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kraivathin

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  1. In that case, just like aareyn have already told in the previous page, you need to install the equipable schlong. The PSQ schlong mesh path point to that mod. And here is the fix. Now, when cast "Create Penis Self" with "Auto Gender Switch" option enabled, your character should now in the male position as suppose to when force feeding, sneak feeding, and sleep feeding. Another thing is I changed the animation tag for sneak feed and force feed from "Cowgirl" to "Aggressive", so now when you do sneak feed or force feed in battle, the animations should be more vary instead of just cowgirl. For the sleep feed, I didn't change anything, there will be only "Feed (Blowjob)" and "Feed (Cowgirl)" as before, since that would require changes in the ESM file too, for the succubus feed perk, which is something I'm not intended to do in the first place. Because it'll be more like I'm forking the mod, and I'm not possess the skills which that level of modding required. Edit: Forgot to told you that for the unable to gain satiation after feed with create penis self casted, I couldn't find the cause of that one. Maybe it's something under my nose or above my head, I just really don't know. EnableWeight-AutoGender-FutaDrain for PSQ 2.16.zip
  2. I did not have success with the force feeding animations being switched when equipped with penis anywhere. I also could not see any noticable auto gender change. Is anyone else having these problems? You need SOS- Equipable shclongs and download this version SOS - Equipable Schlong v0.3.7z you won't notice your gender change just that when you equip a schlong and masturbate you'll use the male anims Well, actually John was right. And I already asked John for helping me testing the new fix, since my PC is not in the best condition for gaming right now. If it works, I'll release this new version.
  3. I was thinking to add an option and build some kind of bridge to shut down PSQ's internal drain system and receive drain number from SexLab Deadly Drain and use its visual effects, even if it means I have to de-compile Deadly Drain scripts since the author didn't provide source code with it. So, I tried out that mod, since at least I have to know how it looks like or how it works. But then my vampire character just suddenly couldn't feed anymore (as in blood feed). Maybe it's just conflict with Better Vampires, I really don't know. So I have to uninstall Deadly Drain and so the thing just never happens.
  4. Meshes for transformation are not included. The dummy files are simply that, you need to copy and rename your body files on top of them. Basically the transform allows you to select a different body/texture. You do the same with all the rest. - Armor: I highly recommend the Vampire Cuirass mod, you can even delete the leather patches, and if you search enough, you can find a bodyslide version (not the one on nexus, I found the good one on a russian site) - Horns: TDN Equipable Horns work directly, just choose one mesh - Tails: HDT Tails Wearbale work flawlessly, probably you can use the ears as horns if you want. And I also recommend the HdT Bounce and Jiggles made by Knightmare077, which really is the best damn HDT you'll ever get (belly collisions, best breast animation, everything). Careful, one of his files rewrites the SKSE.ini file, it's good but be warned that it does that. All you need to do extra is add HDT to the UNP SOS for women and probably for strap-ons. - Wings: Animated Wings have a patch here on this thread. You can also use static wings but you'll probably need to schange the body slot for them - Eyes: any eye texture from your favorite eye texture mod. Mind you, the problem with this mod is that you can not unequip the armor. You can use Devious Devices to hide the horns, tail and static wings, but the Animated wings (with the patch) are a magic effect so they can't be hidden. Luckily, Devious Devices don't use the nr. 44, 45, and 40 slots. Some devices however do not allow you to wear anything on top and I guess that's because they use the normal Chest/Feet/arms slots. Those might not be compatible with PSQ if you use the armor. One solution is to merge the armor into the body and use the gloves and boots as hands and feet. That way they will be replaced nicely by all devious devices but they might look weird depending on what armor/gloves/boots you put on top. Seriously, this mod needs a proper remake, I'm very good at programming, but I can't compile the damned scripts on my system. This mod has surprisingly simple scripts that could be very much improved upon. May I ask do you know why it won't compile ? You said you're very good at programming, if you're willing, I think you can take over and I don't think ojanen would mind though at this point, like fishburger67 and his SexLab Aroused Redux.
  5. Did you already put your original form body textures in "Textures/PSQ/Orgbody/" ?
  6. Thanks for all your help but the lack of documentation of the Papyrus environment is really not for someone like me. I literally just spent 3 hours searching "akRef" and there is zero documentation for it online. Its usage is definitely obvious to others but it's not intuitive to me. This took all the fun out of what I thought would be a simple task. I think I will stick to the realm of Tes5edit for my modding at least I won't be breaking my keyboard out of frustration that way. "akRef" is just a variable name, in this case should be the NPC that you're trying to create. Papyrus is not that hard if you got at least some basic at programming/scripting, like what is a class, variable, expression, function, condition, loop etc. The only part that you might find it frustrating is that you have to co-work with the CK (which prone to crashes). Things just can't purely happen in the source code. Like when I was trying to find a definition of a variable type Armor named FemaleSchlong in PSQ (Player Succubus Quest) source code, I only found its declaration (from Ctrl +F and grep every source files), but when did it get the value? where was it pointing at? Then I realize I have to check it in the script's properties in the CK (="= ) What I'm trying to say is, if an average joe like me can do it, you're definitely can do it too
  7. Patch for weight changing, auto gender switch, futa drain 1. Enable weight changing (same as my last file). 2. Option to enable auto gender switch when using create penis spell (option is in the same page as toggle learn succubus spells by rank). Requested by Saeros 3. Option to enable futa drain (option is in the same page as toggle injection energy). Requested by xx_m0bscene_xx Requires: PSQ 2.16 How to use: Just extract the contents to Skyrim data folder. EnableWeight-AutoGender-FutaDrain for PSQ 2.16.zip
  8. Patch for weight changing (just like the height changing) Since I'm one of those who wanted this feature and no one did it, so I tried it myself despite of don't know how to scripting in Papyrus. What I did was just copy & paste the changing height code sections and added options in MCM. I'm not sure if this will work with CBBE body type or not since I never use it, so I don't know how "setnpcweight" would affect the body. At least it works for me from the test, my character has a flat chest cots body with 0.87 height and 0 weight in human form, when transform into a succubus, she'd has a 7B Oppai with 1.00 height and 100 weight. Tested by transform back and forth with different weight value settings and they seem to work just fine. Requires: PSQ 2.16 How to use: Just extract the contents to Skyrim data folder Enable weight changing for PSQ 2.16.zip
  9. Thank you for this. Like many other replies here, the performance improvement is really noticeable. For me, SAR make me feel like when I installed Safety Load, then I can load an exterior cell save, or sheson mempatch which reduce my CTD, it make my heavily modded Skyrim more stable.
  10. I'm using the demon tail from Turbowsnowy's 'Fetish Wardrobe'. Thanks for the suggestion. I took a quick look at that one, but it seems to use it's own body type/skeleton, which rules it out for me (too many potential mod conflicts with my build) . You only need to extract the demon tail mesh from its bsa file and replace the PSQ's dummy tail mesh, you don't need to whole mod, for the texture, since it use Skyrim in-game ebony ore texture so you don't have to worry about that. And this tail use Decapitate Head Biped slot, don't forget to set that in PSQ PlayerSuccubusQuest.esp too.
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