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Animated Sheathed Schlong for Khajiit

 

This is an initial 'Alpha' version. Test it out, report problems.
Enable Debug Tracing to get chatty output

 

Screenshots are using vanilla, blocky textures! That's all there is right now, oh well!

  • Quick USAGE:
    • Read warnings below
    • Install as a regular SOS schlong. Adjust settings like normal, race chances, etc.
    • Have a khajiit Player or NPC character. Equip the schlong on them
    • The SOS BendUp, BendDown, and modifier key will bend the schlong up and down. This may look a little weird if the character is not erect though, heh...
    • The Home and End keys, along with whatever modifier key you have set for SOS bending, will control erection. Hardcoded for now, sorry. So, Shift+Home erects player up, Shift+End erects player down, Home erects any khajiit-schlonged NPC up, and End does them down.
    • Sexlab animations will cause a "quick" erection and should save the bend positions like normal.

    [*]Removing

    • In the SOS MCM menu, select the Mod's section on the left, then click "Remove"
    • Wait a few seconds, the save.
    • Exit the game, remove the mod. Good to go.

    [*]More Notes

    • I am continuing to try and get this working. The method is complicated and might be terrible. We'll see!
    • Attempts to add a node to the skeleton on the fly. If you get immediate Crashes when equipping, this technique probably fails and crashes on non-existen model node.
    • For khajiit characters. Works for both players and NPCs
    • Intended to pair with the default SOS khajiit body texture
    • Both the regular SOS Bending and Custom Schlong "erecting" work. They are bound to two different sets of keys
    • Racemenu sliders for the genitals will not work (except GenBase and Gen1 scale). I don't think there ever can be. Shape adjustments will have to be done through bodyslide (Racemenu chargen) morph-sliders I'm pretty sure.
    • Sexlab animation is taken into account, sort of. The bending and 'fast erection' should mostly work, but may be a little strange. It may not be possible to make this any better with my knowledge
    • Found a way to add a node to the base skeleton on the fly, sort of. It's hacky and relies on specific game behavior.. and also thanks to NiOverride for being able to do it. This took a goddamned long time to figure out and get working.
    • Although the script math looks like it runs often and is complicated, testing on my computers show almost no latency impact at all. Tell me if that's not the case for you.


 


Anyone who wants to comment, point out bad practice or make this better themselves, go ahead and please do. All the permission stuff is just bureaucracy to me, so don't bother asking! Attribution is nice but not needed.
If you want to mod stuff and have questions about how I came up with numbers or something, feel free to ask.
If you want things like the Blender or ZBrush files or notes, feel free to ask
There are some BadDog things in there. At this point, just the schlong texture directly, the rest is custom, but based off of BadDog's stuff.
Thanks to Porsche Dog as well for help seeing how some of this could be done.

 

Requirements

  • SKSE
  • SOS Full (No light yet, maybe never)
  • Any SOS compatible skeleton. I'm pretty sure...
  • Racemenu - for the nioverride and chargen
  • RCAE "Register custom animation events" - http://www.loverslab...imation-events/
  • ( SexLab and SexLabAroused will be made use of, but are not requirements )
    SLA will be put back in later.
  • A Khajiit Character. Only for khajiit

 


Current Warnings:

 

tl;dr: It uses armor slot 52 and 48. The scripts should generally work, but I still advise being careful with your favorite saves. If you want remove the Schlong Addon, remove it properly from within the SOS MCM menu ("clean the addon") before turning off the Mod.

  • The scripts used to do this are of unknown levels of stability.. They should generally work, but that is what I'm hoping to find out.
  • The schlong mod should definitely be "cleaned" before unloading it from your game (As they all should !). The extra scripts would suck to have stuck running.
  • The meshes are on the high-poly side.. If you have a bunch of khajiits in the area all using this, it might slow the game.
  • The bending animations from SOS are intercepted and dealt with in a complicated way.. The bending might look a little weird.
    Specifically, to prevent bad looks, the Sexlab Aroused and other mods' SOSBendXX events are caught, but cannot be prevented before animating, so are "undone" with a reverse bend. If you see twitchiness, that is caused by this action..
    If someone can provide a way to intercept and prevent havok animation events before they play on the model, tell me.
  • This schlong uses the regular SOS armor slot 52, and also uses armor slot 48. I know of no way around this unless a skeleton mod author agrees to put a node on the skeleton, or someone comes up with a very different way of animating this. Tell me if so!
  • Changing the SOS key maps seems to not take effect until after save/load game, but this mod enacts them right away. Might be weird until after save/load if you change keys.
  • I did see "Infinite Load Screens" that I could not explain. If this happens, load another save game first, then from within that loaded game, load the freezing save directly. I'm not %100 sure that it was this mod causing it, but report it if it seems to be the case.
    If this mod is the cause, I have no idea why. Someone with more scripting experience will have to tell me what about them causes it. If anything, I suspect that the game loads in the middle of on OnUpdate that is trying to update the model before it actually loads.


  • Submitter
  • Submitted
    03/13/2016
  • Category
  • Requires
    Things in the description's requirements section
  • Special Edition Compatible

 

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I left a debug notification in the code, whoops. "Ignored: X" Pops up when the effect starts, generally. I'll remove it in the next update.

 

Going into and out of racemenu can cause problems, apparently. Equip/unequip a body-covering armor to fix it.

 

 

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how's it coming along?

 

Might take a break for awhile. This was not a small amount of work to get going, and the seemingly very minor texture thing I did the last week was more work than I bargained for too..

 

I'm talking to a math person, trying to understand better how the matrix conversions would work between modelling programs and a game engine, heh.

 

 

I suspect the mis-alignments will be caused by going in and out of some menus, most likely the racemenu. If not, I don't have an idea yet. Do misalignments only happen on players, or seen on NPCs, too?

 

I might be able to for females. It isn't high on priority list now. Nothing about the scripts needs to change. The model weighting will be a pain. It has to be done carefully by hand, takes a few hours of detail work, as a consequence of making it have more polygons than the body.

 

The speed of the erection is already adjustable in the code, there's just no way to set it currently. I don't wanna have to create an MCM menu, but I guess that's the best way..

If someone who already knows MCM stuff wants to set up a menu, tell me, heh.

 

 

Link to comment

 

how's it coming along?

 

Might take a break for awhile. This was not a small amount of work to get going, and the seemingly very minor texture thing I did the last week was more work than I bargained for too..

 

I'm talking to a math person, trying to understand better how the matrix conversions would work between modelling programs and a game engine, heh.

 

 

I suspect the mis-alignments will be caused by going in and out of some menus, most likely the racemenu. If not, I don't have an idea yet. Do misalignments only happen on players, or seen on NPCs, too?

 

I might be able to for females. It isn't high on priority list now. Nothing about the scripts needs to change. The model weighting will be a pain. It has to be done carefully by hand, takes a few hours of detail work, as a consequence of making it have more polygons than the body.

 

The speed of the erection is already adjustable in the code, there's just no way to set it currently. I don't wanna have to create an MCM menu, but I guess that's the best way..

If someone who already knows MCM stuff wants to set up a menu, tell me, heh.

 

 

Erection speed seems good to me.

 

Any chance the sheath / shaft alignment issue is because of the sexlab aroused redux corrections?

 

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I don't think so. The SLA stuff is off for now. The code is still in there there, but not on, and so will not be affecting the positioning at all. It's pretty straight forward, just "if SLA option is on, then do this, else don't" so there's little chance it's sneaking in accidentally.

 

The reason I think it's menu related is the way scripts stop being processed while in menus and the way bodymorph are applied, especially when visiting racemenu. Probably, code needs to be added to catch menu exists and reset all the controlling bodymorphs after exiting. This should only be affecting the player, I hope.

Have to be careful, though, about doing the morph resets. The .tri file has a bunch of morphs for length, thickness, shape, etc.. already in it, and those have to eventaully be preserved when there's a way to set them.

 

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