Jump to content

foreveraloneguy

Supporter
  • Content Count

    1,184
  • Joined

  • Last visited

3 Followers

About foreveraloneguy

  • Rank
    Creepy old guy
  • Birthday 06/27/1964

Profile Information

  • Gender
    He/Him

Recent Profile Visitors

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

  1. bsa files work the same as they always have; the bsa has to have the exact same name as the esp/esm/esl or it won't be loaded. A bsa with something like a "mod - textures.bsa" won't be loaded unless it's added to the resources line in the ini. Even the base bsa files require this, which is why the skyrim.ini includes this: sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Pat
  2. You can try doing a clean up in defeat. Some have said this happens if defeat is not absolutely last in your load order. Otherwise, use an earlier save or install DA and use the reset feature in that, like DBF said.
  3. Going back to piercing madness, where only certain mods are supported via hard coded object IDs in the scripts, why not handle piercings the same way that hair is handled? If I could generate a json for a set of piercings, that make things a lot better. Might even be possible to automatically generate the json file via an xedit script based on the body slot.
  4. Open the ARMA record and add the slots for calves and forearms.
  5. Further woes with my Hormones conversion: Has anyone tested the scaling hormones with SLIF on LE? Because on SE, I get some scaling after sleep, which is then almost immediately lost/reset to 1.0 base within an hour of game time. I noticed some changes in the math to calculate the scaling, and I'm wondering if this could be related to what I'm seeing. Everything else seems to be working in my conversion, including the integration with YPS.
  6. New. Started 3-4 new games and had the same symptom each time. However, I think I may have sussed it out. After recompiling all the Hormones scripts again, this last new game isn't showing the issue, so it seems it was related to Hormones YPS hair control. I may start another few games just to be sure, but this looks promising. It's a bit odd that the problem didn't show up until I installed yps tweaks and survival, but whatever. Now I need to figure out how to get devious followers and survival to play nice together without turning nearly everything off in one or both mods.
  7. What I can tell you is that tweaks is overwriting everything and that the plugin for yps is after sls.
  8. Yes, on a couple of play throughs. I should also mention this is with YPS 6,2,1 on SE.
  9. With the yps tweaks installed, yps is broken when it comes to head hair. Pubic works fine, stuff is enabled in the SLS menu, but if I use shampoo to change hair styles, the hairstyle never updates. I can go back and forth between braided/ponytails ok though. The same is true for using a hair growth potion. I get the message about my hair growing, but the hair on the character never changes.
  10. Are the EFF script changes required? If so, there's a typo in eff_core. You have a check for skyui.esp, but it should be skyui_se.esp.
  11. Continuing my saga of working towards a hormones port that could be released, I got scaling based on activity to work, but I'm not able to get hormones to detect pregnancy for SGO. What I'm seeing in the debug is this: [02/08/2021 - 10:37:47AM] warning: Property GV_blueShiftColorMod on script SLH_QST_ConfigMenu attached to _SLH_Config (6500489E) cannot be initialized because the script no longer contains that property [02/08/2021 - 10:37:47AM] warning: Property GV_baseShrinkFactor on script SLH_QST_ConfigMenu attached to _SLH_Config (6500489E) cannot be initialized becau
  12. Depends on the ARMA record. If the mesh entry is marked as weight slider enabled then you need a _0 and _1 mesh. If the entry is not weight enabled, then it just needs to point at the mesh. Spaces in the name don't matter.
  13. Thanks! Can I get the list of mods need to compile? But as far as adding that as a FOMOD option, it would only make sense for SE due to different morph names, and some morphs no longer requiring a negative value.
  14. Does anyone have an environment that let's them compile _SLS_InflatePotion? I'm trying to compile for SE after updating a few morphs, but can't get past a couple of errors. But if someone could compile the attached script, I'd appreciate it. _SLS_InflatePotion.psc
×
×
  • Create New...