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aonach

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Posts posted by aonach

  1. Now that makes sense. So many pieces to Bodyslide, I knew there had to be some logic to it somewhere. And that appears to be the ticket. Thank you much.

     

    Your preset needs to be part of the the Daughter of the Sea group.

     

    Try this;

    In Outfit/Body select anything other than Daughter of the Sea cuirass, like the CBBE body.

    In Preset select your Aon preset.

    To the right of Preset, click on Save As. This will bring up a box asking you to choose what groups to save the preset to. Daughter of the Sea group should be there, tick it (or just tick everything to be safe). Make sure to enter a name for the preset in the first box, either re-use Aon (which will overwrite your existing one) or create a new name.

    Once you save you should now be able to select it to build Daughter of the Sea pieces.

  2. So I've been tangling off and on with an issue that I just can't seem to figure out. Wondering if someone here might be able help me better understand Bodyslide.
    I have a custom slider set (Aon), but I'm seeing an issue where some mod armors can be directly built to the slider set, but not others (the custom slider set is simply not an option when building) And in batch building, even with custom slider set selected, those armors seem to build to their own dimensions, as I can see the body visibly change shape in game when I equip them.
    So far, trying to Google my way to solutions has been fruitless, as I can't find the specific information I need.
    Thank you in advance for any assistance.

     

  3. May seem obvious. But nowhere do you mention deploying your mods.

     

    I didn't think to include things like "yes, the mods were deployed" because I felt what I did say implicitly indicated that these mods were working just fine prior. But again, a novice would make that mistake, so I understand where you're coming from. But the additional details I added only clarified that I didn't do some stupid thing, and doesn't help with actual diagnosis. I reinstalled a couple of mods properly to ensure that all of the files were on my computer, and suddenly, several other, unrelated mods (which had been installed and active for months) were suddenly listed as being removed when loading the game- while also still showing as both installed and enabled in Vortex. As far as I could see, only uninstalling and reinstalling them re-added them to the game.

     

     

     

    Always nice to ask for help and be accused of doing "something else to screw it up" and be chided for running LOOT to see if it showed any errors I wasn't seeing in Vortex.

     

    For the record- no, I did not do anything other than what I said.

     

    The steps here were:

    1. Open Vortex

    2. Right-click on each of the Apachii hair mods, click "reinstall" then "update all profiles"

    3. Open Skyrim SE to see a warning, on the load screen, that all three Apachii mods, as well as at least 7 other, unrelated mods, were no longer installed. Note here that I mean the load screen- that being the screen that follows clicking "continue" from the main menu...also known as the time and place where one would generally expect to see a notice that some mods were no longer installed- and yes, I am loading through the SKSE .exe, not Steam

    4. Close Skyrim SE

    5. Disable/re-enable all of the mods I saw warnings for

    6. Open Skyrim SE

    7. See notice again

    8. Close Skyrim SE

    9. Clone and rename Vortex profile

    10. Open Skyrim SE

    11. See notice again

    12. Close Skyrim SE

     

    (please note that there were also a handful of restarting Steam, restarting Vortex, and, I am ashamed to admit- even one restarting of the computer sprinkled throughout the steps above)

     

    Eventually I just uninstalled and reinstalled each of the mods and that "fixed" it. I'm looking for anyone who has seen this issue, and might know what caused it, so I can avoid it in the future. I know we're all used to dealing with absolute novices who make novice mistakes, but getting ONLY snarky, condescending comments is disappointing. I had hoped someone might be able to speak to the specific problem.

     

    I am curious, though- what "other thing" might I have done that would "ghost disable" several mods and then prevent them from being re-enabled- all while appearing to be perfectly functional in Vortex? Apart from my being so daft that I disabled them then wondered why they were disabled, I mean.

    you were not "chided" you were advised to not run a tool to do something its not meant to do. but it's your game, you do you. you want to mess up your game fill your boots.

    then, when asked to provide more details - oh look - a whole slew of actions you failed to mention previously.

     

    no-one here is going to play 20 questions with you - you want help - then tell everything up front. what you told initially didn't make sense, because a swathe of information wasn't given. you think people are mind readers, or something?

     

     

    So the outline of steps I added now reveals the issue? Or it just reveals that I (probably) didn't make some other mistake?

     

    As for running LOOT- I'm not aware that it has a negative impact, only that it is unnecessary with the new version of Vortex. What do other people use to determine if a mod needs cleaning or is giving errors? I can adapt, but I've seen no new procedures for this.

  4. Always nice to ask for help and be accused of doing "something else to screw it up" and be chided for running LOOT to see if it showed any errors I wasn't seeing in Vortex.

    For the record- no, I did not do anything other than what I said.

    The steps here were:
    1. Open Vortex
    2. Right-click on each of the Apachii hair mods, click "reinstall" then "update all profiles"

    3. Open Skyrim SE to see a warning, on the load screen, that all three Apachii mods, as well as at least 7 other, unrelated mods, were no longer installed. Note here that I mean the load screen- that being the screen that follows clicking "continue" from the main menu...also known as the time and place where one would generally expect to see a notice that some mods were no longer installed- and yes, I am loading through the SKSE .exe, not Steam

    4. Close Skyrim SE
    5. Disable/re-enable all of the mods I saw warnings for

    6. Open Skyrim SE

    7. See notice again

    8. Close Skyrim SE

    9. Clone and rename Vortex profile

    10. Open Skyrim SE

    11. See notice again

    12. Close Skyrim SE

     

    (please note that there were also a handful of restarting Steam, restarting Vortex, and, I am ashamed to admit- even one restarting of the computer sprinkled throughout the steps above)

     

    Eventually I just uninstalled and reinstalled each of the mods and that "fixed" it. I'm looking for anyone who has seen this issue, and might know what caused it, so I can avoid it in the future. I know we're all used to dealing with absolute novices who make novice mistakes, but getting ONLY snarky, condescending comments is disappointing. I had hoped someone might be able to speak to the specific problem.

    I am curious, though- what "other thing" might I have done that would "ghost disable" several mods and then prevent them from being re-enabled- all while appearing to be perfectly functional in Vortex? Apart from my being so daft that I disabled them then wondered why they were disabled, I mean.

  5. Click on your Plugins tab in Vortex and make sure they are all enabled. And don't run Loot separately; it is built in.

     

    They are enabled in the plugins tab- I checked there before posting. I ran LOOT as a double-check step.

     

    I also know that actually uninstalling and then re-installing the mods "fixes" the issue. However, I would really like to understand what circumstances cause a long list of mods that are enabled, and are functioning just fine for days/weeks/months/years, suddenly stop loading into the game. I also want to know if there is a less laborious process for getting them back into the game than uninstalling/reinstalling.

  6. Just a little bit ago, I reinstalled Apachii Sky Hair (which I use in a personal mod as a general NPC upgrade) because one of the meshes or textures wasn't showing up, causing the hair to be transparent.

     

    However, after having done this, now Skyrim thinks I've uninstalled any number of mods (I can only see 10 or so on the Skyrim load screen, with the ... at the bottom indicating there are more) All of the mods I can see are still installed and marked in Vortex as active. I tried disabling/re-enabling the mods, running LOOT, even duplicating the game profile, but none of it worked. Google and Nexus searches for this issue have so far been fruitless.

     

    Others must have run into this before.

     

    Can anyone provide some help?

     

    This is Skyrim SE, if that matters.

  7. I forget where I got this but here goes:

     

    1 - Create a new magic effect and call it LVENakedEffect change the following:

     

    Effect Archetype: Script

    Casting Type: Constant Effect

    Assoc. Item 1: None

    FX Persist: (check this box)

    Hide in UI: (check this box)

     

    Now when those are right hit ok, Then edit the object to pull up the same window you just hit ok on. You should now be able to add scripts so click "add" at

    the bottom right and create a new script called "LVEnakedeffectscript" and add the following as its source

     

    __________________________________________________________________

    Scriptname LVEnakedeffectscript extends activemagiceffect

     

    armor property JewelryRingGold auto

     

    Event OnEffectStart(Actor akTarget, Actor akCaster)

    ;debug.notification("effect script: adding effect")

    akTarget.unequipall()

    endEvent

     

    Event OnEffectFinish(Actor akTarget, Actor akCaster)

    ;debug.notification("effect script: removing effect")

    akTarget.additem(jewelryringgold,1,true)

    akTarget.equipitem(jewelryringgold,false,true)

    akTarget.removeitem(jewelryringgold,1,true)

    endEvent

    __________________________________________________________________

    Make sure you auto-fill it's properties as well.(edit the script source and save it again, this should enable you to use auto-fill.)

     

     

    2 - Go to spells and make a new spell called "LVENakedSpell" then change the following:

    Casting: Constant Effect

    Ignore resistance: (check this box)

    Auto-Calculate: (uncheck this box)

    then add a new effect and make that effect "LVENakedEffect" and set it's duration to a very long time, like 10000 seconds. Hit ok on this window and on the spell window.

     

     

    3 - add a "defaultActivateSelfTRIG" object to each location you want people to take off their clothes. Edit each instance and remove the default script. Then create

    a new script, call it LVENakedActivator then add this code as it's source.

     

    __________________________________________________________________

    Scriptname LVENakedActivator extends ObjectReference

     

    spell property LVENakedSpell auto

     

    Event OnTriggerEnter(ObjectReference triggerRef)

    ;debug.notification("found something!")

    Actor akactionRef = triggerRef as Actor

    if (akActionRef != game.getplayer() && !akActionRef.isincombat())

    ;debug.notification("effect applied")

    LVENakedSpell.cast(akactionref,akactionref)

    endif

    endEvent

     

    Event OnTriggerLeave(ObjectReference triggerRef)

    Actor akactionRef = triggerRef as Actor

    if (akActionRef != game.getplayer())

    ;debug.notification("effect removed")

    akActionRef.dispelspell(LVENakedSpell)

    endif

    endEvent

    __________________________________________________________________

    make sure to auto fill the properties of each instance.

     

     

    In following these instructions, I'm running into an issue- neither of the scripts will auto-fill the properties. I've taken the normal steps- resaving and recompiling the scripts, restarting CK. Any ideas what the reason might be? Even if someone can give me pointers on how to set them manually, I think that would help.

     

    Thank you for the help.

  8. Although, it isn't working for me. What's your secret?

     

    I mean, if you don't want your mods to function than sure.

    Except, I loaded in Cyber engine tweaks as per instructions. Not in the archive folder. Loaded my mods in and my game runs normal. Some mod makers will redirect their mods to the archive folder, yes. I will download them manually and redirect them to where they actually belong.

     

  9. I've found that 3BBB race menu morphs was a necessary mod addon after installing CBBE-3BBB, to allow in-game racemenu changes to work, as the default whatever that CBBE-3BBB added didn't allow realtime changes from within racemenu.

    ÃÂ

    in fact, I have three in my plugins list

    ÃÂ

    racemenumorphscbbe.esp - comes with caliente

    racemenumorphsbhunp.esp - comes with BHUNP

    3bbb-racemenumorphs.esp - for me, an extra mod installation.

    ÃÂ

    Unfortunately, I'm not exactly sure where I downloaded 3BBB-race menu morphs. (3BBB-RaceMenuMorphs.7z) Possibly at LL, back when 3BBB Advanced was the SOP 3BBB body instead of CBBE-3BBB

    Could those tools be used to create a static representation of the Racemenu settings that could then be installed into any game and work? If

  10. Hi all,



    Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.c...ing_nifs_basics



    I have managed to complete every step up until the NifConvert step, and then...



    There are two different issues I see:



    1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later.



    2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw)



    I can't get to the step where I see the toggle to select "convert for Skyrim"



    There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures?



    Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape.



    Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?


  11. Hi all,

     

    Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.com/r/skyrimmods/wiki/editing_nifs_basics

     

    I have managed to complete every step up until the NifConvert step, and then...

     

    There are two different issues I see:

     

    1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later.

     

    2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw)

     

    I can't get to the step where I see the toggle to select "convert for Skyrim"

     

    There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures?

     

    Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape.

     

    Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?

  12. Well, I found something. It pretty much says that it's all experimental, but i'm going to give it a try. Thanks.

     

    I'm im the same boat. Trying to get modelling with Blender in the now, and unable to locate what I need to get me set up. All of the "official" information now seems to be inaccurate. Were you successful in getting Blender to import/modify/export .nif files? If so, would you be willing to share your wisdom with me?

  13. Yeah, replacing the CK dds and nif files I knew about- the mistake I made was renaming the old ones to replace the ones created by CK64 after resaving the esp. I was also not sure about how to set the settings in optimizer to export the nif from RM. Its the combination of variables that makes the process so difficult, and its surprisingly hard to find the right information on these things. You can spend hours digging through Nexus forums, Reddit, and Google til your fingers bleed without landing on the right page. I appreciate that you took the time to fill in the missing pieces. Cheers.

  14. First of all, thanks for all of your help!

     

    It seems I'm going to find every weird little issue that exists between me and the goal.

     

    Through several trials with error, I discovered that after optimizing the post-merged nif, I needed to hardcode the texture paths again.

     

    - A quick question here: When you optimize the nif in FaceGeom after running optimizer, what are the settings? Anything in particular I should do other than not select "face parts only"?

     

    I've managed to find partial success in two ways: 1. I can get the character in the game, but without the RM exported settings (mesh and or/texture- this is after resaving the esp in CK64 and overwriting the newly generated files with the right ones. 2. I got the character in the game looking correct from a distance, but caused the game to crash whenever I got within about 10 (in game) feet from her. This second may have been from using an unoptimized FaceGeom nif....I've tried this a wonderful myriad of ways.

     

    - About hardcoding the mesh files: How do you treat the RM exported dds file in nifskope? I see that its linked under head textures, and pasting it into my head textures file for the character and hardcoding it in nifskope for LE wasn't an issue. What would you normally do with that? I figure when you convert it to SE, it still needs to be found. Is that right?

     

    Again, thanks for all the assistance.

  15. Ah, must be what I"m doing wrong. I have not been optimizing the head parts independently. I was optimizing the entire nif from FaceGeom after merging (not selecting head parts only). I think the exclamation point is due to the missing hair (which was not properly optimized) because on an earlier attempt to fix the issues I was having, I replaced the mesh files with the SE equivalents, and didn't see that problem (only the face was wrong). So the idea is to optimize each nif separately.

     

    She does look perfect in SLE. I even loaded up a preset to compare them in-game.

    I'm actually not sure why the textures didn't show up in that nifskope screenshot. I had hardcoded them prior to optimization, but I was shuffling files around to keep track of everything at the time, so I may have moved something.

     

    Let's see if I can get it right this time.

  16. Thanks for the ideas. The posted video is actually how I successfully made the follower for LE. So I followed the steps, hardcoding the texture filepaths and using nif optimize before installing to SE. After optimizing, I checked it and found that the "head tube" thing was still an issue, but I installed it anyway, knowing that Nifskope can display a little weirdly sometimes anyway. After installing, I opened the esp in ck and resaved so that it would work in SE. Then I replaced the new nif it generated in the FaceGeom file with the one I had optimized (changing the name to match).


    Still went in game to see a bald, grey-faced red exclamation box person with the face that had been originally exported from the ck before using nif merge. I can't imagine where this is going wrong.

  17. Hello all,



    Trying to port a custom follower from LE to SE. I already changed out the generic nif's for the SE equivalents (body, hair, etc) and updated the texture filepaths. Now I am trying to copy the headparts from the LE Racemenu export to the nif exported from the ck, so that the face will be right. Can anyone give me a quick list of how this is done? I've tried optimizing the LE nif with nif optimizer, but when I open it in nifskope, it appears that the mesh is stretched into a weird tube on the top of the head, but I also noticed that it rewrites the the nodes so that they match the ck exported nif. The copy/paste over process is giving me headaches.



    Any help would be appreciated.


  18. Hello all,

     

    Trying to port a custom follower over from LE to SE. I already changed out the generic nif's for the SE equivalents (body, hair, etc) and updated the texture filepaths. Now I am trying to copy the headparts from the LE Racemenu export to the nif exported from the ck, so that the face will be right. Can anyone give me a quick list of how this is done? I've tried optimizing the LE nif with nif optimizer, but when I open it in nifskope, it appears that the mesh is stretched into a weird tube on the top of the head, but I also noticed that it rewrites the the nodes so that they match the ck exported nif. The copy/paste over process is giving me headaches.

     

    Any help would be appreciated.

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