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Everything posted by scorrp10
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First off, we are only talking about very specific mods here - mods that include a .dll SKSE plugin. If you go into the files section of the mod and do 'preview file contents', and there is a .dll file there, then you need to worry about game version. All other mods will happily work on ANY version of the game (though a lot of them do require certain SKSE plugins) For 1.6.1170, you definitely always get the latest (1.6.1130+ 'AE') I would not advise downgrading since pretty much all relevant mods have by now been updated for the latest version - or new ones have been written to replace the abandoned ones. But I would recommend disabling updates for Skyrim in Steam, and always launching your game through your mod manager. (Or via SKSE executable). There is literally no such game as 'Skyrim Anniversary Edition'. On Steam, Anniversary Edition is a bundle that's Special Edition + Anniversary Pack. Here, 'Anniversary Edition' is just a term used to describe Special Edition versions 1.6.+ So yes, you are in the right forums.
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Buxom Wench Yuriana, But she lost her Buxom :,(
scorrp10 replied to wilwhitt56's topic in Skyrim's Skyrim SE
Potential Reason 1: You have some sort of visual replacer mod. Run SSEEdit, expand YurianaWench.esp, and see if any plugins overload forms in either NPC, Armor or ArmorAddon sections. Potential Reason 2: You installed a BodySlide addon for Yuriana (something like this) and at some point, did a batch build. If you use Vortex, find Yuriana in your mod list, click the dropdown next to 'Remove' button on the right, and choose 'Reinstall'. If using MO2.... I guess BodySlide would have its own staging folder, and you would need to remove anything under meshes\actors\character\yurianawench and meshes\armor\yurianawench. -
Yes, it is confusing because 'Special' and 'Anniversary' have different meanings on Steam and in modding community. Steam: Special Edition is the current Skyrim, offered at version 1.6.1170, and containing base game + three main DLC, an four large creation club mods (Fishing, Survival, Curios/Relics, Saints/Seducers). Special Edition replaced outdated 'Legendary Edition' in October 2016, bringing a 64-bit engine and improved textures. In November 2019, it was updated to version 1.5.97 and remained as such for 2 years. In November 2021, Special Edition was updated to version 1.6 (which broke a lot of mods created for the 1.5.97), four above mentioned CC mods were added as its integral part. Since then, there has been several more updates. At this time, Bethesda also released an 'Anniversary Pack' on Steam, containing 70-something CC mods. "Anniversary Edition", also made available at that time, is just a bundle deal available on Steam, which contains both Skyrim Special Edition and Anniversary Pack. Modding Community: As I mentioned, version 1.5.97 was the latest for 2 years. All mods were for it, and everything was stable. The 1.6 update broke a lot of things, and a lot of people stayed on, or downgraded back to 1.5.97 and disabled further updates. SKSE64 and pretty much all mods containing an SKSE .dll plugin, had to be rewritten for 1.6. It took some time, and some, whose authors left Skyrim, were never rewritten, and are still only available for 1.5.97. So, even though 1.5.97, 1.6, and all subsequent updates up to 1.6.1170, are all versions of "Special Edition"(SE), in the modding community that term came to be associated exclusively with 1.5.97. And anything 1.6+ is called Anniversary Edition (AE).
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How do I copy data between forms with xEdit?
scorrp10 replied to Kahenraz's topic in Skyrim's Creation Kit and Modders
Copying conditions from one form to another. -
How do I copy data between forms with xEdit?
scorrp10 replied to Kahenraz's topic in Skyrim's Creation Kit and Modders
That stuff is really way easier to do in Creation Kit... at least by my experience. -
You need to mod the behavior graph. I open CK, load up one of my 'experiment' plugins. I then go to Gameplay menu - Animations. It has Chicken Behavior open, I collapse it and open Actors\Character one instead. There are a lot of "IDLE ANIM" nodes in there, I expand them until I find the 'NPCIdleRoot', under it, NonCombatIdles - EatingRoot - ChairEatingStart - ChairEating. And in the 'Anim Event' box, instead of 'ChairEatingStart' I select 'ChairIdle'. Save and close. Then I load up a save in The Bannered Mare, wait till evening when a lot of people filter in. Lots of people sitting around, many are drinking from mugs (since I did not do anything with DrinkingRoot branch). But not a single bread muncher. So I reckon it works.
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I already did it on their mod page.
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DAR - Dynamin Animation Replacer mod causes CTD
scorrp10 replied to Skybroom's topic in Skyrim's Creation Kit and Modders
DAR is a .dll SKSE plugin. It has no scripts, and no forms. It is essentially a process that exists outside of game's engine, and when the game tries to retrieve an .hkx file to run some animation, DAR may supply a different one depending on conditions. But it should really have no impact on your game in general. I mean, to the game engine, it should be 'invisible' that it is playing a different animation file . Maybe there are certain specific animation replacements that you have in place that game's engine has a problem playing (i.e. animation trying to move a non-existent bone in the skeleton) You could try installing Crash log mod, and see if it tells you anything. It could be that a bad animation file is played not every time that animation is called for. I.e. if you have 10 different chair sitting animations for females, chosen randomly, and one of them is bad, it might take a while for you to get a bad roll. As to your questions: Generally, a crash occurs due toy an exception (error) in the code. Most commonly caused by a corrupt resource being processed. Could be an invalid mesh (i.e. dropping an item with double-sided shader flag is a CTD), could be a bad texture, could be a morph that does not match a mesh (i.e. using vanilla head morphs with High Poly Head), could be a lot of other things. You could check DAR log in Documents/My Games/Skyrim/SKSE/DynamicAnimationReplacer.log to see if it holds any clues. Or crash log (see above) in game's main directory. DAR should have absolutely zero impact on your actual save game. And there is literally nothing to clear. If the crash is called by an invalid animation file/mesh/texture, the only solution is to correct or eliminate that specific file. Another issue of yours is you are sticking with a dead product. Support for LE is almost non-existing, and LE version of DAR has not ben updated since 2020. Most people today use a much more robust Open Animation Replacer(OAR) with Skyrim Special Edition. -
Auto and quick saves are the devil, and are the MOST common sources of save corruption. I would strongly recommend disabling them altogether, and just get in the habit of making manual saves often.
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That mod is weirdly organized and rather poorly documented. The main file is just meshes and textures, so it does not actually put anything into the game. You have to install that, and then get one of optional files, which are just plugins. A better practice is to include one plugin in the main file, and provide another as optional (or, even better, make a fomod). Not entirely sure what you mean by 'file types'. If you mean ESP vs ESL, that is regular mod, which occupies one of 256 primary plugin slots, and really should only be used by 'heavy' mods (over 2048 forms) , vs a light mod, which loads into one of 4096 'sub-slots' under FE slot. One caveat: 'esl' file type is reserved for 'light master' mods that load very high, right after the .esm. One really is better off checking the ESL flag in the plugin header, but keeping the .esp file type - this creates what is called "ESP-FE", which is a light mod, can can load anywhere. Replacer vs Standalone means the mod either changes the look of existing in-game armor, or adds entirely new armor items. PS. I took a look = that mod has errors. I strongly advise not using its ESL versions until corrected.
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Custom followers, Vanilla Voices, xVASynth & Legalities
scorrp10 replied to LadyHonor's topic in Skyrim's Skyrim SE
Interesting subject. Yes I have an account at ElevenLabs, and there I have created voice models of 'Female Young Eager' and 'Female Nord' voice types in order to generate spoken lines for mods. I.e. this follower mod I made for another has a few intro lines that are AI generated. This mod I did not upload to Nexus (yet), but it has AI-generated lines for BYOH stewards in FemaleNord voice type, and allows Mjoll, as well as any other followers with Female Nord voice types, to become BYOH stewards. This mod, which is still a work in progress, will feature a lot of generated voice. Now, about the legality of it: think about it: nearly all mods out there already make use of vanilla assets. Quite a few mods take vanilla assets, change them a bit, (i.e. texture recolor) and use them. Some mods take existing voice files, cut them up a bit, rearrange, mix'n'match, etc... Now, far as Nexus goes: read this. I would say, at worst you'll have your mod taken down. -
The question was really simple. OP took a .bsa file from a mod, unpacked it to loose files, then repacked those very same files back into another bsa using BSArch utility. And resulting repacked bsa came out larger than the original one. OP wanted to know why. There was zero mention of sudo or batch files or what not. The answer is also simple - cause original bsa was likely created using some other utility, employing a slightly more efficient compression.
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Skyrim SE - Adoption Issue not letting me adopt
scorrp10 replied to stinkynasty's topic in Skyrim's Skyrim SE
That is NOT vanilla dialogue. (Things will look up, wish there was more I could do, giving 10 gold instead of 1) Look for whatever mods you might have affecting kids dialogue (Could be actually a mod affecting ALL dialogue, like one of those NPC AI overhauls.) -
Well, for starters, I doubt any overwriting of the same file is actually taking place. The game writes out a wholly new save file each time you save, complete with new file name, actually. But is you chose to overwrite, it will, at the end, delete the save game file you are 'overwriting'. However, saving a game is a process, and a complex one, and depending on the state of the game at that time, something can go wrong with that process, and you end up with a corrupted save file. And if that ends up being the last save you do before you quit the game, guess what happens when you want to load? Personally, I NEVER overwrite save games, and I save often, and if I do end up with a corrupt save, I am about guaranteed to have a good save within 5-10 minutes of the corrupt one. In some of my playthroughs, I can run up a save game count of well over 1000. Skyrim is not one of those ancient games where you only had a small limited number of save 'slots', and hard drive space is dirt cheap. Now, if you have too many saves, the game's load menu might start having fits - in which case, I might go into my save directory, and lets say if I an on a save 1059, I might move saves 900-1000 elsewhere and zip them up.
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A typical save is only a few megabytes. Considering current prices of ssd drives (like $250 for a 4TB), you really should not have to worry. You can have several thousand saves, and they will still take up way less than 100Gb
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AFT integrates a follower upon using the universal "follow me I need your help" line. Custom followers with their own 'recruitment' dualogue are not managed. However, you get an "AFT make follower" spell that lets you integrate ANY NPC if you wish so. And yes, with vanilla Serana, best to integrate her after completing DG. With SDA, it is best to not integrate her at all.
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There is no 'weight preset', but each NPC has a weight value that is from 0 to 100. Lydia is 100. Ysolda is 20. Nazeem is 50. I am not sure if there is a mod that can easily check an NPC's weight, I just use More Informative Console, weight is available via info window under 'Appearance' section. It is just something to keep in mind when building outfits. When you open an outfit in BodySlide, choose a BodySlide preset, you can see there are two sets of sliders - low and high weight. If you open the preview window, it has a weight slider there. If you are building an outfit you plan for Ysolda, it is a good idea to check how that outfit/preset looks with slider at 20. CBBE and UNP are both EXACTLY the same thing. They are both body replacers. There is literally zero difference in what they functionally offer. Just designed in parallel by different authors. Both have a base shape reference mesh properly weighted for movement to the skeleton. Both come with a ton of morphs (sliders) allowing you to customize every part of the figure. Both have a base shape different from vanilla, though both generally come with a 'vanilla' BodySlide preset. Any given piece of clothing can be adapted to either by conforming it to the respective base shape. I.e. here is an easy UNP to CBBE conversion tutorial. Conversion the other way is usually just as easy, which is why there are a tons of mods that are CBBE or UNP conversions of some outfit. Choosing one over another is just a matter of personal preference based on availability of outfits, in case you don't want to mess with converson. If I see an outfit I like available in UNP only, I can knock up a CBBE version of it in minutes. The thing is, all female NPCs use the same default body mesh, and the same skin texture set. Those can be built from either UNP or CBBE base, and then you generally should stick to that system (skin, outfits etc). If you build a UNP default body, then every female with use that figure, varied only by the weight. That said, you totally can have some NPCs assigned a custom body mesh from 'the other side' - but they will then also have to use a custom skin texture set and any clothes they wear need to be built for their shape. For example, I am a CBBE user, but here is a comparison screenshot of the well-known Misty Skye, who comes with a custom UNP body, skin, and a set of her own UNP clothes. First is her wearing her own UNP stuff - looks fine. Second is here wearing a CBBE bikini (Bombshell preset). She got weird texture artifacts and mismatched wrist/ankle seams. To make her look normal, I would either have to find or create a UNP version of that bikini and build it for her, or, I could change up the files in the mod so her body/skin and outfits are all CBBE.
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Building a Ghost-Follower-NPC Issues
scorrp10 replied to Gorgopis's topic in Skyrim's Creation Kit and Modders
You did not need a script. Just add 'GhostAbility' as one of her spells. What the default ghost script does: OnLoad: Adds GhostAbility spell (which makes her look like a ghost) Adds GhostResistsAbility spell (immune to poison and frost - if you want that for her) OnHit Flickers the ghost for 3 seconds when hit by a weapon. Again, optional. OnDeath Turns them into a n ash pile. I took one of follower mods I had installed. (Inuel by LamaKreis) She is already part of PotentialFollowerFaction, has Friend relationship with Player, and has a Sandbox AI package In Traits, checked 'IsGhost' and 'Doesn't Bleed' Added ActorTypeGhost keyword. Added GhostAbility spell in the spell list. And she was a ghost and had proper follower dialogue. -
Auto Equip best items once looted (with selection features)
scorrp10 replied to mattski123's topic in Skyrim's Mod Ideas
Maybe there is such a mod, but I know 100% I would never employ such mod. That diamond indicates a 'better' armor/weapon only at a very basic level, it often does not take into account any potential enchantments and such. It does not take into account perks (i.e. Bladesman for swords). So yeah, that diamond might be a nice indicator in early game suggesting to player an item is better than a currently worn one, but it is a good thing that even from early game, it must be on the player to pay attention to what they find, and make a conscious decision about equipping it. Heck, in a few shooters that had that feature, I absolutely HATED it, and would always turn it off in the settings if possible. Especially if armor or weapons are degradable, or use some rare ammo, I might want to save a better item for a harder situation, so I would constantly have to swap stuff back . -
[SE] Custom grass not showing
scorrp10 replied to mannygt's topic in Skyrim's Creation Kit and Modders
- imported in CK in my custom grass How exactly? Did you just replace art file in RockGrass01 WorldObject (00048749) with your file? Or you created a whole new WorldObject form? Looking at RockGrass01, it is not actually directly placed anywhere in the world, but it is used by several LandTexture objects, used as brushes when texture painting the landscape. I.e. when you paint with Land Texture "LRocks01", it will use RockGrass01 WorldObject as its mesh, but it will apply the "LandscapeRocks01" TextureSet (00000AE1) to it, which has textures: textures\Landscape\Rocks01.dds textures\Landscape\Rocks01_n.dds Rather than use whatever textures are assigned in the .nif itself. So, if you want your texture to be used instead of the vanilla, you would need to either change textures used in the texture set - or create a new texture set, and assign it to an existing land texture that uses rockgrass01.nif - or you can create a whole new landtexture (using your texture set) and then paint it on a landscape. -
Also, do not forget about the NPC weight factor. You will find that all BodySlide presets have a low (0 weight) and a high (100 weight) configuration, with everything in between interpolated between these two - so even with the same build, two NPCs might exhibit different proportions. Here is an illustration. I built 3 swimsuits from DX Bikini Collection in BodySlide: Blue/white one using 'CBBE Super Slim' from CBBE Presets Compendium, Red using CT77 SSE from 'Remodeled Armor SE' Black/Leopard using 'The Nordic Bombshell' Here we have a Weight 0 NPC equipping all 3 builds: And here we have a Weight 100 NPC wearing the same:
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Not directly like that. A naked body of an NPC is also an 'outfit', which is "worn" when NPC wears nothing else, and this body is either inherited from NPC's race, or can be assigned individually. Regardless, it is a mesh built to a certain preset. However, when an NPC puts on a piece of clothing that replaces the body (revealing clothing will include a body mesh), it does not matter what their naked body is like - their body shape shanges in accordance to whatever preset that piece of clothing was built. So if you want Lydia to be busty, you build the clothes she will wear using a Bombshell or somesuch preset. And if you want Rayya to be thin, you built the outfits she will wear to something like CBBE Slim. There is, however, is also this option: OBody Essentially, you build ALL your outfits to a 'Zeroed Sliders' preset, make sure you check the 'build morphs' option, and then in-game, you can actually assign BodySlide presets you have, directly to NPCs in-game - and it will on-the-fly generate the mesh for whatever outfit they wear to that preset. However, I never really used it, so no idea how well it works.
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You need BodySlide. Most outfits come with game-ready meshes built from either CBBE or UNP base shape, to whatever standard outfit creator considered pleasing. However, most outfits today also include 'BodySlide files', which allow generating different game-ready meshes, using whichever preset the user wants. An outfit might even includde BodySlide files for multiple base shapes, and multiple physics models. Basically, you want to build all Lydia's outfits to same preset, and if she has custom body mesh, build her nude body to that preset as well.