Bad Dog Posted January 15, 2016 Author Posted January 15, 2016 No good answers for you. I had a very unstable Skyrim, but rebuilt including this mod and now it's very stable. I've never seen the floating-junk thing be variable--either it is or isn't--EXCEPT when I was first working on it. Maybe there's something about Skyrim not completely forgetting an earlier mesh? As for unequipping armor, I was playing around with Darkeethus myself and he was dressing and undressing properly. So, not much help. When I'm done with dogs I'll take a second pass at this mod and see what I can see.
zref Posted January 16, 2016 Posted January 16, 2016 No good answers for you. I had a very unstable Skyrim, but rebuilt including this mod and now it's very stable. I've never seen the floating-junk thing be variable--either it is or isn't--EXCEPT when I was first working on it. Maybe there's something about Skyrim not completely forgetting an earlier mesh? As for unequipping armor, I was playing around with Darkeethus myself and he was dressing and undressing properly. So, not much help. When I'm done with dogs I'll take a second pass at this mod and see what I can see. Okay I messed around with this more. The only thing I didn't mess around testing yet was the "armor not removed" issue I mentioned (that did not affect you). I did have a lot of armor already equipped to Derkeethus when that happened. It turns out the "balls float in front of the body" thing seems to be specific to certain character shapes or something. Even loading an old level one save the character is affected showed the symptom. Using the showracemenu to change races... then change back to Khajiit... actually fixes that problem. (Interestingly changing from Khajiit to Khajiit does not reset whatever value is causing the issue.) And yes, the sheathed state and peeking state actually show properly but the more erect states have the balls floating in front. I can export the character with race menu mod if you want? Doing so and importing to a new character showed the exact same symptom. Unfortunately the crash issue I didn't figure out, even only using the mod and a few prerequisites though I notice you have another Argonian mod listed as a prerequisite and I didn't notice before. Argonians seem to work okay though for me. One time I even heard equip/unequip sounds as arousal states changed. Is it normal to see the underwear flash back onto the character during arousal state transitions? That happens with Argonians too (I didn't test the other races). I figure that might just be a consequence of how you handle the slit and sheaths though so I figure it's probably a normal side effect? Going back to the crash, I have had it crash with Argonians but it may only be after I changed race from Khajiit... and it's possible other races walked into range of however SOS "schlongifies" actors... but if they have clothes that wouldn't explain the crash since the bits seem to have to be showing for the crash to trigger. Changing states rapidly over and over and over will without exception eventually crash a Khajiit when I test it out. Changing cells with Khajiit bits showing has a very high chance of the game crashing to desktop with no message or anything. I think I just noticed something! I'll test it further but the crash seems to occur when the game loads the "sheathed" state. Increasing arousal a bit and then changing cells seems to not crash. I tried six or so times each state... then when I tried just once sheathed it crashed. I'll do it again and see if I can repeat this and see if it generates any Papyrus log. (When I say changing arousal rapidly, I mean with shift page up and page down. ) Edit: I'm seeing a lot of this error, but the thing is I see it with Argonians too (I didn't test other races yet other than Khajiit and Argonian) and it's far easier to trigger a crash with a Khajiit (as in I can't intentionally crash Argonians): [01/15/2016 - 08:50:59PM] ERROR: Cannot add None to a container stack: [ (00000014)].Actor.RemoveItem() - "<native>" Line ? [bDSOSSchlongQuest (33035C13)].BDSOSSchlongQuest.EquipSchlong() - "BDSOSSchlongQuest.psc" Line 179 [bDSOSSchlongQuest (33035C13)].BDSOSSchlongQuest.HandleAnimationEvent() - "BDSOSSchlongQuest.psc" Line 89 [alias thePlayer on quest BDSOSSchlongQuest (33035C13)].BDSOSSchlongPlayer.OnAnimationEventEX() - "BDSOSSchlongPlayer.psc" Line 28 Edit: The last line in the log of another crash. This triggered while lowering arousal (is this the sheathed one)?: [01/15/2016 - 09:06:08PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B8)>] on actor [Actor < (00000014)>] It's possible my theory that it has anything to do with the sheathed state is totally wrong and I'll edit the message if I see a crash while in any other state. Another Edit: [01/15/2016 - 09:10:32PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B8)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:10:32PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B7)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:10:33PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B8)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:10:35PM] [bDSchlongs] No new genitals for actor [Actor < (00000014)>] [01/15/2016 - 09:10:36PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B7)>] on actor [Actor < (00000014)>] Hm, this wasn't fully sheathed was it? Another Edit (switching between fully aroused and one level down): [01/15/2016 - 09:14:39PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B6)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:14:39PM] [bDSchlongs] No new genitals for actor [Actor < (00000014)>] [01/15/2016 - 09:14:39PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B8)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:14:40PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B6)>] on actor [Actor < (00000014)>] [01/15/2016 - 09:14:40PM] [bDSchlongs] No new genitals for actor [Actor < (00000014)>] [01/15/2016 - 09:14:40PM] [bDSchlongs] Equipping genitals [Armor < (1103D2B8)>] on actor [Actor < (00000014)>] (There goes my fully sheathed theory.. but it's definitely crashing on transition.)
Bad Dog Posted January 16, 2016 Author Posted January 16, 2016 So... lots of stuff there. - Balls floating in front of the body--are you running Floppy SOS? Sometimes the balls get stuck in front of the cock. Should only happen on flaccid fully extended cocks, though. If it's some other sort of floating-balls thing, maybe you could post a screenshot. - Underwear flashing and armor equip noise. That happens. If SOS gets in there between the time the old cock is unequipped and the new one is equipped, it may decide to put underwear on. I did what I could to reduce it. As for the noise, the cocks are supposed to get a very quiet sound when they change, but Skyrim sometimes ignores that. - Crashing. This is the hard one. I'm just equipping an armor piece, so it should not create a problem. I did, of course, spam page up/down a bunch while testing and didn't see specific crashes. I'll test more. Post a load order, maybe.
zref Posted January 16, 2016 Posted January 16, 2016 The balls floating is only for one specific character (with and without Floppy SOS), and if I copy his appearance with the race menu mod to another file the same issue arises so it's got to be something with his appearance causing it. I changed load order and mod order all over the place with Mod Organizer with the symptoms staying the same. I'll try from scratch redownloading Skyrim and the bare minimum relevant mods to see if the crashes still happen with the Khajiit bits. I didn't test if it affects the player and NPCs equally. I also didn't try unchecking the unofficial Skyrim patches.
Bad Dog Posted January 17, 2016 Author Posted January 17, 2016 Should not need to re-download Skyrim--MO keeps the installation directory clean (mostly). Just set up a profile with the minimum mods and see what you get.
zref Posted January 17, 2016 Posted January 17, 2016 Should not need to re-download Skyrim--MO keeps the installation directory clean (mostly). Just set up a profile with the minimum mods and see what you get. I accidentally installed one manually so I was due for a refresh anyway. I may have figured out the balls thing: it seems when "weight" is set all the way up is when the Khajiit balls bug out at higher arousal states (for me at least). Standing outside with a bright sky I can see some holes/seams when moving the camera around too but that's not very noticeable unless light is directly shining (and maybe I messed stuff up). Unfortunately I still crash though in the new install. I still have my old Mod Organizer stuff. I just installed another instance of Mod Organizer and redownloaded all the relevant mods for it. Here's the current load order: https://i.gyazo.com/57ac3946deff2d950642185569c1b66b.png I think that is the bare minimum with the prerequisites for other mods. I didn't install the Argonian body you suggested though perhaps I should just in case. I figured it probably wouldn't affect Khajiit but I guess I can't know that. I can't consistently get changing arousal states to crash the game however changing cells while nude or loading a saved game with a nude Khajiit has an extremely high likelihood of causing a crash to desktop. Changing to the "smurf average" option I was able to go back and forth 10x from cell to cell without a crash and changing back again I was able to crash again with your version. I have crashed with the "showracemenu" command a few times too while I was trying to troubleshoot the floating balls thing (which as I said earlier I think is an issue with Khajiit with maximum weight). Sorry if I'm messing something up here causing it. The person before my first post mentioned the Khajiit bits crashing them too though. Edit: Looking into the armor thing. If I put the smurf average on Derkeethus he strips (I had him in glass armor). If I put this one on him he keeps his helmet, weapons (perhaps only if out), boots, and gauntlets on. I tested it on a random Nord Whiterun guard and the same seemed to apply. It didn't affect my character though (though the game crashed after the animation ended and the armor was put back on). Here's the script log from just before the crash (though I don't think the crash is saying anything special in the logs because it doesn't say anything new when changing cells crashes it): [01/17/2016 - 12:46:23AM] SEXLAB - ActorAlias[Whiterun Guard] - Resetting! [01/17/2016 - 12:46:23AM] SEXLAB - ActorAlias[Dro'Kahja] - Resetting! [01/17/2016 - 12:46:23AM] [bDSchlongs] Equipping genitals [Armor < (3303D2B4)>] on actor [Actor < (00000014)>] [01/17/2016 - 12:46:23AM] [bDSchlongs] Equipping genitals [Armor < (3303D2B4)>] on actor [Actor < (0001B5BE)>] [01/17/2016 - 12:46:23AM] SEXLAB - Thread[1] SyncDone(Reset) - Lag Timer: 29.166016 [01/17/2016 - 12:46:23AM] SEXLAB - Thread[1] Event Hook - AnimationEnd [01/17/2016 - 12:46:23AM] [bDSchlongs] Sex end [01/17/2016 - 12:46:23AM] [bDSchlongs] No new genitals for actor [Actor < (0001B5BE)>]
PaulGreen Posted January 17, 2016 Posted January 17, 2016 For crashes, in the P0 and P1 khajiit meshes (four .nif in total), try changing the Shader Type on the "shafttip" trishape from "Default" to "Skin Tint". See if that fixes it.
zref Posted January 17, 2016 Posted January 17, 2016 For crashes, in the P0 and P1 khajiit meshes (four .nif in total), try changing the Shader Type on the "shafttip" trishape from "Default" to "Skin Tint". See if that fixes it. I have no idea what this means but I have had the tip render green or multicolor a few times. That could be related to the crashes? (Perhaps 3-4 times total out of dozens of reloads/cell changes.)
PaulGreen Posted January 17, 2016 Posted January 17, 2016 Try this attachment. It might fix the crashes, not the other problems. Remove the original mod and replace it with this one. I just made the changes I indicated above (and removed a 60MB .psd file from the folders). If it works, tell Baddog, heh. Bad_Dog_Hoodie_Schlongs_V2.6-test.7z
Bad Dog Posted January 18, 2016 Author Posted January 18, 2016 What, you just made the skin tint change, or something else as well? If the skin tint thing works, I'll buy you an internet beer. I had the skin tint shader at first, but the range of colors on khajiit made the exposed shaft very day-glo with the darker colors. I switched to default thinking maybe that would keep the shaft the same color whatever color your khajiit was. Didn't think it would affect anything else. Drachis argonis is texture only--having it or not should be irrelevant. With that load order, I can't imagine why you're seeing what you're seeing. Actually--if you're playing with the weight sliders a lot that might be a problem. I haven't tried that, and the sheathing schlongs aren't playing by SOS's rules. (Because they aren't rigged to all the bones.) So maybe at extreme settings, they wig out. Have you tried just leaving everything at 1 (except the overall size setting) and seeing what happens?
zref Posted January 18, 2016 Posted January 18, 2016 Edit: You replied while I typed this. I made my Khajiit with the default menu. It's definitely with the weight all the way up that I see the problem. If you make a Khajiit and set his weight at maximum and do not see the bug... hmm. Edit 2 (This entire section of the post irrelevant if my script chatter at the bottom of the post fixes it): To my extreme surprise deleting the SoS Underwear .nif files actually worked to stop the underwear from popping up. Of course you momentarily see the hole pop up but it's preferable to underwear flashing to me. I'm not sure if that could have any bad side effects, but I am surprised it didn't outright crash the game when SoS tried to use the mesh, if I said that properly. I don't know if plugging the hole temporarily by replacing the SoS underwear directly is possible due to all the different races? Not that it's a good solution mind you. I take it the game always unequips before equipping a new item? Obviously deleting the underwear isn't a very good idea of a solution. I was just surprised to see it did exactly what I was trying to make it do. Also, I tested the fix posted there on the secondary install from when I totally redownloaded the game the other day and indeed the test fix does not crash and the normal one does. Try this attachment. It might fix the crashes, not the other problems. Remove the original mod and replace it with this one. I just made the changes I indicated above (and removed a 60MB .psd file from the folders). If it works, tell Baddog, heh. Preliminary results are good. No crashes yet! I'll keep trying to crash it though. On the topic of the mod in general and not just that quote: I tested my theory that the floating balls problem happens at maximum weight and it seems that way. The command "showracemenu" was a great way to crash the game before trying the fix here and I was able to use it during sex even without any issue, changing the body size from 1 to a single tick below and the balls popped back into place. A humorous aspect of this is that I transported myself and Derkeethus to a testing cell and the balls got stuck stretching into his head with the weight at 1 (as in I walked around and had balls polygons stretching all the way to Derkeethus' head as I moved). On the equipment front I'm definitely seeing strange issues. After I took his armor and weapons off him Derkeethus even started equipping a torch during sex. I keep forgetting to mess with the other races. I'm guessing the way the mod uses the equipment system is triggering the strange equipment issues during sex. I've even seen Derkeethus put on his default outfit for a split second while changing animations. I'll play around with it more. I'm not sure if Sexlab itself is doing it even. I'll try and see if the Papyrus logs mention that happening. I know my feedback is very vague on that issue so I'll try and find specifics, and I know your work is focused on other stuff right now. I'm definitely seeing small gaps. It's a minor issue of course. I'll try and get some screenshots to explain everything I'm talking about. Regardless it's great to have such a great mod like this. I'm certainly not complaining I'm just trying to report the stuff I'm finding. Edit 3: I experimented with the console using the itemids in the Papyrus log and I was able to instantly change bits. To avoid the underwear showing up can you switch the bold lines?: if newGenitals != currentGentials DebugInfo("Equipping genitals " + newGenitals + " on actor " + theActor) if theActor.GetItemCount(newGenitals) == 0 theActor.AddItem(newGenitals, 1, true) endif ; theActor.UnequipItem(currentGentials, false, true) theActor.RemoveItem(currentGentials, 1, true, none) theActor.EquipItem(newGenitals, false, true) ; DebugLog("New genitals for actor " + theActor + ": " + (theActor.GetWornForm(0x00400000) as Armor)) ... Changed to: if newGenitals != currentGentials DebugInfo("Equipping genitals " + newGenitals + " on actor " + theActor) if theActor.GetItemCount(newGenitals) == 0 theActor.AddItem(newGenitals, 1, true) endif ; theActor.UnequipItem(currentGentials, false, true) theActor.EquipItem(newGenitals, false, true) theActor.RemoveItem(currentGentials, 1, true, none) ; DebugLog("New genitals for actor " + theActor + ": " + (theActor.GetWornForm(0x00400000) as Armor)) ... In this case currentGentials was pulled from the actor but not refreshed yet right, so it could be used out of order? Even if it were instantly updated could you store the value in another variable (or whatever it's called for these scripts) and use that to remove the item after changing it? I don't have the foggiest idea how to compile the script properly considering it involves so many different mods and skse. Maybe there's a reason my idea here is not smart that I'm not aware of. It just seems to work in the console. The part of the script in italics may not be necessary unless stuff works differently in scripts than the console. When I use equipitem on actors in the console while in the game the game just automatically gives the actor an item if it doesn't already have one. Basically, it does the check you do here for you I think? I notice you have the unequipitem line commented out there probably for a similar reason (the game does that on its own when you equip a new one or remove one anyway)? I have very little experience with this stuff so I'm just trying to be helpful. Sorry if my suggestions for that part of the script are loony. Edit 4:Playing around it seems this may actually solve the armor issue I'm talking about! If I use the console to equip one of your genital items on Derkeethus he switches to it immediately. However if I use the remove item command before equipping the new one... he puts on all his armor and weapons and such! I'm guessing what happens currently is this: theActor.RemoveItem(currentGentials, 1, true, none) (SOS sees the actor has no clothes and puts on underwear.) (Actor notices equipment change and examines inventory to determine what to wear. I just noticed what Derkeethus changes into depends on whether I have him as a follower or not. He only puts on the glass armor if he's currently following me.) theActor.EquipItem(newGenitals, false, true) (The new bits are put on. This does not affect helm/weapons/feet/arms so anything the actor put on stays on.) I hope I'm right and swapping those two lines fixes both of those issues at once.
Bad Dog Posted January 18, 2016 Author Posted January 18, 2016 Still don't know about the crashing, but you're probably right about the equip/unequip. I hassled with that code a LOT, looking for a combination that worked. The AddItem call is because I read a note saying EquipItem doesn't always work if the actor doesn't have the item already. I'll check out the alternatives when I get back to this mod, probably in a day or two.
PaulGreen Posted January 18, 2016 Posted January 18, 2016 I think, if the shader type is set to default, just also make sure to turn off shader flags for the tinting, the"RGB Face Tint" or something like that. I'm not entirely sure. Here's another attachment.. see if this fixes the frozen scrotum problem as well as the crashes. If it works, just another simple .nif format mistake. Later Edit: One of the .nif files, (I think the P1 _1 weight one, don't remember.. ) didn't have the skin partition flags set. TriShape -> BSDismemberSkinInstance --> Partitions -> Partitions -> "Part Flag" . Basically, both flags should be on most of the time for models. Bad_Dog_Hoodie_Schlongs_V2.6-testNum2.7z
boo Posted January 18, 2016 Posted January 18, 2016 Any chance of an argonian version using the "default" texture set?
zref Posted January 18, 2016 Posted January 18, 2016 I think, if the shader type is set to default, just also make sure to turn off shader flags for the tinting, the"RGB Face Tint" or something like that. I'm not entirely sure. Here's another attachment.. see if this fixes the frozen scrotum problem as well as the crashes. If it works, just another simple .nif format mistake. Yep that fixes it. I didn't even notice the hovering scrotum at maximum weight was frozen too. Still don't know about the crashing, but you're probably right about the equip/unequip. I hassled with that code a LOT, looking for a combination that worked. The AddItem call is because I read a note saying EquipItem doesn't always work if the actor doesn't have the item already. I'll check out the alternatives when I get back to this mod, probably in a day or two. I'm pretty sure the change PaulGreen described/posted fixes the crashing. I have not crashed a single time since testing that. I don't know what his second change was but that one fixed the balls bugging out at maximum weight. I'll see if I can try and figure out how to compile scripts to test out my theory about the flashing underwear/equipment issue. Edit: I figured out how to compile the script. Unfortunately additem forces an actor to evaluate its equipment, as does removeitem (but it seems only if an item of the same id is equipped). I'll keep messing with it a little more. I currently "fixed" it by totally commenting out the add and remove item lines and letting the equipitem handle it. Of course that leaves (invisible I think) items in the actors' inventory. I don't know if it hurts anything though, or if they disappear if the mod is removed. This irksome behavior is the fault of that: http://www.loverslab.com/topic/31109-why-does-adding-items-to-npc-inventory-cause-them-to-undress/ Even adding a lockpick causes that to happen (as in the game always not this mod). Rapidly jamming on the erection controls up and down causes weirdness but really there is no normal time in the game that would ever fluctuate like that (as far as I know?) so that's a simple matter of "if you're adjusting the erection with this mod do so gradually so you don't freak it out and cause it to switch genital models over and over again all over the place before it settles." For a time I was causing Derkeethus to equip his armor by jamming page down on him if he wasn't already at arousal level 0... but I can't duplicate that... and again that's not something that would happen normally I think. This is the change I made: if newGenitals != currentGentials DebugInfo("Equipping genitals " + newGenitals + " on actor " + theActor) ;if theActor.GetItemCount(newGenitals) == 0 ; theActor.AddItem(newGenitals, 1, true) ;endif ; theActor.UnequipItem(currentGentials, false, true) ;theActor.RemoveItem(currentGentials, 1, true, none) theActor.EquipItem(newGenitals, false, true) ... Although I did crash a couple times over the course of testing this out I have no reason to think it was this mod in particular. I've always had Skyrim occasionally randomly crash. I figure I should mention it just in case though.
Bad Dog Posted January 19, 2016 Author Posted January 19, 2016 Okay, thanks for the help, guys. I'll be back to this mod soon and I'll run through the above issues. I'm also hoping to take another crack at getting the schlong to fit the body better. I'll probably do a human schlong that fits a hairless body and I'll do a vanilla argonian.
boo Posted January 19, 2016 Posted January 19, 2016 Also, have you considered using scaling to make the beast schlongs transition smoothly?
Bad Dog Posted January 21, 2016 Author Posted January 21, 2016 @boo, You're joking, right? Hey guys, a vote on the khajiit schlong: I sorta thought when I started it would be fuzzy. At the time getting a fur texture on it was too hard with everything else, but I could look at that again. A suggestion of fur in the normal map and maybe some actual fur done the same way as the ruff on the wolves and dogs. Yes/no? Plans for this round: Incorporate the above fixes Clean up the khajiit mesh Vanilla argonian texture with Drachis Argonis as an option Try to fix the seam mismatch between schlong and body Texture to fit with hairless humans. I'll probably keep a suggestion of hair on the pubes, but make it match up to the body. Anything else?
boo Posted January 21, 2016 Posted January 21, 2016 No, I wasn't joking. I take it something like that isn't really possible.
Bad Dog Posted January 21, 2016 Author Posted January 21, 2016 Not impossible, but very very hard. The whole point of this mod is to get sheathable schlongs without doing all that work. Google "Lykaios Males" here on LL to see some other folks who are doing it right. The results look fabulous but they've been at it for months and aren't done yet.
PaulGreen Posted January 22, 2016 Posted January 22, 2016 I was trying my hand at getting an animated version of models like this working.. I sort of have something that works, but it is difficult to use. I'm inexperienced with Skyrim and am generally a programmer in the sense that a hunt-and-peck keyboard user is a typist, so it's possible that even it it works, it's a bad design, heh >.> The schlongs are animate-able if the meshes are created correctly and if some mesh deformations are created. Blender calls these "shape keys". Do you use blender, 3DS max, or other? Would you mind if I made an attempt to edit the khajiit mesh and try this out?
Bad Dog Posted January 22, 2016 Author Posted January 22, 2016 Sure, be my guest. As I say, I've been following KrittaKitty's work, which has mostly convinced me that doing it is beyond my level of expertise. I think you have to be able to replace the SOS animations, and you may need more bones than you've got. But you're welcome to use the mesh.
zref Posted January 24, 2016 Posted January 24, 2016 @boo, You're joking, right? Hey guys, a vote on the khajiit schlong: I sorta thought when I started it would be fuzzy. At the time getting a fur texture on it was too hard with everything else, but I could look at that again. A suggestion of fur in the normal map and maybe some actual fur done the same way as the ruff on the wolves and dogs. Yes/no? Plans for this round: Incorporate the above fixes Clean up the khajiit mesh Vanilla argonian texture with Drachis Argonis as an option Try to fix the seam mismatch between schlong and body Texture to fit with hairless humans. I'll probably keep a suggestion of hair on the pubes, but make it match up to the body. Anything else? This reply was originally an unsorted wall of text so I'll try and fix it before posting... Incorporate the above fixes I don't know the details of the anti-crash anti-balls-bug .nif edits so I can't comment on that. For getting rid of the "NPCs mess with their armor/clothing" the only issue I noticed with my 'fix' was actually caused by being in "tfc" mode while changing schlongs so I'm not aware of any side effects (but that doesn't mean I didn't break something of course). It's a pity my short search didn't reveal any way to disable actors from reassessing their inventory when things are added or removed (seriously, even adding a lockpick causes it). I don't know how equipping the "schlongs" works in game but the script simply equipping a new one over an existing one didn't seem to break anything. I didn't try very hard to modify the script after that but if extra left over items are an issue I'm not sure if making sure the currently equipped one is never the one removed would help. Things tend to go very crazy when spamming the arousal state hotkeys (but I don't know if that would be considered a bug since it's not anything that normally happens). By that I mean removing an item that isn't equipped doesn't seem to cause an actor to always reassess its equipment... but leaving the remove item in the script even after the new one is equipped still triggers the issue... and spamming arousal down (when not already at state zero) bugs things out too... but like I said that's easily avoided since I don't think anything other than a player jamming page down/shift page down (or whatever the bound key is) would ever do that. Clean up the khajiit mesh That was part of the fixes right? There may be more I don't know about that I missed in the comments I'm guessing. Vanilla argonian texture with Drachis Argonis as an option That's nice of you to provide a vanilla texture for the Argonians eventually (since you prefer the other). I think you might actually be sharing the entire Drachis texture mod in your mod and I'm not sure if you intended to? I'll get to the "extra files" thing in a bit... Try to fix the seam mismatch between schlong and body I have no idea how the seams work but yeah mostly due to staring at it so long I started to notice that more. It's more obvious with some body sizes compared to others. If it can be fixed that is nice, but I didn't really bring it up with any emphasis since I was grateful this even exists. I have zero 3D modeling experience and got curious modifying the khajiit texture. I am grateful this even exists so I didn't say anything about it before regarding the texture looking more shriveled than fuzzy. At first I just tried to get rid of the wrinkly look on the balls but due to my lack of knowledge that ended up taking so long I got curious enough I loaded nifskope and started researching how the texture worked. It took so long since I didn't realize the "blank" portion of the normal texture was actually used and that it had to be so transparent to avoid being shiny (if I understand correctly at least). I imagine there's probably a way better way than trying to manually plop textures on the flattened (UV map is the term?) texture. I should have experimented with the vanilla texture but I ended up searching for a higher resolution version of the vanilla Khajiit fur... stumbled across the Extra Furry Khajiit texture... then started chopping up parts of it and plopping it on the mod's file after figuring out what part of it went where. I'm not sure if it's appropriate to post a screenshot of my messy attempt since it's not my texture, but I suppose it can't hurt. I'm not sure if it comes anywhere close to the fuzzy effect you were looking to get. Texture to fit with hairless humans. I'll probably keep a suggestion of hair on the pubes, but make it match up to the body. I don't have anything to comment on there other than to say it's very nice to include options. Okay that brings me back to the initial part of the post about the khajiit schlong. I assume you mean the sheath/balls when you say fuzzy? I noticed the balls look more shriveled than fuzzy so I messed around with it for fun not really knowing what I was doing (at first at least). In doing so I'm wondering if all of the files you have there are actually used? I'll start out by listing the files in the mod because I'm not sure if you meant for them all to be there: Are these used by the mod? textures\actors\character\khajiitfemale\femalebody_msn.dds textures\actors\character\khajiitfemale\femalebody.dds As was pointed out earlier this is probably not meant to be left in there? textures\actors\character\SOS\BadDog\argonianmalebody.psd Which brings me to this: Are these used? I don't find them doing a text search in the .nif files for the Khajiit bits, or in nifskope: textures\actors\character\SOS\BadDog\KhajiitP1MSN.dds textures\actors\character\SOS\BadDog\KhajiitPenisMSN.dds textures\actors\character\SOS\BadDog\KhajiitPenisSk.dds Similarly: Are these used? I don't see them mentioned in the argonian bits .nif files. textures\actors\character\SOS\BadDog\argonian_p0_color.dds textures\actors\character\SOS\BadDog\argonian_p0_n.dds These four I found doing a plain text search in the khajiit .nif files and I played around with them: textures\actors\character\SOS\BadDog\KhajiitPenis_s.dds (It must do something important, but I didn't touch it.) textures\actors\character\SOS\BadDog\KhajiitPenis_sk.dds (It must do something important, but I didn't touch it.) textures\actors\character\SOS\BadDog\KhajiitPenisColor.dds (I cut out parts of the other mod's body texture and pasted/smoothed them.) textures\actors\character\SOS\BadDog\KhajiitPenisNormal.dds (I used a GIMP plugin to make a normal of the part I changed then replaced the portion of this file with a 1% opacity version of it... which is how to avoid shininess or something?) That was a whole lot of chatter but it all comes down to those last notes with my little fur experiment. I only meant to just quickly plop fur on it and see how it would look but that quickly led me to spending too much time learning rudimentary knowledge about normal textures and such. The end result of my little attempt looked better than I expected even if the color was a little off and it didn't match perfectly. I probably should have tried something that matched the original file but I didn't expect to actually go as far as I did. Most of the time I spent fiddling around with the texture was mapping out just where ended up where on the model. I exported a "UV template" from nifskope and color coded polygons and drew arrows to figure out where each part faced. Something tells me your 3D software allows you to wrap textures far more elegantly in real time? It wasn't until I was significantly through with what I was doing that I realized nifskope updates in real time with texture changes too.
Bad Dog Posted January 24, 2016 Author Posted January 24, 2016 NPCs mess with armor/clothing: This should be easy--equip the new schlong, it bumps whatever is currently equipped because they occupy the same slot, done. But it's Skyrim, so there are Rules. And you can't know what they are. There's already code to keep the same schlong from being equipped over itself. I'll start with the code above, add an interlock to keep spamming from messing things up, and test it a bunch. More as it happens. Clean up the khajiit mesh: That's me being unhappy with the current mesh, which is klunky. I have a better one, which maybe I don't like for different reasons. We'll see. Vanilla argonian texture with Drachis Argonis as an option: I had to ship a new Drachis texture because I needed to modify the pubic area to mesh with my schlong. Now that I think about it, maybe I should just run the pubes of the schlong higher. That would be better than shipping someone else's texture. I'll have a look at it. I'll probably still need a vanilla variant, tho. I have zero 3D modeling experience and got curious modifying the khajiit texture: Hah, welcome to the dark side. I warn you, there's no bottom to that well. You might find my Immersive Creatures WIP thread of interest--I logged pretty much everything I did there. I also started with simple texture edits and nifskope. The 3D tools help some but not as much as you'd think. Fitting a texture to a model without seams is still a black art. Your furry schlong looks pretty good, actually. I'm going to want it to fit the vanilla (or at least Better Beasts) body tho. Are these used by the mod? The khajiit female texture is there to give you fun lady parts. The psd is an error of course, and everything needs to be cleaned up--there's cruft in there from where I tried different things. I would have guessed argonian_p0_n was used, but maybe I renamed it before I was done. The _sk files were an experiment I abandoned, but I got better with _sk files while doing dogs so maybe I'll take another crack at them. 0 on the alpha channel of the normal map means dull, 1 means shiny. This also interacts with the glossiness setting in nifskope, and the specular map, color, and strength change how it all shows up as well. More black magic. Edit: Fukkit, I am SUCH a bloody idiot. I've got to go back to keeping a log--it somehow helps me think things through. Something in what you said or I said made me wonder about the weight, and I realized I'd been assuming the mesh was the same in the crotch area at _0 and _1 body weights. Nope. (which means I have to do twice as many meshes, fuckity fuck fuck) It floats on lighter bodies, not on full weight bodies.
Bad Dog Posted January 25, 2016 Author Posted January 25, 2016 OMG, WHAT a pain in the butt. I'm having to weight the _0 and _1 versions of the schlongs to both the body skeleton and the SOS schlong skeleton. Not really sure how that works, but the body skeleton doesn't have all the bones for the schlong. There may be a way to marry them but I don't know what it is. So the weights of the edge vertices have to match the body exactly or they won't move with it, and the weights of the rest of the schlong have to work with the SOS bones. So I have to copy from the body and then paint the rest without screwing up the body weights. I made a "perimeter" vertex group to separate out the vertices that have to match the body. Then I select everything but that to paint the rest. Bless Blender 7's weight painting tools, I'd be hosed without them. And I have to do this for both versions of the mesh. I've already made them and loaded them into Skyrim and watched them go haywire. I'm hoping getting the weights right fixes that but I'm not confident.
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