b3lisario Posted January 4, 2015 Author Posted January 4, 2015 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.Ah, unnamed characters. Maybe NiOverride doesn't save them. I'm packing a new version with fixes to all the reported things, and no nioverride. The problems from versions 035 and 036 are serious enough to not delay the release. Though I would need to test more because the new stuff it has.
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 New version v2.05.037 Fixing stuff from recent versions. If you are using 2.05.035 or 2.05.036 I recommend to upgrade as soon as possible because they have a critical error. I'm sorry for the inconveniences. SOS - Schlongs of Skyrim - 2.05.037.7z SOS - Schlongs of Skyrim - 2.05.037 - bugfix 01.7z This fixes a hole issue for revealing armor mods. It's a patch with only the skse plugin, install over the first file If you are using 2.05.034 and you are happy with it, don't upgrade yet unless you are an adventurer. Actually I really would like people use this version in their regular play. But keep a backup of your savegame and skse co-save files. The fixed errors: - savegame bloat on the skse co-save file - all custom armors revealing, and other armor problems - guards and random NPCs not getting their size The bloat problems are two: - Caused by the sos skse plugin. The armor lists were not properly handled and their size was doubling under some circumstances. This will be automatically fixed / unbloated in the upgrade process of v037. - Caused by SOS using the NiOverride plugin. Not so serious as the previous one. But I decided to stop using NiOverride, at least for now. I schlongified 1100+ actors and got a 700+ Kb size co-save. The game then takes 3 seconds to save. I think the benefits are not worth. Or maybe for player and followers only. It would be nice that Nioverride stores the data in a more efficient way, but I'm not sure if even that would reduce the file size to a bearable value. I need to think about this. It's not really a problem of NiOverride, it's the use I made of it. In this version I didn't provide a method for cleaning the skse co-save from the SOS data stored with NiOverride. I think I can do it from sos. I'll include it in the next release if it works as I think. Currently the only way of cleaning this data is manually (by loading a save without nioverride.dll, and then saving). But notice that doing this also deletes all other nioverride data (node scales / weapong positions / selected overlays maybe). Don't do this until I know if I can clean the sos data automatically. To clean this data, and more info about the subject: http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1040184 Change log v2.05.037 - The "No schlong" option when picking a schlong through MCM is now permanent. Previously the characters got a new schlong on the next savegame load after selecting this option - Changes on SOS SKSE plugin and Papyrus scripts to migrate the info stored in the SKSE co-save from PapyrusUtil to SOS' own storage system, which is a copy of PapyrusUtil. This will allow removing the PapyrusUtil requirement in a future update - Disabled the usage of NiOverride. There are some problems that need to be fixed - Fixed some errors on the previous release that could mess up the stored armors (revealing or concealing) and bloat the skse co-save - Added a BSA archive with the contents of the Brawls Bug Patch mod, and that mod is no longer a requirement for SOS. The MCM option "Schlongify nearby NPCs" has been removed because its only reason to exist was just disabling the SOS cloak effect to overcome the brawl bug
uman2631 Posted January 5, 2015 Posted January 5, 2015 *sigh*. Sadly, .037 was worse for me than .036. None of the characters wearing revealing armor were getting schlonged at all (hole). I ended up reverting back to .034, and gratefully, SOS recovered very nicely despite the version difference in the save game.
Setekh Posted January 5, 2015 Posted January 5, 2015 Upgraded from v36 to v37, no issues. Enabling/Disabling the revealing flag on various armors and clothing works fine unlike the poster above me.
johann7124 Posted January 5, 2015 Posted January 5, 2015 My custom race still has all clothing and armor set as revealing no matter what option is set. Looks like time to revert back to v34 for me as well.
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 *sigh*. Sadly, .037 was worse for me than .036. None of the characters wearing revealing armor were getting schlonged at all (hole). I ended up reverting back to .034, and gratefully, SOS recovered very nicely despite the version difference in the save game. My custom race still has all clothing and armor set as revealing no matter what option is set. Looks like time to revert back to v34 for me as well. Oh this time was easy to fix. I revised the revealing / concealing system and forgot to check the revealing armor mods. I've added the fix in the 2.05.037 post http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1038304 Thanks for your reports.
SoulEater99 Posted January 5, 2015 Posted January 5, 2015 SOS - Schlongs of Skyrim - 2.05.034 here shold i also update not sure if iv had any isues stil adding mods only run a few test runs inbetween 2 see if shit was working alright
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 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?I think you failed to install the better males mod. Maybe you installed a flaccid texture over a erect mesh, or something like that. If I recall correctly they can't be swapped. SOS files are in meshes\actors\character\ and textures\actors\character
johann7124 Posted January 5, 2015 Posted January 5, 2015 *sigh*. Sadly, .037 was worse for me than .036. None of the characters wearing revealing armor were getting schlonged at all (hole). I ended up reverting back to .034, and gratefully, SOS recovered very nicely despite the version difference in the save game. My custom race still has all clothing and armor set as revealing no matter what option is set. Looks like time to revert back to v34 for me as well. Oh this time was easy to fix. I revised the revealing / concealing system and forgot to check the revealing armor mods.I've added the fix in the 2.05.037 post http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1038304 Thanks for your reports. Still not working. [01/05/2015 - 09:48:51AM] SOS version 2.05.037 Actor: Prisoner, male Race: Orkton (251722937) Actor Spell: TRUE,TRUE, Erection: False PC Setup Spell: TRUE, Enabled: TRUE Addons: 5, OK: 5 Faction: SOS Orkton, Rank: 1 Schlongified: Schlongified Faction, Rank: 1 Schlonged by addon: TRUE, Blacklist: False Armor: 248318, SlotMask: 21233940 Armor revealing: keyword False, list False Armor concealing list: False This was on a brand new game, in the AS prisoner starting cell.
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 I tested the fix also on a brand new game, in the AS prisoner starting cell. So I'm pretty sure that works "Armor revealing: keyword False" could be explained it there is no revealing armor mod, or the esp if disabled. Can you check?
johann7124 Posted January 5, 2015 Posted January 5, 2015 I have no revealing armor mod at all, this is happening with the prisoner rags. The race uses a Skyproc patcher to make vanilla armor and clothes compatible.
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 Ah I thought you had the hole-in-hip problem. It's another problem then. Schlong poking out from the armor? Only for this race? I started a new game using a custom race (lykaios) and it works as expected. No schlong unless I unequip the armor. The only strange thing is that your armor has the biped slot 54 in addition to the usual slots. Though this shouldn't stop SOS from doing its job. I even tested it by adding the slot 54 to that especific armor. I didn't find the Orkton race on google. Is available somewhere? Why does this race need a skyproc patcher to make armor compatibles? Custom races don't need this usually. Depending on how is the race done, there might be problems with SOS, but normally the problems are not getting a schlong. Finally SOS has another log file that could be useful. Documents\my games\skyrim\SKSE\SchlongsOfSkyrim.log This log will have extra info if you change the debug log level on Data\SKSE\Plugins\SchlongsOfSkyrim.ini to 5 At this value, you should see lines like "armor 0003C9FE is not revealing" (3C9FE is the prisoner rags) in the SchlongsOfSkyrim.log file.
b3lisario Posted January 5, 2015 Author Posted January 5, 2015 OK I found the skyproc patcher in question. The lack of info was strong on this one. The patcher adds another armor addon to all vanilla armors, which doesn't get the slot 52 from SOS. So nothing is hiding the schlong. In 2.05.034 body armors unequipped the schlong via slot 52 in armor, now body armors just hide the schlong via slot 52 in armor addon. And the mod only looks on the first armor addon. For this to work properly SOS would need to edit all armor addons instead of just one. Will probably be fixed at some point. As a workaround if you know how, you can make a mod that just adds the slot 52 to the armor addons from all vanilla body armors. By doing this the patcher will add the slot 52 to the extra armor addons. Body armors should then conceal the schlong.
war6425 Posted January 5, 2015 Posted January 5, 2015 for some reason after updating im getting a SKSE isn't updated error.. but im running 1.7.1 which is the newest version far as the site says
srayesmanll Posted January 5, 2015 Posted January 5, 2015 for some reason after updating im getting a SKSE isn't updated error.. but im running 1.7.1 which is the newest version far as the site says No, 1.7.2 is the newest version (it is currently labeled as beta), which is what the current SOS requires (basically any version after 2.05.34).
Uriel Posted January 6, 2015 Posted January 6, 2015 b3lisario so, um well.. Looks like hundreds of your schlongs are now buried deep into the co-saves, and that poor file is filled so much that it's size has increased severalfold? Are they're stuck in there, and will never go off?
b3lisario Posted January 6, 2015 Author Posted January 6, 2015 Yes I'm working on that. I know how to delete all the stored info. There is a minor problem. It will delete also all other stored transformation (scaling / rotation / position) made to bones through Racemenu. Textures Overlays, RM saved slots and any other NiOverride stuff should remain. I'm not sure how to run the cleaning command. Not from sos, that would create a dependency again with nioverride. I'm working on implementing the call from a separate mod, through equipping a dummy item, I think this way this cleaner mod can be uninstalled without traces in the regular save or papyrus logs. Need to test.
xTrogdorx Posted January 6, 2015 Posted January 6, 2015 Hi, I have questions. SoS has a 'schlong type' setting. But it seems to have only two options - vectorplexus or none. Is this only for if you're using the canine/horse/reptile schlongs, or are there other schlong shape packs? Are all schlongs made by the base SoS the same shape? Or does each race have their own, or?
SoulEater99 Posted January 6, 2015 Posted January 6, 2015 Hi, I have questions. SoS has a 'schlong type' setting. But it seems to have only two options - vectorplexus or none. Is this only for if you're using the canine/horse/reptile schlongs, or are there other schlong shape packs? Are all schlongs made by the base SoS the same shape? Or does each race have their own, or? i have anbaut 4 types unb (or howerver u write it) and 2/3 others
b3lisario Posted January 6, 2015 Author Posted January 6, 2015 SoS has a 'schlong type' setting. But it seems to have only two options - vectorplexus or none. Is this only for if you're using the canine/horse/reptile schlongs, or are there other schlong shape packs? Are all schlongs made by the base SoS the same shape? Or does each race have their own, or? That's probably because you didn't select more than one type when you installed the mod. Reinstall and choose all three options on the 3rd step of the installer. They have different meshes and textures. The race thing is configurable through MCM. _______________________________________________________________________ Not for general use For those of you whose skse co-save file has been bloated by SOS in version 2.05.036. If you never installed that version, there is nothing here for you. What's this about? SOS version 2.05.036 saves the schlongs bone scales in the skse co-save file. The more schlongs your game has, the bigger the file. It's not critical bloat in the sense that is uncontrolled, is just too many data. This might cause delays in loading and saving your game. Version 2.05.037 doesn't store the schlongs bone scales, it works as before. The problem is that the info saved while using version 036 is still in your skse co-save file. It won't damage anything, but it's better to clean it because nobody is using it. Is this clean safe? Well, yes and no. I can't guarantee all deleted data is just from SOS. I'm using a global purge NiOverride has of the "node transformations", these are bone scaling, rotation, and position. I don't know of any other mod that uses this feature besides the racemenu plugins, though it might be more. Info that shouldn't be deleted by this clean: all other Racemenu / Nioverride stuff, like save slots, overlays, "object overrides". Solution I'm attaching a version of the sos shop mod where Bjorn LongSword (the NPC vendor) has an additional line of dialogue that triggers the clean of the skse co-save file. As he lives inside the game he knows how to do this shit. I've tried other automatic methods for running the clean command, they work but leave traces in the papyrus log after uninstalling the cleaner mod. Let me know if you have any problem with using the shop or know of a better method. At the end it's just a papyrus function that needs to be called. Requirements SOS v2.05.037 Racemenu v3 Instructions - Backup the skse co-save filegame you want to clean, just in case. The file is on "my games\skyrim\saves", and has the ".skse" extension. - Install this attached archive. It doesn't matter if you already have the original SOS shop installed or not. If you have already the shop, simply overwrite the file - Travel to Riverwood, locate the shop "Morning Wood", it's on the river, open from 8 to 20h I think - Speak to Bjorn LongSword, he has a dialogue line about SKSE. This cleans the info in memory. Here if you don't have the subtitles enabled, I think you won't see his response. It doesn't matter. - Final step: save your game again (preferably in a new slot). The new skse co-save file should have been cleaned and its size lowered. - Then uninstall this modified shop archive. SOS - Shop cleans your savegame.7z Not for general use Let me know how it goes. I cleaned my test file with 6400+ stored bones from 741KB to 15KB.
Fatih1 Posted January 6, 2015 Posted January 6, 2015 Hello there.I've just installed two mods which I understand were made by someone from the SoS team. They are Mighty Beasts - Werewolf and Mighty Beasts - Vampire Lord. Basically, they give them body types that scale with weight and are similar to the SOS bodybuilder variants.Good thing, the werewolf works flawlessly with SOS - I didn't even have to click re-schlongify.The bad one - Vampire Lord does not work and shows absolutely nothing. When you click schlongify there is a message that it might not work et cetera and it it so.Is there any solution? I'd really like my Vampire Lord to have a schlong and not just a blank space between his legs like that: Thank you.
b3lisario Posted January 6, 2015 Author Posted January 6, 2015 No, this mod doesn't put a schlong on VL. There were plans for that a while ago but not anymore. VectoPlexus has working meshes and textures for this VL mod but I think they never got released. I think there were some minor problems to build a schlong because VL weirdness. Maybe in a future if I grab a working model. Adding SOS magic to existing models is not hard if they are similar in shape and size.
blabba Posted January 6, 2015 Posted January 6, 2015 Not that I have much knowledge of Papyrus. But wouldn't a better solution be to create your own custom purge function? Like name all the SOS body transform keys with a header SOS_ and just search through and delete keys with those header? Not sure if NiO keys are stored in the co-save though.
Fatih1 Posted January 6, 2015 Posted January 6, 2015 Thank you for your answer! I am hoping that one day someone will get to it and the awesome Vampire Lord with the awesome mighty beast skeleton will finally have an awesome schlong. Another question If I may:I very much enjoy the SOS Bodybuilder variant and it's wide shoulders and back. Unfortunately I had to install XPMS since I've heard the SexLab animations look better and it enables HDT. Because of that, males no longer look as hunky as they did. I've noticed that there are skeletons replacers linked here in the SOS download page but I am not sure if any one of them goes for the look of the original bodybuilder variant.Is it possible to have SOS bodybuilder skeleton for males + XPMS from Groovtama and also install all the animation changes like dual sheath redux et cetera?
b3lisario Posted January 6, 2015 Author Posted January 6, 2015 Not that I have much knowledge of Papyrus. But wouldn't a better solution be to create your own custom purge function? Like name all the SOS body transform keys with a header SOS_ and just search through and delete keys with those header? Not sure if NiO keys are stored in the co-save though. Yes they are stored, and have a SOS_ prefix But there is no way to access the stored data of another skse plugin in a clean way, that I know. I guess it would be possible, but chances of fucking something up would be... yes The other way of deleting this info is by iterating through the actors SOS knows has been modified. But that didn't work for me, no idea why. It worked only for 2-3 actors on my savegame, maybe those in the current cell? Besides that, I found less actors stored on SOS lists than it should, taking into account the amount of info stored in the nioverride section. So after all this method wouldn't be a complete cleaning. Are you afraid of losing valuable settings or something? I could work again with the 2nd solution, or ask for a clean-by-key function to Expired (I already PM'd him about this subject). But what I really would like to do is... nothing, pretend it didn't happen. I think I'll use NiOverride again in SOS, eventually. Maybe only for player if SOS detects NiOverride is installed. This would make SOS full compatible with the racemenu plugin. The zero delay in scaling the schlongs when loading a game is wonderful. It's just that doing this for all NPCs is not possible at the moment without increasing the skse co-save noticeably. Thank you for your answer! I am hoping that one day someone will get to it and the awesome Vampire Lord with the awesome mighty beast skeleton will finally have an awesome schlong. Another question If I may: I very much enjoy the SOS Bodybuilder variant and it's wide shoulders and back. Unfortunately I had to install XPMS since I've heard the SexLab animations look better and it enables HDT. Because of that, males no longer look as hunky as they did. I've noticed that there are skeletons replacers linked here in the SOS download page but I am not sure if any one of them goes for the look of the original bodybuilder variant. Is it possible to have SOS bodybuilder skeleton for males + XPMS from Groovtama and also install all the animation changes like dual sheath redux et cetera? Yes it is. These variants are just different numbers in some properties the nif file has, which can be accessed with Nifskope. It's just a matter of knowing what changes has the bodybuilder over the normal sos version, and replicate the differences in your desired skeleton. I think it's just some nodes scaled, and maybe rotated a bit. There might be issues with animations / weapons and other stuff, not too serious I guess. If it looks good you could upload the result somewhere, I think more people would use it.
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