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Everything posted by scorrp10
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LE Does anyone have an sse version for lost grimoire?
scorrp10 replied to sajedbadir's topic in Skyrim's Mod Ideas
Have you tried to just install this mod in SSE? -
Well, yeah, except none of the Khajiit in Skyrim show any particular interest in the stuff...
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So, the least painful solution: I opened CK, set foxes_allinone.esp as one of masters, and started with no esp set as active. I deleted Ref for Ahori in Bee and Barb, then placed her in the Drunken Huntsman in Whiterun, then I saved the .esp as 'foxes_moved.esp'. Then, in Vortex, I enabled foxes_moved.esp. I ran the game, and sure enough, Ahori now were in Drunken Hunstman, not Bee and Bard, and she looked perfectly fine Next step, SSEEdit: For me, foxes_allinone.esp was loading at FE(009) - your will likely be different. Opening the 'foxes_moved.esp', I saw that it had two entries: Block 1/Sub-Block 5/RiftenBeeAndBarb/Temporary, had a 'deleted' override for RefID FE009859 (000Ahori) And Block 5/Sub-Block 7/WhiterunDrunkenHuntsman/Temporary now had a new 'Placed NPC' Ref for 000Ahori. I right-clicked on this new ref entry, chose "Copy as new record into...", gave it a new EditorID (000AhoriRef), and selected foxes_allinone.esp as target. Now, I went to foxes_allinone.esp, expanded Block 1/Sub-Block 5/RiftenBeeAndBarb/Temporary there, and removed entry FE009859 (one for Ahori) Then, went to Block 5/Sub-Block 7/WhiterunDrunkenHuntsman/Temporary, right-clicked the previously copied Ahori Ref, chose 'Change FormID', and put in FE009859. Saved and exited SSEEdit. Now, I could disable the foxes_moved.esp. Ran the game - Ahori in Drunken Huntsman, looking fine.
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Ok, I installed and looked into that mod and it is a royal mess. There are a bunch of duplicates for every race, headpart, formlist, texture set, you name it, and it looks llike those actor records were created before all those duplicates cause head meshes have original (non-dup) head part names. So when you open the mod in CK, it reshuffles their base records to use duplicate head parts from the duplicate formlists specified in duplicate race records.... it is a mess. And yeah, then it saves it that way. Yes, it is fixable. But it would be a pain in the rear. I think I know a solution, but will need to double check it first.
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Dark Face Bug Fix (for latest Skyrim AE)
scorrp10 replied to Pentiman666's topic in Skyrim's Mod Ideas
Black face bug generally means that head part composition of an actor in .esp does not match their head mesh. Most likely caused by esp/head mesh mismatch. One common cause: say you have a mod that changes some NPC appearances, and it installs their head meshes as loose files. But then you install another mod that changes some NPC appearances, but it has its head meshes in a .bsa. You will still however have the loose head mesh from first mod installed, and the game will use it. Now, I use Vortex, so my recommendation is for Vortex, but I suppose MO2 has similar functionality. You need More Informative Console Let's say Ysolda has dark face. You check her in console and see that her base is initially defined in Skyrim.esm, and last changed by SomeMod.esp , and her base ID is 00013BAB. Then, in Vortex, I locate the mod to which SomeMod.esp belongs, and I choose 'Open in file manager' action. It opens staging directory for that mod, and you can see what files it contains. It might have a .bsa file, or it might contain a loose files structure. If it has a .bsa: Go into actual SSE game directory, and go Data/meshes/actors/character/facegendata/facegeom/skyrim.esm/, and look for 00013BAB.nif there. If present, that is your culprit - it is a file installed by some other mod. Delete it. Also , go into Data/textures/actors/character/facegendata/facetint/skyrim.esm/ and delete 00013BAB.dds there. If you run the game now, hopefully Ysolda will be fixed. Next time you deploy, Vortex will complain about files you deleted missing - confirm that you want to save this change. If it has a loose files structure - again, in Vortex, choose 'Manage File conflicts' action. See if it lists the files I mention above as conflicted, and make sure that SomeMod has priority over whatever else is there. -
At least looking up in CK, sleeping tree sap is not involved in other quests, nor does Ysolda have any interaction about it with anyone.
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Last time I had to do it, after installing Vortex, and creating Skyrim SE profile, it suggested installing SKSE. So I got the proper version of SKSE from skse.silverlock.org, and Vortex pretty much did everything for me. It put SKSE icon on my Vortex dashboard for SSE. Then, the game can be launched by clicking the SKSEicon on dashboard, or just clicking the launch icon on the game tile in upper left.
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what mods can i convert form esp to --> els?
scorrp10 replied to oiessel's topic in Skyrim's Creation Kit and Modders
Mods with dialogue.... I would not touch at all. Mods that serve as masters for other mods - I would leave those alone as well. Mods that add new NPCs... doable, but you will need to do some file renaming under facegendata directories. Mods that rely on things like SPID to distribute stuff - you would need to edit their distro files and REALLY be knowing what you are doing. Mods that provide various head parts (hair, eyes, brows etc), if you compact them, any presets created against non-compact version will no longer work. -
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It is really about your methodology. I prefer to put files directly under SSE structure when working, but in subdirectories clearly for my mod. And include mod descriptor in any scripts. However, in Vortex, you can setup your mod in its staging area and work there, just deploy before testing. P.S. One thing I would like to see in Vortex is a kind of a file database browser. Where I could essentially open game's folder in a special window, and browse its subdirectories, and it would write next to each file it is a vanilla or is added by a mod. With some color coding for vanilla, single mod-owned, or conflicted between multiple mods. Right now, if I want to find out which mod owns a particular file in the structure, I have to rename the file, and then deploy mods, at which point Vortex gives me a warning about the file that got changed.
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Clues: 1. BHUNP has CBPC among its requirements. Means you are supposed to install CBPC first. So BHUNP should be 'after' CBPC 2. Check the conflicting files - most likely, they are configuration (.ini) files for CBPC, to behave more in line with BHUNP. Or, it could be the collision meshes. (.nif) Again, you want to use ones for BHUNP. So yeah, BHUNP goes after.
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I prefer Vortex as well... that said, I don't think MO2 is as 'primitive' as you claim....
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Nexus mod manager (NMM) is no longer really an option. The 'official' mod manager for Nexus is Vortex, which is what I prefer. There is a number of guides on setting things up. But generally it is SKSE first, and then whatever else you need.
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Borghak the Steel Heart is missing from the game.
scorrp10 replied to RomulusAugustulus's topic in Skyrim's Skyrim SE
Err, Borgakh RefID is 5B688, not 58688. And yes, when submitting and id in console, leading zeros can be skipped. -
Borghak the Steel Heart is missing from the game.
scorrp10 replied to RomulusAugustulus's topic in Skyrim's Skyrim SE
So you say, if you type in console ''prid 5b688", it does not recognize the RefID? And then "moveto player" does not work? Some mod must be overloading the cell she starts in. (Interior: MorKhazgurLaraksLonghouse) Load up SSEEDIT, expand Skyrim.esm - Cell - Block 7 - Sub-Block 3 - 5B5DD (MorKhazgurLaraksLonghouse) - Temporary - 5B688 (BorgakhREF) and see what overloads it. -
The problem is likely a reserved alias. If one quest loads a reference into alias as "reserved", no other quest can load same reference into uts alias unless alias has "allow reserved" property. And a quest can't start if it can't load all of its aliases. So the solution would be to find which quest is holding on to that alias...
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Here, however is something I made (attached: SetNPCWeight.7z) I made it cause for some reason, when I use 'setnpcweight' command on High Poly Head NPCs, it instantly crashes my game. This mod requires UIExtensions The spell book is on a barrel next to Delphine's room in Sleeping Giant Inn in Riverwood, but you can also just use console. In your mod manager, check in which slot this mod installs (one of the 'FE') Say, if this mod is FE(0B7), in the game, you just do: player.addspell fe0b7800 When you cast this spell on an NPC, it pops a text entry window, you enter desired weight, NPC fades away and then comes back at new weight. SetNPCWeight.7z
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You really got this messed up. First picture, console clearly states that Karliah record is now coming from Bijin mod. Except head mesh is clearly mismatched, so you are getting a facegenned head. You really should not be touching your mods, just leave them as they are. Second picture, yeah, that's Nether's and look fine. Nether's also states that it includes a script that will fix the NPC weight in order to remove the neck gap. Third pic, that's a clearly 0 weight head on a 32 weight body. Not sure what that patch is for. Fourth pic, after setnpcweight command, that is expected - you are currently getting a facegen head. And you likely don't have the hair and eyes mods used by LK's, which is why she is bald, with default brown eyes. At that point , after you used setnpcweight 0 command and she turned ugly, what you need to do is open your console again, click Karliah, and type: disable she will disappear, then type: enable And she should reappear looking her normal self and without the neck gap
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Ok, looking at mods in question: Vanilla Karliah is weight 0. Nether's is 32. And LK's is again 0. So if you started the game with Nether's, you will be set at 32. And with LK, you need to use 'setnpcweight 0' I would be wary, though - it looks like Nether's makes a lot of changes to Karliah's skill set, while LK's is just a visual replacer, and will clobber the changes from Nether.
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Yes, Nexus forbids linking to certain sites... like the one you mention in your first post.
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First, If NPC looks they way they are supposed to and not with a black ugly face, your load order is fine. The neck gap is caused by mod changing a baked-in NPC weight mid-game. Do this: start game and at main menu, open console and use commands: coc elsweyr player.placeatme 1b07f Which will place in a tiny test cell and summon Karliah. Check that she has no neck gap now. If she does, something is wrong with the mod itself. In your save, you open console, click on NPC, and do comands: setnpcweight 20 (or whatever target weight) disable enable.
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Most Merchants Crashing Game
scorrp10 replied to Namiricorn's topic in Skyrim's Creation Kit and Modders
Are you crashing instantly upon entering the trade UI? Where is your mouse cursor at the time? You click on the dialogue option of what they got an your cursor stays in that same spot as trade window opens? Can you try,, the moment you click the dialogue, move mouse cursor to top or bottom of screen? Cause if you are crashing upon entering only SOME merchant trade windows, you potentially have a corrupt mesh or texture of some item(s) that they offer. And upon entering the trade window, your mouse cursor is on one of those items. If you rapidly moved cursor to top upon clicking diualogue, and game did not crash, try mousing over items offered. And see if game crashes upon mousing over something specific. Also, try this: launch game, and from main menu, open console and type in 'coc riverwood'. You will spawn outside Riverwood with a brand new game. Try going to Lucan's shop and trading with him. See if you still crash. -
[SOLVED] Trying to apply freckles...
scorrp10 replied to DrSeptimus's topic in Skyrim's Creation Kit and Modders
Yes, the tintmask looks good already, you just need to place and name it properly, as I detail above. And yeah, with this base color, she is going to look rather pale. And I would also recommend to check the head mesh .nif, just in case, to make sure it points at correct tintmask in the head textures. Like here, I check Data\Meshes\actors\character\FaceGenData\FaceGeom\Skyrim.esm\0001C197.nif: -
[SOLVED] Trying to apply freckles...
scorrp10 replied to DrSeptimus's topic in Skyrim's Creation Kit and Modders
You need the overlays mod (SFO or Koralina or whatever) installed only in order to generate the tintmask in Racemenu. You do not need to locate/copy/include any of the overlay textures. Those are just masks, anyway. You go into Racemenu, and on tabs like Colors and Makeup, you pick the overlays you want. I will generally first click a color picker for an overlay, set its alpha to 100 and its lightness to 0 so it is solid black. Then I hit T to choose a texture for this overlay. Once I find what I like , I can adjust its color and alpha accordingly. Once you got the looks you want (I recommend saving it as a preset at this point), you go into Sculpt, and export the head. When you do that, racemenu will generate the head mesh and a tintmask texture. And this tintmask texture is going to have the base skin tone color, and it will have all the selected overlays at their color and transparency, baked in. Specifically, for my Faralda exersize above, this is her tintmask, before and after. As you can see, it now freckles baked in, along with blush and eye makeup.