alyosh Posted March 31, 2020 Posted March 31, 2020 1 hour ago, kk887 said: how did you make the skin so glossy/sweaty ? I use Nifskope and this tutorial http://milfskyrim.blog.fc2.com/blog-entry-10.html
donnerwetter Posted April 1, 2020 Posted April 1, 2020 On 3/11/2020 at 5:27 PM, devildx said: Can you port this for the new Futanari CBBE addon? ... there's a new one? ?
MilfSimmer Posted April 1, 2020 Posted April 1, 2020 Just a quick question about SOS and since this is the main Futa thread maybe someone knows the answer. I was looking for a mod/way to not have all the females with Schlongs, like SoS automatically adds Schlong to all the females if you have any addon for a futa character and I wanted to have more variety. Does anyone know if there is any way to change or any mod that modify this ?
SurverX Posted April 1, 2020 Posted April 1, 2020 3 hours ago, MilfSimmer said: Just a quick question about SOS and since this is the main Futa thread maybe someone knows the answer. I was looking for a mod/way to not have all the females with Schlongs, like SoS automatically adds Schlong to all the females if you have any addon for a futa character and I wanted to have more variety. Does anyone know if there is any way to change or any mod that modify this ? Hi, that should already be possible with SoS only. I for example configured the system that every female will get the "ERF High Poly" Futa: ... so with the Schlong likelihood of 100% you can set the likelihood for all female races to get this type of schlong. With the likelihood you also can control the varaity of the different shlongtypes (set likelihood less than 100% and set it for other futa types). Hope that helps EDIT: Oh shit, you wanted to NOT have all females the same futa, right? ... But isn't that possible with the SoS likilehood?
MilfSimmer Posted April 1, 2020 Posted April 1, 2020 Spoiler 52 minutes ago, Surverx said: Hi, that should already be possible with SoS only. I for example configured the system that every female will get the "ERF High Poly" Futa: ... so with the Schlong likelihood of 100% you can set the likelihood for all female races to get this type of schlong. With the likelihood you also can control the varaity of the different shlongtypes (set likelihood less than 100% and set it for other futa types). Hope that helps EDIT: Oh shit, you wanted to NOT have all females the same futa, right? ... But isn't that possible with the SoS likilehood? What I want is basically having normal females without schlong and other as futas, randomly
devildx Posted April 1, 2020 Posted April 1, 2020 14 hours ago, donnerwetter said: ... there's a new one? ?
Holzfrau Posted April 1, 2020 Posted April 1, 2020 9 hours ago, MilfSimmer said: Reveal hidden contents What I want is basically having normal females without schlong and other as futas, randomly In order to have females without schlongs, you need to add it as an option to SoS. You can try Schlongifier for them to be completely bare and/or Pubic Hair All-In-One to have several varieties of pubic hair available. If you're on SSE, Schlongifier should be fully compatible, but Pubic Hair AIO will require conversion.
MilfSimmer Posted April 1, 2020 Posted April 1, 2020 4 hours ago, Holzfrau said: In order to have females without schlongs, you need to add it as an option to SoS. You can try Schlongifier for them to be completely bare and/or Pubic Hair All-In-One to have several varieties of pubic hair available. If you're on SSE, Schlongifier should be fully compatible, but Pubic Hair AIO will require conversion. *Okay nvm, this is exactly what I was looking for, thanks !
donnerwetter Posted April 2, 2020 Posted April 2, 2020 9 hours ago, devildx said: Sorry. Even if I was using Special Edition, I couldn't convert my mod for any schlong as it'd require making a flaccid tucked version of the mesh which is beyond my Blender skills. The only reason my mods are even possible is because I happened to find just such an edit for an older schlong in this very thread. Still, you can convert my mod to Special Edition yourself if you want. (Someone already did so when I first posted it, sadly they didn't post their work here.) 2
devildx Posted April 2, 2020 Posted April 2, 2020 12 hours ago, donnerwetter said: Sorry. Even if I was using Special Edition, I couldn't convert my mod for any schlong as it'd require making a flaccid tucked version of the mesh which is beyond my Blender skills. The only reason my mods are even possible is because I happened to find just such an edit for an older schlong in this very thread. Still, you can convert my mod to Special Edition yourself if you want. (Someone already did so when I first posted it, sadly they didn't post their work here.) Already tested and it works fine on SE for the ERF High Poly SE 1.3.
LeFlemard Posted April 3, 2020 Posted April 3, 2020 Hi. I was wondering if it was possible to make a script that check the faction of a npc (the sos faction to be precise) and replace equipped armor depending of that faction. It would basically permit female futa actors to have automatically revealing armor while female non futa characters would have the normal version. I found it based on race, but not faction, sadly ;_; Thanks
Guest Posted April 3, 2020 Posted April 3, 2020 18 minutes ago, LeFlemard said: Hi. I was wondering if it was possible to make a script that check the faction of a npc (the sos faction to be precise) and replace equipped armor depending of that faction. It would basically permit female futa actors to have automatically revealing armor while female non futa characters would have the normal version. I found it based on race, but not faction, sadly ;_; Thanks I have never used NPC checking scripts like this, but I believe you can set up a dummy quest, attach some optional reference aliases to that (20 or something), which are set to "Find Matching Reference", with conditions to check for the SOS faction, and if they aren't already wearing revealing armour. Then periodically restart that quest to refill aliases, and swap the armour.
LeFlemard Posted April 3, 2020 Posted April 3, 2020 55 minutes ago, Targultoon said: I have never used NPC checking scripts like this, but I believe you can set up a dummy quest, attach some optional reference aliases to that (20 or something), which are set to "Find Matching Reference", with conditions to check for the SOS faction, and if they aren't already wearing revealing armour. Then periodically restart that quest to refill aliases, and swap the armour. I wonder if it's possible to make it as an armor magic effect.... Basically: when armor equipped if actor in sosfaction then remove armor add revealingArmor equip revealingArmor and have on revealingArmor: when revealingArmor equipped if actor not in sosfaction then remove revealingArmor add armor equip armor but I dunno if magic effect used by armors can do that...
Guest Posted April 3, 2020 Posted April 3, 2020 7 minutes ago, LeFlemard said: I wonder if it's possible to make it as an armor magic effect.... Basically: when armor equipped if actor in sosfaction then remove armor add revealingArmor equip revealingArmor and have on revealingArmor: when revealingArmor equipped if actor not in sosfaction then remove revealingArmor add armor equip armor but I dunno if magic effect used by armors can do that... Could work, depending on your use case. If you want all NPCs in the SOS faction to have revealing armour, it wouldn't. If you only want this to happen on specific custom armours, you can attach a script (Probably extending ObjectReference) to that armour that uses the OnEquipped event to check the faction and swap the armour. But you would attach this script in the CK, so it won't work on all armours in the game. If you want it to work on all NPCs, I believe you're pretty much limited to a dummy quest with aliases, or a cloaking script.
Holzfrau Posted April 3, 2020 Posted April 3, 2020 1 hour ago, Targultoon said: I have never used NPC checking scripts like this, but I believe you can set up a dummy quest, attach some optional reference aliases to that (20 or something), which are set to "Find Matching Reference", with conditions to check for the SOS faction, and if they aren't already wearing revealing armour. Then periodically restart that quest to refill aliases, and swap the armour. This will get you most of the way, but checking SOS faction is a little complicated. SOS's schlongified faction will apply even if a 'female' (i.e. no schlong) addon is used on an NPC. In order to be accurate, you would have to add additional script checks to filter out no schlong and pubic hair options. (Alternatively, you could add a Gender Bender dependency to let that mod do the filtering, and check against SexLab gender faction instead, which GB will change for futa actors). An issue you will likely see with a mod like this is that it will be visibly swapping the armor of nearby NPCs. SOS's method of randomizing schlongs is done as a cloak spell on the player, so it has a limited range.
LeFlemard Posted April 3, 2020 Posted April 3, 2020 22 minutes ago, Targultoon said: Could work, depending on your use case. If you want all NPCs in the SOS faction to have revealing armour, it wouldn't. If you only want this to happen on specific custom armours, you can attach a script (Probably extending ObjectReference) to that armour that uses the OnEquipped event to check the faction and swap the armour. But you would attach this script in the CK, so it won't work on all armours in the game. If you want it to work on all NPCs, I believe you're pretty much limited to a dummy quest with aliases, or a cloaking script. I only want it to apply to specific armor with thongs anyway (like tawoba, which I edited the armor to not interfere with SOS slot). My only concern is that, will it check after SOS update the faction or will it does before SOS apply it....
Guest Posted April 3, 2020 Posted April 3, 2020 16 minutes ago, Holzfrau said: SOS's method of randomizing schlongs is done as a cloak spell on the player, so it has a limited range. I think you would probably know this better than I do, but I was under the impression dummy quests with aliases were much better for performance than cloaking scripts. Another thing, while I am not familiar with how SOS works, I assume it uses armor records for the schlongs, couldn't you simply add another condition to check if the actor has not equipped the No Schlong addon armor?
Guest Posted April 3, 2020 Posted April 3, 2020 3 minutes ago, LeFlemard said: I only want it to apply to specific armor with thongs anyway (like tawoba, which I edited the armor to not interfere with SOS slot). My only concern is that, will it check after SOS update the faction or will it does before SOS apply it.... It'll only work if the armour gets equipped after the NPC has already been registered by SOS, if it is set as a default outfit or something I don't think the OnEquipped event even emits, so it doesn't work then.
LeFlemard Posted April 3, 2020 Posted April 3, 2020 3 minutes ago, Targultoon said: It'll only work if the armour gets equipped after the NPC has already been registered by SOS, if it is set as a default outfit or something I don't think the OnEquipped event even emits, so it doesn't work then. sigh.... I wish I was better at script editing, there is probably a way to do it which would works fine and wouldn't to rewrote scripts each time you want to add an armor to it....
Guest Posted April 3, 2020 Posted April 3, 2020 2 minutes ago, LeFlemard said: sigh.... I wish I was better at script editing, there is probably a way to do it which would works fine and wouldn't to rewrote scripts each time you want to add an armor to it.... Well, what is your specific use case? How will NPCs have the armour equipped and stuff?
LeFlemard Posted April 3, 2020 Posted April 3, 2020 25 minutes ago, Targultoon said: Well, what is your specific use case? How will NPCs have the armour equipped and stuff? When SOS cloak spell is applied and have a thong armor, or as they equip thong armor while already in sos faction, switch thong armor if actor has a valid shlong for it. I also wants to be able to add easily armors to that list as I add mods to my game.
Holzfrau Posted April 3, 2020 Posted April 3, 2020 39 minutes ago, LeFlemard said: I only want it to apply to specific armor with thongs anyway (like tawoba, which I edited the armor to not interfere with SOS slot). My only concern is that, will it check after SOS update the faction or will it does before SOS apply it.... If you use an OnEquipped event like you're thinking, the event will fire before SOS gets to that actor. I'm not even certain you'll get the event on actors when they're spawned in by the game, I've never tried it. 38 minutes ago, Targultoon said: I think you would probably know this better than I do, but I was under the impression dummy quests with aliases were much better for performance than cloaking scripts. They are. Cloaks can handle an unlimited number of targets though, which could matter for something like SOS when you enter a crowded interior cell for the first time. 38 minutes ago, Targultoon said: Another thing, while I am not familiar with how SOS works, I assume it uses armor records for the schlongs, couldn't you simply add another condition to check if the actor has not equipped the No Schlong addon armor? If the actor is wearing non-revealing armor, they won't have any addon armor equipped, regardless of what schlong they're supposed to have. (SOS modifies armor equip slots so they actually can't be equipped at the same time as a schlong. The Set Armor As Revealing option in the MCM undoes this change.)
LeFlemard Posted April 3, 2020 Posted April 3, 2020 20 minutes ago, Holzfrau said: If you use an OnEquipped event like you're thinking, the event will fire before SOS gets to that actor. I'm not even certain you'll get the event on actors when they're spawned in by the game, I've never tried it. Is it possible to have an armor magic effect be launched when a cloak spell activate it? I could then use one magic effect as a template to use for new armors and not have to update the cloak spell script.
Holzfrau Posted April 3, 2020 Posted April 3, 2020 51 minutes ago, LeFlemard said: Is it possible to have an armor magic effect be launched when a cloak spell activate it? I could then use one magic effect as a template to use for new armors and not have to update the cloak spell script. I'm not sure what you mean by launched. Could you access an armor magic effect, or perhaps a script attached to such an effect? Technically yes, I believe you could, but it would be a cumbersome script dive of getting worn form, getting its enchantment, then looping through the enchantment's magic effects. I think Targultoon was on the right track with the alias fill method. I would use two index-matched FormLists to keep your revealing and non-revealing armors correlated with each other. With luck, you should be able to use the non-revealing FormList directly in your alias conditions, in a GetEquipped check (but it may only work for weapons?). More info on what I mean by 'index-matched FormLists': Spoiler So you'd have two FormLists, one that holds all of the non-revealing armors you'd want to replace on NPCs if the conditions are met, and another that holds the revealing versions you'd want to switch them to. They would be "index-matched" in the sense that the first item in the non-revealing list would be swapped for the first item in the revealing list, the second non-revealing item would be swapped for the second revealing item, and so on. With it set up like this, you can use your non-revealing list as a lookup for the revealing item you want - get the worn form in the BODY slot (or where ever), find its index in the non-revealing list, and that index tells you which item to pick in the revealing list. This lets you put a one-size-fits-all script on your alias slots that can handle all the armor swapping you need. The other main benefit of this method is that it's very easy to update and maintain - If you add or remove a revealing/non pair, you only need to change the FormLists and there's no risk of breaking scripts on your existing saves.
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