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Cumshot 2.3 (FINISHED, DISCONTINUED)


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Posted

Maybe you should read up on armor / armor addon stuff in the CK wiki. I'm too tired now to explain it all ...

 

If an actor has the Equipable Schlong equipped (as a strapon type registered by SexLab), Cumshot will override the general setting for the specific actor. Everything should be fine.

 

found it , made it and it works.   now everything is perfect.

 

Thanks much to you ! Youre the best !

 

mr

Posted

Question, what does "supported meshes" entail?

 

I'm using Futa equipable, will this work with it? if not can i make it work?

Posted

Question, what does "supported meshes" entail?

 

I'm using Futa equipable, will this work with it? if not can i make it work?

 

I wasn't aware of this mod. Just downloaded it, it's from 2012. I have to see how the meshes are rigged (do they use SOS bones?), and whether they are set up as strapons that SexLab can register, or simple equipable armor objects. Then add auto-detection code to the scripts and create new sets of cumshot meshes that are adjusted for those. I'll put it on the to-do list for the next Cumshot release, but that might take a while. Probably when I'm going to update anyway, that's either when SAM will be released, or when / if Expired updates NiOverride with some new functionality that would make supporting new penis meshes much easier.

 

SOS Equipable Schlong is supported in the current version, that might be a good alternative for you.

 

Now that we got this worked, i come to your cumshots. i wonder why you still use this small final Strip. why not something....bigger ?

 

You mean the final drip? It's just a drip, the last bit of cum that sticks to the penis. If it were any bigger, it would drip off.

Posted

Its on the SL page supported strap on ^_^,

i checked the sos equipable, under required it had sos main/light, trying to keep as clean as possible, so i'll stick with futa.

Though it works great for SL's male replacer xD

 

btw what's "SAM"?

  • 3 weeks later...
Posted

Unfortunately there's a bug in SexLab 1.50 that breaks Cumshot: SexLab sends the OrgasmStart and OrgasmEnd events at the same time, which leads to ejaculations stopping just after they've started. Since this is definitely a Framework issue, I won't try to work around it, but wait for it to be fixed by Ashal. That means, it doesn't make much sense to use Cumshot 1.5.1 with the current SexLab release for now.

 

Once the bug is fixed, I'll release 1.5.2, which contains a few more internal adjustments. This version should be fully compatible with Sexlab 1.50 onwards, but it will require a save cleaned from earlier versions of Cumshot (for the last time now, I promise! Future versions will all be update-and-play).

 

 

EDIT: The issue is fixed in SexLab 1.51. Cumshot 1.5.1 should be working fine again, apart from strapons not being detected (already fixed in my work build). Trying to get Cumshot 1.5.2 done tonight or tomorrow.

Posted

Minor update, v1.5.2

 

Changes:

  • Updated to work with SexLab 1.51
    There had been more internal changes to the Framework since the 1.4x alphas, which caused minor breakage to Cumshot (such as the SOS Equipable Schlong not being detected). However, I think that SexLab's API and data structures will remain stable from now on so that Cumshot 1.5.2 will stay compatible with future SexLab versions.
     
  • Removed NPC voice selector since it has been added to the Framework itself
    I only added this option to Cumshot's MCM because it was sorely lacking from the Framework at that time. Now that it's finally there where it rightfully belongs, there's no need to keep it here. It didn't have anything to do with ejaculations anyway.

 

 

Update notes:

If you're updating from previous Cumshot versions to 1.5.2, it's strongly advised to clean your save from the mod. I took the opportunity to remove properties from the scripts that are no longer needed, and that's what can cause problems if you simply update.  However, this will be the last time that a clean save is needed. In future versions I won't touch existing properties anymore.

Cleaning instructions:

 

1. Open the console, type:
     StopQuest SLCumshotQuest
     StopQuest SLCumshotConfigQuest
2. Close the console, wait a few seconds, then save your game.
3. Exit the game, deactivate "SexLab Cumshot.esp", and delete all the files from this mod, especially the script files (.pex)
4. Start Skyrim, load your savegame, wait another few seconds and save again.
5. Exit the game
6. (optional) Use Hadoram's script cleaner: http://www.nexusmods.com/skyrim/mods/52363
7. Install and activate the new version of SexLab Cumshot.

 

 

 

I'm leaving v1.4.1 up for those who want to stick with SexLab 1.39b, but that line won't receive any more updates.

Posted

All is working fine. Thank you. Now, I have a 2 questions: Is it possible to make the same animation for animals such as dogs, wolfs and horses?

Second, I noticed that cum stays much longer on PC's/Npc's face than on their ass as and belly. Can it be made to stay visible on that places a little bit longer?

Posted

 

Second, I noticed that cum stays much longer on PC's/Npc's face than on their ass as and belly. Can it be made to stay visible on that places a little bit longer?

 

The Sexlab framework handles the cum stains on the body.  This mod only does the ejaculation.

Posted

 

 

Second, I noticed that cum stays much longer on PC's/Npc's face than on their ass as and belly. Can it be made to stay visible on that places a little bit longer?

 

The Sexlab framework handles the cum stains on the body.  This mod only does the ejaculation.

 

 

I see. Thank you. I didn't know is it a mod or a framework that is "responsible" for cum showing. On the main page, there is an author's note that cum effect will disappear after some time. And that is true. I just wish if it can stay a little bit longer. :)

Posted

Is it possible to make the same animation for animals such as dogs, wolfs and horses?

Theoretically, but as most creatures have different skeletons, it would require a lot of work and many new sets of cumshot meshes. Personally I don't use SexLab's creature functionality, so it's very low priority for me.

 

 

On the main page, there is an author's note that cum effect will disappear after some time. And that is true. I just wish if it can stay a little bit longer. :)

SexLab MCM menu -> animation settings -> cum effect timer

Posted

Hi again, people.

I wanted to ask about the creatures too, but yeah ok:)

I am thinking about something however for weeks now.

All the orgasm scenes could be a bit more wet...

I mean could be possible make a dripping stuff from the vagina after/ or while the sex is happening?

Or some leaking/ drops on the legs or next/on the vagina near orgasm?

Or that would be too complicated to do?

Would be awesome to see, cos we have stuff for external cumshot but nothing for internal really...

It is just a suggestion Erstam, but probably it would be good if this thing could be included in Cumshot too...

Posted

Hello All ;] Since Sexlab have been updated to 1.54 is this still safe to use? or would it be wise to wait for a updated 1.54 version?

Posted

Hello All ;] Since Sexlab have been updated to 1.54 is this still safe to use? or would it be wise to wait for a updated 1.54 version?

 

From the OP:

 

 

IMPORTANT: Use version 1.4.1 with SexLab Framework 1.30 to 1.39b

Use version 1.5.2 with SexLab Framework 1.51 or newer

 

Posted

Important notice:

 

If you update NetImmerse Override to 2.7.0 and you do NOT use RaceMenu: Don't install the overlay nifs that are included in the archive. Otherwise your character's skin will be missing its textures and appear white.  Fixed in NetImmerse Override 2.7.1

 

If you do use RaceMenu and use a mod manager: When updating to RaceMenu 2.7.0, make sure you don't have a separate NetImmerse Override 2.5.1 install higher in the priority list. RaceMenu 2.7.0 already includes NetImmerse Override 2.7.0.

Posted

Important notice:

 

If you update NetImmerse Override to 2.7.0 and you do NOT use RaceMenu: Don't install the overlay nifs that are included in the archive. Otherwise your character's skin will be missing its textures and appear white.

 

If you do use RaceMenu and use a mod manager: When updating to RaceMenu 2.7.0, make sure you don't have a separate NetImmerse Override 2.5.1 install higher in the priority list. RaceMenu 2.7.0 already includes NetImmerse Override 2.7.0.

 

thanks for the info. But what about when this mod installed over NMM recognize Race menu and NMM ask if you want to overwrite. What to do then?

Posted

 

Important notice:

 

If you update NetImmerse Override to 2.7.0 and you do NOT use RaceMenu: Don't install the overlay nifs that are included in the archive. Otherwise your character's skin will be missing its textures and appear white.

 

If you do use RaceMenu and use a mod manager: When updating to RaceMenu 2.7.0, make sure you don't have a separate NetImmerse Override 2.5.1 install higher in the priority list. RaceMenu 2.7.0 already includes NetImmerse Override 2.7.0.

 

thanks for the info. But what about when this mod installed over NMM recognize Race menu and NMM ask if you want to overwrite. What to do then?

 

 

If you have RaceMenu installed, there's no need to install NetImmerse Override separately. RaceMenu always includes the latest version of the plugin.

 

If you want to keep both for some reason, change the install order / priority so that RaceMenu overwrites Netimmerse Override, not the other way.

 

Posted

Thanks erstram. You see, I have Race menu but, reading your requirements for installation the mod, I found this:**NEW**: NetImmerse Override 2.5.1 and

Requires: SexLab Framework v1.51+, Schlongs of Skyrim or 4uDIK or FS erect body mesh, NetImmerse Override 2.5.1

so I thought it was needed since it wasn't mention otherwise. Therefore NMM asked me if I want to overwrite existing file in Race menu.

Posted

New Race Menu has a lot of things integrated now. For example you no longer need precache killer plugin since its included.

Posted

New Race Menu has a lot of things integrated now. For example you no longer need precache killer plugin since its included.

 

Huh I didn't know that either. Guess I can remove precache killer plugin now.

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