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Everything posted by scorrp10
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Bodyslide help request with preset
scorrp10 replied to Deleted3576383User's topic in Skyrim's Skyrim SE
Check if that Aris armor mod came with a slider groups file. (would be an xml under CalienteTools/BodySlide/SliderGroups), and if so, what groups does it define, ands what goes into what group. Grouping in general adds convenience and prevents outfits from getting built with incompatible slider systems. (I.e. building a CBBE outfit with UNP sliders preset) How it works: group file sets groups and what outfits are in what group. Same outfit can be in multiple groups. A preset file will list the groups it is applicable to. If an outfit is defined as member of any group(s), only presets that include those groups will be applicable to it. If an outfit does not belong to ANY groups, you can use any preset for it, but then ensuring compatibility is on you. -
#1 cause of massive save bloat is not having a lot of mods. Most mods will contribute less that 1k to a save. One of my saves from a real real long running game (lvl 60+, lots of content done) barely pushes 11MB. If you got an explosively growing save, look for a mod that spawns lots and lots and lots of script instances and does not clean them up. Enabling Papyrus logging and monitoring the log for spamming can be a good way to pinpoint a culprit. Another option is rather tedious - load a bloated save in ReSaver and go though .esp checking how many script instances// change forms each has. Then kill all those instances and remove the mod.
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There is AddItem Menu NG which is a replacement .dll for original AddItem Menu. QUI is fine, using it myself, but one feature I like in AddItem is ability to search for item names across all plugins. But indeed, it is considered a 'cheat mod' as it allows one to instantly obtain any quantity of any item. Other than that, gotta read descriptions. Some mods authors do not provide crafting recipes. So items are not really craftable. Some authors create a chest filled with one or more of each item in the mod and place it in the world somewhere. Sometimes there is a quest involved to access it. Some authors add a vendor NPC that sells everything from the mod. Some authors add certain restrictions on crafting recipes. I.e. one needs to locate a certain book and have it in inventory for recipes to show. Or items are only craftable at a specific place (i.e. Skyforge)
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CBBE - yes, need that if going CBBE route, XP32 - definitely a requirement. CBPC - yes, this is the basics of Physics. HDT-SMP - was last updated in 2020 and pretty sure it does not work with AE. Remove it. CBBE SMP (3BBB) - superceded by 3BA (better Physics model) CBP - definitely not. Faster HDT-SMP - this is the version that does work with AE. Racemenu High Heels. This is VERY VERY VERY badly described mod, and about 99% of its users don't have a clue about what it ACTUALLY does. Lets just say that out of ALL the stuff in its description, the one and only line that actually talks about the mod itself is: The rest of it is about "said system", which is wearable transforms, included in skee64.dll plugin of RACEMENU. Of note: wearable transforms are a low priority system. So if your PC is struggling with framerate, most of the time skee64 will not have the resources to keep your high heels elevated. You want to learn more about how heels work, check out Heels Fix. Going back to your mods: MSF - really a modders resource is you plan to do your own footwear designs. Bijin skin vs Fair Skin. Mutually exclusive. You install one or the other. Same goes for any other skin. (Tempered, SG, Demoniac, Leyenda, Pure, Diamond to name a few) Facegen Morphs/Animations (As well as Mfg Fix) - yeah definitely want those.
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nexusmods devolving into pornhub for skyrim
scorrp10 replied to Deleted56031792User's topic in Skyrim's Skyrim SE
I got to agree. We are talking about vampires here (Molag Bal), not cannibals (Namira). -
[SSE] Correction of the Crabmeat Drop problem
scorrp10 replied to yk0520's topic in Skyrim's Mod Ideas
There you go, That is, on PC you just drop it into your mod manager. No idea how this would work if you are on a console... -
Akaviri Samurai Estate? Shiramichi Manor?
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Really, 128MB? I got a save for a lvl 60+ character that did pretty much all there is to do in the game + all DLC + a whole lot of modded content, barely pushing 11Mb. World data, your houses, NPCs, all the stuff you got stored in all the chests - does not really amount to all that much. What can truly cause insane amounts of bloat are leaky scripts. Badly coded scripts that do not clean their instances up when no longer needed. I.e. you have a script where a certain magic effect is applied on every NPC that comes within certain distance of player. Each instance of this effect spawns a script instance. But if you do not define dispel events (OnDeath, OnCellDetach, OnUnload, OnDetachedFromCell etc), these instances remain in place, taking up space in your save. I.e. you get close to a camp with 10 randomly spawned bandits. 10 instances of the effect are generated. You slaughter the bandits, but if the effect script does not have effect removal function called from OnDeath, those 10 instances remain in place. Or mod author did not properly define effect application conditions. I.e. you add a keyword to the effect, and one of conditions for applying the effect is to not already have an effect with that keyword. Without something like that, you can have hundreds of instances of same effect applied to same NPC. Even if a single instance has only 3-4 variables and uses up 20-30 bytes, these things add up. About only thing I can suggest at this point is to load your save game in ReSaver, note your total number of Script Instances, and then start selecting one plugin after another in the plugin dropdown and checking how many script instances and changeforms each has. I.e. in the mentioned savegame, I have 144k script instances, roughly 80k of those belonging to Skyrim.esm (which actually also includes any cases where a mod overwrites a vanilla script with its own). Dawnguard and Dragonborn account for about 10k each, Hearthfires another 7k. More complex mods account for quite a few - I.e. Vilja weighs in at 1.5k. RiverWoodKeep.esp is almost 3k. But thing is, say I launch game, do 'coc riverwood' from main menu which starts a brand new game with a lvl 1 character, use additem to give me 40k gold, buy the Keep, enter it and save. Then open that save in ReSaver, it shows 2600+ script instances for RiverWoodKeep.esp right away. But a save for lvl 60+ who got that same keep loaded with loot, displayed trophies and a bunch of followers, only has like 2800 instances. So while heavy initially, this mod does not cause bloat. My own mod, HeelsFix, actually does apply a scripted effect to every NPC in certain radius of the player. But it is also extremely tenacious about clearing that effect when no longer needed, and rather than relying on just events, it has a tracking mechanism to clear instances that 'slip the net'. On a 60+ level outdoor save where this mod ran from the beginning? 10 script instances. If 'Show unattached instances' from Clean menu does not show anything, you need to through plugins one by one and look for something with TONS of script instances. Literally, tens or even hundreds of thousands. You need to load both saves in ReSaver side-by-side, compare total number of instances, and then go through plugins one by one, and see which contributed.
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What error message exactly? That such quest does not exist, that this quest does not have that stage, something else? In console, type: help zombiequest What do you get? Any 'QUST' entries? If you get a lot, you can use PageUp/PageDown to scroll. Look for the one that looks right and note its FormID. I.e. if I type 'help fishing' in my game, I get, among various other things, the following: QUST: ccBGSSSE001_FishingFollowerIdleQuest (050D1017) 'Fishing System Follower Idle Quest' QUST: ccBGSSSE001_FishingSystemQuest (05033A57) 'Fishing System Quest' The 8-digit hexadecimal value in parenthesis (highlighted blue) is called 'FormID' Now, if I want to mess around with that 'fishing follower idle' quest, I don't need to type out that long complex name, I can just use the FormID. I.e. setstage 050D1017 10
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I never used BethINI, so no idea really how it handles the settings. But if you have it, you would need to run BethINI.exe executable that it includes, and do all your settings in there. Looks like default resolution preset it has for SSE is 1920x1080. That directory also should have SkyrimCustom.ini - anything suspicious in there?
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As you launch the game via SKSE loader, you are no longer going through Steam loader. Consider going to Documents\My Games\Skyrim Special Edition, editing SkyrimPrefs.ini In the Display section, you are looking for: bBorderless=1bFull Screen=1iSize H=2160iSize W=3840 Well, in your case, it would beiSize H=1080iSize W=2560
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SSE Noob's Approach to a First Person Camera Mod
scorrp10 replied to 834159672's topic in Skyrim's Creation Kit and Modders
NetImmerse calls are working quite fine in SSE for whoever wants to use them. NiOverride just has potential to keep thing a lot neater with different mods not messing with each other (as much) But just to mention: I been using this: https://www.nexusmods.com/skyrimspecialedition/mods/14515 For quite some time. It is Papyrus only, no dll. -
SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
I have this utility mod where I have defined a few magic effects with attached scripts, mainly for diagnostics (animation catcher, nioverride scanner, position adjuster via json, etc) So, I just defined a Magic Effect of 'Fire and Forget' casting type, Script Archetype. I defined a potion, and attached this effect to it. To the effect, I attached a script: ScriptName PerkPotionEffect Extends ActiveMagicEffect Perk Property Armsman00 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If !akTarget.hasPerk(Armsman00) akTarget.addPerk(Armsman00) Endif EndEventI compiled the script, and made sure to fill the script property with 'Armsman00' perk (000BABE4) Started new test game ('coc qasmoke' in main menu)Used player.additem command to give myself that potion.Checked my skills to make sure I got no perks.Used the potion.Checked skills again - my One-Handed now had 'Armsman (1/5)' -
Mod link? Cause that does not sound like anything vanilla. And consider bringing this up with mod author first.
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How could I get Bijin NPC Vex as a racemenu preset?
scorrp10 replied to lCriIDi's topic in Skyrim's Skyrim SE
Well, one would have to examine the .nif for some clues. Her head is the vanilla (non-HP) Imperial. You get the shape by importing the head. Brows appear to have texture from "Hverg_femalebrow13", So looks like you need this: https://www.nexusmods.com/skyrimspecialedition/mods/1062, and you pick Female Brows 13 from there. Hair is 'Sky008' from KS Hairdo's, color is 'Bright Gray' - one of vanilla (RGB: 90, 95, 105) Skin tone RGB is 246.237.235. Weight 50. Eyes are 'FemaleEyesHumanDesert' from 'TheEyes of Beauty' Scars are vanilla 'MarksFemaleHumanoid04LeftGash' Then what is left is makeup. This, I am afraid, you will have to experiment with. -
Actually, among best ways to test is to start a new clean game. When you have already started a game, a lot of things get initialized, instantiated, etc and many things are literally 'baked' into your save with no trivial way of changing them. Though what I typically do is not pick 'New' in the main menu, but rather open the console and type 'coc qasmoke'. This loads you into a test area as a generic male lvl 1 Nord in iron armor. If something works in brand new game, but does not work when loading a prior save, it means that mods in general are compatible, but something already in a save is not playing nice with new things. Simple example: you have Bijin NPCs installed. But then you come across 'Women of Skyrim' by LamaKreis and install that mid-way through game. Next time you are in Whiterun, you see Carlotta Valentia sporting a real ugly neck gap. If you start a brand new game and use player.placeatme to summon her, she looks fine, no gap. The problem is that Bijin sets her weight to 80, and that is how she is written in your save, and whenever she is loaded, her body is rendered at weight 80. Carlotta in LK's mod uses original weight 0, so the head mesh has slimmer neck, hence the gap. Same way with mods that change interiors. Practically any mod that alters a vanilla player home (i.e. Breezehome) will caution you to NOT use it with a save where (Breezehome) was already bought.
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Modding Newbie: Editing Hand Placement on two-handed weapons.
scorrp10 replied to Jukingbox's topic in Skyrim's Skyrim SE
It is not outdated. The problem is that there are practically no tools available to work with SE format animations directly. AFAIK, all animation work needs to be done in LE format, and then hkx files converted to SE format using a converter included with SE.- 4 replies
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If you buy what is called 'Skyrim Special Edition'(SE) (currently $40 on Stream), what you will ACTUALLY get is Skyrim Anniversary Edition (AE), but without the complete Creation Club bundle. In general, at this point, SE refers to game version 1.5.97, which is what it was until October 2021. Any game version that is 1.6.xxx (currently, latest update being 1.6.640), is considered AE. If you buy "SE" on Steam, you get the base game version 1.6.640(AE), plus some CC content such as Survival mode, Fishing, Curios and Relics, Saints and Seducers. If you buy the $50 "AE" on Steam, you get that same base game v1.6.640, plus all of the CC content. (If you already had the base game, this CC content is available for $20 as 'Anniversary Upgrade') I don't have it, so I have nothing to say about this extra content, and if it is worth an extra $10. You can downgrade the game to 1.5.97, but I am pretty sure that would cause any cc extras to stop working. But of course, you can always revert it back to latest version. Why downgrade? MOST core Skyrim mods have now been updated to work with latest AE versions. But there are some systems (such as NetScript Framework) which were never updated to work past version 1.5.97.
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The setstage command takes two parameters: the name (or FormID) of the quest, and the stage number. So the proper command would be something like: setstage ccBGSSSE003_ZombieQuestStartEncounter 25 (The number 25 in this case is totally arbitrary, and NOT the one you should actually use) Go and re-check the answer you got from UESP - they should have given you proper stage number to use in those commands.
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A specific piece of armor is defined by its 'Armor' form, which contains properties such as name, weight, value, armor rating, type (light/heavy), various keywords etc etc. Among these properties is the reference to 'world model' mesh file - also known as 'ground model'. This is the model used for inventory display and when dropped in the world. Also among its properties are 'ArmorAddon' forms. An ArmorAddon form describes an actual wearable mesh - which mesh file to use for a male, which for female, and which mesh is to use in 1st person if applicable. Also has allowed races list, display partition list, what alternate texture sets to use on specific shapes within each mesh, etc. The .nif mesh files referenced by an ArmorAddon are Skinned mesh with partitions, bone weights and such, and are specifically designed to be rendered worn on a character. The ground model .nif mesh files are 'Collision Object' mesh. No partitions or bones, but they have a collision box. The two types are principally different. If you reference a ground mesh in an ArmorAddon. you will most likely get a CTD when a character tries to equip it. If you reference a skinned mesh as world model in the Armor form, it should look OK in the inventory, but if you try to drop it, it will just hang in mid air, with no way to get rid of save via console 'disable' command. So, how the above happens? Say, mod creator generated the 'black top' skinned mesh files and put them, in, say, meshes\Tifa\black_top_0.nif and black_top_1.nif Then he created the TifaBlackTopAA ArmorAddon form which points to those .nif files for females. Now, in game, he wants this top to have same protective properties as Daedric armor. So he finds the vanilla 'Daedric Armor' form, makes a copy of it, names it 'Tifa Black Top', and substitues 'DaedricArmorAA' addon for TifaBlackTopAA. And the modder is lazy, so he just leaves it at that - with Armor form still referencing the Daedric armor ground mesh as its world model. And there you got it - an in-game item called 'Tifa Black Top' that loks like a black top when worn by female, but appearing as Deadric armor in inventory or when dropped. In general, it takes about 5-10 min in Outfit Studio (even less in Blender) to adapt a skinned mesh for use as ground object, and then you use NifScope to copy-paste collision data from some other comparable-size mesh., and then you got your meshes\Tifa\black_top_go.nif that you put in as world model in the Armor form. But yeah, some authors are too lazy to do that.
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That event is scripted, meaning at the time your character is instructed by the script to advance from current position to a specific marker in that cell. Potential issues: The opening sequence script is overloaded by some other mod, and there is something wrong with the overloading script. Some mod is changing that cell, and the marker reference you have to proceed to is no longer pointing at the spot by Hadvar, but references something elsewhere. Some mod is overloading that cell, and it has a different navmesh, so your character can't properly pathfind to the indicated marker. I would start by using SSEEdit to see which mods overload the Helgen cell, which mod has final priority, and what exactly is the impact.
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You really should describe in more details what you consider to be the problem other than make others try and deduce. In first post picture, the problem I perceive is that NPC on left has matching head/body texture and tint while one on the right is mismatched. This essentially means their head tintmask under textures\actors\character\facegendata\facetint does not match the skin tone indicated in the NPC record in the .esp. And/Or their head mesh in meshes\actors\character\facegendata\facegeom has custom textures specified for the head shape which are different from the texture set used for the NPC body. You have to use SSEEdit to see if some mod overloads an NPC, giving them a different skin tone or body texture set. In the second pic, all I can tell is your shadows are really messed up. If you are using ENB, you should up your shadow quality. Also, in Documents\My Games\Skyrim Special Edition, edit SkyrimPrefs.ini, in Display section, set: bSAOEnable=0
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Need some help with Physics - TY in advance
scorrp10 replied to pyrealnova's topic in Skyrim's Skyrim SE
First, you need the core. SKSE64, Address Library SE, PapyrusUtil SE, Racemenu, FNIS (or Nemesis) XP32 skeleton, CBPC Physics, HDT-SMP (Or FSMP on AE) Roughly in that order as you will find further ones requiring previous ones. Once you got the core in place: For guys, there is HIMBO . If you want the manly bits, search LL for SoS. I strongly recommend also looking up Erstam Papyrus SoS implementation - it works quite well and removes reliance on a .dll. For girls, you have to decide. There is CBBE and UNP. Vast majority of clothes/armors etc comes in both variants and it really is not that hard to convert from one to other. I personally think that CBBE has better representation. If you decide CBBE: You need CBBE and 3BA . You decide UNP, get BHUNP. These two types define somewhat different ways in which the skeleton nodes move in response to movement and gravity, so body reference meshes are weighted to the skeleton a bit differently. But you definitely can have NPCs with BHUNP bodies and clothes in your game if you have 3BA (they will just move according to 3BA algorithms) and vice versa. If you mix UNP/CBBE body/hands/feet on same character, you will have wrist/ankle gaps. Also, skin textures are not compatible. If your default body/skin is CBBE and you install a follower that has custom UNP body but uses default skin, she will look rather weird when undressed. -
SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Yes. you just use akTarget instead of PlayerRef. Like this: Scriptname AlchemyRedonePortable extends ObjectReference ObjectReference Property ToolReference Auto ObjectReference Property CraftingStationReference Auto Event OnEquipped(Actor akActor) akActor.EquipItem( ToolReference, True, True ) Utility.Wait(0.1) akActor.UnequipItem( ToolReference, False, True ) CraftingStationReference.Activate(akActor, true) EndEvent