Jump to content

anjenthedog

Premium Member
  • Posts

    3438
  • Joined

  • Last visited

Posts posted by anjenthedog

  1. On 5/5/2024 at 8:14 AM, KaraiValentine said:

    When I booted up the PC today, the issue happened briefly before I even opened the game or Vortex then it went away.

    Check your computer, drivers, display monitor, skyrim prerequisites, assigned desktop hotkeys, etc.

    Since it's behaving like that outside the Skyrim environment, then it's pretty safe bet to say that it's not the game. 

    • Like 1
  2. If this is a once-and-done sort of script, ie, it runs and distributes to the intended NPC pool, then perhaps a check of their inventory with a little iterated "if they got it already, don't do this" logic applied as part of the pre-distribution step (check for potential duplication),

    As follows (In plain english. you'll have to code it)

    1. Get NPC inventory (store to a temporary array or hash)
    2. Iterate over inventory array or hash in an if-then loop
    3. with the action being store one to NPC
    4. and the condition being, tested array/hash item is NOT a "thing"

    Just a rough sketch... I'm sure some can be condensed (like iterating directly over a call to whatever could get an array or hash of inventory, rather than using a dummy var intermediate)

    ftr, I'm not a modder (presumably you mean mod author) either, which is why I didn't just provide code. I don't speaka da language... or at least too little to be offered

  3. 22 hours ago, scorrp10 said:

    You can mix CBBE and BHUNP custom bodied NPCs as long as you have them wearing matching clothes.   But you can't have morphs for both working in Racemenu at same time.

    True, you can't have a character that is actually natively BHUNP AND CBBE at the same time. But in actuality, there's an exception for those who have both types installed. If you apply a CCA "transform" from one body type source to the player having a different body type, things get messy, as both ARE involved in the new creation. I have one character that is "made" from a BHUNP NPC, CCA'd wrapped over/onto my sacrificial CBBE-3BBB player. For that instance, most CBBE, 3BA, and BHUNP sliders work for her in Racemenu, although not all sliders offered seem to be recognized. (However, many BHUNP sliders normally unavailable for my "regular" CBBE=3BBB instances of player DO work with this amalgam. she also doesn't respond to all 3BA or CBBE sliders I'd normally expect to work for the 3BBB model.) As I said, it's a mess, and I wouldn't recommend doing what I did, (as I keep saying, the days of having to choose a potato body with bouncy boobs OR a shapely yet static UNP body are long over.., both are equally capable today, albeit the CBBE side having more options for clothing/armor, as well as the number of type presets and other replacers) but nonetheless, it IS possible.

    And with that, my advise to the OP or any other "newb" who's considering installing multiple body types, is still  >> Pick one or the other and play instead of configuring.

     

  4. TBH, while I'll gladly answer short questions, I'm not interested in acquiring a long term dependency. Skyrim modding requires a bit of personal investment and personal footwork. 

    You can find info on Bodyslide at the Bodyslide&Outfit Studio mod page here on Nexus. You know, the place you installed Bodyslide from?

    Yews it can be done, (installing both), but there is no need any more. Choose one and run with it. CBBE family, BHUNP, or even the more difficult but far deeper new UBE type (which, although short of armors and clothing so far,  has more support a few months after it was released than BHUNP did for the first year or so).

  5. I use both BHUNP and CBBE-3BBB (due to when I began playing and the level of progression in the CBBE model and associated resoruces at the time). It is possible, but with limitations. It requires having a separate "clothing line" for the two body types, as well as dealing with any issues that come about from various mods that share clothing with NPCs. These days (vs when I jumped in with both feet), having both is a bit unnecessary except for rare circumstance.

    Honestly, with the st6ate of contemporary models, along with a near duplication on the SMP side of things, (Both CBBE-3ba and BHUNP ARE 3BA) I don't think there' much need to chase both any more, and saves you avoiding the headaches of making it all work together.

    SO, If you want that UNP family characteristic shapeliness, but you have a CBBE framework, there are sliders in Racemenu for changing the behavior (shape) of the top and bottom ends of your player model (presuming a chick again) by injecting a top and or bottom slider amount of one of the options it offers (ex: 7B Natural, UNPB, Top MOdel, etc)

    fwiw

  6. tattoos and makeup are handled within Racemenu, not Bodyslide.

    (Edit: what makes the 3D player nude avatar) - You have a skeleton, onto which are attached body, feet, arm, and head meshes, then textures (skin) are wrapped over that mesh amalgam (like gauze applied against a wire or screen frame). And over that is the cosmetics: tats, makeup, body paints, etc. (and over that is your armor, clothing, visible amulets, etc, once you wear some)

    Bodyslide's sole purpose is to conform neck-down "body" meshes to a desired shape, determined by the Bodyslide Preset used to define those meshes. (body, foot, and hands, as well as clothing/armor items that will need to conform to the chosen body shape. Head meshes are handled outside Bodyslide, and aside from minor tweaking in Racmeenu, are in general used as they are offered ). 

    the definitive Bodyslide tutorial is offered by the Bodyslide team and can be downloaded (afaik) either from the bodyslide mod page OR via a link provided there.

    Simple use of Bodyslide is as follows (ex: build the body mesh)

    1. Open Bodyslide
       
    2. Choose a Bodyslide Preset. This preset will be the basic definition for the character's shape. In this case, choose a body. If you use CBBE-3BA,  select the CBBE-3BA Amazing body from the Body/Outfit dropdown. Anything (Body/Outfit) selected for this PRESET (Body/Outfit) will be what is processed moving forward, be it the body, the arms legs, boots, gloves, armor, shirts, whatever.
      NOTE: make sure when choosing a PRESET, that you choose one that matches to the body type for the body chosen in BODY/OUTFIT. presets come in cbbe, uunp, cbbe-3BBB, CBBE 3ba 2 and 3, BHUNP, BHUNP v2, and V3, etc., and you need the preset and Body/Outfit body types to match or things probably will  not go the way you want, since they're often incompatible or only partially compatible.
    3. Make any adjustments you want to adjust using the sliders to customize your body. After doing so, I'd recommend saving that preset under a new name to make it unique, and to make adjustment made during this session something you can come back to later. If you walk away without saving your preset, you're kinda f-ed later when you need to use that definition again, Kapiche? I generally names them to match the player instance or character I'm working on. Also helps to think about nude vs clothed variant if you're a female, since their bodies look different when clothed than when nude. (simple example: nips tend to be suppressed or even flat in appearance when wearing most clothing and theoretically anyway, ANY armor...) 
       
    4. Check the "build morphs" checkbox, (to generate "tri" files necessary for Racemenu) and press the Build button. 

    Nuanced use of Bodyslide is, of course, more complicated, but that will get you started. 

  7. Yep and great suggestion

    But like I said, you can check postscript (haha) by examining a save file. script bottlenecking *in game* usually produces evidence in the save file (presuming you didn't exit the game the hard way). Fallrim is perfect for that check, and for purging such data.

    Having said that. Elephant's is great because it can save you from a sudden ctd while frolicking through some field way out in the wild, while blithely "having the best Skyrim walk-about I've ever had". When you feel a little sluggishness, fire it up, verify, and if needed get to a safe place.

    • Like 1
  8. +1 for Elephant's script latency tester.

    FWIW, when I run it, I usually just have it output to the screen as a status monitor. If it stays within the ~70-90ms range, all's well, but once it climbs above that (sustained), it's time to fast-travel (or otherwise get there quickly)  to a quiet player home or a cave (that exists in another cell) and idle a while. Once the latency time falls back to a reasonable level, make a save, clean that save using Fallrim and purge any unattached instances and undefined elements, as noted by the Fallrim status report generated during file open. Then open that cleaned save file.

    Note: While running the latency tester, if you open a menu or otherwise suspend play, the next value produced by Elephant's, just following return to game will be high, so don't panic. (it will include however long you were idling in the menu/etc)

    And as to any question of "how can I stop this from happening altogether, gd it, it bugs the f out of me!", well, I'm right there witcha, but at least in my experience, I don't think that's a practical stance. Irrespective of the perfection of any mods we choose to install (or not), glitches happen sometimes, that can cause things to go off course. Little to do about that outside not playing Skyrim 😉

    (not talking about mods that routinely cause issues... for those, I think that one ultimately has to question, "am I wiling to cope with the issues this mod brings, because there's something special about it something else won't offer?" )

     

    Oh, and how can I tell a mod is causing script bottlenecking? Well the first an foremost way I can see is checking the save file using fallrim tools. If it reports any unattached instances and undefined elements, then an examination fo the entries will indicate which mods, or more precisely (I think) which plugins they are associated with.

    In addition, any mods that have MCM entries for "polling time", that you've cleverly set to their lowest settings for "maximum realism", well among whichever others are clogging the game's veins, those. A few dozen mods polling for data every 10ms or less, can end up creating a backlog, or at least contribute..

    • Like 1
  9. Not sure if it exists, but the thought passed my empty space between the ears today, while scrolling through the myriad "AI hawtee" offerings YT has suddenly decided to flood my feed with in the past day or two, looking for the kind of content I usually watch and usually expect, (science-related of all kinds. machinery, history of all kinds, politics, general "outdoors", etc etc)

    I'm really clueless about how it all works, so it probably wouldn't, but fwiw...

     

     

  10. Well, I finally updated from the old Project Proteus to Proteus  today. Created a friendly NPC to see how it all works, but when I went to edit her, using the Proteus wheel to change the voice (Proteus glitched and generated a male voice for a female NPC import), I found that the NPC Wheel entry does nothing.

    Am I just being dumb? Anyone have a good idea, some insight, shared frustration, or similar?

    Playing under Skyrim 1.5.97 true (not downgrade)

     

    EDIT: And yes, all dependencies are installed and up to date, and Yes, I have searched elsewhere for answers. 

    thnx

  11. Afaik, UNP isn't quite as flexible as the CBBE family of bodies in terms of available sliders for the body type (governed by its own UNP/UUNP handler) , or the advanced child version(s) of UNP, ie, BHUNP, so it's handler may not include sliders for adjustments that we'd take for granted using the newer body types.   ... So, as TheVampireDante suggested, the breast adjustments under the  body scale tab may be your best option.

  12. via forge idk, but Proteus allows me to rename items after I've acquired them (by whichever means), fwiw.

    edit: that is, I supposed you could try to maintain the illusion of immersions by envisioning using proteus (or similar) as a "finishing" step in your "manufacture", like sending it to the paint shop, or having a freshly machined part polished

  13. fwiw, since the direct query has already been addressed by others (afaik), I got the mod bag of trash to deal with that crap, so there's always that "Avenue of Resolvement" as well. Saves cluttering Skyrim with dropped junk that might not be included in the normal purging associated with periodic cave/ruin/home resets processes, and if you configure the mod to pay out, (by default just deletes what you put in it) a bit of coin as well.

  14. FWIW and take it as you like...

    One thing(s) you can do to reduce bottlnecking is to turn off as many optional mod status message and/or logging generators (aka "debug mode" and so forth)  as possible in their respective MCMs, and stagger loop times for those mods employing them. (update <every N ticks>). Also, reduce the land-scope of any mods that use range-of-operation, like SMP, to reduce the likely loading of resources for character outside the immediate area. (ie, why should a guard located 500 ft away have SMP bouncy bouncy?)

  15. If I understand you correctly, you are wondering which category you find castles (and similar) in either your installed game Or Nexus

    For the installed game, if you're using vortex, open the mods tab, then use the column labeled  Category

    - Not sure how mod categories are handled in MO2 though so if you use it someone else will have to pipe in.

    Depending on what type of castle addons you're actually looking for, from its dropdown, menu you can try Player Homes and/or City, Towns, Villages, and Hamlet to start. I suppose it could also fall under more obscure heading like Ruins or Locations, but I think the first two are more likely.

    For Nexus, much the same, using the website's Mod Categories selections, since the options for mod categories on the website conveniently match the categories column used in Vortex (I believe)

    ok, good luck.

     

  16. I agree it'd be cool.

    Having said that, and since it's not that way at present... (and fwiw), I can offer a few suggestions for filling out your experience "as is" until such a time when it is covered by one universal cooking/gardening mod. (which I suspect may be quite a ways away)

    Afaik, Waterview in Skyrim, Waterview Cyrodil, and Scenic Lodge  player homes add a few recipes and plantable ingredients if I'm not mistaken (also have oven, churn, cutting board, loom, dedicated cheese making, and several other useful gizmos, in addition to the regular tools like spit, alchemy station, enchanting, etc). fwiw, the author has 5 other homes that likely have similar full breadth in workstations, and based on the mods I list above (which I have installed) they likely have as full breadth a kitchen.

    Also if you can find it (sadly deleted from nexus a while back), look around for a copy of Better Foods, which, although I can't read a description any more (since it was deleted), provides both more ingredients and (I think) additional recipes.

    Mushroom Soups SSE provides.... mushroom soup recipes. (Magic, stamina and health buffs)

    And a reasonable companion (imo) for expanding a given location's gardening size is Farm Everywhere Enhanced (has a limited but useful set of culinary plantables), and its tool can be used almost anywhere to generate a plot. No additional recipes, but the ability to expand a garden size beyond its "native" player home's plots can imo/ime be useful. For instance, on one of my player vectors (I have six or seven players) I have one property where I grow 2 rows 16 plants in total of crimson nirn root...very nice for damage potions.

     

     

     

    • Like 1
  17. FTR, graphics drivers are relatively up to date (haven't performed an update in ~2-3 months,  but like I said, this has been happening for several years)

    Weather - "cloudy", if it were the real world I'd say "A storm is approaching from the <insert direction>, it'll be here in an hour or so and it looks like we ought to close the windows upstairs" weather, but that kind of weather seems almost normal in Skyrim. brooding, some low level clouds passing by underneath the main formations... 

    BTW, Most of the sky in those two snapshots above is 'accurate'. It's foggy/low-level clouds below, which is why there's so much light gray in the lower portions of the sky (Mountains are only outlines). 

    time of day doesn't seem to matter. could be morning, noon, late afternoon or well into the evening, but I don't pay a great deal of attention at the darkest hours, so the dead of night I'm not sure.

    I'd also note that early on, it was one reason I redid the file validation thing. It didn't solve it, so resources seem to be in place., it's just some other code is interfering. 

    It *appears to be the affected layers either not displaying the intended images, the code responsible for iterating/morphing/generating those images breaking, or perhaps a stupid alpha value being in error. Or maybe that's the way it's supposed to work, (to emphasize long distance visibility issues under inclement weather?) I really don't know.

     

  18. 11 hours ago, 7531Leonidas said:

    I could swear that I have seen this before, but I just can't remember when/what.  Do you run Majestic Mountains, especially in conjunction with the lightside/darkside underlayment?

     

    No majestic mountains. the reference to "lightside/darkside" sounds vaguely familiar though...maybe from a community shaders addon, not sure

  19. 20 hours ago, AaronOfMpls said:

    Hmm...  Have you checked your graphics drivers already?

    I would have except this isn't constant. This is a random and  *intermittent* issue, not a static one that one might associate with a 'firmware' or ~similar (GPU driver) issue.

×
×
  • Create New...