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scorrp10

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  1. I found this, hopefully it helps. https://gamedev.stackexchange.com/questions/200600/why-do-i-get-a-validation-failed-error-and-how-do-i-fix-it
  2. Not sure why that NPC is so white, but the HPH/KS Hair Patch' could definitely be the culprit.
  3. It is indeed quite weird. Just pick some mod-added NPC, and establish what causes their black face - that is, which head part EditorID does not match a shape in their head .nif. Once you can establish it for one , it might be possible to determine while vanilla NPCs are not affected.
  4. Any mods that potentially mess with any of the head part editor IDs? Or with races? Lets do a deep dive. Say I got this Ivy mod by LamaKreis which adds this cutie: Examined via More Informative Console, one can see that her base is defined and last changed in Ivy.esp and so is her ref. No overloads. Ivy .esp is a light mod, and in my load order, it index is FE(05B) So, I go into SSEEdit, find Ivy.esp, expand her NPC (Actor) record, form Id FE05BD64. I see that her Race (RNAM) is Wood Elf, and scrolling further, I see that her head parts are: FemaleBrowsHuman11 (000E4DA8) AAA_Ivy_Face (FE05B801) AAA_Ivy_Hair (FE05BD6B) If I look into head part section and examine AAA_Ivy_Hair, I can see that two Extra parts: AAA_Ivy_Hairline (FE05BD6C) AAA_Ivy_Hairline02 (FE05B800) Any part that is not listed specifically in the actor record, will be provided by the Race record. So I go to Skyrim.esm, Race section, WoodElfRace (00013749) and look for Head Data - Female Head Data, I can see that default head parts are (excludng those already defined in the actor record) This is where it is a really good idea which mods are potentially overwriting the WoodElfRace record, and what default head parts they might be listing. FemaleMouthHumanoidDefault (0005150F) FemaleEyesWoodElfBrown (00051510) Those editor IDs (in bold) are important. Lets now go to SSE/Data/Meshes/actors/character/FacegenData/FaceGeom/Ivy.esp and open 00000D64.nif in NifScope. (Since FE05B is the plugin index, the NPC FormID within the mod is just 00000D64) I expand the FaceGen NiNode and look at the component mesh names: Now, as you can see, the names of those meshes are EXACTLY (capitalization is important) the same as the Editor IDs of the head parts listed above in bold. Even a single letter mismatch in one of those names and you get a black face bug.
  5. It is much easier to get black face on vanilla NPCs cause you can have multiple mods competing for them. Mod-added NPCs should have a single head file and single esp record. Unless you did some shenanigans such as converting their mods to ESL or squashed mods together into a single plugin and such...
  6. Why on Earth do you need that many? Chances are, you can get rid of 75-90% of that stuff and hardly notice any difference. Regardless, I run with about 400 plugins, my time to main menu is under 40 seconds.
  7. You did not modify those quest forms. You modified TopicBranch and TopicInfo forms which have those quests as their parents. Unfortunately, CK does not list those forms in the Object Window. You can open up your mod in SSEEdit, and look through the TopicInfos in your mod, and make a note of their quest parents.
  8. It is just an .esp and a bunch of scripts. Should work in SSE just fine. If using Vortex, just click 'mod manager download' on mod's page while managing SSE. Or do manual download and drag the .7z file into the 'Drop Files' box.
  9. Not that I seen that, but you generally do NOT need any 'follower framework quest'. The game already has a 'DialogueFavorGeneric' quest (5A6DC) which has that 'Follow me, I need your help' Which generally requires that NPC is: member of 'PotentialFollowerFaction' has relationship rank of 1 or greater with player Has a voice type that is in the 'VoicesFollowerNeutal' list.
  10. .pex is a compiled script file. USSEP bsa should have the .psc file as well. In source/scripts.
  11. It can happen because of two things: either the Bijins.esps are being overloaded by some other .esp that points to a different nude body mesh. Speaking of which, weird that you have both Bijio AIO.esp and the category ones - pretty sure it is an either-or proposition. OR, your Bijin body meshes got overwritten somehow. Either they have reverted to original files, or something else overwrote them.
  12. You have to be more specific. Are you talking about body physics when nude or clothed? Bijins generally share body mesh per category (Warmaidens/Wives/NPCs) I.e. Aela, Ria, Njada, Beleval etc nude torso's all point at actors\character\Bijin Warmaidens\femalebody_1.nif, which by default is a basic CBBE or UUNP body (chosen via FOMOD) . If you want their nude bodies to have physics, you would have to replace these meshes with 3BA or BHUNP ones, best done via a Bijin BodySlides add-on However, if you are talking about body physics while dressed, that really has noting to do with Bijins, but with clothes/armor mods. Bijins wear vanilla armors, nothing custom, so you need to check whichever vanilla armor replacer mod you installed last. I see you got 'BHUNP Skyrim Vanilla Outfits.esp', which I suppose is a replacer. But maybe you since installed another replacer that defaults to non-physics meshes for compatibility. All you likely need is to rebuild the physics armor meshes of your choice in BodySlide.
  13. 'Catch up on weapon draw' option will teleport lagging follower to the player when player draws weapon. I am pretty sure most major frameworks (AFT, NFF, EFF) have it.
  14. Be careful with that script. Actually, the script in question should be in the Scripts.zip inside your Data folder. However, if you use Unofficial SSE Patch, you should use .bsa extractor to get that script from 'Unofficial Skyrim Special Edition Patch.bsa' in your Data directory.
  15. I am not quite sure what you mean. Just assigning a color to mesh in the viewport just helps to distinguish it from others. If you UV unwrap, you can assign image as texture, and then texture paint it. Then you can save the resulting image as .png and later convert it to a .dds. If you create a procedurally generated material (or load one from material library, you basically can add a bunch of texture image nodes and then 'bake' those textures (diffuse, normal, specular ,roughness etc)
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