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Posted

SOS AE-NG - Addons and Updates

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You can download abandoned addons that have been updated to have better compatibility with the new Schlongs of Skyrim AE-NG, or have a library for mods to download.

Here you can get patches for old SOS mods to be compatible too with the new SOS AE-NG or other optional Files

 

1.- Original SOS Add-ons 1.0:

 

Here are the original addons from SOS made by Vector Plexus and Smurf, you can download the three here, with the big change that the three esp have been converted to Light Plugins with flags and compressing the Forms in XEDIT, so it will not count in your ESP count and is completely functional

 

2.- Add-on Template

 

New template for addons, nothing new, only removed not longer necessary records

 

3.- Double Futanari Dick

 

New addon based on B3lisario UNP, Converted to CBBE with Bodyslide, Fair Skin, ESL and done for SOS AE-NG

 

4.- SLSO Hakkey's Tweaks - update for SOSAE

 

if you are using SLSO Hakkey's Tweaks (for Sexlab Separate Orgasms SE) 1.2.1, I made a patch for the mod to use the new SOS AE-NG, just merge with the mod


  • Submitter
  • Submitted
    01/15/26
  • Category
  • Requirements
    Schlongs of Skyrim AE-NG
  • Regular Edition Compatible
    No
  • Install Instructions

    1.- Original SOS Add-ons 1.0: Just download it

 

  • 3 weeks later...
Posted

Hey there, I can load the DLL, and I don't see errors in the skse64.log; the MCM menu appears. However, none of the 3 original add-ons appear to load? The plugins are enabled, but they don't appear listed for my character (stock Nord race, male-flagged). I'm also not seeing them on NPCs... I tried uninstalling and re-installing, and no luck :/

Is there something I need to register somewhere?

Posted

Ok, figured it out. <tl;dr> my bad

 

A) I installed & enabled Schlongs of Skyrim AE-NG 1.4.0, but not the add-ons

B) In game, there were no add-ons, so I quit, and installed the add-ons from this page

C) In game, there were still no add-ons

 

Of course, the issue was that in step A, a blank SOS_AddonData.json was generated, and so in step B, none got registered in there. Uninstalling & re-installing the mod did not clear that file, so that's why it persisted. After reading carefully the description of the main mod, I realized the issue. To fix it, I deleted the file, then relaunched the game. A new SOS_AddonData.json was generated, now it contains many add-ons; these work in-game.

 

I would suggest adding a manual "register add-ons" button to the MCM pane somewhere, for force a re-evaluation and re-generation of this file.

Posted
19 hours ago, Pater Aelred said:

Could Bad Dog's Hoodies be next? 

Is a good mod I want it updates, but is a mod that uses it's own scripts and some workarounds, but depends if I can get permission because is a bigger mod, the author is still active unlike Vector Plexus, Smurf and B3lisarioso, so can be tricky, and I can't make a single patch, it needs a rewrite, but I think it can be done easily because I added many new functions

I will try to get permissions, or suggest to make a patch or version for the new SOS

Posted
On 1/31/2026 at 8:51 AM, mp_99 said:

Ok, figured it out. <tl;dr> my bad

 

A) I installed & enabled Schlongs of Skyrim AE-NG 1.4.0, but not the add-ons

B) In game, there were no add-ons, so I quit, and installed the add-ons from this page

C) In game, there were still no add-ons

 

Of course, the issue was that in step A, a blank SOS_AddonData.json was generated, and so in step B, none got registered in there. Uninstalling & re-installing the mod did not clear that file, so that's why it persisted. After reading carefully the description of the main mod, I realized the issue. To fix it, I deleted the file, then relaunched the game. A new SOS_AddonData.json was generated, now it contains many add-ons; these work in-game.

 

I would suggest adding a manual "register add-ons" button to the MCM pane somewhere, for force a re-evaluation and re-generation of this file.

 

I had to modify that file as I have TRX etc installed but I do not wish every woman to be dicked. I am bit confused how deletion of the file helps as it does not possess information for the slongified actors. I guess that data is in saves.

Also because of the situation I do not desire to delete the file as for my current playthrough I had to modify the config itself. Deleting it would cause wrong actors to receive cocks.

Posted

Here i'm posting this here because I thing this page will be were the posible mod will be, but here it is
 

I don't think I will add console commands to the base base SOSAE-NG. despite the possible benefits, I see to make what I think will be appropriate will need too much work using only CommonLibsSE-NG or SKSE, and can be done more easily with other mods that handle commands, but I don't want the base SOSAE-NG to have hard dependencies or other dependencies for these features, so I will make it an addon.

 

Of course it depends on how much works need, but just in case I can't do it I gave all sources to do the work with the console, I personally don't think too much on using it and I want to focus on things I usually use, so don't expect too much with the commands

Posted
14 hours ago, Omnishade said:

Does it work with SL Survival's pube shaving on "Fashion Rape"?

OK I will save this comment to later for the main page because I think it can be used for reference for other mods, in short, no, SL Survival will not work with the sos options, but can be solved by changing this one script:
 

Scriptname _SLS_InterfaceSos extends Quest  

Event OnInit()
	RegisterForModEvent("_SLS_Int_PlayerLoadsGame", "On_SLS_Int_PlayerLoadsGame")
EndEvent

Event On_SLS_Int_PlayerLoadsGame(string eventName, string strArg, float numArg, Form sender)
	PlayerLoadsGame()
EndEvent

Function PlayerLoadsGame()
	If Game.GetModByName("Schlongs of Skyrim.esp") != 255
		If GetState() != "Installed"
			GoToState("Installed")
		EndIf
	
	Else
		If GetState() != ""
			GoToState("")
		EndIf
	EndIf
EndFunction

Event OnEndState()
	Utility.Wait(5.0) ; Wait before entering active state to help avoid making function calls to scripts that may not have initialized yet.
	
EndEvent

Bool Function GetIsInterfaceActive()
	If GetState() == "Installed"
		Return true
	EndIf
	Return false
EndFunction

State Installed
	Event OnBeginState()
		; Can't place these in OnEndState() as empty state functions would be called
		
		;SOS_Data.AddRevealingArmor(Game.GetFormFromFile(0x04C8F8, "SL Survival.esp") as Armor) ; Make half naked cover revealing
		SetRevealing(Game.GetFormFromFile(0x04C8F8, "SL Survival.esp") as Armor) ; Make half naked cover revealing
		PubicHairs = new Form[4]
		PubicHairs[0] = FindSchlongByName("Pubic Hair Landing Strip")
		PubicHairs[1] = FindSchlongByName("Pubic Hair Bush")
		PubicHairs[2] = FindSchlongByName("Pubic Hair Wild")
		PubicHairs[3] = FindSchlongByName("Pubic Hair Untamed")
	EndEvent
	
	Function SetRevealing(Armor akArmor)
		_SLS_IntSos.SetRevealing(akArmor)
	EndFunction
	
	Function MakeErect(Actor akActor)
		;Debug.SendAnimationEvent(akActor, "SOSFastErect")
		;(Game.GetFormFromFile(0x0012ED, "Schlongs of Skyrim.esp") as Spell).Cast(akActor) ; Does odd things with npc outfit when effect finishes. Also has a blue visual effect on start. Not ideal.
	EndFunction
	
	Form Function FindSchlongByName(String SchlongName)
		Return _SLS_IntSos.FindSchlongByName(SchlongName)
	EndFunction
	
	Form Function GetSchlong(Actor akActor)
		Return _SLS_IntSos.GetSchlong(akActor)
	EndFunction
	
	Function SetSchlong(Actor akActor, Form Schlong)
		_SLS_IntSos.SetSchlong(akActor, Schlong)
	EndFunction
	
	Function RemoveSchlong(Actor akActor)
		_SLS_IntSos.RemoveSchlong(akActor)
	EndFunction
	
	Bool Function HasPubicHair(Actor akActor)
		If PubicHairs.Find(GetSchlong(akActor)) > -1
			Return true
		EndIf
		Return false
	EndFunction
EndState

Function SetRevealing(Armor akArmor)
EndFunction

Function MakeErect(Actor akActor)
EndFunction
	
Form Function FindSchlongByName(String SchlongName)
	Return None
EndFunction

Form Function GetSchlong(Actor akActor)
EndFunction

Function SetSchlong(Actor akActor, Form Schlong)
EndFunction

Function RemoveSchlong(Actor akActor)
EndFunction

Bool Function HasPubicHair(Actor akActor)
	Return false
EndFunction

Form[] PubicHairs


And more important, this one

 

Scriptname _SLS_IntSos Hidden

Function SetRevealing(Armor akArmor) Global
	SOS_Data.AddRevealingArmor(akArmor) ; Make half naked cover revealing
EndFunction

Form Function FindSchlongByName(String SchlongName) Global
	Return SOS_API.Get().FindSchlongByName(SchlongName)
EndFunction

Form Function GetSchlong(Actor akActor) Global
	Return SOS_API.Get().GetSchlong(akActor)
EndFunction

Function SetSchlong(Actor akActor, Form Schlong) Global
	SOS_API.Get().SetSchlong(akActor, Schlong)
EndFunction

Function RemoveSchlong(Actor akActor) Global
	SOS_API.Get().RemoveSchlong(akActor)
EndFunction


Checking the mod I think it can be simplified using the new functions, but this part needs some work, but you only need to know a little of papyrus and using SL Survival.

It can be done, I think editing only _SLS_IntSos will make the work for compatibility

Posted

Will I be able to compile your scripts without adding a ton of scripts? I've never managed to compile before, because the compiler can't find all the required scripts. Might have to do with MO2 and its structure, I don't know.

Posted
On 2/13/2026 at 1:54 PM, Omnishade said:

Will I be able to compile your scripts without adding a ton of scripts? I've never managed to compile before, because the compiler can't find all the required scripts. Might have to do with MO2 and its structure, I don't know.

I make the mod to be able to compile with minimum dependencies, I actualy thing it only needs the SOSAE_SKSE.psc and SKSE.

Now the big problem ca be compiling Sexlab Survival, because I see it uses many dependencies, and compiling papyrus can be tricky, I suggest to learn first how make some papyrus scripts before doing the big part with Sexlab Survival, or suggest the update in the SL Survival Thread

 

Posted

sorry if it sounds obvious but its there a way to make it work with only 1 futa schlong? or if it is compatible with others futa addons?

Posted

meh, it looks quite fine, but I have about 70 addons on the old version of SOS, so I think I'll pass with the experiments, especially since everything is working together with on revealing armors

  • 2 weeks later...
Posted
On 2/15/2026 at 7:43 AM, Samtukis said:

sorry if it sounds obvious but its there a way to make it work with only 1 futa schlong? or if it is compatible with others futa addons?

The double futa addon? is just a normal addon should work with other addon, I just make some edits of the mesh and is based on the original UNP Addon

Posted
8 hours ago, Spongebob Hentai Mod said:

I think it should, but if the mod dones't do anything with the scripts, but these addons works normally

Oh good, glad to hear that, thanks!

Posted
13 hours ago, AceGaming 27 said:

still no bnp patch for blissario addon ?

If is for the original addon, It doesn't need a patch, can work normally or can be compressed to ESL using Xedit, both ways should work normally

now if is something with textures, it needs to be done individually because depends of the skin you are using, like Fair Skin or Diamond Skin

Posted

For some reason the tabs in the MCM menu don't appear. I only have the UBE add-on.
But the original add-ons are available for NPCs, so I can distribute them manually, I just can't change the default distribution rates.
Both of the SOS plug-ins are loading before the add-ons. I tried rebuilding the JSON multiple times to no change, though they are counted in the add-on amounts.
Anyone know what I did wrong ?

Posted
11 hours ago, fdummies said:

For some reason the tabs in the MCM menu don't appear. I only have the UBE add-on.
But the original add-ons are available for NPCs, so I can distribute them manually, I just can't change the default distribution rates.
Both of the SOS plug-ins are loading before the add-ons. I tried rebuilding the JSON multiple times to no change, though they are counted in the add-on amounts.
Anyone know what I did wrong ?

Be sure to have the addons loaded after Schlong of Skyrim, maybe you can delete the JSON too to make them reload

maybe can be something with the UBE add-on too, can you past the link? maybe it uses some of the old scripts

  • 3 weeks later...
Posted (edited)
On 3/8/2026 at 12:49 AM, Spongebob Hentai Mod said:

Be sure to have the addons loaded after Schlong of Skyrim, maybe you can delete the JSON too to make them reload

maybe can be something with the UBE add-on too, can you past the link? maybe it uses some of the old scripts

Not OP but this is the UBE add on. 

 

Small question, do you know of another way to refresh the add-on tab for SOS AE-NG? I've ordered the add-ons in MO2 and deleted the .JSONs but it still isn't showing up.

 

Edit: Seems I didn't fully delete all the files in the overwrite folder. After completely removing it and letting it generate a new one, the problem has been fixed.

UBE SOS Addon ESLified.zip

Edited by Ghost378
Posted
2 hours ago, Ghost378 said:

Not OP but this is the UBE add on. 

 

Small question, do you know of another way to refresh the add-on tab for SOS AE-NG? I've ordered the add-ons in MO2 and deleted the .JSONs but it still isn't showing up.

 

Edit: Seems I didn't fully delete all the files in the overwrite folder. After completely removing it and letting it generate a new one, the problem has been fixed.

UBE SOS Addon ESLified.zip 1.9 kB · 0 downloads

Be sure to check all files so it doesn't have problems

now the Ube sos addon needs UBE all races.esp, so I think the problem is in UBE and needs an update to use this SOS, or at least an patch for this version of SOS

Now I use 3BA and know how it works completely, but I don't know how UBE precisely works, so maybe this update can be done asking in the page, or if nobody wants to do the update, I will try to do if is still required

Posted (edited)

I use both SOS and the UBE with the add-on but it seems to work fine on my end. I don't think it's an UBE file issue. 

 

Another question, do you know how to automatically set wearing armors to concealing? Every new armor I wear, the mod thinks it's revealing. Seems to happen on both male and futas. After manually setting it to conceal, the game seems to remember it.

Edited by Ghost378

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