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Everything posted by Dredd

  1. Render gave me his permission, so here we go. It's only the schlong diffuse, install like any other mod and overwrite "Masculine Argonian texture for SAM" with it. Standard version only. SAM - Masculine Argonian schlong diffuse with red cockhead.rar
  2. I'm still on LE because, you know, "never stop a running system". But people who start from scratch may be better of with SE, especially if they just want to play the game. That said, I'm going to try my hands on SE one more time over the holidays to see if I can create something that comes close to my current setup, which looks something like this (NSFW):
  3. I did that simply by editing Render's textures in photoshop. It's a dirty hack, but it works. I upscaled them as well, looks fairly okay. I could ask Render for permission to put them up here somewhere. NSFW example in the spoiler.
  4. Do you have the Dawnguard DLC? If not, disable SAM - Dawnguard Patch.esp
  5. Cool stuff! Getting permission from Vector himself may be difficult since he appears to have stepped away from the modding community for good, but as long as you adhere to the EULA, you can't go wrong. Most relevant paragraph: And about c), the watermark: So, no money, no rape/cp/bestiality, a link back to this site and maybe even the logo somewhere in the video and you'll be the poster child of making SAM videos ?
  6. Cool dude, thank you for your hard work! I've been messing around with this file and FloppySOS and they seem to work together really well. Ironically, I havent' seen any belly distortion, but the body bounce looks good and the schlong collision works well without hurling the characters' balls into orbit like HDT BBB 1.5 does in conjunction with FloppySOS.
  7. If you are using KouLeifoh's HDT BBB Bounce, make sure to use version 1.4. Version 1.5 isn't compatible with FloppySOS.
  8. I have had the same problem with one or two armors here an there. I think they lack/ don't pass on the information SAM needs to morph the schlong, so the schlong is shown at default position instead. I'm afraid I don't know how to fix that, it could simply be a missing node or value, or it could be more complicated and require editing in Bodyslide.
  9. This tutorial is going to provide some basic information on what modular armors are and how the user can easily customise them using the program Nifskope. If you know of armors that are modular, feel free to mention them in this thread so people can find them! OVERVIEW / TL;DR Part 1: remove armor parts Install Nifskope Open armor_0.nif in Nifskope right click the parts you want to delete in the right pane Block > Remove > OK save changes repeat for armor_1.nif Part 2: make armor revealing (aka show the schlong) find the NiTriShape SAMRevealing in the left pane and expand left click BSLightingShaderProperty find the Alpha value in the lower pane and set it from 0 to 1 (0= invisible, 1 = opaque) save changes (also in both *_0.nif and *_1.nif) SLOW AND CLEAR I. What do you mean, 'modular'??? In the vast and exciting world of Skyrim modding, an armor set that is described as 'modular' usually consists of several pieces of armor that can be equipped individually in-game. While that is cool and all, it is not the kind of modular we mean in this tutorial. In the context of SAM, "modular armors" are armors that appear as one single equippable item in-game but have been 'cut up into pieces' for external editing. The idea is that you can hide or delete the armor parts you don't want to create armors that are as revealing as you want them to be. Not many of these modular armors have been created, but for the few modular armors that do exist, this tutorial will teach you how to make use of their unique feature. The only way to identify if a piece of armor is 'modular' in that sense is to open it in a program like Nifskope and check. This is what a non-modular armor looks like when you open it in Nifskope. The whole armor is one big shape that can't be edited without extensive know-how. And this is what a modular armor looks like in Nifksope. The armor is split up into several shapes that can easily be edited independently from each other even with little know-how. II. Getting ready to do the thing The only tool you need to edit modular armors is Nifskope. The latest build at the moment of writing is 2.0 Dev 7. Some people prefer older builds, but it doesn't really matter for our purposes. Download the archive, unpack it to wherever you fancy and Bob's your uncle. Next, we need some modular armors to actually edit. The most prominent ones are the originals by Vector. They are available on SAM's main download page. Download the archives, unzip them and locate the main armor files. Alternatively, install the files with your mod manager of choice first and open them afterwards through your mod manager. The files we want to modify are the cuirass/armor meshes. Boots, gauntlets and helmets don't matter for our purposes, so simply leave them alone. Also, notice that there are two files of everything, a *_0.nif and a *_1.nif . This is necessary for SAM to function correctly. Thus, if we make changes in one of the files, we need to make the same changes in the other file as well to retain functionality. III. Do the thing Note: What we are going to do to the .nif files is irreversible, so you should keep a back-up copy of the original files in case you are unsatisfied with your edits or want to switch back and forth between them. Now, let's start by editing the Daedric cuirass as an example. It is located at SAM-Optional-Legacy-Skimpy-Armors\Meshes\Armor\Daedric 1. Open daedriccuirass_0.nif in Nifskope. It will look something like this: Note: The funky colors are Nifskope 2.0's way of telling you that it is unable to find the armors' textures. If they bother you, click on the light bulb in the upper tool bar and then on the icon that shows a grey checkerboard to make everything appear as grey. In older versions of Nifskope, everything will be displayed as grey from the get-go. 2. Right click on the part of the armor you want to remove. In the menu that appears, go to Block > Remove . Click OK if a warning appears and the shape will be deleted. Repeat with all armor parts you want to remove. Note that in this particular armor, the glowy parts are also individual pieces, so don't forget to delete them as well if you remove the meshes underneath or they will float in thin air later in-game. 3. Save your changes. Then close daedriccuirass_0.nif and open daedriccuirass_1.nif. 4. Delete the exact same parts you deleted in daedriccuirass_0.nif. Save and close. 5. If you edited the files before installing them, repack everything to a new archive, give it its own name and install it like you would any other mod. And that's it, you successfully customised a modular piece of armor. Again, deleting the meshes is irreversible, so always keep a back-up copy of the original, unedited file. IV. Make modular armors revealing If you want these armors to be revealing, just deleting the underwear mesh won't be enough. A few extra steps are necessary to let it all hang out. 1. Delete as many armor parts as you like following the steps above. Notice that you don't need to remove all shapes that cover the crotch area for this to work, but the schlong might clip through anything directly in front of it. 2. Once you are satisfied, look at the left pane and find the NiTriShape SAMRevealing. Expand it by clicking on the little arrow next to it and left click on BSLightingShaderProperty. 3. In the lower pane, find the Alpha value. Left click on the numbers and set them from 0 to 1 (0 = invisible, 1 = opaque) 4. Save your changes. Don't forget to make the same edits in both the *_0.nif and *_1.nif files. Note 1: If the piece of armor you are editing doesn't have a SAMRevealing node, it can't be made revealing with this method. In that case, you may want to ask the mod author for help. Note 2: If there are gaps around the schlong when you equip your edited armor, the file is probably faulty and you may want to try a different mod or ask the mod author for help. And that's it! One last thing to note is that you don't have to delete the armor parts. Instead, you can do the same thing we did with the SAMRevealing node: click on the armor part you want to edit in the left pane, go to its BSLightingShaderProperty page and set the Alpha from 1 to 0. If you do it this way, you can easily reverse your edits. The downside to that is that not all armor parts have a BSLightingShaderProperty page attached to them, so it doesn't always work. Have fun!
  10. Thank you so much, I was hoping somone would find it in their heart to refit at least some of these!
  11. I've been using this for a while and I just recently noticed how well it actually works. In conjunction with FloppySOS, schlongs finally move according to how they get touched pretty well. Nsfw video in the spoiler to illustrate what I mean: EDIT: I did some more testing and it doesn't work as well as I initially thought. It looks as if schlongs react a little to mouths and hands with this xml file + FloppySOS, but not all that much if at all. I don't know, may just have been my imagination.
  12. Did Expired really stop development? I can't find any evidence on that other than that the last alpha build is from 17 April, but that doesn't have to mean that he stopped. Also, other people appear to work on NiOverride SSE independently and I have read of workarounds to get it to work to some extend. There's a great SSE conversion tracking thread on loverslab that helps a lot with staying up to date.
  13. Okay, I went through all the files. Here's what they are: http://www.gamemales.com/thread-16981-1-1.html These are the Tera refits by @Kirax I believe. They suffer from clipping, so he apparently took them down to rework them. Look here: http://www.gamemales.com/forum.php?mod=viewthread&tid=15867 This is the file "DarkestLycan Jockstraps for SAM", a jockstrap mod by Hymnaru iirc. Hymnaru is generally cool with us sharing his files as long as it's on this site. If someone has a "trustworthy" copy, we could put it up. Proof: http://www.gamemales.com/forum.php?mod=viewthread&tid=16414 I don't know who made this. It's a skimpy Nightingale armor for Schlongs of Skyrim. It's not actually refitted, so the SAM sliders don't work on it. http://www.gamemales.com/forum.php?mod=viewthread&tid=16414 Another Tera refit, this time the Dark Knight Armor. It's a pretty old file, I don't know who made it so we can't ask for permission to reupload it. Maybe Kirax will refit this one, too, since he's working on Tera refits already. http://www.gamemales.com/forum.php?mod=viewthread&tid=12582 Another file by Hymnaru, "Barbarian Loincloths Non-BSA". As mentioned before, we can upload this one if someone has a clean copy of it. http://www.gamemales.com/forum.php?mod=viewthread&tid=12861 More old Tera armor refits, presumably by the same author as the other old one. http://www.gamemales.com/forum.php?mod=viewthread&tid=15348 A refit of this armor: https://www.nexusmods.com/skyrim/mods/66778/? Again, unknown author of the refit, so we can't ask for permission. http://www.gamemales.com/forum.php?mod=viewthread&tid=14895 File reads "Vampire Suit". Doesn't download for me. http://www.gamemales.com/forum.php?mod=viewthread&tid=14613 File reads "Gunslinger Suit for SAM". Never seen it before, maybe another Tera armor refit?
  14. I don't speak chinese, but these seem to be reposts of stuff from this site and of older content from HoT. I can recognize Kirax' Tera refits, then there's an old jockstrap mod by Hymnaru, belisario's sliders and some other stuff. While the files are probably safe, I still woudn't download or use them because they're in parts outdated and also essentially pirated. And you can get most of them from here, anyway.
  15. Set erection detection to manual in the MCM and use the hotkeys, that should always work. The other two modes might start working correctly once FloppySOS has been applied manually to your character, not sure though. If that doesn't work, you might want to ask for further help on the FloppySOS page on loverslab. On a side note, the author of FloppySOS appears to be working on a new version that might come out soon, maybe it will address this issue as well. Fingers crossed ?
  16. Thank you very much for your work! One thing though, you didn't include the additional textures from the original mod (for the harness etc.), so people actually do need to install it as well.
  17. It doesn't have to be in Whiterun, the werewolf loadscreen object could be used by the game any time it displays a loading screen with an object on it. As I said, I don't know why nor when a loadscreenart asset is picked and there are plenty of assets for the game to choose from, so this can fly under anyone's radar. So, my question would be: when was the last time you have seen a Werewolf on the loading screen? Also, without the Crash Fixes message, it looks like just another random CTD on loading. Happens, right? Also, the actual werewolf mechanics are in no way affected by this; it's really just that one mesh being loaded on a loading screen once every blue moon.
  18. Sorry, my testing was in fact done with Moonlight Tales Essentials. I linked to the wrong version in my post (googled Moonlight Tales and copied the first link that came up, bad choice on my part). The mesh crashes the game consistently as long as both SAM Core and Moonlight Tales Essentials are installed. Esp load order has no impact, either. There are loads of loadscreenart assets and expansions such as Bruma add even more. It is very possible to play Skyrim for ages without ever seeing a werewolf on the loading screen. But once the mesh is in the rotation, you're a little screwed.
  19. About a year ago, I encountered a crash when I entered Whiterun and Crash Fixes displayed a message box telling me that loadscreenwerewolf.nif was the last loaded object. I eventually realised that this file is part of SAM and hiding it in MO solved the crash. I didn't think much of it back then, but I decided to do some testing on it today and came to following conclusion. The file in question is located at "<SAM Core>/meshes/loadscreenart/loadscreenwerewolf.nif". I have absolutely no clue how the logic works that decides which loadscreenart gets displayed when, so in order to force the game to load this specific mesh, I replaced the most commonly seen loadscreenart meshes with this one and kept entering and exiting Whiterun. The mesh in itself appears to work perfectly fine with nothing but SAM and the bare minimum of mods installed (USLEEP and Racemenu). It loaded several times without crashing. However, if the mod Moonlight Tales Essentials is installed along with SAM, the mesh crashes the game for me. The patch provided on SAM's main download page appears to have no impact on this. Here's the report from Crash fixes: The report says "loadscreenwhiterunshield.nif", which is one of the meshes I replaced with the werewolf mesh to make the mesh more likely to be loaded. So, my conclusion: If you have Moonlight Tales installed, hide or delete the loadscreenart folder in SAM Core.
  20. If SAM doesn't schlongify your follower, SoS probably won't, either. What follower mod is it, if I may ask? Is he a custom race maybe?
  21. Oh I forgot, Sexlab adjustments can also be controlled by pressing C for up and Ctr+C for down during animations (or the other way round, I don't remember) and I think you can change those hotkeys via MCM as well. To top it all off, Sexlab remembers your adjustments for each animation stage, so you only need to adjust them once ?
  22. If you use Sexlab, you can adjust the erection settings in its MCM menu. Apart from that, you can use console commands to control erection levels as well. Quote from the user guide:
  23. He seems to have gone silent for the time being. Check his twitter account if you want to get all the details.
  24. Remember kids, don't mess with the Thieves Guild ? (spoilered because images contain bondage)
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