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Posted
8 hours ago, WaxenFigure said:

You need to enable the FOMOD installer which will bring up the FOMOD menu for installing the mod. 

Thank you for your reply. Can you guide me on how to enable this? I've never done anything involving FOMOD and the info I tried googling isn't helping me. 
 

Posted
14 hours ago, NoSour said:

Thank you for your reply. Can you guide me on how to enable this? I've never done anything involving FOMOD and the info I tried googling isn't helping me.

Add the downloaded archive to your mod manager and then doubleclick it. NMM, Vortex and MO will then use the FOMOD part to present you with an installer.

Posted
56 minutes ago, CGi said:

Add the downloaded archive to your mod manager and then doubleclick it. NMM, Vortex and MO will then use the FOMOD part to present you with an installer.

When I add it to NMM it says it cant be added/incomplete and nothing happens if I double click it. Nothing happens if I double click on MO either. 

Posted
15 hours ago, bumblebyter said:

This has probably been asked before, but does this work with special edition skyrim? Forgive if I missed something.

 

Posted

The animation that changes the schlong from erect to soft has several stages that look like different stages of arousal. Is it possible to send an animation event that would make the schlong stay in the position of one of those stages? 

 

The Bend events keep the schlong erect and bend it up and down, but it all looks like  high stage of arousal. FloppySOS has options to show schlongs in a different state of arousal, I was wondering if this is possible without that mod as similar stages already exist in the arousal animations of SOS.

Posted

Hello, so decided to try out some different mods this time with skyrim, went with  the femboy reborn mod for special edition and I decided why not go the adult version so here I am. I am trying to get the mod to work, installed via nexus manager but it seems whenever sos esp is turned on it causes skyrim to instant crash to desktop within a second of starting up. I don't know what is the reason why it's doing this as I have tried everything from cleaning, reordering etc to try and get this damn thing to work. Now I am here asking you if you can figure out what is causing this, I can only assume it might be another mod as it is only having the esp plug turned on causes the game to crash.

Posted
15 hours ago, kotamaku said:

Hello, so decided to try out some different mods this time with skyrim, went with  the femboy reborn mod for special edition and I decided why not go the adult version so here I am. I am trying to get the mod to work, installed via nexus manager but it seems whenever sos esp is turned on it causes skyrim to instant crash to desktop within a second of starting up. I don't know what is the reason why it's doing this as I have tried everything from cleaning, reordering etc to try and get this damn thing to work. Now I am here asking you if you can figure out what is causing this, I can only assume it might be another mod as it is only having the esp plug turned on causes the game to crash.

Crash before the menu usually means a missing required mod.  Try loading everything in TES5EDIT and it will tell you if you're missing a mod that's required and what that mod is.  You can also turn on an option in the SKSE.INI file that should tell you about missing ESP/ESM files.

 

[General]
EnableDiagnostics=1

 

 

 

Posted
1 hour ago, WaxenFigure said:

Crash before the menu usually means a missing required mod.  Try loading everything in TES5EDIT and it will tell you if you're missing a mod that's required and what that mod is.  You can also turn on an option in the SKSE.INI file that should tell you about missing ESP/ESM files.

 

[General]
EnableDiagnostics=1

 

 

 

Yea I tried that, as in the tes5 edit and it gave me no errors is the issue. And I just made the SKSE.ini file and it isn't I think working properly as I am not getting any info logs.

 

Edit: Didn't realize this was only original skyrim version, lol just tried SE version I found finally and now a new issue.

Posted

How do I determine when SOS has fully initialized?  I need to know when it's safe for my mod to start calling the SOS API and has access to all the schlong plugins.  The SOS_Initialized global variable is never set to any value other than 0.

Posted
On 7/4/2018 at 10:22 AM, cetuximab said:

How do I determine when SOS has fully initialized?  I need to know when it's safe for my mod to start calling the SOS API and has access to all the schlong plugins.  The SOS_Initialized global variable is never set to any value other than 0.

Have you looked at the other SOS plugins to see how they do it?

Posted
On 7/5/2018 at 8:02 PM, WaxenFigure said:

Have you looked at the other SOS plugins to see how they do it?

 

This is not for a plugin.  This is so I know when I can safely access all the plugins, so I can auto assign custom, standalone follower races to the schlong plugins.

 

It doesn't seem like there is a way to safely do this unfortunately, so I've given up and will just test for the end of Unbound, Skyrim Unbound, or ASLAL and hope SOS has finished initializing by the time the intro area is completed.

Posted
5 hours ago, cetuximab said:

 

This is not for a plugin.  This is so I know when I can safely access all the plugins, so I can auto assign custom, standalone follower races to the schlong plugins.

 

It doesn't seem like there is a way to safely do this unfortunately, so I've given up and will just test for the end of Unbound, Skyrim Unbound, or ASLAL and hope SOS has finished initializing by the time the intro area is completed.

 

Looking at this code, I suspect all you need to do is watch for the "Reschlongify" event.

 

Bool Function Initialize(bool firstTime)
	
	CheckSOSRacemenuPlugin()
	
	If firstTime
		Debug.Trace("SOS: first time initialization")
		PlayerRef.SetFactionRank(SOS_DialogSetup, 0)
		GiveOrRemoveInteractionSpells(true)
		Debug.Trace("SOS: first time initialization complete")
		Notify("$SOS first time")
		; give the addons some time to initialize before we start spreading the schlongs
		RegisterForSingleUpdate(5)
	Else
		SendModEvent("ReSchlongify")
		CheckPlayerSpells() ; Just in case the spells are lost for whatever reason
		RegisterForMenu("RaceSex Menu")
	EndIf
	
	Return true
EndFunction

 

The first such event will indicate that the mod has initialized.

Posted

The armor mods (linked related armor mods) I'm forced to use for this mod to make everything wearable are way too exposed/unrealistic. Is there a way to make all npcs wear underwear by default with the armor? the menu has the Player/NPC settings thing with Equipped Armor revealing toggle but it's grayed out and says "(Built-in)" on everything.

Posted

I have a quick question: Is there a way to edit the "bodybuilder" body weight values? Like, don't get me wrong, I love a good muscled buff guy, but the maximum weight value (100), is WAY too buff, and when I encounter some npcs, it's just so unrealistically buffed and I don't like it.

 

I know, I know there is a "default body" version, but it's not muscled enough for me either (lol) or maybe set a  maximum of value like instead of 100 its around 040 or 050, so if I want to be with an npc that has maximum weight, when he goes naked I don't encounter with a huge ass bodybuilder that has arms wider than my head. Lol

 

I am aware that there are different body male options, (for example SAM), but SAM doesn't work for me and Scholngs of skyrim is the one that works for me.

 

TYY ❤️

Posted

Alright, I have a bit of a question here, I don't know if anyone here besides b3lisario or people who have written schlongs/looked at the code can answer it however.

 

When one mod calls on replacing a schlong with one from a different mod, say Sexlab Hormones for example, which can change the player character's schlong from one type to another, will it have trouble identifying a specific schlong if I have merged the schlong ESP's together?

 

In other words, if a mod is looking to switch schlongs in the SoS framework and is finding that schlong dependent on finding its associated esp, if that esp is changed will another mod be unable to find it?

 

SoS has no trouble recognizing the merged schlongs, but I worry that other mods such as YPS and Hormones, which both attempt to add certain schlongs to the player may have trouble if I do that.  Of course, that may depend on each mod authors implementation but I figured I would ask here and on YPS's thread because I don't know how SoS is written.

Posted
9 hours ago, Pronema said:

Alright, I have a bit of a question here, I don't know if anyone here besides b3lisario or people who have written schlongs/looked at the code can answer it however.

 

When one mod calls on replacing a schlong with one from a different mod, say Sexlab Hormones for example, which can change the player character's schlong from one type to another, will it have trouble identifying a specific schlong if I have merged the schlong ESP's together?

 

In other words, if a mod is looking to switch schlongs in the SoS framework is finding that schlong dependent on finding its associated esp and if that esp is changed will another mod be unable to find it?

 

SoS has no trouble recognizing the merged schlongs, but I worry that other mods such as YPS and Hormones, which both attempt to add certain schlongs to the player may have trouble if I do that.  Of course, that may depend on each mod authors implementation but I figured I would ask here and on YPS's thread because I don't know how SoS is written.

One way to easily find out  *AND* fix it if it is as you suspect.

 

https://www.nexusmods.com/skyrim/mods/29148/

 

If you use that tool you can look to see if one of the strings in the mod is looking for the Schlong ESP file you merged and using that tool you can change it to the merged name and let it recompile the script.

Posted
7 hours ago, Pronema said:

Using the TESVTranslator tool would I just use the search box to look for the name of the esp or schlong? 

I don't really remember right now (and can't check), but doesn't the "SetSchlong" function use the addon name without any references to the records in the plugin?

 

That would mean that as long as the quest/factions for the addons have the same names as in the original (separate) plugins, it should still work fine. You'll have to check the functions on the API/script sources to verify, but I think that's how it works.

Posted
14 hours ago, Pronema said:

Using the TESVTranslator tool would I just use the search box to look for the name of the esp or schlong? 

Yes, if it's doing it the way you think it is then it WILL have the mod name as TEXT and the translator tool will therefore find it and make it available for changing.

Posted

Should we still be using the SoSRaceMenu plugin bundled with XPMSE?

 

Should have looked it up myself earlier and not wasted a few hours, it only took a second, I like the MCM Menu better so I'll disable that plugin.

Posted

Is it impossible for a Dawnguard snow elf to have a schlong? Like, I understand there's only one person of that race by the end of the DLC, but I like me some f a i r s k i n.

Posted

Size configured with racemenu resets every time i load a new cell.

Unmounting SOSracemenu.esp lets me set it in the SOS MCM, and that sticks. But for some reason i still have the SOS tab in Racemenu, it works but all changes reset to SOS MCM settings on exit.

Posted
On 7/13/2018 at 8:38 AM, Fiderisu said:

Is it impossible for a Dawnguard snow elf to have a schlong? Like, I understand there's only one person of that race by the end of the DLC, but I like me some f a i r s k i n.

I only recall there being one for the playable Snow Elf race. Here it is:

 

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