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scorrp10

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Everything posted by scorrp10

  1. Did you try instaling CK Fixes? https://www.nexusmods.com/skyrimspecialedition/mods/71371 Search Nexus mods for 'Creation Kit' You can also try the downgrade patch and then apply the older CK fixes mod. Even before AE, CK in its initial form was a horrid buggy mess.
  2. You would need a quest running with NPC as alias, or a permanent MagicEffect applied on NPC with script that monitors for OnItemRemoved event, and it is that item, sets up an update event about a second later that will remove item from DestContainer and add it back to NPC - potentially triggering an angry response topic. Can even have a counter there where higher values cause angrier responses and eventually make NPC hostile.
  3. That mod changes a whole bunch of things about Fjotra, but it does not change her quest involvement. Her normal outfit (in mod) is FarmClothes, but it is possible that some quest script connected to her monitors her outfit, and changes it to priest robe if whatever she wears is removed. I.e. if quest includes a scene where she changes her clothing. Just a conjecture, though. If I use console to create a new game, and then summon her using player.placeatme command, her quest is not running, and she does not auto-equip anything...
  4. Depending on how you want it designed, you need to overload proper scripts or markers. 1. Finding the stuff. Seeing how Proventus Avenicci is the guy you talk to about decorating the home, you go to dialogue viewer, and filter by his topics. You will see there is a bunch of topics 'DecorateWhiterun...' Example: DecorateWhiterunKitchen. And it has a response 'Very well, I will make the arrangements", you click that, it opens 'Topic Info' window, where you see that it has an attached script: TIF_000C6E12. Now here you got to be real careful. A lot of people use Unofficial Patch (USSEP) and for some reason, it changes a lot of these scripts to use function 'Fragment_1' instead of Skyrim.esm's original 'Fragment_0' You either need to make USSEP a master for your Breezehome overhaul, or you could overload TIF_000C6E12 with a version that has both Fragment_0 and Fragment_1. Aside from name, functions should be identical. Now, looking at that script (might need to extract it, most likely from USSEP's bsa) It has in it: decoratemarker.enable()oldmarker.disable() And it has:ObjectReference Property DecorateMarker Auto ObjectReference Property oldmarker Auto And in the 'Topic Info' window, if you click the script and the 'Properties' button next to it, it shows that 'DecorateMarker' is linked to 'WhiterunPlayerHouseDecorateKitchen' (000C6E3C)'oldmarker' is linked to 'WhiterunPlayerHouseKitchenStart' (000E4EE3) Going to the world views, loading up Breezehome interior, you can see that these markers are objects outside of the house, and is each linked to a bunch of other objects. The 'start' marker - to a bunch of old crates and cobwebs, while 'Decorate' marker links to a bunch of kitchen furnishings. Right-clicking either marker in Objects list and choosing 'Use Info' will bring up a list of all objects linked to that marker. So when you talk to Proventus, choose option to decorate kitchen, it runs that fragment function in that script, disabling 'oldmarker' (which vanishes all the junk associated with it), and it enables the 'decorate' market, which pops into existence all the nice kitchen furnishings. The status of the Decorate marker (enabled/disabled) is what determines if you see 'kitchen' in the dialogue options with Proventus. So, what can you do? Suppose you just make your version of Breezehome furnished, and you want no further fuss. Making it so that you do not get the decorating guide: Look for "HousePurchase" quest, you will see that its stage 10 for various houses is attached to various fragments of 'QF_HousePurchase_000A7B33', specifically Fragment_0 for Whiterun, where it calls: kmyquest.Purchasehouse(whiterunhouse, whiterunhousekey, whiterunguide, kmyquest.HPWhiterun) This function is in 'HousePurchaseScript' , and has a line: game.getplayer().AddItem(DecoratingGuide) You would want to make that line conditional (If DecoratingGuide != NONE). Then in above mentioned script, you change the line to: kmyquest.Purchasehouse(whiterunhouse, whiterunhousekey, NONE, kmyquest.HPWhiterun) Also, if you want the house flagged child-adoptable, you need to add: (kmyquest as BYOHRelationshipAdoptionHousePurchase).Whiterun_EnableChildBedroom() Cause otherwise this option only gets set when you buy the 'Child bedroom' upgrade. Then in Proventus's Dialogue options, you look for ' DecorateWhiterunViewTopic1', (I'd like to decorate my home), for both response options you need to add a condition that will make it always fail. Suppose you want to make YOUR version of Breezehome upgradable in the same way as original. In this case, no need to mess with scripts and dialogue options. However, you need to make sure you remove all existing world objects associated with those 'Start' and 'Decorate' markers. Then, once you did your interior design, you link the needed objects to proper markers. Then when you buy the upgrades, the markers will enable your stuff instead.
  5. If that is a Flower Girls kiss, I suggest you check out my mod, Flower Girls Slot Handler, which provides a lot of control of what characters get to wear during FG scenes, and also provides high heel handling for kisses. (Need to check the heels option on Female NPC profile in MCM) When heels are involved, custom scaling is applied to match actors' mouth heights. Also works for girl-on-girl wearing different height heels. If that is an OStim kiss, I have been considering adding similar functionality there, cause frankly, Migal's OHeels doesn't seem to work. Supposedly if you switched to OStim NG (OpenSex), it should have that functionality built-in, but I have not tried it yet. SexLab supposedly has some sort of High Heels handling as well, but I am not too keen on SexLab.
  6. There is already an in-game version of this, though it MIGHT be result of some mod, like Immersive Citizens - though I doubt it. If you steal something from someone without being seen, the owner might send thugs after you. I.e. stealing something from Collette's room in College of Winterhold. At some point you run across a group of two-three thugs who will accost you, and with words like 'you are the one we need', attack you. After you dispatch them, one of them will have a notice. "Find so and so and rough 'em up". That's pretty much the framework of what you suggest right there. The Quest ID is WIKill06, found in CK under World Interactions - Kill subcategory.
  7. A few things to keep in mind: CBBE version is simplified to make use of your main installed female skin. It means texture paths in the head .nif now point to textures/actors/character/female And in the .esp, ArmorAddon forms for Torso/Hands/Feet are set to use standard female skin texture sets. The UNP version uses the custom skin that was in the old mod. Head .nif points to textures/Fjotra and body ArmorAddon forms use mod's own texture sets. You can easily adapt the UNP file to CBBE + custom skin by doing following steps: Locally build the CBBE Body/hands/feet meshes as I describe in my earlier post, and copy the files into meshes/Fjotra/character assets. Then, from whatever CBBE skin you fancy, you need to copy following files to textures/Fjotra: femalebody_1.dds, femalebody_1_msn.dds, femalebody_1_s.dds, femalebody_1_sk.dds, femalehands_1.dds, femalehands_1_msn.dds, femalehands_1_s.dds, femalehands_1_sk.dds, femalehead.dds, femalehead_msn.dds, femalehead_s.dds, femalehead_sk.dds. For example, here are some alternate skin variants: CBBE Tempered 4K: CBBE SG Renewal 4K: CBBE SG Renewal 4K, in-game:
  8. Simple timing in a quest script (can be applied to actor alias or assigned as magic effect) RegisterForSingleUpdateGameTime (NumberofHours) And define a function: Event OnUpdateGameTime() // Set quest to failed stage. EndEvent Countdown: Int Property HoursToFail Sound Property DoomsdayGong Auto Event OnEffectStart() HoursToFail = 24 RegisterForSingleUpdateGameTime (1) EndEvent Event OnUpdateGameTime() HoursToFail = HoursToFail - 1 If (HoursToFail == 0) // run the failure function Else DoomsdayGong.play() // Display message "You got X hours till you fail" RegisterForSingleUpdateGameTime (1) EndIf EndEvent
  9. Good tutorial, but completely irrelevant to OP's issue, who just wanted to port an Oldrim mod. Normally the conversion is simple, but occasionally one runs into issues. Fixing a borked hair mesh like that requires some Blender skills and good understanding of .nif structure. I handled that. The wrist seams are the result of mixing UNP and CBBE. Easily fixed.
  10. So, fixed hair normals in Blender, reimported back to the head .nif, fixed a bunch of settings. Also, here and there I needed to fix a texture path or a referenced mesh. As I use CBBE setup, I also rebuilt body meshes in CBBE using Slim preset. And since skin included in the mod is UNP skin, I changed it to use the default installed skin - in my case, 'The Pure'. Nice skin, but probably does not work all that well with this face. Note, however, fixed hair and no more wrist seams. But, since original mod is UNP, I went back, and rebuilt BHUNP Advanced reference body/hands/feet using BHUNP 'skinny', and pointed them back to the textures in the mod. Now, if I put a CBBE item on her that replaces just the body, I of course get gaps (left). If she had a full CBBE outfit on (body/shoes/gloves), it would not be the case. However, if I dress her in a BHUNP outfit (right), looks great. And here are the actual files: CBBE Version - a fair bit smaller cause I removed no longer necessary UNP body textures. BHUNP version
  11. I suppose the mod is: https://www.nexusmods.com/skyrim/mods/54219 Hair Even after running all head parts through the Cathedral optimizer, there are issues with both hair and hairline meshes, their normals are all messed up. Exporting the meshes to Blender shows the issue quite clearly (on the left). Running Mesh-Normals-Set from Faces on the seems to fix the issue. (right) Properly re-importing the corrected mesh into the head .nif is a whole other bag of weasels, way too involved to describe here, but if I get it working, I can make the file available somewhere. Now, about those hand seams: In your images, she does not appear to have a neck gap, so the weight in the .esp likely matches the original weight (0). However, your build for those clothes (vanilla FarmClothes1, looks like) definitely does not match the hands that came with the mod. What body system are you using? It is kinda hard to judge from screenshot, but it really looks like a CBBE Vanilla body. Here is a picture from OS where I load 0-weight CBBE body + 0-weight mod hands. Assuming it is indeed CBBE, I would: In Bodyslide, select the build preset - for Fjotra, I assume it would be CBBE Slim or CBBE Petite. Load 'CBBE Feet', and click 'Build' while holding Ctrl. This should build the meshes to Data/CalienteTools/Bodyslide rather than their usual output path. Do the same for 'CBBE Hands'. Now for the body, I suppose her being a kid and all, Ctrl-Build either 'CBBE NeverNude' or 'CBBE Underwear' Now, in Data/CalienteTools/Bodyslide, you should have femalebody_0/1.nif, femalehands_0/1.nif, femalefeet_0/1.nif. Move all those files to Data/meshes/Fjotra/character assets, overwriting the files already there. P.S. Edit: Confirmed: the meshes included in the original mod are normal UNP and work seamlessly with UNP outfits.
  12. I am working on a mod that will have an extensive compilation of glasses, sunglasses, and I am running a lot into the 'invisible eyes' issue, as can be seen in the image on the left. The eye meshes simply fail to render. I searched all over, but could not find the cause. I finally narrowed it down to proximity/curvature of the lenses. This glasses model has actually already been pushed a fair distance from the face, and the effect is sort of borderline - at a different angle, the eyes render fine, as seen on the right. Curvature seems to matter a lot, especially the outer edges of the lenses. Straight lenses (i.e. aviators) pose no problems. These glasses sit a fair bit closer to the eyes, but the lenses are not as curved, and eyes render fine at any angle. I wonder if maybe there is any sort of setting that I am missing that can eliminate this issue. Would really like to be able to fit those glasses properly...
  13. You need to create a new TextureSet form using your recolor, then a new ArmorAddon form where you assign that texture set to its models, then Armor form that uses that ArmorAddon, then a new Constructible Object form for crafting that Armor, and potentially another Constructible Object for improving it. Typically, you will open the forms for one recolor, change the name, make the needed adjustment, and CK will prompt if you want it saved as new form. A major caveat: if the mod in question is an ESP-FE, CK kinda does not care about it, and will create new forms with non-ESL compliant IDs. So in this case you want to use SSEEdit to create all those new forms. Then you can use CK to edit them In SSEEdit, you use 'Copy as new record into...' option. Changing color in a texture: Personally, I use Photoshop '23 with Nvidia Texture Tools plugin. There, it is as easy as going Image - Adjustments - Replace Color, using dropper to select the color being replaced, and then use HSL sliders to set new color. Can also use Color replacer tool or Hue/Saturation adjustment layer.
  14. What about: Function SetEnchantment(Enchantment e) native in Armor.psc and Weapon.psc?
  15. Open outfit in question in Outfit Studio. got through meshes, and check properties of each, textures tab. See that all referenced textures are present. Note that if it uses some of the vanilla textures (especially cubemaps) they might be in one of Skyrim's texture .bsa's Since normal design procedure is to setup an outfit in outfit studio, and then build meshes in Bodyslide from that, discrepancies between bodyslide and pre-built meshes are VERY rare. But if you do want to check, go to where the meshes are, and use NifScope to open the .nif files. In NifScope, expand root NiNode, then under each BSTriShape, expand BSLightingShaderProperty, and check its BSShaderTextureSet.
  16. Vanilla elves are ugly. Pretty much all vanilla characters are ugly. Thank the divines for mods.
  17. GSPoser and GomaPero poser both have animations like that, if you think you can make use of those.
  18. No, this is not a problem. Vast majority of resource files are NOT in subfolders under Data - they are in .bsa archive files. You can use BSA extractor utility to examine and (if needed) unpack them. Many larger mods that have a LOT of files also pack most of their resources into bsa's. If mentioned directories are empty, and nothing overloads the mouth head parts in Skyrim.esm, one potential isuue is these files are in some other mod bsa, overriding those of Skyrim...
  19. Try holding Ctrl while clicking Build and see if it builds the files to Bodyslide folder. Check if the target directory (mystique2) is set to Read-Only? Or its parent?
  20. Have you checked what you have in Data/meshes/actors/character/character assets/mouth? and Data/textures/actors/character/mouth?
  21. "clips badly" in what way? If it clips when wearer is standing still, it generally means that add-on items are not built to same slider preset as body slot item. It is also possible that add-on does not conform to at least some of the 3BA sliders which are non-zeroed on the preset. Next, if add-on mesh is a bit low-poly, and areas of the outfit get really stretched to accommodate more generous forms, flat polygons of the outfit may clip into curved mesh of the body. If it looks ok when wearer stands still, sliders are OK. If it starts clipping when various jiggly bits start moving, it means add-on is weighted to a different physics reference than body item. I.e body is 3BA, while add-on is CBBE 3BBB. In many cases, it is just easier to load the problem add-on in OS, delete all bones and sliders, load the 3BA reference and then re-weigh and re-conform the sliders.
  22. In a nutshell, what you need to do is: 1.Mask out everything but the sleeves. 2.Add a zap slider. So, in outfit studio, you load the outfit you want to edit. It will have a list of meshes on the right. The eye icons next to meshes let you toggle meshes between visible-invisible-wireframe. Determine which mesh contains parts you want to remove (the sleeves) Now, in more complex outfits different materials can be covered by different meshes. I.e. leather portions and metal portions. More on that later. You really got to get a grip on how to navigate around the 3D area. mouse wheel to zoom, right-click-drag to orbit, Shift+right-click-drag to pan etc. It takes some practice. Learn keyboard shortcuts: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Keyboard-Shortcuts Select the mesh you will work on. Toggle all other meshes invisible. Press T to turn off textures - it really helps, especially with darker textures. Select mask tool. Turn on vertex display (Q or pushpin icon on left) which shows all vertices green. By default, you will have 'symmetry' also on, which mirrors your actions left-right. For non-symmetrical outfits and precise masking, I prefer to turn it off. (X) Depending on what feels easier, you can try masking all but sleeves, or you can mask sleeves and then invert - which is what I would normally do, so rest of this post assumes we are masking sleeves. As you start painting with the brush, vertices start turning red. Adjust brush size by holding S and using mouse wheel. If you mask out something you didn't want, you can use Ctrl-Z to undo, or you can use brush while holding Alt to un-mask vertices. Generally, sleeves should be easy to mask, except maybe armpit areas. Vertex - a dot in space. Basic building unit of a mesh. Edge - a line connecting two vertices. Three vertices connected by 3 edges form a triangle, and that triangle can contain a face - an actual surface to which texture can be applied so it is rendered in the game. Two vertices are considered 'connected' if you can find a path along a set of edges between them. Important concept: let's call it a 'shape' - is a set of all connected vertices, along with edges/faces formed by them, within a mesh. A mesh can be a single shape, or it can contain a whole lot of shapes. In most armors, sleeves are often separate shapes from torso, which makes masking them real easy. Normally, when you paint a mask, any vertices within brush circle are affected. But when you turn on connected only mode ©, it will only mask vertices within brush circle which are connected to the vertex selected under center of brush. What this means, you can make the brush real large, but as long as center of brush is over a sleeve vertex, you will be masking only sleeve vertices. Note: when using connected mode, it is best to turn off mirror (X) mode. If sleeves and torso are in fact same connected shape, it makes things harder. You can use a large brush to mask most of the sleeve, then make the brush real small and carefully go around the border. Remember, when you zap out a vertex, it zaps any faces to which that vertex belongs. So you don't want to mask vertices directly on sleeve/torso border. When you think your mask is done, you can toggle vertices off (Q) to check. Masked areas will be dark. If sleeves are separate shape, there will be a very sharp border between masked and unmasked. If not, it will be a bit of gradient along the border. Remember, any face that has such gradient will be zapped away, so make sure any faces you want to remain are solid color. Once you are happy with your mask, you can do Ctrl+I to invert it. You want the sleeves to be the unmasked (light) portion. Now, suppose outfit consists of several meshes. Say one mesh has the leather of the sleeves, and other mesh has metal bits at wrists and elbows. Once you did masking on one mesh, toggle it invisible, select another mesh, and do the masking there. Now, in the meshes list, highlight all the meshes where you did the masking. From Slider menu, select 'add new Zap slider'. Give the slider a name (i.e. 'zap sleeves'), and Save the project, but keep outfit studio open. Now, open this outfit in Bodyslide. you might need to close and restart Bodyslide for your change to show. You will now have a 'zap sleeves' checkbox. Check it and carefully examine the result in the preview, making sure you don't have any leftover sleeve bits, and that you are not zapping any extras. If needed, you can go back to outfit studio, delete the zap slider, adjust your masks, and re-add the zap slider.
  23. You need to get this mod https://www.nexusmods.com/skyrimspecialedition/mods/77700?tab=files Files are in: CalienteTools/Bodyslide/SliderPresets. Once installed, you should have two new presets available in BodySlide: Pantheon-Nude and Pantheon-Outfit. If you use lingerie mods that put lingerie over the nude body without replacing it (typically, bra is slot 56), you should build lingerie with the nude preset.
  24. FNIS/Nemesis are what can be used to embed entirely new animations into the game. I.e. so you can create an .hkx of actor smoking a cigar, and hook it up so command PlayAnimation("SmokeCigar") actually invokes that .hkx. FNIS/Nemesis would need to be run to add the new animation command to the database. However, if you look at 'Pretty Sit Idles SE' mod, it is just a bunch of .hkx files, designed to replace the vanilla chair sit idle. You have to pick which hkx will get installed via FOMOD. No need to run FNIS cause you are not adding a new animation, you are just replacing an existing one with different .hkx. DAR can take things further. You can supply a number of files as alternates to the default .hkx, and indicate under which conditions the game should play each alternative.
  25. This can be caused by either: Missing/incorrect .nif or .tri file for the mouth head parts, or missing/bad texture. I would first try and get it back to vanilla. Use SSEEdit to see if anything under Skyrim.esm/HeadPart section, overloads (Female)MouthHumanoidDefault. If anything does, uninstall it. Check the .nif and .tri paths mentioned in the HeadPart. See if you actually have those files. (typically under Data/meshes/actors/character/character assets/mouth). If you got anything there, move these files to some other location. Also, go to Data/textures/actors/character/mouth, and move any files there elsewhere. Next, when you try to deploy the mods, your mod manager should alert you that some mods files have been manually deleted. Make a note of which mods those files are from, but for now, confirm the deleteions. At this point, with mesh/morph/texture files not longer there, it should fall back to using meshes/textures from Skyrim .bsa's Once you restore vanilla, you can try reinstalling texture mod that includes mouth textures, and also expressive facegen morphs.
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