KrotGovnorot Posted August 11, 2017 Posted August 11, 2017 I installed SAM recently and everything works fine except argonians and khajiit dont have schlongs. What can possibly be the cause of it? I tried reinstalling SAM multiple times, every other race work just fine and they have schlongs.
Ranulf Posted August 11, 2017 Posted August 11, 2017 Hmmm. Strange, there is only one thing I can think of. If you have it installed, Creature Framework could be a possible cause, as it assigns bodies from Sexlab nude creatures and other compatible mods to Argonians and Khajiits. There is an option in its own MCM menu to disable it for these races, and they should then use SAM body and genitals. But I can't say for sure if that's the problem here. I had a similar issue with Argonians and Khajiits, but only when they were involved in sex scenes. Sorry I can't help more :/
KrotGovnorot Posted August 11, 2017 Author Posted August 11, 2017 Yes its set on "disabled" in creature framework. I even disabled it completely in MO but still no results. Maybe its because I had SOS installed before? But I disabled SOS in MO, idk how it can affect anything. This issue is very strange, I have seen a few other people who had it but nobody was able to give them any advice on how to fix it.
Dredderson Posted August 11, 2017 Posted August 11, 2017 If you are trying to continue a saved game that had SOS installed at some point, I could see SAM not working correctly due to old SOS scripts still hanging around and whatnot. Otherwise it shouldn't interfere as long as SOS and all its components are disabled (armors, textures, add-ons etc.).
KrotGovnorot Posted August 11, 2017 Author Posted August 11, 2017 I am aware that mod can have leftover scripts in save games. I tried starting a new game and still no schlong. I just disabled every mod I have and left only SAM and its required mods and suddenly everything works just fine. Is there a way to track a mod that cause conflict or the only way is to guess?
Dredderson Posted August 11, 2017 Posted August 11, 2017 Is there a way to track a mod that cause conflict or the only way is to guess? Well, I can still only give you basic advice I'm afraid. Since SAM generally works, the conflict you're looking for might simply be an overwritten skeleton/auxbone, mesh, or incompatible texture, all of which shouldn't be hard to find. If the conflict was based on scripts, your game would probably be unstable as a result. In MO, double-click on the SAM core mod in the left pane and go to the 'conflicts' tab in the window that opens. Have a look at what is being overwritten and look for entries that say "beast", "argonian" or "khajiit". Do the same with the SAM texture pack(s) and you might just be able to find the culprit. If you are overwriting the core files on purpose (like using XPMSE), check those mods to make sure they're not being overwritten as well. A more involved method that can provide far more info on conflicts is TES5Edit. Here's a very basic tutorial for finding mod conflicts with it. I never had to use it, though, so that's pretty much all I know about it.
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