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About t3h0th3r

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    Lurking in the shadows
  • Birthday 02/18/1979

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  1. Awesome! It was really bugging me out that i couldn't configure individual followers. On a semi-related note, either the VR section needs a Download section, or post this to the SE downloads for greater visilility (and the ability to be informed of filechanges). Again, kudos to you good sir!
  2. I have an idea as to why this happens but i’m not sure i can fix it: PL had the pubes on the head mesh so the hair color would match. Afaik head meshes don’t have tri files (needed for morphs). I’ll look into it.
  3. For anyone stumbling across this. Yes it's updated/working.
  4. you need to replace the meshes that were created by regening, with the original sculpted one. you have to add the pube mesh to the original mesh and order the branches it the same order as in the mesh that was created by regening. you will manually do what nifmerge does.
  5. Mfg Fix this fixes the ModifyFaceGen(mfg) console command, which is used to apply facial animations
  6. The problem was, that the original body this armor came with doesn't exist anywhere else. So there was no conversion reference or anything one could use to conform it to CBBE/UUNP baseshape and i had to manually do it in Outfit Studio where ran out of patience (it also had a lot less sculpting capabilities back then). I kinda wanted to port it to CBBE SE for SSE and VR, but the same issue remains and it never quite gets as form fitting as i'd like it to be. Probably someone who's good in Max or Blender could make it really form fitting. And whenever i see a new version pop up, i hope someone fixed the stuff i was too lazy to do Re: animated textures: iirc that only works with the meshes where the eye is separate. not 100% sure anymore though. I'm pretty much done with LE/UUNP so if you can use anything from my conversion, i don't mind if you snag it, it's not my OC anyways.
  7. Checking this out, to see if you got it better than i managed to in my rather well hidden conversion of ages ago
  8. Hey


    Pfiffy sent me over, he said he'd get you to contact me as well about the mfgfix for VR.


    Well I've got the mfgfix to compile for VR but it's got a pointer I can't find in the skse64 source code and without it t will cause a ctd.


    RelocAddr<uintptr_t> ModifyFaceGen_Base = 0x0031A070;
    uintptr_t ModifyFaceGen_Exit = ModifyFaceGen_Base + 0x7BE; // Return from ModifyFaceGen() 
    uintptr_t ModifyFaceGen_Hook_Addr = ModifyFaceGen_Base + 0x0DF;
    uintptr_t ModifyFaceGen_Hook_Ret = ModifyFaceGen_Base + 0x0E5;


    I've no idea where 0x0031A070 came from, it's not in the skse source and usually searching on google would find most references but it failed to find anything related to skse.


    I've had to add a couple of definitions to the source file and change the path to some of the others to match the folder structure I used. I also switched the skse version check to 


    if (skse->runtimeVersion != CURRENT_RELEASE_RUNTIME) 


    as it will make switching skse versions easier, normally it would be drop in the new source and compile.



  9. I'm probably a bit dense, but what do you want me to test in particular? Ok i guess it was a bit early, when i wrote that. I was tripping because SL nagged at me due to version mismatches of the DLLs... But i guess i can test basic DD functionality w/o working SL. Will post tonight when i get to test it.
  10. I know of the missing dependencies, so far i did some hacking around so DDi would load. At the very least sksevr thinks the dll is ok: checking plugin C:\Program Files (x86)\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\\DeviousDevices.dll plugin C:\Program Files (x86)\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\\DeviousDevices.dll (00000001 DDiUtil 00000001) loaded correctly
  11. Theres a fully working (read no save bug) version available here: https://github.com/Odie/skyui-vr/releases
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