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Posted

 

 

 

I love the body in this mod but for the love of me i cant get the outfits from Devious devices to work with it. Any one has conversions for it? I am a total noob with this and still learning how to use Body slide.... 

 

This is a UUNP body, so you need UUNP sliders to avoid clipping.

 

http://www.loverslab.com/topic/51563-the-devious-corner/

 

Just install and then batch build. You shouldn't need to change anything besides make sure racemenu morphs is checked, and that you only build what you want from the menu. Make sure you don't build the UNP feet, hands, or bodies or they will overwrite the All-in-One meshes.

 

 

Quick question, so i downloaded the slides, but i have no idea how to add them to body slide groups. I used NMM to install them but they dont show up on the mod list. Any idea how to add them to the groups? thank you once more

 

 

 

 

They don't show up because they are Bodyslide addons. You are using NMM so this is fairly easy procedure;

 

First install Bodyslide; http://www.nexusmods.com/skyrim/mods/49015/? You can install this as a normal mod, but not run it as one, think FNIS. Now go to Skyrim/Data/CalienteTools/Bodyslide and activate Bodyslide.exe, preferably as an administrator.

 

Assuming you are using the base v2 body (zeroed sliders, no variance between weigth 0 and 100), now under "Outfit/Body" choose "Unified UNP Special" then under "Preset" choose the top one, "Zeroed Sliders". Now click "Batch Build" (NOT BUILD, that's for the body and will break your HDT vag), and select every outit you want to change, which is probably the neitre list, just make sure to deslect the actual bodies that also gets selected, click "Build" wait until it's done, exit, go in game, your Devious Devices now fit your body. Choose another preset if you are using another body like 7Base or UNPB, you can find those bodies for this mod in the 7z you downloaded under 00_body something, just go in there and grab the body you want and replace files where appropriate manually. V3 of this mod will have all those bodies already as part of the FOMOD installer.

 

 

So i did this and it worked fine for the cloths but i am trying to use this mod "http://www.loverslab.com/files/file/1351-7b-sevenbase-hdt-conversion-for-hdt-piercings/"And it looks like it works perfectly in the studio, but when i go into the game the nipple piercing are not aligned. I am using the "UNP special" body for refrance

 

Appreciate the help

Posted

I've been delighted with the older version of this mod that I've been using in my current game.  And the new version 3 looks awesome.  But I have a question about included mods and their requirements.  You list "More Nasty Critters Replacement" as an included mod.  Is this the same as MNC?  I think MNC requires Creature Framework, is that included as well?  Or is MNC Replacer different from MNC, and MNC, if desired, must be installed separately?  Thanks.

 

It's just a mesh replacement for a few of the MNC creatures, and not many of them, like 10 of them, you still need the original mod. Also it's an optional requirement only; you can install this mod in FOMOD without installing MNC if you either don't want to repalce their meshes or don't want bestiality in your game (MNC or rather Creature Framework is HORRIFIC on your performance and long-term stability beyond just playing for a few hours for fun, because it checks every single NPC, males, females, children, chickens, invisible disabled NPCs in the cell, everyone to see if it can add dicks to them, so I try not to use it unless running quest mods, works fine in a very light load order but don't put it in a heavy one).

 

 

So i did this and it worked fine for the cloths but i am trying to use this mod "http://www.loverslab.com/files/file/1351-7b-sevenbase-hdt-conversion-for-hdt-piercings/"And it looks like it works perfectly in the studio, but when i go into the game the nipple piercing are not aligned. I am using the "UNP special" body for refrance

 

Appreciate the help

 

 

I am relatively certain those are not UUNP meshes. If you or someone can make them work, please let me know as I have been trying to add piercings to my UUNP girls for a while now.

Posted

 

 

I am relatively certain those are not UUNP meshes. If you or someone can make them work, please let me know as I have been trying to add piercings to my UUNP girls for a while now.

 

 

This will probably be noob question, but isent 7B a UNp "like" body? and is V3 out!!?

 

In body slide when i make a studio project, and use the UNP special body and then load in the items its perfectly aligned, i even did it in game and worked well but not for all of them "rest just didnt show up" so i tried again with body slide batch build "a few times after reseting the body and before that and after that again" and could not get it to work, even the ones that worked the first time. I think its just me being a total noob with bodyslide

 

gona try this one now http://www.loverslab.com/files/file/2456-uunp-hdt-piercing-sets/. 

 

 

Posted

About the extra mods offered. Are these merged or do they all have separate esps? I ask because I have a few of them already and if they are merged then I can delete the ones I have now and pick them again from the fomod, if not merged I can just leave in the ones I have. Looking forward to using this on a new save. Thank you for such a comprehensive work!

I am also curious about this

Posted

 

About the extra mods offered. Are these merged or do they all have separate esps? I ask because I have a few of them already and if they are merged then I can delete the ones I have now and pick them again from the fomod, if not merged I can just leave in the ones I have. Looking forward to using this on a new save. Thank you for such a comprehensive work!

I am also curious about this

 

 

They are not merged. Several of them are scripted mods it takes skill to merge properlyt to avoid breaking them, plus it would need even more versions of the mod if there were merged options. If you already have one of them, just don't tick that option, it's not an all or nothing.

 

 

 

 

 

I am relatively certain those are not UUNP meshes. If you or someone can make them work, please let me know as I have been trying to add piercings to my UUNP girls for a while now.

 

 

This will probably be noob question, but isent 7B a UNp "like" body? and is V3 out!!?

 

In body slide when i make a studio project, and use the UNP special body and then load in the items its perfectly aligned, i even did it in game and worked well but not for all of them "rest just didnt show up" so i tried again with body slide batch build "a few times after reseting the body and before that and after that again" and could not get it to work, even the ones that worked the first time. I think its just me being a total noob with bodyslide

 

gona try this one now http://www.loverslab.com/files/file/2456-uunp-hdt-piercing-sets/. 

 

 

No, you don't get it; you need things made for a UUNP body, not just a UNP body. "CBBE Bodyslide" specifically may work as well, in fact instead of using the link you first provided, which is a coversion to 7Base, use it's original version that that mod requires, that might work.

Second option you gave will work for sure however.

Posted

 

I've been delighted with the older version of this mod that I've been using in my current game.  And the new version 3 looks awesome.  But I have a question about included mods and their requirements.  You list "More Nasty Critters Replacement" as an included mod.  Is this the same as MNC?  I think MNC requires Creature Framework, is that included as well?  Or is MNC Replacer different from MNC, and MNC, if desired, must be installed separately?  Thanks.

 

It's just a mesh replacement for a few of the MNC creatures, and not many of them, like 10 of them, you still need the original mod. Also it's an optional requirement only; you can install this mod in FOMOD without installing MNC if you either don't want to repalce their meshes or don't want bestiality in your game (MNC or rather Creature Framework is HORRIFIC on your performance and long-term stability beyond just playing for a few hours for fun, because it checks every single NPC, males, females, children, chickens, invisible disabled NPCs in the cell, everyone to see if it can add dicks to them, so I try not to use it unless running quest mods, works fine in a very light load order but don't put it in a heavy one).

 

 

Thanks very much. I already have script lag problems, so I'd like to avoid Creature Framework if I can.  I currently have Sexlab Nude Creatures installed, which I think MNC was intended to replace and expand upon, so I assume I can keep using it.

 

Posted

 

 

 

No, you don't get it; you need things made for a UUNP body, not just a UNP body. "CBBE Bodyslide" specifically may work as well, in fact instead of using the link you first provided, which is a coversion to 7Base, use it's original version that that mod requires, that might work.

Second option you gave will work for sure however.

 

 

Thanks for the answer, will try the 2nd one now its taking for ever to install.

Posted

 

No, you don't get it; you need things made for a UUNP body, not just a UNP body. "CBBE Bodyslide" specifically may work as well, in fact instead of using the link you first provided, which is a coversion to 7Base, use it's original version that that mod requires, that might work.

Second option you gave will work for sure however.

 

 

Nope same issue as well, things moved a bit, but still missaligned.

 

I must be doing something wrong in body slide, I select the group "from the file in the mod" use the special UUNP body with zero slide setting and batch build it. same issue. 

Posted

Piercings; I think piercings have to have the same HDT weight as your breasts and belly, can anyone corect me if this is wrong and they just need the same mesh as the body? No the bounces are not connected to the mesh (well they are in this mod, but not in bodyslide by default), it's the Option A and Option B options you first pick.

 

 

 

 

I've been delighted with the older version of this mod that I've been using in my current game.  And the new version 3 looks awesome.  But I have a question about included mods and their requirements.  You list "More Nasty Critters Replacement" as an included mod.  Is this the same as MNC?  I think MNC requires Creature Framework, is that included as well?  Or is MNC Replacer different from MNC, and MNC, if desired, must be installed separately?  Thanks.

 

It's just a mesh replacement for a few of the MNC creatures, and not many of them, like 10 of them, you still need the original mod. Also it's an optional requirement only; you can install this mod in FOMOD without installing MNC if you either don't want to repalce their meshes or don't want bestiality in your game (MNC or rather Creature Framework is HORRIFIC on your performance and long-term stability beyond just playing for a few hours for fun, because it checks every single NPC, males, females, children, chickens, invisible disabled NPCs in the cell, everyone to see if it can add dicks to them, so I try not to use it unless running quest mods, works fine in a very light load order but don't put it in a heavy one).

 

 

Thanks very much. I already have script lag problems, so I'd like to avoid Creature Framework if I can.  I currently have Sexlab Nude Creatures installed, which I think MNC was intended to replace and expand upon, so I assume I can keep using it.
 

 

 

That's interesting, how well do SNC work without Creature Framework?

 

I think all the meshes in this body are covered by SNC, they are all basic animals, not the more advanced stuff like rabbits, dragon priests and such.

Posted

If i would make a small recommandation , maybe think About not including the skeleton , xmpse is good and all , but it would make things complicated as the mod still gets updated , no Major changes but more compatibility stuff.. It would mean a lot of peaple will use an outdated skeleton later on, maybe. Plus skeleton configuration is super easy . I myself would just delete the skeleton files included in this. If xmpse installation in this fomod is optional i Didn't say a thing..

Guest azeraxa
Posted

If i would make a small recommandation , maybe think About not including the skeleton , xmpse is good and all , but it would make things complicated as the mod still gets updated , no Major changes but more compatibility stuff.. It would mean a lot of peaple will use an outdated skeleton later on, maybe. Plus skeleton configuration is super easy . I myself would just delete the skeleton files included in this. If xmpse installation in this fomod is optional i Didn't say a thing..

 

I second this. And about V2 - some of bodies had wrist issues (UNPBO v3, Zoe), so I had to replace hand meshes with this: http://www.nexusmods.com/skyrim/mods/49285/?

Posted

 

If i would make a small recommandation , maybe think About not including the skeleton , xmpse is good and all , but it would make things complicated as the mod still gets updated , no Major changes but more compatibility stuff.. It would mean a lot of peaple will use an outdated skeleton later on, maybe. Plus skeleton configuration is super easy . I myself would just delete the skeleton files included in this. If xmpse installation in this fomod is optional i Didn't say a thing..

 

I second this. And about V2 - some of bodies had wrist issues (UNPBO v3, Zoe), so I had to replace hand meshes with this: http://www.nexusmods.com/skyrim/mods/49285/?

 

 

Already made the request way back, already fulfilled; Skeleton install is one of the toggles if you want it or not.

 

Replacing hand meshes with that on UNP is fine, but don't replace feet mesh, or it kills the HDT Vag if you do not know how to reattach XML, if so use Leito's FemFeet. Don't replace male hand meshes however, that's their HDT activator for SOS interraction.

 

EDIT: Actually Heroede mentioned that he attached something else to the hand meshes... so you would loose that if you replaced the hands. Did not say what that was however, but that's the reason it's the feet that can't be covered for females (normally it's the hands in other mods like this).

Posted

If i would make a small recommandation , maybe think About not including the skeleton , xmpse is good and all , but it would make things complicated as the mod still gets updated , no Major changes but more compatibility stuff.. It would mean a lot of peaple will use an outdated skeleton later on, maybe. Plus skeleton configuration is super easy . I myself would just delete the skeleton files included in this. If xmpse installation in this fomod is optional i Didn't say a thing..

Hero added optional install options to basically every page of the installer in v3.

Posted

 

If i would make a small recommandation , maybe think About not including the skeleton , xmpse is good and all , but it would make things complicated as the mod still gets updated , no Major changes but more compatibility stuff.. It would mean a lot of peaple will use an outdated skeleton later on, maybe. Plus skeleton configuration is super easy . I myself would just delete the skeleton files included in this. If xmpse installation in this fomod is optional i Didn't say a thing..

Hero added optional install options to basically every page of the installer in v3.

 

 

Yup, basically EVERYTHING is now optional, which also means that if you just want to swap skin but want to keep your body, or anything else, you can skip those steps and only install and overwrite what you need. He spent mroe time on that FOMOD than most other things in the mod by now, it's MASSIVE.

Also the guy is clinically insane; he's studying, he's pushing to put this out, so what does he do? Decide like 4 AM last night to also include all of the Bijin author's other companions, RK Companions, Vivace and Cachonne... hopefully he finishes this masterpiece before the men in white suits come for him!

Posted

 

 

 

Hello

Nice mod, but it seerms it just killed my framerate, from 45 to ... 5 !!

That was in the Bannered Mare (which looked more like the Unleashed Stallion, hey..), with a dozen NPCs or companions in.

Maybe it's my VRAM, I only have 2Gb but installed the 2k textures.

Any tips ?

When you test it the next time please open your hdtPhysicsExtensions.log file under SKSE\Plugins.

If it keeps spamming errors about missing bones or sth then it's probably one of the newer versions of XPMSE not playing well with All in one for some reason I don't know.

In that case do the opposite of what most experts will tell you and put All in one after XPMSE in your mod load order so it overwrites the newer skeleton. That should fix it.

 

 

Does anyone have any idea what is causing this and how it might be fixed?  I have tried following the above advice and it seemed to work for a while, but now I'm getting the same spam in the log even when I overwrite the XPMSE skeleton with the skeleton in this All in One mod. Like the original poster, this causes a massive frame rate drop (mine drops from 50 to around 20 fps).  I am using Bazinga's Naturalistic HDT jiggle and collisions XML set.

 

Here is my hdtPhysicsExtensions.log file, if it helps at all:

 

 

You don't need to overwrite the skeleton with the one in this mod, it's just an XPMSE HDT skeleton packaged with the mod. Use the newest XPMSE if you're going to install an additional skeleton at all.

 

The XPMSE HDT skeleton has a belly node so you shouldn't be getting that. Try going to coc qasmoke and see if it does it. You may have an NPC that is using a custom skeleton but standard meshes (uncommon though). Also, while in qasmoke, try with and without your armor equipped just to be sure.

 

You may want to run FNIS as well just to be safe if you messed with the skeleton, since the animations rely on those nodes.

 

 

 

Personally I only use XPMSE 2.71, with all optionals but the skeleton itself disabled. Much better performance for SKSE Co-save and more stability because it doesn't check for proper weapon scale then.

 

Thank you both for trying to help.  I tried all of the suggestions above, but none of it was effective.

 

However, I think I did finally figure it out.  txzeenath's comment about a custom skeleton is what gave me the clue.  It turns out RS Children uses a very old version of the skeleton that does not include belly nodes.  Up until now I didn't bother to look at the children since I didn't think the HDT physics would apply to them.  But I noticed the frame rate drop would only occur in zones with children in them (Riverwood, Whiterun), but not in zones without children (Sleeping Giant Inn, Shield Maiden, qasmoke).

 

By installing the following mod: XPMSE Skeleton for RSChildren,

it looks like the problem has been fixed.  I will keep watching the log to make sure there are no more problems. 

 

If anyone else is having frame rate drops when using the physics XML files included in this mod or with Bazinga's Naturalistic HDT jiggle and collisions XML set, you might want to check the skeletons of any old children overhaul mods or custom race mods that you might be using. I hope this helps anyone else who might be having the same issue. 

Posted

i have a simple question :cool: ,your hdtvagina.xml file is a idencticaly which stevie hdtvagina.xml from v.143,bcs i search xml.for much largers penises(much more open vagina)? 

Posted

Thank you both for trying to help.  I tried all of the suggestions above, but none of it was effective.

 

However, I think I did finally figure it out.  txzeenath's comment about a custom skeleton is what gave me the clue.  It turns out RS Children uses a very old version of the skeleton that does not include belly nodes.  Up until now I didn't bother to look at the children since I didn't think the HDT physics would apply to them.  But I noticed the frame rate drop would only occur in zones with children in them (Riverwood, Whiterun), but not in zones without children (Sleeping Giant Inn, Shield Maiden, qasmoke).

 

By installing the following mod: XPMSE Skeleton for RSChildren,

it looks like the problem has been fixed.  I will keep watching the log to make sure there are no more problems. 

 

If anyone else is having frame rate drops when using the physics XML files included in this mod or with Bazinga's Naturalistic HDT jiggle and collisions XML set, you might want to check the skeletons of any old children overhaul mods or custom race mods that you might be using. I hope this helps anyone else who might be having the same issue. 

 

 

Crap, I totally forgot to mention that. Maybe because it didn't occur to me until someone else pointed out this was the issue with my own game as well. I am also using RS Children and I fixed it with the above skeleton about half a year back. It's not something you think about could be the issues, that children needs to use the same mutilation and sexlab compatible hdt skeleton as you do when all of that is impossible on them...

Posted

 

This is the final changelog for All-in-One HDT Animated Pussy 3.0

 

  • Option to choose between UUNP with Bounce and Jiggles or Naturalistic HDT Jiggle and Collisions (including three types of bouncing for each one).

 

 

You mean you added Knightmares bouncies too :exclamation: :exclamation: :exclamation:

Two of my fave bouncy xmls EVA!!!!!!!!!!!!!  I LOVE YOU LOVE YOU LOVE YOU LOVE UUUUU!!!!! :heart: :heart: :heart: :heart: :heart: :heart:

 

I could kiss you :blush:  :P

 

take you very sweet time i got til the end of summer for my new desktop anyways so no need to rush :angel:

 

I just got wet thinking about this and shut up Vyxenne :sleepy::lol:

Posted

I converted some unp based follower mods with the nifs and tri files  and textures from v2s archive. They seemed to work well. When I uninstalled the follower mod through nmm the tri files were left behind in data. I plan to reconfigure several for this new playthru and thought it might be best to open their archives on the desktop, do the m/t swap, rearchive and bring them in with nmm. But seeing they were left behind on removal of the mod, might nmm not bring in the tri files on loading? Does the esp have the say on what gets taken from the archive? When I was swapping exact names and file counts it wasn't an issue, will it be an issue with 9 mesh files instead of six? No big deal but I could save wasting time if it was best to put in the original mod and replace the files in data.

Posted

Also what do you think of this mod  Illustrious HDT Cloaks of Skyrim http://www.nexusmods.com/skyrim/mods/72581/?, do you think this will be compatible with your big mod? :)

 

 

Ok I was thinking since you are releasing this for two body shapes UUNP and CBBE, maybe you should split the two.  I think it would make more sense in a way than just having one big mod.  You can still keep the big mod of course as the main option but other two options you can do one CBBE version and one UUNP version.  This is just a suggestion and an idea. If you can't than thats ok, im still excited for the 3.0 version

Posted

I converted some unp based follower mods with the nifs and tri files  and textures from v2s archive. They seemed to work well. When I uninstalled the follower mod through nmm the tri files were left behind in data. I plan to reconfigure several for this new playthru and thought it might be best to open their archives on the desktop, do the m/t swap, rearchive and bring them in with nmm. But seeing they were left behind on removal of the mod, might nmm not bring in the tri files on loading? Does the esp have the say on what gets taken from the archive? When I was swapping exact names and file counts it wasn't an issue, will it be an issue with 9 mesh files instead of six? No big deal but I could save wasting time if it was best to put in the original mod and replace the files in data.

 

No, the esp doesn't determine what gets extracted and to where. Pretty much, the path structure within the archive does that. If NMM finds a file within the downloaded archive named (for example) "Data\Meshes\Actors\Character\Character Assets\femalebody_1.nif" it just writes that file to the matching game folder (it creates the target folder if required), and that's that. It even works if the Data\ folder is omitted from the archive path structure.

 

FULL DISCLOSURE: The "new" NMM (0.60.1) bricked my Skyrim installation and its "recovery" function didn't work. This cost me days and days of rebuilding, so I am still using the last "pre-new" version of NMM, 0.56.1. Everything I am saying here is based on that version.

 

When NMM installs a mod, it creates its own data entry detailing which files it installed (including path/folder names) and which files it overwrote, then when you uninstall the mod it reads its own data to figure out what to remove and what to "revert" to the pre-installation condition. If you manually copy files (like texture upgrades, for example) into your game, NMM has no way of knowing that you did that, so it won't remove those files (or revert them to vanilla) when you uninstall the mod. All of this is true whether or not the mod even HAS a plugin (esp/esm) file at all... most texture mods do not.

 

As a general rule, with mods that have several options but no FOMOD, or a main archive then several optionals not included in the main or that overwrite some of the files in the main, I make a new folder named "[original name of mod] As Installed" and then do all of my mix-n-matching in that folder, making sure to get the path structure (folder names) right- a typo will kill you here. For example, my old UNPB-TBBP body texture mod had 4 or 5 pubic hair variations from shaved to OMG-Get-A-Chainsaw (those of you who have seen my screenies know which one I picked) and the instructions were to "install only one pubic hair variant." NMM could not install this mod properly without a FOMOD or a custom installation archive as described here.

 

When I'm done, I use 7-zip to re-archive it, then use NMM to "get mod from file" and select my newly-created archive. NMM dutifully installs the mod with the options I selected and built into the new archive, and even better, if/when I uninstall that mod, NMM "knows" which files I installed with that mod and removes and/or reverts them properly. Also, the name of the mod in NMM shows my "[...] As Installed" name, which is a clue to me later that I made a custom installation for that mod so I can double-check that all has been properly removed or reverted.

 

Hope this helps you.

Posted

 

 

This is the final changelog for All-in-One HDT Animated Pussy 3.0

 

  • Option to choose between UUNP with Bounce and Jiggles or Naturalistic HDT Jiggle and Collisions (including three types of bouncing for each one).

 

 

You mean you added Knightmares bouncies too :exclamation: :exclamation: :exclamation:

Two of my fave bouncy xmls EVA!!!!!!!!!!!!!  I LOVE YOU LOVE YOU LOVE YOU LOVE UUUUU!!!!! :heart: :heart: :heart: :heart: :heart: :heart:

 

I could kiss you :blush:  :P

 

take you very sweet time i got til the end of summer for my new desktop anyways so no need to rush :angel:

 

I just got wet thinking about this and shut up Vyxenne :sleepy::lol:

 

 

Actually Option A on the UNP version was always the same one used by Bounce and Jiggles mod.

 

Also Bounce and Jiggles is actually using some of the assets HeroedeLeyenda made for this mod (UNP Bijin textures at least, maybe more). It's all good though apparently, he's good with sharing, and have after all taken some stuff from other mods.

 

Current mod size; 4300 files in 2170 folders, total size 7,8 GB. This mod is now bigger than some mods that add entire new continents to explore to the game!

Posted

A bit confused as to why there are optional files for the Bijin mods. I'm guessing it's because the Bijin mods change NPC textures, and thus the vagina added from this mod has to accommodate to those textures, but I honestly have no idea, so please correct me if I'm wrong.

 

If that's the case, does that mean that the textures would be messed up with followers that add custom textures as well? I'd like to use this mod, but I also use a ton of custom followers, so it'd be a bit of a shame if it didn't work with them while it did with everyone else.

 

Lastly, does this work the Succubus Race mod by Nikitaa? I consider this an essential mod to my game, and always play using this race; if it isn't compatible with this race, is there a way I can make it compatible.

 

Much Appreciated,

~Smexy

Posted

A bit confused as to why there are optional files for the Bijin mods. I'm guessing it's because the Bijin mods change NPC textures, and thus the vagina added from this mod has to accommodate to those textures, but I honestly have no idea, so please correct me if I'm wrong.

 

If that's the case, does that mean that the textures would be messed up with followers that add custom textures as well? I'd like to use this mod, but I also use a ton of custom followers, so it'd be a bit of a shame if it didn't work with them while it did with everyone else.

 

Lastly, does this work the Succubus Race mod by Nikitaa? I consider this an essential mod to my game, and always play using this race; if it isn't compatible with this race, is there a way I can make it compatible.

 

Much Appreciated,

~Smexy

 

The vagina texture is part of the body texture, and the labia is a part of the body mesh. Bijin NPCs don't use the default meshes and textures IIRC, so you'd have to replace them if you want them to have jiggles and functional "parts".

 

 

Followers and other NPCs that use custom meshes/textures/skeletons can have them replaced by copying the files to the NPC's folder. Same with your custom race. You can take the the meshes and textures from the default directory and place them into the race's folders. (making sure to correct any differences in filenames like femalebody_0 vs succubody_0 or whatever)

 

However, the succubus armor(if you use it) will revert your body whenever you wear it, since it doesn't have bodyslide data packed with it.

Posted

I still cannot get this one to fully take. But, I want to first say, thank you for all the information and posts here since a lot has helped me in other areas I needed schooled in, a lot to be honest. I have been fooling with this but can never get the vagina to actually come up and be seen or work. Most of the rest of it works fine. Does anyone have a step by step process for MO users or maybe a left pane picture of what is needed to make this actually work? I have tried so many different combinations, but no joy yet. Either way, thanks to everyone else who has work so hard on trying to explain this thoroughly.

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