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[Help] Custom SOS plugin?


ZigNewton

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So I'm trying to make a personal Hyperscale SOS plugin here. One where the smallest schlongs are about the size of your thumb, and the largest are basically a third leg. Unfortunately the only way I knew how to get smaller schlongs than was already possible was to edit/shrink the schlong part of the skeleton in NifSkope (If there was a way to accomplish this without editing the skeleton, let me know - I keep backups). So with the smallest schlongs taken care of, I just need to find a way to make the largest schlongs look not-ridiculous.

 

B3lesario has found a way to include length sliders for schlongs in his SOS Racemenu plugin (meaning the scaling of the schlongs is non-uniform). I tested this out using the racemenu plugin and got exactly the results I'm looking for (example screenshot in the spoiler tag below).
I'm no expert with scripts, but I've looked at the plugin's script and found the values that enable non-uniform scaling on each GenPart:

    If NetImmerse.HasNode(player, NINODE_GENITALS_BASE, false)
        AddSlider("SOS Genitals Base", CATEGORY_BODY, "ChangeGenitalsBaseSize", 0.01, 5.00, 0.01, _genitalsBase)
    Endif

I know there are multiple parts of the schlong to scale, and I don't know what part of SOS controls the scaling, but I want to change it so it's non-uniform like the above example (0.01, 5.00, 0.01).

 

This is the end result I'm looking for:

 

 

if6afr.jpg

+100 on the left, and -100 on the right.

 

 

 

It's easy to do for your PC in the racemenu, but I want an automatic schlongification like this on all male NPCs using the MCM slider settings. Where do I go from here? How do I pull this off?

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  • 2 weeks later...

The rank 1, minimum size, are the values from the skeleton files (meshes\actors\character\character assets\skeleton.nif and skeletonbeast.nif)

The rank 20, maximum size, are determined by some numbers in each schlong addon

 

Max size is easily doable, not sure about the minimum size.

 

Copy the numbers you have in each racemenu slider for the first image (max). Open in CK a schlong addon, SOS - VectorPlexus Regular Addon.esp for example. There are 8 global variables

SOS_Addon_VectorPlexusRegular_GenBase

SOS_Addon_VectorPlexusRegular_GenScrotum

SOS_Addon_VectorPlexusRegular_Gen01 to 06

Edit these global variables with the numbers from your Racemenu sliders.

 

Run the game, the schlongs at size 20 should now look like you want.

 

For the minimum size, load the skeleton file in Nifskope, locate the schlong bones, and edit their scale property. Same numbers you have in Racemenu.

Run the game, now the schlongs at size 1 should now look like you want.

 

At this point two things could happen:

- the schlong at max size does not look like before. This is normal because the skeleton edits. Maybe you can use the racemenu plugin to get the max size again, but this time with your edited skeleton.

- I am not sure if the SOS algorithm will work with initial scales different than 1

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The rank 1, minimum size, are the values from the skeleton files (meshes\actors\character\character assets\skeleton.nif and skeletonbeast.nif)

The rank 20, maximum size, are determined by some numbers in each schlong addon

 

Max size is easily doable, not sure about the minimum size.

 

Copy the numbers you have in each racemenu slider for the first image (max). Open in CK a schlong addon, SOS - VectorPlexus Regular Addon.esp for example. There are 8 global variables

SOS_Addon_VectorPlexusRegular_GenBase

SOS_Addon_VectorPlexusRegular_GenScrotum

SOS_Addon_VectorPlexusRegular_Gen01 to 06

Edit these global variables with the numbers from your Racemenu sliders.

 

Run the game, the schlongs at size 20 should now look like you want.

 

For the minimum size, load the skeleton file in Nifskope, locate the schlong bones, and edit their scale property. Same numbers you have in Racemenu.

Run the game, now the schlongs at size 1 should now look like you want.

 

At this point two things could happen:

- the schlong at max size does not look like before. This is normal because the skeleton edits. Maybe you can use the racemenu plugin to get the max size again, but this time with your edited skeleton.

- I am not sure if the SOS algorithm will work with initial scales different than 1

 

That last bit was what I was afraid of... Shrinking the skeleton bones was the successful half of this, I just hoped that there was some way to use non-uniform scaling in CK somehow for those _GenParts like you could for the length slider of the racemenu plugin.

I may have to make do with uniform scaling somehow... when I get the chance, I'll post screenshots of my results (hilarious or otherwise) until I can find a way around this.

 

Actually I'm wondering... what if it's possible to redo the global variables to where each one only scales a single axis of the bone? Example:

SOS_Addon_VectorPlexusRegular_Gen01X

SOS_Addon_VectorPlexusRegular_Gen01Y

SOS_Addon_VectorPlexusRegular_Gen01Z

SOS_Addon_VectorPlexusRegular_Gen02X

SOS_Addon_VectorPlexusRegular_Gen02Y

SOS_Addon_VectorPlexusRegular_Gen02Z

 

Sure it's more values I'd have to plug in, but at least then it would allow for non-uniform scaling of each GenPart. I just don't know if this is doable in CK, or how one would do it.

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I have a related question.  I've been using the SOS Racemenu plugin, with Vector Plexus Regular, but my problem is that when I get the length I want (quite lengthy), the width gets too wide.  The best results I've gotten have been to keep the base at about 1.01 or 1.02, and then greatly increase the 01 stage to about 2.9 to 3.0, then keep the rest at 1.0 (I've noticed that any changes to 2-6 greatly increase width).    I then lock the erection at -9 to get a permanently long, but mostly "flaccid" looking schlong.  This gets as close to what I want as I can get.  But, I would still like to get a lot more length without increasing girth.

 

Any ideas?  

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I have a related question.  I've been using the SOS Racemenu plugin, with Vector Plexus Regular, but my problem is that when I get the length I want (quite lengthy), the width gets too wide.  The best results I've gotten have been to keep the base at about 1.01 or 1.02, and then greatly increase the 01 stage to about 2.9 to 3.0, then keep the rest at 1.0 (I've noticed that any changes to 2-6 greatly increase width).    I then lock the erection at -9 to get a permanently long, but mostly "flaccid" looking schlong.  This gets as close to what I want as I can get.  But, I would still like to get a lot more length without increasing girth.

 

Any ideas?  

 

 

There's a part in the Racemenu's script that controls length, and if you scroll down to where the length sliders are scripted, each of those GenParts have three numbers near the end of one of the lines. The first and third number control the girth, and the second controls length (I mentioned it in the first post actually).

If NetImmerse.HasNode(player, NINODE_GENITALS_BASE, false)
AddSlider("SOS Genitals Base", CATEGORY_BODY, "ChangeGenitalsBaseSize", 0.01, 5.00, 0.01, _genitalsBase)
Endif

change the 0.01, 5.00, 0.01 in that part of each genitalspart to 0.00, 5.00, 0.00

 

If that doesn't work, try adding some zeroes to the first and third numbers

0.00001, 5.00, 0.00001

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