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Posted

 

IMO, that can only mean skeleton differences on the lag bones values. Try to temporarily replace whatever male skeleton you are using by the female one. If it fixes it, you can be sure if its the skeleton or not.

 

 

This is this file correct?

 

\Data\Meshes\actors\character\character assets\skeleton.hkx

 

replace and rename with

\Data\Meshes\actors\character\character assets female\skeleton_female.hkx

 

I tried this and it does the same thing, am I changing the wrong file? Or should I be switching skeletons from the SOS folders?

 

I did backup my files by the way :)

 

 

OK I replaced the 2 files

skeleton.nif

skeleton.hkx

 

with renamed

skeleton_female.nif

skeleton_female.hkx

 

Is this going to make my male skeleton act weird?

 

It DID fix it tho.

Posted

 

IMO, that can only mean skeleton differences on the lag bones values. Try to temporarily replace whatever male skeleton you are using by the female one. If it fixes it, you can be sure if its the skeleton or not.

 

 

This is this file correct?

 

\Data\Meshes\actors\character\character assets\skeleton.hkx

 

replace and rename with

\Data\Meshes\actors\character\character assets female\skeleton_female.hkx

 

I tried this and it does the same thing, am I changing the wrong file? Or should I be switching skeletons from the SOS folders?

 

I did backup my files by the way :)

 

 

 

no, the Nif files within \Data\Meshes\actors\character\character assets\

 

you should have both male and female there (skeleton.nif, skeletonbeast.nif are males, female nifs have a _female suffix I think)

 

Dont change the hkx, just the nif.

 

NIF = may look weird (as in different proportions)

HKX = may act weird (dont mess with hkx)

Posted

 

no, the Nif files within \Data\Meshes\actors\character\character assets\

 

you should have both male and female there (skeleton.nif, skeletonbeast.nif are males, female nifs have a _female suffix I think)

 

Dont change the hkx, just the nif.

 

NIF = may look weird (as in different proportions)

HKX = may act weird (dont mess with hkx)

 

 

Thanks that works.

Posted

 

 

Assuming you were responding to me, unfortunately, that didn't fix it.

 

Well, I'm not sure if SOS still has that Armor patch, but not using it OR using it in load order before another mod that also changes the same armor, would cause that. A dirty edit on the Armor Form, you have the character wearing from any other mod loaded after hat armor patch, would be enough to cause that. I suggest you check TESVEdit to see what mods might be doing it, and then Wrye Bash to create a bashed patch if neccessary. Or simply move the Armor Patch to be the last in your loading list

 

I don't have any other mods that should touch male armor.  I'll look more into the bashed patch and TESVEdit, though.

 

What I am noticing is that my Schlongify nearby NPCs option does not appear to be working, or at least not giving me the message in the top left of the screen that it is.  I usually turned it off anyway, but it's on and it's not working.  Maybe that has something to do with it?

Posted

I'll look into the various skeletons later tonight, see what the lag settings are. If I could get a list of the specific skeletons people are using when they experience the issue, that would be a big help in finding and diagnosing defective skelys.

 

If i could also get people's opinions on which skeleton has the 'best' schlong behaviour, that way I can get a baseline of what the lag settings should be.

Posted

Speaking of skeletons, I'm having an issue with the newer versions of SoS I never had before where there's a slight conflict with Deadly Mutilation.  Essentially, the special spell kills are schlongified.  It's kind of hilariously disturbing to see a body explode and leave behind a pile of giblets and a perfectly intact peen.  Previously, the spell corpses kept their undies on, which, oddly enough, was less immersion-breaking.

I'm using the XPMS - SoS - SMS modified skeleton.

Posted

All I can say is...  Damn You, B3lisario.  Damn you for updating this mod, releasing the werewolf schlong, making me create a new character, adding the one feature that will make me add creature animations to the mix (not a member of the dfa, but now that I can rape as werewolf, well NOW I have to add creature support).  Damn you, damn you, damn you !!!!!

 

Just to be clear, tongue-in-cheek.  This should be fun to try...

Posted

I'll look into the various skeletons later tonight, see what the lag settings are. If I could get a list of the specific skeletons people are using when they experience the issue, that would be a big help in finding and diagnosing defective skelys.

 

If i could also get people's opinions on which skeleton has the 'best' schlong behaviour, that way I can get a baseline of what the lag settings should be.

 

Like I mentioned a couple of posts ago, its very dependant on machine performance, so everyone's opinions will be biased.

Posted

 

I'll look into the various skeletons later tonight, see what the lag settings are. If I could get a list of the specific skeletons people are using when they experience the issue, that would be a big help in finding and diagnosing defective skelys.

 

If i could also get people's opinions on which skeleton has the 'best' schlong behaviour, that way I can get a baseline of what the lag settings should be.

 

Like I mentioned a couple of posts ago, its very dependant on machine performance, so everyone's opinions will be biased.

 

I know.  But considering my machine far exceeds (FX-8 processor, 32GB RAM) the average user, my experience with the lag settings will be vastly different; so I discard my known bias and collect a sample. Finding a median setting is my goal here, I just need data.

 

I come into this fully expecting the base SOS skeleton to be the best optimized, but knowing which alternate skeletons are likely to cause issues will be valuable for future troubleshooting.

Posted

@ Rez Delhava, I've always found base/original SoS best for alignment during animations. Other skeletons seem to point/angle differently, and I did try many of the weapon on back options. I've also gone through a few upgrades last year, and the original seems to still point true. Example, original machine specs ran ENBs around 18 fps, current rig is averaging over 50 fps with Phinix ENB and the pointy end still hits the sweet spot.  

Posted

I'm using the newest available XP32 Maximum Skeleton [X.92X] is this will be any problem with new SOS version?

 

& Thank you for great update!

 

E: Is ''Subtle Male Skeleton'' mod included with SOS? They both have exactly the same file size so...

 

My modified XMPS skeleton shouldn't have the issues with SoS anymore since Xmas because I found the problem 2 weeks before. Mine should work correctly, Lag Bones and translations, scales and everything else are as in the default SoS skeleton.

Posted

Yes, the schlongify proccess is also responsible for correcting that issue. Sometimes, turning it on/off may fix it.

Any way I can force it to toggle it on or off?  Just clicking the box on or off in the MCM isn't doing anything.

Posted
Thanks a lot, @b3lisario.

 

I installed the newest version SOS 2.04.001. And, seems to succeed in installing with NMM as far as I checked coidentity between its original files and extracted files. So, I have a question about this version referring type of werewolf.

 

How can I get this werewolf of the Mighty Beasts?

 

My werewolf seems to be a normal mesh in my configuration.

 

Posted

I fixed the texture bug with SOS light from first page of this thread. I made a 4k version and a 2k version, there are some quality issues though. The specular doesn't look as refined anymore probably has something to do with going from the 2k sources to 4k and the khajiit fur doesn't look as good as I would want it to look. I re alinged the uv maps of the junk to fit where I put the junk texture on the body textures and I did that for ALL body meshes.

 

The original textures for SOS mods came from better males mod, there was even a 4k source in there for male afflicted and a 1k normal map for male old so I used those in this fix. There needs to be a snow elf texture set for dawnguard DLC I will see if I can get that working soon.

 

This fix is only needed for people running SOS light from the first page of this thread if you are running SOS full you don't need it. I think the junk texture is changed by scripts in SOS full and those scripts are not present in SOS light so the "Skin Texture" option in armor addon in CK just overrides the junk with the body texture instead of allowing the original texture to show. So what I did was I moved the junk textures to to body texture and moved the feet textures from the body texture to their own texture set. I properly set the feet textures up in the CK and on the "naked feet" parts for male and other race males. Because of the way this fix works, there is NO NEED for slot 52 editing in CK to keep junk from popping through clothes and armor and NO NEED for custom armor addons in CK for my old fix listed earlier in this thread. So using this fix is just like using any other body replacer now except it is a FULLY functional male body that works with sexlab!

 

I hope that someone from SOS mod team sees this or that b3lisario can use it to update SOS light.

 

Here are the links:-)

 

4k version

https://mega.co.nz/#!Sdd3gB7K!YY7xHyOm3cskE_P8vcu-lDWXkYALGMjNPs5eDtAkECg

 

2k version

https://mega.co.nz/#!mEFHjY4A!AFs_cgkJuk-nCDrlPYASCgF-cWcKzuVGncnnBxHckLo

I am having was having the issue of the odd penis texture, as seen in the screenshot of this thread's OP: http://www.loverslab.com/topic/21695-penis-texture-issues-with-sos-light/?p=638147

 

I've tried SoS Light 1.00 through 1.02, all with the texture issue. Installing the fix from the Nexus with any of the versions produces an even worse issue of a gaping hole through the PC's pelvic region. So, I tried the 2k version as in the quoted post, and I'm still having this issue.

 

Halfway through this post, I decided to test out re-installing SoS 2k WITHOUT installing FemFeetRedesigned (or actually just installing SoS over FFR) this time, and it solved the issue of the alien member. Turns out FFR is a peniscide of some sort.

 

Thanks for the release, Zor2k13!

 

 

Posted

 

Any way I can force it to toggle it on or off?  Just clicking the box on or off in the MCM isn't doing anything.

 

 

- Have you checked to see if there are compatibility issues in TESVEdit?

- Have you ever had SOS Revealing armors installed?

- Does it happen with any armor/clothes, or just some of them?

(out of ideas)

 

 

How can I get this werewolf of the Mighty Beasts?

 

I don't know for sure how B3lisario implemented it, but you can get Mighty Beasts on Nexus

 

 

Turns out FFR is a peniscide of some sort.

 

I imagined that solution would most likely cause issues with other body textures, thats why I never really gave any effort in implementing it. I'm afraid that for SOS to work flawlessly for the textures there are only these options:

 

- Split the Body UVs/Texture in two (Body + Schlong and Tails -+ Feet)

- Greatly reduce texture resolution so it can be squashed in the body UVs

- Change all AAs or Armor forms to include slot 52 (least compatible way to do it)

- Scripting (lots of ways of doing it)

 

I've tried a whole bunch of different ways for about a month... the best one IMO, is still scripting

Posted

 

My modified XMPS skeleton shouldn't have the issues with SoS anymore since Xmas because I found the problem 2 weeks before. Mine should work correctly, Lag Bones and translations, scales and everything else are as in the default SoS skeleton.

 

Good to know this.

 

Thanks for answer!

Posted

My character is a khajiit werewolf, and he has schlong. I'm using Mighty beasts - Werewolf. For anyone wondering how to make your werewolf have male genitalia I followed these steps:

1. Unistall any mods that might add genitalia to werewolves or change the skeleton for example Nude Werewolves, etc

2. Download and install first Mighty Beast Werewolf from Nexus and choose either option Default or Bodybuilder

3. Download and install the newest update of SOS and OVERWRITE the werewolf skeleton. This will allow your werewolves to have genitals, but only the player. A good way to check if the schlong in werewolf form bends is using Sexlab Aroused framework. (I use it myself and works nicely)

4. It would be nice to have a mod like Sexlab Werewolves with the new SOS feature to allow us to use it, don't you think?

Posted

I have the below issues about transforming werewolf.
- Werewolf doesn't have schlong.
- My PC's schlong keeps erection after transforming from werewolf back to default race.
Does anybody have good idea to solve the issues?

 

My configuration is:

SOS 2.04.001 & Mighty Beasts.

 

Posted

For one, make sure that if you're using Mighty Beasts or another werewolf modifier, make sure they're loaded before the schlong addon in your load order.

Secondly, and this got me earlier, if you're using a custom schlong like Scesmoon's hyper addon, it needs to be updated to work with the Werewolf. Otherwise, you'll have to go back to the default.

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