Platinum9732 Posted March 25, 2021 Posted March 25, 2021 On 3/10/2021 at 2:33 PM, Platinum9732 said: I'm using the Amazon's of Skyrim mod. They have floating fangs when I combine it with YA. Will there be a patch in the future, or is there already a way I can fix that? I tried fiddling with the load order but it didn't seem to help. Â Thanks ^^" Still looking for some help with this. Is there any way I can do it manually? Or would I have to wait for a patch?
Bad Dog Posted March 25, 2021 Author Posted March 25, 2021 Likely needs a patch. If they've created a new race it's not just running the furrifier, there's going to be some reconciliation to be done with the race and body records.
Guest Posted April 1, 2021 Posted April 1, 2021 I have multiple questions. Few for the creator "Bad Dog" and another for rest of people here.  Bad Dog, excuse me if someone already asked this in the past but have you considered adding support too these mods for compatibility? Feminine Argonian Textures (Chameleon and Lizard) Masculine Argonian Textures (Chameleon and Lizard) and adding child function to these BeeingFemale as currently the baby isn't anthro which breaks immersion. Also surprised that these two kids aren't more properly put in place. Khajiit Child Maisha My little kitty Ma-Rakha-Khajiit boy and My little hatchling Ram-Ku-Argonian boy You could also try and add support for, Child clothes for adult based children-My little addon I just want to see more variety of children as they sorta break immersion for me. Like Khajiit Child Maisha is fucking adorable and surprisingly wholesome moment outside of the sex mods which can be a nice contrast to make the world feel more real. Also figure pregnancy mod such as BeeingFemale needs an anthro baby model because a lot of people use them. Thanks for listening.  Alright for now with other people, how many of you use the digi grade feet? I noticed that digi grade feet seems incompatible with the many boot mods specifically from these bdsm mods we have here on loverslab. Do you guys just not use it or know if there is any work around? I mean we could see if Bad Dog adds it in but feel like it's more work to add a patch then the request I asked for above. (There is a shit ton of boots.) Some mods like SLUT or other bondage / slavery mods often require a boot option and I feel it might be nice to have it but I really like digigrade feets.
tekuusne Posted April 1, 2021 Posted April 1, 2021 Could this mod cause dead bodies to disappear? There are several places in Skyrim where there are dead NPCs lying around and many of them have been missing.  A couple of examples that come to mind: - the shrine of Talos north of Helgen, only the dead Thalmor soldier is there - the troll lair north of Ivarstead, the Stormcloaks are not there - the ambushed caravan near Dragon Bridge, only the horse is there - Lucky Lorenz's cabin, he wasn't there but I found him in the vicinity  Just a few examples there, I remember several instances this playthrough where I thought there should be someone here but isn't. Now I have a lot of mods installed and it could be any one of them, but this one seems to be one of the few that make extensive edits to NPCs so I was wondering if anyone else experienced this. plugins.txt
Bad Dog Posted April 1, 2021 Author Posted April 1, 2021 @darkninjawolf64 doing texture patches is a bunch of work for little benefit. (Unless it's a texture I want to play with ?. ) I like those kid mods. I haven't ever really been happy with the kids I make.  Hadn't thought about boots re BDSM in particular. Right now you have your choice whether you want to run with boots or not--you can still have the digi feet when you're barefoot.  @tekuusne maybe? There was a problem with Gunjar, the guy you're supposed to loot in the initial Helgen sequence, getting caught and pulled down under ground level. I think we decided it was an HDT tail thing. I gave him a special never-HDT tail to prevent it but I don't know how well it worked. I think I had to raise him above the ground a bit in the end. Could be a similar problem with these other corpses?
LordFlawn Posted April 1, 2021 Posted April 1, 2021 2 hours ago, Bad Dog said: Could be a similar problem with these other corpses?  I have a bunch of problems with the corpses. Most are completely missing or just in the wrong place (for example, Ulag's corpse in the Sleeping Tree Cave is wedged under a prop). Sometimes I'll be walking around and see a body fly across the sky. (sometimes they even skim across the surface of the ground, and if I try to get closer to them, they shoot off again.)  I haven't seen anyone else talk about this (outside of Gunjar, that is.) so I thought it was just a problem on my end.  And I'm not using the HDT tails either, which I guess further complicates things.
MadMansGun Posted April 1, 2021 Posted April 1, 2021 4 minutes ago, LordFlawn said: And I'm not using the HDT tails either, which I guess further complicates things. any tail does it....at least on actors that never had a tail before. Gunjar was the only one i fixed due to him being the most game breaking.
samuecaalves Posted April 1, 2021 Posted April 1, 2021 is it possible to customize the characters in the menu screen? i.e change their amor
BluByt3 Posted April 5, 2021 Posted April 5, 2021 I seem to be having some issues with the YA schlongs file - after sex npcs and my pc don't unequip the erect schlong, or they don't equip it at all. Any idea what might be causing this? I did do this on an existing save, however i cleaned it before upgrading.  Edit: Reverting back to v9 dongs seems to fix the problem - at the cost of performance. I'm not sure if its script improvements or something quietly broken, but the new version is much faster.
FoxerGods Posted April 5, 2021 Posted April 5, 2021 Where is the YA_COSIO_Patch.7.1.0.0 on the google drive? i cant find it
MadMansGun Posted April 5, 2021 Posted April 5, 2021 i also have/had problems with YA10's dicks, i ended up converting and customizing YA9's dick addons to work with YA10. 1
BluByt3 Posted April 5, 2021 Posted April 5, 2021 1 hour ago, MadMansGun said: i also have/had problems with YA10's dicks, i ended up converting and customizing YA9's dick addons to work with YA10. I'd really like to see if I can get YA 10's dicks working, because it's very clear its a much faster system - the only problem seems to be with the handling of the SL events. It mostly works when it's just normal gameplay (With some issues with dongs not changing meshes quickly), but as soon as there's more than 1 SL event going on it totally breaks. Even with a clean save, (coc-ing from main menu at least) npcs seem to all have the erect mesh equipped at the same time, regardless of their arousal level as soon as a SL scene starts.   Edit: Looking through the logs, it seems that the event OnSexLabAnimationStart catches if any SL scene is running - so having the dicks change during that event would change all npcs who currently are registered for the event. (Not sure if that's because of something I've installed, or just how SL works - I'm not too familiar with SL scripting.) Here's the log output I've been getting: [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040376F9)>] [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040376FA)>] [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040195BD)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040195B9)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (0402582C)>] (Gjalund Salt-Sage) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (04033D0B)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (04033D0F)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040195BA)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (04033D14)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (040195BC)>] (Redoran Guard) [04/05/2021 - 11:12:11AM] [BDSOS] OWNER OnSexLabAnimationStart[Actor < (00000014)>] (Prisoner)  And here's the code for the event in question:  Event OnSexLabAnimationStart(string eventName, string strArg, float numArg, Form sender) ; if SL.IsActorActive(effectActor) Debug.Trace("[BDSOS] OWNER OnSexLabAnimationStart" + DisplayName(effectActor)) havingSex = true Utility.Wait(1.0) ; give SL a chance to strip the actor if isStrapon ; only equip if pitching sslThreadController tc = SL.GetActorController(effectActor) if tc sslActorAlias a = tc.ActorAlias(effectActor) if a.MalePosition Debug.Trace("[BDSOS] OWNER female equipping strapon: " + DisplayName(effectActor)) SetErectionLevel(9) endif endif else SetErectionLevel(9) endif ; endif endEvent  @Bad DogIf I'm reading it correctly, won't the event set the erection level to 9 to any NPC currently registered for the event? And it seems like the fix I would do is just commented out - is there a reason for that as well? It seems like that would be consistent with the issues I've been getting.  In a similar tangent, wouldn't the code for OnSexLabAnimationEnd also set all npc dongs to flaccid? Event OnSexLabAnimationEnd(string eventName, string strArg, float numArg, Form sender) Debug.Trace("[BDSOS] OWNER OnSexLabAnimationEnd" + DisplayName(effectActor)) havingSex = false SetErectionLevel(-10) endEvent I'll try uncommenting if SL.IsActorActive(effectActor) and see if that works for me, because otherwise the scripts seem like they should be working fine.  Edit 2: Yep, that fixed everything for me at least. Here's the code that fixed it for me: Event OnSexLabAnimationStart(string eventName, string strArg, float numArg, Form sender) if SL.IsActorActive(effectActor) Debug.Trace("[BDSOS] OWNER OnSexLabAnimationStart" + DisplayName(effectActor)) havingSex = true Utility.Wait(1.0) ; give SL a chance to strip the actor if isStrapon ; only equip if pitching sslThreadController tc = SL.GetActorController(effectActor) if tc sslActorAlias a = tc.ActorAlias(effectActor) if a.MalePosition Debug.Trace("[BDSOS] OWNER female equipping strapon: " + DisplayName(effectActor)) SetErectionLevel(9) endif endif else SetErectionLevel(9) endif endif endEvent Event OnSexLabAnimationEnd(string eventName, string strArg, float numArg, Form sender) if(!SL.IsActorActive(effectActor)) Debug.Trace("[BDSOS] OWNER OnSexLabAnimationEnd" + DisplayName(effectActor)) havingSex = false SetErectionLevel(-10) endIf endEvent I still need to do some testing, but as far as I can tell, that fixed the issue with erect dicks being applied to all npcs during SL scenes and with npcs using the flaccid mesh after my PC stopped animating.
Bad Dog Posted April 6, 2021 Author Posted April 6, 2021 I think I commented out that line when I was chasing another bug and, I guess, never uncommented it. The other bug had to do with actors not getting erect and I was suspicious whether that call was returning the right result. Let me know if you find people aren't getting erect running with your fix.  Glad to hear the new code is more efficient... it was supposed to be. 1
MadMansGun Posted April 6, 2021 Posted April 6, 2021 7 hours ago, BluByt3 said:  in my case everyone but the player was working fine.  sometimes the stage 0 mesh will show when not in a animation but then it turns into nothing when the animation starts, and then it stays as nothing (also a new game did not change anything when i tryed it so it was not my save file)  player no dick: npc has dick: log: Papyrus.0.log   i will be sticking with my edited copy of v9 for now. Â
BluByt3 Posted April 6, 2021 Posted April 6, 2021 1 hour ago, Bad Dog said: I think I commented out that line when I was chasing another bug and, I guess, never uncommented it. The other bug had to do with actors not getting erect and I was suspicious whether that call was returning the right result. Let me know if you find people aren't getting erect running with your fix.  Glad to hear the new code is more efficient... it was supposed to be. So far, I haven't run into any issues with that - both my PC and npcs have been erecting correctly. However I'm currently playing in the dragonborn dlc, so I haven't been able to do extensive testing - at the very least, its much better. I'll post any further issues I find.  Edit: Nevermind - found what you were talking about. While now npcs are erecting properly, followers and my PC are not. Just got the same bug as MadMansGun - pc with no dong, and followers with flaccid mesh. Back to the drawing board I guess. Looking through the logs, it seems that followers (inigo in this case) aren't receiving events anymore - I'll try messing around with the event handling and see what happens.
BluByt3 Posted April 6, 2021 Posted April 6, 2021 24 minutes ago, MadMansGun said: in my case everyone but the player was working fine.  sometimes the stage 0 mesh will show when not in a animation but then it turns into nothing when the animation starts, and then it stays as nothing (also a new game did not change anything when i tryed it so it was not my save file)  player no dick: npc has dick: log: Papyrus.0.log 32.6 kB · 0 downloads   i will be sticking with my edited copy of v9 for now.  Probably for the best - I run a very performance-heavy mod setup + enb, so I have to try and squeeze as much performance as possible to avoid stack dumps, but the v9 dongs are still stable.  Regarding your log, I noticed a strange difference between my logs and yours. It seems like the player is never properly initialized for you, as there should be a couple lines of:  [04/05/2021 - 11:07:58AM] [BDSOS] SCHLONG OnEffectStart: [Actor < (00000014)>] (Prisoner) [04/05/2021 - 11:07:59AM] [BDSOS] OWNER OnEffectStart: [Actor < (00000014)>] (Prisoner) [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) found SLA [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) registering for Aroused events [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) found Sexlab [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) registering for SL events [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) - getting keys from SOS 201 and 209 [04/05/2021 - 11:07:59AM] [BDSOS] OWNER [Actor < (00000014)>] (Prisoner) - RegisterForKey 201 and 209  I found re-starting SOS from the MCM fixed the issue after a cleaned save, but why it didn't work when you had a new game is a mystery to me.
BluByt3 Posted April 6, 2021 Posted April 6, 2021 Well, now I'm just confused. This was a log from where 2 npcs correctly equipped the erect mesh, inigo didn't, and my PC had a blank hole for a dick.  bdsosLog.log  I have no idea why my PC was correctly detected, but no mesh was equipped, and inigo wasn't. I'll check to see if he still has the SchlongOwner effect from the console - that might shed some light onto why.  To further complicate things, it seems like sometimes the mesh will equip correctly and other times won't equip at all.  Edit again: Still have absolutely no idea why the PC sometimes just... doesn't have a dick at the start of a scene. Changing the delay in the SetErectionLevel to 0.1 seems to have helped a tad, but if I'm being honest I have no idea why the hell it isn't working. Sometimes the PC works fine, other times there's nothing. As for the issue with followers, I made a quick and awful solution that worked - at the beginning of BDSchlongEffect, I removed the owner spell from the effectActor and forced it to be re-applied. Its awful, but it did fix it. That got me thinking - would the Owner script be better if it was split into a quest component and a magic effect? Might make some sense to initialize things like SL and SLA in a quest, and have the Owner effect be re-applied every so often. (Maybe on cell load or something?)  Last edit I swear: I'm gonna have to come back to this tomorrow - As far as I can tell, the owner effect is firing correctly, the PC is being detected, and it sends an event to equip the erect dong - but for whatever reason, it just doesn't show up. I'm 90% sure it's the SetErectionLevel function that's the cause of all this trouble.
Bad Dog Posted April 6, 2021 Author Posted April 6, 2021 Trouble with a quest component is it's independent of all the actors, so you have to do a bunch of resolution in the script to figure out who you're talking about and what they should be equipped with. Â When the PC shows up without a dick, try looking in free camera and not. Free camera sometimes doesn't show meshes. Â
BluByt3 Posted April 6, 2021 Posted April 6, 2021 10 hours ago, Bad Dog said: Trouble with a quest component is it's independent of all the actors, so you have to do a bunch of resolution in the script to figure out who you're talking about and what they should be equipped with. Â When the PC shows up without a dick, try looking in free camera and not. Free camera sometimes doesn't show meshes. Â I hadn't thought of that - I'll take a look. Â Edit: As far as I can tell, that seems to be the cause of the issue. Thanks for that, I was totally lost on what the hell was causing that. Looking through the v9 scripts, it looks like that can be fixed by calling QueueNiNodeUpdate() at the end of the mesh swap. I still need to do some more testing on my end, but it definitely looks like I'm getting close to effectively the same as v9 dicks. I'll post my changes here if I can't find any more problems with my fixes.
BluByt3 Posted April 7, 2021 Posted April 7, 2021 Ok, I think I finally have almost everything fixed. So far I've managed to fix: -No more empty hole for a dick on the PC when in freecam -Actors erect correctly with SL -Mesh swaps seem to be working ok -Very slight script performance improvement by changing SL and SLA checks to faction checks  I haven't experienced any issues in my tests or ~1h of gameplay, but I'll remove the scripts if I find anything wrong.  source.7z 04_YA_SOS_SE v10 Fixed.7z
Bad Dog Posted April 7, 2021 Author Posted April 7, 2021 Cool. I grabbed the kit n will look when I have bandwidth. Feel free to nag if it looks like I forgot about it, cuz I probably did. 1
Blaze69 Posted April 7, 2021 Posted April 7, 2021 15 hours ago, BluByt3 said: Ok, I think I finally have almost everything fixed [...] Any chance you could also post the compiled scripts? I'm missing "zadLibs" and some other source and IIRC it's either from ZaZ or DD, neither of which I want to download just to grab the sources if I'm honest here, lol.
BluByt3 Posted April 7, 2021 Posted April 7, 2021 2 hours ago, Blaze69 said: Any chance you could also post the compiled scripts? I'm missing "zadLibs" and some other source and IIRC it's either from ZaZ or DD, neither of which I want to download just to grab the sources if I'm honest here, lol. Sure! 04_YA_SOS_SE v10 Fixed.7z Just one caveat - you'll need to backport the BadDogSchlongCore.esp by re-opening it in the old CK. (I'm only now realizing that this is the LE version of YA (I know, my b), and I only have the SSE CK. Scripts are identical for both LE and SSE, so the compiled scripts should run just fine in LE. So, sorry in advance that I can't provide the modified ESPs myself. Hopefully Bad Dog can upload a proper fix later.)
Blaze69 Posted April 7, 2021 Posted April 7, 2021 1 hour ago, BluByt3 said: Â you'll need to backport the BadDogSchlongCore.esp by re-opening it in the old CK. Were any changes made to the plugin data, then? If it's just new script properties I could just load up the CK with the updated scripts so I can register those new properties, but I thought I'd ask in case there's been any other changes.
BluByt3 Posted April 7, 2021 Posted April 7, 2021 11 minutes ago, Blaze69 said: Were any changes made to the plugin data, then? If it's just new script properties I could just load up the CK with the updated scripts so I can register those new properties, but I thought I'd ask in case there's been any other changes. Nope. Only the script properties, nothing else.
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