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Posted
19 hours ago, meixuesanbu said:

Is it compatible with Cumshot v2.3? I installed your mod and start a new game, but cumshot is not displayed in the MCM, while the previous SOS mod works fine with cumshot.

I don't know really, maybe I can give a check, but I'm for now out of modding until further notice

Posted

I'm having an issue where when male NPCs are assigned outfits through SPID, which occupy slot 52, this mod is giving them schlongs afterward, resulting in males without body armor. Is it possible to have this mod not auto equip the schlong, or change processing orders? I have already tried using the force equip modifier with SPID, but I don't think it is recognized anymore. 

Posted

@Spongebob Hentai Mod greetings dev,  I was about to switch my old SOS mod to yours in my new playthrough, but this update happened and now all mods are undergoing updates. I only have three questions:

1 - I saw that all you need to run your SOS is PowerofThree Tweaks and the Skeleton Mod (XPMSSE). So after they're updated, can I use your mod normally right ?

2 - Mods like SlaverRun and BaboDialogue have scripts for SOS. Are these same scripts detected by your SOS mod like in the old SOS ?

3 - Does it work normally for any Sex Framework ? SexLab, SexLab P+, and Ostim ?

Posted
12 hours ago, NohMercy said:

I'm having an issue where when male NPCs are assigned outfits through SPID, which occupy slot 52, this mod is giving them schlongs afterward, resulting in males without body armor. Is it possible to have this mod not auto equip the schlong, or change processing orders? I have already tried using the force equip modifier with SPID, but I don't think it is recognized anymore. 

Don't know how SPID works and don't use it so I don't know for the moment a solution, Maybe giving the mod can be helpful

Posted
5 hours ago, lPalpatinel said:

@Spongebob Hentai Mod greetings dev,  I was about to switch my old SOS mod to yours in my new playthrough, but this update happened and now all mods are undergoing updates. I only have three questions:

1 - I saw that all you need to run your SOS is PowerofThree Tweaks and the Skeleton Mod (XPMSSE). So after they're updated, can I use your mod normally right ?

2 - Mods like SlaverRun and BaboDialogue have scripts for SOS. Are these same scripts detected by your SOS mod like in the old SOS ?

3 - Does it work normally for any Sex Framework ? SexLab, SexLab P+, and Ostim ?

1.- I think both of them are updated, but XP32 should work normally even if SKyrim is updated
2.- Mods like that probably are unsupported, and I can't do too much  because the mods are big or don't give the source
3.- Works with Sexlab and Sexlab P+, i don't know of Ostim but should work with the last update

Posted
6 hours ago, Spongebob Hentai Mod said:

Don't know how SPID works and don't use it so I don't know for the moment a solution, Maybe giving the mod can be helpful

I believe that using SOS_ARMO_Override.JSON can serve as a temporary workaround: aim your crosshair at the problematic NPC, then go into the MCM menu and set that NPC's armor to hidden, after which you can reload the save and manually handle it.

 
 
Posted
10 hours ago, wszkk said:

I believe that using SOS_ARMO_Override.JSON can serve as a temporary workaround: aim your crosshair at the problematic NPC, then go into the MCM menu and set that NPC's armor to hidden, after which you can reload the save and manually handle it.

 
 

This wouldn't work. It's not that schlongs are displaying on top of armors, it's that armors using slot 52 are being equipped, then afterward, schlongs are being equipped to slot 52, removing any equipped armor.

Posted
1 hour ago, NohMercy said:

This wouldn't work. It's not that schlongs are displaying on top of armors, it's that armors using slot 52 are being equipped, then afterward, schlongs are being equipped to slot 52, removing any equipped armor.

 

12 hours ago, wszkk said:

I believe that using SOS_ARMO_Override.JSON can serve as a temporary workaround: aim your crosshair at the problematic NPC, then go into the MCM menu and set that NPC's armor to hidden, after which you can reload the save and manually handle it.

 
 

yes changing that will not work, the Schlong is Slot52 and the armor probably is Slot52 too, I was thinking on this, an update that will detect if the CURRENT armor is being equipped or is being changed is a underwear using the name or EditorID, that what panties or underwear that is not Slot52 will hide the Schlong more easily, and work more naturally, I can make use of SOS_Underwear too, so maybe wait untill that update, because I don't know other ways to fix it, SKSE has a way to load plugins, and I can't change that on my code, maybe if I know what mod is, I can help other way

Posted
On 8/20/2026 at 9:14 PM, Spongebob Hentai Mod said:

I will consider it, the first options seems like too much for something that is not that necessary, can reduce something but will produce many bugs for now

the second one seems more plausible, but I think Sexlab Inflation Framework does that and better because works with other mods too, but I think the mods is way old or not updated, maybe I can work on it because is more dedicated to those things, like changing the balls size after animations and that, so I think I can work on it because if I do it here on later want to do it there will make things harder

 

Personally, I just want balless futas, but since it's very rare I just set the balls to super-tiny. However, that is only an option for the PC.   I'm not concerned with chaning it during animation or after.

Posted
On 8/23/2026 at 7:08 PM, lPalpatinel said:

@Spongebob Hentai Mod greetings dev,  I was about to switch my old SOS mod to yours in my new playthrough, but this update happened and now all mods are undergoing updates. I only have three questions:

1 - I saw that all you need to run your SOS is PowerofThree Tweaks and the Skeleton Mod (XPMSSE). So after they're updated, can I use your mod normally right ?

2 - Mods like SlaverRun and BaboDialogue have scripts for SOS. Are these same scripts detected by your SOS mod like in the old SOS ?

3 - Does it work normally for any Sex Framework ? SexLab, SexLab P+, and Ostim ?

 

The new update is garbage, you better revert. You haev a tool for that.

 

Thankfully, I set my skyrim manifest file to read-only, Stema to only update on game start (starting trough SKSE will nto trigger update) AND backup-up my entire skyrim fodler just to be extra sure.

Posted (edited)
On 8/20/2026 at 9:04 PM, Spongebob Hentai Mod said:

OK I recompiled for 1.7.99, Make many tests on the morning, I found the problem that can be happening, and how Sexlab P+ works:

now I have some race, Nords with 100%, all have penis, if I have the Toggle to force male,I meet Delphine, if I check her on Sexlab P+ with the N button, will say she is Male, as intended.

Now I set the toggle OFF, if I check delphine again, it will still says Male,

but wait, when I meet other NPC, Camilla, with the N button again, will say FUTA, but if I set the Toggle ON to force to male and check her again with N exiting the menu, will still says FUTA

I don't know how to change that, because that's from Sexlab P+. is how they save the data, and WILL PERSIST IF YOU SAVE, and even if you exit the game, so the first gender they are assigned will be present 
untill you change it manually, they seems to save the data of every NPC it loads and they save it, I don't know why needs to be persistent through saves, but is like that and is something I can't change unless I work on SLP+

now this last version for 1.7.99 should work, I have minimum number of mods now, I think the previous version had an error with the DLL, so it should work normally, but with that catch of gender persistency

 

Yeah, I'm not updating to 1..7.99.

And my test yesterday did have weird results. With OFF characters are now retaining FUTA tag. Didnt' have time to test random encounter, will today

 

But a thought - SExLab stores the sex in some way - an int/enum or string. Your "Set to male" option always correctly sets it, so you clearly can direcly set it. So why not just copy that function and instead of setting it to 1 or "male",  you set it to 3 or "futa" (however it works) and add it as another option in the MCM.

 

Or you could modify the function and add a drop down to select what to set it - male/female/futa. That HAS to work.

Edited by Soronarr
Posted (edited)

Hello! Installed this mod with Skyrim SE 1.7.99.0, and it showed an error "REL/Relocation.h(1115): failed to open address library file" on startup. Tried a clean installation with only SKSE, address library, powerofthree's tweaks, and the latest SOS, and got the same error (hence it's not a mod conflict).

 

The mod order is on the picture. I didn't attach xp32 here, but it was included in my first run, and the SOS's .dll gave the same error.

 

Am I missing something?

Screenshot_20260825_184307.png.53cfb3da49a01d38c4fa9c2e8704eae8.png

Edited by wwizard
Posted
7 hours ago, Soronarr said:

 

Personally, I just want balless futas, but since it's very rare I just set the balls to super-tiny. However, that is only an option for the PC.   I'm not concerned with chaning it during animation or after.

TRX Has balls-gone Slider on Bodyslide

Posted
7 hours ago, darkfender666 said:

mod won t work for me

Clean install

All requirements are installed

 

no error

MCM appears but character is greyed out.

did not check any NPC.

 

The NPC greyed out is a weird bug, because I don't know what can be happening there, what addon are you using?

Posted
7 hours ago, Soronarr said:

 

Yeah, I'm not updating to 1..7.99.

And my test yesterday did have weird results. With OFF characters are now retaining FUTA tag. Didnt' have time to test random encounter, will today

 

But a thought - SExLab stores the sex in some way - an int/enum or string. Your "Set to male" option always correctly sets it, so you clearly can direcly set it. So why not just copy that function and instead of setting it to 1 or "male",  you set it to 3 or "futa" (however it works) and add it as another option in the MCM.

 

Or you could modify the function and add a drop down to select what to set it - male/female/futa. That HAS to work.

Thats the problem, Sexlab P+ DOESN'T STORE FUTA GENDER, it does this weird thing I don't understand really:

Checks if the ACTOR is female AND checks if the ACTOR is on Schlongfied Faction, if both are true, assigns the futa gender, now I don't know how it stores it, because it is nothing to do with the gender faction, for your interest, Sexlab and Sexlab P+ stores the gender male and female on a faction, rank 0 is male, rank 1 is female.

Now Sexlab P+  is a DLL that seems to save the gender on its SKSE save file, and requires more work to work directly there, is not so easy has assigning a number, I need to modify Sexlab P+ Itself, instead of letting Sexlab P+ do the work it should do, this could be easily worked if Sexlab P+ Assigned a new rank for the gender faction, but no, they made it that way

I replicated the way of old SOS so it can work for both Sexlab P+ and the original Sexlab, if more work is needed, I can't do much work without modifying Sexlab P+, and I can cause more bugs if I do that.

If you want this solved, this needs to be done for Sexlab P+ so this can be made easily:

Add a futa gender rank on the gender faction of Sexlab P+

Posted
3 hours ago, wwizard said:

Hello! Installed this mod with Skyrim SE 1.7.99.0, and it showed an error "REL/Relocation.h(1115): failed to open address library file" on startup. Tried a clean installation with only SKSE, address library, powerofthree's tweaks, and the latest SOS, and got the same error (hence it's not a mod conflict).

 

The mod order is on the picture. I didn't attach xp32 here, but it was included in my first run, and the SOS's .dll gave the same error.

 

Am I missing something?

Screenshot_20260825_184307.png.53cfb3da49a01d38c4fa9c2e8704eae8.png

I will check this more, can you make a try without SOS AE? or with other SKSE plugin? I will try to make a new update with a probably more stable version for 1.7.99, the problem is that the mod depends on PO3 tweaks and it was updated recently, so Probably I need to recompile the mod, but I prefer to add some new features before doing that, so the next update will take some time sorry

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