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Posted
6 minutes ago, Spongebob Hentai Mod said:

Yes, but you need to add it to an addon you want for Erik Because some Schlong can look weird, but thats teh part of the model and texture, nothing that can be done here

I must have done something wrong, because I added it but it still didn't work.

SOS_AddonData.json

Posted (edited)
9 minutes ago, jerryrhp said:

I must have done something wrong, because I added it but it still didn't work.

SOS_AddonData.json 13.98 kB · 1 download

Try to put it after Elder Race Vampire, I think the JSON Package for SKSE is pretty strict in alphabetical orden
```JSON
        "ElderRaceVampire": {
          "Chance": 100,
          "Enabled": true,
          "Rank": 10
        },
       "HSFNordRace": {
        "Chance": 100,
        "Enabled": true,
        "Rank": 10
        },
        "HighElfRace": {
          "Chance": 100,
          "Enabled": true,
          "Rank": 10
        },
```
OR wait a little, I'm adding a new support for NPCs with Custom Race

Edited by Spongebob Hentai Mod
Posted

The latest version finally stopped giving out the error message. It seems to work well enough now though for some reason, it has minor discrepancies with the SOS Race Menu add-on, necessitating a rebuild of any SOS-add-on adjustments made in RaceMenu starting from a rather small starter size regardless of SOS Rank.

Posted

Just a thought, the "Clear NPC data and load saved ones" and "Uninstall or prepare for update" options are checked by default in the MCM, which can be confusing.

Posted
3 hours ago, Spongebob Hentai Mod said:

Try the new version, if doesn't work, the JSON are made for NPC that are going to be loaded, not the ones loaded already, but you can erase now all the NPCs data and leet the JSON do the changes.

I added the option to save the NPC you edit in MCM for other play toughs too

 

So, with the new version, the mod does not seem to read from the Json file, every man has no schlong assigned by default again.

Posted
9 minutes ago, Ryo95 said:

Just a thought, the "Clear NPC data and load saved ones" and "Uninstall or prepare for update" options are checked by default in the MCM, which can be confusing.

I will see what happens, but maybe is something when adding in a new game

These bottons only works when checking them tough, no worries if you dont check them, can be to enable or disable them

Posted
4 minutes ago, Ryo95 said:

 

So, with the new version, the mod does not seem to read from the Json file, every man has no schlong assigned by default again.

Check the probability in the JSON, maybe is low like 15%

Posted

It was NPCs from a mod (Fort Knox) do I have to add the mod in the SOS_SchlongEligibleActorMods.txt ? The chance is 100% for every race in the JSON file. But still, in Skyrim (not a mod), NPCs have the right schlong but the rank defined in the file is ignored.

Posted
1 hour ago, Ryo95 said:

It was NPCs from a mod (Fort Knox) do I have to add the mod in the SOS_SchlongEligibleActorMods.txt ? The chance is 100% for every race in the JSON file. But still, in Skyrim (not a mod), NPCs have the right schlong but the rank defined in the file is ignored.

Probably a custom Race, I'm still trying a way to configure them, it was a problem before, but I think I can fix it

Posted
22 hours ago, FauxFurry said:

After doing a bit of testing, I have seen that Ostim does not detect a female character with an SOS add-on as Futanari any longer.

I will try to search what can be, but know I made a Sexlab Compatibility, I don't use Ostim and I don't know how it works, but if someone know how, I can make a compatibility update

Posted

Hello,

thanks for your mod. I have just one silly question:

Does your mod support one of the available Distribution mods for assigning a (Futa) Schlong not only based by Race, instead using other conditions ?

For the old sexlab there was a mod - I forgot the name - something like 'Uncloaked' and SPID. But instead of SPID, a distribution using KID or Skypatcher would also be nice.

😀 Regards

 

Posted

Hello. I am currently using Skyfurry NG. Skyfurry NG has SoS built in and includes multiple changes, so it is difficult to overwrite. I am wondering what consequences might occur if I disable the ESP and ESM files of SoS NG and use this mod instead.

I have confirmed through actual testing that there are no critical bugs (no CTDs occur and the game runs normally). However, I am unsure whether the DLL and scripts are still functioning correctly in this setup, and that is what I would like to know.

Posted
6 hours ago, hyeontwitee said:

Hello. I am currently using Skyfurry NG. Skyfurry NG has SoS built in and includes multiple changes, so it is difficult to overwrite. I am wondering what consequences might occur if I disable the ESP and ESM files of SoS NG and use this mod instead.

I have confirmed through actual testing that there are no critical bugs (no CTDs occur and the game runs normally). However, I am unsure whether the DLL and scripts are still functioning correctly in this setup, and that is what I would like to know.

Maybe you can give me the mod you are using and see what it does, but maybe you can see the SOSAE_SKSE.psc inside of my mod to see how the functions work now, the new SOS I made is much simpler becuase almost everything was moved to the DLL, like the actor detecting, bending, and so on, I put the DLL Source code too in the description if you know a little of C++ or SKSE to see how it works

I think the most important part is that the new SOS can be a little harder to get into because the data is saved on JSONs, but it made the mod more stable and easier to access

Posted
11 hours ago, Kanlaon said:

Hello,

thanks for your mod. I have just one silly question:

Does your mod support one of the available Distribution mods for assigning a (Futa) Schlong not only based by Race, instead using other conditions ?

For the old sexlab there was a mod - I forgot the name - something like 'Uncloaked' and SPID. But instead of SPID, a distribution using KID or Skypatcher would also be nice.

😀 Regards

 

Maybe can give me the mod that does that?

Posted
31 minutes ago, Spongebob Hentai Mod said:

Maybe can give me the mod that does that?

 

I believe he's talking about this mod but I personally was unable to get it to work properly when i tried a few months ago.


I tried this and messed around myself in TNG to get some kind SPID distribution and wasn't able to get going anything working.

It's been one my goal I've yet to achieve, get some kind of skylady men->futa or at least some more control over the addons so they'd go to slavers and guard but not to slaves for example.
 

Posted
16 minutes ago, mnonyhc said:

 

I believe he's talking about this mod but I personally was unable to get it to work properly when i tried a few months ago.


I tried this and messed around myself in TNG to get some kind SPID distribution and wasn't able to get going anything working.

It's been one my goal I've yet to achieve, get some kind of skylady men->futa or at least some more control over the addons so they'd go to slavers and guard but not to slaves for example.
 

The new SOS probably makes it obsolete, because it applies the addon when the actor is 3D Loaded, so is better than SPID for SOS, the only problem probably is having options with factions or Keywords, but can be solved with the TXT files, maybe can be checked? I made it so I don't remove the schlong of followers but letting bandits and otehr foes have Penis

Posted (edited)
1 hour ago, Spongebob Hentai Mod said:

혹시 사용하시는 모드를 저에게 보내주시면 어떻게 작동하는지 확인해 볼 수 있을까요? 아니면 제 모드 안에 있는 SOSAE_SKSE.psc 파일을 보시면 기능들이 어떻게 작동하는지 알 수 있을 거예요. 제가 새로 만든 SOS는 거의 모든 기능을 DLL로 옮겨서 훨씬 간단해졌습니다. 액터 감지, 굽힘 동작 등이 DLL로 옮겨졌죠. DLL 소스 코드도 설명란에 있으니 C++나 SKSE에 대해 조금이라도 아신다면 어떻게 작동하는지 확인해 보실 수 있을 거예요.

가장 중요한 점은 새로운 SOS 시스템이 데이터가 JSON 형식으로 저장되기 때문에 접근하기가 조금 더 어려울 수 있지만, 덕분에 모드가 더 안정적이고 접근성이 좋아졌다는 것입니다.

I saw that the mod comes with the source code, and I tried to interpret it myself, but my skill level is too low to fully understand it. I will upload a compressed archive containing some of the files (excluding meshes, textures,BodySlide, interface files, etc., and including SKSE, Scripts(The source code is included in the Scripts folder.), and the ESM/ESP files). When I disable the SoS NG ESM and ESP and use the Skyfurry NG ESM and ESP instead, the MCM appears as the old SoS.

SkyFurry NG Male Body and Schlongs.7z

Edited by hyeontwitee
Posted
56 minutes ago, hyeontwitee said:

I saw that the mod comes with the source code, and I tried to interpret it myself, but my skill level is too low to fully understand it. I will upload a compressed archive containing some of the files (excluding meshes, textures,BodySlide, interface files, etc., and including SKSE, Scripts(The source code is included in the Scripts folder.), and the ESM/ESP files). When I disable the SoS NG ESM and ESP and use the Skyfurry NG ESM and ESP instead, the MCM appears as the old SoS.

SkyFurry NG Male Body and Schlongs.7z 3.39 MB · 0 downloads

The DLL of the mod is really simple, almost everything in the mod uses Papyrus, and seeing the mod, maybe needs a bigger update for this new SOS to use all the new functions or features if you want to use SOS AE-NG

The mod has no dependency of the SOS dll nor mine, but maybe is possible to use the addons to work completely with the new SOS, but I don't know how exactly the addons work in SkyFurry, so is probably better if you contact someone that knows how the mod works, I can help making necessary functions

Posted

I noticed a fair number of my males have no schlongs...There is a SOS_SchlongEligibleActorMods.txt file, is this used?  Do I need to add my entire list of mods with NPCs to it?  If that is the case then wouldn't it be better to just use that as a blacklist rather than a whitelist?  If no schlongs were desired for a particular mod then it could be put in there, otherwise from a user stand point it seems easier to just have a blacklist than having to list everything.  It should still filter by race through addondata.json correct?

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