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Posts posted by Jimmyjojo
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Thanks again, OldMansBeard. You've been helping me a lot lately! And Colinpark, don't feel bad, I'm a total noob too.
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In this case, I was trying to port over the Katarina armor mod by NewerMind43.
1. I downloaded Nifscan and SSE Nif Optimizer from Nexus
2. I made a folder on my C: drive that I called NIFs
3. I extracted the Nifscan.exe and the SSE Nif Optimizer.exe into the folder that I made
4. I extracted the meshes and textures from the Katarina mod into this same folder.
5. I dragged and dropped the mesh folder on top of the SSE Nif Optimizer.exe
6. I dragged and dropped the texture folder on top of the Nifscan.exe
7. I copied and pasted the mesh folder, texture folder, and the .esp into my data folder
8. I fired up Creation Kit and chose Skyrim, Update, Dawnguard, Hearthfires, Dragonborn, and the Katarina .esp. (There's a multiple masters ini file on Nexus if CK won't let you choose more than one master).
9. I made the Katarina .esp the active file, then clicked ok and started Creation Kit, then clicked yes to all on all the annoying and pointless warning popups
10. I did a search for "Katarina"
11. Once the Katarina armor file came up, I double-clicked on the file.
12. I changed the name to something random (doesn't matter what), then saved the .esp
13. I changed the name back to what it should be, then saved the .esp again
14. I took the re-saved .esp, the meshes and textures I changed, and put them all in a zip file
15. I installed it and IT WORKED!
It's possible that some of these steps aren't necessary. I'm not an expert at Skyrim mods; my experience is mostly with the Sims. Anyway, I thought this might help some of you. :)
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Thanks, OldMansBeard!
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Okay, I can try the Nif Optimizer.
The instructions I read on Reddit said to open the plugin in Creation Kit, make a change, like to the name or something, then re-save the plugin. So, I opened the plugin in CK...then sat and did nothing since I had no idea what to do at that point. That's where I'm stuck. But if I don't have to use the CK then I'll do that. Still, I'd like to know how to change the name of a plugin in CK in case that's what I need to do. And, since the tutorial is so vague on that point, I'm going to need someone to explain things to me. Sigh.
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Personally, I'm really bummed Jaxonz Positioner likely won't be ported. The author retired. Pooh, what a let down.
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Skyrim SE is seriously lacking in cool armor mods, in my opinion. I've got some favorites from the original Skyrim that I doubt will ever get ported, and I thought I'd try porting them myself.
Ha ha, what was I thinking?
I don't know the first thing about doing this. I've used Creation Kit to make custom player homes, but never armor mods, and I don't know my way around nifskope AT ALL.
I read that all you have to do is open the mod in Creation Kit, change something like maybe the name, then re-save it. Okaaaay, how do you do that? I need details!
If you can help, I will love you forever. :p
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Thanks for sharing the video! Good to know that I can still use SkyUI.
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That helps. But I was hoping there was some sort of how-to guide that has step-by-step instruction on setting up your game to use mods. Like the link I posted. I was looking for something similar that explains things for the new Skyrim. I have no idea if the mods I'm using work, if I still need SKSE, if Mod Manager is something I can still use, do I need to use the ENB boost, do I need to make changes to ini files.
Again, what I'm really looking for is a step-by-step guide.
Again, thanks for any help anyone can give me! :D
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Hi all.
Sorry if this question has been addressed already. Couldn't find much when I searched.
Anyway, I haven't played Skyrim since the special edition one came out, and I'd like to try it. Before the new Skyrim came out, I was using Mod Organizer, LOOT, Wrye Bash, SKSE, etc., etc., etc. Basically, I had everything set up per this page: https://www.reddit.com/r/skyrimmods/wiki/beginners_guide and I was running about 120 mods, with some of the plugins merged, making it 78 plugins.
Now I have no idea what to do. I have to start over but I don't even know where to begin. Is there another guide like the one I linked? Do I need another mod manager? Will Mod Organizer work? Will my old mods work? Questions, questions, questions...
If someone could point me to some articles or another guide like the one linked...or anything!...I'd be so grateful.
Thanks!
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Sadly, what you want is not new. I wanted to do that for my chainmail bodysuit mod but came across many obstacles. Had to do some pretty jank stuff just to get something similar working and it still didn't look right.
My lengthy explanation in this post:
Basically, what you're wanting is to layer two armors/clothing on top of each other on top of the player's body. Slots and the creation kit have nothing to do with it, but rather the game's engine.
Short answer: Not possible with the tools we have.
Medium answer: Kind of possible but not seamlessly, reliably, or easily and even then only with certain kinds of underwear. I tried to do this to some degree with my bodysuits mod and had limited success, but it was nowhere near as fleshed out and robust as I had hoped and I became quite familiar with the brick walls that were in my way. As far as I know, we don't have the tools to do it properly.
What you can do is follow some tutorials on nifskope to take the underwear model and the armor model, combine the two and remove the bits that would cause collision (basically anything underneath other pieces of armor that isn't visible). The tutorial in my Bodysuits mod shows you how to essentially replace the skin texture used by an armor mesh with any texture that suits you, but doesn't go into details of actually changing the geometry of anything so it only really works as a full-body (minus hands and feet) replacer. Any skin showing in the body area would look strange since skin and armor textures use two different lighting methods. Both of these are per-armor-per-underwear solutions so it's not the most comprehensive, but it's the best (and sometimes only) way to do it right now.
Long answer:
Unfortunately, the problem is that simply layering one item on top of another or even on top of the base body mesh causes clipping 99.9% of the time. With armors, what the game actually does is replace entire sections of the body model with an entirely new mesh that has the body and armor meshes already combined by a 3d modeller. In fact, clipping can even occur with the body model, so modelers actually have to remove the bits of the body mesh that are covered by the armor so that when the actor (player/npc/creature) moves, the elbow, forearm, or boob underneath the armor doesn't just clip through. To try and put one armor on top of another, one needs to intelligently combine and modify the three meshes (armor A, armor B, and body) at run-time (while in game through scripts or triggers) or else have to make each and every armor+underwear combination as a new armor. SKSE can seemingly modify models with scripts, but the functionality seems to be somewhat limited. I think Oblivion sort of had that ability with NifSE but the development of that for Skyrim seems to have stagnated and besides, it wouldn't be capable of the mesh edits required for some of the really complex mod ideas since it would be limited to what nifskope can do and nifskope can't edit meshes on a vertex-by-vertex basis (as far as I know).
The only other way would be a system that adds physics collision to armor models so that they move around in response to the actor's body (like in real life) but that would A. probably require a better physics engine than Havok since collision is a bit finicky, B. need to be integrated into the game's engine because C. it would be incredibly resource-intensive (even in-engine) since you would be having constant physics-based collision between two physics objects on all moving characters wearing anything more than an arm-band or a shoe.
Likely, this is not worth the cost, though for VR, since no movement by the player is "canned" or pre-animated and immersion is in high demand, making clothing move in realistic ways independent of animations and with realistic physics (allowing the sleeves to be rolled-up or skirts to flow and collide without clipping, for instance) or the ability to determine weapon damage based on speed, weight, hit location and damage pattern (slicing or blunt) and maybe even the ability to create wounds on a player based on those parameters would be quite desirable.
I digress, without the appropriate tools a perfect solution is neigh impossible. I would try and make a nifse-like program myself but to do so I would need to make a plugin for skse and I literally can't get Visual Studio to work on my PC (and I don't really want to reinstall my operating system to do so).
Well, maybe once the new Skyrim comes out it will be a little more mod-friendly. I was hoping things worked the same way they do with the sims; you don't have to replace the body along with the outfit in the sims. Oh well...
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I'm looking for something similar. There are plenty of armor underwear mods, but I can't seem to get the underwear and armor to equip at the same time.
For example, I have an underwear that uses body slot 52, and an armor cuirass that uses 32, 34, and 38. However, when I equip the armor, it unequips the underwear; and when I equip the underwear, it unequips the armor. I'd like to have them both at the same time as skin>underwear>armor.
I say this simply because there are a lot of nice body replacers, but a bunch of them don't have clothes on.
You seem to have a understanding of body slot partitions, learn about how NifSkope & Creation Kit uses them. Since this is something you might have to do for yourself.
Good Luck.
I tried to change the body slot of Osare's swimsuit mod. The results were less than desirable. :sad:
Sorry for the double post. I borked my other post just like I borked the swimsuit.
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I'm looking for something similar. There are plenty of armor underwear mods, but I can't seem to get the underwear and armor to equip at the same time.
For example, I have an underwear that uses body slot 52, and an armor cuirass that uses 32, 34, and 38. However, when I equip the armor, it unequips the underwear; and when I equip the underwear, it unequips the armor. I'd like to have them both at the same time as skin>underwear>armor.
I say this simply because there are a lot of nice body replacers, but a bunch of them don't have clothes on.
You seem to have a understanding of body slot partitions, learn about how NifSkope & Creation Kit uses them. Since this is something you might have to do for yourself.
Good Luck.
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Hello. Don't know if anyone has made this request before or not, but I would love to see some undershirts, bodysuits, leotards, etc. to wear under armor to make ultra immodest armor more modest. Not all of us are thrilled at the sight of underboob or barely covered nipples or booties hanging out for all the world to see. I'm speaking of female armors of course. The men of Skyrim aren't cursed with gorgeous yet ridiculously revealing armor mods.
There is one bodysuit mod that has a chainmail appearance, but I'd love to see something with lacy or ribbed knit material or even leather. I'd make this requested mod myself but I only know how to make things for The Sims 3 and 4, not Skyrim. (I tried. I failed.)
Thanks in advance!
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Okay, thanks. No big deal, I just won't complete the quest.
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For some reason I didn't upload the screenshot showing what hide armor parts are available. Sorry about that.
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot14.jpg
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Disabling armour mods didn't work. You know, I had a few moments when Mod Organizer wasn't recognizing the Skyrim, Dawngaurd, Hearthfire, and Dragonborn esms. I wonder if that had anything to do with it? Anyway, here are the screenshots:
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot12.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot13.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot14.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot15.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot16.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot17.jpg
http://i1219.photobucket.com/albums/dd422/merockssocks/ScreenShot18.jpg
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Actually, I installed some new armour mods, so I'll have to try disabling those to see if they're the cause. The trouble is, I haven't played Skyrim in almost two months and I can't remember which armour mods are the new ones, and I currently have about ten-thousand armour mods installed.
This is gonna take some time. Sigh...
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Hey there,
I'm trying to do that quest in Riverwood where you make a variety of items at the forge. It's the one designed to teach you how to use the forge early on in the game. I hope you know what I'm talking about. Anyway, I'm at the part where I'm supposed to make a hide helmet...but that particular item isn't showing up in the forge menu! I can forge a hide armor, hide boots, hide bracers, and hide shield, but there is no option for a hide helmet.
This is the weirdest bug I've encountered yet. And yes, I know it's supposed to show up in the hide section. It just isn't there!
Can anyone help? Thank you!
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Hmm, are you running LOOT? And/or Wrye Bash? Keep in mind that there's a current issues with LOOT in that if you run it through the sort button in MO you'll get a load order that is arranged alphabetically or just a mess. I run LOOT through MO (you have to do this or LOOT won't work since it wants to look at you data folder, but with MO, you aren't using your actual data folder), but I don't use the sort button.
I tell everybody this, but you need, need, need to take a look at this guide, it is super helpful. I can't recommend it enough:
http://forums.nexusmods.com/index.php?/topic/2235394-beginners-guide-to-modding/
Also, if you need to, you can turn on Papyrus logging and see what it shows. I once had terrible issues with Nexus Mod Manager, and I discovered, through Papyrus logging, that NMM wasn't recognizing my Skyrim.esm file. I switched over to MO then and that solved my problem. To turn on Papyrus logging, in case you don't already know this, you go to C:/Games/Mod Organizer/Profiles/Default and make the following changes to the Skyrin.ini file. Use Notepad ++ for this since it organizes things better and is easier to read:
[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1Edit: Wait, I just read through your first post again. So your game crashes when you try opening MCM or looting bodies? I don't know exactly what your problem would be, so I would look at your Papyrus log. But if I were hard-pressed I'd say you are hitting your memory limit. It may be that the newest mods you installed were script-heavy or something. I'm running 203 mods, but most of them are armors and weapons...little mods that don't make much of an impact on my game.
Let me know how things go.
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"umm, LOOT gets stuck starting as an executable from MO, is this not what you meant?"
What do you mean by that? I'm a bit confused, can you be more specific? Also, if you follow the modding beginner's guide, it will help you with the whole SKSE. ini file. It explains things very well, too. I actually went through it about five times before I understood any of it, so if it confuses you at first, don't worry, just keep going through it. My main experience with modding is with the Sims, and let me tell you, Skyrim is more complicated, so don't feel bad if you don't understand things as well; there is still A LOT that confuses me, lol. But I do know some things so I'll walk you through whatever you need to the best of my ability.
Follow this guide:
http://forums.nexusmods.com/index.php?/topic/2235394-beginners-guide-to-modding/
And, in case I wasn't clear on this, follow this guide! It is immensely helpful.
Let me know how things go or if you have questions.
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Yup, you're missing a master file. What mod manager are you using? I think running LOOT might tell you which file is missing (not sure about that, though); I know Wrye Bash will warn you of mod issues. Follow this guide here. It's actually a sticky on this forum. Most people don't seem to bother to read it, but if you are going to mod your game, you need to know how to do it, and this guide is perfect for that.
http://forums.nexusmods.com/index.php?/topic/2235394-beginners-guide-to-modding/
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So what is your question? Are you having problems? Wondering whether any of the mods might conflict? I'm afraid you'll have to be specific as to what you kind of help you need.
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Could the fact that Steam is installed in Programsx86 instead of directly on the C drive be the problem?

Female Animations
in Skyrim SE
Posted
Converting oldrim animations if pretty easy, if it's just .hkx files. For the life of me, I can't get FNIS to work with anything except FNIS Spells. Anyway, here's the page that explains things: http://www.nexusmods.com/skyrimspecialedition/mods/2970/?