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Deimos

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  1. Not sure if its been answered before, but whats the recommended mod for combat encounters, and is there a guide somewhere on how to trigger some events?
  2. Having a bit of an issue with the cover animation being triggered automatically and breaking scenes, is there anyway to disable that?
  3. Slight update on the issue, I think it may be linked with FSMP, as while running around with the Improved camera for 1st person, I noticed the glitching occurring for a split second when swinging weapons in bikini armor thus triggering the FSMP physics.
  4. No worries any help is greatly appreciated. One thought was that it was linked to subsurface scattering, but with Fairskin I have subsurface scattering disabled, also its not like a fuzz its a solid black distortion that is close to the edge of the skin and a bit inward on those parts that flashes/flickers quickly, I will keep trying to get a screenshot though.
  5. I've been running into this rather weird bug as of late where the texture around the outside of the body only on the player will flicker black but only in that area and not all over the player almost as if its only happening in Physics related areas, the affected spots tend to be the hips, thigh, belly, and chest, but not breasts, leg, arms, or face and not the whole part either only just a small part. It only seems to occur if an animation is playing such as Sexlab, Estrus, or idle, but it doesnt happen all the time, Unfortunately I havent been able to get a screenshot, or video of the issue as the flickering is rather fast and disappears quickly, and it's not showing up on video, attached via spoiler are the Mo2 Left Load Pane, and Mod List. A note this is on AE without an ENB. any help would be greatly appreciated. Modlist Mo2 Left Pane Load order
  6. This fixed it, though just to be on the safe side I did do the SSE fixes Racemenu fix (Memory manager and scaleform allocator to false just to be on the safe side)
  7. It is possible, since the AE version uses an updated version of both Skse (NetImmerse.psc) and Racemenu (NIOveride.psc) and could require an exact match for spacing, only other idea could be an issue with FSMP and 3ba/3bbb.
  8. Very true, since anything related to Skse had to be updated/rewritten for AE to be compatible and Racemenu was one of them, though weirdly enough most scripts even ones converted to work on SE seem to work without issue with the exception of those that interacted with specific skse based .dll's, but hopefully someone more versed in Papyrus or scripting can update it. Minor Update I did some comparisons with the net immerse and Ni overrides from pre AE and AE, and as far as I can tell it should work, which led me to look into the acutal coding of the Morph script and compared it to the Net Immerse call for the SetNodeScale Function, as far as I can tell the SetNodeScales's were all incorrect on the change process but correct on the revert process, an example SetNodeScale(akActor, NINODE_RIGHT_Foot, 1.0) (the call for resetting /healing) SetNodeScale(akActor,NINODE_RIGHT_Foot, 0.01) (the call for the morph/ amputation) I would test if this is the issue with it not working on AE but cant get the compiler to work, and for all I know this isnt the cause but it may be a good place to start.
  9. That is quite possible, though, if I remember how it worked on LE, Amputator would communicate with the Net Immerse node or SLIF which would redirect to the Net Immerse node that would be referenced via RaceMenu's morphs, that would do the actual changes, since Racemenu has been updated for AE several times along with its Net Immerse node dll. In theory the problem could very well be a missing connection tied to either the Racemenu morphing system or the Net Immerse node system, but this is just a theory.
  10. in the same boat, running 3bbb SMP for the body and it looks like it attempts to shrink the part and in sexlab inflation framework it registers as shrunken but visually its not, not sure if its just a bug with AE or something else.
  11. I dont know what I did wrong, but so far enslavement is completely broken the npc that enslaves is no longer hostile but the rest still are, also the falmer fungus no longer works as it did ( no messages, no hair loss, no skin color change) I have the other mods that work in conjunction with this and they appear fine, with the exception of the falmer growth hormones which just make the screen extremely blurry to the point I cant see or play. Update I tested with bandits and trolls, and so far they seem to work like normal but falmer seem to be the broken ones. I noticed when enslaved DFW (Devious framework) would fire with master is, but for falmer it said none same with chaurus. Another Update after further testing it appears that the faction for falmer isnt being added to the player, so the master is neutral but his allies arent.
  12. Is there any special requirements to get the Tattoo section to work I have Slave Tats installed.
  13. I'm running into quite a few issues, when using aphrodites bow it just damages and doesnt turn the npc into a node, same goes for naturally horny. I tested the npcs in the sandbox area and nothing happened, when I tried pulling mods getting it to work I got defeat to actually trigger correctly however it was just the starting text and everything was invisible. I think it may be some mods I use that cause the problems however, theres not a list of what mods are compatible and what are not anywhere to compare with. Any help would be appreciated. My mod list if it helps
  14. I tried various options to get rid of the visual blur with no luck, is there a specific setting that can be edited via TES5Edit to disable the blur as its giving me headaches.
  15. While they provide similar effects the scale for changes is a bit better with DBA and from what I've seen DBA vagina plug training alters the look without using a separate model. Though to be fair with Body mods like COS giving more control over the appearance of both orifices a simple patch to allow for support would look better, and not take up a slot. As for the tldr essentially yes the NPC root nodes are whats being altered and a direct update via nio should fix it, but thats just a temporary fix. A better option would be to show the nodes altered in a debug menu and allow for the ignoring or disabling of the nodes affected, also if and when other mods apply changes to those same nodes this could be used as part of troubleshooting.
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