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SavrenX Schlong of SAM Light - Continuation | HDT BBB | HDT SMP 1.0.6

   (9 reviews)

3 Screenshots

About This File

Schlongs of Skyrim SE Full (1.1.4) fully packaged and converted for use with SAM Light and SAM High Poly with two (Cut, and Uncut) schlongs included

Originally authored by @ Don 

continued by @Kija

 

Base change-list:

  • Schlongs of Skyrim base package updated to latest (1.1.4), which fixes some past issues with DLL incompatibility (Don't need to install the newest DLL/skeleton files manually anymore!)
  • Full FOMOD addition with all optional patches included as options
  • Cut and Uncut schlong addons have been re-named and re-labeled to their counterpart, so it's easy to identify in SOS and outside the game
  • HDT SMP collision patches for both schlongs

Notes:

  • HDT SMP patches have not been extensively tested, basic testing indicates it works perfectly fine, but it's possible I've missed something
  • I had to split the two genital meshes by the penis vertices, introducing a new "SAMPenis" mesh so collision could act accordingly, this could have adverse side affects that I'm not aware about
    • This only applies if you're using the HDT SMP Collision Patch
  • Werewolves have been removed from the list of compatible races for both schlongs this doesn't mean you can't enable them on werewolves, only that the schlongs won't be automatically chosen by SOS for werewolves
    • You'll need to find a different addon for werewolves specifically, in the future I may add a link or even a patch here to make things easier

Requirements:

Load-order:

Credits:

  • @ Donfor the original SavrenX Schlong of SAM Light + HDT Patch 1.0.1
    • They did a lot more work introducing the capability for SAM Light to work with SOS than I have with this continuation, please show them some love 💗!
  • Bakafactory for SOS and SAM SMP Collision patches that I could use as a reference to understand how things work, and their SAM SMP configurations
  • @ KouLeifoh for pushing SAM forward in new directions, too many wonderful mods and contributions they've made to list, if you're using this mod you're using one of theirs!
  • VectorPlexus, Smurf, and b3lisario for the original Schlongs of Skyrim

What's New in Version 1.0.6   See changelog

Released

  • Fixed tri morphs for both the uncut and cut schlongs, this should fix any SAM Morph issues
  • Like 25
  • 🍆 by Kazu 1
  • Hot 3
  • Thanks! 1
  • Thumbs up 4



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hi ! why i always get underwear texture when i install this mod,i already make sure everything is in order *incl the load order, maybe someone can help? 

ScreenShot0.png

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On 5/7/2021 at 5:05 AM, eterniia said:

hi ! why i always get underwear texture when i install this mod,i already make sure everything is in order *incl the load order, maybe someone can help? 

ScreenShot0.png

I thought I had the same thing but after letting the mods load for a few mins and the underwear is gone along with the seams. Be patient and just wait for a while :)

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Great mod! I love being able to use SAM for SE (with a nice smooth, hairless body) and have my character still get erections and everything. Thanks for this.

However, there's something in your description which is a bit confusing to me. You list XPMSSE as a requirement but this mod also has a file that conflicts with it (the file is loose in both in this mod and XPMSSE). Normally, I'd just assume this mod is supposed to overwrite XPMSSE but in your 'Load-order' section, you have XPMSSE after this mod. Since there are mods in that list that have no plugins I assume you mean 'Install Order' and not actually 'Load Order'. So, this mod has a conflicting file with a requirement but you say to install this mod before the requirement, meaning that this mod's version will be overwritten anyway? Would you please clarify this.

The file is /meshes/actors/character/_1stperson/skeleton.nif

For now I've just gone with the general rule not to overwrite the XPMSSE skeleton and it seems to be working (though I haven't installed SexLab yet).

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Is it possible to add a race specific schlong option? I just want to use some of the new meshes from the Age of Yiffy conversion just for my Khajiits and Argonians, so they can have unique tackle but I still want all the usual dick options for my men and mer and I get turned right around when it comes to more than simple mesh and texture replacements. 

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Thank you!! For some reason I couldn't get the other file to work properly but once I put this patch in, a small delay and there it was! Much appreciated!

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I'm a bit confused, is this supposed to apply physics to the schlong like floppy did? Because that hasn't been my experience with this so far. Seems to be functioning the same way your previous mod did, but much easier to install. Anyway thanks in advance for help anyone may provide.

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I found the other missing schlongs but im not entirely certain of the workflow to integrate them. I was successful with the Vectorplexus Muscular, well partly, but ive not tested the other four schlong types yet.

I had to convert the nifs to skyrim LE format, then import nif to blender, there I can easily change the UV layout & add proper body texture to gain it from,
next export from blender, then convert it back to SSE nif.  I can load it in game & it works, but some of them ,the tri file and hdt stuff isnt there like the ones you made, or in the case of some of the schlongs its hdt smp is different than the implementation you chose.  Seems like the collision and schlongs could be really nice using whats out there, in another SOS SE HDT SMP schlong addon I found on the SOS LL page, there are even collision setups there for hands maybe we can copy over here, and the schlong & balls in each niff also have a unique setup each, which keeps them from clipping thru each other, theirs doesnt have the tri files though and doesnt quite match up with the sam body, I guess that needs the sam tri files to sort out?

If you can give some extra instructions I can match these nifs to your setup, then I will port those to give us a total of 5 regular with even some werewolf options available if we can figure how to integrate them, SOS has some werewolf stuff in it.  I'd like to flag the schlong esp's as esl too, but that would require compacting form id's, question is with that are there any scripts that would get thrown off?

Anyhow, ill stop rambling now, thanks for this update, its quite nice and pretty much what I had made for myself for a long while with the two cut/uncut setup.

I think its better to share, since so many of us end up doing the same thing over and over again, so if I make these I wanted them to match this build here so they're sharable.  I will experiment more with copying over stuff in nifskope and renaming nodes n such to see if I can match them up, but its kind of going in blind somewhat lol. Please share if you have any tips or instructions! 😋

 

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Hi, I'm trying to add a custom schlong texture for Redguards as I use a different skin for them but I'm having some difficulty achieving this. I've added new Armor Addon, Armor and Texture Set records specifically for Redguards as per the other races set up but I don't see any changes in-game. Is there an extra step or two I may have missed?

Thanks.

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I made an update for this, since collisions were not working, also added in the muscular schlong type, and will add the smurf type back as well, maybe other schlongs.

I suppose most people dont HDT, so they dont care, but it was bothering me, so I fixed it.

 

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Is there a separate file or something for beast races, because my Khajiit has underwear and when I load mcm under schlong type it only gives the *none* option.

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Hello for information DLL sos schlong already update go to this link in Loverlab  ( ddl AE 640 )  https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/#comment-3907178

Posted Sunday at 10:16 AM by onen

I converted the source code from 1_5_97 on the SoS mod page to AE 1_6_640.

It loaded successfully for me, created a male character and got in game with all his bit there.  I play female characters so that is as far as i tested it.  So you can give it a try if you want until chuckseven1 does his magic.

I had to make 3 changes to get it working.

1) Added the skse64 AE change that uses __declspec(dllexport) SKSEPluginVersionData SKSEPlugin_Version =

and I removed bool SKSEPlugin_Query(... since i saw other mod examples of working dll's which didn't have it anymore.   see skse64/PluginAPI.h

2) removed the skse64 projects from the SoS solution..why oh why do people do it this way.  download skse64, compile it(as a static lib), point your mod vc++ directories to those compiled libraries.  That seems to me the easier way to do it.

3) removed the line RelocAddr <_LookupFormByID> LookupFormByID(0x00194230); from Storage.cpp and added #include "skse64/GameForms.h" at the top of the file since skse64 has that line with the correct number in that header.

 

 

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On 11/2/2022 at 10:11 PM, orlando said:

Hello for information DLL sos schlong already update go to this link in Loverlab  ( ddl AE 640 )  https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/#comment-3907178

Posted Sunday at 10:16 AM by onen

I converted the source code from 1_5_97 on the SoS mod page to AE 1_6_640.

It loaded successfully for me, created a male character and got in game with all his bit there.  I play female characters so that is as far as i tested it.  So you can give it a try if you want until chuckseven1 does his magic.

I had to make 3 changes to get it working.

1) Added the skse64 AE change that uses __declspec(dllexport) SKSEPluginVersionData SKSEPlugin_Version =

and I removed bool SKSEPlugin_Query(... since i saw other mod examples of working dll's which didn't have it anymore.   see skse64/PluginAPI.h

2) removed the skse64 projects from the SoS solution..why oh why do people do it this way.  download skse64, compile it(as a static lib), point your mod vc++ directories to those compiled libraries.  That seems to me the easier way to do it.

3) removed the line RelocAddr <_LookupFormByID> LookupFormByID(0x00194230); from Storage.cpp and added #include "skse64/GameForms.h" at the top of the file since skse64 has that line with the correct number in that header.

 

 

Thank alot u save mylife

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What's pissing me off is that the required files have required files... why not show the load order for everything in the game we need not just those mods. Every single creator on this website makes it so difficult to install their mods easily and I don't know why.

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I just noticed that this mod changes the Path for genital meshes after receiving reports that many schlong patches don't work because they use the default path sos muscular or regular.

If possible, the path is returned to the default because changing the path cannot be done at any time considering there are many genital patches, even for Trx genitals. This can create a lot of compatibility problems.

Reverting the path as it was will not break the game as it is only path meshes. Meanwhile I will update the SOS original patch to make BILF body users able to use the bodyslide without changing the path.

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