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Everything posted by scorrp10
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Very hard to diagnose those things without actually being there, but if her breasts are not just 'sucked in' but also move weirdly, it is likely an issue of bone incompatibility between equipped outfit and physics model. Prime example of this is equipping a 3BA outfits without either 3BBB or 3BA installed. If it was an issue with sliders, the outfit would likely look messed up in BodySlide's preview window as well.
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[SE] Custon Follower Mod Creation Help
scorrp10 replied to Sparxxs32's topic in Skyrim's Creation Kit and Modders
You really should go with current version of game, 1.6.1170, and make sure you get latest versions of : SKSE64 Address Library RaceMenu FNIS or Nemesis XP32 Maximum Skeleton Extended FSMP This looks a bit like a scary list, but really, practically any modern Skyrim install will need those. Get the Skyrim Special Edition: Creation Kit from Steam, run it once by itself, then get and install Creation Kit Platform Extended Now, some goodies: Here is my updated version of Keqing race Extra eye colors available in Racemenu : green, grey, red, blue, yellow In addition to original hair, there are now: tintable static hair, tintable SMP hair, no hair (bald - more on this later) Another issue - the race was using a weird version of skeleton which seems like an old version of XP32. It works ok for 3-breast bone body meshes like 3BA, but will not work with any single breast bone built outfits. So I changed it to use the default female skeleton, but you must have XP32 skeleton installed. The race mod is now also made light (ESP-FE) I also moved its sample follower into a test cell (coc ctest), cause I figured having a naked Keqing in temple of Kynareth was a little inappropriate I am also attaching a mod created using MY version of LeafKeq2 as master. It adds a Keqing called Jenny inside Drunken Huntsman in Whiterun. Now, the sample follower included in the race mod has static hair, but is assigned an outfit that includes the SMP wig. That is one way to apply SMP hair to an NPC, but it is not the best, INHO. In my 'Jenny' mod, Jenny's facegen head is created with no hair (Bald), and the SMP wig is instead incorporated into her naked skin. Which means she will retain SMP hair even when wearing nothing at all. Keqing_Jenny.7z -
[SE] Custon Follower Mod Creation Help
scorrp10 replied to Sparxxs32's topic in Skyrim's Creation Kit and Modders
Why are you using 1.5.97, and what version of CK are you running? Does it have the CK fixes and proper multiple master support? In any case, the race mod as it is is quite limited. Only a single set of textures, so you only can have purple eyes. Also, the only hair available via RaceMenu is static white. The SMP hair on the sample follower is achieved by equipping an SMP wig. I extended the mod a bit, adding several more selectable eye colors, made the hair tintable and made the SMP version racemenu-selectable. The mod would do well with a few tintmasks to add color to various face parts and maybe do some makeup, but that takes too long. Still... I am going to have a look at your failed attempts, but I suspect you kept failing at setting the race mod properly as your master file. Which was why it kept reverting to 'FoxRace'. I am running game version 1.6.1130 and using CK Platform Extended. -
The preset is Eleanor by Seraevy ... slightly changed.
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Please, I'm not able to get Skyrim to run properly
scorrp10 replied to JulianaMaia's topic in Skyrim's Skyrim SE
Why on earth are you trying to run 1.5.97? Unless there is some very specific mod that only works with that, just go with the latest. (1.6.1170) Especially considering the mods you got installed. There is a subset of folks here who rather adamantly (and vocally) stick with 1.5.97, as if anything after that is a coming of Antichrist or something. The fact is, it only makes sense to use it if one wants to run some DLL-based mods that have been abandoned for years. In most cases, there are better replacements for those mods. Also, any further mod development, improvement, new features and such, are written for the latest version of the game. There are a some new useful SKSE functions that are only available for 1.6.*. A fair few new mods now make use of the assets added by the four CC addons that became part of core Skyrim with versions 1.6.* A newcomer to Skyrim these days literally stands nothing to gain from downgrading to 1.5.97, and only locks themselves into essentially a dead product. Now, anyone who already has a good, stable Skyrim setup, especially if there are some playthroughs they got in progress, it is a very good idea to disable game updates. Because, yes, if Bethesda updates to a new version, it will generally cause havoc and render the game unplayable until SKSE team and other plugin authors release new versions of their mods. I.e. I am still sitting pretty on release 1.6.1130, and will only update if some mod I use gets an update that needs a later game version. As of today, going to 1.6.1170 means I need to go through updating a couple dozen mods for no benefit whatsoever. But, if I were creating a fresh install of the game, I would definitely get the latest. -
I have only looked at 3BA version, so it may be different for BHUNP or with UBE patch. But for 3BA: Areola showing will likely depend on skin textures used, including what options were picked at install. I.e. for me, my installed Fair skin version showed a bit of areola, but most others (Demoniac, Pure, Bijin, Diamond, SG etc did not). As to nipples defined through dress - again, could be for BHUNP/UBE. The 3BA version actually has nipples deleted from the underlying body, and most nipple-shaping sliders are either removed or not conformed to dress. My process to fix was similar to one described above, except I Deleted the 3BA body/genitals Cleared all slider data Save As - added 'v2' in dislay name and Shape Data File Reloaded it. Loaded reference 'Sliders CBBE 3BA UniLowerCurtain' That reference is really best for anything with a skirt. Inflated a couple areas of dress that clipped (over shoulders and nipples) Conformed All sliders to all dress parts except panties Deleted the reference. Loaded in the actual 3BA body as reference. Copied Bone Weights. Conformed sliders for panties. Went through all sliders, checking if any caused clipping/distortion, and adjusted those. Only a few needed this. Here is a result, using a preset with a larger Areola and more prominent nipple, with Fair skin.
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Casting ObjectReference to ReferenceAlias
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
I would not bother with aliases, but place a Magic Effect on Actors entering the area. And have that effect handle the outfit management. Then, on exit, effect would reset to original gear and dispel itself. -
Your mod list for this is irrelevant, except maybe the skin you are using has smaller areolas. The rest of it really depends on which preset you use to build the outfit, and which variant of the outfit you equip. I can take a look at the mod once home tonight. I doubt you need to mess with it in OutfitStudio.
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SkyUI comes with a .bsa, so there won't be a conflict. When one pulls files for a mod into bsa, it is very common for this script to get pulled in, since it gets attached to player alias on the mod's MCM quest. However, nobody changes this script, so it should be safe to ignore this warning. Still, a cleaner solution (for mod devs) would be to create a new script to attach to player alias, and have that script extend SKI_PlayerLoadGameAlias.
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It really depends. Vortex launch button does launch game via SKSE. If someone is really strapped for resources, closing Vortex before running the game makes sense, I suppose. With 64G of RAM, I prefer convenience since I generally tend to mess with mods more than actually play...
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SSE Basic Keyword Question
scorrp10 replied to Radioactivelad's topic in Skyrim's Creation Kit and Modders
It is 100% FormID. If two mods define a keyword with exact same name, these are in no way connected. If you want to use keywords from anywhere in the main game, just include the extra files. If you want to use keyword from another mod (and have that mod recognize it), your options are: 1. Include that other mod as master. 2. In your main plugin, do not use the keyword. But create a patch plugin that has both your and other mod as masters, and overloads forms from your mod, but with keyword. 3. Use KID. I.e. you define a keyword A in your mod, tag items with it, and add a KID distro file to add a keyword B from mod X to any item that has keyword A from yours. -
Sorry, but the manner in which the question is posed is not helpful. A very vague one-line description and a plugin dump. Give more detail. At what stage of game are you at, have you completed any quests in the areaa, are you using an alternate start mod? (Nobody is going to go looking through your 300+ dump). If so, which, and how did you start this game? Also, to which dialogue lines are you getting that response? Give exact examples.
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How Do I Identify a Mod?
scorrp10 replied to Shadeybladey's topic in Skyrim's Creation Kit and Modders
NMM was a pain to work with, no argument there. There are reasons I dislike MO2, but for me, Vortex is where it's at. It does a most excellent job of handling all the 'normally installed' mods, keeping track of all their files and what not, but I can directly mess with files under my Data folder, create new stuff, and so on. Now, about that script file (_de_woodharvestscript.pex) It is not an overwrite of one of vanilla scripts (none of them start with an underscore). In order for an add-on script to be relevant, there has to be an active .esp plugin referencing it. Otherwise, it is unused. Have you tried opening your save in ReSaver? If you expand the Script Instances category, you can easily see if there are any instances of that script running. (The ones starting with underscore will be in 0 subcategory, and clicking on a given script instance should tell you which .esp it comes from. -
Yeah, "Anniversary Edition" on Steam is basically just a bundle deal - Skyrim Special Edition + Anniversary Upgrade, which is just a bunch of Creation Club mods. But in modder community, "Anniversary Edition" (AE) is basically any game version 1.6.*, which has been introduced in October 2021, while 'Special Edition' (SE) is reserved specifically for version 1.5.97, which has been the latest and greatest for Skyrim from end of 2019 till end of 2021, and for which most advanced mods were written. Generally, any mods that do not include a .dll plugin, should work with AE 100% as well as with SE. And majority of mods including a .dll have since been updated for AE, with a few exceptions.
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Mod with cloud access @ crafting stations.
scorrp10 replied to Holden54's topic in Skyrim's Skyrim SE
This, I suppose? -
I suggest getting Fallrim Tools (ReSaver) and examining you save files for numbers of script instances. I.e. open two saves from about an hour of gameplay apart and compare between them. The menus lagging and load times can be directly related - the game is processing more things at same time, causing the lag. Those messages, seem similar to 'Sensual Needs', but a re not same. I suggest going to your Data/Source/Scripts folder and grepping for 'desires'. (I use GrepWin for this) No guarantee mod author has included source scripts with the mod, but if they did...
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Well, someone made the USSEP patch for it, so should be possible. That said, a lot of people here are not using Creation Club stuff at all, and most are on older versions of Skyrim (i.e. I am on 1.6.1130 still). Also, that mod does not appear to be part of the AE package, and would have to be bought separately. If you want someone to try some work, you might need to make the CC mod files available. Should be two files in your SSE's Data directory. Supposedly "listener's initiates.esl" and same named .bsa. If you upload those to some file sharing service - such as Google Drive - someone may take a look. You also make no mention as to what sort of 'overhaul' do you want. A visual replacer? If so, any particular look in mind? (Racemenu presets for male/female)? A custom body/skin? Different outfit? I.e. here's what DB Initiates look in my setup, using 'Scarlet' preset by Seraevy and CT77 (Remodeled CBBE Armor) version of DB armor without hood for female and Man Racemenu Preset by Yuamel
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The big question is: are you running latest version of the game already (1.6.1170) or you are sticking with an older one? (I.e. I run 1.6.1130 with updates disabled) If you are already on 1170, getting AE update will add a bunch of mods to your order, but not really mess it up. But if you are using an earlier version, then getting AE will update the game to 1170.
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You need, for your game, correct versions of: SKSE Address Library RaceMenu Heels clipping into ground are generally a symptom of missing/wrong RaceMenu install
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Whatever the cause of those issues, they are likely buried deep in some quest/stage flags, and potentially in the scripts. The only way to troubleshoot would be if you share the whole thing somewhere: esp, source code and all
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- Object Removal
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How Do I Identify a Mod?
scorrp10 replied to Shadeybladey's topic in Skyrim's Creation Kit and Modders
A mod manager is your friend. But if you insist on doing things the hard way, you pretty much have to keep your own track of every file. Assuming you got mod zip files stashed somewhere, you could use WinRAR to look for that script file in them. For one thing, with Vortex, if you need to install a mod outside of it, you can do so - you just need to use Vortex to enable the .esp. and yes, you can tell Vortex to put a given plugin at the bottom of your load order. -
Well, not quite. A unique NPC will keep whatever changes have been applied to its reference. (Instance).Which includes whatever items have been added to their inventory, any changes to their level, actor values, and what not. However, when player enters a cell, the game determines how to drss present NPCs very simply - it looks at the 'Outfit' field on the Actor reference, and equips the actor with items in that outfit. It completely ignores the armor items an NPC might have in their inventory. In order to actually examine and equip best available gear in their inventory, an NPC needs to be assigned an appropriate AI package, and evaluated. However, you can use a function SetOutfit() on an Actor reference, to permanently change their default outfit to something else, and they will be equipping that outfit from then on. Now, there is no way to edit an Outfit object via script, bur there is a workaround. One can create a bunch of empty LeveledItem forms in CK, and add them to an Outfit. Then, one can use AddForm on those LeveledItem forms to populated them. The big problem here is that this will essentially generate 'Base' items. I.e. if you take Ebony gauntlets, improve them to the max, and put some massive enchantment on them, and give them to follower - you want the follower to specifically equip those. But if all you care about is looks, then LeveledItems in Outfit will work. Amazig Follower Tweaks (AFT) works this way: when you enable outfit management on a follower, it will assign an empty outfit to that follower (you can actually see follower become naked for a second), and then manually force-dresses them in gear from their default outfit. Then, when you actually go to manage their outfit, AFT will maintain a specific list of ObjectReferences and dress each managed actor as they load. It can be a bit glitchy/slow at times. I.e. sometimes I would enter one of my homes that houses a few managed followers, and most of those stroll around naked, and it takes a bit of time before AFT dresses them in assigned outfits.
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Using HDT-SMP or FSMP for my character only
scorrp10 replied to Fouvale's topic in Skyrim's Skyrim SE
Just build all vanilla outfits in Bodyslide using a non-physics option. As well as any outfits that may be distributed to NPСs. But outfits that you will be wearing as player build using a physics model (i.e. 3BA).