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I'll probably roll in Hoodies and Digitigrade before I'm done.

 

My attitude towards Dawnguard and Dragonborn is: pay up, get the DLC's, and no whining. How much does a crappy 2-hour movie in a theater cost you? And how many hours will you spend playing Skyrim? AND Bethesda is supporting this great modding community AND they don't even freak out when people start making creepy yif mods, which a lot of companies would. So pay the piper, they earned it.

 

I run with the Legendary Patch all the time so if I'm modding vanilla forms that's where they tend to come from. I could try to eliminate that dependency but I don't have a lot of motivation to. 

 

Stilling thinking about hooves for orcs. Should they have hooves or gnarly monster claws?

Yeah, I have the same opinion about the DLC's. I mean, during a Steam sale you can get the Legendary Edition for, what, 5 bucks? Totally worth it.

 

About the Unofficial patch, yep. The game is no longer being updated and that patch fixes like 99% of the bugs Bethesda left in Skyrim. If someone doesn't use for some reason, it's their choice, but most mods have it as a dependecy because everyone uses it.

 

Merging your mods into this download (and keeping standalone versions for use withouth this mod, I understand) is a good idea. It will prevent more bug reports caused byu wrong installations, like the two I just answered. I've got no problem in helping people with mod issues, but when such simple mistakes start coming up over and over again, it gets quite annoying.

 

About your plans for orcs, dunno. Both options sound really good, but I'll give my two cents:

 

In my opinion, hooves would make more sense if orcs were modified to look more beastly, maybe kinda like warthogs, just as Deathreader said. Likewise, "gnarly monster claws", as you put it, would fit with their current appearance. But that's just my opinion, and I'll be hapy with any of them.

 

If you do intend to keep them as they are and just give them new feet, I would suggest seeing if its possible to create meshes that use the same UV as UNP/SOS feet, because that way it would be possible for each user to use their prefered skin texture. It's just a suggestion though, and if you think you can get them to look better with your custom textures, I'm all for it.

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Alright so I'm using Mod Organizer and launching SKSE from within MOD Organizer and the game crashes at the race selection screen as I flip through the races. All characters appear fine but are fully clothed. Is this as intended? Not sure. Here's the mod order. LOOT recommends a different one but I'm going by the ones recommended for this plugin. Any feedback would be awesome.
 

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
RaceCompatibility.esm
SexLab.esm
SexLabAroused.esm
Schlongs of Skyrim - Core.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Lost Art of the Blacksmith.esp
BetterQuestObjectives.esp
BetterQuestObjectives-DBForevertoMisc.esp
Derrax_Male_Werewolf_ANIMALpenis.esp
Derrax_Male_Werewolf_HUMANpenis.esp
KS Hairdo's.esp
RaceCompatibilityUSKPOverride.esp
House of Men.esp
SkyUI.esp
FNIS.esp
FNISspells.esp
dD - Realistic Ragdoll Force - Realistic.esp
LykaiosRace.esp
the lungaris - rabbit-like race.esp
Vukasin.esp
WotA-VaalsarkRace.esp
FennecRace.esp
Northern Bathhouses.esp
Schlongs of Skyrim.esp
SOS - Shop.esp
SOS - Smurf Average Addon.esp
SOSRaceMenu.esp
SOS - VectorPlexus Regular Addon.esp
BDHoodieSchlong.esp
BDOrcSchlong.esp
FloppySOS.esp
BDDigiFeet.esp
SexyFurries.esp
XPMSE.esp

 

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Alright so I'm using Mod Organizer and launching SKSE from within MOD Organizer and the game crashes at the race selection screen as I flip through the races. All characters appear fine but are fully clothed. Is this as intended? Not sure. Here's the mod order. LOOT recommends a different one but I'm going by the ones recommended for this plugin. Any feedback would be awesome.

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

Unofficial Skyrim Legendary Edition Patch.esp

RaceCompatibility.esm

SexLab.esm

SexLabAroused.esm

Schlongs of Skyrim - Core.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Lost Art of the Blacksmith.esp

BetterQuestObjectives.esp

BetterQuestObjectives-DBForevertoMisc.esp

Derrax_Male_Werewolf_ANIMALpenis.esp

Derrax_Male_Werewolf_HUMANpenis.esp

KS Hairdo's.esp

RaceCompatibilityUSKPOverride.esp

House of Men.esp

SkyUI.esp

FNIS.esp

FNISspells.esp

dD - Realistic Ragdoll Force - Realistic.esp

LykaiosRace.esp

the lungaris - rabbit-like race.esp

Vukasin.esp

WotA-VaalsarkRace.esp

FennecRace.esp

Northern Bathhouses.esp

Schlongs of Skyrim.esp

SOS - Shop.esp

SOS - Smurf Average Addon.esp

SOSRaceMenu.esp

SOS - VectorPlexus Regular Addon.esp

BDHoodieSchlong.esp

BDOrcSchlong.esp

FloppySOS.esp

BDDigiFeet.esp

SexyFurries.esp

XPMSE.esp

 

 

The suggested load order is, I think, for the Mods themselves, meaning in the Left pane. Letting LOOT sort the Right pane, your list of plugins(.esm and .esp files), should be fine. As for them being fully clothed, if it is the Prisoner Clothes, then that is fine. The mod BD recommends on the first page for armors, will make some, but not all of the male armors revealing. Though if you mean the body meshes, that could be the order of Mods being incorrect.

 

Also, you may wish to use Alternate Start - Live Another Life, so you can test mods like this easier, and you can still begin with the vanilla start using it. 

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Actually, if you'll read upthread you'll find you can't depend on LOOT to organize these mods correctly. Let it do its thing but then check it and move things around if they aren't in the order I gave. It's a little less fragile now that Cats and Furry Age are rolled into the main mod, but you still have to be careful.

 

I've never really understood why the left vs. right pane. Once in a blue moon it's useful to have a different order, but MO itself will tell you having a different order on left and right can cause "subtle and hard-to-find bugs". Anyway, make sure they're in that order on both sides.

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Actually, if you'll read upthread you'll find you can't depend on LOOT to organize these mods correctly. Let it do its thing but then check it and move things around if they aren't in the order I gave. It's a little less fragile now that Cats and Furry Age are rolled into the main mod, but you still have to be careful.

 

I've never really understood why the left vs. right pane. Once in a blue moon it's useful to have a different order, but MO itself will tell you having a different order on left and right can cause "subtle and hard-to-find bugs". Anyway, make sure they're in that order on both sides.

 

At least with this version I haven't seen any major issues, though I'll certainly take a look and make a few adjustments. 

 

MO suggests it is related to the order scripts load, which is best to match the order of the plugins. 

 

Also, while not huge problems, I noticed two issues. 

 

-Jouane Manette(Rorikstead): He has a tail, his shoes looked like they are beast-ish, but his face was still default, I think. 

 

-Briarhearts - Perhaps an obvious issue. They still have their default body, but their head feet(I think) and hands were correct for this mod. 

 

Also noticed a spawned Imperial soldier, a female Redguard, and along with a female Redguard bandit that still had the default head. Possibly a conflict with the Diverse Guards mod, though I'm not sure about the bandit. 

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Any suggestions for my crashing though? And the left-pane stuff is just a list right? It's not actually load order. And of course it shouldn't matter what order I install the mods in right? As it's MO they're all in independent folders.

 

When installing XPSME (or something) and sexlab I feel there were too many options and I might not have done them right. I try to read everything but the crashing bothers me.

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I hope this is an easy fix and I have a feeling it has to do with load order. Some of the races with changed bodies are invisible, such as Breton, Imperial, Nord, and Redguard. Dark elf and wood elf show skin bodies. High elf, Khajit and Argonian are correct. The custom races work just fine as well.

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Any suggestions for my crashing though? And the left-pane stuff is just a list right? It's not actually load order. And of course it shouldn't matter what order I install the mods in right? As it's MO they're all in independent folders.

 

MO is a great tool, but it does take some getting used to. The left pane when sorted by priority shows what is overwriting what. Higher priority overwrites lower. On the right under the plugins tab, if you are getting any red triangles under flags, you will probably crash. The right is the esp load order. Hover over each to see what dependencies each esp has. As for installing mods, it doesn't matter what order you install in as long as you fix the priority on the left. Make sure patches and such have higher priority than the main files otherwise often they wont work.

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@SangieWolf, the load order looks okay but the order left pane list DOES matter. All the loose files will be ordered as on the left, so if it's not right you'll get the wrong meshes and textures. Order that side the same as the right side, at least so far as the furry mods go. 

 

Not sure what's causing your crash. Since you're getting to the racemenu, it's not a missing esp, so you have to have the races you need. It could be a memory issue--go read the S.T.E.P guide for skyrim and do all the things they recommend for memory problems.

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Alright so I'm using Mod Organizer and launching SKSE from within MOD Organizer and the game crashes at the race selection screen as I flip through the races. All characters appear fine but are fully clothed. Is this as intended? Not sure. Here's the mod order. LOOT recommends a different one but I'm going by the ones recommended for this plugin. Any feedback would be awesome.

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

Unofficial Skyrim Legendary Edition Patch.esp

RaceCompatibility.esm

SexLab.esm

SexLabAroused.esm

Schlongs of Skyrim - Core.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Lost Art of the Blacksmith.esp

BetterQuestObjectives.esp

BetterQuestObjectives-DBForevertoMisc.esp

Derrax_Male_Werewolf_ANIMALpenis.esp

Derrax_Male_Werewolf_HUMANpenis.esp

KS Hairdo's.esp

RaceCompatibilityUSKPOverride.esp

House of Men.esp

SkyUI.esp

FNIS.esp

FNISspells.esp

dD - Realistic Ragdoll Force - Realistic.esp

LykaiosRace.esp

the lungaris - rabbit-like race.esp

Vukasin.esp

WotA-VaalsarkRace.esp

FennecRace.esp

Northern Bathhouses.esp

Schlongs of Skyrim.esp

SOS - Shop.esp

SOS - Smurf Average Addon.esp

SOSRaceMenu.esp

SOS - VectorPlexus Regular Addon.esp

BDHoodieSchlong.esp

BDOrcSchlong.esp

FloppySOS.esp

BDDigiFeet.esp

SexyFurries.esp

XPMSE.esp

 

I see in your load order that you have KS Hairs installed. That may be the cause of your crash. Vanilla Skyrim, for some reason, loads EVERY single headpart available for a race to memory when you load them, even if you are just flipping through them, and KS Hairs includes A LOT of hairs with Hi-Res textures that get loaded for each (previously) human race, the game crashes due to memory overload. You can try installing RaceMenu (http://www.nexusmods.com/skyrim/mods/29624/?), which has the fix integraded, or if you don't want to use it for some reason, you can download the standalone fix here: http://www.nexusmods.com/skyrim/mods/33526/?

 

BTW, having KS Hairs installed makes no sense unless you intend to play with a Female Orc with one of the hairs from the pack, because the new beast heads given to all of the human races means the hairs (made for human heads) will no longer look right.

 

Seems like facegen is not included?

Should be. FaceGen files are in the BSA file I uploaded to Mega, and I'm pretty sure BadDog put a link in the download section. The BSA weights 300MB, down to 200MB when compressed in a .7z, so it has to stay in Mega because it goes over LL's file size limit (100MB)

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I hope this is an easy fix and I have a feeling it has to do with load order. Some of the races with changed bodies are invisible, such as Breton, Imperial, Nord, and Redguard. Dark elf and wood elf show skin bodies. High elf, Khajit and Argonian are correct. The custom races work just fine as well.

 

Might be load order problem or conflict with another mod. I once had a mod that added a Khajiit child to the game and when loaded after the furry mods it made the lungaris race have invisible bodies.

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I hope this is an easy fix and I have a feeling it has to do with load order. Some of the races with changed bodies are invisible, such as Breton, Imperial, Nord, and Redguard. Dark elf and wood elf show skin bodies. High elf, Khajit and Argonian are correct. The custom races work just fine as well.

 

So I have seemed to have fixed it. I just went through and removed a whole bunch of mods from my load order. If I had to guess what was the problem, I'd probably say Deadly Mutilations.

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Using YAoS with OSA and OSEX...

 

attachicon.gifFAoS_OSA1.pngattachicon.gifFAoS_OSA2.png

How did you get the schlongs to stay erect with 0Sex? Mine just stay in the sheath. Or pop out for a few seconds then disappear. Or jiggle around like a parkinsons' patient on viagra

 

 

SOS default controls seemed to work, at least for the player. I did turn off "Gentlemen's Scaling"(turn off 'Purity" mode in settings first, then go back to the previous menu, then back into that same menu, and that option should be there), which I have seen cause problems with SOS' schlongs.

 

Even for some of the animations, making adjustments with SOS' controls worked, such as the first shot. I only saw the PCs ever move when I wanted it to.  

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I just discovered that either interesting npcs or uninteresting npcs, forget which, introduces a "teen" race... which keep human heads. Briarhearts are special in the body, yeah. I'll have to figure some patch for them.

 

Not only this, but they also have their own pre-generated face geometry for their NPCs, which means they will use normal humanoid heads (fricken weird finding that out)

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Facegen for Vukasin doesn't seem to work at all? All the Vukasin have grey faces even after I genned EVERYTHING.

Are you using the BSA or your own generated FaceGen data? With the BSA all Bretons (Vukasin) work fine in my game. Well, as fine as they can, because their textures are not exactly seamless, but they do load their tint data.

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