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Everything posted by scorrp10
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Dark head bug has nothing to do with body preset. Dark head generally means that highest-priority mod overloading an NPC is NOT the one providing the head .nif used for that NPC. Example, if I check file conflicts of 'Bijin Wives' I can see that for meshes\actors\character\facegendata\facegeom\skyrim.esm\00013BAB.nif (Ysolda), Vortex instead uses the file from WoSLK (LamaKreis Women of Skyrim). If I check SSEEdit, I can also see that for Ysolda, WoSLK has top priority. If my load order got messed up, and Bijin Wives loaded after WoSLK, I would have 'dark face' Ysolda.
- 8 replies
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- femalebody
- bulk
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I would start by going to Documents\My Games\Skyrim Special Edition\SKSE, and checking logs. skee64.log, hdtSMP64.log, and see if you notice anything suspicious.
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A classic case of 'too many chefs spoil the soup'. One mod overloads a city cell with a bunch of extra NPCs.... another mod overloads same cell without those NPCs. Sure there can be patches, but one can't really expect a valid patch for every possible combination of mods. The purple woman - looks like missing custom body textures. Have to dig through SSEEdit to see which mod adds/overloads her and what meshes/textures it references. And consider self lucky she is naked and purple, and does not insta-crash the game...
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Missing inventory previews - I will do an example. Armor form: ArmorLeatherBoots (00013920) "Leather Boots" Class: light, value 25, armor rating 7, weight 2, keywords: ArmorBoots, ArmorLight, ArmorMaterialLeather, VendorItemArmor. World model: armor\studded\male\boots_go.nif Models: FullLeatherBootsAA, slots: 37 (feet) ArmorAddon form: FullLeatherBootsAA (0003619B) BipedModel (Male) Armor\Studded\Male\boots_1.nif BipedModel (Female) Armor\Studded\Female\boots_1.nif Slots: 37(feet), 38(calves), Footstep: FSTArmorLightFootstepSet The 'Biped Models' indicated in the ArmorAddon form are the skinned mesh files that define how an armor looks worn on a character. The 'World model' indicated in the Armor form is a collision mesh file (also called 'ground object' mesh) which determines how item looks in inventory as well as when it is dropped on the ground. A lot of armor mod authors are lazy and do not bother creating ground object meshes for their armors. It generally only takes 5-10 min per item. You technically CAN point an Armor form to use a skinned mesh as world model - that will work for inventory preview, but it will be a VERY bad idea to drop it... --- About your last question - look at the bottom left corner of BodySlide. meshes\actors\character\character assets\femalebody_0.nif (and 1.nif) is the path for default female body mesh. So yeah, if you build that project to a different preset, this will change the default nude female look. And yeah, in general cbbe presets are interchangeable. Though 3BA-specific presets might have slider definitions not applicable to older models.
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You got SOME version of Racemenu installed - so you have the Data/Scripts/Nioverride.pex file. But you definitely have a WRONG version of Racemenu installed, and your skee64.dll is not loading properly. Do you have skee64.dll in your Data/SKSE/Plugins? Do you have skee64.log in your Documents\My Games\Skyrim Special Edition\SKSE? Also, in Documents\My Games\Skyrim Special Edition\SKSE\skse64.log, what does it say about skee64.dll? Correct: checking plugin skee64.dll plugin skee64.dll (00000001 skee 00000001) loaded correctly (handle X) (X is some > 0 number ) Wrong: checking plugin skee64.dllplugin skee64.dll (00000000 00000000) no version data 0 (handle 0) Missing: no mention of skee64.dll in the log.
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I wish Bethesda never made Skyrim AE.
scorrp10 replied to HedgehogMods31's topic in Skyrim's Skyrim SE
It is not so much what Bethesda did, but rather general architecture of SKSE and the dependent .dlls. I dabbled a bit in plugin creation using Visual Studio, and unless your .dll can specifically respond "I can work with X version of game", it will not get loaded. But my understanding, vast majority of pre-AE .dlls, especially those using Address Library, needed scarcely more than a recompile to work with AE. Not, unfortunately, the case for mods that 'hooked' directly into SkyrimSE.exe Problem is, if original mod creator is no longer into it, they are not around to make that update. Some mod creators have made their source available either on github, or as a file on Nexus, in which case someone else with the know-how can do the honors. But a lot of plugin authors never published their code. I think that there were some recent changes in the versioning scheme that will allow current plugins to remain functional without needing a recompile on each game update. But that is hardly a help for old 1.5.97 plugins... -
Well, if you check out Flower Girls... you know, THAT mod... One of the addon files you can get for it is 'Flower Girls SE Adventures'. This mod alters a number of quests. Can spare Alva (Morthal) for... favors. Can come to arrangement with Haelga (Riften) instead of extorting. Can spare both Severin ladies for... favors Can 'arrange' things with Buthold (Solstheim) And a few others.
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I stand corrected, sorry for the confusion. CK compiler DOES need the .psc source files, and it needs them in Data/source/scripts. It has been a long while since I last set up a working environment. My comment regarding ObjectReference, however, stands. Somehow, CK can see Data\Source\Scripts\ObjectReference.psc (likely extracted from Scripts.zip, which means it is a vanilla, not SKSE version of it), But it is not seeing Data\Source\Scripts\UI.psc - which is included with SKSE, but under Data\Scripts\Source - so they need to be copied over in order to be visible.
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Assuming you have correct SKSE64 version for your game version. Address Library < get this. If your game version is AE (1.6.*), get the AE version. TrueHUD < look in the requirements section, make sure you have proper versions of those too (MCM Helper, SkyUI).
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As another mentioned, psc files should not really matter but they are very good to have as reference. What counts are compiled .pex files. Your error means that CK is not finding Data/scripts/UI.pex that is included with SKSE. Which likely means some mod organizer weirdness. What is telling, is you get no error on the first line. Compiler is not confused about 'ObjectReference', which means that CK does see Data\Scripts\ObjectReference.pex which resides in one of Skyrim's native .bsas. But UI.pex is NOT one of vanilla modules, it is only available via SKSE, and CK is clearly not seeing it.
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Well as to... 'but who the hell is that???' I really have no idea how that mod ended up in one of those you installed, but it is 'Sweater Dresses and Accessories' and the girl in striped mini (Rosario) is the vendor selling the stuff. Except in my game, I gave her an upgrade:
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SSE GetSkillName() or Equivalent?
scorrp10 replied to Wolfpack49's topic in Skyrim's Creation Kit and Modders
You can check if actor belongs to a JobTrainer....Faction (i.e. JobTrainerSneakFaction), and kinda make a map of faction to skill Also can check actor Class (actor.GetBaseObject().GetClass()) if it is one of trainer classes (i.e. TrainerIllusionExpert) -
You most certainly don't need to. I do a fair amount of scripting, and compile everything in CK just fine. One big source(pun intended) of confusion with SSE CK is location of source code. Oldrim supposedly had it under Data/Scripts/Source. and that is how SKSE and a lot of other mods place it. SSE CK compiler looks for source code under Data/Source/Scripts. So, the .pex files that came with SKSE under Data/Scripts, need to go into Data/Scripts in your SSE folder. The .psc files that came with SKSE under Data/Scripts/Source, need to go into Data/Source/Scripts in your SSE folder. Generally, whenever you install a mod that extends scripting functionality, you need to check where its source is. PapyrusUtil SE actually includes files for both paths. UIExtensions has its scripts in a .bsa, and you need to copy the source. If you want anything with MCM, you need to include SkyUI scripts: .pex files are in the SkyUI.bsa Source: download zipped code at https://github.com/schlangster/skyui, you want files under dist/data/scripts/source in your data/source/scripts. JContainers - source needs to be moved. Skyrim's own original source code is in Scripts.zip under your Data folder. I generally do NOT recommend extracting the whole thing - only if you need very specific files. VERY important: if you plan to mess with vanilla quests/dialogue trees etc, be very aware of USSEP. It overloads a TON of scripts. Often, if you extract and compile a vanilla script from Scripts.zip, things can break. Always check if same script is overloaded by USSEP, and how.
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The SKSE file you downloaded, need to make sure to copy contents of its Data directory to Data under your SSE folder. I don't really know how MO does it, but chances are it keeps those file someplace separate. At the very least, you need all the files under Data/Scripts. Also, go into Data/Source/Scripts under your SSE folder, and into it, copy everything you have under Data/Scripts/Source.
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I reallly got no idea what this 'step' thing is, but this is how I got it installed in my setup: After getting the latest version of ENB at http://enbdev.com/download_mod_tesskyrimse.html: Unzip the archive. Copy everything under 'WrapperVersion' folder directly into your SSE directory. Run the game via SKSE loader, as usual. You should see tiny text in upper left 'ENBSeries is compiling shaders' - should take a while. Then you should see the ENBSeries version info once Bethesda logo appears. You should be able to open/close ENB menu using Shift+Enter. Now, off Nexus, you generally want following mods: ENB Helper SE (required by most ENB configs) ENB Input Disabler - not required but darn useful. Now you can go ahead and look for the ENB setup you like most. Some ENBs are specifically tailored for use with certain weathers. An ENB setup (i.e. Patrician ENB, which I currently use) is generally installed the same way as ENB software itself - you unzip it and copy into your SSE directory, overwriting files as needed. NOT via mod manager.
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I did have issues at first where I did not have correct .dlls and any attempt to use FaceFXWrapper crashed CK. I later was able to get it working, but while it was not, I was able to use it standalone. This is how I had it set up: I created a directory (D:\Fonix) where I put both FaceFXWrapper.exe and FonixData.cdf files. I also added 'Input' and 'Output' folders under it. I created following batch file: process.bat FaceFXWrapper.exe Skyrim USEnglish FonixData.cdf Input\%1.wav Output\%1.wav Output\%1.lip %2 File processing example: create a wav file (i.e. response1.wav) where NPC says "I knew you were not to be trusted" and put it into the Input folder. open console (cmd), go to D:\Fonix, and run: process.bat response1 "I knew you were not to be trusted" It will place resampled response1.wav and response1.lip into Output folder. After processing them all, run the Unfuzer on the Output folder, and then rename and copy the .fuz files as needed under Data/Sound/Voice
- 5 replies
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- custom follower
- followers
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BHUNP also offers a fair share of muscle definition sliders, and any skin mod that supports UNP should offer muscular normal maps. Here is a BHUNP v3 body, Demoniac/muscular skin.
- 8 replies
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- femalebody
- bulk
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CBBE (and 3BA in particular) provides a number of sliders to make various parts of body (abs, butt, back, arms, legs, pecs) look more muscular. That, however, is generally not enough as you also want to install a skin normal (.._msn.dds) that provides extra muscle definition. Most skin mods provide 'sporty' and 'muscular' maps. Here is a body build with most muscle sliders only at 50%, Demoniac skin with a 'sporty' normal map.
- 8 replies
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- femalebody
- bulk
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You first would need this: https://www.nexusmods.com/skyrimspecialedition/mods/20061 From 'main files section, download both CK64 fixes release 3.2 and FaceFXWrapper 0.4. These unzip into your SSE directory, NOT into 'Data' Then, you need the file from here: https://www.nexusmods.com/skyrimspecialedition/mods/40971 You also need this app: https://www.nexusmods.com/skyrim/mods/19242 It is a standalone tool that lets you extract .wav and .lip from .fuz and pack them back. I needed to splice a few lines for 'female nord' voice type for a quest + dialogue experiment, and my workflow was like ths: 1. Under player dialogue, right click empty line and select 'New'. This opens New Response box. At this time, just type in text of the NPC response, select emotion, and click OK. 2. You get a Topic Info window where you can set conditions, options, links, add script fragments etc, as well as add additional lines to the response. 3. Double-clicking on an existing response line brings up 'Edit Response' window, and now it has the audio section with a table listing valid voice types (and their location) and the voice file name. 4. I select and copy the voice file name, go to the directory where I got my edited .wav files (44100Hz, 16bit, mono), and change the one I need to have that name. 5. Then I copy the renamed .wav over to proper directrory (Data/Sound/Voice/MyQuest.esp/FemaleNord). I close 'Edit Response' window, open it again, now it says I have a wav file. 6. I check the 'From WAV' button, and click 'Generate Lip File'. You should see something like this in CK log: DIALOGUE: Moving temporary LIP file to 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp\FemaleNord\0_quest1_0_topic1_001E1876_1.lip' (Succeeded) Now, try as I might, I could NOT get the 'Preview' button to work.After you have created all your dialogue and have a whole bunch of .wav and .lip files in the target directory, run the Unfuzer.exe app. So I click under 'Folder to parse', navigate to C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp I check all the checkboxes, and click 'Refuz' to pack each .wav/.lip pair into a .fuz
- 5 replies
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- custom follower
- followers
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It is short for SeveNBase Body. Just one of the alternative body systems. CBBE is probably the most used. Then you got UNP. And then you got a few others that are very niche. TBD (Touched by Dibella), COCO Body, SeveNBase (7BB)
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Optimal VR headset choices for Skyrim?
scorrp10 replied to zalama317's topic in Skyrim's Skyrim VR and Consoles
Can just say for myself. Pretty much any set that works with SteamVR will do. I played a lot of Skyrim VR using the original Oculus Rift, was not bad. Upgraded to Valve Index after, it is definitely way better, but need a beefy PC to really take advantage. Oculus Quest 2 also works via Link, but has much smaller FoV than Index. (89 degrees vs 110). Pico 4 is closer to Index in that aspect. -
Check out Bosmer Ceremonial. It includes non-skimpy variants.
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I had this happen to me some time ago. Here is an article about this. Caused by a duplicate head part bug. In a nutshell, go into console, type 'showracemenu'. Remember your hair slider number, switch hair to one of vanilla hairs (most likely all way to the right) then switch back to the hair you had.
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[SSE] Correction of the Crabmeat Drop problem
scorrp10 replied to yk0520's topic in Skyrim's Mod Ideas
The mod is exceedingly simple. Every possible variation of mudcrab is assigned one of three 'DeathItemMudCrab0X' (X = 1,2,3) levelled items. And Fishing mod already has a 'LItemFoodCrabMeat75' levelled item that is currently only used for Riften fishing vendor inventory and for some of the loot barrels. So I added one LItemFoodCrabMeat to DeathItemMudCrab01 and 02 (for small and medium variants) and 2 of that item to DeathItemMudCrab03 got giant crabs. For a lvl 51 player, looks like all crabs are levelled and giant, and seem to consistently drop 4 meat. For a lvl 1 player, smaller crabs drop between 1 and 2 meat.