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Posted

Not sure if this has been covered but the schlongs in my game are all massively oversized, like by a factor of four or five. I'm using the three base male schlongs and both ERF and TRX for females. Any idea where the culprit might be?

Posted

NiOverride or skeleton bone scaling no doubt.

  1. Make sure you're using a standard XPMSE skeleton.
  2. Search through all pex files in all mods (including in BSA files) for "AddNodeTransformScale". The mods that provide the list of scripts you find are your suspects. Notepad++ can do the search easily, except it can't search within packed BSA files. I've also made a utility that can find it for you. It's available upon request.
Posted

I'm running XP32 Maximum Skeleton Special Extended - XPMSSE extended installation along with XP32 Maximum Skeleton lite since I also use Immersive Equipment Displays. (I'm also having problems with equipped weapons always displaying no matter IED's settings. Fortunately, SexLab unequips weapons during scenes so there's no problem there.)

 

I'll take a look through related mods. Can I search PEX's with a text editor? I thought they were compiled scripts.

Posted

Here's the result once I figured out how to do the search. Looks like Deadly Drain is the likely culprit. The 'X'd entries are mods installed but not enabled at all for this play through.

 

Is this a "too late" scenario? I mean, if I disable a culprit mod will the damage already be done?

 

Search "AddNodeTransformScale" (8 hits in 8 files of 11711 searched) [Normal]
  C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Deadly Drain Enhanced\scripts\HoPhysicalDrain.pex (1 hit)
	Line  18: DoneWeight
  C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Deadly Drain Enhanced\scripts\HoVampireConfig.pex (1 hit)
	Line  70: nioverride
  C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Framework AE\scripts\sslActorAlias.pex (1 hit)
	Line  95: ActorCount
X C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Grass Patch SL\Scripts\sslActorAlias.pex (1 hit)
X	Line 103: ActorCount
X C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Grass Patch UP\Scripts\sslActorAlias.pex (1 hit)
X	Line  150: FirsStageTime
X C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\SexLab Utility Plus\scripts\sslActorAlias.pex (1 hit)
X	Line  139: FirsStageTime
X C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\Subtle Nutting Animation\Scripts\sslActorAlias.pex (1 hit)
X	Line  96: FirsStageTime
  C:\Users\x\AppData\Local\ModOrganizer\SkyrimSE\mods\XP32 Maximum Skeleton Special Extended\scripts\XPMSELib.pex (1 hit)
	Line  7: isFirstPerson

 

Posted (edited)
1 hour ago, theblindbat said:

Looks like Deadly Drain is the likely culprit.

 

Maybe. AddNodeTransformScale is used for other things as well. Isn't Deadly Drain the one where you inherit scale properties from your victims? Seems more likely this is using it for something else, but I'd disable it regardless; probably the fastest way to find out unless you got the source code and can read it.

 

1 hour ago, theblindbat said:

So you don't think there's a problem with my XPMSSE setup since I also use IED?

 

I have no idea what IED is and I generally do not get involved in any kind of load order related issues. The reason being that your average mod might contain a hundered files, all of which can conflict with files from another mod in several different ways. A typical modded Skyrim with around 600 mods probably has more potential for conflicts than there is grains of sand on this planet. Your mod manager and xEdit will be far more reliable at telling you if something is conflicting than any mod description or forum post.

 

The things that would determine whether IED is a potential problem in this case would be:

  1. Does it overwrite any of XPMSSE's files?
  2. Does it contain a script that interacts with NiOverride?
  3. Does it contain a dll?
1 hour ago, theblindbat said:

Is this a "too late" scenario? I mean, if I disable a culprit mod will the damage already be done?

 

ReSaver can remove scripts from saves. If you're talking about dong size then it's possible a Papyrus script would be necessary to restore it to what it should be.

 

Edit: Oh, IED is Immersive Equipment Display. Still, don't know how it works. It does seem like it's purely eyecandy though, and if you think there's any potential for it to be related, then it seems silly to me to keep it enabled when debugging this. Like having ENB/CS enabled when debugging a graphical issue.

Edited by traison
Posted

I looked at the Deadly Drain script in quest (the one with relevance) and didn't see an obvious problem as it only affected the player itself not all schlongs like I'm experiencing. I also noticed playing today that I think it's constrained to female schlongs.

The other thing I wondered about is that I thought SoS kept track of schlongs and sizes via factions? In the SoS MCM views, the values show correct even though they render much larger than their values. If a script messed up the values I would see it reflected in the MCM, I would think, and I'm not. Is there some way SoS displays male vs female differently?

 

I wonder if the SoS Pubic Hair scripts might accidentally be messing up schlongs? That might be something I can temporarily clear from my game and see what happens if SoS handles everything by itself. Male or female, a schlong is a schlong it seems when SoS is involved.

Posted
8 hours ago, theblindbat said:

The other thing I wondered about is that I thought SoS kept track of schlongs and sizes via factions?
 

 

It does as far as I know yes. There may be other versions of SOS as it was forked quite a lot when there was issues with game updates, but I doubt this is something they would have changed. It's not broken, so why fix? I think the forks were focused on updating or replacing the dll.

 

8 hours ago, theblindbat said:

In the SoS MCM views, the values show correct even though they render much larger than their values.

 

NiOverride, skeleton node scales and a dll can all bypass this. SOS uses the faction to track dong sizes. This faction is not directly tied to the node (bone) size. AddNodeTransformScale takes a key (i.e. source mod name) argument. RM (NiOverride) most likely adds all the scales together to get the final bone size. So lets say SOS has a faction that says your dong size is 4, SOS passes this to RM; and mod B sets that same node to -4 also using RM. The final size might be 4 + (-4) = 0.

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