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Everything posted by scorrp10
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SSE Disable Adoption Letter
scorrp10 replied to Katarsi's topic in Skyrim's Creation Kit and Modders
Why bother with that? You could just do in console: setstage BYOHRelationshipAdoptable 255 anytime after start of game. -
Speaking of that Papyrus log... try setting all weapon wear styles in XPMSE MCM to their defaults.... Do you by any chance have Mu Joint Fix installed?
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IMHO, 'NPC Appearances Merged' introduces more problems than it solves. And no telling which actual NPC replacer mods you may be running. A CTD like you describe can be often caused by a wrong .tri file used for a head part. These crash problems are generally a nightmare to analyze when one is right at the PC with access to all the logs, SSEEdit and everything, let alone remotely.
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Physics (Brand new to modding (as of now like 3 days)).
scorrp10 replied to Omnijoel's topic in Skyrim's Skyrim SE
Assuming you went with CBBE, you will most likely want to install 3BA. 3BA install can be a bit confusing, especially the choice what what should be SMP and what should be CBPC. I generally prefer full SMP. Now, if going that route, you might need to go into CBBE 3BA MCM and set the hot key for toggling NPC to SMP. Then you can just turn it on for those you need it for. As to the body, in BodySlide you will generally want to select CBBE 3BBB Body Amazing, make sure 'Build Morphs' is checked and build. This will generate meshes\actors\character\character assets\femalebody_0 and _1.nif files, which are used as naked skin for pretty much every female NPC in game unless they are modded to use custom body mesh. Thus, building that default body, it makes sense to use a preset with a good variance between weight 0 and 100 (can use the slider in preview window to check), but my personal favorite is CT77 that comes included with 'Remodeled armor'. For the player, if you build the morphs, you should have access to CBBE 3BA sliders in Racemenu itself, so it shoul not matter much which preset you build to. And for NPCs, consider something like OBody. You basically build all bodies and clothes to the 'Zeroed Sliders' preset, make sure you build morphs, and in the game you can assign a BodySlide preset to individual NPCs. -
SSE Weird visual bug on beard 34 in-game after facegen
scorrp10 replied to MinaB's topic in Skyrim's Creation Kit and Modders
Looking at 'HumanBeard34' (0xCDCBE) in SSEEdit, it includes an Extra Part: HumanBeardShort10_Headpart (0xCDCC0), and the model of that extra part (humanbeardshort10.nif) seems to have a problem alpha block. HumanBeard 34 is the only beard that includes that extra part. I have Pride of Skyrim installed, and of the .esps in that mod actually overrides that particular beard, removing the problem Extra Part. I assume in order to fix that specific issue. -
FNIS/Nemesis have nothing to do with body meshes, they are just tools for managing Skyrim animation database. Animations work on the skeleton, and it is entirely irrelevant if the mesh is vanilla, CBBE, UNP, HIMBO or whatever. CBBE is a female body mesh, properly weighted to the Skyrim skeleton to provide a fair approximation of real human body movement. That is beside the point though. CBBE is not just a mesh, but also a set of morphs (sliders). A morph is essentially a list of vectors for each affected vertex. If you take a look into ShapeData folders under CalienteTools\BodySlide, you will see that each .nif (mesh) file is accompanied by an .osd file which holds all the applicable morphs. Of course, such file by itself is of no use, you need software that understands it and provides interface for using it. One such software is BodySlide. It loads the mesh and gives you the list of sliders defined in the .osd. Moving the slider changes the value of its morph and moves associated vertices of the mesh. CBBE 3BA is an extension of CBBE. It uses the same base mesh - which makes it compatible with any skin and clothing designed for CBBE - but it defines behavior of a number of additional physics-controlled bones, and weighs mesh vertices to take advantage of those bones. And it also adds a fairly large number of morphs for an even higher degree of body customization. You technically do not need CBBE if you install 3BA, but CBBE includes all of vanilla outfit conversions, which, while not taking advantage of extra bones/sliders of 3BA, are compatible with it. Now, with that in mind: Just like you can vary boob size with a slider in BodySlide, it is possible to have software that is part of the game engine itself that can use morph files directly in-game. In fact, vanilla game engine can do just that cause all the speech lip syncing and facial expressions are done via head morphs. As well as all the facial features customization where you can make nose longer, mouth wider, etc. However, vanilla engine uses only vanilla morphs. In order to make all the other morphs work, you need 3 things: 1. A mod that will actively look for and load those morphs and provide sliders for them. Predominantly, this is Racemenu. 2. Morph files which Skyrim recognizes. Like BodySlide morph files are .osd, Skyrim uses .tri format morph files. In BodySlide, there is a 'Build Morphs' checkbox which will use the .osd file to create the .tri file along with the meshes. 3. A meta-tag named 'BODYTRI' within the built mesh file indicating location and name of the .tri file. In general, if BodySlide is set to Build Morphs, it will add the tag to the meshes. So, if you have Racemenu and are not seeing CBBE 3BA Morphs body sliders in it, either you did not check 'Build Morphs' in BodySlide, OR your Batch Build is set to favor regular CBBE over 3BA. You can check this by: Run BodySlide, look for 'CBBE 3BBB Body Amazing' On the bottom, above 'Batch Build', there will be a path and name of mesh it will build, and it will be in either red or blue. If in red, chances are some other body version is used for actors\character\character assets\femalebody*. Check the box next to it, it should turn light blue. Check 'Build Morphs' and then Build. Then see if you get the 3BA sliders in Racemenu.
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mods adding anvil/forge to start Alternate Start room?
scorrp10 replied to ARavingLooony's topic in Skyrim's Skyrim SE
Remote Crafting Adds abilities that allow you opening crafting interface from anywhere. -
mods adding anvil/forge to start Alternate Start room?
scorrp10 replied to ARavingLooony's topic in Skyrim's Skyrim SE
Actually, yeah, you are quite right. Alternate start does not remove items from other mods. -
mods adding anvil/forge to start Alternate Start room?
scorrp10 replied to ARavingLooony's topic in Skyrim's Skyrim SE
Not to mention that when you use the bed to start the game, the mod sets your inventory according to your chosen start. I think the only way to take the stuff you have on you is by choosing 'I want to get out of his cell' -
equpping body armor "transparencizes" gloves
scorrp10 replied to anjenthedog's topic in Skyrim's Skyrim SE
Transparent as in 'invisible' or they are still visible but translucent? If they are not unequipped, it means there is no slot overlap with Armor forms. But there is a partition overlap somewhere -either in the ArmorAddons or in the .nif models themselves. -
Cheres, yeah, should have mentioned that Hairline also needs to be partition 131 (31) Now, about that partition 141... Slot 141 (41) is for 'Long Hair' So technically one can make it so when character wears a helmet, their primary hair (slot 31) disappears, but the longer parts remain visible below the helmet. Of course, that causes a problem with wigs. One solution is to edit the Armor form of the wig to include both slots 31 and 41 - then the wig will replace both 'Hair' and 'Long Hair'
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SSE Fishing-Creation-Club Draugr Weapons
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
The CC Fishing mod is part of the standard Skyrim SE install package. Sure, you can delete it for yourself, and tell whoever you want to share the mod with to delete it. But next time Steam checks it for update, you'll get it right back. So really, it is in your best interest to work this out in a way that does not rely on removing this mod. Impossible. The script runs when player is initialized as an Alias to that quest, which ONLY happens when this quest runs. Which means that you either failed to properly apply your changes to the plugin file, or Steam somehow determined that the file was messed with, and reloaded it. The script that I gave - you just need to attach it to something and make sure it runs not right away on new game start, but maybe half a minute later or at any time after that. It will clear just those draugr weapons without affecting anything else. -
If you give this follower an open-face helmet (i.e. leather) - does her hair disappear or stays visible and pokes through the helmet? If it stays visible, then her hair head part was done incorrectly, and is not partition 31 (or 131). Fixing this would require locating her head mesh and editing it in NifScope. If helmet makes her hair disappear, then the problem is with the wig. Need to... Change the wig mesh partition in Nifscope to 31, In the mod that wig comes from, both ArmorAddon and Armor forms for the wig need to be changed to use slot 31.
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SSE Fishing-Creation-Club Draugr Weapons
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
I am not really sure what you mean by 'removing those quests'. They are part of Fishing DLC and as long as it is in your load order, the quests are there. If you mean you ran Stop() on that quest, it is a seriously bad idea since that quest has an OnPlayerLoadGame event checking for version updates, and killing that quest in a save game will kill its ability to react to released updates/fixes. Not that there is a big likelihood, but still. Not that it does much in your case since that script runs only at the very start of a new playthrough. This particular function (RunSetupBaseGame) is called from OnInit(), so it really runs only when a new game is started - or if a saved game is loaded the first time after Fishing DLC has been added. And in that function sets up a lot of other fishing-related stuff. You absolutely should NOT interfere with it. What you CAN do for your own, especially assuming you want to upload your mod for other's use, is to counteract that specific activity. You create a start game enabled quest, with player alias and script attached to it. If your mod already has a start game quest, can just stick it in there. That script should have an OnInit() and OnPlayerLoadGame() events, both calling RegisterForSingleUpdate(30), and then an OnUpdate() function. The idea is to run your thing about 30 seconds after new game is started or loaded. Something like: scriptName FishingCounterScript extends ReferenceAlias LeveledItem Property LItemDraugr02Weapon2H Auto LeveledItem property LItemDraugr02Weapon1H Auto Int FishingIndex Event OnInit() RegisterForSingleUpdate(30) EndEvent Event OnPlayerLoadGame() RegisterForSingleUpdate(30) EndEvent Event OnUpdate() ; The easy option: ; This will remove any entry added by any script. ; But if you are doing your own distributor that alters these LIs, Revert() will clobber your additions as well LItemDraugr02Weapon2H.Revert() LItemDraugr02Weapon1H.Revert() ; The more precise option = only disable forms defined in Fishing DLC. FishingIndex = Math.LeftShift(Game.GetModByName("ccBGSSSE001-Fish.esm"), 24) ClearFishing(LItemDraugr02Weapon2H) ClearFishing(LItemDraugr02Weapon1H) EndEvent Function ClearFishing(LeveledItem _li) Int _idx = _li.GetNumForms() While _idx > 0 _idx = _idx - 1 Form _form = _li.GetNthForm(_idx) If _form && Math.LogicalAnd(_form.GetFormID(), FishingIndex) == FishingIndex If _li.GetNthCount(_idx) > 0 Debug.Trace("Form: " + _form + " (" + _form.GetName() + ") Added by Fishing DLC, disabling") ; Now LevelledItem does not have a RemoveForm method, so we have to do it like this: _li.SetNthCount(_idx, 0) EndIf EndIf EndWhile EndFunction -
SSE No OnExitFurniture event in Skyrim
scorrp10 replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
OnSit() and OnGetUp() -
Ok, I found the spot. Nothing there that's actually placed. There is a 'decal blood spray' under the dead guy, but I think that one is where it should be. There is a Chaurus Hunter cocoon nearby from which a Hunter can burst. I know that accasionally after killing those guys, a blood splatter stays hanging in the air. If you got 'More Informative Console', you could open console, click on that suspended blood, it should give you some info on what it is.
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I put my images on imgur and use their BBCode share links to post here...
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If you are talking about Mikasa, she has SG Hair, not KS.
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Well, you would need to post a few screenshots to see what is going on - like what you get in-game with Mikasa? And sure you got the proper versions of things? HPH 1.4 (SE) I recall I provided a download link for you if you still can't get signed into Vector Plexis. Expressive Facegen Morphs Expreccive facial animation: Female and Male
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SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Just remember a couple things about using xEdit: 1. When xEdit is running, all plugin files are considered 'opened' and are therefore locked. Which means you cannot save changes to a plugin in CK when xEdit is up. 2. Even when you click 'Save' in xEdit to apply changes you made, it does not actually write those changes out - they are 'stashed'. The changes are applied to .esp files only when you exit xEdit. So if you make changes and save, and launch game without closing xEdit, you will find your changes are not there. That is because xEdit did not actually write them yet. -
SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Arrays are also easy. Make an array in CK, add a bunch of 'None' items to it. Save. Load up xEdit, whatever your script is attached to, the properties will be in the VMAD section, array will be listed out conveniently. Just click the FormID field and start typing in. You can type in Editor ID or the FormID itself. -
The Mikasa preset comes from the same guy, so not much hope there either. Let's see... You'll need high poly head from vector plexus, the eyes of beauty, Sg hair, diamond textures basically Looking at .jslot: "Cherry's Eyes.esp", Eyes of Beauty my ***. At least this one does not have any 'exotic' makeup textures. Skin tint color: "color" : 4291743180, That's 0xFFCECDCC or 206/205/204 Which should be a decent color. Ok, lets load her up. Well, well. I'd say that's about right on the money. Sure, the skin is different (Fair instead of Diamond) Specifically, the glossy version of Diamond...
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Ok, that Dagonet preset is gotta be one of the absolutely WORST packaged presets I ever seen. You see, when you create an NPC mod, and select whatever makeup/tintmasks you got install in your game, all of it then gets baked into a single facegen texture. On a preset, that texture is useless. When you package a preset , you have to specify which makeup mods everything came from. This one lists NONE. Let's see the requirements list: You'll need high poly head from vector plexus, the eyes of beauty, ks hairdos, kalilies brows. HPH - ok KS Hair - ok. This preset does NOT use Eyes of Beauty - the Eye are from 'Improved Eyes Skyrim' High Elf variants of the eyes in that mod have horridly yellow whites. This preset does NOT use Kalilies Brows. It actually uses vanilla. The skin tint in this preset is listed as 183/186/125, which makes her skin look yellower than American cheese. Even the baked tintmask (useless for a preset) has base color of 182/173/152. Still yellow, but it is an acceptable Altmer yellow. But the mod screenshots don't show even a HINT of yellow. Admittedly, I use Fair skin, the preset specifies BnP skin, which can make a fair bit of difference. But not THAT much. Now, back to those makeup textures. Looking into the .jslot, some of the textures listed are: Actors\\Character\\Overlays\\FMS\\EyeShadow\\Lid 2.dds < this one I got Actors\\EmpyreanCS_F_9_B.dds < I guess from Empyrean warpaints Actors\\makeup by kai\\kai-kaiShadow layering upper.dds < I think from Oldrim Actors\\makeup by kai\\kai-kaiShadowLower.dds actors\\character\\Overlays\\Koralina\\Lips\\lips_08.dds < got that Actors\\Character\\character assets\\Overlays\\ZMD78MAKEUP\\cracks 1.dds < guess those are freckles, no idea where from So, no mention of Empyrean, Koralina, FMS, and whatever sources of the other textures. And yeah, after loading preset and importing the head, she looked like this: I tweaked her skin tone a bit, chose some random blue eyes from (actually)the eyes of beauty, and dropped in a few makeup tint masks. Still not quite the look from the mod page. But that's cause about the only thing in the preset that does match the mod page is the head scuplpting.
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SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Problem is, if you declare your property as ObjectReference, to fill it you need to specify an actual reference in some cell. Which frankly sounds like what OP is already doing. Which is fine if you want to use a script to say, enable/disable something in a particular dungeon. But if you need the base object, not the best solution. -
You really should not need to change any of those settings. Tell you what, link me 2-3 presets that you can't get to look right, I will see if they work for me.