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VectorPlexus

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About VectorPlexus

  • Birthday June 11

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  1. Because it doesnt have boobs, otherwise they would be all over it... *rolleyes* And yes, slider for boobs is perfectly possible. I tried to appeal to all modders in Nexus, in order to make a framework mod to allow several sliders, because its a type of mod that is "One to rule them all" but no one seemed to care, so I gave up waiting and did my own shit https://forums.nexusmods.com/index.php?/topic/3997465-body-sliders-take-2/&do=findComment&comment=36511850 I also advertised it in Reddit, got lots of upvotes, but no modder tried to contact me about it Eventually I'll add penises, but who knows when =P
  2. Hi! I'm the author of SAM! I just talked with one of the original authors of SOS, and here's the chat transcript: VectorPlexus: Hey Vector! long time no see!! =D VectorPlexus: hey!! how are you doing?? VectorPlexus: meh... same old same... so listen... I released this new mod called SAM, and I need to know if I can have your approval on its SOS assets? VectorPlexus: Sure thing! Just make sure to credit me! VectorPlexus: OK, thanks! I will!! =D Anyway... SAM's skeletons and animation assets are exactly the same as SOS, I didnt bothered changing them, because not only it would be pointless but would also make SAM also incompatible with all mods that use SOS animations and behaviors. The thing you must be aware of is that: - Mesh from both SOS and SAM are actually the same (at some point I had to do some operations that rendered them "incompatible" since vertex order/count was changed. They still have the same vertex edge loop count. - SAM's body is drastically different from SOS, in the way it works. Aside from the normal _0 and _1, the mod includes 2 extra "weight" sliders, one to make a more muscular frame, and another a chubby one, so intead of refitting anything twice, you must do it 4 times - The 2 extra morphs are stored in a TRI file, that is then linked in the NIF, so SAM can call those morphs from within the game, using NiOverride - Some setup is required on the race esm/esp (add schlong to naked skin on slot 52) - Race ESP must be made with Expired's Race Compatibility frame work - There is no load order involved - SAM is just a polished version of SOS, that is dedicated 100% to males. They can even work together although might have undesired effects and ofc, assets from one mod (penises, armors, textures, meshes, etc), wont work on the other. Aside from that, its up to you, to provide the compatibility for SAM if you wish to do so, not anyone else. In case you have any doubts, you should check SAM's forum and feel free to ask anything regarding how to do stuff for SAM
  3. @Erstam No, the problem is not the behaviour files, its the actual animations (the bend hkx) that are causing the penis to get different lenghts. The tools you would need to use are Max, Havok Plugin for max, and maybe hkxcmd to edit the XMLs (the exporting settings I used kinda screwed up bone order, so I always ended up to have to edit them manually in XML).
  4. no =P I mean is not an issue of being persuaded or not… I know that I screwed up with the second version of bends, but dont expect corrected ones so soon and here's why: 1. I'm busy with SAM 2. I'm busy with SAM Bugs 3. I'm busy with SAM Refits 4. I'm busy with SAM Textures 5. I'm busy with other stuff aswell and I dont want to stress out I will however at some point in the future, when SAM refits and stuff are more finished, re-work some Havok assets that will be specific to SAM (I dont even have Max installed yet, cause I got a new computer), so I may also then rework the bends and maybe make an advanced version for SOS/SAM, that could allow to create a slider for schlong length. If possible, will require FNIS though, I still need to investigate that, but like I said only after I have SAM in a more finished state… Until then, you guys know where to find me I guess (I'll mostly just lurk around here btw, so dont expect me to answer in threads or in PMs)
  5. oh ok! I just wanted to be sure... Like... I dont want you to do work that could "soon" get outdated. I've been checking this thread very often actually, but I'm trying to keep a low profile, and thats why I didnt said anything earlier. Also, SAM will no longer need ESPs to detect if an armor is revealing or not, which will mean increased compatibility with armor mods. I currently have a bunch of Beta Testers already playing with SAM, and depending on how things evolve, I may release an open beta version. Anyway, you and anyone else interested should keep an eye over at HoT, to see how things are going. Cheers!
  6. Guys I love seeing ppl working on male related content, but are you aware that I'm making a new "SOS"? http://www.ladymoiraine.com/forum/index.php?topic=7497.0
  7. Here's a small function I did to help detecting if an actor is on a cart: Bool Function IsOnCart(Actor akActor) {Function to check if the Actor is attached to a cart} ObjectReference Cart = FindClosestReferenceOfType(CartPassenger, akActor, 128) if (Cart) if (akActor.GetSitState() == 3 || akActor.GetSitState() == 4) if (akActor.GetDistance(Cart) < 128) Return True endIf endIf endIf Return False EndFunction Cart = Activator CartPassenger This can be used with any mod that uses functions such as QueueNiNodeUpdate(), UpdateWeight() or the functions from NiOverride (not sure if it causes this aswell, but usually functions related to NiNodes break horses/carts physics). Tested and working, for both PC and NPCs
  8. You guys should use the Armor ESP addon and batch patch if necessary, in case you have other armor mods, to avoid the clipping issue. The clip through can be largely avoided, if the armors have slot 52 setup. If you have any mod or whatever that edits armors, or simply have dirty edits to armors, it will cause this issue. Also, do remember to have SKSE updated and reinstall it if neccessary (I've already managed to help ppl by simply telling them to re-install SKSE, because most likely, the SKSE scripts were replaced somehow) and ofc an updated version game 1.9.x In your case for example, since you have Archmage Enchantment Robes 2.esp, it most likely edits the Archmage Rode Armor, which is garanteed to cause clipping undies. Also, if anyone wants to (well, namely b3lisario, since he's the one managing the mod) instead of setting up the slot 52 on the Armor, it can be setup instead on the AA, which will keep whatever is in slot 52 still equipped but hidden (this is how amulets work), and will greatly improve mod compatibility, since armor mods don't usually edit AAs. Although I'm unsure how the scripts will react to that, but trying it doesnt really make any harm,
  9. I'm actually working on a mod like that but is 100% targeted at males only, there will be no chicks with dicks business, sorry... - 2 extra "weight" slider's (Bodybuilder and Fat). These sliders also control different sets of normal maps, so the characters don't look silly... DAMN YOU BETHESDA, for not using Tangent Normals for characters! - 5 different texture sets for "hairyness" level, from smooth to furball - 3 different scale sliders for schlongs: Size, Taper and scrotum size (I guess I can also make the scale slider go negative, because the scrotum already as a -50 to 50 range) - Boolean (true/false) for enabling foreskin. I may add more sliders in the future, like morph sliders or even a length slider - Both PC and Unique NPCs can be setup individually via MCM - Automatic settings for race setup, which allow to specify textures, schlong sliders, body shape according to the values set up, and with a global variation slider (low variation will have less variety, higher variation will increase it) - Class offsets: I've made a non-configurable "table" to allow the body shape to be more... "immersive"... certain classes will have injected an extra value for body muscle/fat. For example... Warrior like classes will have more muscle, while mages will have less muscle... Some vendors, will have a fat increase, etc... Also, the only reason that prevents this mod to be setup as a RaceMenu Plugin, is really the fact that allows NPC customization. I will develop later a Racemenu plugin (or maybe ask someone a hand in doing it, since I don't know RaceMenu API) that will allow this for the player only. Also, just for the record... I know that many of you dont like SOS full for several reasons: - The whole grow/shrink part with potions. When I started SOS, and later Smurf joined, there wasnt even SkyUI 3.x so... no MCM... which meant we had planned all those features to allow for customization. We also liked the "level up" part of the potions, but let's face it, its pointless... ppl who want just a regular sized penis wont use it, and ppl into hyper will just cheat via console - Also, both me and Smurf had to implement erection mechanics, since there was nothing like it. But now that SexLab has integrated SOS, there's no reason for me to handle that part anymore. - The Morning Wood store/NPC. Same as before... - "Heavy" scripting. SOS has some scripting yes... but the problem with SOS is not so much the scripting, its the scaling being applied. That is what really strains the engine. Let me give you a clear example I verified on my logs: Scaling an actor which is loaded (scaling unloaded actors will cause CTD) but not rendered, will take about 1-3 secs, while scaling exactly the same way an actor already rendered can take up to 5 mins (this is because the scaling node functions get queued). Although the mod I'm working on does have a much more simple scripting, there's really nothing that can be done about the scaling laggyness. I did, however, made options on MCM to disable scalings for PC/Followers/NPCs to ease the strain on the engine. Unless you are having a private army of followers with you, enable PC/Followers scalings should have a low impact on performance. Because of all these performance related options, I wont ever put any effort in doing a Light version, because disabling these options will pretty much make it fat and sugar free! Being that said, the mod I'm working on, wont have any of these, and is 100% brawl bug free (its controlled via quest/aliases, rather than Cloak Spells/Magic Effects) and the scripting is much much more simple and straightforward. For those that would want to use it with Schlongified ladies, I would suggest you use B3lisario's RaceMenu thingy. I won't publish it on Nexus (nor here for that matter) because I really got fed up with the trolls! I will release it exclusively over at Hall of Torque, where I know I can be 100% safe from all that.
  10. Not sure if possible but SOS addons can have specified by variables the size increase for all the 8 bones, so although you cant really make it shorter, you can however build a plugin that simply makes the scrotum bigger. As an alternative, that edit on the balls could also be achieved by simply tweaking the shape in the meshes. I'm afraid that making the penis shorter is not yet implemented, and most likely it will only be, through editing the 0_master.hkx, which means that for that SOS will require FNIS (which is not really a problem for most ppl anyway). Thing is for that, I need to re-do all SOS Behaviors, to allow the length control via variables. I can't estimate when will I dig into that, because I'm currently developing other projects
  11. Well, there is a way, which I'm implementing in the new mod I'm working on, which is 100% ESP free, to check if the schlong should be displayed or not. I've already mentioned it to B3lisario, but it would require some changes on "schlong management" equip/unequip events. Basically it will check for a "feature" on the nif level. If the nif has such a feature, it will leave the schlong on, otherwise will turn it off.
  12. - Have you checked to see if there are compatibility issues in TESVEdit? - Have you ever had SOS Revealing armors installed? - Does it happen with any armor/clothes, or just some of them? (out of ideas) I don't know for sure how B3lisario implemented it, but you can get Mighty Beasts on Nexus I imagined that solution would most likely cause issues with other body textures, thats why I never really gave any effort in implementing it. I'm afraid that for SOS to work flawlessly for the textures there are only these options: - Split the Body UVs/Texture in two (Body + Schlong and Tails -+ Feet) - Greatly reduce texture resolution so it can be squashed in the body UVs - Change all AAs or Armor forms to include slot 52 (least compatible way to do it) - Scripting (lots of ways of doing it) I've tried a whole bunch of different ways for about a month... the best one IMO, is still scripting
  13. Like I mentioned a couple of posts ago, its very dependant on machine performance, so everyone's opinions will be biased.
  14. Yes, the schlongify proccess is also responsible for correcting that issue. Sometimes, turning it on/off may fix it.
  15. This is this file correct? \Data\Meshes\actors\character\character assets\skeleton.hkx replace and rename with \Data\Meshes\actors\character\character assets female\skeleton_female.hkx I tried this and it does the same thing, am I changing the wrong file? Or should I be switching skeletons from the SOS folders? I did backup my files by the way no, the Nif files within \Data\Meshes\actors\character\character assets\ you should have both male and female there (skeleton.nif, skeletonbeast.nif are males, female nifs have a _female suffix I think) Dont change the hkx, just the nif. NIF = may look weird (as in different proportions) HKX = may act weird (dont mess with hkx)
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