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JimFever

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Everything posted by JimFever

  1. 0_master.hkx is refered in every objects i ve checked at some point, i guess its the root/master of any animation behaviour. the hkx i m want to "duplicate" as new objects and not replacers ones are for NPCs mostly (for idles) , some of them could be either player or NPC used (some sit replacers attached to chairs for example) Some animation mods have their own hkx files, i guess i have to create one at some point for those objects and my plugin but i dont know how. i have FNIS (using it every time i add NEW anims/mods ofc) i should check more documentation on the dev. side for it, your right.
  2. ----- @cumbrianlad : thx, i ll take a look at that post asap :smile: ! -------------------------------------------- @TyburnKetch : I m trying to do exactly that, yes, the new objects involved would have different path structures than the vanilla versions (since new objects and not replacers) but i miss the knowledge or ressource to define the path of the hkx file : - I can create a new object (either an Idle marker or a piece of furniture containing an animation) in the CK and SSedit. Brand new objects IDs from copied vanilla ovjects and records but "all new". - I can edit those new objects records to use a new .nif (and not the vanilla nif). the nif path is editable easily. Most, if not all furniture type object use a nif (even idles which have no real 3D object, they use a nif, needed for them to display in the CK at least...) - I DONT KNOW how, or what (?), to edit to change which hkx file those objects use (mine, in new folders). so i dont know how to define the new path toward the anim variant. If i were able to do that last but essential step, its easy to create a plugin (esp or esm) with a bunch of ressources using valuable anims (example 5 different chair sits, 10 idles etc etc)
  3. I m trying to convert some various animation REPLACERS ressources into brand new idle (or furnitures) objects. Example : i have a idlelaydown.hkx replacer animation but instead of using it as replacer for the vanilla marker, i d like to create a new Idle marker and link the replacer animation in it (placing it in a different folder than the replacer / default anim). Creating a duplicate of the idle marker (or furniture) is super easy, creating a duplicate of the linked nif also, but i m lost on how to define a new path / file for the animation file itself. The purpose of this is too have variants of idles and furnitures using various alternate versions that someone could place in their own creation, call it a idle or furniture library for modders so... I m able to work with the CK, SSEdit, nifskope and so on, i m more clueless on how to edit .hkx files tho. And also, is there a core limitation due to the engine to do this ? Any help and clarification much appreciated... :yes:
  4. Nevermind... i nevert thought i could find the culprit that easily but it came from... Fight Aggressively.. (as the author mentions it and... hopefully corrected it in its last version) I keep that post here in case its usefull for anyone. Gosh... Still...
  5. The issue appeared since i update the game from 1.3 to the (regular)1.3.1 and a few mods (installed modlib for the occasion), so, since a couple of days. I noticed it during a siege attack and when fighting, my character took damage and immediatly after regenerated some hit points. Its a portion of the HP, but it happens enough often or fast than i m rarely not full HP, i can eventually be taken down if hit by multiple blows at the same time or from a one hit making a horse charge (it happens on all battles not only siege). Of course, this totally ruins game experience and i have no idea where it comes from. I thought it was linked to me doing damages and gaining HP when hitting (since i could loose a few HP bar levels beeing hit also), but i m not quite sure now.. I think i noticed a few "regeneration" after beeing hit while doing or hitting nothing... I m wondering if its a save game corruption (and an horrible one :sad: ) or it could be a bug introduced by a recent mod update ? My mod list is short for now and counts only : Modlib (new since one of my mod required it in its last version ) and : Sound the Alarm, Fight Aggressively and dont run Away, Realistic Battles, Troop Collision and Siege Tower and castle stairs fixes, Sort Units. Except No Dragon banner time out (currently disabled sincce not needed in my playthrough and eventually outdated), i didnt installed/tried any other mod during my play. Any idea to help will be greatly appreciated. This is a game and total fun killer bug. i feel like beeing infected by a cheat while i m the kind of player who will add mod for extra difficulty instead. Gosh :sad:
  6. Is there any mod to show/scroll all the messages that display (way too fast and vanish...) at the left bottom corner of the screen (in map mod) ? I saw it shortly on a stream but didnt found this yet here on Nexus. Thanks for any help !
  7. I got an issue with my short favourite list here as well. I had four, including Skyrim, Fallout4, Skyrim SE, and the Witcher 3. The last 2 have disappeared and i cant add them anymore (it says they already are in my list but i just cant see them). I cant remove one either, i have an error message. Its like the whole list is corrupted and broken. Any workaround to fix this ? [Edit] : i had this since a few days, and... not sure if it fixed itself or due to some magic admin divine intervention, but its working again now. Thanks "in case of" :) Actually i hadnt Fallout4 in favourites but some other game, anyway all things restored and working again
  8. Your much welcome. The thing is that i... litteraly made hundreds of DDS in another contex, for Rfactor1 and older car simulators during more than 10 years, opening and saving every kind of DDS files (from templates or directly ingame files) after reworking them heavily too, and i ve never encountered such a thing as a color "shift" while just opening any DDS ever like it was the case here o_O Thats weird. You never stop to learn i guess... On a joke side, and about plugin Intel beats Ndivia by 1-0 then :laugh: Errr... A totally offtopic pic, containing a bunch of edited (actually fully reworked and designed) DDS. : #FeelsNostalgicMan #FeelsOldMan :ninja:
  9. Oh it did@Algabar, but not the way i expected, but thanks to your plugin version yessss. So big thank you :) So... i installed your version and removed mine and kept on trying like 5 or 6 different save format (from DXT1 to that DC7 format in its variants). I got various results, all wrong, some of them looking the same as my previous tests and some even worse with a bigger tint gap. Almost gave up untill i REOPENED the original DDS (with your plugin then) and found out a totally different result than before. (i made my new tests starting from my PSD, which have basically the (supposedly correct ) original DDS, then a layer with my little tweaking, flatening all before exporting...). So, the "stupid thing" was in the opening, with my plugin version, i either screwed up something in the opening settings (my version have more options than yours for opening DDS), or its just not working on those files, i coulnd tell. Anyway, thats how the FaceTint TRULLY looks here (i put my modification on the right for comparison purpose ^^) As we can see, we are far from that blue-ish tone that showed in my first version opened (and then) explaining that big tint gap. Nothing was screwed in the save process so.... I exported in simple DC (DXT)1, color only (no alpha), 32 bpp no compression for quality. Because... the other difference is that i got no alpha layer in the file when opening with your plugin version, so your comment on that was on point ;) ! Here is the result. hmm i might adjust my tweak on the make up like a little less but that works and, as "stupid" as it was in the end, now i know what was wrong. Thanks for you help dude :)
  10. Aaahh, finally somebody trying to help, thank you :smile: ! I was suprised nobody answered and thought an answer would pop up like "hey just get sure to click THAT parameter because blabla" but nope :sad: Looks like a stupid simple thing to me that goes wrong but i m still clueless. Thank you for the tips about the alpha channels and other textures use by the game engine. Always good to know and define precisely how they are used. (i got a better knowledge of Alpha channels than speculars and others sub use textures tbh...) Anyway, as mentionned in my question i dont get how that HUGE tint gap between the original file and my little modified file happens in.. the save process (?) (the face skin should have that very orange tone with this lighting here, just as the torso, the original have it...). Since, my saved file have the same true/full white alpha chanel ( = the tint layer should be fully opaque if that alpha channel is ever used in this case), or at least used in the same way, and give the same tone then. Sadly my DDS plugin for photoshop looks outdated, i ve heard only recently of that DXT7 format but its not in my version (DXT 1,3 and 5) v 8.55.0109.1800 from NDivia. Years back i used to produce tons of DDS for some car custom textures without any color corruption problems but there were no potential transparency involved, if its the cause here of the tint gap, which i m not sure. The whole face making in Skyrim / & SSE is giving me headaches on every aspect... I still dont get what is wrong, even if your comments makes me wonder about a few fix solution. Sorry to ask such a sounding lazy question but do you have any reliable source for a newer DXT plugin ? (a few months ago, it tooks me more than an hour before finding a working DDS plugin while i would find it in 15 seconds 10 years ago *sighs*)
  11. I want to tweak an existing and working perfectly FaceTint file for an NPC. (The face head texture and body tint match perfectly with the skin set used) I just adjusted the eye make up part in photoshop to make it less heavy and saved the DDS using DXT5 - ARGB , 8 bpp - Interpoled Alpha setting. As you can see here (jpg previews), the only difference is around the eye make up and no other color value is modified, so, unless i missunderstandand how facetint files work, the facetint should be the same and preserved. Original FaceTint DDS : Modified DDS : I dont understand since now i have a face tint global mistmatch between the head and the body like in the pic below : So my guess is that something is screwed up in the DDS saving process that change the global tint of the face (or was it in opening ? DDS facetint are 8 bits files isnt it ?) Both Previous and new DDS have the same alpha layer (plain white Alpha 255 255 255) So i dont understand. is there some normal maps option or something else i should use ? is my DXT5 format valid for Facetint files ? Thanks in advance since i m clueless after a simple modification...
  12. I totally agree with you about xEdit Taffer, while i m only using a small portion of what it can do, its very well designed, powerfull, safe and "readable", and not so complicated ;) As much as i am on the side of CG artist things by profession and nature, when it comes to do some dirty "boring" technical things i want something clean, straight to the point and handy to work with where i can do tons of edits, fast and clean, and Xedit / SSE Edit is that, totally. There a such powerfull and simple features... There is still things you cant do with it compared to the CK, i believe, but just starting with the CK ESP selection window (no resizable. ugh) you want to say "ok, no thanks, byyyyye...". :p So for now i avoid using the latest asap. Allright, as a sum up from discussions here, Form ID is the only critical thing not to deal with, as far as a save game is concerned, and for what i want to do. And you could edit everything else if you know what your doing ^^. It was my first guess from what i worked on before, but since SSE Edit would ask you to rename a record copy Editor's ID (from copy as new record ), even in a different ESP, i was wondering how sensible that Editor ID was in general... Thanks for some infos and exchange here, you never walk alone on Nexus :p :)
  13. Damn your right Taffer i get totally confused in my last post typing Form ID instead of Editor ID, which is the only thing i really care and wonder about ... and thanks for finding that in my wall of text :tongue: I often edited them before the object is beeing put inworld (for sorting the merge) After editing when in world and in save, its all what this wall of text is about... sorry for the confusion, correcting my post above in green where the mistake was...
  14. Thanks for trying to help, even if accidently here lol. And no, that was not me asking for this before... i am not really confusing the form ID and the Reference ID here (i know the concept, at least basically lets say), which works for objects and actors etc. The reference ID beeing the instance(s) inworld, if i can sum it up like this, yes ? But talking of it is totally relevant and you point out at the right thing here in my wonder since... once placed inworld, that object will have one reference ID (= one instance). So basically my last question was about the consequences of changing some records of already "existing" (= referenced inworld) objects, about the EDITOR ID specifically. - You confirm that the form ID should never be edited for such existing objects. That will break the "link" between the reference ID and that form ID for sure (sumed up with noob language...) - The answer about the Editor ID (which is the only answer i really need kindda...) is not super clear tho, or at least "final". Yes you can change it with SSEEdit (i avoid using the CK at all cost here, except for placing or moving things, and i backup every facegen files prior doing this, backup the content of my fridge and write down my last wishes testament before lol... ), but what are the consequences of such changes ? >> does modifying that editor ID will "break" the link with the existing object (the reference ID / inworld) like changing the form ID most certainly does ? - For the display name, yes, i ve tested that multiple times, hopefully, and i need it for better sorting too, inworld, this time, cos... "reasons" to be short :smile: - I avoided renaming Editor IDs so far except for a couple of things, and very recently (which were body parts files actually... silly me doing this since it wasnt really needed except for cleaning a Editor ID name of some unwanted suffixe). i m wondering about the consequences of that silly move so... - I "kindda" need to rename a couple of things (Editor ID) since i changed totally their use (bodyslide morph and nif path) making the Editor ID name totally irrelevant as it is now. But if that breaks my game doing it, i wont do that change ofc, and can live with that name since this is an exception.
  15. I m building a getting bigger and bigger merge ESP of little armor and outfit mods without any problem problem so far : I have some question tickling me since a bit tho, even if well organised and cautious doing my merge and additions (with merge plugin + SSE Edit only, no CK involved ever). I try to edit the original mod's esp often before merging, giving appropriate names for better sorting once in my bigger file, this worked well but i have a few exceptions which may needs some editing AFTER the related object is placed/given to an NPC inworld and in game because i made some changes afterwards, and that makes the name like irrevelant now. So my concern is about not leting dirty/wrong datas in my saved game if i ever make a change in the esp : - I assume the ARMO NAME (Object name) can be changed any time, it will just display in game with its new display name (this data is not saved in the save game file ever) > CORRECT ? - I assume i should NEVER change the form ID (number) (either ARMO or ARMA) since this will create a new object/reference technically. that info is saved and so the previous inworld object will just disappear (and let some dirty datas in the save... ?) > Correct ?... - i wonder if i can change the EDITOR ID tho, of either the ARMA/ARMO reference of an object, because, on second though, or due to some modifications, it really needs a more relevant name (for sorting for example, and also about its content and property etc...). So, is that EDITOR ID info saved in a save game file ? (see above form ID change that i never do...) Can change / Cant ? #Noobish question :pinch:
  16. So... it took me a while before trying this since i was busy on other things and i hadnt any fix mod for the gorilla fix installed yet so... Sadly it didnt worked : - I installed Mors Feminine Females , USSEP version ( https://www.nexusmods.com/skyrimspecialedition/mods/3090 ) I had another choice with "Opposite Gender Animations Fix" but lets say i choosed the one having a recently updated file (18th May this year) besides the fact they affect NPCs slightly in a different way. - I had 3 NPCs to "fix" : Mjoll, Iona, Jordis (poor Lydia is dead.. *cough*) - i started with the simplier case for me, Iona, the only one unaffected by AFT and any other NPC management mod i use like MHIYH, convenient horses... Iona is my housecarl, she stands in the Riften house, i never interacted with her besides talking (never made her follow etc). - I used your method while standing in front of her in Riften's house then... I disabled and marked for delete the current "version", spawning a new one with the base ID, i skipped the part about the inventory since she had her default outfit and spawned with it in the new reference. It didnt worked... She still walks like a (Bethesda) Gorilla. - I tried the same with Mjoll, i just previously grabbed all her inventory (including tempered Grimsever and all the stuff i crafted and enchanted for her), reset her from AFT (freeing her slot), she was reset with a vanilla outfit when doing so, then the same vanilla outfit again when i spawned the new "version" with your method, that still walked like a gorilla... sadly :sad: I didnt tried on Jordis but i suspect that would fail as well... In the case of Mjoll i was relieved that her relation and quest was preserved (the new copy still consider me as a friend, i can recruit her again, she would take a slot in AFT normally, i can give back her inventory etc, all that works as predicted... just the fix doesnt work :sad: This make me wonder of one thing tho : hopefully the quest/relation part is preserved, but that also means there is something related to Mjoll in my save that could explain your method doesnt work ? Would a save cleaning with Fallrim tools (?), just before rezzing the new copy would provide a working solution ? If this means to "do" her sword quest again, either for real or through console i can really afford that, and all the AFT stuff really, for a result... if it means breaking my game, well less... Kindda wondering the same about Iona since her relation as an housecarln then her footprint in my save, is also a quest thing... I m really willing to fix that.. as "tiny" as this seems, this just prevents me for adventuring with these characters more than the few quests/dungeons i made with them. I keep throwing words of doom to some unknown guy at Bethesda when i see them , this trully get me crazy *sighs* I dont mind spend 3 hours or more to fix that, risk break my game, well.. less ;( I d gladly take any help working solution , whatever it cost.. Thank you * More words of doom to some Bethesda guy *
  17. Same issue, and resolved also while updating to version 0.65.2
  18. Ah, didnt even think of console command for this :smile: I m afraid that could mess up AFT config (slots and outfit management) and eventually MHIYH and Convenient Horses in the save. Lets say... i had to deal with the problem when "reseting" some custom NPCs with a body in-game change spell (while moving in my playthrough from a UNP base to a CBBE one). Shortly : i had to reset some NPCs through AFT, not to loose a AFT slot in some cases (new slot counted while the NPC is already managed :/ ), and in some cases it would end in double entry in MHIYH (in the book of homies) after using the change body function, i lost convenient horses bought status for that NPC etc. Weird thing is that it was a case by case thing, not even dependent on the mod where the NPC came from ^^... In those cases, only the "set home" feature is accessible for MHIYH, not the sleep/work/guard schedule one anymore. weird ^^ All that happened to some ID things i m still unaware of i guess but what i understand from your post... Sorry to digress, but since your solution implies some new ID, i m just afraid of breaking the game (mods) with that. i could reset that NPC in AFT before tho, "free"/reset the Home setting in MHIYH (eventually loose full functionnality after like it happened before), buy a horse again for that NPC, thats not so much for not too many NPCs ^^ but... considering the Mods i use, could you refine, precise your solution eventually ? - My NPCs usually have two outfits sets (standard and Home), so i guess i d better grab all outfits pieces i want to give to the "new" NPC instead of using your console command. - I get it that the "markfordelete" function happens when you... save the game ? exit ? Thanks a lot for coming to help anyway ! :smile:
  19. I m blaming myself not to have taken care of this problem right on my first SSE mods install session before playing. I was vaguely remembering i could found easily some mods fixing the use of Opposite gender anim on the female Housecarl and Mjoll, and install them later etc. *face palm* Bad luck, since, i forget/wasnt aware that this data is stored in saved games once you met the NPC, installing such mods wouldnt fix them in a current playthrough. >>> is that info is still valid and/or, there is a mod that take care of the saved data too ? (i ve found a few mods that modify NPCs "use opposte gender anim" behavior, from just taking care of the housecarls, eventually Mjoll, and for some, extending to any female NPC from any race etc. All of them couldnt change the saved data problem, if i m not wrong... So the idea and question is : can i ever edit a saved game, and modify or delete that attached data to the NPC ? There are not so many after all (in my save at least)... Its eventually just either a 0 or 1 data attached to the NPC, or an entry attached just to be erased... (?) If this ever works, i guess the process would be : 1.install the mod of my choice for the opposite gender anim fix, 2. clean my save of any - gorilla looking data attached to women who never asked to be treated so badly by a bethesda genius-freak (sorry i cant resist the joke take it easy boys :tongue:) - 3. Launch my edited save, enjoy the result, talk to Mjoll, Iona, Jordis, whatever, and throw the Bethesda guy into Riften's canal for good. :tongue: Is that possible / safe ? What tool to use (Fallrim tools ?) What entry/data in the save ? Thanks for any help, i cant stand this anymore in my playthrough (lvl 62) . really.................... i mean really *sighs* ** attaching Gorilla wife to some Bethesda guy proccessing > failed **
  20. Not sure i can help since i dont know what you did like... read this post : https://forums.nexusmods.com/index.php?/topic/6531921-another-one-skyrim-update-that-is/ Did you played with the rolled back version (1.5.23 with SKSE 2.0.6) untill the skse 2.0.7 was published ? let me sum up what i did : - I had Skyrim updated to version 1.5.39 by steam, skse launcher gave me an error message , skyrim wouldnt launch via SKSE launcher anymore, its normal. - I reverted skyrim.exe back to version 1.5.23 as mentionned in the post above, ran the SKSE launcher and skyrim normally in version 2.0.6 / 1.5.23 (in steam OFFLINE MODE (!) else the exe would have been updated again. I played normally waiting the SKSE update... - TODAY, with the new SKSE 2.0.7, i just installed the updated scripts and overwrote everything from SKSE... Replaced the old 1.5.23 Skyrim.exe by the updated 1.5.39 one (that i ve made a copy before the roll back), launched Skyrim via SKSE launcher, it worked. I just noticed it was a bit long to launch the game and load my save too but nothing else. No CTD, i didnt tested more than this, just relaunched my PC and found your post ;p Not sure if it can ever help, did you reboot your PC, i dont know your mod list and other things so its hard to figure out anything. Just get sure your Skyrim.exe version and SKSE version match but i guess its should be the case by now ?... Added note : If you still have the problem, you might try to run Skyrim AND SKSE in the "old" versions as i mentionned earlier, in Steam OFFLINE mode, as mentionned in the post/link above. If THIS doenst work either, well, its hard to figure out whats wrong for you...
  21. SKSE v 2.0.7 (for v 1.5.39) is out. Here : http://skse.silverlock.org/ It wasnt like an hour ago, just refreshed the page and "pop" its on :) Going to test it now ^^
  22. The depot only contains the exe file. I've been using it since yesterday and I don't see any issues occurring. I don't know if the exe has any dependencies on the esp file (I guess not, but I can be very wrong). If skse gets updates I assume it’s as easy as deleting the exe file, let steam verify game files and download the latest exe file, update skse and continue playing. Yeah, no prob understanding how to synchro all things back with the official release once SKSE have been updated. got it already :wink: But since the core esp(s) you mentionned havent beeing updated (and we didnt reverted those yeah), i m just wondering how an old exe gonna work with those. My modding knowledge is not enough good to know that... like the game possibly crashing (or worse, beeing corrupted on saves for good...) due to the old exe / new esps mistmatch ? No prob running old exe version with SKSE untill its updated and missing those "new features" i need so much less than my installed SKSE dependent mods really... but having some saves corrupted when everything is synchro again is another matter (i got saves backups so its not a final issue, but would loose those hours played in this case, so...). You see the point ? I might speculate for bad reasons and bad knowledge tho, i dont know... :smile: Basically wondering the same than you about exe - esps dependencies. I played a couple of hours last night, with restored old version with SKSE, thanks to you again :thumbsup: didnt noticed any problem, that i could rely on the current matter of this topic at least...
  23. Thanks for posting the WORKING depot number. I tried a wrong one, got some not working 1.5.3 version and SKSE told me my version was OLDER :O instead :p Yours work fine, with version 1.5.23 then. I hate freaking forced updates on anything, now twice more. How safe is this to use tho ? i mean... when SKSE will be updated (and then we can use the new (forced :p) 1.5.39 exe, would the saves made in between "clean" / not corrupted ? I have no knowledge on that... Keeping a good record and backup of my saves before the (bloody forced :p) update. Big brother is updating your computer when you sleep :p
  24. As for the magic items (i have installed a mod removing the "Hey look i m a magic weapon/armor" effect) i found totally unlore friendly when stumbling upon an NPC and found out he is actually a vampire just by looking at his eyes (and eventually face skin but i know some mod(s) exists for it, at least for the player, not sure for NPc). I m speaking of non combat environments in Skyrim Its okay when in a cave or dungeon, because vampires would attack you straight when they see you, but it happened to me in some town, i was thinking to speak to a normal folk and when i saw his eyes i just thought "oh... that guy is a vampire, i know if i ll meet him later in the game there will be some fights or problem or whatever, thanks game to spoil me so easy". Its so stupid and totally not immersive... i believe vampires should look like normal humans in their daily routine if they show in some town and should eventually turn in vampire form when attacking. Does such a mod exist for Skyrim (SE version) ? - Eventually just a texture mod "fix" (especially the eyes...) ? - Why not more, like an overhaul of the vampire race ? Depending on the answers, that topic could be moved in Mod request if nothing exist for this. Am i the only one to found the way it works by default totally silly lol ? :ohmy:
  25. Hello, I have installed OriginoftheMagesGuildv7.3 from Giskards Cyrodiil Upgrade. There is some side quest given at the Arcane University to rebuild a dwemer Spider. Usually i'm the kind of player to enable a different quest as "active" not to be easily pointed at the quest objectives. In that case there is no arrow, great...I'm supposed to find a dwemer ruin (or dwemer ruinS ?) in the east mountains and bring dwemer artifacts. After 3-4 days of in game play of search i still can't find that (damn ! ) dwemer ruin. So : I would appreciate a STRONG TIP to find it (lets try first this instead of giving me the exact position of it, thx ;) ). I believe i've search most of these mountains, at the least the accessible parts on foot ^-^ Thank you
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