Jump to content

Recommended Posts

Posted

It's four times bigger then previous version. I mean dll, not parts provided by mod.

Is this ok? Some debug included?

Posted

No, no debug info.

The increase is because version 36 has a mini-StorageUtil built in it.

That's to be able to work with the stored data on the sos skse plugin when the game is being loaded, rather than on the papyrus code when the game is already loaded. There are some benefits on that.

Also for not including outdated files that conflict with SL.

http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1031928

Posted

Oh awesome lol. So there are other mods involved. Maybe other SKSE plugins?

 

 

Well, here comes a possible fix. This is just the SKSE plugin that now reads the list at the right moment, and has no slight differences.

 

But this doesn't fixes an already bloated savegame.

If you know you can reproduce reliably the bloat with your normal mod setup, please install this file before starting a new game and see how it goes.

 

attachicon.gifSOS - Schlongs of Skyrim - 2.05.036 - bugfix 02.7z

 

 

Hello, thx for your quick fix and it's just a brief notice for the result (only after ca. 20 minutes playthrough):

Your fix seems to work!

 

At least it keeps .skse file from bloating further (before 68kb/ after 68 kb)during 20 minutes

(in playing time) despite of the fact that I constantly tried to mimick my actions  of

previous playthrough, such as by walking around Riverwood

and sometimes chatting with Alvor the Blacksmith

(with the culpit, fat-body customized Black apron, of course).

 

I tried this provisory test with the existant save that I assume the bloating had just began

(ca. 5 minutes before the file I attached as bloated_before),

So I'll also try with your fix from the new game tomorrow.

Posted

 

how do i know what mod is the one interfering with SoS ?

or how do i know what slots the armor pieces use ?

This is not easy to tell.

The easiest way would be uninstalling mods: Go to starting state (pic #2), and then save and exit.

 

Uncheck some suspicious mods, anything that modifies armors, and try to load your game and just do a basic test of equipping and unequipping the armor.

Do you get a schlong? Then the last mods you unchecked are related to the problem.

Do you get the underwear? uncheck more mods and repeat until you get a schlong.

 

Knowing the slots in use could be also hard if the are set dynamically as it seems. There's a mod that shows the slot usage in the inventory window. Google for "skyui - show armor slots". But this might not be accurate depending if the slot was added to the armor, or to the armor addon.

 

also... i haven't installed any new armor for NPC, so you mean that an armor i added for my (female) PC prevents (male) NPC to equip a schlong ?

Yes, for example devious devices has some item that prevents other amors from equipping. I could be wrong, I don't use any of these.

 

Ok, thanks for all your clarifications... i think i'll end the current game this way (even if it's annoying having to access the MCM everytime i have sex, LOL) and will to the suggested tests next time i start a new game :)

 

Posted

Hello,  the fix can erace the possibility of bloating .skse file with latest SoS (2.05.36),

at least I assume so (although I have failed to identify another additional factor/ plugin 

whose combination  with original .dll in 2.05.36 case the .skse size bloating.)

 

I have just played a new game with the same mods' setup as previous bugged playthorugh,

but in this time your fix installed (of course).

 

And I tried to repeat similar routes/ actions as previous playthrough as possible,

although its success had depended on NPCs' AI.

 

The following is the result with the fix: the size of .skse remained almost stable (ca. 70kb)!

 

In case you want to look into the .skse files also for this playthrough,

I prepared and attach the compressed .7z folder which comprises of .skse files,

saved in about 1- 1.5 hours (within game's time)  interval.

 

I really thank you for the fix as well as your efforts to analyze the problem!

skse_after_fix_for_comparison.7z

Posted

My skse went from ~100kb to ~200 after the update. Not sure why. How do i find out if it's SOS, something else or expected?

Posted

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

 

 

Posted

a qestion whits zise sholong is working properly whit sexlab animation ? i ain 20 for instance shomtimes when a sex act is being done will poke tru teh ass of the women while cowgirl stuf like that whits zise slonng is recomanded 2 use?

Posted

Does anyone have mighty beasts werewolves, it seems to be missing from nexus :s

http://www.ladymoiraine.com/forum/index.php?action=downloads;sa=view;down=534

 

 

My skse went from ~100kb to ~200 after the update. Not sure why. How do i find out if it's SOS, something else or expected?

That's probably the stuff saved by NiOverride, so yes it's SOS indirectly. You can open the skse file with a text editor and look for bones. Not sure if this can be a problem, we'll see.

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

a qestion whits zise sholong is working properly whit sexlab animation ? i ain 20 for instance shomtimes when a sex act is being done will poke tru teh ass of the women while cowgirl stuf like that whits zise slonng is recomanded 2 use?

No idea, try with different sizes. It depends on body sizes and skeletons and such. SL has stuff to align actor, I don't know the details.
Posted

I had SoS Light installed via the Nexus Mod Manager.  Due to those shoe texture misalignments that I had previously talked about, I decided to uninstall it (also using NMM) and reinstall Better Males http://www.nexusmods.com/skyrim/mods/2488which has a shoe fix in FemFeet Redesigned http://www.nexusmods.com/skyrim/mods/37022 (the SoS version of this mod is apparently only for the full version rather than the light version).  This fixed my shoe problem, but the texture on the penis is now misaligned.  I'm assuming that the reason for this is because the game is still using SoS Light penis files (I'm not sure if it is texture or mesh, though) rather than Better Males penis files.  Which game files control this, so I can delete them manually?

Posted

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

 

So you mean the skeleton.hkx right?..... Meaning not the skeleton.nif?  From what I can tell the lag bones are still in the .nif,....and I can't read the .hkx,....so I'm assuming that's where they're unlisted.

 

Its odd because the equipable schlong has some lag motion in sexlab animations on a female NPC, but not on male or female player character with equipable schlong.

 

And it only shows up on certain stages of certain animation sets. This is actually what reminded me that SoS used to move in Sexlab.

 

When I switch from the xpmse skeleton.nif to the sos default skeleton.nif,....the lag motion reappears in all non-Sexlab animations (like walking running ect.) But its still static in Sexlab.  This is why I thought Sexlab itself was responsible for the absent motion, rather than the skeleton.

Posted

 

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

 

So you mean the skeleton.hkx right?..... Meaning not the skeleton.nif?  From what I can tell the lag bones are still in the .nif,....and I can't read the .hkx,....so I'm assuming that's where they're unlisted.

 

Its odd because the equipable schlong has some lag motion in sexlab animations on a female NPC, but not on male or female player character with equipable schlong.

 

And it only shows up on certain stages of certain animation sets. This is actually what reminded me that SoS used to move in Sexlab.

 

When I switch from the xpmse skeleton.nif to the sos default skeleton.nif,....the lag motion reappears in all non-Sexlab animations (like walking running ect.) But its still static in Sexlab.  This is why I thought Sexlab itself was responsible for the absent motion, rather than the skeleton.

 

The Havok data attached to the lagbones in the nif is different, skeleton.hkx doesn't have any data about SoS in it. SoS has his own behaviour, animation graph and skeleton rig map for it's skeleton parts.

 

http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/page-100?do=findComment&comment=853349

The XPMSE2 lagbones are set up as here for both genders.

Posted

 

Does anyone have mighty beasts werewolves, it seems to be missing from nexus :s

http://www.ladymoiraine.com/forum/index.php?action=downloads;sa=view;down=534

 

 

My skse went from ~100kb to ~200 after the update. Not sure why. How do i find out if it's SOS, something else or expected?

That's probably the stuff saved by NiOverride, so yes it's SOS indirectly. You can open the skse file with a text editor and look for bones. Not sure if this can be a problem, we'll see.

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

a qestion whits zise sholong is working properly whit sexlab animation ? i ain 20 for instance shomtimes when a sex act is being done will poke tru teh ass of the women while cowgirl stuf like that whits zise slonng is recomanded 2 use?

No idea, try with different sizes. It depends on body sizes and skeletons and such. SL has stuff to align actor, I don't know the details.

 

yae tahst what im trying 2 do when i see its not alining properly 2 reienling am nd if its simpely due 2 the slong being 2 big i reduce its size lol im like a incubus XD

Posted

 

 

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

 

So you mean the skeleton.hkx right?..... Meaning not the skeleton.nif?  From what I can tell the lag bones are still in the .nif,....and I can't read the .hkx,....so I'm assuming that's where they're unlisted.

 

Its odd because the equipable schlong has some lag motion in sexlab animations on a female NPC, but not on male or female player character with equipable schlong.

 

And it only shows up on certain stages of certain animation sets. This is actually what reminded me that SoS used to move in Sexlab.

 

When I switch from the xpmse skeleton.nif to the sos default skeleton.nif,....the lag motion reappears in all non-Sexlab animations (like walking running ect.) But its still static in Sexlab.  This is why I thought Sexlab itself was responsible for the absent motion, rather than the skeleton.

 

The Havok data attached to the lagbones in the nif is different, skeleton.hkx doesn't have any data about SoS in it. SoS has his own behaviour, animation graph and skeleton rig map for it's skeleton parts.

 

http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/page-100?do=findComment&comment=853349

The XPMSE2 lagbones are set up as here for both genders.

 

Yea, I'm using the old sos skeleton with non rotation restricted lag bones.  So when I turn I see a lot of rotational motion.

 

However, during Sexlab animations,...its restricted from rotational and linear motion.  (like its frozen). Which im sure is intentional for alignment purposes.  

 

Sexlab used to let the Schlong move freely though, I was just trying to figure out the mechanism of the restriction that allows SoS animations to play (like erect, bend up ect.), while cutting out the havok simulated physics motion.

 

I think its a script doing it.  Like a toggle SoS havok assets on actor 2 command or something idk,...lol

 

 

Posted

When I install SOS it asks me to overwritte script files of the most recent version of SexLab Framework.

Which files should I allow to overwrite?

Posted

 

 

 

 

 

Was the lag motion on the shlongs disabled in any release of Sexlab over the past year or so?  I know the lag motion used to play in sexlab animations in early versions.

 

If so, I'm guessing that was done for better alignment or something.

Yes it has been removed or lowered on XPMS skeleton for aesthetic reasons and compatibility issues with hdt I think. The original skeleton still has it

 

 

So you mean the skeleton.hkx right?..... Meaning not the skeleton.nif?  From what I can tell the lag bones are still in the .nif,....and I can't read the .hkx,....so I'm assuming that's where they're unlisted.

 

Its odd because the equipable schlong has some lag motion in sexlab animations on a female NPC, but not on male or female player character with equipable schlong.

 

And it only shows up on certain stages of certain animation sets. This is actually what reminded me that SoS used to move in Sexlab.

 

When I switch from the xpmse skeleton.nif to the sos default skeleton.nif,....the lag motion reappears in all non-Sexlab animations (like walking running ect.) But its still static in Sexlab.  This is why I thought Sexlab itself was responsible for the absent motion, rather than the skeleton.

 

The Havok data attached to the lagbones in the nif is different, skeleton.hkx doesn't have any data about SoS in it. SoS has his own behaviour, animation graph and skeleton rig map for it's skeleton parts.

 

http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/page-100?do=findComment&comment=853349

The XPMSE2 lagbones are set up as here for both genders.

 

 

Yea, I'm using the old sos skeleton with non rotation restricted lag bones.  So when I turn I see a lot of rotational motion.

 

However, during Sexlab animations,...its restricted from rotational and linear motion.  (like its frozen). Which im sure is intentional for alignment purposes.  

 

Sexlab used to let the Schlong move freely though, I was just trying to figure out the mechanism of the restriction that allows SoS animations to play (like erect, bend up ect.), while cutting out the havok simulated physics motion.

 

I think its a script doing it.  Like a toggle SoS havok assets on actor 2 command or something idk,...lol

 

Sexlab versions before 1.20 did this for me, was better with the lag motion, made some thrusting animations much smoother, after 1.20 the schlong was stiff as a board which I hated and is the primary reason why I am still using SL 1.14
Posted

B3lisario do you have an idea what "Unhandled chunk type in Core_LoadCallback: 4E494E55 (UNIN)" means? My save is crashing after load in 100% of cases now. So i run through all the logs and found it in skse.log

 

Loading mod callback event registrations...
Loading crosshair ref event registrations...
Loading camera event registrations...
Loading actor action event registrations...
Unhandled chunk type in Core_LoadCallback: 4E494E55 (UNIN)
dispatch message (3) to plugin listeners
sending message type 3 to plugin 4
sending message type 3 to plugin 13
sending message type 3 to plugin 16
sending message type 3 to plugin 18
dispatched message.
cleared save path
Skyrim has crashed. A minidump containing debugging information is being written to C:\Users\Super0dmin\Documents\My Games\Skyrim\SKSE\Crashdumps\2015-01-04_21.11.38.dmp.
Minidump written.

 

Might be a coincidence as well.

 

ps: no, i managed to load my save after like 15 tries... Still wanna know what is it all about.

Posted

Ever since I upgraded to the latest version, I am noticing that my guards do not get the proper size schlong.  They get schlonged, but it is always displays as size 1.  The MCM menu reveals that they actually have larger sizes, but what is actually displayed is size 1.  If I change the size in the MCM menu, it displays the corrected size.  The problem seems limited to any/all city guards (who are wearing the standard darkschneider revealing armor), or possibly to any random "unnamed" character wearing revealing armor (for example, random encounters).  It never seems to be a problem for any named characters.  It does not seem to be a problem with the armor itself.  Here's the debug info:

SOS Version 2.05.036

Actor: Solitude guard, Male

Race: Nord (79686)

Actor Spell: TRUE, TRUE, Erection: False

PC Setup Spell: TRUE, Enabled: TRUE

Addons: 1, OK: 1

Faction: SOS Vector Plexus Regular, Rank: 6

Schlongified by addon: False

Armor 819035, Slot mask: 276

Armor Revealing: keyword TRUE, list False

Armor concealing list: False

 

 

 

 

Posted

Mmmm no that line is a unexpected value when reading the stored skse data. I think everybody has it. Not likely is causing your crash. message type 3 happens when the saved game loads.

 

Move ShclongsOfSkyrim.dll out of the plugins folder and try loading the game. If still ctd, repeat with other dll's. You need to physically move or delete the dll's. Renaming them won't serve.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...