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scorrp10

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Everything posted by scorrp10

  1. Vanilla elves are ugly. Pretty much all vanilla characters are ugly. Thank the divines for mods.
  2. GSPoser and GomaPero poser both have animations like that, if you think you can make use of those.
  3. 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...
  4. 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?
  5. Have you checked what you have in Data/meshes/actors/character/character assets/mouth? and Data/textures/actors/character/mouth?
  6. "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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. You really got the wrong idea. DB is a guild of pro assassins, not a cult of psycho killers. And Astrid is fairly keen on moving her group away from all the Night Mother/Sithis stuff, much to Cicero's chagrin.
  12. NifScope export to obj never worked for me. I export to obj from Outfit Studio. Then, importing to Blender, make sure to set axes Y forward, Z up.
  13. Default key to exit scene in progress is numpad .(dot) unless you remapped it. To just enter/exit OSA UI is numpad Enter. If that does not work, you can go into OStim settings and use 'reset thread state'.
  14. Probably easiest option is via Outfit Studio. In OS, choose Import from NIF. Weapons are generally laid out on the ground along Y axis. So you make sure to select all meshes, right-click, choose Move, and slide it along Y axis to desired position. With all meshes still selected, choose Export to NIF.
  15. Worked like a charm - beautiful - THANKS!!!
  16. 11700k cpu, 64gb ram and an rtx3080ti... at 4k with everything on max and ENB, lots of high res texture mods, FPS can still dip into 40s in some outdoors areas...
  17. Say, existing in-game ebony boots defined in Skyrim.esm (the EbonyBootsAA entry) uses meshes\armor\ebony\m\boots_1.nif mesh, for male, and meshes\armor\ebony\f\boots_1.nif mesh for female. Game's own mesh files are stored in .bsa archive files, so you will not find those actual files under your Data unless you extract the appropriate .bsa. However, if you go ahead and place meshes\armor\ebony\m\boots_1.nif under Data, game will use that file instead of the one in bsa. No need for any .esp Esp is needed when you actually want to change more than how an armor looks. If you click on those esp entries in SSEEdit, you can check what makes them different from native ones. So to answer your question - yes, you can just remove meshes for the armors you don't want, and the game will go back to using native ones from the bsa. If you remove unwanted meshes and vanilla armors in game look messed up. consider checking and removing the mod-provided textures as well.
  18. This is a rather loaded question, to which I myself have been trying to find a satisfactory answer. How heels are most commonly implemented is via NiOverride library (icluded in Racemenu) Heeled shoes have a special extra offset value in their mesh file, and when detecting that value, racemenu lifts the actor by that offset. Good for when standing/walking, not so good when doing about anything else. I.e. sitting - heels are on the floor but butt is several inches from chair. Leaning on a bar - heels on floor, but hands floating several inches above the bar. Lying on bed - hovering inches above it, etc. There is a great mod that works for SE (pre-AE, up to 1.5.97) Misc High Heels Sitting Height Fix: https://www.nexusmods.com/skyrimspecialedition/mods/42063 However, it is an SKSE .dll plugin, and will not work with new (AE ) versions of SKSE. What it does (I think) is it detects practically any vanilla furniture interaction idles, and if an actor has a heel offset applied, will apply the opposite offset to entire upper body section, bending the knees a bit in the process. So heels on the floor but butt on the chair/hands on the bar etc. For horizontal idles ( sleep/swim) offset is applied at root. This is the best working mod for SE, but author has left the scene over a year ago and source code is not available. I am trying to reconstruct the mod, but have not had much time for it. Next, you got RaceMenu HH fix. This one detects if actor is doing something like sitting/swimming/sleeping/riding etc, and just negates the heel offset at root. Means actor's heels sink into floor, but the rest is in proper place. It is a purely script-based solution meaning it works for AE. Better than nothing, but I definitely prefer the Misc Fix.
  19. Looks like the skeleton/armor mismatch. Would be rather hard to diagnose without knowing full mod list, but it looks like you might have 'physics' version of the armor built. Which armor is that in the screenshot by the way? It does not seem to look like any of the vanilla fur/hide stuff.
  20. You sure that actually does get called? I suppose you have Papyrus debug logging on. Try adding something like Debug.Trace(Self + akActor + " : setting Raven to 1") right before Raven.SetValue(1)
  21. Did you try starting a new game? Or from main menu, go to console and run 'coc qasmoke'? To see if the game even starts with that mod setup? You tried cleaning your save game with Fallrim Tools ReSaver? Did you at any point remove mods? It could be your save could have old invalid references to a previously installed mod whose slot is now being recycled. If using Vortex, from mod page, do Open - Game Settings Folder. Edit Skyrim.ini Papyrus section: [Papyrus]bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1 After crash, look in that same directory, check logs under SKSE and under Logs/Script.
  22. What you are doing is a pretty good way to end up with a corrupted save. If you had an .esp loaded that added a new item to game, that item would have a FormID comprised of that.esp assigned slot, and relative ID within the .esp. An instance of such item in your inventory would be referenced by that FormID, written to your save game. If you move that item entry to another .esp, it will be in a different slot, and likely get assigned a different relative ID. In other words, it will have new FormID, and old one will no longer be there. So what happens when you try to load a save and it has FormIDs not referencing something valid? Best case, you'll be missing stuff. Items may be gone from inventory, Follower might go missing, or your follower pretty hairdo might go ugly vanilla. Worst case, you get a crash. Lets say you just end up missing stuff. Thing is, those dangling references are still in your save, polluting it. They can bite you in the rear a couple hundred gameplay hours later. Flagging an esp as esl has about same effect as moving its entries to another .esp. FormIDs will be different and those already referenced in a save will go undefined. Not an issue starting a new game, but merging or esl-flagging mods midgame is asking for trouble. At the very least what you should do: 1. Unequip any items from mods you plan to merge, and prefferably dump them into a chest you don't use often. Any new custom added followers should be dismissed, reset if using AFT. 2. Disable all the mods you plan to merge or ESL-flag. Load your save, do nothing for a minute or so, save again and exit. 3. Use Fallrim Tools ReSaver to clean your save. Enable the new merged/flagged mod(s).
  23. These are in Data/Skyrim - Textures0.bsa, you will need to unpack it. The path for it is Data/Textures/actors/character/mouth/mouthhuman*.dds
  24. Thanks! This indeed was the issue. I actually did find this setting earlier today, after I figured the problem must be in the esp and not with the .nifs. Thing is, I been using Creation Kit to inspect the ArmorAddon and Armor entries and compare them to some vanilla stuff, and CK has no mention of this property whatsoever. So I figured I'll take a look in SSEEdit, and there it was. Was enabled only for Weight Slider - Male, blank for Female. And I am wondering how the heck the mod author got it that way. Creation Kit does not expose the property, it just auto-sets it to Enabled when a given gender Biped Model is assigned a .nif file ending in _1. Guess .esp editing was all done via XEdit, ArmorAddon for feet was copied from some other form using a singular female model, and then changed to use the heels_1... Oh well, got it fixed and dropped a note to mod author. Thanks again!
  25. I got this rather weird case, wonder if anyone may have an insight. It is for this mod: https://www.nexusmods.com/skyrimspecialedition/mods/41532 All pieces work fine except for the boots. Regardless of the weight of character wearing them, the game uses the 100 weight model. On a 0 weight character, the thigh bands are sorta 'floating' around the legs. The boots are built in BodySlide to same body preset as other outfit pieces, and it is set to generate high/low weight. If I delete the heels_0 and _1 nifs from the directory, an then build, new files appear there. If I preview in BodySlide and move weight slider to 0, I see the model shrink as expected. I imported the built top_0.nif in the studio and added the heels_0 nif on top of it - perfect fit. The .esp is definitely pointed to those .nifs. I thought that maybe the heels_0.nif being generated is somehow invalid and game ignores it. So I deleted heels_1.nif, and made a copy of heels_0.nif renamed to _1. OK, NOW they were snug on a 0 weight NPC. But of course clipped like crazy into a 100 weight one. Which proves that those ARE the nifs being used and that heels_0.nif is generated correctly. Just not used somehow. I tried building the outfit to a different body preset. The body shape definitely changed, but again - boots snug only on weight 100, loose on weight 0. Tried the non-3BA version - same result. I thought maybe game was bugged in general, but I tried several thigh boots from other mods. None of them have the issue. Proper fit at any weight. Any ideas anyone? Thanks!
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