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Posted

MCM SOS menu is visible, but when I click to open the menu, nothing happens, no options. Nothing. I've tried adjusting load order, uninstalled and reinstalled. >_>

Posted

 

What about a way to make only a small percent of females have a schlong? Like if I have plugins that work for females and I leave at least one of those females on in the new MCM menu, then all women will invariably run through the SOS scripts and be given a mighty staff.

 

 

Try this:  http://www.loverslab.com/topic/42936-sos-female-schlongifier-no-schlong-addon/

 

Set that for, say, 95% of females, and your actual schlong for the other 5%.

 

Posted

So, when I joined the LL community late last year, I had recently started a new save. I wanted to play through some of the game to see how different things would be for a non-nord character. After being rather disappointed with how little had changed, I decided to finish the last few achievements I had been missing (At the time, I was under the impression that SKSE/use of the console prevented you from earning achievements until you restarted the game - not sure where I picked up that bit of misinformation), then take the plunge and install SKSE/SkyUI/sexlab/etc etc.

 

So I started using all of this stuff with a character that was already about level 15. Since then, I've installed and uninstalled mods, had to fall back to an earlier save a few times, but for the most part, things have been fine. This character has done every quest, every dungeon, every dlc, even some quest mods, totaling more hours than I care to admit.

 

However, maybe a month or two back, I tried to start a new character to troubleshoot some problem I was having at the time. It didn't go well. During the vanilla cart ride, about 5 seconds in, both carts would start spazzing, flopping around and doing barrel rolls behind the horses that were pulling them.

 

As amusing as this was, it needed to be fixed, as it broke the intro in probably a million different ways. However, at the time, I decided to shelve the issue, as it wasn't an immediate problem to the save I was currently playing.

 

Now I'm at the point where I think I'd like to start a new character, and so I need to deal with this problem somehow. So I'm thinking to myself, "maybe the cart ride is getting messed up by the lag produced by all of these mods initializing". So I downloaded Live Another Life. While I'm really not interested in "living another life", I heard that you can use it to play the vanilla intro, cart ride and all - except you've had time to make your character and initialize your mods beforehand.

 

Then I open up the readme for Live Another Life, and it says:

 

 

 

Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.

 

I saw

 


 

New version 3.00.002 BETA

Change log
- New MCM option to import or export the MCM settings to or from a file in JSON format. File is "Skyrim\Data\SOS.json"
- New MCM option to choose just one gender in multi-gender schlong addons (which schlongify both males and females)
- Fixed compatibility issues with the "Alternate Start - Live Another Life" mod
- Fixed an issue where the MCM option "Restart SOS" would stay disabled

 

 

But you didn't mention what compatibility issue with Alternate Start you fixed, so I'm wondering whether installing Alternate Start will be pointless, and I should update to the beta of SoS instead? Was SoS messing up the cart ride regardless of whether LAL was installed?

Posted

 

(...)

 

But you didn't mention what compatibility issue with Alternate Start you fixed, so I'm wondering whether installing Alternate Start will be pointless, and I should update to the beta of SoS instead? Was SoS messing up the cart ride regardless of whether LAL was installed?

 

Since I have just been through doing several restarts of the game to try things out, I will jump in here and mention that SoS alone hasn't been doing bad things to the vanilla cart ride intro for me. That is, without many other script-heavy mods being used. What ALWAYS, absolutely reliably, breaks the cart ride intro for me (and many, many others) is Immersive Armors, especially paired with SoS. That just seems to be a tad too much for Papyrus and the engine itself..

 

I'm not quite sure exactly since which SoS version I started using LAL, but it's been pretty fine for a while already now. At least I (and some other folks who replicated my exact mod-setup) never ran into any wobbling or wonky physics when using the Vanilla Start option in LAL. It definitely was just dandy in 2.05.41 - at least over here and some other setups I have guided.

 

I'd say it is a good idea to update to the latest beta, anyway? Doesn't seem to introduce any new bugs, so far. Works jolly with LAL and IA.

And you should probably really install LAL if you are using SoS and any other mod like IA that might be a little script-heavy. Once you allow all those mods to do their initialization before going into the cart ride, you should be fine. As mentioned, there didn't seem to be any problems for a while now when using LAL - so, not sure what issues had to be fixed. (But then, Immersive Armors has a compatibility option for Alternate Starts, as well.)

 

Without LAL, it is sound advice to wait with installing most mods until after you are out of the cave from Helgen. There's a lengthy thread about this on the Nexus, as far as I remember. The entire intro sequence is heavily scripted itself. When using an ENB, you should make sure to leave iPresentInterval=1 in the .INI and maybe even allow your ENB to cap the framerate at 60fps. Skyrim's physics easily break if your machine can go well above that framerate.

 

One thing I will mention, however.. LAL kicks you into the character creation BEFORE SoS or anything else can do anything. So you won't have Schlongs to adjust in the character creation when using RaceMenu and the corresponding plugin. Once you close it, the init for all the other mods kicks in. Wish they would delay the character creation in LAL a bit.

Posted

This mod packs the Brawl Bugs Patch, the modders resource files (from this http://www.nexusmods.com/skyrim/mods/24020)

 

I did that some time ago just to remove the requirement for SOS (and I just figured out that I didn't add the mod to the credits section. How bad). I tested the Farkas fight when I made that thing, don't remember if I used both SOS and the Brawl Bugs Patch, probably not because redundance.

 

Breaking any type of brawling, this shouldn't happen. Actually the files should prevent SOS from breaking the brawls.

The files are packed in the SOS bsa. They should be the same exact files, it shouldn't matter which mod goes first.

Do you have any error? Which exact bug fix are you using? Are you using MO and, does it unpack the bsa files automatically?

 

In any case you can delete the SOS bsa. It just has the bug fix.

 

Does that mean I can remove the Brawl Bug Patch esp file if I use SoS?

 

Anything to save a slot in my load order could help :)

Posted

Does that mean I can remove the Brawl Bug Patch esp file if I use SoS?

 

Anything to save a slot in my load order could help :)

 

 

Speaking as someone who has packaged the Brawl Bugs Patch into (never publically released) mods a few times, too..

 

Yes. The .esp is simply an empty dummy file so the .bsa of the same name gets loaded. If you are using MO, you don't even need that, as MO will make sure the .bsa is loaded, regardless - as long as you let MO handle the archives. When using a manual install or NMM, the dummy .esp is needed. (But again, as long as you use SOS or something else that HAS the fix already included, you don't even need the .bsa of the Brawl Bugs Patch.)

 

If you somehow have a package that has the patch in loose files, they will get loaded anyway, as well - and they will override anything that is containted in a .bsa archive. SOS has the fixes in its .bsa, so you don't really need the standalone fix. Also, if you use 'Enhanced Blood Textures' - that has the fix included in its .bsa, as well.

 

P.S. This is all assuming we're talking about the original 'Brawl Bugs Patch - Modder's Resource' release. I'm aware there are versions of this that have the fixed scripts changed to include 'cheating' options or might have some .esp that actually contains changes. Those, you should probably let override SOS or anything that has the original Brawl Bugs Patch packaged.

Posted

No, SOS should not break the cart scene. It happened in the early versions and maybe in isolated versions .

 

Unless you do crazy stuff like undressing the guys in cart or making their armors revealing through MCM.

 

In regards to other armor mods like Immersive armors. The only problem I can think of is that the characters in the cart have been modified to wear a non-vanilla armor. This might make SOS break the scene.

I don't know if this is the case with that mod.

Posted

 

This mod packs the Brawl Bugs Patch, the modders resource files (from this http://www.nexusmods.com/skyrim/mods/24020)

 

I did that some time ago just to remove the requirement for SOS (and I just figured out that I didn't add the mod to the credits section. How bad). I tested the Farkas fight when I made that thing, don't remember if I used both SOS and the Brawl Bugs Patch, probably not because redundance.

 

Breaking any type of brawling, this shouldn't happen. Actually the files should prevent SOS from breaking the brawls.

The files are packed in the SOS bsa. They should be the same exact files, it shouldn't matter which mod goes first.

Do you have any error? Which exact bug fix are you using? Are you using MO and, does it unpack the bsa files automatically?

 

In any case you can delete the SOS bsa. It just has the bug fix.

 

Does that mean I can remove the Brawl Bug Patch esp file if I use SoS?

 

Anything to save a slot in my load order could help :)

 

 

Same, good know. Nice to know I can remove that patch, I have had it for well since I started modding this. Just never checked if it became redundant. :)

Posted

 

 

This mod packs the Brawl Bugs Patch, the modders resource files (from this http://www.nexusmods.com/skyrim/mods/24020)

 

I did that some time ago just to remove the requirement for SOS (and I just figured out that I didn't add the mod to the credits section. How bad). I tested the Farkas fight when I made that thing, don't remember if I used both SOS and the Brawl Bugs Patch, probably not because redundance.

 

Breaking any type of brawling, this shouldn't happen. Actually the files should prevent SOS from breaking the brawls.

The files are packed in the SOS bsa. They should be the same exact files, it shouldn't matter which mod goes first.

Do you have any error? Which exact bug fix are you using? Are you using MO and, does it unpack the bsa files automatically?

 

In any case you can delete the SOS bsa. It just has the bug fix.

 

Does that mean I can remove the Brawl Bug Patch esp file if I use SoS?

 

Anything to save a slot in my load order could help :)

 

 

Same, good know. Nice to know I can remove that patch, I have had it for well since I started modding this. Just never checked if it became redundant. :)

 

 

I don't see why not.

The only Brawl bug solution I use is what comes packaged with SOS and I've been able to brawl without issues for months.

 

Posted

In regards to other armor mods like Immersive armors. The only problem I can think of is that the characters in the cart have been modified to wear a non-vanilla armor. This might make SOS break the scene.

I don't know if this is the case with that mod.

It's just this what's happening.

IA changes Ulfric's outfit and now he wears a non-vanilla armor. I honestly thought no mod would put custom armor on those NPCs. Will fix in next version somehow.

Technical explanation: Ulfric's cock is stuck on the cart wheels. No engine can handle dicks on cart wheels yet. And so the bugged scene.

Posted

 

In regards to other armor mods like Immersive armors. The only problem I can think of is that the characters in the cart have been modified to wear a non-vanilla armor. This might make SOS break the scene.

I don't know if this is the case with that mod.

It's just this what's happening.

IA changes Ulfric's outfit and now he wears a non-vanilla armor. I honestly thought no mod would put custom armor on those NPCs. Will fix in next version somehow.

Technical explanation: Ulfric's cock is stuck on the cart wheels. No engine can handle dicks on cart wheels yet. And so the bugged scene.

 

 

xD xD xD

 

Engine: Instructions unclear, dick stuck in cart wheel

Posted

Hey just updated to current version and started noticing that despite not having any revealing armors, custom and vanilla, the schlongs still clip through clothing and armor.  The previous version I used was 2.05.33 or something like that and had no problems.  Was lazy on updating for several months and decided to do it last night and immediately noticed this bug.  Is there anyway to fix it?  Any help would be appreciated.

Posted

Hey just updated to current version and started noticing that despite not having any revealing armors, custom and vanilla, the schlongs still clip through clothing and armor.  The previous version I used was 2.05.33 or something like that and had no problems.  Was lazy on updating for several months and decided to do it last night and immediately noticed this bug.  Is there anyway to fix it?  Any help would be appreciated.

That's a known bug

It's fixed here. http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1167946

 

 

___________________

 

I have interesting news in regards Immersive Armors.

It can break the cart scene on its own!

It's because the use of the SetOutfit() function at the opening scene. That's a dangerous function like QueueNiNodeUpdate

It doesn't happen always. I think it's a matter of script timing. If the IA mod is fast enough, the NPCs get the new outfit before they jump in the cart. If not, the SetOutfit() happens when they are already on the cart, and that breaks the havok stuff.

 

That's without SOS messing.

As said before, SOS + IA is a 100% reliable cart fest.

I was testing the compatibility fix when I noticed the IA bug

Posted

@ B3lisario

 

I did not do a follow up to tell you that the Schlongs in game are now hiding properly when redressed from a Sexlab scene.

 

So here it is I updated as instructed and the parts are properly hiden.

 

Thanks

 

Didn't know that about cart scene, I don't think I've played a cart scene in over a year though.

Posted

Does anybody know what is the problem with SOS and EFF exactly?

It's said that "Followers no longer automatically equip better gear in their inventory for the body slot"

But I can't reproduce the issue. Maybe it was fixed somehow?

 

This is how I'm testing it.

 

Start a new game, I give myself 500 gold and a daedric armor, coc riftenbeeandbarb, hire marcurio services

1 - no mods - using dialogue to trade, give him a daedric armor and he equips it

2 - only sos - same as 1

3 - only eff - using wheel + $Equipment option, give him a daedric armor and he equips it

4 - eff - using wheel + Inventory option, give him a daedric armor and he does not equips it --> is this a bug? I don't think so. Even if it is, SOS is not installed

5 - sos + eff - using wheel + $Equipment option, same as 3

6 - eff - using wheel + Inventory option, same as 4

 

BTW I don't see the label literals on EFF wheel. The translation file for spanish is missing. Actually it has only english language. Why not include the other language files? at least the common ones, even with english content... Maybe I missed a download.

Posted

Last time I used EFF and granted that has been like a year. But when I did it worked perfectly fine, so no clue what might have changed to cause a issue.

Posted

4 - eff - using wheel + Inventory option, give him a daedric armor and he does not equips it --> is this a bug? I don't think so. Even if it is, SOS is not installed

 

 

Not a bug I believe.  If I remember correctly, inventory is basically your NPC's pack mule functionality - this is what they carry for you, but is not equipped.  Not 100% certain of this as I only just switched to using EFF recently (and actually haven't been playing Skyrim much - replaying Witcher/W2 to get ready for W3).

 

 

[EDIT] - forgotten what a lack of documentation there is on EFF.  I scanned the forum there and what I'm seeing does correlate to what I thought - Inventory is what they carry but cannot equip, Equipment is what they can equip.

Posted

 

4 - eff - using wheel + Inventory option, give him a daedric armor and he does not equips it --> is this a bug? I don't think so. Even if it is, SOS is not installed

 

 

Not a bug I believe.  If I remember correctly, inventory is basically your NPC's pack mule functionality - this is what they carry for you, but is not equipped.  Not 100% certain of this as I only just switched to using EFF recently (and actually haven't been playing Skyrim much - replaying Witcher/W2 to get ready for W3).

 

 

Thats not a bug..... inventory is a packmulefunction

Posted

 

Hey just updated to current version and started noticing that despite not having any revealing armors, custom and vanilla, the schlongs still clip through clothing and armor.  The previous version I used was 2.05.33 or something like that and had no problems.  Was lazy on updating for several months and decided to do it last night and immediately noticed this bug.  Is there anyway to fix it?  Any help would be appreciated.

That's a known bug

It's fixed here. http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/?p=1167946

 

 

___________________

 

I have interesting news in regards Immersive Armors.

It can break the cart scene on its own!

It's because the use of the SetOutfit() function at the opening scene. That's a dangerous function like QueueNiNodeUpdate

It doesn't happen always. I think it's a matter of script timing. If the IA mod is fast enough, the NPCs get the new outfit before they jump in the cart. If not, the SetOutfit() happens when they are already on the cart, and that breaks the havok stuff.

 

That's without SOS messing.

As said before, SOS + IA is a 100% reliable cart fest.

I was testing the compatibility fix when I noticed the IA bug

 

 

Thanks, the beta fixed the issue.  Keep up the good work.

 

 

Posted

Can someone answer a quick question about SOS?

I just recently upgraded to the 3.002 BETA version- is there a way to NOT have the NPC or actor strip when cast an Erection spell on, or given a distilled mandrake?  I've got some characters half-dressed and it's fun to leave them that way (eg SOS revealing armors).

Also, I'm trying to increase some of the items in Bjorn's container... but any time I touch them for quantity, everything disappears out of the shop.  When I add new items the entire inventory is missing.  Does this need to be done in the SOS_Shop.esp via CK or in the master file....

Thanks!

Posted

Hi. I need help with this mod.

 

I love it, first. Derkeethus was never so studly as when I have this going.

 

But I'm a werewolf, a FEMALE werewolf, and SOS schlongifies my female werewolf self and I can't seem to shut it off. Even once transformed, I go into the 'player/npc settings' and it says I have no dick. It's hard to reverse-rape people as a werewolf to level up my werewolf abilities (ala Sexlab Werewolves), when I can't have my breasts and vagina. I thought it was Moonlight Tales interfering, but it wasn't... I removed it and I still have a dick.

 

I know Schlongs of Skyrim has a 'light' version, that has no werewolf bits. I don't want to sacrifice the scaling and other great features (such as underwear) just to remove werewolf dicks. Can I go in and snip out the werewolf bit by deleting files or something?

 

Someone help me with this, please. @_@

 

Edit: Note I have the stable version installed and not the new beta.

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