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scorrp10

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Everything posted by scorrp10

  1. More Informative Console is good when you can actually click on offending entity. If you crash out immediately when said entity enters your field of view, console is not too much help. So what you can do is while not in the inn, type "help Emeria", and in the shown list look for NPC_ entry for Emeria, and note the FormID (an 8-digit hexadecimal number) If this number starts with 'FE', it is a light mod. For example: with FormID FE037D64, in the plugin list in your mod manager, you look for plugin with index FE(037) If it starts not with FE, it is a regular mod. I.e. 2300A7B2, you look for plugin with index 23.
  2. About combining pieces: assuming you are using a version that already includes BodySlide files. You: Start Outfit Studio Load the primary outfit piece(the one that includes the body mesh, typically chest). Note the list of meshes on the right. Go File - Add project - select one of pieces you wish to add (i.e. choker). In the import dialog, make sure that merge sliders is checked. For all the new meshes that got added in step 3, click on each mesh, switch to 'Partitions' tab, change partition to 32(Body), click Apply. Do the same for other pieces you wish to combine. Save the outfit. Consider saving it under different name, and using a different shape data file so it does not overwrite the original BodySlide files. You can leave the 'target' file the same if you just want to replace the in-game chest item with it. Or specify a new one if you want to edit the .esp to add it as a new game item. Then, you need to use BodySlide to build your new saved outfit. That will produce actual game-usable meshes.
  3. I am away from my Skyrim PC these days but likely some of the flags on the body mesh are wrong, need to be checked in NifScope. Exactly which version of the armor (mod link) are you trying to change? And exactly which file(s) within the mod are you editing?
  4. You had to compromise (change hair). This mod *might* fix the issue without having to change hair. Your call.
  5. No, this is because body mesh shader type is "skin shader". Game will replace its textures with character's skin texture set. You need to set it to Default (or Environment Map if you plan to use a cubemap)
  6. "Modifies some collision variables to make the character no more "blend out" if you get too close to it in 3th person view."
  7. Oh and check this one https://www.nexusmods.com/skyrim/mods/33916?tab=posts In the posts, a few down, there is a direct mediafire download link for a mod.
  8. This might make things a bit easier to handle https://www.nexusmods.com/skyrim/mods/28170/?
  9. Try this maybe https://www.nexusmods.com/skyrimspecialedition/mods/19310
  10. Watch this one. Pay special attention around 9:20. In general, this entire series is very informative.
  11. Technically you could install one of mods that adds collections of physics wigs, and then use SPID to distribute those wigs to NPCs.
  12. You should use SSEEdit to check this. And very first thing to check is, in Skyrim.esm, in Non-Player-Character (Actor) section, look at 00000007 (Player), if some plugin overrides default Bounding Box. Cause, you know, it might be not a glitch in world geometry, but rather player size that is bugged. If your bounding box seems fine, you can install "More informative Console", and in game, open console and clicks the rocks through which you can phase. See which mod (if any) is the last to modify Base ID an Ref ID.
  13. It is not 'hidden inventory'. Each in-game NPC has an 'Outfit' parameter indicating their outfit form. Whenever an NPC is loaded, they will by default equip items listed in the outfit, regardless if they actually have them in their inventory or not. The outfit can be changed via a script, if so desired. If outfit is unset or empty, the NPC will be naked, even if they have other armor/clothing in their inventory. An NPC needs to evaluate a particular AI package in order to check their inventory and equip best stuff. Active followers typically do this, others don't.
  14. Is it possible that when you create a preview, it re-facegens the head? If you use CK platform extended, it should disable auto-facegen. Have you checked if the tintmask file is getting altered and if head mesh is still pointing to a correct file? Also, have you checked which head textures your head mesh is using? The components to matching head and body are: 1. body and head having skin textures from the same set. When you select the HP head, is it possible that it gets a wrong texture set? 2. Skin tone RGB values when the head was exported in RaceMenu (Alpha must be at 255) must match the skin tone in actor record in CK (interpolation slider must be at 1) 3. Exported tint mask must be in proper location and properly named and head mesh must be pointing to it.
  15. QuickSkyDark is just a cubemap texture, and would have nothing to do with this. What you are seeing here rather looks like an effect shader, similar to what you see on enchanted items. Frankly, my bet is this some sort of looting enhancement mod, telling you which corpses have valuable stuff on them - as well as highlighting valuable loot items too. Similar to mods like "Glowing Ore Veins", "Unread Books Glow". Unfortunately, such effects are typically applied via a script and don't really come up as something visible in the console.
  16. Where is your Skyrim installed? Where is Vortex staging folder? Are they on the same physical drive partition? Cause if not, Vortex will have problems hardlinking files. What you can do: In Vortex, go into Settings, click 'Mods' tab, and check what is your Mod staging folder. Say, if you installed Skyrim on D drive, you can change your Mod staging folder to D:\Vortex\{GAME}\mods Assuming you installed 'Botox for Skyrim SE, when you click the dropdown arrow next to 'Remove' button for the mod, and select 'open in File Manager' it should open a folder listing the .esp and .bsa files that comprise the mod. Or, if for whatever reason, you have to have them on separate drives, you can change deployment method from Hardlink to Move deployment. Then, if you actually go into the directory where SSE is installed (typically, C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition) and into Data, those same Botox .esp and .bsa files should be there. If they are not, something went wrong with Vortex file deployment. Now, one curious thing: the way you describe it with Botox: "black face and no visual improvement". Thing with Botox - its replacement head meshes in the .bsa are designed to work with VANILLA NPC records. That is, its .esp are header-only. If you are getting black faces on NPCs with Botox, it means SOME mod is altering their records, changing their head part lists.
  17. Original Skyrim "Oldrim" - released in 2011. 32-bit engine, support for about 250 additional mod plugins. Skyrim Legendary Edition (LE) offered in 2013, replacing Oldrim on Steam, is basically a bundle deal, original Skyrim + 3 main DLC (Dawnguard, Dragonborn, Hearthfires) Skyrim Special Edition (SSE) was released in late 2016. Also includes the three original DLC , offers 64-bit engine, improved textures. and support for 'light' mods, allowing literally thousands of smaller plugins. Anyone who bought Oldrim +DLC (or LE), received SSE for free. AE (Anniversary Edition) is also just a bundle deal, which is SSE + "Anniversary Pack", which is just a bunch of Creation Club mods. Now, caveat: in modding community, 'SE' these days is reserved for SSE version 1.5.97, which was the stable version from mid-2019 till late 2021. Whereas 'AE' is reserved for any SSE versions 1.6.* (most current being 1.6.1170) When Bethesda updated the game in 2021 to 1.6.*, a few popular mods never got updated, which prompted some people to stick with 1.5.97. I wouldn't recommend that, though. Vast majority of mods are updated to the latest version. To muddy waters a bit further, Skyrim is available not just on Steam, but also on GOG, where it is a slightly different version, and needs slightly different version of certain mods. Otherwise, almost everything is the same. There is also Skyrim VR, which is a separately sold title. It is very similar to SSE - it requires a different version of SKSE and most .dll plugin mods, but otherwise, SSE mods work for it.
  18. There is a Dwemer ruin on Solstheim, called Fahlbtharz which has spinning gear platforms like you describe. Might give you some insight on how to implement it.
  19. Probably best to do an xEdit script that will go through all headpart records, check uf referenced mesh file exists, and if not, removes the 'Playable' flag.
  20. I frankly do not even bother with CK preview since it gives basic FaceGen, and I design NPC looks in RaceMenu, which has far more sliders and sculpt function. I take it you use Ctrl+F4 to generate the head of an NPC in CK. Which causes CK to place the head mesh and the tint mask files properly named and in proper locations. When a head is exported in RaceMenu, both files are placed into Data\SKSE\Plugins\CharGen I will give an example of handling these files. Lets say I want to replace Morwen (DLC2SVMorwen, BaseID 04018FA9), who is defined in Dragonborn.esm In the BaseID, the starting 04 is the plugin index, and 00018FA9 is ID within the plugin. Leading zeros are important. The head mesh file is going to be Data\meshes\actors\character\FacegenData\FaceGeom\Dragonborn.esm\00018FA9.nif The tint mask file is going to be Data\textures\actors\character\FacegenData\FaceTint\Dragonborn.esm\00018FA9.dds Thus, Serana head mesh is: Data\meshes\actors\character\FacegenData\FaceGeom\Dawnguard.esm\00002B6C.nif And Lydia is: Data\meshes\actors\character\FacegenData\FaceGeom\Skyrim.esm\000A2C8E.nif So, I create a replacer look for Morwen in RaceMenu, and I export the head as 'Morwen_new'. When I edit her skin tone, I make sure to write down its RGB values (here 255, 217, 217) I go to Data\SKSE\Plugins\Chargen, rename 'Morwen_new.dds' to 00018FA9.dds and copy it over to Data\textures\actors\character\FacegenData\FaceTint\Dragonborn.esm\ I open Morwen_new.nif in NifScope, open up properties for 00KLH_FemaleHeadNord, and in its textures, 7th slot must point at the tintmask. I then rename 'Morwen_new.nif' to 00018FA9.nif and copy it to Data\meshes\actors\character\FacegenData\FaceGeom\Dragonborn.esm\ Then, in Creation Kit, in 'Face Tinting Color' area, enter Skin Tone RGB values from RaceMenu.
  21. Why are you even TALKING about FNIS/Nemesis/Pandora in connection with OAR? They are entirely different animals that have practically nothing to do with each other. The game essentially has a database of animations, where a given string ultimately corresponds to an hkx file under meshes\actors\character\animations. I.e. "IdleWallLeanStart" animation event plays meshes\actors\character\animations\wall_idlebackloop.hkx file, which is the vanilla wall lean animation. With DAR or OAR, when an animation command is issued, the file that will be played can be different, depending if conditions are met. For example, in my case, if the actor is female and not a child, and a random(0.5) roll is satisfied, the game will, in response to "IdleWallLeanStart", play Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\90046500\wall_idlebackloop.hkx instead. However, some mods add entirely NEW animations to the game. Such as posers, dance mods, adult mods, etc. These require the animation database to be updated in order to add new command strings, corresponding to new animation files (i.e. "7GOM34" -> meshes\actors\character\animations\GomaPeroPero1\7GOM34.hkx) - and then these new animation commands will be invoked via mod scripts as necessary. Updating of the database is what FNIS/Nemesis/Pandora does. DAR or OAR, in response to an EXISTING animation command, will play an alternate file, if the conditions are satisfied. That is, mods that provide alternate animations via DAR/OAR do not NEED new commands added, therefore, they do not require FNIS or such. Sure, it is possible for one mod to add NEW animations, and then another mod to provide alternates to those new animations via OAR, but I don't recall ever seeing anything of the sort. Bottom line, if OAR animation replacements are not working for you, chances are some of the mods have botched conditions or potentially conflicts. Did you check OAR log in Documents\My Games\Skyrim Special Edition\SKSE?
  22. I do not generally update my mods. Heck, I am still on 16.1130 game version. That said, occasionally I do look at what features mod updates added, and if it is something I want, I consider an update. But I always make a save before updating, so I can revert if needed, and I also usually wait at least a week after update to see if other users have issues.
  23. Within your uploaded archive, the files must exist at the same path as they exist in your SSE/Data folder. Create somewhere a new folder called 'CalienteTools' Inside this folder, create a new folder called 'BodySlide' Inside that folder, create a new folder called 'SliderPresets' Into that folder, place your .xml preset file. Go all way back out to folder containing 'CalienteTools'. Assuming you have 7-Zip installed, right-click 'CalienteTools', from 7-Zip submenu, choose 'Add to archive', enter name of your upload file, click OK. Upload the resulting archive.
  24. One thing that is common between waiting and fast travelling is the creation of an AutoSave. For a save, the game needs to freeze its script engine. So if you wait, and game freezes the engine to create an autosave without actually moving you, it is simpler to 'unfreeze' - which is likely why traveling afterwards does not cause a crash. Autosave in general is a very finicky process. In fact, ever since I stopped using Auto and Quick Saves completely, and went exclusively with manual saves, my game has been MUCH more stable. So, my suggestion: go into settings menu, and uncheck 'Save on Travel'. See if that helps.
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