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Silvain

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About Silvain

  • Birthday 07/19/1991

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  1. Sorry can't help you with that. I'm on the other boat, my whole armor collection is CBBE so I never got into the UNP bodies. If it is anything like CBBE there may be differences in the sliders thus causing bodyslide/morph stuff to not work properly. you can test this yourself pretty easily I guess. Just open up a UUNP and a BHUNP armor in bodyslide and see how the sliders are. If the old ones are still there it should work. Though they won't use the new sliders and physics may be wonky. I'm not well versed in this so I can't really help you. To expand on what JimUpdating said in case you don't know: AE is still getting updates. Mostly for creations (paid mods) and most updates change the .exe. This causes Script extender and SKSE based mods to break more often than not. There are ways to make it less of a hassel (adress library a SKSE Framework for version independet modding) but it still is a problem. Thus disabling the automatic updates is a smart thing to do. This caused a "rift" somewhere down the line most noticeable with the original special edition at Version 1.5.97 (or so). Many modders stopped supporting the newer versions while others updated. So sometimes you find mods that are only for older versions. But most of the time there is a "NG" version somewhere on the nexus that uses the adress library thus supporting the newer versions. There is also no real consens about what is "SE" and what is "AE". Most of the time SE refers to the old pre-AE Update game version (1.5.97) and AE to anything after that. But sometimes modders call the post 1.5. game versions AE while others only call the game with creations (paid content upgrade) AE. So you need to read the read me even more than before as sometimes AE mods require the creation club content and sometimes only the game version. But even with all of that said. My Skyrim with AE was never as stable and feature rich.
  2. I think for what you want to do either would be fine. It's been a while since I've looked at LE (I'm creating an AE modlist right now) so I can't really say how much SE stuff is also available for LE. So far I had almost no mod that could not be ported over to SE with little to no work. And for those Script/SKSE mods that did not get a port I found a new SE mod that worked as a substitute (and often times were better). Most SL mods work for both versions. For a heavy modlist SE is a nobrainer. Compared to before it's way easier to create huge lists with 2000+ plugins thanks to .esl support. No real need to do huge and messy merges anymore. Concerning armors/meshes: this can get tricky I think. The basic stuff is fine. Just run the meshes/textures through cathedral optimizer and they are good to go (i.e. won't crash your game). That takes like 2 clicks and maybe a minute of letting the optimizer do it's thing. Of course you still need a working body. The plugin/esp itself should pose no problem at all. SMP stuff probably won't work. If I remember correctly the tech behind SE HDT (SMP) and LE HDT (PE) is different. You would need to convert it yourself. But haven't touched LE in long time so I don't know if that is still the case.
  3. Good to hear, I have the same issue with almost every "robbed" event. They just circle clap around my bound character and are stuck in an endless loop.
  4. Very glad to hear that. And I say it again. Thank you for everything. Skyrim was much more fun with your mods. And - even if it was just for the conversions - it was a pleasure to work with you. I learned a lot and I was always grateful for your patience. Thanks again.
  5. Sorry, no idea. Maybe conflicting hotkeys or missing a requirement? UIExtension? PO3 Papyrus Extender? I don't have a modded skyrim currently so I can't test anything and never had that problem.
  6. Hmm if I remember correctly the wheel should just work. At least I used to use it for a lot of stuff (room cleaning, poses, etc.). Dunno what the requirements for it to show up are though.
  7. Dunno what you mean by "fucked". If SL Survival does not recognize the armor you probably have some kind of conflict going that overrides the armor. If you haven't already done that, load everything into SSE and double check if nothing overwrites the armor entry. If nothing overrides it then you probably have a faulty installation of SLS or something. Can't really tell without knowing what is actually wrong.
  8. I've used these two. https://github.com/AUTOMATIC1111/stable-diffusion-webui https://nmkd.itch.io/t2i-gui Both are pretty good and easy. Webui had more options when I played around with it but the learning curve is higher. The nmkd version was easier but not as up to date as the webui version with new stable diffusion model support.
  9. Hell yeah, looks awesome. The ore search is something I'm gonna use quite a lot. I'm always having trouble finding those spots and I never remeber where they are.
  10. Oh wow I love all the new ideas and the new features. An idea for dog utility: Intimidation Scaring away enemies or men that get too touchy. Depending on the relation with Aldo he may even get jealous. Also to extend on the search functionality Ability to train him on stuff other than animals like certain alchemie ingredients, drugs, aroused npcs, mineral ressources/harvesting spots. maybe crafting stations and enemy types (dungeons?)
  11. I was so free to link to this in the conversion post. Less chance for it be buried till Monoman has the time to include it in the main mod. And thanks for doing this! I was planning on using Sunhelm for my next playthrough so you have perfect timing.
  12. I'm actually quite happy with this. Not because it's not working but because that function is broken in the latest VR Version of PapyrusUtil and causes ctd. Several mods have that problem and I don't think there will be an update to PapyrusUtil anytime soon. If you are working with references maybe you could take a look at Monoman1s new version of Mortal Weapons and Armor. It's just a prove of concept so not ready for play, but it has a very robust system to save information about items in cells. I don't know much about if and how that can work for NPCs but maybe it can help.
  13. I hope you didn't "update" from the old MWA straingt into the new version. The new version you linked is a proof of concept. Major features are missing even basic stuff like DD support. If you are fine with that all power to you, otherwise I would suggest going back to the old save where you are still on mwa 0.45 and continue with that. Also concerning your problem, I do remember that this feature (removing Food from cells) is something that a Monoman1 mod has an MCM option for. I don't remember which mod though. But it is somewhere. I always turned that off because I use a synthesis patcher to do the same without scripts and limit that to dungeons and stuff where there shouldn't be an abundant amount of food just lying around.
  14. No need to apologize and VR is the hardest to support anyway since SL does not officially support it. VR player are also stuck on SL 1.63 Beta8 (or 9 - I forgot which one) because that is the last version with a VR patch. I just keep on hoping that Ashal will update the PapUtil for VR at some point. Anyway I'm looking forward to trying this out in AE after I get bored with VR (or if I give up modding it...)
  15. Interesting and awesome, though I likely won't be able to use this for the time being. I'm currently trying out skyrim vr (using yamete redux btw - found it to be the most reliable defeat mod for vr). And this means I'm stuck on papyrus util 3.6b which I need to use because the regular one is not compatible with VR. Nice effort though. It's always nice to see people trying to improve the framework.
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