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Futa Gender, Override?


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Posted

So 100% of all my mods are working (I have a plethora of them loaded). One thing that has been a reoccurring headache has been the fact my futa character is just utterly and completely unable to play male animations. I've 'read' in multiple posts both on this forum and others that SexLab creator Ashal was working on two completely different methods for taking care of this. One was 

 

 

There is a keyword you could just add to people you want to be transgender. Adding the keyword SexLabTreatMale to an an actor will make sexlab see them as male in all things except voice selection. Making females with the keyword use male masturbation animation if they have the keyword, while not affecting other female npcs.

 

Link: Female Transgender masturbation animation switch

 

 
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There is no way to add keywords from console that I know of, you can add people to factions from console though. Which isn't a bad idea, maybe I'll change it in 1.20, to be faction based instead of keyword based.

 

Link: Female Transgender masturbation animation switch

 

These are the primary two instances i've seen directly from Ashal, i've seem plenty of posts on the topic both about these quotes specifically and about the situation in general but it seems either people say 'It just 100% cant be done' or they pass it off. To me it seems like Ashal has a plan of action and possibly already implemented it (Hence the quote of adding it into 1.20) I cannot find any information anywhere on how to activate and/or use this feature. If its not there what options do i have really? 

 

tl;dr: PC Female(futa) using male animations with female voice. NPC female(non-futa) using female animations female voice. 

 

 

Any help would be incredible, i'm getting pretty frustrated at this point trying to make everything work the way i want it to. 

 

Side-Note: Is there a way in schlongs of skyrim (and of course the UNP futa version) to create a second cock (I.E. diphalic 'two cocks') easily without a ton of 3dmax/maya/blender work? 

 

 

~Remamian 'Remmy'

Posted

You could try Erstam's Cumshot mod, which includes a Transgender switch via the MCM menu. It works great for me, but the only problem (not with the mod, but in general) is that the there are no "Futa" animations, and the male animations won't quite match up with the female frame. Not a deal breaker, in any sense - and it's effect can be mitigated by positioning and camera angles, but it's not a "perfect" solution either.

http://www.loverslab.com/topic/22598-sexlab-cumshot/

 

As for the Double Cock... hmm... you might get the Equippable Schlong and the no-balls version... then use NifSkope to adjust the no-balls version down (or up) a little bit on it's positioning, then change it's equipment slot in both NifSkope and the CK so that you can equip both at the same time. But there is no collision on the cocks, so they may clip together when flaccid. You could fix that a bit by positioning them side-by-side rather than vertically.

 

But that's "IF" the secondary schlong doesn't try to snap to the bones, merging the two into one, which I have a feeling that it probably will. You would have set up a second set of bones, or rename/reassign/whatever and copy the original set, and... from there I dunno what changes you might have to make in the script to get them to behave properly, or how that would effect the skeleton. Never done that kind of work before.

Posted

 

As for the Double Cock... hmm... you might get the Equippable Schlong and the no-balls version... then use NifSkope to adjust the no-balls version down (or up) a little bit on it's positioning, then change it's equipment slot in both NifSkope and the CK so that you can equip both at the same time. But there is no collision on the cocks, so they may clip together when flaccid. You could fix that a bit by positioning them side-by-side rather than vertically.

 

But that's "IF" the secondary schlong doesn't try to snap to the bones, merging the two into one, which I have a feeling that it probably will. You would have set up a second set of bones, or rename/reassign/whatever and copy the original set, and... from there I dunno what changes you might have to make in the script to get them to behave properly, or how that would effect the skeleton. Never done that kind of work before.

 

Thank you for the suggestions, i can see how this would work but i'd rather not use a attachable item (Had problems with the attachable schlong with all the mods i'm using. Was more or less wondering if it was feasible to double the bone joints for schlong and attach them to the pelvis node with slightly altered angle and names or would i actually have to go in and re-create the bone structure and mesh flesh for this to work. (New to modding skyrim but i have plenty of past history with modeling and bone structures in blender/maya/3dmax)

  • 3 weeks later...
Posted

You could try Erstam's Cumshot mod, which includes a Transgender switch via the MCM menu. It works great for me, but the only problem (not with the mod, but in general) is that the there are no "Futa" animations, and the male animations won't quite match up with the female frame. Not a deal breaker, in any sense - and it's effect can be mitigated by positioning and camera angles, but it's not a "perfect" solution either.

http://www.loverslab.com/topic/22598-sexlab-cumshot/

 

As for the Double Cock... hmm... you might get the Equippable Schlong and the no-balls version... then use NifSkope to adjust the no-balls version down (or up) a little bit on it's positioning, then change it's equipment slot in both NifSkope and the CK so that you can equip both at the same time. But there is no collision on the cocks, so they may clip together when flaccid. You could fix that a bit by positioning them side-by-side rather than vertically.

 

But that's "IF" the secondary schlong doesn't try to snap to the bones, merging the two into one, which I have a feeling that it probably will. You would have set up a second set of bones, or rename/reassign/whatever and copy the original set, and... from there I dunno what changes you might have to make in the script to get them to behave properly, or how that would effect the skeleton. Never done that kind of work before.

 

To add, in my case, The mod seems to work splendidly apart from when you are done in an aggressive animation. It removes the appendage during the act.

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