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Everything posted by scorrp10
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How do i change to Alternative outfit files
scorrp10 replied to Mrfruitcake470's topic in Skyrim's Skyrim SE
TAWOBA mods come with group files. In group filter, I can click 'choose groups' , and check 'TAWOBA Remastered - 3BA'. Then I select desired preset and click 'Batch Build'. It first presents you with a window ( all outfits checked by default), where you can uncheck those you do NOT want to build. If a mod did NOT come with group file, you can use Outfit Filter instead. I.e. I can type TAWOBA in there, but that locates all variants of each piece. When I click Batch Build, I am presented with list of both 3BA and non-3BA items. I can uncheck items here if I want to. Or I can leave them all checked and click Build. Now, if the list of outfits I selected to build, has any conflicts, I will be presented with a window where I can select which version I want. It might still take a while to do for large mods, but it is only a single click per outfit, way way faster than doing them one by one. I can also choose the TAWOBA-Remastered 3BA group, and then put 'Wolf' in Outfit Filter, and now I can batch-build just the Wolf items in TAWOBA 3BA. Oh, and you can create your own outfit groups for future convenience. -
[SSE] CBBE 3BA version of Field Mage from Echo
scorrp10 replied to blacky777's topic in Skyrim's Mod Ideas
That is an Oldrim static mesh. Fairly close to zeroed, except much more busty. So had to... Play with sliders till I got the body to more or less match. Create conversion reference to take the outfit back to base. combine the boots bit from torso to boot mesh. Gloves were straightforward. Boots weights ands sliders set on 3BA body reference. Torso was a bit more trouble. Shirt and panty weighted and conformed on 3BA Uniboob. Belt and skirt on 3BA Uni Lower Curtain, shoulder bag on 3BA Uniboob Curtain, with bag itself conformed as solid object. Unfortunately items like that strap can be a bear to do properly, so on some presets strap may look weird. I created a preset that mostly matches the original mesh. Also added some zaps to make the torso bit more versatile. Left-to-Right Full outfit(weight 0) Full outfit(weight 100) Just the boots with other clothes Boots + shirt (extras zapped) + shorts from other mod. You can grab the file here You need to install the original Oldrim mod first - for the textures and esp. Then you can install my file, and use BodySlide to build 'Field Mage' outfits to desired preset. I included the original preset named ' Field Mage Oldrim'. -
A game freeze or outright CTD when aporoaching a character is highly likely because of a wrong morph (.tri) used in a head part. Another possibility is an invalid texture format. Recently was fixing a mod where game would freeze like that - turned out hair part was pointed at head morph. If you give link where mod can be downloaded and examined, some might take a look.
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- npc replacer freeze
- npc
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All mods removed, clean reinstall, still crashing
scorrp10 replied to taichidevil's topic in Skyrim's Skyrim SE
I would start by completely deleting your SSE ditectories under steamapps/common and under Documents/My Games. Also, if there is anything under AppData/Roaming/Vortex. Then do a really clean download/install and try running it 100% vanilla. No SKSE or anything. If that works, get Vortex back, get proper SKSE64 version and get it installed and set up under Vortex. Remember that after this, you only launch via SKSE loader under Vortex. If you get that working, start adding core stuff... AddressLibrary, PapyrusUtil SE, Racemenu... not really sure which USSEP version one should get today. And I would stay away from collections. No idea who compiles those. -
[SSE] Remove spiders from surface nature
scorrp10 replied to SolidWolfMods's topic in Skyrim's Mod Ideas
So, how would spiders ever end up in a mine or a cave if they never come to surface? :laugh: -
Crash on gameload after adding new records to plugin
scorrp10 replied to CarlosS4444's topic in Skyrim's Skyrim SE
If you added forms to an espfe via CK, CK does not do it right. CK will add forms with whatever id, where as it must be in 0x800-0xfff range. If you run SSEEdit, right-click on a mod and select 'Check for Errors', it will tell you. The problem with this: Suppose your mod index is FE(023), and you have a bunch others after it. Game determines actual formIDs of your records by taking 0xfe000000 + mod index (i.e. 0x00023000) + sub-ID of the form in the mod, i.e. 0x00000805, so 0xfe023805. Now guess what happens of you add a form with Sub-ID 0x00002802. In game, it becomes 0xfe025802. If you do NOT have a mod in FE(025) slot, you will have absolutely no problems. That is, until you install a couple more mods, and now you have an FE(025) and your game CTDs left nd right, and you try to determine what the heck is wrong with the mod you just installed, except there is nothing wrong, the problem is with the mod in FE(023). You say other people tried installing your mod, and you also tried it under other name, and it was OK. Makes sense. Both for them - and for you (under new name) - that espfe got assigned next available slot, which is likely their highest used FE-index. Meaning currently its out-of range forms are not overwriting anything in other mods. So, check your mod for errors in SSEEdit, and change the formIDs for records you added to be correct range. -
SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
This will add the 00AlchemyRedone on first reading. If player reads it again when their skill is 30+, they will gain the 30 perk, and so on. If book is read when skill is not high enough for next perk, they will see the 'not ready' message. If book is read after 90 perk is gained, they get the 'learned all you can' message. Scriptname AlchemyRedoneAddPerkExp extends ObjectReference Actor property PlayerRef auto Perk property Alchemist00AlchemyRedone auto Perk property Experimenter30AlchemyRedone auto Perk property Experimenter50AlchemyRedone auto Perk property Experimenter70AlchemyRedone auto Perk property Experimenter90AlchemyRedone auto Event OnRead() AddNextAlchemyPerk() EndEvent Function AddNextAlchemyPerk() float AlchemySkill = PlayerRef.GetAV("Alchemy") if !PlayerRef.HasPerk(Alchemist00AlchemyRedone) PlayerRef.AddPerk(Alchemist00AlchemyRedone) elseif !PlayerRef.HasPerk(Experimenter30AlchemyRedone) && AlchemySkill >= 30.0 PlayerRef.AddPerk(Experimenter30AlchemyRedone) elseif !PlayerRef.HasPerk(Experimenter50AlchemyRedone) && AlchemySkill >= 50.0 PlayerRef.AddPerk(Experimenter50AlchemyRedone) elseif !PlayerRef.HasPerk(Experimenter70AlchemyRedone) && AlchemySkill >= 70.0 PlayerRef.AddPerk(Experimenter70AlchemyRedone) elseif !PlayerRef.HasPerk(Experimenter90AlchemyRedone) && AlchemySkill >= 90.0 PlayerRef.AddPerk(Experimenter90AlchemyRedone) elseif PlayerRef.HasPerk(Experimenter90AlchemyRedone) Debug.Notification("You have learned all you can.") else Debug.Notification("You are not ready yet to gain further insight from this book.") endif EndFunction And just in case, here is a link to a list of Actor Values one can get (and set) https://en.uesp.net/wiki/Skyrim_Mod:Actor_Value_Indices -
Never, ever, ever, ever use that accursed feature! When you do that, you overwrite the beautiful sculpted custom head mesh that came with a mod, with the ugly auto-generated head and vanilla head parts. Then when you deploy, Vortex sees that the mesh changed, it likely will ask you to confirm that change, and if you do, it will save the ugly head to the deployment directory of the mod. Only way to get back the beautiful head is to by fully reinstalling the mod. No, rather deployment directories of the mods now contain the ugly face-genned heads. If you get NifScope, you can check for yourself. ( There's just a couple steps you need to do in order to make sure NifScope can find the needed textures.) In any case, you would have to completely reinstall the mentioned mods - meaning Vortex will re-extract the archives and re-deploy the files. Another variant is that the custom head meshes are in a .bsa - which is how Botoz and TKAA do it. And by generating the ugly facegen heads, they now override the ones in mod .bsa Then, you will need to make sure your load order is right. Easiest checked using SSEEdit. Let's consider one specific example. Pride of Skyrim - Farkas. (0001A692) If I launch SSEEdit, expand Skyrim.esm, Non-Player Character, and look for formID 0001A692, I see this (I already scrolled properties to the important bit - the head parts) This tells me that Farkas is overloaded by USSEP,, and then further by PA44_Companions_NPC, which is one of 'Pride of Skyrim' esps. I also see that PA44 has different head parts. from Skyrim or USSEP. A quick bit about NifScope. Once you set it up, launch it, and go Options - Settings - Resources You want to go Add Folder, and add the path to 'Data' in your SSE directory. Then switch to 'Archives' tab, Add Archives - and add all Skyrim - Textures .bsa files under your SSE Data directory. That should be enough for now. Now, I go to Data\meshes\actors\character\FaceGenData\facegeom\Skyrim.esm and look for 0001A692.nif file. I open it in NifScope, and see this: In the upper left section, I already expanded the root (BSFadeNode), and under it, the 'BSFaceGenNinodeSkinned' entry, so I can see all the head parts. Never mind that in the image, neck is sticking up above head. What's important, that's the handsome modded Farkas, and the list of head parts in the .nif matches the list of head parts in the .esp. Well, the .nif has a few extras. Mouth part is supplied by Race. And _zzSDWings1114HL and _HumanScalp are sub-parts of the _zzSDWings1114 part. I bet if you go to that same directory on your PC, and open same file, you will get this: Note that head parts there are same as those from Skyrim.esm (and USSEP) The gist: the head parts in the head .nif file of an NPC must match the head parts listed in the highest overload of the NPC form in the esp. (rightmost column in SSEEdit). If my load order got messed up and USSSEP became higher priority than the PA44, I would get a black face Farkas. You need to: A. Reinstall the affected mods in order to restore the good head files. B. Go into SSEEdit and make sure that mods that provide heads have priority.
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Quadrarcana: A combo-based spellcasting framework.
scorrp10 replied to HallLytton's topic in Skyrim's Skyrim SE
If it can be something that's available in addition to regular casting, it might work. But as suggested... I doubt it. I mained a Warden in Lord of the Rings Online for 4+ years. Wardens use a gambit system that has 3 basic attacks: spear, shield and fist. As you do basics, their icons go on your gambit bar. Once you build a valid combo, you can fire the gambit. Starting to sound familiar? Gambits at lower levels are 2 or 3 icons. At higher levels one unlocks 4 and 5-icon gambits. Around level 20, one also unlocks masteries: 9 abilities to place any 2 icons instantly on the bar. Meaning even 5-icon gambits can be built with 3 keystrokes. Although masteries have cooldowns so one needs to manage them. Around 40 one also unlocks potencies. Invoking a potency means your next gambit is saved and and you can fire it again with single button. Something you almost always do with 5-icon ones. What I am getting at? Even with gambits being only 2-5 icons, with masteries letting you go 2 at a time and potencies, Warden was beyond daunting for majority of players. Very few could play the class even remotely well. Though a well-played Warden could be seriously OP, prompting a fair share of nerfs... So, a 4-8 key combo gambit system? I shudder at the thought...- 2 replies
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- four arcana
- spellcasting
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Correct. That version makes SoS entirely Papyrus-based. Which means, as long as you got proper PapyrusUtil for your game version, it will keep working. And there is a reason I did not post actual links. Linking LL here can have... consequences.
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You should google for "S c h l o n g s of Skyrim Full 1.1.4" , which will take you to LL download page. Install that per instructions. Strongly recommended you get the Tempered skins - SOS full version as well. Now, that version comes with a .dlll plugin, which will not work properly in 1.6.640 You should look for "SOS Papyrus Erstam", which should get you to where you can grab a Papyrus-based .dll replacer by Erstam. (also LL) For it to work, you need the proper versions of SKSE, AddressLibrary and PapyrusUtilSE for 1.6.640 installed. Once you installed it, you can delete the .dll that came with SOS 1.1.4.
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The lines I mentioned are EXAMPLES. The actual BodySlide preset .xml will only include entries for sliders that were changed from default 'Zeroed' value. Here is another example. This is 'CT77 SSE' preset .xml. It is quite tiny. <?xml version="1.0" encoding="UTF-8"?> <SliderPresets> <Preset name="CT77 SSE" set="CBBE Body Physics"> <Group name="CBBE"/> <Group name="CBBE Bodies"/> <SetSlider name="AppleCheeks" size="big" value="25"/> <SetSlider name="Belly" size="big" value="50"/> <SetSlider name="BigButt" size="big" value="25"/> <SetSlider name="BigTorso" size="big" value="50"/> <SetSlider name="Breasts" size="big" value="100"/> <SetSlider name="Butt" size="big" value="100"/> <SetSlider name="ButtClassic" size="big" value="100"/> <SetSlider name="ButtClassic" size="small" value="100"/> <SetSlider name="CalfSize" size="big" value="100"/> <SetSlider name="ChestDepth" size="big" value="50"/> <SetSlider name="ChubbyArms" size="big" value="50"/> <SetSlider name="ChubbyLegs" size="big" value="50"/> <SetSlider name="LegShapeClassic" size="big" value="50"/> <SetSlider name="Waist" size="big" value="50"/> </Preset> </SliderPresets> If I want my Racemenu preset to use this BodySlide preset: 1. I design a character in RaceMenu. I do NOT mess with any CBBE morph sliders, leaving them all at 0. 2. I save the preset for my character in Racemenu under name "TestSubject" 3. I go to SSE folder, Data\SKSE\Plugins\chargen\presets, and open 'TestSubject.jslot' 3. Almost at the top, it should say the weight, i.e. "weight" : 50 4. Very first slider in the above .xml is 'AppleCheeks' size'big', value 25. No size 'small' line means it its 0-weight part stayed 0, so this value goes from 0 for weight 0 to 25 for weight 100. Means for weight 50, it will be 12 (rounded down) 5. I search the .jslot file for 'AppleCheeks'. I find: { "keys" : [ { "key" : "RaceMenuMorphsCBBE.esp", "value" : 0 } ], "name" : "AppleCheeks" }, This is important - the name must be same as slider name, and key must be 'RaceMenuMorphsCBBE.esp' - assumingg you use CBBE. For UNP or HIMBO sliders, key will be different. 6. I change the number after value to 12 (as determined in step 4) I keep going, applying same logic for other sliders. I.e. Belly is 0-50, so in .jslot for Belly I put 25. In case of 'ButtClassic' slider, it has 100 for both big and small, meaning it is 100-100. In jslot, I find 'ButtClassic' and set its value to 100. Can be a fairly tedious process, especially with a complex preset. But it is what it is.
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Dance animation after Fus Ro Dah shout, which mod does this?
scorrp10 replied to Billy1969's topic in Skyrim's Skyrim SE
If it is only that shout, I would start by using SSEEdit to see what overloads that particular ability's Spell form. In particular: looking in SSEEdit, Skyrim.esm, under 'Shouts' Unrelenting Force (13E07) is linked to three spell forms for 1,2 and 3 - word effect. 3-word links to: Spell: 13F3A (VoiceUnrelentingForce3) Opening up that form under 'Spell' category shows that it includes following effects: VoiceUnrelentingForceEffect03 (7F82F) - if subject is not immune to it. GenericDamage (EA075) VoiceUnrelentingForceEffect02 (7F82E) - if subject is immune to effect 03 above. Additionally, there is an overload from Dragonborn.esm, adding a 'Disintegrate' effect (401FF2B) Here, there might be another mod, also overloading this spell, most likely adding an extra effect, or some other change. If so, that would be the culprit. If not, you need to drill down to the effects. I'd say, primary focus would be on: VoiceUnrelentingForceEffect03 (7F82F) . Again, see if any mod overloads this effect. Note also that this mod has a script attached: voicepushefffectscript. Go to your Data/scripts and see if you have 'voicepusheffectscript.pex' there. Normally, it should not be there cause that file is supposed to be in Skyrim - Misc.bsa If you have that file, move it to some other location or just delete it. If you use Vortex, try deploying your files, and see which mod complains about this file missing. Regardless, if nothing is overloading the spell or any of its effects, and you get rid of the script file (or it is not there), it means the mod author decided to be real devious. It could be a script that subscribes to some animation event, such as 'shoutRelease', and is player current equipped shout is Unrelenting Force, plays the animation. And the author may have neglected to include the script source code, so you can't really grep it.... -
Black face is most commonly caused when head parts in the head nif do not match head parts of the actor form in the esp. Most typical when more than one mod overloads an NPC and load order is wrong. If head nif is missing entirely, it often causes a CTD...
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Here on Nexus, consider looking for 'DX bikini collection' or 'DX fetish fashion' But where you might really want to check is "S u n J e o n g Mods".
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Bodyslide just generates the mesh files. No relevance to FormIDs. Compacting FormIDs on a file that is master to something else is a bad idea. Sometimes one mod might not have another as master, but use 'getformfromfile' to obtain certain properties of another mod. A fairly common practice with advanced follower mods. Compacting IDs breaks this. If compacting IDs on mods that add NPCs, you will need to rename the head .nif's under meshes/actors/character/facegendata/facegeom to match their new formids. Also, doing this if you have games in progress is a straight path to save corruption and future CTDs. At least make sure to delete (removeitem) any armor/weapons already in game from those mods.
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Yes. If by 'outfit' you mean BodySlide outfit. If a mesh in a .nif file is assigned a partition that is not selected in ArmorAddon referencing that .nif, that mesh will not render. Be also aware that even within the same mesh, there can be multiple partitions defined.
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SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Did you read my prior post? You also completely messed up your function logic. What you had before: If player had no perk, it would give 'Experimenter30'. If player already had that, it would give 'Experimenter50' and so on. What you have now (assuming player has already been assigned Alchemist00 perk elsewhere) - it would every time succeed in 1st if, repeatedly re-adding 'Experimenter30' and never going to higher perks. What you should have instead: Then, in your .esp script properties, make sure to fill the PlayrRef property like this: -
I'll paraphrase that: By 'dumping directly' I mean not including a mod-specific-named folder in the path. The archive got .nif files directly under meshes\armor, meshes\clothes etc. For example, it got: meshes\armor\boots_0.nif meshes\armor\boots_1.nif Same for textures. In fact, mod NPC has this special gold coin, but textures for this coin are directly in textures/clutter, and are named same as vanilla septim textures. Meaning it will change the look of ALL coins in the game. Unless your mod aims to specifically replace the look of something vanilla (improving the looks of books, plants, furniture etc), you should always isolate your mod files to avoid conflict with vanilla and other mods. Even better to adopt an organization where it goes <category>\<author>\<mod>\ Sure, when working on a mod, you can have the files sitting anywhere - but that only means extra work for you. It is really best to right away put your files where they will be in the finished mod. Means you will not have to go later and change texture paths in all the .nifs or change the mesh paths in the .esp, and far less likely to forget to include a file.
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https://www.nexusmods.com/skyrimspecialedition/mods/43120
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'Rigging' means adding proper skeleton nodes to your mesh. You can't weigh vertices to a node that does not exist. 'Weighting' is determining how much a given vertex should move when a given skeleton node moves. If you combine existing Skyrim meshes, they should come bone definitions and weights assigned, so it should be not an issue. However, what you should pay attention to, is partitions. Considering this example: I recently tried to make "Daedric Pauldrons", i.e., I took the shoulders off the daedric armor and located the result to slot 57 and 58, I believe, and when I equipped it in game, no show.... Being parts of the overall armor, they would belong to 'BODY' partition (slot 32). Suppose you want pauldrons to be a separate item going into 'shoulders' slot (57). In Outfit Studio, you select the pauldrons mesh, switch 'Partitions' tab. Below, from dropdown next to 'Type', you select '57 SBP_57_MOD_SHOULDER', then you click 'Apply'. Now your pauldrons mesh is assigned to partition 57. Then, in CK, when you create the ArmorAddon form, make sure that it specifies slot 57, and same goes for the 'Armor' form that will use that ArmorAddon.
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SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
Umm... from OnRead, you are calling not your 'AddPerk' - you are calling AddPerk on the player Actor. Incorrectly too, cause it expects a Perk type parameter. Just move the contents of your AddPerk function into OnRead... unless you plan to invoke it from other places. In which case: Event OnRead() AddNextAlchemyPerk() EndEvent Function AddNextAlchemyPerk() ... It would be ok to use 'AddPerk' function name, since neither ObjectReference not Form classes define it, but it helps to avoid confusing it with AddPerk being called on the player, and gives better idea about what function does. -
I looked at it - it is a seriously complex hairdo, over 50 strands, each with front and back panels. Braids are also quite complex. Might be doable, can adapt skeleton from existing hair such as wing109, but getting it properly weighed would be a nightmare. Performance is also likely to be quite horrid.
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Yeah, it happens. far as NPC deaths go, there can be vampire attacks in Whiterun, pretty much anytime after Dawnguard line becomes available, I think around lvl 10. Which is why I am such a mega fan of 'Run for your lives' mod. You can generally resurrect a dead NPC via console (or advance a stuck quest past a problem stage).
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SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
In Skyrim SE, CK looks for source code files (.psc) in Data/Source/Scripts, and compiled scripts (.pex) go to Data/Scripts. I think in LE, source was expected in Data/Scripts/Source. Many mods out there still tend to place their source that way. Be sure to unzip Scripts.zip in your Data - it will populate a lot of library scripts in Source/scripts. If doing anything MCM-related, you will also need to download source code libraries for SkyUI at their github: https://github.com/schlangster/skyui