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labradoorhandle

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About labradoorhandle

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  1. Thanks for sharing Outlawer, appreciate it. Some minor clipping yes but it's understandable. theMilkDrinker made it such a perfect fit to TBD this is a really tough one to convert by anyone other than maybe the man himself. Only need the textures folder, install this mod and just drop it in from the original.
  2. Any chance you could share your 3BA conversion? That armor is a bit too complex for the quick and easy conversion method to work with satisfactory results unfortunately. Judging by all the unfilled requests in the comments section for a conversion no one else has had any better luck with it either. There's an BHUNP version though but even that is only partial.
  3. Thanks. Guess that was hoping for too much, oh well just started adding SMP gear so it's easy to do that as I go.
  4. Is it possible to change some setting or two so SMP is only active for say hair and cloaks?
  5. I'm fairly certain keywords are identified by formid not their actual name. So adding a new "SOS_Revealing" keyword to your mod in order to make it stand alone shouldn't work. It wouldn't match the original one in SoS. Are you sure you removed the master? Well, there might be some fallback function to check the string name instead so I suppose it's not impossible. As for adding armor in batch in game you could use papyrus and a function in the SOS_Data script . Toss all the armors in a FormList and then iterate through them running "AddRevealingArmor" on each. Probably want to add
  6. Riding NPCs are excluded through conditionals on the aliases. It's faster than doing scripted checks. Currently using IsRidingMount to exclude anyone mounted. Haven't had any problems myself but don't use horses or other types of mounts for NPCs/followers myself so it's not tested much. There's another condition IsOnMount that easily could be added as well if something slips through the cracks.
  7. The SexLabFramework source says the effect is a shader SKSE64 says QueueNiNodeUpdate works on meshes and textures So my (very) uneducated guess is that it wont. You do a quick test by running the "setnpcweight" console command on any NPC with stuck stickiness. It executes an update similar to the QueueNiNodeUpdate I believe so if that gets it off this mod might too. Never bothered esl-ing my simple hacks since I've yet to get close to the mod limit. I clicked some buttons in the Creation Kit though and it spit out this, let me know if it work
  8. View File NiNode Updater / Botox invisiblity and hair fix WHAT This mod applies the SKSE QueueNiNodeUpdate on female NPCs. WHY It seems to fix the problems with Botox NPCs turning invisible or having hair parts misplaced on their body. See attached images for examples. HOW Automatically - Every female NPC in the cell is refreshed at the interval set in the MCM. Manually - Pressing the assigned hotkey will refresh the currently targeted NPC. If none is selected everyone in the cell is processed. PERFORMANCE
  9. Version 1.0.0

    360 downloads

    WHAT This mod applies the SKSE QueueNiNodeUpdate on female NPCs. WHY It seems to fix the problems with Botox NPCs turning invisible or having hair parts misplaced on their body. See attached images for examples. HOW Automatically - Every female NPC in the cell is refreshed at the interval set in the MCM. Manually - Pressing the assigned hotkey will refresh the currently targeted NPC. If none is selected everyone in the cell is processed. PERFORMANCE In automatic mode the NPCs are only processed once per cell-visit by the help of custo
  10. Of course they can, if computers couldn't verify data integrity they'd have little use. It can be too costly to implement due to things like development or processing costs though. In the case of Fallout 76 it's likely easy to implement a basic block. Remember they already added functions to both the Fallout 4 and Skyrim SE executables to look for specific content - creation club assets. So it's not like they have to put effort into figuring out something new. Just modify that code to look for the presence of overriding Textures or Meshes folders instead and disconnect the client.
  11. Unfortunately, I suspect Bethesda will strike down on that as well since mesh and texture replacers are what's sold in the atom shop. Nexus already got uploads that offers exactly the type content they want to charge for like the vault suit reskin and new hair color mods. Bethesda needs a revenue stream in order to keep Fallout 76 running and stand by their plan to offer free DLCs so this will most certainly register as a problem for them. There's also the potential for cheating by using glowing textures or rescaled meshes making resources, mobs or players easier to detect.
  12. Did you try this posted earlier? I recommend setting up a save where you have a mix of both unique male and female vampires mixed in with random NPC spawned to test changes with. "tdetect" in console will prevent them from attacking you and will help to set up the save as well as later load it to check progress without getting killed.
  13. Just because it's technically allowed doesn't it's not a "bad faith" move. If the creator is still active and you start releasing patches that modify or convert their work against their wishes don't be surprised if the mod gets pulled or the author stops modding altogether. Making strictly conversion patches for abandoned mods where the author no longer can be reached is a different story though.
  14. What about GetDialogueTarget and GetLinkedRef (matched against "FurnitureSpecial" keyword)? No idea if this works just remembered looking them up way back for something.
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