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As long as _0 and _1 are proper morphs of each other, are in same directory, and are named exactly the same (except for the _0/_1 part), and weight slider for that gender is enabled, it really does not matter if you specify the _0 or the _1 file in the ArmorAddon form. The game will figure it out and use the _0 variant for weight 0, _1 variant for weight 1, and interpolate for anything in between. If you get different results when assigning _0 or _1, it means something is not quite matching between them. If you want to upload your .esp, along with _0 and _1 nif files somewhere, I can take a look at what might be wrong. If you got missing heads when equipping circlets, it means your circlets are likely using slot 30 instead of 42. Double body basically means you are wearing something that includes a body mesh, and is not using partition/slot 32.
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If you look at an ArmorAddon form in SSEEdit, you will see those flags: Weight slider - Male and Weight slider - Female. You need to set those flags to 'Enabled' For some reason, CK does not show these flags. It just uses some sort of its own internal 'logic' to determine whether to set them or not. The mesh file an ArmorAddon points to is typically the _1 one. Bottom line - after creating a mod in CK, I will go over all the ArmorAddon forms in SSEEdit to make sure weight sliders are properly enabled.
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What is the best version of SSE to mod on.
scorrp10 replied to lordofshwart's topic in Skyrim's Skyrim SE
My recommendation is to get the latest version available. Which is, via Steam, is 1.6.1170. It has been around for enough time that all the major SKSE plugin-based mods have been adapted to it. Unless there is a very specific mod that you just got to have, and there is no viable alternative, and it is ONLY available for an older version - well, that's that. Get that latest version, launch it via Steam (assuming it is via Steam) once, then set up your mod manager (Vortex or MO2), get SKSE64 installed, so that you launch the game using SKSE via mod manager. Then you want to set Skyrim SE in Steam to update only when you launch the game (via Steam) - which you will never do. So that when/if Bethesda updates the game again, your setup does not get messed up. Then get the rest of the mods you are interested in. I personally am still on version 1.6.1130 simply because updating to 1170 will require a whole bunch of mod updates, and will not bring me any tangible benefit. If a new version has features I really want, I will wait until all relevant to me mods get updated, then I will update the game and go through the hassle of all the updates. So, in a nutshell - get the latest at the time you start. Be sure to get the latest versions of the mods. Then, lock your version in and stick with it. Update only when you deem necessary. -
correcting old form to 44 using SSE Edit
scorrp10 replied to Murinscurse's topic in Skyrim's Skyrim SE
Yes, if the forms in the .esp are version 42, then set FV_Check to 42. When you do click OK, you should get a whole bunch of log messages, listing all the forms the script has changed (should basically be ALL the forms in the .esp) -
Pretty sure you got it wrong. Faction does not appear to be one of string filters categories. You need to put it in the form filters. I.e. ;Equip Fur Garments to Bandits,Guards,Soldiers,Hunters,Vigilants,Silverhand,Companions Spell = 0x80D~ImmersiveFurGarments.esp|ActorTypeNPC|-0x5C84E,0x1BCC0,0x2BE3B,0xAB7B9,0x4E509,0xB3292,0xAA0A4,CompanionsFactionMinusBrillAndVignar|NONE|NONE|NONE|25
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correcting old form to 44 using SSE Edit
scorrp10 replied to Murinscurse's topic in Skyrim's Skyrim SE
Unfortunately, CK has a potential to do other things 'under the hood' when you save an esp in it. Harmless in most cases, but sometimes it can mess things up. Sometimes, even with latest CKPE, trying to load a plugin can crash CK. This worked for me just fine before: Right-click a mod in SSEEdit Choose 'Apply Script' In Script dropdown, choose 'Update Records Form Version' Make sure those are set accordingly: const FV_Check = 43; FV_Set = 44; Click OK to save and run the script. -
I need help solving invisible hands on a certain outfit.
scorrp10 replied to SakuyaIzayoi92's topic in Skyrim's Skyrim SE
I seriously have no idea what you did, but I suspect you made some edits to NakedHands ArmorAddon. My suggestion is to: 1. Reinstall Ninirim Collection to revert it to original state. 2. Do the edit that I decribed (editing ONLY the 0BlessEC0014Upper and 0BlessEC0014UpperDm Armor records) -
I need help solving invisible hands on a certain outfit.
scorrp10 replied to SakuyaIzayoi92's topic in Skyrim's Skyrim SE
Ok, so in the esp, 0BlessEC0014Upper covers slots 32(body) and 33(Hands), and it includes ArmorAddons: 0BlessEC0014UpperA, NakedHands and NakedHandsKhajiit. NakedHands ArmorAddon covers only: Breton, DA13Afflicted, Imperial, Nord, Orc, Redguard (plus their Vampire variants) I seriously have no idea why it includes hands. but I would do following: In SSEEdit, in Ninirim Collection esp, In the Armors, locate 0BlessEC0014Upper (xx0AF66E) In first person flags, remove 33 - Hands In Armature part, delete NakedHands and NakedHandsKhajiit. Do the same in 0BlessEC0014UpperDm Save and Exit On the left - a dark elf wearing the outfit before the edit (missing hands). On the right - wearing same outfit after the edit. -
I need help solving invisible hands on a certain outfit.
scorrp10 replied to SakuyaIzayoi92's topic in Skyrim's Skyrim SE
Oh, I have that mod installed. Will check today. -
Keyboard already works 100% in VR - movement, interaction etc. I use Valve Index. Mouse works in menus, but I am sure it is a matter of configuration to enable mouse look as well. That said, the controllers give you far better control of the game. I actually prefer to play seated, and I am not really 'moving through VR' - all my motion is done via controllers. The problem, however, is that when in VR, you can't see the keyboard, so hitting the right keys wit ha headset on can be quite tricky.
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I need help solving invisible hands on a certain outfit.
scorrp10 replied to SakuyaIzayoi92's topic in Skyrim's Skyrim SE
Both links say "image could not be found" In any case, just post the link to the mod that has this issue. -
Maybe Someone Here Might Know If It's Safe...
scorrp10 replied to DirebearCoat's topic in Skyrim's Skyrim SE
It is just an .esp. And if the archive itself is infected, your virus scanner should pick that up. -
No, that is just a visual replacer. No messing with dialogue.