germanicus Posted May 12, 2014 Posted May 12, 2014 Although I love this mod very much, I had to get rid of it. It makes my game works on full speed and its overwhelming it until my graphic card memory refresh (getting blank screen for several seconds and the game stops, although it is on medium settings) or freeze. I tested this mod several times, I my game behave normal without it. So sorry, because this mod has potential.
lordescobar666 Posted May 12, 2014 Author Posted May 12, 2014 Any reason why Bears would show up asexual even though I've installed all requirements? What do you mean with asexual? The last time I checked bears were behaving as they should. Although I love this mod very much, I had to get rid of it. It makes my game works on full speed and its overwhelming it until my graphic card memory refresh (getting blank screen for several seconds and the game stops, although it is on medium settings) or freeze. I tested this mod several times, I my game behave normal without it. So sorry, because this mod has potential. Sounds like a texture problem. The textures of BestialityExtras and Horny Dogs of Skyrim are bigger than the vanilla ones (2K x 2K instead of 1K x 1K), and if your GPU does not have enough RAM then you will run into problems (Skyrim is one of the reasons I bought myself a GPU with 4GB RAM). You could try to downscale the textures with GIMP or a similar program.
germanicus Posted May 12, 2014 Posted May 12, 2014 Yea, I have Gforce 550 GTX Ti 1 GB ram. Thanks for advice.
98enifoot Posted May 17, 2014 Posted May 17, 2014 Having problems with it working due to it needing Dawnguard. Is there anyway around this? Or any way to (in the future of course) simply make an alternate download for those without the DLC that wouldn't include those creatures?
Quisling Posted May 17, 2014 Posted May 17, 2014 Having problems with it working due to it needing Dawnguard. Is there anyway around this? Or any way to (in the future of course) simply make an alternate download for those without the DLC that wouldn't include those creatures? "Dawnguard support has been changed. It is now provided by a separate esp. Users NOT having dawnguard should delete/deactivate "SexLabNudeCreaturesDG.eps" after installation. And they should also manually delete the old esp, as it has a different name and will therefore not be overridden."
Gforse Posted May 18, 2014 Posted May 18, 2014 I've been trying to get dragons to work with SLNC, using EternalBlack's Dragon Female (vulva) as the flaccid model (it looks a kind of like some kind of reptilian sheath imo) and the Dragon Male model (penis) as erect. To start with I added entries in slncConfigMenu.psc and slncMainQuestScript.psc using the existing ones as a template and compiled them, then created slncNakedDragonAA and slncSkinDragon from duplicates in Creation Kit. In order to test it, I've been trying it on the Fucktoy Dragon from the fucktoy critters mod. In the Creation Kit, the Fucktoy Dragon with its default skin, has the Dragon Female model, and when I select slncSkinDragon, it changes to Dragon Male, which would seem to indicate that the skin works. However when I load into a game, activate the new 'Dragon' tab in SLNC, and initiate an animation with matchmaker, it doesn't switch skins. Given that the skin works in the CK, it would seem its a problem with SLNC applying it. The scripting was all adapted from existing entries (edited for the dragon assets), so I'm really not sure where I've gone wrong. If anyone can help and/or is also interested in getting dragons to work, I can post what I have so far.
98enifoot Posted May 18, 2014 Posted May 18, 2014 Having problems with it working due to it needing Dawnguard. Is there anyway around this? Or any way to (in the future of course) simply make an alternate download for those without the DLC that wouldn't include those creatures? "Dawnguard support has been changed. It is now provided by a separate esp. Users NOT having dawnguard should delete/deactivate "SexLabNudeCreaturesDG.eps" after installation. And they should also manually delete the old esp, as it has a different name and will therefore not be overridden." Although I read that previously, I can't find the "SexLabNudeCreaturesDG.eps" file in order to delete it. I extracted the files so I could looked through for the .eps in question, but I couldn't find a file with that name in the folder. Do I just delete all the interior folders labeled DLC 01 then?
Quisling Posted May 18, 2014 Posted May 18, 2014 Although I read that previously, I can't find the "SexLabNudeCreaturesDG.eps" file in order to delete it. I extracted the files so I could looked through for the .eps in question, but I couldn't find a file with that name in the folder. Do I just delete all the interior folders labeled DLC 01 then? You've got the latest version? It's there in mine...
98enifoot Posted May 18, 2014 Posted May 18, 2014 I'm such a moron. I assumed that the download at the bottom would be the most recent because it went 1.1, 1.2, etc. Completely missed the fact that v 2 was at the top.
lordescobar666 Posted May 18, 2014 Author Posted May 18, 2014 I've been trying to get dragons to work with SLNC, using EternalBlack's Dragon Female (vulva) as the flaccid model (it looks a kind of like some kind of reptilian sheath imo) and the Dragon Male model (penis) as erect. To start with I added entries in slncConfigMenu.psc and slncMainQuestScript.psc using the existing ones as a template and compiled them, then created slncNakedDragonAA and slncSkinDragon from duplicates in Creation Kit. In order to test it, I've been trying it on the Fucktoy Dragon from the fucktoy critters mod. In the Creation Kit, the Fucktoy Dragon with its default skin, has the Dragon Female model, and when I select slncSkinDragon, it changes to Dragon Male, which would seem to indicate that the skin works. However when I load into a game, activate the new 'Dragon' tab in SLNC, and initiate an animation with matchmaker, it doesn't switch skins. Given that the skin works in the CK, it would seem its a problem with SLNC applying it. The scripting was all adapted from existing entries (edited for the dragon assets), so I'm really not sure where I've gone wrong. If anyone can help and/or is also interested in getting dragons to work, I can post what I have so far. How exactly to you do the skin swapping ingame (better said, how to you decide if the dragon boner mesh should be quipped)? The general problem with dragons is there are a variety of them and their appearance ingame is not only defined by their skin, but some of them have also outfits with "skin parts" attached to them. This makes it really complicated to find the correct boner armor without altering the appearance ingame (e.g. so that they don't have the wrong skin color). That's the reason dragons are not supported yet.
Cantet20 Posted May 18, 2014 Posted May 18, 2014 How about a model or support for "Spectral warhound"?http://elderscrolls.wikia.com/wiki/Spectral_Warhound
Gforse Posted May 20, 2014 Posted May 20, 2014 I've been trying to get dragons to work with SLNC, using EternalBlack's Dragon Female (vulva) as the flaccid model (it looks a kind of like some kind of reptilian sheath imo) and the Dragon Male model (penis) as erect. To start with I added entries in slncConfigMenu.psc and slncMainQuestScript.psc using the existing ones as a template and compiled them, then created slncNakedDragonAA and slncSkinDragon from duplicates in Creation Kit. In order to test it, I've been trying it on the Fucktoy Dragon from the fucktoy critters mod. In the Creation Kit, the Fucktoy Dragon with its default skin, has the Dragon Female model, and when I select slncSkinDragon, it changes to Dragon Male, which would seem to indicate that the skin works. However when I load into a game, activate the new 'Dragon' tab in SLNC, and initiate an animation with matchmaker, it doesn't switch skins. Given that the skin works in the CK, it would seem its a problem with SLNC applying it. The scripting was all adapted from existing entries (edited for the dragon assets), so I'm really not sure where I've gone wrong. If anyone can help and/or is also interested in getting dragons to work, I can post what I have so far. How exactly to you do the skin swapping ingame (better said, how to you decide if the dragon boner mesh should be quipped)? The general problem with dragons is there are a variety of them and their appearance ingame is not only defined by their skin, but some of them have also outfits with "skin parts" attached to them. This makes it really complicated to find the correct boner armor without altering the appearance ingame (e.g. so that they don't have the wrong skin color). That's the reason dragons are not supported yet. So to do the skin swapping I adapted the SLNC's scripts; In slncConfigMenu I added all the stuff for a dragon button in the MCM menu, and In slncMainQuestScript: I added: ;;;;;;;;;;;;;;;;; ; Dragon Stuff ; ;;;;;;;;;;;;;;;;; Race Property DragonRace Auto Armor Property SkinDragon Auto Armor Property slncSkinDragon Auto And under: Armor Function getNudeSuite(Actor creature) Armor retval = none Race actorRace = creature.getRace() I added: elseif config.dragonEnabled && actorRace == DragonRace retval = slncSkinDragon And yeah, there are a lot of different flavors of dragon, a lot of them with different outfits (and some, despite being dragons, 'fizzle' when you apply MatchMaker); so to start with I was just trying to get the Fucktoy Dragon from fucktoy critters to work to start with and go from there.
lordescobar666 Posted May 20, 2014 Author Posted May 20, 2014 How about a model or support for "Spectral warhound"? http://elderscrolls.wikia.com/wiki/Spectral_Warhound I included support for it, but you have to look for meshes yourself. So to do the skin swapping I adapted the SLNC's scripts; In slncConfigMenu I added all the stuff for a dragon button in the MCM menu, and In slncMainQuestScript: I added: ;;;;;;;;;;;;;;;;; ; Dragon Stuff ; ;;;;;;;;;;;;;;;;; Race Property DragonRace Auto Armor Property SkinDragon Auto Armor Property slncSkinDragon Auto And under: Armor Function getNudeSuite(Actor creature) Armor retval = none Race actorRace = creature.getRace() I added: elseif config.dragonEnabled && actorRace == DragonRace retval = slncSkinDragon And yeah, there are a lot of different flavors of dragon, a lot of them with different outfits (and some, despite being dragons, 'fizzle' when you apply MatchMaker); so to start with I was just trying to get the Fucktoy Dragon from fucktoy critters to work to start with and go from there. The code looks correct. Did you also initialise the new script properties in CK correctly (in slncControllerQuest, like here)? What does Papyrus log say?
Gforse Posted May 21, 2014 Posted May 21, 2014 So to do the skin swapping I adapted the SLNC's scripts; In slncConfigMenu I added all the stuff for a dragon button in the MCM menu, and In slncMainQuestScript: I added: ;;;;;;;;;;;;;;;;; ; Dragon Stuff ; ;;;;;;;;;;;;;;;;; Race Property DragonRace Auto Armor Property SkinDragon Auto Armor Property slncSkinDragon Auto And under: Armor Function getNudeSuite(Actor creature) Armor retval = none Race actorRace = creature.getRace() I added: elseif config.dragonEnabled && actorRace == DragonRace retval = slncSkinDragon And yeah, there are a lot of different flavors of dragon, a lot of them with different outfits (and some, despite being dragons, 'fizzle' when you apply MatchMaker); so to start with I was just trying to get the Fucktoy Dragon from fucktoy critters to work to start with and go from there. The code looks correct. Did you also initialise the new script properties in CK correctly (in slncControllerQuest, like here)? What does Papyrus log say? I couldn't find anything in Miscellaneous pertaining to SLNC, as per the tutorial, however I hadn't done this: to the quest yet, if that is what you're referring to (pardon my ignorance, I'm new to CK/modding in general). I tried it again after making the changes to the quest, and had the same results as before. The papyrus log didn't seem terribly informative: [sslThreadController ]) Begin [05/21/2014 - 10:32:22AM] [slnc] [slncMainQuestScript ]: Checking actor [Actor < (00000014)>] (has race [Race ] and skin None). [05/21/2014 - 10:32:22AM] [slnc] [slncMainQuestScript ]: Checking actor [Actor < (FF000D38)>] (has race [Race ] and skin None). [05/21/2014 - 10:32:22AM] [slnc] [slncMainQuestScript ]: OnSexLabAnimationEnd() End [05/21/2014 - 10:32:24AM] [bYOHHouseBuildingPlayerScript ]OnItemRemoved [Form < (31000D62)>], itemCount=1 [05/21/2014 - 10:32:24AM] [byohhousebuildingscript ] UpdateLogCount [05/21/2014 - 10:32:24AM] [byohhousebuildingscript ] logcount=0 [05/21/2014 - 10:32:25AM] -- SexLab -- Thread[0] - AliasEvent: Reset [05/21/2014 - 10:32:29AM] VM is freezing... [05/21/2014 - 10:32:29AM] VM is frozen [05/21/2014 - 10:32:30AM] Log closed
lordescobar666 Posted May 21, 2014 Author Posted May 21, 2014 I couldn't find anything in Miscellaneous pertaining to SLNC, as per the tutorial, however I hadn't done this: to the quest yet, if that is what you're referring to (pardon my ignorance, I'm new to CK/modding in general). I tried it again after making the changes to the quest, and had the same results as before. Yep, that's what I am referring to. I hope you have also done the same with the DragonRace Property. And you probably need to cleansave (deinstall mod, load game, save game, reinstall), start a new game, or load a save which has not seen your changes yet, to see any effect. Papyrus only initialises script properties when a new script instance is started or when a new property is encountered the first time on a running instance. Since you forget to set your properties, they will be set to "none" in your current save (You can check this by entering "sqv slncControllerQuest" in the console).
Gforse Posted May 21, 2014 Posted May 21, 2014 I couldn't find anything in Miscellaneous pertaining to SLNC, as per the tutorial, however I hadn't done this: to the quest yet, if that is what you're referring to (pardon my ignorance, I'm new to CK/modding in general). I tried it again after making the changes to the quest, and had the same results as before. Yep, that's what I am referring to. I hope you have also done the same with the DragonRace Property. And you probably need to cleansave (deinstall mod, load game, save game, reinstall), start a new game, or load a save which has not seen your changes yet, to see any effect. Papyrus only initialises script properties when a new script instance is started or when a new property is encountered the first time on a running instance. Since you forget to set your properties, they will be set to "none" in your current save (You can check this by entering "sqv slncControllerQuest" in the console). I tried it with a fresh save and lo and behold it works! Thanks for your help.
germanicus Posted May 21, 2014 Posted May 21, 2014 Thank you for the update. All works just fine and smooth.
DeepBlueFrog Posted May 21, 2014 Posted May 21, 2014 Does the new version include the fix to missing frost spider mesh/textures someone else published separately? Edit: I meant this mod - http://www.loverslab.com/topic/30338-frostbite-spider-texture-fix ... but it seems that was coming from Bestiality Extras. Nevermind
Blameless Posted May 22, 2014 Posted May 22, 2014 Have you intalled the meshes and texture from Gone bestiality extras? Not the bestiality pack... You need the Bestiality extras. I have The extras stuff and i'm still having this issue with weapons are there but creatures are invisible. I put the file in skyrim/data like all my other mods. Is that wrong? Also, the wolves will let me surrender but they wont do anything else.
Guest Posted May 22, 2014 Posted May 22, 2014 Does the new version include the fix to missing frost spider mesh/textures someone else published separately? Edit: I meant this mod - http://www.loverslab.com/topic/30338-frostbite-spider-texture-fix ... but it seems that was coming from Bestiality Extras. Nevermind yeah, thanks... just today i thought there must be a mod for that problem.
tryguy Posted May 23, 2014 Posted May 23, 2014 Are the argonian/khajiit meshes needed if you already have SOS installed? This installation is getting a bit fiddly to figure out...
bleach025801 Posted May 23, 2014 Posted May 23, 2014 ok so after while when i was using this mod seem i lost my save files so i had to start over but then i couldnt cuz some mods i used had their own dragons based off the vanilla dragon like Alduin's scale armor but now he wont appear cuz all the dragons are the same with penises and when i tried removing the mod i used the nexus thing but when i got in the game all the animals/dragons still had penises how do i get rid of them someone please help
lordescobar666 Posted May 24, 2014 Author Posted May 24, 2014 Are the argonian/khajiit meshes needed if you already have SOS installed? This installation is getting a bit fiddly to figure out... If argonian/khajiit boners are already managed by SOS, then there is no need for you to enable the argonians and khajiits in this mod. It's only an option for people who want to use some alternative argonian/khajiit meshes and not the ones provided by SexLab/SOS. ok so after while when i was using this mod seem i lost my save files so i had to start over but then i couldnt cuz some mods i used had their own dragons based off the vanilla dragon like Alduin's scale armor but now he wont appear cuz all the dragons are the same with penises and when i tried removing the mod i used the nexus thing but when i got in the game all the animals/dragons still had penises how do i get rid of them someone please help Here are no dragon meshes provided, so I cannot help you. You must have some other mod installed which overrides the vanilla dragon meshes (maybe Immersive Creatures?).
lordescobar666 Posted May 24, 2014 Author Posted May 24, 2014 News: [24.05.2012] It seems that we have now animations and meshes for rieklings, so it's about time to also support them. So the only thing that is still missing is official SexLab support. I have now also removed all meshes and textures from the main mod download. The previously included Horny Dogs of Skyrim meshes and textures are now provided as additional download. I might also found a possible way to support dragons. Instead of trying to equip a full body replacer, which is complicated to do for dragons, why not just equip a mesh only containing a dragon penis. It is an experimental feature, as it is largely untested and I don't know if the same penis mesh works well with all dragons. Also I have no mesh, so you need to find/create your own.
Gforse Posted May 24, 2014 Posted May 24, 2014 ok so after while when i was using this mod seem i lost my save files so i had to start over but then i couldnt cuz some mods i used had their own dragons based off the vanilla dragon like Alduin's scale armor but now he wont appear cuz all the dragons are the same with penises and when i tried removing the mod i used the nexus thing but when i got in the game all the animals/dragons still had penises how do i get rid of them someone please help That sounds like the Immersive Bodies Gender mod; its the only mod that affects dragons. You have to double check that the .esp is disabled in the mod manager. News: [24.05.2012] It seems that we have now animations and meshes for rieklings, so it's about time to also support them. So the only thing that is still missing is official SexLab support. I have now also removed all meshes and textures from the main mod download. The previously included Horny Dogs of Skyrim meshes and textures are now provided as additional download. I might also found a possible way to support dragons. Instead of trying to equip a full body replacer, which is complicated to do for dragons, why not just equip a mesh only containing a dragon penis. It is an experimental feature, as it is largely untested and I don't know if the same penis mesh works well with all dragons. Also I have no mesh, so you need to find/create your own. That's interesting. After getting the Fucktoy Dragon to work, I tried it with paarthurnax, which is easy (he uses a skin); however odahviing is a real pain. Odahviing has no skin, and uses an outfit instead. Even when you change him in the CK to use a skin and remove the body mesh from the outfit I still couldn't get it to work. How would you get adding just the penis mesh to work? Are you thinking of making it an equippable item? Or modifying the skins/outfits for each dragon? I was wondering if it was possible, for the dragons with outfits, to keep their default outfit, but change their sleep outfit to one with a penis, and switch between default and sleep for SL animations; but I'm not sure how to add outfit functions to the SLNC script. Also I have some retextured versions of EternalBlack's dragon penis to match other types of dragon, but I'd need EB's permission to distribute them.
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