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Skyrim CTD's whenever I try to take off a male's pants.  No attempts to render the pelvis or anything, just click on the armor to remove it, and bam, CTD.  Papyrus log is below, though I didn't see anything about SOS at first glance (using SOS Light; normal version crashed the game trying to enter Whiterun, probably due to the shop).

Papyrus.0.log

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i'm using sos lite. character schlong shows up fine, but in werewolf form (moonlight tales) it doesn't show...help?

 

I'm using sos + sexlab werewolves and got weird problem. My character looks normal in wolf form, but any male companion I make into a werewolf has a very large odd looking schlong.

post-28605-0-70723900-1418773396_thumb.jpg

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ive been having some trouble with this... First of all i cant make anyone naked. even when all armor is off the underwear is there. I'm not sure how to fix this, though i know i didn't install a never nude thing.

 

Second the extra dialog isnt there. then i go into morning wood the only dialog option i have is asking him what hes got for sale. I also don't get all the potions. Nor do i get the new spell. I also dont have the menu setting options to set the sizes for races.

 

This makes me quite disappointed that i cant get the mod to work how its shown. How do i make it work as shown?

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It seems the schlongs on all my guys are having this odd reaction. Never seen mine do that.... :lol:

 

attachicon.gifenb 2014_12_15 11_51_53_98.jpg

 

Anyone got a clue why?

I don't know why this happens but rebuild FNIS and possibly LOOT and Wrye, fixes it for me. If using MO, make sure to right click and create mod with the FNIS overwrite files and activate it, and delete any old FNIS overwrites.

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b3lisario

(In continue to SpyderArachnid's post#2584 and many other posts)

I looked at your code, and I see that you are adding slot 52 to each armor that you determined as 'concealing'. But I don't understand why ? To hide genitals when that armor equiped ? But you already have code, that will do that:

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
...
	If HasPelvisSlot(akArmor)
		; concealing armor, the slot 52 hides the schlong, remove it from inventory
		UnequipGenitals()
	ElseIf !ActorRef.GetWornForm(akArmor.kSlotMask52) as Armor
		; revealing armor, equip schlong if not already equipped
		EquipGenitals()
	EndIf
...
EndEvent

But here you are using HasPelvisSlot(akArmor), that checks for slot 52 on armor, but why not to replace it with IsConcealing(akArmor), that searches in internal array of 'concealing' armors ? Then you will not need to add slot 52 to armors.

You have so much incompatibilities because of modifying armor slots. But I really don't see the reason to do that.

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i'm using sos lite. character schlong shows up fine, but in werewolf form (moonlight tales) it doesn't show...help?

 

I'm using sos + sexlab werewolves and got weird problem. My character looks normal in wolf form, but any male companion I make into a werewolf has a very large odd looking schlong.

 

 

interesting, but how does that help me? :-/

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Wow this actually helped a lot as an ECE user. However, is there any way to add a slider to control Erection?

Not that I know. ECE just offers stuff for node scaling and morph stuff. I didn't see any feature that could be used for running animations or arbitrary papyrus stuff.

 

 

Skyrim CTD's whenever I try to take off a male's pants.  No attempts to render the pelvis or anything, just click on the armor to remove it, and bam, CTD.  Papyrus log is below, though I didn't see anything about SOS at first glance (using SOS Light; normal version crashed the game trying to enter Whiterun, probably due to the shop).

This sounds like a issue with the skeleton. What skeleton and mod manager are you using?

 

 

i'm using sos lite. character schlong shows up fine, but in werewolf form (moonlight tales) it doesn't show...help?

SOS light doesn't add a schlong to the werewolves. You can copy-paste a WW schlong from a SOS WW addon to your WW body mesh. It would be relatively easy in nifskope

 

 

 

i'm using sos lite. character schlong shows up fine, but in werewolf form (moonlight tales) it doesn't show...help?

 

I'm using sos + sexlab werewolves and got weird problem. My character looks normal in wolf form, but any male companion I make into a werewolf has a very large odd looking schlong.

 

That's not the SOS WW mesh. There must be another mod that is doing that.

 

 

It seems the schlongs on all my guys are having this odd reaction. Never seen mine do that....  :lol:

 

attachicon.gifenb 2014_12_15 11_51_53_98.jpg

 

Anyone got a clue why?

Skeleton problem. There is a bug in XPMS if that's what you are using.

 

 

ive been having some trouble with this... First of all i cant make anyone naked. even when all armor is off the underwear is there. I'm not sure how to fix this, though i know i didn't install a never nude thing.

 

Second the extra dialog isnt there. then i go into morning wood the only dialog option i have is asking him what hes got for sale. I also don't get all the potions. Nor do i get the new spell. I also dont have the menu setting options to set the sizes for races.

 

This makes me quite disappointed that i cant get the mod to work how its shown. How do i make it work as shown?

It looks like you didn't select a schlong addon in the 3rd step of the installer. That would explain the underwear and the missing MCM stuff. That, or installation issues.

 

The extra dialog is not active by default, there is an option in MCM to enable it. Same for the erection and debug spells. The old "schlong potions" don't exist anymore, they were substituted by MCM options, I don't remember if the viagra potion is still there of not. I'd say it's all explained in the mod description, but maybe there is some part still outdated.

 

 

Still having the

 

"underwear-clips-through-armor issue for NPCs wearing custom armor, when seeing them for the first time. It also affected enchanted variants of vanilla armors"

 

issue even with latest version.

 

Any ideas?

Check Data\SKSE\Plugins\SchlongsOfSkyrim.dll and Documents\my games\skyrim\SKSE\SchlongsOfSkyrim.log

 

 

b3lisario

(In continue to SpyderArachnid's post#2584 and many other posts)

I looked at your code, and I see that you are adding slot 52 to each armor that you determined as 'concealing'. But I don't understand why ? To hide genitals when that armor equiped ? But you already have code, that will do that:

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
...
	If HasPelvisSlot(akArmor)
		; concealing armor, the slot 52 hides the schlong, remove it from inventory
		UnequipGenitals()
	ElseIf !ActorRef.GetWornForm(akArmor.kSlotMask52) as Armor
		; revealing armor, equip schlong if not already equipped
		EquipGenitals()
	EndIf
...
EndEvent
But here you are using HasPelvisSlot(akArmor), that checks for slot 52 on armor, but why not to replace it with IsConcealing(akArmor), that searches in internal array of 'concealing' armors ? Then you will not need to add slot 52 to armors.

You have so much incompatibilities because of modifying armor slots. But I really don't see the reason to do that.

 

"To hide genitals when that armor equiped?"

Yes. Using the biped slot system was (is?) the only way of hiding the schlong without delay when equipping armors. Was this the better decision? Maybe not taking into account the compatibility issues. At this point I don't think I'm going to change that.

As I'm seeing it's not really a problem. This mod is using the biped slot mechanism in a fair way. What do you need the pelvis slot for?

That particular "UnequipGenitals()" line is not actually needed for unequipping the genitals. I left it because it also removes the genital armor from the inventory, which is almost pointless as the item is not listed.

What's really unequipping the genitals is the equipped armor by using the slot 52. You can comment that line out and you won't see any difference.

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Thanks for this great mod, without it Skyrim would be such a static place :)

I really appreciate that features like the schlong potions and the shop have been made optional, since they were messing with gameplay more than necessary.

 

Question - wasn't there a mod with vanilla conversions to just fix the things that break when using SoS? Namely the leg texture with Hide etc. outfits, and some boots.

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Thanks for this great mod, without it Skyrim would be such a static place :)

I really appreciate that features like the schlong potions and the shop have been made optional, since they were messing with gameplay more than necessary.

 

Question - wasn't there a mod with vanilla conversions to just fix the things that break when using SoS? Namely the leg texture with Hide etc. outfits, and some boots.

Not that I know. I posted a while ago, maybe in this thread, a pack of vanilla shoes and boots from the better males mod.

 

 

@ b3lisario, not sure what else it could be? Only things I have that touch werewolfs are werewolf master, sexlab werewolfs and sos.

I don't know I don't use these mods. Try to uninstall some of them and check how it goes.

 

 

 

What do you need the pelvis slot for?

Many outfit mods uses this slot: Osare Underwear, Simply Clothes, Ashara Princes of the Woods (uses this slot for belt), Elewin Jewelry and others.

 

Seeing as they are mostly female armors.

If you stay away from schlongs for females, they should be able to wear bikini bottoms, belts, bags, or any other piece of armor while using non-vanilla, female-only body armors.

Princess of the Woods will be messed up only if you equip the torso pieces on male characters.

If that's not true in your game, maybe your custom armors are already modified from previous sos versions, there is a MCM option to reset them. It's either this or a bug somewhere.

Even if your females are schlongified for whatever reason, you can make their armors revealing through MCM and then wear whatever you want in the pelvis.

I don't understand why sos taking the slot 52 is a problem and an outfit mod using a dozen of slots is fine.

 

 

Got a bit of a problem, I've been crashing every single time I go past the bridge by Anga's mill, removed each mod I had one by one and discovered it was SOS that was causing it to crash, anyone got any idea how to fix this?

This sounds like SOS trying to put a schlong to somebody near Anga's mill not using a sos compatible skeleton. That would explain a crash like this. Same if there are werewolves around and your WW skeleton is not compatible with SOS.

Enable your papyrus logging, reproduce the crash, and then look for lines like "SOS Actor Schlongify: new schlong for ... " in your papyrus log, or post the entire file.

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Seeing as they are mostly female armors.

If you stay away from schlongs for females, they should be able to wear bikini bottoms, belts, bags, or any other piece of armor while using non-vanilla, female-only body armors.

Princess of the Woods will be messed up only if you equip the torso pieces on male characters.

If that's not true in your game, maybe your custom armors are already modified from previous sos versions, there is a MCM option to reset them. It's either this or a bug somewhere.

Even if your females are schlongified for whatever reason, you can make their armors revealing through MCM and then wear whatever you want in the pelvis.

I don't understand why sos taking the slot 52 is a problem and an outfit mod using a dozen of slots is fine.

I have problem only when I trying to use this outfits with vanilla armor.

The problem is not that sos using slot 52 for male genitals, it is absolutely normal, problem is that it adds slot 52 to all vanilla armors, so that female characters has this slot ocupied for no reason.

I'm not saying that it is big ptoblem, but it adds compatibility issues, that could be avoided if this part of mod was realized by other way.

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b3lisario

From where underwear is getting ? I have not found in code where it is equiped/unequiped. Looks like it's baked into body meshes, but I have not found it there too.

 

AFAIK it is part of the body mesh and gets swapped for the schlong, using slot 52. Same way how CT77 outfits alternate panties/leggings with compatible items.

 

(just a layman speaking here)

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Hello b3lisario, first off; thank you for this fantastic mod.

I've got a question; I'm working on a mod which will give the player a schlong trough some event triggered in-game, and I was wondering if you have a recommended way to do this.

I've put together a test script attached to an activator, it works, and circumvents your main script function of giving the player a fixed size of 1 for his/her schlong when determining the schlong size:

 

 

ScriptName SchlongifierActivator Extends ObjectReference

SOS_SetupQuest_Script Property SOS_Quest Auto

Spell Property SOS_ActorSpell Auto
GlobalVariable Property SOS_MaxSchlongSize Auto

Event OnActivate(ObjectReference akActionref)
    Debug.Trace("SchlongifierActivator test script: Begin")
    AddSchlongToPlayer(Game.GetPlayer())
EndEvent

Function AddSchlongToPlayer(Actor akActor)
    int MaxSchlongGlobal = SOS_MaxSchlongSize.GetValue() as int
    int randomsize = Utility.RandomInt(1, MaxSchlongGlobal)
    Debug.Trace("SchlongifierActivator test script Got: " + randomsize + " random size")
    
    ; If the player has the SOS_ActorSpell active we dispel it.
    akActor.DispelSpell(SOS_ActorSpell)
    akActor.RemoveSpell(SOS_ActorSpell)
    Utility.Wait(0.01)
    ; We wait to make sure the spell is gone
    
    ; Then we reapply the spell again.
    akActor.AddSpell(SOS_ActorSpell)
    Utility.Wait(0.50)                    
    ; We wait for the spell to settle in, and wait for it to assign an add-on to the player.
    
    ; We retrieve the add-on faction, and store it.
    Form addon = SOS_Quest.GetActiveAddon(akActor)
    Faction addonFaction = SOS_Data.GetFaction(addon)
    Utility.Wait(0.01)
    ; We wait to make sure we've got the faction.
    
    ; We dispel the spell once again in order to assign the player a size
    akActor.DispelSpell(SOS_ActorSpell)
    akActor.RemoveSpell(SOS_ActorSpell)
    Utility.Wait(0.01)
    ; We wait to make sure the spell is gone.
    
    ; We assign the size to the retrieved add-on faction
    akActor.SetFactionrank(addonFaction, randomsize)
    Utility.Wait(0.01)
    ; We wait to make sure we have the size assigned to the player.
    
    ; Then we reapply the spell one last time, now with the assigned size.
    akActor.AddSpell(SOS_ActorSpell)
    Debug.Trace("SchlongifierActivator test script: End")
EndFunction

 

 

The way it circumvents the fixed size of 1 to the player, is by giving the player a rank in the addon faction before having the SOS_ActorSpell magic effect active on the player.

 

This is the papyrus log after running the test script 3 times on a schlongless Imperial female using Schlong for females UNP Addon:

 

[12/21/2014 - 05:06:45PM] SchlongifierActivator test script: Begin
[12/21/2014 - 05:06:45PM] SchlongifierActivator test script Got: 4 random size
[12/21/2014 - 05:06:46PM] SOS Actor Schlongify: new schlong for Prisoner got schlong index 1 size 1
[12/21/2014 - 05:06:46PM] SchlongifierActivator test script: End
[12/21/2014 - 05:06:46PM] SOS ReSchlongify: fixing SOS UNP[4] for actor Prisoner

[12/21/2014 - 05:07:11PM] SchlongifierActivator test script: Begin
[12/21/2014 - 05:07:11PM] SchlongifierActivator test script Got: 8 random size
[12/21/2014 - 05:07:12PM] SOS Actor Schlongify: new schlong for Prisoner got schlong index 1 size 1
[12/21/2014 - 05:07:12PM] SchlongifierActivator test script: End
[12/21/2014 - 05:07:12PM] SOS ReSchlongify: fixing SOS UNP[8] for actor Prisoner

[12/21/2014 - 05:07:36PM] SchlongifierActivator test script: Begin
[12/21/2014 - 05:07:36PM] SchlongifierActivator test script Got: 2 random size
[12/21/2014 - 05:07:36PM] SOS Actor Schlongify: new schlong for Prisoner got schlong index 1 size 1
[12/21/2014 - 05:07:37PM] SchlongifierActivator test script: End
[12/21/2014 - 05:07:37PM] SOS ReSchlongify: fixing SOS UNP[2] for actor Prisoner

 

It is as I said a test script, my complete mod will have further conditions to make sure the player is playing as female, and is of a compatible race before getting to this part.

Do you think it is good enough? Is there a better way to give the player a size for the schlong without having to add and remove the spell multiple times? And again, thank you very much for your mods :D

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