FauxFurry Posted March 21, 2016 Posted March 21, 2016 Hey hey hey, I've tried to make an esp to allow for the normal and double dick addon to be used at same time instead of one overwriting the other, but I am not exactly savvy with this sort of thing. Ideally they would both be separate schlongs selectable from the sos menu. Has anyone already made something like this/could anyone help me with this? Yes, I had but since I don't feel like looking up the link to my previous post, I'll just repost it now. SOS-Double Dick Add-On.7z
Fredas Posted March 21, 2016 Posted March 21, 2016 Don't suppose anyone knows if there's a built-in method for disabling the schlongification of NPCs? I guess I just assumed this would be an option. My own char is the only one who needs a schlong. I'll mod it in myself if there isn't such an option, but would obviously prefer an official method.
thuummaster1994 Posted March 22, 2016 Posted March 22, 2016 Hey hey hey, I've tried to make an esp to allow for the normal and double dick addon to be used at same time instead of one overwriting the other, but I am not exactly savvy with this sort of thing. Ideally they would both be separate schlongs selectable from the sos menu. Has anyone already made something like this/could anyone help me with this? Yes, I had but since I don't feel like looking up the link to my previous post, I'll just repost it now. SOS-Double Dick Add-On.7z Wow, that was fast Thank you kindly FF!
hylianwolf Posted March 22, 2016 Posted March 22, 2016 I installed the mod using the recommended instructions but when im wearing clothes, the body garment constantly switches off and unequips. is there a fix for this? i dont want to run around nude all the time. please help me in case i missed something in the faq or readme
Jezzerat Posted March 23, 2016 Posted March 23, 2016 Hi, Can we merge the SOS addons, like "SOS - Smurf Average Addon.esp", "SOS - VectorPlexus Muscular Addon.esp" and "SOS - VectorPlexus Regular Addon.esp" together for only one .esp ? Thanks. Yes, you can. I merge the three main schlong files with Leito's Schlong Addon to create one plugin, and SoS picks up all the options.
WaxenFigure Posted March 23, 2016 Posted March 23, 2016 I installed the mod using the recommended instructions but when im wearing clothes, the body garment constantly switches off and unequips. is there a fix for this? i dont want to run around nude all the time. please help me in case i missed something in the faq or readme I know of nothing in this mod which strips the player (i.e removes any of the players clothing), you need to check your other mods especially those with code that strips the player to see if they have a conflict of some sort with SOS.
Gulfwulf Posted March 23, 2016 Posted March 23, 2016 Don't suppose anyone knows if there's a built-in method for disabling the schlongification of NPCs? I guess I just assumed this would be an option. My own char is the only one who needs a schlong. I'll mod it in myself if there isn't such an option, but would obviously prefer an official method. There's an option in the MCM menu.
Myloween Posted March 23, 2016 Posted March 23, 2016 Yes, you can. I merge the three main schlong files with Leito's Schlong Addon to create one plugin, and SoS picks up all the options. Ok, thank you
zzz72w3r Posted March 23, 2016 Posted March 23, 2016 Does SOS not support DLC race? Dawnguard Dremora (Dremora Butler and Dremora Merchant) don't get schlongs in my game but regular Dremora do. In CK they have their own DLC2DremoraRace because it uses Nord head rather than vanilla DremoraRace's Dark Elf. I know it's only two NPC but I am using this mod to make more Dremora in my game: www.nexusmods.com/skyrim/mods/58289/? and it's only supporting Dawnguard DLC Dremora.
PhilMc2 Posted March 23, 2016 Posted March 23, 2016 Hi there...I am little confused...I could swear the older SOS Light versions contained clothing/armor meshes o.0 ...but 1.04 does not contain any clothing/armor meshes. I get a massive neck gap/mismatch when equipping ragged trousers for example...have there ever been vanilla clothing meshes with SOS Light versions? If yes can they still be obtained anywhere/somehow? Edit: Nevermind...I found a way to help me out ^^
RandomXTurtle Posted March 27, 2016 Posted March 27, 2016 Hi, I'm having major difficulties installing this mod through NMM, in fact every time the installation options menu pops up it crashes NMM and I have to force quit it or it will never un-freeze. Help?!
Kitsudragon Posted March 29, 2016 Posted March 29, 2016 Got a quick question. I've just had to reinstall everything, and I'm slowly getting the game back to a playable state. It's almost there now. But I'm having this weird graphic issue with SOS that I can't seem to fix. I've got XPMSE loaded, and that's fine. I've got SOS loaded, and the various .esps enabled. But when I go to initiate a sequence with a male, their genitalia is hovering off the ground, with a stretch effect connecting their crotch to it. I also just tried to reinstall it, and despite having the vectorplexus regular supposedly active, and having run FNIS for users, they're still wearing a thong. I'm wondering if you can help with this? Hopefully it's simple, and it's just because it's 4am that I can't figure it out. Thanks!
srayesmanll Posted March 29, 2016 Posted March 29, 2016 Got a quick question. I've just had to reinstall everything, and I'm slowly getting the game back to a playable state. It's almost there now. But I'm having this weird graphic issue with SOS that I can't seem to fix. I've got XPMSE loaded, and that's fine. I've got SOS loaded, and the various .esps enabled. But when I go to initiate a sequence with a male, their genitalia is hovering off the ground, with a stretch effect connecting their crotch to it. I also just tried to reinstall it, and despite having the vectorplexus regular supposedly active, and having run FNIS for users, they're still wearing a thong. I'm wondering if you can help with this? Hopefully it's simple, and it's just because it's 4am that I can't figure it out. Thanks! You may have XPMSE loaded, but it sounds like something is overwriting the skeleton - the weird schlong placement during a sex scene usually indicates a skeleton issue. If you are using mod organizer, make sure that XPMSE has the highest priority in the left pane. There shouldn't be anything higher. Load order (right pane) doesn't matter (for the skeleton), it's the left pane that does. I don't use the newest NMM so I can't comment on how it handles install vs load order, but the safest rule for non-MO installations is always install the skeleton (XPMSE) last and let it overwriting everything.
Kitsudragon Posted March 29, 2016 Posted March 29, 2016 Thanks! It appears to have been a load order issue. I'm using Mod Organizer this time around to try to simplify the fruit salad the Data directory usually winds up looking like. But MO doesn't play nice with the Sexlab framework and FNIS settings, so that's all getting installed directly into the Data directory. Getting everything to play nice with the hybrid setup has been a pain. To cover all the bases, I manually installed XPMSE into the Data directory, and also used the MO-managed version, taking care to put the various files where you suggested. That seems to have done it. I couldn't tell you which version did it, or if it's taking bits and pieces from both, but it's working, and that's what matters. What I've found for non-MO loads, like using Wrye Bash to set load order, the last entry is loaded last, so putting something down at the bottom of MO's right pane ensures it's loaded last in the sequence.
srayesmanll Posted March 29, 2016 Posted March 29, 2016 Thanks! It appears to have been a load order issue. I'm using Mod Organizer this time around to try to simplify the fruit salad the Data directory usually winds up looking like. But MO doesn't play nice with the Sexlab framework and FNIS settings, so that's all getting installed directly into the Data directory. Getting everything to play nice with the hybrid setup has been a pain. To cover all the bases, I manually installed XPMSE into the Data directory, and also used the MO-managed version, taking care to put the various files where you suggested. That seems to have done it. I couldn't tell you which version did it, or if it's taking bits and pieces from both, but it's working, and that's what matters. What I've found for non-MO loads, like using Wrye Bash to set load order, the last entry is loaded last, so putting something down at the bottom of MO's right pane ensures it's loaded last in the sequence. There is absolutely no reason to do a "hydrid". Both SexLab and FNIS (and really all mods) can be installed through mod Organizer and FNIS can easily be run through it. Just follow the instructions here: http://wiki.step-project.com/Guide:Mod_Organizer . Wrye Bash, BodySlide, TesVEdit, etc can also be set to run through MO organizer very easily. Again, take a look at the link. SKSE (and any ENB files) are the only things that need to go directly into the Skyrim game folder because they need to go above the Data folder, so they cannot be installed using ANY mod manager.
Kitsudragon Posted March 30, 2016 Posted March 30, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything.
loopie Posted March 31, 2016 Posted March 31, 2016 Hi all I re-installed SOS and all my male human NPCs in the game are now using underwear (as seen on the screenshots) and no schlongs. How do I get rid of the underwear and get back the schlongs ? I looked all over the MCM settings, re-installed SOS HDT and XPMSE, nothing seems to help. Even tried a search for SOS in skyrim/data to see if I can find any plainly apparent underwear textures and meshes to delete, but no luck. So how do I make all the toons nude again ? Load Order: 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm5 5 Unofficial Skyrim Legendary Edition Patch.esp6 6 ApachiiHair.esm7 7 ApachiiHairFemales.esm8 8 SexLab.esm9 9 Devious Devices - Assets.esm10 a SexLabAroused.esm11 b ZaZAnimationPack.esm12 c Devious Devices - Integration.esm13 d CompanionArissa.esm14 e CreatureFramework.esm15 f daymoyl.esm16 10 Devious Devices - Expansion.esm17 11 Havok Breast Physic.esm18 12 hdtHighHeel.esm19 13 NPCs of Dibella - Resources.esm20 14 RaceCompatibility.esm21 15 Schlongs of Skyrim - Core.esm22 16 JContainers-optional_installation_validator.esp23 17 SkyUI.esp24 18 UIExtensions.esp25 19 XPMSE.esp26 1a 12FemaleBrows.esp27 1b AddItemMenu.esp28 1c NPCs of Dibella - Females.esp29 1d SexLabNudeCreatures.esp30 1e SexLabNudeCreaturesDB.esp31 1f SexLabNudeCreaturesDG.esp32 20 Skyrim Immersive Creatures.esp33 21 Weightless.esp34 22 Lakeview_Extended.esp35 23 SexLab_DibellaCult.esp36 24 Skyrim Immersive Creatures - DLC2.esp37 25 xazPrisonOverhaul.esp38 26 xazPrisonOverhaul - Patch.esp39 27 HentaiCreatures.esp40 28 Run For Your Lives.esp41 29 SexLab Beastess.esp42 2a Lakeview_Extended_Basement.esp43 2b DeviousRegulations.esp44 2c K2WorkingGirls.esp45 2d BDSICHC.esp46 2e Tame Beast.esp47 2f TameBeastPatch.esp48 30 Schlongs of Skyrim.esp49 31 SOS - Shop.esp50 32 SexLabAnimalSex.esp51 33 SexLabAnimalSexTame.esp52 34 AmazingFollowerTweaks.esp53 35 Anal Torch.esp54 36 Babette.esp55 37 BBP_Sexy Elves.esp56 38 Beastess Forsworn.esp57 39 craftingsupples_aio_all.esp58 3a Beastess Vampire.esp59 3b Better Vampires.esp60 3c Brawl Bugs CE.esp61 3d MF_RadiantProstitution.esp62 3e Crafting Supply Chest.esp63 3f CeciliaFollower.esp64 40 dD - Realistic Ragdoll Force - Realistic.esp65 41 Devious Intergration Armor.esp66 42 Devious Deviants.esp67 43 Devious Deviant Armor.esp68 44 Devious Devices - Equip.esp69 45 Devious Expansion Armor.esp70 46 Devious Regulation Armor.esp71 47 DeviousToys.esp72 48 DragonPlateBrazen.esp73 49 DSerArcheryGameplayOverhaul.esp74 4a DW.esp75 4b FlameAtronachArmor.esp76 4c FNIS.esp77 4d FNISSexyMove.esp78 4e heimu0.esp79 4f FNISspells.esp80 50 FullBootForKKSA.esp81 51 Havok Breast Physic Dawnguard.esp82 52 Havok Breast Physic Dragonborn.esp83 53 Havok Breast Physic.esp84 54 Immersive Arousal.esp85 55 Longer Days - 4 Hours - Dawnguard.esp86 56 Merta Assassin Armor.esp87 57 MoreNastyCritters.esp88 58 My Home Is Your Home.esp89 59 NewVampChainsArmorReplacer.esp90 5a NPC Body Scale Randomizer.esp91 5b RaceCompatibilityUSKPOverride.esp92 5c RaceMenu.esp93 5d RaceMenuMorphsUUNP.esp94 5e RaceMenuPlugin.esp95 5f RosaFollower.esp96 60 SexLab Aroused Creatures.esp97 61 SexLab Dangerously Nude.esp98 62 SexLab Submit.esp99 63 SexLabDefeat.esp100 64 SexLab_DibellaCult_Sisters.esp101 65 ShellBondage - Bombshell.esp102 66 Skysan_UltraSkimpy.esp103 67 SLALAnimObj.esp104 68 SLAnimLoader.esp105 69 SOS - VectorPlexus Regular Addon.esp106 6a SPB Ribbon 15.esp107 6b Tanya's String.esp108 6c TavernClothes-MTM.esp109 6d TheEyesOfBeauty.esp110 6e towConversation.esp111 6f Veronika the Thief.esp112 70 VL No AoE Drain.esp113 71 When Vampires Attack.esp114 72 Witch Elf Armour.esp115 73 zaz-craft.esp116 74 ZazResources.esp117 75 SexLabAnimalSexDawn.esp118 76 Lakeview_Extended_Interior.esp119 77 Mighty Beasts - Werewolf.esp120 78 Alternate Start - Live Another Life.esp
WaxenFigure Posted March 31, 2016 Posted March 31, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything. If FNIS didn't see the animation files it's because you didn't start FNIS through Mod Organizer so FNIS didn't see the virtual Data directory that MO builds an therefore failed. As a rule for MO users, do NOT let FNIS create a desktop icon because it will not work for you.
Morferous Posted March 31, 2016 Posted March 31, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything. If FNIS didn't see the animation files it's because you didn't start FNIS through Mod Organizer so FNIS didn't see the virtual Data directory that MO builds an therefore failed. As a rule for MO users, do NOT let FNIS create a desktop icon because it will not work for you. Yep. Let's run this trough, seeing that there might be some confusion. All tools installed trough MO should be added to applications by using right panel Data-tab. - Scroll down, until you see the folder named Tools - Open the folder GenerateFNIS_for_Users - Right-click GenerateFNISforUses.exe - Select Add as Executable This will properly add FNIS to MO applications. Trying to browse it from folders, or using the desktop shortcut, usually fails. This same method applies to all other tools installed trough MO, including BodySlide, SkyProc tools etc. All of them should also have a separate and named Output folder for MO, where their content from Overwrite folder is moved. This includes files made by FNIS. For example, create a MO folder named Output FNIS and move FNIS output from Overwrite there. Overwrite itself should always be kept clean from all files.
WaxenFigure Posted March 31, 2016 Posted March 31, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything. If FNIS didn't see the animation files it's because you didn't start FNIS through Mod Organizer so FNIS didn't see the virtual Data directory that MO builds an therefore failed. As a rule for MO users, do NOT let FNIS create a desktop icon because it will not work for you. Yep. Let's run this trough, seeing that there might be some confusion. All tools installed trough MO should be added to applications by using right panel Data-tab. - Scroll down, until you see the folder named Tools - Open the folder GenerateFNIS_for_Users - Right-click GenerateFNISforUses.exe - Select Add as Executable This will properly add FNIS to MO applications. Trying to browse it from folders, or using the desktop shortcut, usually fails. This same method applies to all other tools installed trough MO, including BodySlide, SkyProc tools etc. All of them should also have a separate and named Output folder for MO, where their content from Overwrite folder is moved. This includes files made by FNIS. For example, create a MO folder named Output FNIS and move FNIS output from Overwrite there. Overwrite itself should always be kept clean from all files. Well if you're going to take it that far you might as well mention the one last thing that needs to be done. If you use the multiple profiles in MO then you should also name the Output folder(s) you create for FNIS, Wrye Bashed Patch, Dyndolod etc to include the name of the profile they are for so you can switch from profile to profile without having to run those tools again.
Morferous Posted March 31, 2016 Posted March 31, 2016 Well if you're going to take it that far you might as well mention the one last thing that needs to be done. If you use the multiple profiles in MO then you should also name the Output folder(s) you create for FNIS, Wrye Bashed Patch, Dyndolod etc to include the name of the profile they are for so you can switch from profile to profile without having to run those tools again. Yeah. That is indeed how I am doing it myself as well. Output DynDOLOD <CharName> Output FNIS <CharName> etc. For example: Output DynDOLOD SOSMan <CharName> (or Profile name) could be in front as well. I just personally find it easiest to locate them from Mod Organizer\mods -folder like this, if I need to, when they are all grouped under letter O.
srayesmanll Posted March 31, 2016 Posted March 31, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything. If FNIS didn't see the animation files it's because you didn't start FNIS through Mod Organizer so FNIS didn't see the virtual Data directory that MO builds an therefore failed. As a rule for MO users, do NOT let FNIS create a desktop icon because it will not work for you. Yep. Let's run this trough, seeing that there might be some confusion. All tools installed trough MO should be added to applications by using right panel Data-tab. - Scroll down, until you see the folder named Tools - Open the folder GenerateFNIS_for_Users - Right-click GenerateFNISforUses.exe - Select Add as Executable This will properly add FNIS to MO applications. Trying to browse it from folders, or using the desktop shortcut, usually fails. This same method applies to all other tools installed trough MO, including BodySlide, SkyProc tools etc. All of them should also have a separate and named Output folder for MO, where their content from Overwrite folder is moved. This includes files made by FNIS. For example, create a MO folder named Output FNIS and move FNIS output from Overwrite there. Overwrite itself should always be kept clean from all files. Well if you're going to take it that far you might as well mention the one last thing that needs to be done. If you use the multiple profiles in MO then you should also name the Output folder(s) you create for FNIS, Wrye Bashed Patch, Dyndolod etc to include the name of the profile they are for so you can switch from profile to profile without having to run those tools again. Which, by the way, is all neatly covered here: http://wiki.step-project.com/Guide:Mod_Organizer . Same thing I linked before...
WaxenFigure Posted March 31, 2016 Posted March 31, 2016 I'll read through it over the next few days. The mods would load before, but I couldn't get the FNIS animations in any of the mods (including FNIS itself) to configure using the tool. It couldn't see them, given how MO compartmentalizes everything. If FNIS didn't see the animation files it's because you didn't start FNIS through Mod Organizer so FNIS didn't see the virtual Data directory that MO builds an therefore failed. As a rule for MO users, do NOT let FNIS create a desktop icon because it will not work for you. Yep. Let's run this trough, seeing that there might be some confusion. All tools installed trough MO should be added to applications by using right panel Data-tab. - Scroll down, until you see the folder named Tools - Open the folder GenerateFNIS_for_Users - Right-click GenerateFNISforUses.exe - Select Add as Executable This will properly add FNIS to MO applications. Trying to browse it from folders, or using the desktop shortcut, usually fails. This same method applies to all other tools installed trough MO, including BodySlide, SkyProc tools etc. All of them should also have a separate and named Output folder for MO, where their content from Overwrite folder is moved. This includes files made by FNIS. For example, create a MO folder named Output FNIS and move FNIS output from Overwrite there. Overwrite itself should always be kept clean from all files. Well if you're going to take it that far you might as well mention the one last thing that needs to be done. If you use the multiple profiles in MO then you should also name the Output folder(s) you create for FNIS, Wrye Bashed Patch, Dyndolod etc to include the name of the profile they are for so you can switch from profile to profile without having to run those tools again. Which, by the way, is all neatly covered here: http://wiki.step-project.com/Guide:Mod_Organizer . Same thing I linked before... Good point though it assumes someone will read that, too many people are turned off by how much work it takes to set up despite the fact that all that up-front works saves a hell of a lot of headaches, resets, reloads and other grief later.
Shor Posted April 1, 2016 Posted April 1, 2016 I have run into a mod that I'd love to use with SOS, but it has a few issues... It already has a schlong, and I don't know how to properly prepare this mod for use in SOS... http://www.thepcmasterrace.com/witcher-3-geralt-of-rivia-skyrim-mod/ If someone would give me some ideas on what to do... I think that mostly what I need to do is modify the .msn file, and I am fairly sure that slot 52 is not really an issue... The nif file is also a problem, as the unnecessary branch is also the only place in the nif that I can find that calls the texture set for the body. However, unless someone tells me different, I think that calling the files from that branch in the nif is still OK, as long as the texture files are correctly modified... So, I think that mostly what I need to do is to get it added to the list of races that SOS can work with. Opinions / suggestions?
Bad Dog Posted April 1, 2016 Posted April 1, 2016 I hope there is an option to toggle cloak because it's lagging the game so much There is inside the XPMSE MCM Menu if your using the latest skeleton. Wait, what? XPMSE implements a cloak that SOS uses?
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