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SkyrimLL/DeepBlueFrog mods conversion to SSE


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In case it needs to be said, the updates I just released to most of my mods are for the LE version of the mods. 

 

Until I move to SE myself, I am still relying on the kindness of other people for the conversions to SE. These will come ... whenever they come. And when they do, I will post them to this thread immediately.

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Sorry, I'm not very good at English.

 

The mods featured in this thread are Skyrim Legendary Edition mod conversions? Correct? Did I get it right?

 

To install one of these mods on Skyrim Special Editon I must directly download the files you posted in this thread (those in the white box) or I must first download the respective original mod for Skyrim LE and then the same converted mod (those in the white box)?

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19 hours ago, Testificateguy said:

I converted a bunch of your updated mods to SE. I used the Cathedral Asset Optimizer (animations, meshes & textures using the "Necessary Optimization" option), re-saved each .esp to form 44, re-exported facegen data (just in case), then repacked into .bsa for each mod.

 

No testing was done, but in theory nothing would have broke anyways.  Just did the usual porting procedure like any other mod.  Hopefully they work.\

 

-Edit- Got around to "testing" and it seems that packing the files into BSAs (using CAO or manually using Archive.exe) breaks some meshes (specifically the statues) and facegen stuff.  Unpacked works fine for some reason.  I'll reupload the files again once I do a quick run through.  Never seen this type of issue before tbh.

 

-Edit2- Upload fixed non-BSA versions. Meshes look good, faces aren't grey, no issues this time (hopefully).

 

Dibella Sisterhood 2020-03-29 SE.7z 84.09 MB · 24 downloads Dibella Sisterhood Sisters 2020-03-29 SE.7z 48.61 MB · 21 downloads Alicia Painslut SL Core 2020-03-29 SE.7z 87.15 MB · 5 downloads Kyne Blessing 2020-03-29 SE.7z 75.88 MB · 16 downloads SL Dialogues 2020-03-29.7z 1.13 MB · 20 downloads

SD Plus 2020-03-29 SE.7z 25.35 MB · 22 downloads

SL Stories Devious 2020-03-29 SE.7z 56.67 MB · 16 downloads SL Stories 2020-03-29 SE.7z 92.47 MB · 20 downloads

Are you updating the scripts in some of these to check for skee instead of nioverride? or are you just ignoring inflation for now?

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18 hours ago, Balmung889 said:

Sorry, I'm not very good at English.

 

The mods featured in this thread are Skyrim Legendary Edition mod conversions? Correct? Did I get it right?

 

To install one of these mods on Skyrim Special Editon I must directly download the files you posted in this thread (those in the white box) or I must first download the respective original mod for Skyrim LE and then the same converted mod (those in the white box)?

The original LE mods are not required. Just download the posted files. The ones above your post should be good.

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1 minute ago, DeepBlueFrog said:

What is skee? first time I hear about it.

 

I am only looking at nioverride for now.

It's what replaced nioverride in Racemenu SE. All the nioverride scripts work without change, except the parts checking for versions.

I haven't been able to test inflation with my edit, and it's been a year since i last updated version checks so i don't remember if i have the syntax right.

 

For sslp_fcts_parasites.psc, this is what I did:

Spoiler

; NiOverride version data
int                      Property SKEE_VERSION  = 1 AutoReadOnly
int                      Property NIOVERRIDE_VERSION    = 4 AutoReadOnly
int                      Property NIOVERRIDE_SCRIPT_VERSION = 4 AutoReadOnly

 

and

 

return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION) && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION

 

The example i have from mods other than yours is:

Spoiler

if SKSE.GetPluginVersion("NiOverride") < 5 && SKSE.GetPluginVersion("skee") < 1 || NiOverride.GetScriptVersion() < 5

 

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Hi, I'm trying to play Wolfclub SE but was unable to do so. Do I need to have original version of Wolfclub together with this patch in order to play it? There is no SE version of original Wolfclub, and if I just install this Wolfclub SE version, the mod is not working. Such as when my PC walk to Alfred, he did approach to us, but there is no dialogue with him. Or if I try to trigger wolfclub via simply slavery auction, after the auction, nothing happen. 

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16 hours ago, zarantha said:

Are you updating the scripts in some of these to check for skee instead of nioverride? or are you just ignoring inflation for now?

I've been using Sexlab Parasites for some time on SE and have never noticed an inflation issue- then again I'm using SLIF which seems to work for most of the ongoing-ly updated mods (sadly does not seem to play well with FHU or SGO)

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5 hours ago, zwdragonbone8314 said:

Hi, I'm trying to play Wolfclub SE but was unable to do so. Do I need to have original version of Wolfclub together with this patch in order to play it? There is no SE version of original Wolfclub, and if I just install this Wolfclub SE version, the mod is not working. Such as when my PC walk to Alfred, he did approach to us, but there is no dialogue with him. Or if I try to trigger wolfclub via simply slavery auction, after the auction, nothing happen. 

This SE version of Wolfclub is a conversion of my copy from Obscure Patches, which is itself an old version of Wolfclub. 

You should be able to use it directly but don't expect to see features from the latest version of the mod (which has changed significantly in the past couple of years).

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Okay, I've been using SD+ for quite awhile now, but this is the first I've seen this. My character just made her first trip to the dreamworld and was returned to her home (the Lakeview house from Hearthfire). When she then went outside the sky was really weird, stars and kind of swirling clouds effect around a central light, sort of like the one in Sanguine's dreamworld but not exactly. 

 

I'm using Special Edition, and I just installed the update that Testificateguy posted (SD Plus 2020-03-29 SE).  I tried exiting the game,  but this weird sky was still there when I reloaded.

 

-edit-

Okay I discovered that the strange sky was actually a weather effect. It still must have followed my character from the dreamworld, since it was not even remotely a normal Skyrim weather. I was able to get rid of it by using the console to change the weather (fw 10e1f2), which returned the sky to normal. 

 

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8 hours ago, DJShamrock said:

I've been using Sexlab Parasites for some time on SE and have never noticed an inflation issue- then again I'm using SLIF which seems to work for most of the ongoing-ly updated mods (sadly does not seem to play well with FHU or SGO)

Yeah, I'm using slif too, but there's a few mods using slif, so while I am getting inflation, it's hard for me to tell which mod is doing it. and right now, my char is pregnant and full of gems.

 

It's not a deal breaker on the scripts, I was just curious. I've had to make the nio change for sgo3 and dd when we were first converting those, so every once in a while, i check on the scripts when i update mods.

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@DJShamrock and @zarantha I've been having problems with inflation too, and not just with parasites. Fertility Mode offers four different methods - body scaling, nioverride, etc - and none of them work quite right. I got good results with nioverride once but then the body bugged out and massively inflated all nodes to maximum. I don't think it's a parasites issue, I think it's more fundamental. No idea on any sort of workaround or fix though. I'm having similar problems with a variety of mods - sexlab and non-sexlab - messing with body nodes, expressions, etc.

 

@firebinder I don't think that's from SD+ either, because I've had the same problem in SSE. I'm pretty sure it's a native engine bug, either that or a conflict with the engine and a weather mod. Mine happened twice - once from exiting Heljarchen Hall and once from exiting Jorrvaskr.

I'm actually pretty sure it has to do with the new lighting engine conflicting with weather mods on interior-to-exterior cell changes. It's very rare, and not game-breaking, and goes away when fast traveling or switching weathers.

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@zarantha

I'll run a few tests (i know exactly where i have to look ;)). So far it is a promising start.?

 

Sister at springs = OK

Travelling sister = OK

Sister at shrine = OK

Sisters at temple = OK

 

Black face = No

Lighting in temple = OK

 

CTD near statue (temple) = Yes!

 

Dang! That one seems to be back again... Looking for the screenshot i made months ago. Got it:

Spoiler

Going straight up to the one in the center and its time for a CTD (five attempts - always CTD within 1-3 seconds).

ScreenShot300.jpg.717b1f959cd566bead90b09efff89406.jpg

As far as i remember there was a texture problem with the statue.

292+

 

Countercheck: My old FOMOD works. Ran circles around the statue for a minute. NO crash.

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On 4/1/2020 at 1:24 PM, daedalron said:

@Aylis  If you found the texture being problematic, could you upload the correct one here please ?

That was my plan. ;)

 

I crossreferenced what got overwritten and had something to do with statues. It might be a few files to many, but using the package fixed this CTD. 

 

€1: found the post which named the formerly broken files. Will run a test if those two are enough. Yep, works fine.

Spoiler

Never before did i get this close to the statue without having a CTD (with a newer version than 132).

ScreenShot596.png.91dd409e17b0d399190fe97f68d2c7ba.png

 

€2: Texture pack (slimmed down and now includes the textures for the dress):

Dibella Sisterhood - Textures V1.2.7z

 

 

Btw. 'Broken Tower Redoubt' (which also caused so much trouble before) works fine as well. Two or three more stations and i finally might be able to readd the mod to my beginners guide.

 

 

In case someone needs it, my load order for NPC looks atm like this:

Spoiler

NPC.jpg.24519dec932ee1d623d3b2c49560fabf.jpg

 

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It is only the two files. I updated the download for it (in post #318).

478+

 

Finally found the names of the last two locations (those were also problematic before):

Morvunskar = OK

Melka's Tower/Blind Cave Redoubt = OK

 

If those two don't CTD then we'll be fine and got a stable version for SSE.

 

Black faces (should they happen) are simply loadorder related and that is easily fixed.

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19 hours ago, zarantha said:

Yeah, I'm using slif too, but there's a few mods using slif, so while I am getting inflation, it's hard for me to tell which mod is doing it. and right now, my char is pregnant and full of gems.

 

It's not a deal breaker on the scripts, I was just curious. I've had to make the nio change for sgo3 and dd when we were first converting those, so every once in a while, i check on the scripts when i update mods.

I've been trying to use the "SGO5" (though it says sgo 4 everywhere else in the mod...) from their github and the inflating always seems to 'work' but on its own accord and is not picked up by SLIF at all. I'd love to know how to get this working (and FHU too but it might not work either) if you have any advice for that. Also, to your own query, I tend to just go to the sliders/values part of the MCM and isolate each mod being used by slif on the right (there's a drop down). That should tell you what values they are at for each body part individually, though the total is only when you look at the "All Mods" from the drop down, and that value compared to the other mods is based on whatever algorithm you're using from the general page of the MCM (tmk anyway, I am 100% self taught on SLIF and boy is it a journey haha)

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4 hours ago, DJShamrock said:

I've been trying to use the "SGO5" (though it says sgo 4 everywhere else in the mod...) from their github and the inflating always seems to 'work' but on its own accord and is not picked up by SLIF at all. I'd love to know how to get this working (and FHU too but it might not work either) if you have any advice for that. Also, to your own query, I tend to just go to the sliders/values part of the MCM and isolate each mod being used by slif on the right (there's a drop down). That should tell you what values they are at for each body part individually, though the total is only when you look at the "All Mods" from the drop down, and that value compared to the other mods is based on whatever algorithm you're using from the general page of the MCM (tmk anyway, I am 100% self taught on SLIF and boy is it a journey haha)

I've complicated the problem by using 3BA, I might have to revert back to cbbe for a while. I'm not seeing mods register with slif using morph mode, and while i see other mod presets with default, i don't see anything but slif in values and sliders. ah well. back to tweaking shit. maybe i will get to play someday. i need to find out why sgo4 has lazy dog on the scanner even after reinstalling all of sgo's requirements. I might as well work on slif and make sure everything including parasites is inflating right for me too.

 

yeah sgo4 is not integrated with slif yet. i was hoping by integrating sgo4 with mme, and mme with slif to work around that.

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@DeepBlueFrog

Been through every single location that i knew of which had issues before. Not a single problem.

 

The facegen works as intended. Visited every city to look for black faces and couldn't find one. The sisters (living or dead) were unproblematic too.

The one texture for the statue which caused crashes is also fixed.

 

As far as i can tell the mod works fine with two small issues:

 

1. Lighting in the temple.

This seems to change over the course of the day. Sometimes it works absolutely fine, on the next visit one (or sometimes more) light(s) vanish by slightly changing the direction of where you look.

Spoiler

ScreenShot600.png.dc152aa5ea11710121a658e42253ce38.png

 

ScreenShot601.png.03ffb73ad94ae5854fcdbda657cca722.png

 

2. Sister Jenna

She seems a little bit off. It is almost as if she got her own body and doesn't really use the bodyslides (which btw. was way worse with the previous body i used). Also, i almost missed that one, what clothing is she wearing? Looks like she needs a small texture patch too. Updated the patch.

Spoiler

New version (almost thought that was on purpose)

ScreenShot597.png.ad2d487d22f5dc9167bc8b117ce254d2.png

 

132

ScreenShot603.png.4b316f0a506a5b53cead46f2e340ed48.png

 

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On 3/30/2020 at 9:37 AM, Testificateguy said:

I converted a bunch of your updated mods to SE. I used the Cathedral Asset Optimizer (animations, meshes & textures using the "Necessary Optimization" option), re-saved each .esp to form 44, re-exported facegen data (just in case), then repacked into .bsa for each mod.

 

No testing was done, but in theory nothing would have broke anyways.  Just did the usual porting procedure like any other mod.  Hopefully they work.\

 

-Edit- Got around to "testing" and it seems that packing the files into BSAs (using CAO or manually using Archive.exe) breaks some meshes (specifically the statues) and facegen stuff.  Unpacked works fine for some reason.  I'll reupload the files again once I do a quick run through.  Never seen this type of issue before tbh.

 

-Edit2- Upload fixed non-BSA versions. Meshes look good, faces aren't grey, no issues this time (hopefully).

 

Dibella Sisterhood 2020-03-29 SE.7z 84.09 MB · 78 downloads Dibella Sisterhood Sisters 2020-03-29 SE.7z 48.61 MB · 78 downloads Alicia Painslut SL Core 2020-03-29 SE.7z 87.15 MB · 24 downloads Kyne Blessing 2020-03-29 SE.7z 75.88 MB · 47 downloads SL Dialogues 2020-03-29.7z 1.13 MB · 64 downloads

SD Plus 2020-03-29 SE.7z 25.35 MB · 84 downloads

SL Stories Devious 2020-03-29 SE.7z 56.67 MB · 50 downloads SL Stories 2020-03-29 SE.7z 92.47 MB · 60 downloads

Hi

 

Just a little confused about the SD+ file here. Is it a patch or a stand alone ? Does it require the other files posted on first page of the thread (ressources and addons) ?

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