility with Statues Of CK3. When I place this mod under the Statues of CK3 (including its patches for CFP and EPE), the court animation that included for statues in the mod fail to display properly. Though when I removed Simple Shafts, the problem is fixed, but it seems the in-game characters' DNA is also mixed up, that means none of the character looks the same as before removing Simple Shafts.

I would appreciate any help for this issue, thank you.

 

Update: When I placed Simple Shafts over Statues Of CK3, it fixed the mixed up DNA problem and the animation could now display properly again, but with the cost that the slits and shafts are now missing.

Edited by IRSV
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Posted (edited)
On 7/8/2024 at 6:11 AM, sajeebm said:

even after deleting it the penises are still small :(

 

On 8/28/2024 at 9:40 PM, Lux Lux said:

Ive got small penises in  AGOT too.  Is this a load order thing or is there a problem in the mod?  

 

The fix for the small/stubby penises, as discovered by @Setnakhte, is deleting gfx/portraits/trait_portrait_modifiers/02_penis.txt. 

 

It will bring back the full range of sizes as well as restore your characters original sizes with their genes from before this bug happened.

 

@NICE DOWS please fix this bug.

 

 

Edited by whateverdudeidk
Posted
On 9/5/2024 at 5:07 PM, whateverdudeidk said:

 

 

The fix for the small/stubby penises, as discovered by @Setnakhte, is deleting gfx/portraits/trait_portrait_modifiers/02_penis.txt. 

 

It will bring back the full range of sizes as well as restore your characters original sizes with their genes from before this bug happened.

 

@NICE DOWS please fix this bug.

 

 

 

I had tried that and it didint seem to work.  Maybe I did the wrong one. Or is it one of those start a new game things?

 

I have some other GOT mods that seem to effect the Barbershop. But seems wonky. I wonder if one of those is the issue. Like I have option for eyeshadow and blush that doesnt seem to do anything. 

Posted

A lot of characters are bald unless I disable this mod in AGOT.. Is my load order wrong? Using the most recent versions:

-SS

-AGOT

-SS AGOT patch

-Carnalitas

-Carnalitas AGOT patch

 

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Posted (edited)

So, first of all love the mod! second of all there seems to be an issue with the recent ck3 update, the male genitals appear to be fixed in a point and don't move from it, when the character moves or is sitting on the throne the genitals appear floating while deforming the rest of the body.

Link to the problem: https://ibb.co/bPRYgvY

Edited by Syll
Posted
On 11/27/2024 at 1:10 PM, Syll said:

So, first of all love the mod! second of all there seems to be an issue with the recent ck3 update, the male genitals appear to be fixed in a pointand don't move from it, when the character moves or is sitting on the throne the genitals appear floating while deforming the rest of the body.

Link to the problem: https://ibb.co/bPRYgvY

 

Well described, yes. The genitals are fixed while the whole body moves around them. In some situations, even if the body doesn't move - for some reason if the characters in an event are a bit too close or far away from each other this also happens. Medling my naughty bits with legs turning me into a Ken doll. I tried all the way to v1.13.0 of the mod. The effect is the same. So it's something with the new version of the game.

Posted
On 11/27/2024 at 4:10 AM, Syll said:

So, first of all love the mod! second of all there seems to be an issue with the recent ck3 update, the male genitals appear to be fixed in a point and don't move from it, when the character moves or is sitting on the throne the genitals appear floating while deforming the rest of the body.

Link to the problem: https://ibb.co/bPRYgvY

 

Looks like the edited mesh wasn't weight painted to associate with the body_root bone in the armature, so the junk just free floats in place while the body moves around it. I'm messing around in Blender to see if I can't sort it out pending a permanent fix, but not much success yet. I'd love to see the details of the workflow used to edit the meshes for this mod.

Screenshot 2024-12-12 094754.png

Posted
2 minutes ago, cae_furi said:

 

Looks like the edited mesh wasn't weight painted to associate with the body_root bone in the armature, so the junk just free floats in place while the body moves around it. I'm messing around in Blender to see if I can't sort it out pending a permanent fix, but not much success yet. I'd love to see the details of the workflow used to edit the meshes for this mod.

Screenshot 2024-12-12 094754.png

 

Hi, before 1.13.x, the root bone used to be the body root, I think this is why previously it was working, as lets say the character sit down, all bones basically moved with the root bone, so it was not noticable the penis was not attached to a bone.

 

Since 1.13.x, they added a new bone, the ground joint, and this was made the parent of body root. So now, when the character sits down, the ground joint doesnt move, instead the body root moves, and the penis stays in place.

 

I tried transferring the vertex groups from the original CK3 mesh to the SS body mesh, but that caused the balls to be split into 2, as the original mesh doesnt have a penis, and the 2 hip bones are not affecting the vertexes symmetrically.

 

I also tried adding the vertexes to the body root, and this worked, but then in game the mesh ended up all deformed, even bones that were not touched.

The mesh format has a limitation, that a vertex can only be influenced by 4 bones, and if there are more than 4, it picks the 4 strongest affecting ones. Still, maybe there are some bugs with the blender export plugin, that causes this to start misbehaving. I checked the exported file in the xml format, and could see that pretty much the only change was that some extra bones were added as influence to the vertexes, but maybe it caused the indexes to be misaligned, and start affecting bones they were not meant to.

 

So hopefully you have more success than  me :D

Posted
4 hours ago, csirke128 said:

 

Hi, before 1.13.x, the root bone used to be the body root, I think this is why previously it was working, as lets say the character sit down, all bones basically moved with the root bone, so it was not noticable the penis was not attached to a bone.

 

Since 1.13.x, they added a new bone, the ground joint, and this was made the parent of body root. So now, when the character sits down, the ground joint doesnt move, instead the body root moves, and the penis stays in place.

 

I tried transferring the vertex groups from the original CK3 mesh to the SS body mesh, but that caused the balls to be split into 2, as the original mesh doesnt have a penis, and the 2 hip bones are not affecting the vertexes symmetrically.

 

I also tried adding the vertexes to the body root, and this worked, but then in game the mesh ended up all deformed, even bones that were not touched.

The mesh format has a limitation, that a vertex can only be influenced by 4 bones, and if there are more than 4, it picks the 4 strongest affecting ones. Still, maybe there are some bugs with the blender export plugin, that causes this to start misbehaving. I checked the exported file in the xml format, and could see that pretty much the only change was that some extra bones were added as influence to the vertexes, but maybe it caused the indexes to be misaligned, and start affecting bones they were not meant to.

 

So hopefully you have more success than  me :D

Hey, thanks for the additional info! I've been chatting sporadically with the creator of the blender PDX addon over on the CK3 modding discord, trying to narrow down why things are coming out weird. Do you mind if I contact you via DM to compare notes?

Posted
7 hours ago, cae_furi said:

Hey, thanks for the additional info! I've been chatting sporadically with the creator of the blender PDX addon over on the CK3 modding discord, trying to narrow down why things are coming out weird. Do you mind if I contact you via DM to compare notes?

 

Hi, yea, np.

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