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popcorn71

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  1. Just a heads up: it looks like you have a wild edit to Cell \ Block 0 \ Sub-Block 6 \ 000165A8 <WhiterunBreezehome> \ Persistent \ 000166A9 You are removing the teleport target from the door out of the house. This will (probably) break npc pathing, making it impossible for npcs to leave the cell.
  2. If the game isn't loading with BD enabled then you are likely missing one or more of the required files. Mind posting you load order? As for MO, I haven't touched it in years so I cant really help you there. I have been reasonable happy with Vortex though. Even if it is ugly.
  3. Unless you know EXACTLY what your doing then replacing files willy-nilly is never a good idea. Use a mod manage and adjust the install order/conflict management so that your texture replacer installs after Bad Dogs files. That way you can easily revert the changes if you make a mistake. Note that the mod no longer appears to make a plugin level edit to the female tail texture; everything is done strictly through texture replacers.
  4. Because the mod includes a textures replaces for the female body. Are you using a mod manager to install the mod?
  5. Here ya go. Be warned: some of the meshes are wonky and I never could get the canine and werewolf meshes working so they aren't included.
  6. View File Tail Armors Argonian tail UV fix A simple mesh edit for Tail Armors to slightly improve UV mapping and reduce texture stretching on Argonian tail armors. This texture stretching is unfortunately an issue that was carried over from Female Argonian Tail Anus Fix when LordiAnders created Tail Armors. This fix will work for both the Replacer and Stand Alone versions of Tail Armors. Only needed if you use the Female Argonian Tail Anus Fix compatible tail armor meshes. If you are using Tail Armors BAT - Bigger Argonian Tails compatibility file, then DO NOT INSTALL THIS FIX!!! Install Tail Armors first and then install my fix over top. Also use a mod manager if you aren't sure of what your doing. Submitter popcorn71 Submitted 07/03/2019 Category Regular Mods Requires Regular Edition Compatible No  
  7. Version 1.0.0

    206 downloads

    A simple mesh edit for Tail Armors to slightly improve UV mapping and reduce texture stretching on Argonian tail armors. This texture stretching is unfortunately an issue that was carried over from Female Argonian Tail Anus Fix when LordiAnders created Tail Armors. This fix will work for both the Replacer and Stand Alone versions of Tail Armors. Only needed if you use the Female Argonian Tail Anus Fix compatible tail armor meshes. If you are using Tail Armors BAT - Bigger Argonian Tails compatibility file, then DO NOT INSTALL THIS FIX!!! Install Tail Armors first and then install my fix over top. Also use a mod manager if you aren't sure of what your doing.
  8. View File Better Claws and Gauntlets CBBE base hand Conversion A quick and dirty bodyslide of the base hand mesh used in Better Claws and Gauntlets SSE to make it compatible (no wrist seams or floating claws) with CBBE. Please note that this ONLY contains Bodyslide data for the base hand mesh! I don't have time to convert any of the gauntlets right now but may do so in the future. I have also pack a slider group named Better Claws and Gauntlets CBBE Base for easy batch building. Submitter popcorn71 Submitted 07/03/2019 Category Regular Mods Requires Regular Edition Compatible No  
  9. Version 1.0.0

    1196 downloads

    A quick and dirty bodyslide of the base hand mesh used in Better Claws and Gauntlets SSE to make it compatible (no wrist seams or floating claws) with CBBE. Please note that this ONLY contains Bodyslide data for the base hand mesh! I don't have time to convert any of the gauntlets right now but may do so in the future. I have also pack a slider group named Better Claws and Gauntlets CBBE Base for easy batch building.
  10. I see. In that case I would welcome any further information (log file out put) or suggestion you may have. Just understand that 'it doesn't work' is not useful feed back. Always remember: the more specific you are in a bug report the better! Also it may be better not to clutter up the thread with this, so feel free to PM me if you want to continue this discussion.
  11. Not to be mean but it really is important to NOT USE THOSE IF YOU DON'T KNOW WHAT YOUR DOING. Those scripts represent personal changes and half finished ideas that were not fully tested and were intended for the mod author ONLY. They should NOT be viewed as official in any way. If you decide to use them then it is at your own risk. In retrospect I probably shouldn't have uploaded the compiled script...
  12. I'm glad the patcher works for you. Just a word of caution though: it doesn't patch any race conditions that may be used by quests, magic effect, scripts, etc, so you may run into bugs playing as a child race.
  13. My code still gets the values for the arousal break points from the existing GlobalVariables it just stores them locally in an int array instead of using separate ints. The idea is that because erection level is now only a value between 0 and 3 you can do stuff like this: If !(arousalBreaks) arousalBreaks = New Int[4] arousalBreaks[3] = 101 ; Max. This doesn't change and is here for speed. EndIf arousalBreaks[0] = BDArousalBreak01.GetValueInt() arousalBreaks[1] = BDArousalBreak02.GetValueInt() arousalBreaks[2] = BDArousalBreak03.GetValueInt() Int iErectionLevel Int i Int iLength = arousalBreaks.Length While (i < iLength) If (actorArousal < arousalBreaks[i]) iErectionLevel = i Return ; Breaks the loop. Extremely minor optimization. EndIf i += 1 EndWhile Also I made some fixes and enhancements to the OnArousalComputed event over the one that I attached to my last post for better threading support and removed the OnArousalComputedThreadedProcess function. Int ThreadedArousalCheck = 10 ; The number of simultaneous threads for checking arousal levels. 0 or 1 = disabled threading Int OnArousalComputedTL Event OnArousalComputed(string eventName, string argString, float argNum, form sender) If (OnArousalComputedTL) Trace("[BDSOS] OnArousalComputed " + eventName + ", " + argNum + " event received before the previous event finished! Ignoring the event.") Return EndIf OnArousalComputedTL = 1 Trace("[BDSOS] OnArousalComputed " + eventName + ", " + argNum) ; Do the player first! This COULD be altered to use the same code as NPCs to allow it to be threaded. CheckErectionLevel(Game.GetPlayer()) If (argNum > 0) int myLockNum = Utility.randomInt(10, 32000) Actor [] myActors = SLAMain.getLoadedActors(myLockNum) ; This could be null If called at the wrong time int j = myActors.Length ; Length still works on empty arrays (returns 0) so no need to check if the array is filled. String s = Self + "_OnArousalComputedHelper" Bool bUseThreading = (ThreadedArousalCheck > 1) as Bool While (j) j -= 1 If (myActors[j]) If (bUseThreading) Int iHandle = ModEvent.Create(s) If (iHandle) OnArousalComputedTL += 1 ModEvent.PushForm(iHandle, myActors[j]) ModEvent.PushFloat(iHandle, 0) ModEvent.Send(iHandle) Else ; Something went wrong so do things the slow way CheckErectionLevel(myActors[j]) EndIf Else CheckErectionLevel(myActors[j]) EndIf EndIf EndWhile SLAMain.UnlockScan(myLockNum) EndIf OnArousalComputedTL -= 1 EndEvent Int ThreadedArousalCheckTL Event OnArousalComputedHelper(form akActor, Float afDelay) ; Amusing the game is running a 60fps than 1 frame is 0.0166666666666667 seconds ; Wait about 2 frames plus a random amount between 0 and 0.16 seconds for a possible total of 0.2 seconds ; These numbers need to be smallish to benefit from the threading but not too small... Float fRetryTime = Utility.RandomFloat(0.04, 0.2) ; RandomFloat to help avoid deadlocking. Also thread release Int iRetryCount While (ThreadedArousalCheckTL > ThreadedArousalCheck) iRetryCount += 1 If (iRetryCount > 149) ; Assuming a deadlock at this point and returning or releasing the thread lock. Return ; ThreadedArousalCheckTL -= 1 EndIf Utility.WaitMenuMode(fRetryTime) ; thread release. No need to ignore time in menu here ; Debug.Trace("Thread Locked!") EndWhile ThreadedArousalCheckTL += 1 fRetryTime *= iRetryCount If (afDelay > fRetryTime) Utility.WaitMenuMode(afDelay - fRetryTime) EndIf CheckErectionLevel(akActor as Actor) ThreadedArousalCheckTL -= 1 OnArousalComputedTL -= 1 EndEvent
  14. Edit 2: Removed the attached file. Edit: It seems that the commented out change log in the script was causing the game to crash on the main menu. That section need to be deleted from the script and the script recompiled. Not sure if this is caused by a problem on my end or if its an issue with how the game handles scripts. Reuploaded the fixed files. For any one who may be interested I did some work on the system quest to clean up some issues I was having and hopeful squeeze a bit of extra performance out of it. I'm attaching the modified script here for anyone to use. Just be aware that all standard disclaimers about installing strange mod apply here. So basically don't use this unless you know what your doing. Here is a list of changes:
  15. Its an issue with BDHoodieFemale.esp. At one point the mod included a body replacer that messed around with the texture path of the tail making the edit necessary at the time. Just open up BDHoodieFemale.esp in SSEEdit and delete Armor Addon \ 00069CE2 <NakedTailArgonian>. You can also delete Texture Set \ 0400090A <SkinTailFemaleArgonian> if you want but its not necessary. Additionally because both BDHoodieFemale.esp and BDHoodieSchlong.esp use a script to inject their data into the SOS system dynamically it should be safe to convert them to .esl files. That way you save on two load slots.
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