• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

mrpouit

Members
  • Content count

    63
  • Joined

  • Last visited

Posts posted by mrpouit


  1. I'm probably missing something (I looked at the scripts from 1.15b), in _CheckSystem(), NakedTorso [D67] is searched in Schlongs of Skyrim - Light.esp, but this id isn't present in the version from nexus (1.01) of the plugin: it only contains/overrides NakedTorsoHighElf [38A6B] and NakedTorsoWoodElf [3D2AF] from Skyrim.esm, so sosEnabled will be false...

     

     

    If they've updated it it's possible they broke the existing compatibility by removing the item SexLab checked for in SOS light, I haven't checked in on SOS updates for awhile, but if what you say is true than that is likely the case.

     

    Unfortunately I consider it a pretty low priority at the moment, I'll make sure it's fixed for v1.20 which should be out in a week or two. But unlikely I'll release a patch specifically for it before then.

    Actually, don't bother fixing that (I'm fine with setting sosEnabled = true until everything is sorted out), it seems the current SOS Light version is broken: it's overridding the nakedtorsos of dunmers and wood elves only but is lacking the changes for other races and so schlong textures are messed up... (I'd be interested to get your old version though, to compare what records disappeared). Thanks.

    0

  2. Also no one seem to be willing to give an answer is SexLab compatible with SOS Light version? I never get Shlong to become erect during SexLab animations if im using SOS Light, but it works with full version. Should it work at all with SOS Light or do i have to use full version for it to work properly?

    SOS light works fine, I use it myself. Just make sure your esp is named Schlongs of Skyrim - Light.esp, as it depends on the name for detecting it, and that you're using SOS enabled skeletons.

    I'm probably missing something (I looked at the scripts from 1.15b), in _CheckSystem(), NakedTorso [D67] is searched in Schlongs of Skyrim - Light.esp, but this id isn't present in the version from nexus (1.01) of the plugin: it only contains/overrides NakedTorsoHighElf [38A6B] and NakedTorsoWoodElf [3D2AF] from Skyrim.esm, so sosEnabled will be false...

    0

  3. Yet Another Edit. Nope the game is trying to make me look like a twat. Problem is back and it is the cosmetic pack because uninstalling it fixes my problem. Included a pic to help show the problem.

    Either they both provide different eye meshes to the same path (the mod extracted last wins)' date=' or their ESPs both change the left/right eye entries in the race characteristics (the ESP loaded last wins).

    Also, if they both add new eyes textures (which use different meshes) to the same race, then you'll have a[s']n awesome combination of googly eyes and normal eyes...

    0

  4. So will the Khajit overhaul now at least make changes to every Khajit in the game? Do you see any possible conflicts this could have? ( Like ruining the scripting for a quest mod' date=' or conflicting with OOO?)

    Thanks for the work.

    [/quote']

    It will only change vanilla NPC Khajiits.

    I think it might cause some issues if a quest/script/dialog topic checks that a beautified NPC is a Khajiit (e.g. to GetIsRace, "KhajiiFemale01" isn't "Khajiit").

    I'm not sure that actually happens, but if you're worried, you should be able to avoid that by adding a simple quest and attach the following (or similar) script to it:


    scn PlomsKhajiitAliasracesQuestScript

    Begin GameMode
    if GetGameLoaded || GetGameRestarted

    SetRaceAlias KhajiiFemale01 Khajiit
    SetRaceAlias KhajiiFemale02 Khajiit
    SetRaceAlias KhajiiMale01 Khajiit
    SetRaceAlias KhajiiMale02 Khajiit

    endif
    End

    GetIsRace should now think that Ploms Khajiit are Khajiit.

    0

  5. Also I really like the hair in the first one.

    This hairstyle is similar to 'Peggy 6787'' date=' a conversion from a Poser hair. Not a 100% match but in the same vein:

    Sorry for being unable to identify the [i']real deal. In case you want that Peggy hairstyle anyway, here's a link.

    I think the real deal ;) may be SKS New 17.

    0

  6. I remember I had a problem like that, but I'm not near my oblivion folder to check, so I'm not sure... anyway:

    "Beautiful People 2ch-Ed ENG Race.esp" translates the races' descriptions into English, but doesn't mark the races as playable. Since it is after "Beautiful People 2ch-Ed Chocolate Elves.esp" (which is the one that marks chocolate elves as playable), then when you merge, they won't be marked as playable in the bashed patch.

    0

  7. Hey guys' date=' I was curious if anyone could upload (or at least point me to the right direction) for both of these outfits? And yes, H-cup or DMRA versions please. Sorry if they've been posted before, it's been a while since I've checked this thread and I'm kind of intimidated as to how far it's grown... XD

    [spoiler']ups321181.jpg

    ups334821.jpg

    Not sure that'll help you, but the top of the second one looks like the black2 variant of CB Stylish outfit, without the shirt and the necklace (simply with nifskope you can get something that resembles), and a bigger cup (e.g. the dmra version from Patzy).

    0

  8. (edit: yeah, that's what Honesty wrote above)

    You could do that without a mod, only by moving/copying sound sets around.

    If Data\sound\voice\Oblivion.esm\\ is the expected path for your language, then you have to copy the sound directories to Data\sound\voice\Oblivion.esm\\.

    For example, in the French version, Argonian is spelled Argonien (:dodgy:), so sound files are present in Data\sound\voice\Oblivion.esm\Argonien\. Since mods expect the English version and thus change the race name, the engine will search the sounds into Data\sound\voice\Oblivion.esm\Argonian\, so they must be copied there.

    And you have to do that for all mods that ship sound sets. And when the mod uses BSA files (e.g. for vanilla race, Oblivion - voices1.bsa and Oblivion - voices2.bsa), you have to unpack the sound files to make thet change too…

    (if you use steam though, you can change the language afaik)

    0

  9. d) Next you have the choice of loading a male body type EC' date=' HGEC, TFF, RM – I usually choose Robert’s Male Body Replacer, then click ‘OK’. Next you have the option of choosing a female body replacer. If you haven’t installed one yet or want to change, go ahead. I usually choose ‘Default’ as I already installed a female body replacer.

    [/quote']

    I don't have the omod anymore to check its script, but iirc, it doesn't install a body replacer (you must already have one), only some textures and the esp for the body type you selected (the textures' path for the races might be messed up if you don't select the correct one, e.g. TFF while you're using HGEC).

    0

  10. The problem may just be a wyre issue...course if you notice the included skel_special nifs have only 5 numbers...so who knows why the heck there is a problem anyway

    This is normal: the formid is 001FDD1, and it's from oblivion.esm (00), so the in-game id is 00001FDD1, or 1FDD1 (the leading zeros are optional, and it's faster to type in the console :P).

    0