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Porsche_Dog

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  • Gender
    He/Him
  • Location
    Wentzville, MO
  • Interests
    Rollercoasters!
    PC gaming
    CG projects
    Story telling & development
  • Bio
    Automotive tech by day... modeler by night and most weekends!

    I'm a bloke and the name's Porsche but don't call me 'Porsch-ah' or else! >:/
    I'm generally a cheeky, friendly to a fault, easily amused, and flow with the punches kinda chum so you'd likely find it INCREASINGLY difficult to get on my bad side.

    However, this energetic puppy-like mind of mine often reaches the maximum tolerance levels of others. In short, if I'm jumping on your nerves, just tell me to go away or shut-up. I can take it :)


    !!!VOICE ACTOR HERE!!!
    I'm wanting to try voice acting!
    If you are a modder (or you know of one) in need of a custom voice, please consider me, I'd be honored!
    I'm novice at this and don't have any 'professional' grade recording hardware outside of a special recorder app on my Note III nor do I have any experience yet.
    I am male and can take on various lower toned voices and am probably more attune to quick-witted, sarcastic, condescending, and optimistically pessimistic roles.

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  1. Gotcha, if it's intended to be purely aesthetic then disregard. I thought it was a glitch but I can see how it would subtract from height just from the nature of it. Just being that the games scaling system will subtract as a whole, made me wonder. The shoes thing just stems from my hardcore play-through where I do utilized every bit of armor rating that I can
  2. After going through all my mods again and ensuring the game, mods and SKSE are all up to date (yet again) The eyes seem to be working and looking around now. Their aim is still a bit wonky, can tell based on light refraction upon them, but it's livable (running customized Ultra settings). The scaling issue still persists and the video shows demonstrates its entirety from the moment you select the race and begin modding all the way till actual play. I have the following SSE Mods (that are as up to date as able). FNIS 7.5.1 JContainers Lykaios: Digi and Schlongs Race Compatibility with Fixes Race Menu SKSE 2.0.17 SKYUI Fixed Body Collision CBPC - CBP Physics with Collisions I only listed the mods in my arsenal that I suspect would likely cause an issue with this version of Lykaios. Edit; Based on the commentee above my original post here; I haven't experienced this werewolf/vamplord bug yet but I suspect it may be an issue. If I'm able to recover my save, I'll experiment.
  3. Baddog Few questions for ya; What's going on with the eyes? I've noticed they don't blink and the alignment of them seems a bit wonky (both in their placement and aim). Also, when using your version of the digi foot, is there a reason why it noticeably alters the size of the avatar?
  4. New Workstation PC or new car...? ugh, my head! D:

  5. Me: "Stop trying to commit suicide, Car!" Car: "Fuck you, I've needs too, y'know?!"

  6. The reason werewolf schlongs are currently not supported is because I don't have any werewolf mods installed right now, still playing with vanilla werewolves. But I noticed there are some impressive werewolf mods out there, so I have some catching up to do When I do, I'll make sure to get in touch with you to figure out how to best approach this, so thanks for the heads up Lol, in order for me to decifer the 'Best WW Mod' I'd have to do my homework too as there have been a plethora of them BUT the ones that get the most praise seems to be Werewolf Mastery and Moonlight Tales (which both also work with eachother too). I'd say those two are very well balanced and complete (in my humble opinion) so if you wanted something to go off of, I'd say it'd be those two but I could be wrong; someone will step in and correct me if I am. I'd imagine the SOS side of WWs would be an easy undertaking but the mods that present sheaths might be a daunting task? I wouldn't know, the mod I'm working on is kicking my arse all across the room but I suspect it's because I'm the underdog using Blender x.x
  7. New version with tons new things! Thanks for your time and efforts into this! Latest update really fixed things rightway up! Curious, when you get around to werewolves, will it be compatible with genders? I've a few mods that give animals genders and especially werewolves since I never liked the idea of all weres being male lol I ask becuase some mods like this don't always play nice with something like that straight out of the box.
  8. Do the inventory thing just once, to make sure there are no multiple floppy items in your inventory. Regarding item names, my mod adds only the 5 floppy items, nothing else. They should be properly named in the console. If you see unnamed items and want to know which mod added them, look at the item id's first 2 digits. They represent the mod's load index, in hexadecimal. I.e. in my game FloppySOS has mod index 60, so my floppy items have ids like 60003880 etc. Oh! nifty knowledge to have! Now I should be able to better troubleshoot a lot better in the future! As for the fix, I found that only one is being equipped so I'll try the fix you mentioned. If no go then I'll make a clean save and reinstall it to see what happens then. On a side note, does load order matter? Should it load after or before SOS?
  9. Ok thanks for testing. The floppy item is wrong, maybe the script messed up while upgrading to 1.5. I'll add checks for this in the next version, for now you could try this: 1. Do inv again, look for all floppy items on your character 2. Remove each item using player.removeitem <id> 999 3. Cast Floppify Self I'll give it a go! Do I do this while in a scene? Remove that item? Then manually assign when the scene is finished (floppy self)? Also, are all of your meshes/objects obviously named or are there some codenames that would otherwise not be so obvious? I ask becuase I saw a lot of items that had no names, only number values and some with just dashes bit all still had item numbers of that makes any sense (dang near just cornfused me self! LOL)
  10. Hm but it's supposed to do that already. Can you guys check some things please? 1. Which floppy mode are you using before the sex scene? 2. Do you have the MCM setting checked 'Disable floppiness during erection events'? 3. During the sex scene, do you see a 'Floppy balls (worn)' in your inventory if you check via console > inv ? If not, is there another, or multiple floppy items? (note these items don't show up in the regular inventory, you need to check via console inventory) 1. Custom values (full flop) 2. Affirmative 3. Maybe the system is calling upon the total disabled version instead of the phallus-only disabled version when the scrotum is the only desired piece to remain floppy? For a while, I was using a script someone made called "FloppySOS TTT Alternate AutoFlop test" which seemed to fix the issue but then casued a reverse effect; during scenes the scrotum would be enabled but out of scenes, the phallus would be SOS firm while the scrotum was still enabled. When I played around with the load order, it then would behave but during scenes, the phallus would slowly go soft unless a scene refresh or scene advance happened. Not sure how I can get you a debug report manually but I can at least provide my mod list, maybe something is conflicting with this mod? Load order list
  11. Hm but it's supposed to do that already. Can you guys check some things please? 1. Which floppy mode are you using before the sex scene? 2. Do you have the MCM setting checked 'Disable floppiness during erection events'? 3. During the sex scene, do you see a 'Floppy balls (worn)' in your inventory if you check via console > inv ? If not, is there another, or multiple floppy items? (note these items don't show up in the regular inventory, you need to check via console inventory) I'll check into that first chance I get and report back by latest of tomorrow night!
  12. This may have been asked already; How can it be set to not stiff the scrotum during scenes? If I recall properly, I think ver 1.1 would stiff the phallus but leave the scrotum untouched which obviously added a nice touch of realism. Using 1.5 now and when a scene happens, the balls go stiff (default SOS sway) too.
  13. So aggrivated yet emotionally drained right now

  14. Oi, considering I'm rather late in hearing about this mod, is there a way to search this entire thread based on keywords? First few pages I skimmed (just before my eyes nearly went on a Union Strike!) I didn't see anything about beast race compatibility. Would anyone be off assistance pointing me in the proper direction or will it work with cats lizards-n-stuff?
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