Jump to content

ToxicKin

Members
  • Posts

    92
  • Joined

  • Last visited

4 Followers

Profile Information

  • Gender
    He/Him

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hmm, I tried setting TuningMode=1, entering the game, tab out, change some settings, and the game then froze when I tried to tab back into it. Just to make sure there was nothing else, I recreated the same scenario within the game, but with TuningMode=0, and tabbing out-in worked just fine (or, well, as fine as Skyrim ever works to tab in/out of). Interestingly, when the game froze, the task manager said that Skyrim only used ~50MB of RAM, but one core was fully utilized (~13.7% CPU usage on an 8-core machine). I waited for a minute, but it seemed like a thread was stuck, so I ended the process. Could you accidentally have created an infinite loop? You have the old source code uploaded on SkyrimNexus, do you have a repo of the latest code somewhere?
  2. Hey Shizof, this is some great stuff! I do have a question about something you mentioned a couple of pages back;, is TuningMode implemented yet? If so how do we enable it? ...If not, are you still planning to?
  3. You do save your slider-preset right? You can use the same preset even on a single-weight sliderset. It'll simply use the 100% weighted one, I think.
  4. I've been fairly lucky myself, never had any issues with MO Anyway, sounds good! I'll just clarify that when I said the meshes are single-weight, it's that the SliderSets only export a single mesh, i.e they don't have the _0/_1 postfix - as the originals doesn't either. I'm not sure if hair meshes (or whatever the engine consider them) can be weighted? If they can, and you'd like to make them weighted, it'd be a ridiculously easy fix to make them weighted on the Bodyslide part as well.
  5. Hey PsychoMachina, I like your stuff! I did a quick Bodyslide version for CBBE SSE, as some of the new sliders makes the base shape cover the pubic hair meshes a lot (like 'Hips Forward'). Have a play around with it! If it's to your liking, you can reupload it on the main downloads it or link it from the main post. I've included a 7-zip archive in the attachments. It contains the osd's, nif's, a single osp and a grouping xml - the group is called 'Painted Lady - Pubic Hairs'. I've set them to export single-weight, and not to include the reference shape. The Painted Lady - Color Match Pubic Hairs - Bodyslide.7z
  6. Funny you should mention that. I'm actually in the process of working on Minidresses Bodyslide conversion for the new SSE CBBE. Only done the Arch Mage, Mage Apprentice, Mage Journeyman, Monk, Necromancer, Thalmor and Warlock gear so far though. (9/~50 sets) But I can post an early build for people to test if it would be interesting. Still need to ask Tiwa for permission for real release though Edit: Dumped an early draft. Again, only the outfits above are completed thus far. I am a bit foul and have included the required textures and first person meshes without Tiwa44's permission yet - I'll let this be a case of easier to beg for forgiveness than permission. However, you can find the originals here. A few notes: Replacer version. You can find the outfits in BodySlide under the group 'ToxicKin - Tiwa44 Minidresses Collection'. This is not a final build, so please don't redistribute. I've tried to work a lot with weights and sliders to minimize clipping and getting nice looking animated motion in the dresses, but they're still in need of a lot of polish. Only Panty Zaps are available yet. The Mage Apprentice Robes have a satchel which I had some fun weighting, but now it looks kinda weird... please tell me what you think of it. ToxicKin - Tiwa44 Minidresses Collection - Beta 180223.7z
  7. I posted it as an issue, can't do a proper pull request as I can't compile and test it - I screwed up the installation despite the nice Compilation Instructions and haven't bothered since Oh, and the .xrc-file was nice, haven't really worked with WX so I didn't know it had such a dynamic setup
  8. Hey, would like to begin with some praise for the awesome updates to CBBE and BS! The new high poly body is great, the slider toggle feature is neat, and Bodyslide looks and runs better than ever! However, I have a question, and two feature requests. Question: Should we preferably use the Special Body or the Physics Body here on out when creating outfits (which are skimpy enough for it to matter)? Should we adopt one as default, so to speak? Relatively Simple Feature Request: Can we get a shortcut for the Load Preset in Outfit Studio? I use it in my workflow to test the extremes (like, a preset where breasts go from all 0 to all 100), but it's slightly annoying that it's only accessible through Slider the drop-down. More Advanced Feature Request: When loading shapes, could we perhaps make the toggle slider also work when loading presets? Currently if you want to manually include zap sliders in your presets you also have to dig into the osp-files and find the corresponding body zap and add that in your preset. It's a slight annoyance, even though I think it's currently a technically reasonable solution, so I understand if you don't give it the effort. I did however found some code that I believe should add something like this in SliderManager.cpp: void SliderManager::InitializeSliders(const std::string& presetName) { float ps; for (int i = 0; i < slidersBig.size(); i++) { if (!presetCollection.GetBigPreset(presetName, slidersBig[i].name, ps)) { ps = slidersBig[i].defValue; slidersBig[i].changed = false; } // ToxicKin added some stupid code: for (auto &toggleSlider : slidersBig[i].zapToggles) { // Somehow toggle the value here, though as it stands currently, it'll likely be overwritten later. for (auto& slider : slidersBig) { if (slider.name == toggleSlider) { slider.value = 1.0f - slider.value; break; } } } slidersBig[i].value = ps; } ... Regards, ToxicKin
  9. Taking a look at the source you easily realize it's not as easy as just recompiling. HDT uses, like SKSE, a lot of 'magic addresses' to hook into skyrim. HDT as a project is quite impressive, but going through the source it is quite easily not built for maintainability. (if you'd like some /r/programminghorror stuff, check the HookArmor header and cpp files...) These addresses are quite simply not referring to the same functions and structures in Skyrim SE 64-bit executable as they were in Skyrim 32-bit - even if the source code for the game had been the same, things would've likely moved to fit alignment as well as pointers being twice as large. If I understand the issue with developing SKSE correctly, the main chunk of development-time in these are finding which addresses are doing what by carefully observing the executable through some sort of debugger - like, at what address lies the update-method for this particular game-state class, and what offset is used for this member variable. That being said, it has been done, and can be done again. But it's not as easily as just running it through Visual Studio and bam, done!
  10. Alright, I sent him a message, took him a little time to respond, but here's the response. I believe the latest release and the one bundled with RaceMenu are the same? Hmm.
  11. There is no BBP version currently available because I'm not interested in producing that. There is a HDT and a TBBP version, between which the only difference is that the HDT have a NPC Belly node (and also a few updates as the HDT version is newer). If you want to change the TBBP output, follow through steps 1-4 and 7-9. sorry,i meqant the tbbp. i use it on the bbp Body, no difference. so ist basically oading the files in Outfit Studio, and save it as the pathto the file. sounds not too complicated. i used the Outfit Studio to delete panties and collar from the milk cuirass same way. when i am finished, i send you the files. mybe other People like replacer Version. I reckon you could just upload them in the thread. I'm redoing the mod either way (in time, still can't put much time into this little project), but well, yes, I could bundle a "replacer version" for people who'd want that with the next release I suppose.
  12. There is no BBP version currently available because I'm not interested in producing that. There is a HDT and a TBBP version, between which the only difference is that the HDT have a NPC Belly node (and also a few updates as the HDT version is newer). If you want to change the TBBP output, follow through steps 1-4 and 7-9.
  13. Yeah, you're right that it doesn't seem to be any source code available for the DLL, only for the pex-scripts. There is, however, an ini-file which may contain interesting options... Do you believe the following passage have any relevance with my (and our fellow modders) CTDs? It's available in SKSE\Plugins\nioverride.ini. EDIT: Tried it on both 1 and 2, but didn't work anyway. Well, I suppose it would've been a bit to magical to work. It still could be something reliant on those settings that makes the game crash on load of specific save files, but it's hard to tell. Should I ask Expired, the creator of NetImmerse Override, if the source is publicly available? If it could help the community with these crashes, it'd be a huge help in the future.
  14. So, if I understand correctly, you want to... 1. ...change output folder 2. ...remove HDT related skeleton nodes (Belly, Butt) Number 1 can be done either through text-editing, or through Outfit Studio. Number 2 can essentially only be done through Outfit Studio. I will explain how to do both in OS. 1. Open up Bodyslide, and press Open Outfit Studio in the lower right corner. 2. Press File->Load Project (or Ctrl+O). 3. Select CBATeraArmorSld.xml in your SliderSets folder. 4. Select the armor you want to edit in the list. Now, you got the outfit loaded into OS, and can start doing modifications to it. In the upper right, you will find two tabs, "Meshes" and "Bones". Under "Meshes" you'll find all the meshes, or shapes as they're mostly referred to in Bodyslide, that the outfit consists of. But in this case, we're only interested in bones - or nodes, which in my understanding is roughly the same thing. Without further ado, let's continue.. 5. Go over to the Bones tab, select all bones you want removed (for HDT->BBP, you need to remove NPC Belly, NPC L Breast01, NPC L Butt, NPC R Breast01 and NPC R Butt) 6. Right-click the selected bones in the list, and press "Delete Bone". Next up, you want to change output path. You do this through the Save Project dialog. 7. Press File->Save Project As (or Ctrl+Shift+S) 8. It might warn you about unweighted verticies. <- This may or may not be a problem, I'm actually uncertain. You can try to save anyway, and see if it works later ingame. For now, press Yes and continue with the saving process. 9. Change the Output Data Path so it's pointing to the directory you want. Also, change Output File Name correspondingly. If you do this for every armor, you're basically done. You can press save, but also note that you'll overwrite my originals this way. If you want to avoid that, you need to do the following: 10. Change the Display Name to something unique. 11. Change the Slider Set File to something unique. 12. Change the Shape Data Folder to something unique. However, if you do steps 10-12, you'll also need to do your own group, as they now have unique Display Names. (if you don't, people will have to check under the "Unassigned" group in Bodyslide) I'll give a very brief guide below: 13. Go into your Bodyslide\SliderGroups folder, and open CBATeraArmorGrp.xml with a text-editor of your choice (notepad works, I personally use notepad++) 14. Edit the <Group name="CBAdvanced TERA Armors HDT Collection"> to something like <Group name="MagicRealm's CBAdvanced TERA Armors BBP Collection"> or whatver you want. 15. Edit each member of the group so the name corresponds to what you previously set as their Display Name. Don't forget about the quotes! (the " ") Damn, I really suck at keeping it short, don't I? Anyway, that's roughly what you need to do. Good luck, and if you need any more explanations, I'll see what I can do.
  15. Hmm, alright. I ran the "no RaceMenu" test one more time, this time making sure all mods and all plugins related to RaceMenu were turned off, but alas, same thing: game freezes at what looks like the end of loading. But thank you very much for your help, it is very useful to know what the crash is related to! If you know anything more, I'm all ears, but I'll also try to see if can't google and troubleshoot it out from here. I'll report back if I find something useful.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use