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  1. Hello I do not consider myself a modder but I do know somethings about voice generation - still a noob tho. But I tried making a vomprehensive guide for it For experts and beginner alike I am creating this so we have something to look/guide us if we return after taking a long break from gaming/modding. This is not only for one of the most famous mod "Dragon Born Voice Over-DBVO" but also voice generation in general. 1. Extraction of dialogues I find Xedit .pas scripts to be most effective and nigh perfect for this job. You can extract both mod files dialogues and DBVO dialogues 2. Generating the voices Today thanks to AI we have many options nowadays Elevenlabs is almost obsolete thanks to QwenTTS. I think many new or old modders will generate voice mods of next generation in recent times. The hurdles a.) .lip generation - .lip file is a animation file which tells how the character's mouth moves You can get it here https://www.nexusmods.com/skyrimspecialedition/mods/40971 or https://www.nexusmods.com/skyrimspecialedition/mods/17765 (its inside its subdirectories) How to ??? ---->> https://github.com/Nukem9/FaceFXWrapper b.) .wav cannot generate workable .lip files. This is because the program will only work on 16Khz mono-channel audio. ffmpeg can do it in. For reference even in dual core CPU from 15 years back it could convert 10,000 files in around 20 minutes. For modern CPU its barely a problem. c.) Then later fuze both as .fuz file and characters will move their mouth with voice. (Don't make final .fuz with 16khz mono channel audio its a lower quality voice) The most famous option for Voice Packs generation is XVASynth. BUT I can bet that it will change soon because of voice cloning can be done in around 1-2 minutes. I created femaleelfhaughty voice clone in around 2 minute using Nvidia 3060. Why even in our community where people have absurdly powerfull PCs we don't have good Voice Packs?? Because XVASynth the most used option for voice generation has problems 1. with its .csv handling. its delimiter is commas `,` its a legit problem 2. Every Voice is generated for every voicetype. So if a mod has line for Ysolda saying - "Wanna buy my skooma?" The said voice line will be generated for every voicetype by XVASynth's logic. And this makes process around 10 times more longer. Its a headache to deal if voice contains around 100,000 voices (this number is actually on lighter side!!) 3. the .lip generation - For newbies who use XVASynth it produces .fuz for every file along the way so the lines per second is not that high (1.2-2.8 even on high end PCs) nor efficient at all and it takes stupid amount of times like 2-3 days of constant pc running. Because it produces the .fuz for every single line individually. What I do is make a unified cache of .lip and use .lip for every voicetype there is so it cuts production time of voicepacks to around 90% (2-3 hours only) - it has problem because no 2 voice types has exact same voice length but people never noticed until now, so they never will until someone spilled the beans. Oops. I actually believe with full faith that in near future people will use newer AI models for voice generation as its so much more expressive its not even a joke. Now lets tackle the elephant in the room the DBVO voice packs IDK why people think its a strength that DBVO picks up dialogue lines as voice lines but its a headache the only benefit it provides I think is if 100 mods have voice line `What?` so we don't have to generate `What_.fuz` 100 times Its a mess - I do not care how many I offend but its a fact. Anybody can extract the voice lines and make voices but the GOD-DAMNED naming is awful it has many limitations 1. first DBVO voice lines cannot have long lines. if your skyrim is installed in Drive://directory/sub-directory/sub-sub directories/TES - Skyrim - Anniversary Edition the DBVO will have a long address to fill the fragile skyrim world and it can, no it WILL crash the game. 2. "the character handling" many mod authors sometimes use fancy characters (i mean « » * < >) in mod - which itself is not a problem perse but DBVO bugs out here. 3. From what i can gather some experienced Mod authors are using normalization to tackle this which is fine but from what I can say after experimenting with it is -> `!` is allowed but `? * < >` is not -> ` ` space is not allowed. -> `()` is allowed -> `[]` is not allowed actually except normal brackets `()` no other parenthesis is allowed. Character will stay silent -> leading spaces ` What is your name? ` `What is your name? ` `What is your name?` `What is your name!?` all 4 are different -> every not allowed character has to be replaced with underscore `_` -> parenthesis are just not consistent. I think even this guide `https://www.nexusmods.com/skyrimspecialedition/articles/12180` is not complete as it misses so many things. Even i don't understand clearly. But its for a fact that some lines will not get voiced no matter what you name them the game is essentially blind to it simple technique I do is just use a script to make DBVO fix and just replace all the damned parenthesis with nothing so game at least sees the text. it does at least voice every single dialogue then "No I will not release that as I cannot maintain such a project. and it will render all existing voicepacks useless." Thank you for taking time out of your day to read this If this helped you in anyway I am glad Feel free to ask anything here. If I can I will answer. If I don't I just could'nt wait a few days. Thanks.
  2. INTRODUCTION Skyrim VR is aging. The SKSE site lists the different game versions, and Skyrim VR is the oldest and no longer receiving updates. This is good, in the respect that Bethesda won't change anything about the game that breaks mods. But it's also bad because mod developers are not making mods that are backwards compatible with the VR version. In this list, I'll provide exact versions and URLs for where to find the mods I use, if I can. Some of these are no longer available. Ask me if you would like the version I have. If I get enough requests, I'll put them on a cloud drive. LEGEND 👄 means Adult content ♀️ means female main character content ♂️ means male main character content INSTALLATION Start with a fresh Steam install of Skyrim VR. Ensure you have no files in "My Documents / Save Games / Skyrim VR" or "Skyrim Special Edition". We're starting clean. If cloud saves put games back in, that's ok. Run Skyrim VR once, as is, without any mods, in SteamVR. This will create and populate "My Documents / Save Games / Skyrim VR" with some files. CLEAN MASTER FILES This could be considered an optional step. Some modders swear by it, others never mention it. I've done this both with and without cleaning and I honestly can't tell the difference, which is why I call this "optional". This is the YouTube video that I follow. Everything you need to know is in there about how to get SSEEdit 4.0.4, configure it for SkyrimVR, and how to clean the files. I'll post some notes about this below the video. I also don't have an opinion on when to clean. Before you start Skyrim? Before your first save? After? I will leave that up to you because I don't think it makes any difference. NOTES: At this point in the video, he's just a little impatient. Dawnguard takes a bit to load and the offending line will show up in red if you let the application work for a moment. Autoclean Update Autoclean Dawnguard Manually clean Dawnguard - Cell block 5, sub-block 3, in the RIGHT HAND pane, 4th column - remove "RiftenRatwayZone [ECZN:0009FBB9]" - Cell block 2, sub-block 1, Guard - remote the whole record - Cell block 8, sub-block 1 Test - remove the whole record Autoclean Hearthfires Autoclean Dragonborn DO NOT CLEAN SKYRIM SETTING UP VORTEX Install Vortex. If you prefer another mod manager, that should be fine, but I've only used Vortex. Use Profiles. This will keep your mods and save games in sync. Maybe you want to be a breton today, tomorrow a khajiit. By using profiles, you can switch between them as if they're separate installs. NOTE: you cannot change the settings of the mods, just whether or not the mod is installed, so keep that in mind when configuring later in SkyUI. Take note of your profile's ID. It is used for where your save games will be written to. For example, mine is "SkS-j0XPh" and so my save games are written to C:\Users\corysia\Documents\My Games\Skyrim VR\Saves\SkS-j0XPh. If you have trouble saving your first game, it may not have created that directory and you'll have to do it yourself, and then save. I've only had that happen once, but it's easy to fix. My Steam Library is on D:\Games, so Vortex needs to be configured to use the same drive. In settings, under the Mods tab, I set my staging folder to be "D:\Games\Vortex\staging\{game}" and set Deployment Method to "Hardlink". In Settings, under Download, I've got my Download Folder set to "D:\Games\Vortex\downloads" SET UP SKYRIM VR FOR MODDING Start Vortex. When it first starts, it may need patching and provide a number of alerts in the upper right corner. For loose files, just press 'fix'. The rest we can ignore for right now. We'll fix them as we progress. Visit SKSE and download sksevr 2.0.12. That's the version for Skyrim VR. On the SkyUI VR GitHub page, you'll find SkyUI 1.2.2 Skyrim VR Tools 2.3-BETA UIExtensions 1.2.0 Install Fores New Idles in Skyrim [Required] FNIS Behavior VR 7_6 XXL (Optional) FNIS Creature Pack SE 7.6 if you are going to use creatures (I do) (Optional) FNIS Spells SE 7.0 (I don't use this one) Configure FNIS in Vortex to auto-run. Go to the Mods tab and then click "Configure FNIS" along the top menu bar. Be sure to check the Skeleton patch, as we'll be needing it shortly. Also, if you run Fores by hand, it may repeatedly bring up this "Create a shortcut" menu. If you read the message (I didn't, for the longest time! ), if you hit [Cancel], it won't ask you again. 👄Install SexLabFrameworkSE_v163_BETA8 because this is the last version that still supports VR. Install the SexLab VR patch beta8 38-test, tell Vortex to load after the SL framework Install the SexLab VR patch hotfix for v38, tell Vortex to load after the previous patch you just added. Install XP32 Maximum Skeleton Special Extended (XPMSSE) 4.80. This is what we needed the checkbox in FNIS for. For options, I select the following: Skeleton - Physics Extensions Character Creation pg 1 - Racemenu (we'll install that shortly) Character Creation pg 2 - Out of sync Animation Variants - none for everything First Person Animation - none Mounted combat animations - none Compatibility pg 1 - 👄Schlongs of Skyrim (we'll install shortly) Compatibility pg 2 - none, I don't use Deadly Mutilation Compatibility pg 3 - none, I don't use Enderal Install RaceMenu Special Edition v0-4-9 This specific version. Install RaceMenu VR 0.4.14 Delete skee64.dll and skee64.ini from <your_steam_install>\steamapps\common\SkyrimVR\Data\SKSE\Plugins NOTE: When you install the next mod, you'll get a warning about deleting 2 files. It's OK. Install PapyrusUtil VR 3.6b. NOTE: This version does not need the Address library When prompted, override SexLab with this version (in other words, Load After) VR Address Library Papyrus Tweaks NG Install VRIK Player Avatar v0.8.1 Build 28. NOTE: If you're going to play the vanilla introduction and not use Realm of Lorkhan as I do, disable these VRIK mods until after your hands are freed. (Optional) Install VRIK Rift-Index-WMR Controller bindings. This will remap some of your controller keys. (Optional) Install Arctal's VRIK Tweak, tell Vortex to override VRIK. 👄Install HDT-SMP VR (Skinned Mesh Physics) for Havok breast physics. Install BodySlide and Outfit Studio v5.5.2 Options: BodySlide and CBBE Body Physics, RaceMenu Morphs for CBBE Install Caliente's Beautiful Bodies Enhancer - v1.6.2, tell vortex to override BodySlide when asked Base Options: Curvy, ?None, Vanilla, Face Pack, Thin + Trimmed Brows Optional Features: check everything 👄Install Schlongs of Skyrim for VR 1.0.7 Default body, Hairy, and all addons Load after XP32 Install Fuz Ro D'oh VR Run BodySlide Studio. You'll want to check the meshes checkbox and the "Build Morphs" checkbox, then press "Batch Build". You'll get another dialog box asking about which sliders to choose. I select ?"CBBE Body HDT" which will make my character nude when undressed. There are other options for Undies, etc. On the next screen, you'll also see a list of outfits and you need to pick a shape again. Here, I choose CBBE Physics (I'll try to grab a screenshot next time). It should generate morphs for 292 items. OPTIONAL PRE-GAME MODS These are some additional mods I typically start with prior to creating a new game. Achievement Mod Enabler to enable Steam Achievements Install Realm of Lorkhan v.3.6.1 Install Realm of Lorkhan - Unbound patch (Optional) Realm of Lorkhan - No Shards No Starting Spells No Racial Starting Spells KS Hairdos SSE CREATING A NEW GAME In this section, I'll describe how I configure these mods from within the MCM. I won't go over all of my personal settings, but I'll call out some important ones. In the end, you should set it up the way you want to play. (Optional) Disable RaceMenu while you initially create your character. I do this because I just want a Breton. After you create your character and make your first save, you should re-enable RaceMenu. I find Race Menu too hard to work with in VR. Leave it on if you want the full functionality of it. Start a new game and create your character. I have found that when I try to switch from Male to Female, SteamVR locks up and I see my harddisk running solid for a bit. Sometimes I have to restart, other times I can just wait a bit and the female model will eventually show up. It didn't used to do this, but I am running in to this often now. Just be patient and keep trying if you're going to play a female character. After your character, configure VRIK. Go in to your Magic menu and select the VRIK Calibration Power. First, go with "Headset Height". After the power cooldown delay, go in again and choose "Default". I'm 5'3", so I then choose "shorter" a few times to get me at the height I want my character to be. Finally, choose "VR Scale" and then done. You can now unselect the VRIK Power option. Next, in the MCM, select VRIK. Under Controls, I like to check "selfie" and set the compass to "left hand up" so I only see the compass when I look at the palm of my left hand. For SexLab, first you need to choose Install and then exit the MCM. After it is installed, go in to the MCM again and under VR I like to choose "Lock view to body" and then I usually prefer to "disable 3rd person" so it's all 1st person. Under Animation, if you want creatures, turn that on and then exit the MCM. You'll get two notifications that Creatures is installed and you have to wait for both of them before the MCM will respond again. Go back in to Animation and set your preferences. If you want aggressive animations, be sure to set them to be allowed here or you'll get messages later saying how they were blocked. Under voices, I change my voice from Random to a voice I prefer. For NPCs, I set them to reuse their voice. Quit out of the MCM and save your game. Now is when you verify that your saves are going in to the correct subfolder. In my case: C:\Users\corysia\Documents\My Games\Skyrim VR\Saves\SkS-j0XPh Re-enable Race Menu if you turned it off. These are the core mods I start with. The rest of them are Quality of Life changes, adventures, and bugfixes. I'll continue to update this post periodically. QUALITY OF LIFE MODS In this next section, I'll list out all of the mods I add just to improve Skryim VR. Amazing Follower Tweaks SSE 1.66 - lets me turn anyone in to a follower and gives me the options to give them more commands than the default game. Audiobooks of Skyrim - I love to read, but not in VR. Audiobooks of Skyrim Gopher Collection 1 - Audiobooks read by Gopher Audio Settings for Audiobooks of Skyrim - gives a separate volume slider for the audiobooks. Be Seated v4.2.5 - really fun one where you can sit at a bar in an inn and order a drink and they bring it to you! Note: I have no luck with beds, I get stuck in them, so I disable that. Requires Skyrim VR Tools The Unofficial Skyrim Special Edition Patch v.4.2.6 - later versions won't work with SkyrimVR requires SkyrimVR - USSEP Compatibility Patch Campfire - a complete camping mod - My Breton is a forsworn, so she should be able to make basic bows and such in the wilderness. Papyrus VR should override Campfire. SexLab should override Campfire. We want PapyrusVR to be the latest Papyrus engine. Carriage and Ferry Travel Overhaul - More options to where the carriages will take you. (Optional) No Fast Travel - I'm using VR and a treadmill, I want to have to walk or pay for a ride. Crouch to Dodge VR - You'll break a sweat doing squats, I promise! Darkened Dungeons SE - dungeons should be dark Replaced in favor of Enhanced Light and FX Dual Wield Block VR - because you should be able to block even if you're holding two weapons or a weapon and a spell. Fishing in Skyrim VR - teach a girl to fish, you feed her for life! Footprints - because you should leave tracks in the snow. HIGGS Enhanced VR Interaction - because you should be able to touch everything in your world. Holidays - who doesn't love a party? In the MCM you can set your character's birthdate. Immersive Sounds Compendium - several improvements to sounds. I leave the Nirnroot as vanilla, however. Immersive Draw & Sheathe Sounds VR - a patch for the above compendium Modern Brawl Bug Fix - because for some reason, probably cloaks or something else, interferes with brawling and they always pull a weapon on me. Realistic Water Two SE v5.6.0 - water looks so much better Smoking torches and candles - I prefer the subtle option. Replaced in favor of Enhanced Light and FX Static Mesh Improvement Mod (SMIM) - really improves the looks of things. You'll have a lot of conflicts with this one. Always load it 'before' because the rest of the mods are newer, I'm sure. Super Simple Lock Bash - because you should be able to break in to a chest VR Bound Bow FX Restored - makes bound bows like the non-VR version Weapon Throw VR - so you can throw weapons, torches, etc. Lots of options in here. Wet and Cold SE - I like seeing my cold breath, etc. MAGIC More Valuable Spell Tomes - because magic shouldn't that cheap. Spell Research 2.2.2 SSE - to research magic rather than just reading a book. Be sure you go in to the MCM and import spells. No Spells From Vendors or Loot, to force me to do the research rather than saving up a ton of money Immersive College of Winterhold SE - a wonderful expansion to the College. A must-have if you play a mage. College of Winterhold - Quest Expansion - More quests for the College, and they're actually good! iUnlock - Spell Research version - import spells in Spell Research to pick this one up as researchable. Simple Mark & Recall - I loved this pair of spells from Morrowind. Not researchable, unfortunately, so it's going to be expensive! Teach Followers Spells Full SSE - do I teach my follower or do I sell that spell tome? Hmmm.... Wards Functionalities Extended - a ward can't stop an arrow?? Now they will. But shouts should break wards. Face Changer - I get this one mostly so I can change my hair style. Collage Days - Tuition, ugh!! bHaptics and KatWalk No Stamina Drain For Sprinting - This sounds overpowered, but I'm using a KatWalk. I promise you, my stamina drains faster running Real Life than it does in the game! TactSuit SkyrimVR - Only useful for someone with bHaptics toys. They're so much fun! Skyrim VR Configuration Tool - This handy tool allows you to adjust a lot of things. I read about it on reddit. I'm 5'3" and to physically crouch on a KatWalk with the default settings is more burn than I can handle right now, so this let me adjust it to a more comfortable stoop and still let me walk. NOTE: Another very useful feature is it allows you to increase the priority of Skyrim VR, making it run smoother. At this point, I run the game again and configure the MCM. And make another save game. Here I also joined the Forsworn faction and chose the Lover's Stone. Next, we'll start installing the Adult mods. Here we have to be careful because loading too many of these at once can overtax Papyrus. So, I periodically start the game and configure the MCM. RSSE Children Overhaul 1.1.3 with hotfix 1 - USSEP patch, 2K Aventus, Facial animations Hearthfire Multiple Adoptions JContainers VR 4.1.13 Enhanced Lights and FX - loading this later as it detects mods 👄Sexlab Aroused SSE Loose 29 👄ZaZ Animation Pack+ CBBE HDT V8.0+SEREV3 - ZaZ is going to give you a lot of extra items and put collars around the necks of a lot of people. Lots of slavery in Skyrim! Be sure you register SexLab in its MCM settings. 👄ZaZ Animation Pack+ CBBE HDT V8.0+SEREV3 Voice files 👄ZaZ 8+ - VRIK No Spin - VR Patch - this will cause a conflict, load it after to override. 👄SexLab Sexual Fame 0.99 - visit the MCM for rules, you might get arrested! 👄SexLab Sexual Fame Comments 3.31 👄SexLab Sexual Fame Comments Voice Files 3.31 👄Creature Framework 3.0 and More Nasty Critters. Be sure you look at the video there to understand how to put the 3-part file back together. 👄Fertility Mode 3.0.1 - choose Skyrim Special Edition and BSA. Ignore the Special Edition Patches, they're no longer needed. Choose HMA + SexLab. In the MCM, I like to deselect auto-inseminate PC, select only unique men and women. And I slide the UI bar ♀️ over from 900 to about 925. I also set the race to random between mine and the father. 👄Fertility Mode v3 Fixes and Updates Fertility Mode VR Name fix ♀️ Fertility Adventures - I disable the sleep creep. It happens too often. 👄SL Defeat - I would prefer to use Naked Defeat, but it doesn't play well with VR. This one is still good, tho. You need to turn on SL Defeat in the MCM. NOTE: If you find yourself being molested and the molester is suddenly attacked by the town guards, this is due to a setting down in Player as Victim called Witness Intervention where you can allow others to join in or save you. TURN IT OFF! Especially if you're a town or inn and don't want your NPC attacker to be killed. NOTE: If enemies stop attacking you, you probably need to go in to this MCM menu and CLEAN because your state is stuck in recovery mode. It's to allow you to get away and not be repeatedly victimized. But it gets stuck now and then. 👄SL Defeat Voice Files This is enough for now. I start up the game, and wait a bit for the MCM to catch up. The game might crash. Just try again. If it keeps crashing, start taking out mods and retry. Configure the MCM, and make a save. Now for the next batch of mods... 👄Devious Devices SE & VR 5.1 - I choose CBBE SE, FeuerTin, Bunnyhopping, no beast race, ♂️Devious Devices for Him, and Skyrim VR. I have Devious Devices override ZaZ conflicts. 👄Devious Devices 5.1 VRIK No Spin Patch - the patch should override the original. 👄Devious Cidhna 👄Devious Cidhna Voices 👄Sexual Persuasion 👄Sexual Persuasion voice 👄SL Animation Loader SE 👄Rydin SLAL Pack - You'll need to enable these in the SL Animation Loader MCM. 👄Absolutely No Naked Comments 👄SexLab Achievements - gamification of naughty activities! Time to break again to let Papyrus handle this. Before starting the game, run BodySlide to update the morphs for your new outfits. You'll get a list of options to choose. I choose HDT or CBBE SE whenever it's offered. It should be up to 448 morphs now. I always get an error on the Khajiit chain harness and the Breast Rope Extreme harness. I don't know how to fix it, so I ignore it. It hasn't messed me up so far. Skyrim Utility Mod (SUM) 👄Prison Overhaul Patched 5.32 (requires SUM) 👄Prison Overhaul Patched Voice SUM & POP No Spin VR Patch - load after-all 👄♂️Flower Girls SE and VR - remember to go back to Fertility and monitor FG girls if you'd like. 👄♂️Flower Girls SE Adventures 👄Public Whore 👄Public Whore voice 👄Public Whore SlaveTats Public Whore SE/VR patch 👄♀️Submissive Lola Resubmission 2.1.0 NOTE: If you don't set this to nickname mode or your character's name will be changed to Lola and it will affect your save games. When you end your service, you can get your name back. But you will need to save and restart your game for it to work properly. NOTE: By default, zaz slave control is off. Unless you've another mod that would conflict, I suggest turning this on because it will require other NPCs to ask your owner for permission first. ?Submissive Lola voice 👄♀️♂️Radiant Prostitution Gigolo SE 7.0.4 - This mod does not fully work, none of the additional quests will load in Skyrim VR. I've been trying to figure this out, and I think it's due to JContainers VR not being as current as JContainers SE. But the basics work. 👄Radiant Prostitution RMCW Edition 👄Radiant Prostitution v7.0.4 Voice Pack Gen4 👄Simple Slavery Plus Plus 6.3.19 [SE] 👄Simple Slavery Plus Plus voice 👄Spank That Ass SE v4.5 (25-Jan-2021) - there is a voice file for this one, but it doesn't match my chosen voice. Oddly, this will sometimes show up as "trial run alpha". 👄Dripping When Aroused SE (DW 2022-03-03) - also called Dripping Wet or Dripping When Wet. 👄Love Sickness 1.0.1 - Set this for hearts only on onset so you know when you first enter this stage. I have a lot more mods installed. I'll list them here, in no particular order. If there's interest, I'll track down the exact URLs like I have above where I can. But I'm not sure anyone's read this far! Skyrim VR Change Your Bindings NOTE: If you try to load VRIK Rift-Index-WMR Controller Bindings V2.1.0, this app will throw a parsing error. It turns out that the VRIK map adds an unexpected Activate option to the "Favor" section of the file. If you open the file in a text editor and delete Line 229, the VRIK mappings will open in this app. NOTE: combos are supposed to work, but I can't get them to, so maybe this is useless. 👄Body Search & voice files - gets repetitive, so turn it way down. 👄♀️Troubles of Heroine - can be Troubles of Hero, lots of options. I disable some side quests I don't personally care for. 👄♀️A Forsworn Story iNeed Food Water and Sleep Continued v1.93 - I can only see 1.94 now, so I don't know if one can still get this version. iNeed Water VR 👄Amorous Adventures All Male Housecarls light version 👄Animated Prostitution 👄TDF Prostitution 👄Bathing in Skyrim - I ended up removing these because of conflicts with layers on my character. 👄Bathing in Skyrim Tweaked Becoming a Bard & voice 👄Dark Desires Club 👄Devious Lore 👄Devious Enslaved Continued v13.25.0 👄Dibella Sisterhood 👄Fade Tattoos 👄Rape Tattoos & Rape Tattoos Tweaked 👄Horrible Harassment + no spin patch Improved bound sword and dagger collision 👄Sex Slaves aka Mia's Lair Immersive Good Boy - for Meeko, if I pick him up. Quiet Dog - Sit - I'm tempted to go with Complete Silence, but I don't want to break conversation. Ride Sharing Semi-open guard helmets 👄sex with thieves 👄Dangerous Nights - turn this WAY down or you'll never get any sleep 👄SL Kidnapped Spouses Enhanced Blood and Silver - vastly increases the size of Cidhna mine. 👄Skooma Whore Relationship Dialog Overhaul Relationship Dialog Overhaul - RDO SE - RDO - AFT SE Patch Final
  3. A guide to make a bashed patch that works. Why? Because most guides to making a bashed patch neglect to mention that not all mods have bash tags. Or how to add them. Benefits: Proper Bash Tags in your important mods, will be utilized by Wrye Bash to create a bashed patch that will resolve more conflicts. LOOT will utilize these Bash Tags, to assist in sorting your load order. Annoyances in-game can be avoided or minimized. i.e. having to have an NPC in your cross-hairs, enter MCM for Schlongs of Skyrim to set the "Revealing" Keyword repeatedly Makes making a "Merged patch" in SSEEdit obsolete. Makes the game stable Resources required: Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837 SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/164 Generate Bash Tags script from https://github.com/fireundubh/WryeBashTagGenerator ****Install to "Edit Scripts" folder of SSEEdit**** Skyrim SE Mod Organizer 2: https://www.nexusmods.com/skyrimspecialedition/mods/6194 LOOT: https://loot.github.io/ Patience General installation guidelines: Make sure the mods you install ARE SE compatible - several guides located here: https://www.loverslab.com/topic/94228-se-compatibility-tracking-jul-19-6272/ Even mods that are downloaded from Skyrim Special Edition Nexus can have missed textures, animations and meshes! It is highly recommended to install Steam, Skyrim SE, Mod Organizer 2 & your other tools outside of Windows UAC control. This means not in "Program Files" or "Program Files (x86)" For Mod Organizer 2, I recommend the installer version {ends in .exe}, this will add entries in the system registry. On first run of Mod Organizer 2, select the "portable instance" option, this will keep your files out of the %LocalAppData% folders. Again, that is to keep clear of Windows UAC issues. A guide to installing Mod Organizer 2 - https://www.loverslab.com/topic/136543-v112-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/ The folder structure I use: Setting up Windows Explorer to prevent confusion: Wrye Bash Configuration in MO2: Note: The folder listed in "Create files in mod" was created by: Setting SSEEdit up in MO2: Running the Bash Tags script: The script will remove any bad tags, and write the missing tags to the header. Exit SSEEdit, making sure to save the plugin. Making the Bashed Patch: Well that was complicated, but worth it. I'd like to thank user @Mertz for advice given and the users at the forum AFKMods https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/ @tasairis for the hard work keeping the SE Compatibility thread going https://www.loverslab.com/topic/94228-se-compatibility-tracking-jul-19-6272/ All the users here who have offered free advice over the years, you know who you are Excellent reading for those who want to know more: Tome of xEdit: https://tes5edit.github.io/docs/ REALLY in-depth look at modding & conflict resolution Wrye Bash : https://wrye-bash.github.io/docs/Wrye Bash General Readme.html#intro
  4. I love having a ton of followers but hate it when my available plugin slots in NMM starts to drop down. So, finally went through a few attempts to find that its pretty easy to convert small follower mods from esp to esl format. Requirements: 1. SSEEdit 2. NifSkope For this guide, am going to use Sori Follower SE (CBBE SE version) created by songgod and ported to SE by ff7legend. I use NMM, so am going to use it in the process. You may have to do the appropriate steps if use MO2 or Vortex, since they use a Virtual Folder system using symlinks. The workflow: Step 1: Install the mod using whatever mod manager you use or install it manually and then activate the mod. Step 2: Then Fire up SSEEdit and open the freshly installed mod i.e. Sori.esp If you check the header section it shows that the mod esp only has 28 records, and for only 28 records wastage of 1 plugin slot is not cool. It could be easily handled by a lite or esl plugin. Step 3: In SSEEdit, select "File Header", then right click on "Record Flags" in the "Record Header" tree. In the popup menu which appears, click on "Edit". A message box will come up, select the "Yes" option there. This would be followed by a screen with many Check boxes. Tick the ESL check box and press "Ok" button. Step 4: In SSEEdit, right click on Sori.esp and click on "Renumber FormIDs from". A small popup will come up, type in 800 there. A message box would appear, press "Yes" there. Step 5: In SSEEdit, save the esp. Step 6: In SSEEdit, go to the tree under Sori.esp and open the "Non-Player Character (Actor)" branch and note down the Form ID of the follower Sori. Then close SSEEdit. Step 7: Now, open up Explorer or whatever File Manager you use and navigate to <Skyrim Installation Directory>\Skyrim Special Edition\Data\textures\actors\character\facegendata\facetint\Sori.esp depending on your file system. Select the dds file there and rename it to "00000800.dds". The last three characters are important for an esl file. In SSEEdit, you have seen that the Form ID for Sori is 02000800. The first five characters has to be replaced by Zeroes. Step 8: Next in Explorer or whatever File Manager you use navigate to <Skyrim Installation Folder>\Skyrim Special Edition\Data\meshes\actors\character\facegendata\facegeom\Sori.esp depending on your file system. Rename the Nif file present there to 00000800.nif, the reason being the same as in the previous step. Step 9: Now open up the Nif file in NifSkope. We have to correct the tintmask file name in the texture path. Navigate as shown in the pictures, then rename the dds file in the tintmask file path. Finally save the Nif and close NifSkope. Step 10: Now open up NMM and check the Plugins tab. It should show Sori.esp is not using a plugin slot. Step 11: Close NMM, then go find Sori in-game in Sleeping Giant Inn at Riverwood. She will be there if everything went fine. And indeed she is there. Yell at me if you face any problems. Till then peace out.
  5. How to install Devious Devices 4.2 SE and Deviously Cursed Loot 7.3 SE (beta/experimental) There's a lot of confusion on what to install to get a working Devious Devices/Deviously Cursed Loot setup with SE. For your convenience, I list all the necessary and recommended packages here. The list is based on Pfiffy's conversions of the devious mods and uses the CBBE body. This is a beta/experimental setup. Some stuff doesn't work as expected yet, most notably BodySlide/SMP is largely a work in progress. My thanks and appreciations to the mod authors and everyone else doing the hard work. Requirements Skyrim SE 1.5.62 Skyrim Script Extender (SKSE64) 2.0.12 (direct download) SKyUI 5.2SE (mod manager download) Fores New Idles in Skyrim SE - FNIS SE Install FNIS Behaviour SE 7.4.5 (mod manager download) Install FNIS Creature Pack SE 7.0 (mod manager download) Recommended: FNIS Sexy Move SE Install FNIS Sexy Move SE 7.2 (mod manager download) Optional install 360 Pack for the Female Player v7.2 (mod manager download) RaceMenu SE v0.3.2 (mod manager download) XP32 Maximum Skeleton Special Extended - XPMSSE (mod manager download) BodySlide and Outfit Studio v4.7.0 (mod manager download) HDT Physics Extensions (HDT-SMP) Install HDT Framework and HDT Skinned Mesh Physics (more information) Caliente's Beautiful Bodies Enhancer - CBBE Install Caliente's Beautiful Bodies Enhancer v1.5.3 (mod manager download) Install CBBE SMP Config v1.0.6 (mod manager download) Install Normal Map Options v1.4 (mod manager download) Schlongs of Skyrim SE Install Schlongs of Skyrim SE v1.1 (direct download) SexLab SexLab SE 1.62 beta 4 (direct download) Recommended: SexLab Animation Loader SSE 1.0.0 (direct download) You'll need to install some animation packs (*TODO) ZAZ Animation Pack 8+ CBBE rev 2 (direct download) SexLab Aroused Redux SSE v29 2.9 (direct download) Devious Devices Devious Devices assets 3.0e SE (direct download) Devious Devices integration 4.2 SE (direct download) Devious Devices expansion 4.2 SE (direct download) CBBE SE slidersets (direct download) Hotfix (direct download) Devious Devices SKSE 1.5.62 runtime 2.0.12 (direct download) Deviously Cursed Loot Deviously Cursed Loot 7.3 SE (direct download) Notes * TODO - It works for me, your mileage may vary
  6. Custom LUT creation with ReShade and Gimp 4.10 By arse22 on Oct 30,2020 Intro First I will cover some basics, for those who don’t know what a LUT is and why you would want to use it as part of your Hook/ReShade setup. A LUT is a .png file which contains color information used by the game. Using a ReShade shader we can change the default and override with our own settings, creating changes we want in-game without any cost to FPS. In fact, the strain on your system is greatly reduced on account of the fact that only the color itself is changed and color-related shaders do not need to be loaded at all. You can of course, load some to make further tweaks, but personally I prefer to make such edits afterwards and in another program. Why would you want to do this? Besides saving you FPS, the power it offers you is easy to underestimate. In truth, everything is color, even shadow and light are created by color and modify color that produces any image. The color changes that can be made are fairly complex and remain uniform, saving you time to have to mess with the settings in-game. Essentially you will create a ‘preset’ of color in your favorite image or photo editing software and apply it directly in game, while giving you performance boost. Pre-Requisite -Image/Photo editing software such as GIMP or Photoshop. I am using Gimp 4.10. -Latest Hook and ReShade installed and working. I am using H5free and ReShade 4.8.1. Basic LUT LUTs can come in different configurations and sizes, but the most common is 32x 32x32. That is 32 tiles of 32x32 pixels. For this tutorial I will provide and use 64x 64x64 LUT and show how to configure the shader to use it. Here is the default LUT we will be using. I don’t know the technical details but 64 creates a nice 4k LUT and I read that any higher is supposedly ineffective in current games. This is a basic LUT, when you enable the shader that applies it, no change will be made because it’s the default colors. It is a good idea to test this in your game. So, download LUT.png above and place it into your reshade-shaders/Textures folder. Make sure the LUT you downloaded is 4096x64 dimensions. Backup and overwrite the existing one if you already have one in there. Then, make sure that in your reshade-shaders/Shaders folder, you have a shader named “LUTTools.fx” and if you don't have such a shader, search the Shaders folder that ReShade installed and move it in. This puts it into the active shaders to be loaded by the game and this is the shader we will be using. In my version, it was originally installed into a sub-folder called Fubax. If you still can’t find it, you can probably download it through Google, directly from the author. Open the file LUTTools with a good text editor like Notepad++, because it’s hard to see in Notepad. This is the changes we need to make, so that the shader reads our LUT file as 64 tiles. Change the name and both instance of 32 to 64. After you made these changes, save the file. You are ready to load the game. Loading LUT with ReShade Once it is loaded, hit F5 or whatever you have configured your ReShade window key-binding to be. Then create a new ReShade preset or just turn everything off in your current one if you don’t care about it. You will see two options for [LUTTools.fx] : ‘Display LUT [LUTTools.fx]’ and ‘Apply LUT [LUTTools.fx]’ You can safely ignore ‘Display LUT’ because that is used to create LUTs through the shader and this tutorial uses a different method and we will not be using it at all. Enable ‘Apply LUT [LUTTools.fx]’ instead. You won’t see any change and that’s good, as I previously explained, the LUT provided is a ‘default’ one that you will want to make a backup of if you don’t want to rename the one you will apply into game. I prefer to name my LUTs different things and change the name inside LUTTools.fx. When you make changes to the shader .fx in this way in text, all you have to do to apply the changes in-game is hit reload at the bottom of the ReShade window. Finally, what you want to do is take a picture or two with ReShade shaders turned off, just some screencaps of your game with just your basic Hook settings and no other shaders, as we will be using it to create a new LUT in the next section. Creating a New LUT Open the screenshot in your favorite image editor in its own layer and place the LUT.png you downloaded earlier into another layer. Adjust the screenshot so the LUT is at the top if you want (I did this in the pictures,) but it doesn’t matter, whatever is convenient for you. Then make a copy of the LUT layer. Now merge the LUT layer with your screenshot and hide the copy. You are ready to make changes to your LUT and you will use the screenshot as reference. Remember, only COLOR changes can be made, that means no blurring or outlines or any other such effects will work and may potentially mess up the LUT. So, only change colors and saturation and settings of the sort until the picture looks good to you or what you want to achieve with your LUT. Now that the LUT has been changed, we are ready to crop it out. In GIMP I used Magic Tool on the hidden copied layer to get the exact size and then selected “Image->Fit Canvas To Selection” Finally, you are ready to “File->Export” the LUT and name it. When you are exporting you want to make sure you export as .PNG and that there is NO compression of any kind. Name it “LUT_new.png” and export into the reshade-shaders/Textures folder. Make sure the LUT is 4096x64 png and in the proper location. Here is the LUT that I created in the pictures of this tutorial: Loading the New LUT Just in case, here again is where you would change the name in the LUTTools.fx to have the shader load it, instead of the one we changed it to in the beginning of this tutorial. When you apply the new LUT, your UI will change color too, this is normal. And here is an example of how it looks applied in-game. It is never 100% exact for me, I’m not a pro, because the LUT is very sensitive and applies every change and even the slightest changes by the saving process or something like that. The changes the coloring of the LUT are relative to the image used, so any difference between the screenshot and the game will be reflected in the applied LUT. In the case of the example picture, the lighting I used is darker, the actual LUT worked perfectly because I only did some basic steps to turn everything blue. This aside, we can see the potential power of using this method to apply LUT. Graphical changes straight from your GIMP or image editing program, directly into game through only color. Tips Not every LUT needs to be as dramatic as the one in this tutorial. I only did this to make things more clear. When you use a screenshot to compare while you color the LUT like we did in this tutorial, it's good idea to use a collage of multiple screenshots, preferably from various settings and Hook lighting setups. Hook and backgrounds can add color too, so it has to be taken account. The more extreme the LUT, the more likely it will not work in every scene, causing color errors and if you have multiple picture for reference while you’re making changes and be able to detect the problem. In particular I would try to use as many different shades of color that are usually in your most used settings, to try to adjust the LUT to fit as many of them as you can. This is not really a requirement, it’s just something to experiment with. In general though, I would say it depends on what you are trying to achieve. Some LUTs can be used to create a nighttime effect, another for a de-saturated “mech” setting and yet another can be more general and work with most scenes, or an old photograph, or maybe you like the particular color errors you found and want a “glitched-out” effect for some pictures. Ideally you have a LUT for every job, they allow your pictures to look uniform and unique in appearance without having to guess by hand every time since the color adjustments are applied with code. Which brings me to the last thing: Another powerful tool for GIMP is a filter suite called G’MIC, which can be downloaded free : https://gmic.eu/ It also includes a filter called “Simulate Film” which actually allows you to apply exact color presets from a wide variety of cameras, consumer to pro, rather than making changes by hand using this method. You can find the filter in G’MIC under Colors section, once you have it installed. The LUTs you create with it will give your screenshots a more professional quality. Also it has other color-related filters, including various “color transfer” effects which allows mimicking the specific color scheme of any photo, screenshot or painting to some degree. Things to Remember When customizing a LUT, make sure to only use color settings and filters, many experienced users only use ‘Levels’ to make their LUTs and nothing else, but anything color-related is ok. The LUT is PNG color data, it cannot record and interpret code of things like blur. Color changes made to the LUT are relative, so if you change your screenshot a lot before using it as reference to the LUT, you may get unexpected results, without those exact settings in-game. Rooms can have unique Hook lighting that apply color and potentially not work with a LUT if you didn’t use it as reference. Other things like ReShade settings, such as ones that change color. As long as you are using it in the reference screenshot, you can make sure the LUT will work, but depending on the changes you made, it may not work that well without. When creating a collage of screenshots to use for reference in creating new LUT, it is a good idea to include a variety of colors, lighting and maybe even shaders that you want to test out. This allows you to more easily see where the LUT can be best utilized and where it will have problems or won’t look good. If you made a new LUT, don’t forget to change the name in the shader .fx file and hit reload in the ReShade window if you already opened the game. Conclusion I created this tutorial because I noticed that a lot of Hook presets do not have this shader included or any LUT shaders for that matter. There is a way to do it through H5 as well, but I prefer to use Reshade since that is the settings I work with most, I never touch my H5 settings at all. Hopefully it was helpful to someone who may not be familiar with the power of such a common and IMHO fundamental method of graphic enhancement.
  7. Custom H5 Norm and Spec map (bump) creation with AwesomeBump and Gimp 4.10 By arse22 Mar 2021 Intro This will be a brief introductory guide to creating your own bumps (normals and spec maps) for Hook5 TK17, using free software you can find online. When it comes to 3d and image manipulation, these topics can be daunting and overwhelming, so I will steer clear of much technical aspects or details and dive straight to practical, as it pertains to Hook 5 and this game. Once you get the hang of it, you will agree that the artistic and technical knowledge required for baseline bumping is actually very low and maybe even limited. I would go as far as to say that a good portion of it is grunt work, so everyone can learn it and be contributing. Pre-Requisite -Any working version of TK17/SV with working Hook5(free or paid.) -Installed GIMP 4.10 or latest https://www.gimp.org -Installed AwesomeBump latest https://sourceforge.net/projects/awesomebump.mirror/ Basics of Bumping, Spec and Normal Maps So, long ago on Hook4 everyone used BumpMaps to create nice visuals for rooms, clothes, skin, anything with a texture, sometimes even without. Later, in Hook5, it has been replaced by Normals and Specular (norm and spec) maps, so this should clear up any confusion about those terms. They are not compatible, but achieve the same thing as far as improving your textures through Hook5, everyone still calls it bumps though. Typically the most common format you will see is [texture name]_n for normal and [texture name]_s for specs. They are placed in the same folder as the texture in ActiveMod, alongside a [texture name]_pass .txt file which points to the norm and spec. All of these you have to create for H5 to interpret in the game. Selecting a Texture to Work On The first step is to select a texture you would like to work on, let’s take a base game texture like Jeans (F_Jeans001_Base.png) . Typically cloth, hair, room texture, object texture is simple and straightforward, best for this guide. Skin is a little more advanced so maybe save that for after since there is more room for error and the process is not plug and play, there is much more room to improvise but this basic knowledge is still required. AwesomeBump Quick Guide to Normal Maps AwesomeBump is a popular free choice, it’s a little heavy on features and confusing to many, but good to have in your arsenal, especially if you plan to branch out into other 3d things. We will use it minimally as an excuse for you to install it. When you first load up this program, it looks like this: First thing to do is click on the top left icon with “D” for Diffuse and make sure you are on that, I believe it’s on it by default so nothing will happen usually. Then you click “Open New Image,” and find the texture we are working on. Looks kind of weird right now, so you must check “Enable preview”. Then, scroll to the bottom of this window and click on “Convert.” So, now what the software did is use the image we put in as the Diffuse and created various bumps for it which you can select on the left. N for normal, S for spec, H for height, O for occlusion, R for roughness etc. We’re not actually going to use much of that, for now just click on the N icon so we can make a normal. One thing to note about this program, although you can rotate and look at the result in the preview window in the middle, don’t click on the window in the right because it actually has an effect on the later result. I am yet to figure out how to reset it to neutral position, short of reloading. This is a good place to trial and error, but some of the things the sliders do can easily be done with a paint program later, there is no difference and we are trying to only make a basic bump or PBR as it’s called. So for now let’s just load it in game and see if it works. Leave the settings to default and select “Save Current Image.” Save it in the folder you have your texture, note that the _n suffix is already added in (the program knows what you want.) Testing In-Game If you looked around, you noticed the preview window in AwesomeBump doesn’t tell you much if you’re not already familiar with what you’re looking at and it’s not really made for Hook. So, if you have not already, create a “TestJeans” folder or something like that in ActiveMod and place both the texture and the normal in. If you load the game right now, it will look bad without a spec, so let’s use a generic spec for now just to test the normal. Just right click and download the below green image and place it with the other two files in your new folder in ActiveMod. Make sure it's named F_Jeans001_s.png Now you just need to make a pass file, create a new text file named “F_Jeans001_Base_pass.txt” in the folder with this info: So, when you load it in game it will be under “TestJeans” or whatever you named the folder. From this point it’s a bit of guess work, if you want to experiment with normal, you can change the sliders in AwesomeBump, overwrite the normal file and press Alt+R to reload in-game, to see the result. It’s a good idea to try it out if you never done this, but I will attempt to save you some trial and error and try to explain what the sliders do: Enhance Details - This is basically stronger normal effect (if you used the default settings from the program, you will note that the difference between that and a basic texture is fairly subtle, unless you mess around with lights, because this is set to 0.) Small and Medium Details – Well, below is a slider called Details Depth and these are just a means to fine tune it. Details Depth – This is self-explanatory, it’s how deep the crevices and such should appear (I think you can do this with contrast in any image program.) In more complex objects, an advanced technique involves making multiple depths and combining them together into one normal map to try to paint the object more accurately. Sharpen/Blur – It’s more or less sharp and blur from any image editing program, however the effect is really strong here, probably better to do subtle work in such a program, but it can save you time situationally. Normal Step – Honestly I don’t even know what this does. It seems to be more depth tweaking, but you should leave it at 1. Setting it to 0 makes the image disappear entirely and -1 inverts the normal, I prefer to invert in a separate program later if needed, since you rarely need to invert the whole thing, just specific parts that ended up wrong. Advanced Normals From here honestly, how good you want to make your normal is in your hands, you can leave it as is or you can tweak it a bit, or you can go in and make multiple normal, merge and crop them or merge with normal of other images to create weird effects or a textile effect for clothing etc. It will entirely depend on your skill with image manipulation and how much detail you put in. There is much more technical info on best practice and usage of normal maps elsewhere on the web, using this as your base method to build from is a great way to begin the journey of learning. The key concept to understand, also true for specs, that the image you put in for the bump will be what the game interprets, so using the base texture is only the foundational step, you are not required or limited to this. For example if I took some small HD image of human skin and made a normal of that, I can pass it as a normal for an actual skin, it will repeat the normal across the whole thing. That won’t look great, but it’s an idea. However, for something like a skin, you can’t just throw something in and expect good results because in the case of this game, the skin texture used by the game engine does not properly convey a lot of the complex curvature of a body, especially when it comes to details. The normal produced will have a lot of wrong depths (the outline for the body for example) and many missing ones too. So making a real good one would require a lot of extra work, if only to clean the normal a program like this would produce, which would be but a baseline starting point and maybe not the best one. This can absolutely be true for clothes, room textures etc as well, depending on the subject and what you are trying to accomplish. Editing Specular Map So we have a passable normal map made and everything works in game, time to look into making a custom spec map. This a lot more open-ended, easier but also more choice in approach. Normals are very similar across many 3d program, but the specs in Hook5 are unique to it, so it doesn’t hurt to look over the Hook5 guide before or after this. It sort of goes hand-in-hand with this guide on how to make a spec in Gimp. Specs are even more broad I would say, many content creators just use that default green image I provided (it actually comes with hook generic textures) and don’t bother looking into it. There are many ways to approach it and frankly I don’t even use AwesomeBump for specs at all. But, hopefully this method will offer a good place to start. Back in AwesomeBump, as example, let’s switch to the Spec Map tab and create a default settings spec map, the method is the same, just select the tab and click “Save Current Image.” Now, you want to take this new _s file that was created and load it in GIMP. In GIMP, select Colors->Components->Decompose. In the drop down select RGBA and hit ok. If you don’t have this option in GIMP, you should download a plug-in, I am not 100% sure it comes with GIMP by default. GIMP will create a new image with 4 layers corresponding to the RGBA colors. From here, any white on a specific layer will turn that color when we recombine them, so if that makes sense, the image is only there to guide you in your creative journey. In general you want the red (metallic) layer to be black and the glow (blue) to be black, while the alpha to be white. The green is the most commonly used layer since it makes things shiny and that’s a large percentage of hook usage. So, for now select the red layer, then Colors->Levels and set the Output to black. Do this for the Blue layer as well and leave the other two unchanged (the alpha should be white already.) Now select Colors->Components->Compose. In the Compose window make sure to select RGBA again and make sure each layer aligns with the corresponding channel. Hit ok and yet another image will be created. Now just File->Export this new image overriding the _s file in your folder and Alt+R in-game, I am assuming you already know this part from when we did it for normal map in this guide. If you followed the steps, the composed image will look like this, a working custom spec: Color Channel Details One thing to note when you test this result is that our custom item became very shiny, that’s because the Green channel is actually gloss in Hook5 and we did not change the spec made by AwesomeBump and because it’s mostly white, the effect is very strong. You can go back in and adjust the levels of that channel to your liking and compose again if you’d like. Another thing to do is to try out the other channels in the same way (actually all Black and all White is the simplest test, to see the extremes of each channel in-game.) The thing about metallic (RED) channel, it’s not that commonly used, often times a fine detail on metallic parts. Usually a high gloss (green) setting is plenty for actual metal parts and accomplishes the same effect and usually you will want a combination of the two anyway (since red isn’t shiny by default.) To make good specs, just like with normals, manual editing and fine tuning of specific parts is necessary. A note about the blue channel is that it will not do anything unless you have paid version of hook5, have enabled glow in settings and added the line “glow_intensity = 1 or another number, 2 is a good testing number” into the pass file, so again it isn’t used that much. On a more practical note, often glowing objects are futuristic things like data pads and the like, so again, like red, it will be in combination with the red and green channel and not nearly that strong as we are doing here. If all of this is confusing, a good exercise to try is this: decompose the original spec again and this time turn all 3 channels black and paint white with a brush in different spots on each layer before composing, as I did in the pic below (look at the layers previews:) It should compose to the lower image: You can even export and Alt+R and hopefully my notes on channels Red and Blue make more sense once you see how that looks in-game. Only the Green (gloss) channel is pronounced unless you have enabled glow for blue, red is much more subdued. An overwhelming majority of specs made for Hook5 will just be adjusted green channels, since most just want a nice gloss on their objects. So, one last thing experimental thing to try, is to add to the test composition is manually paint a strip of white and erase a strip (alpha,) directly on the composed image, just to see how they look in game. Well, what did we learn? It seems white is also glow (if you have Glow turned on and added the line into the pass file on paid hook, if you don’t it will just look super glossy/shiny.) While alphaed-out areas will create an absence of light (though this is only true for hook light, I’m assuming, the in-game light engine still tries to light the area but the in-game light engine is bad so why worry about it.) That should cover the basics on how to compose a specular map and how details and in-depth you want to be with it is up to you (just like with norms) and up to your image manipulation skills. You can paint directly with white or gray on the decomposed layers, or just copy paste from somewhere, since the layers are grayscale, it will work out. Advanced Spec, Hook5 and Beyond From here, I would look deeper into other Hook5 guides for more advanced ideas and experiment with different settings you can apply to textures (besides glow_intensity, there is many more.) Once you know this basic steps, you can see it is easy to begin learning more Hook5 tricks easily. For example, in the Hook5 guide it says messing around with the alpha color channel can produce more interesting effects, I didn’t really try so I didn’t cover it in the guide, so it could be a good place to start. More-so than normal, specs can really be anything and can have a major impact on the final image so it’s sort of like playing with fire in some cases, especially when it comes to glow and high gloss. I didn’t even begin to describe how a good normal map works in tandem with a good spec map, so you are really aiming for something good between those two and seeing how different types combine together is where a lot of the experience comes in. Worth noting, if you have already read the Hook5 guides and are familiar, the norm and spec we are making are specifically for CustomModel shader which is the most common. Room things often use CustomStatic, CustomSkin is for skins, but there is also EyePass and EyePass2 specific to eyes. Quick FAQ Q: What about subs? A: Subs, or SS or subsurface scatter is kind beyond this guide. Since it’s for CustomModel shader, I don’t even think there is a stage4 parameter. Basically, it’s used on skin to create an illusion of realistic skin, because real skin is semi-translucent, visually the eye catches a second layer (at least.) Essentially it achieves the same thing, but a lot of times, you don’t need a program for it, you just take the original texture or the diffuse and make it darker. If you want to become proficient with it and want to create realistic skin, you are better off looking into Customizable Skin in H5 which offers much more robust options for achieving this effect and more (I think it works for clothes too, but Ive never seen it.) Q: What about sizes? Things are different sizes? A: Size doesn’t matter really, you will see most norm and spec maps in .dds format because of mipmaps. In general though, Hook5 will accept larger and smaller norms and specs without problem. Q: What is a good way to work with .dds files, since many of norms and spec are? A: GIMP should be sufficient and handles the format well, loading existing and converting pngs, make sure to generate mipmaps when saving. Another good alternative is Paint.net but I had mixed results with it, it just loads faster for 1 minute edits. Q: Is the specular map created by AwesomeBump just a greyscale image of the texture? A: I’m pretty sure that’s all it does, but I didn’t bother to test, there is some sliders to make adjustments too and those are definitely applying various adjustments to it. I don’t actually know the details but it seems ok to use it since it’s where your normal will come from. I highly doubt it’s the optimal method, I’m 100% sure Hook5 is not reading the map the same way the program that it’s intended for is, but it should work since it’s just different colors. Conclusion So, I showed how fast and easy it is to make your own norm and spec for any texture, it’s time to get to work! >:) Well, to be honest it can be a lot of work if you want to achieve certain things and want it to actually look good, it takes trial and error and I’ve most certainly avoided almost all the technical details behind how such maps are used in broader 3d software. There is plenty of info out there and the methods I showed are not the best or most optimal, they are just a simple way to get started and make your own H5 bumps today.
  8. Porting 7.5 Models to VX By arse22 APR 2021 Intro Up until version p of VX, model porting was sort of a problem, since models were missing some sliders and would require manual editing. Though it’s more or less fixed, there seems to be some confusion on the matter nonetheless and I am writing this guide to provide some 1:1 steps to ensure proper conversion. Even if you are experienced in this, it may serve as a good reminder of steps to take. Pre-Requisite -Old model to port -Installed VX -EMFS, recommended, will come in handy but you may not end up needing it. Checklist of a Port -Is the model an EMFS model or base model? -Did you use a replacer in your install? -What skin did it use? H5, H4 or none? You must find: Head Replacer Body Replacer Active Mod Skin possibly Base Body/Base Morph (explained later) How to Use EMFS to Locate Model Skin One of the most important aspects is having the correct skin. If you have a big ActiveMod folder of skins, on 7.5, you are pretty much stuck painting a marker on the skin and Alt+R every skin until you find the one on your model. That is unless you use EMFS to simply look it up: After you load in your model, look at details and find this entry. The stuff about dress etc is irrelevant, if it’s a skin you know, you will recognize the name of the folder in that entry. This gives you terms to easily search your ActiveMod folder for. You can do this for any model but sadly you cannot assign the skin from here. How to Find Base Model If the model is a base model, all you need to know is the replacer used, if any. You will need to get the body and face replacer for VX and then assign them in-game to the model. Other than that it’s a straight forward drag and drop to VX model folder, if there was none used, it’s ported automatically. You can always check by looking into the model folder, check the file Base.id, and verify against a base model list. !!!Basic Game Model Numbers.rar1.85 kB · 0 downloads If it’s an EMFS model and used an EMFS replacer, again you just need stand-alone versions of the face and body replacer that were combined by EMFS. If you are not familiar, EMFS tool was only really used to combine a custom body + custom head in a new mod which was then given a new unique base id. Info About Base Morph/Base Body There is one key difference between models that use a replacer and those made with EMFS, is that a model that used a standalone replacer is ALSO affected by base model morphs. I don’t know the proper name but that is what I will call it here to avoid confusion, the proper name is something like Base Body, but it’s basically morphs that get applied to a model. The base id of the model essentially tells the game which ones to apply. In EMFS, you can locate it here, under AvLook tab of the model details. That may be pretty confusing, because those are just a list of morphs and doesn’t really tell you much if you are not familiar. Here is a good file to check: EMFS_DefaultTypes.rar1.64 kB · 0 downloads EMFS models all use a default base body/morph for the most part. You can find it in …/EMFSTool/Data/Face/Female/[your_replacer]/AcBodyLook.bs file: The first entry FGmeshfile is the .tri file of the head replacer, while the one I highli ghted is the “base morph.” In most EMFS they look something like default 01. In VX, you can find similar info in Archives/2.158.001/Scripts.zip/Scripts/Luder/[Person XX]/AcBodyLook.bs : Where Person XX is the base id of the model you are looking up, it will tell you which “base morphs” it uses. In the same directory the AvLook.bs file will tell you the exact morphs that were applied (same as they would look in EMFS.) But basically, as you can see in the screenshot in VX it tells you which base model number correspond with the “base morph” set name. It’s the same name used when you look at the dropdown in VX: The ones used by EMFS are here in the list too. But here is the truth: You don’t need to do this most of the time, it’s actually automatic. It only becomes relevant when you port a model which used a base model with some morphs on it AND a non-emfs standalone head replacer, even then it should convert on it’s own since the base id of such a model will be one that already applies the morph in VX. If for some reason the model looks wrong, you can try to reapply it from the menu, using the above info to look up the one you need. Extract Body from EMFS file Since we covered info about heads, I should note that all that EMFS model has inside is a custom body that it assigns to a head in a big head pack by unique name. So you can get the head by looking through EMFS, but you can actually get the body directly from the EMFS file and make a new replacer. So you can see if you extract the .b*b file from that directory, and convert it to .bs, all you would have to do is rename it “body01” and you have created your own VX body (02 for male, 03 for shemale.) You would delete all the other folders and files, and rename the folder to avoid confusion, before drag and drop into addons. Tips and Other Relevant Factors There are many things that can drastically change your models look. Using exact parts like hair, hair texture, eyes , eyebrows, etc and using the correct lighting and same hook settings. A level def of a room can drastically impact how a model looks. But at the very end of the day, you can know for a fact that the model is the same one as long as you use the same body file and the same .tri head. But now you know how to get the skin and even look into which base body/base morphs was used if it becomes necessary, 90% of the time it’s either irrelevant or automatic. Conclusion That’s about it. There is no way to know if you model used a non-EMFS replacer unless you wrote down the info or it’s provided by the model author, as far as I know. Porting models in VX version p is very straightforward other than that, EMFS tool is still very useful to look up all the necessary info about base model or an EMFS model.
  9. Using and Modifying Prylipala Sliders By arse22 APR 2021 Intro This will be a small guide to using and base modifying Prylipala sliders. It’s a powerful mod that allows you to morph the head further than the base game would allow. I will also briefly describe how to modify the head used in the mod, without the need for any 3d knowledge or programs, exponentially increasing the possibilities in your TK modeling. Pre-Requisite -Installed VX -Installed Prylipala Sliders Installing Prylipala Sliders Installing this mod is very simple, in VX it is an add-on head, that adds a new sliders which can morph into other heads, but also in any combination and anything in between. Basically, it replaces the useless asymmetry sliders into something much more practical. Download Prylipala sliders somewhere, if you dont already have it. Locate Custom.Prylipala_AltAsymFull.FaceSlider folder and place it into your AddOns. Then, in game you select it like so (the tool tip in the top left will tell you if its the right mod:) Reload the room or customizer, that means exit to title screen and load it up again. The model you did this to should have additional sliders under the second face tab. I am using Maya, which is a base model that was commonly used before and even quite some time after head replacers. Using Prylipala Sliders Here, is Prylipala sliders applied to a very no-frills default Maya at their max and minimum range to show what is possible and maybe a handy reference for some: Base_Maya_Prylipala_Min_Max_Big_Pic.rar Base_Maya_Prylipala_Min_Max_Individual_Pics.rar Modifying Prylipala Sliders There is a couple of things worth noting here. First, VX does not support HiPoly heads, the sliders for HiPoly heads (labelled HP,) are only the morphs from my understanding. Second, there is no way to add additional morphs to the base mod, as far as I know (the author of the mod, did not support a VX port or further development.) So, if you find that the pre-selection of sliders is limiting (which it is,) what you can do is replace the base head (.tri) file in the mod. As long as it is not a HiPoly (HP) head it will work with the sliders. I will show this example. First locate the head mod you would like to use as your new base: So, that is the head mod of EiraV. It is the only file in the mod, a .tri file. The best practice would be to copy and pase the folder of Prylipala, “Custom.Prylipala_AltAsymFull.FaceSlider” and rename it like “Custom.Prylipala_AltAsymFull.FaceSlider_EiraV.” This is just for organization. Then you go to the same directory and replace fg_head.tri with the one from the mod you want to use. If you are using a EMFS headpack that looks like this: All you need to do is select the .tri file of the head you want to use and rename it fg_head.tri, before moving it into your Prylipala custom mod. (You can also do head02 for male and head03 for shemale.) Heads To Use I was going to post about this on MG right before it died, since I haven’t seen anyone doing this, and it’s quite easy, greatly increasing the potential face types you can get into the game. Not all are great as you see from the previews, in fact I would not recommend using the maximum or minimum of any sliders when creating a model. Some head replacers are very generic and work really well with the sliders, while others strive for a very unique shape and may create poor results with most sliders, so on such heads it’s still useful to do this to fine-tune some parts to your liking. Examples of versatile heads that are good to make a Prylipala mod for: GE, Female Head Normal or Younger, Hybrid, Realistic Nose, Aaron More unique ones that will give mixed results: Daz-like head, Widowmaker, WaxHead, HurkV Conclusion Of course if you are capable, the absolute best is still just making your own head in a 3d program and adding it in as a replacer, but even such a head could easily benefit from the vast number of morphs provided by this mod for in-game tuning. It’s a shame HiPoly version of this mod was not made. I believe RK created some 2x (hipoly) versions of standard used head replacers in a package on MG, which I still have. From what he explained it is a simple process of doubling some value, but I personally do not know what value to modify to make Prylipala sliders work with it and certainly no clue how to add it to VX. This aside though, there isn’t much to using this and it is as good as it gets for TK face customization.
  10. Hello, i know the version 7.5 is no longer supported, but there are users like me who for one reason or another still keep using it,... I know i have to decode the txx file and add the new items and encode it again,...but when i decode so i see three folders: *images *scene *scrips When i open them i only see "bsb" files but i need a guide to know how to add the new scrips and update my own "addon scrip" file, Example, if i want to use the goddess sandals (vx only), how can i add it to the scrip so that it is included in the file *Going to the vx version is not an option for me because both my very old pc and the elements that are no longer supported make me maintain version 7.5 more suitable for my use. In addition to this, i use tkshellap to decode the txx files and encode them as a single file again. the script i using till now is Custom.02.R9AddOnScripts.v8.38. i think it is the last one that was published in the extinct modsgarden.cc. thanks in advance for your valuable help.
  11. Custom LUT creation with ReShade and Gimp 4.10 By arse22 on Oct 30,2020 Intro First I will cover some basics, for those who don’t know what a LUT is and why you would want to use it as part of your Hook/ReShade setup. A LUT is a .png file which contains color information used by the game. Using a ReShade shader we can change the default and override with our own settings, creating changes we want in-game without any cost to FPS. In fact, the strain on your system is greatly reduced on account of the fact that only the color itself is changed and color-related shaders do not need to be loaded at all. You can of course, load some to make further tweaks, but personally I prefer to make such edits afterwards and in another program. Why would you want to do this? Besides saving you FPS, the power it offers you is easy to underestimate. In truth, everything is color, even shadow and light are created by color and modify color that produces any image. The color changes that can be made are fairly complex and remain uniform, saving you time to have to mess with the settings in-game. Essentially you will create a ‘preset’ of color in your favorite image or photo editing software and apply it directly in game, while giving you performance boost. Pre-Requisite -Image/Photo editing software such as GIMP or Photoshop. I am using Gimp 4.10. -Latest Hook and ReShade installed and working. I am using H5free and ReShade 4.8.1. Basic LUT LUTs can come in different configurations and sizes, but the most common is 32x 32x32. That is 32 tiles of 32x32 pixels. For this tutorial I will provide and use 64x 64x64 LUT and show how to configure the shader to use it. Here is the default LUT we will be using. I don’t know the technical details but 64 creates a nice 4k LUT and I read that any higher is supposedly ineffective in current games. This is a basic LUT, when you enable the shader that applies it, no change will be made because it’s the default colors. It is a good idea to test this in your game. So, download LUT.png above and place it into your reshade-shaders/Textures folder. Make sure the LUT you downloaded is 4096x64 dimensions. Backup and overwrite the existing one if you already have one in there. Then, make sure that in your reshade-shaders/Shaders folder, you have a shader named “LUTTools.fx” and if you don't have such a shader, search the Shaders folder that ReShade installed and move it in. This puts it into the active shaders to be loaded by the game and this is the shader we will be using. In my version, it was originally installed into a sub-folder called Fubax. If you still can’t find it, you can probably download it through Google, directly from the author. Open the file LUTTools with a good text editor like Notepad++, because it’s hard to see in Notepad. This is the changes we need to make, so that the shader reads our LUT file as 64 tiles. Change the name and both instance of 32 to 64. After you made these changes, save the file. You are ready to load the game. Loading LUT with ReShade Once it is loaded, hit F5 or whatever you have configured your ReShade window key-binding to be. Then create a new ReShade preset or just turn everything off in your current one if you don’t care about it. You will see two options for [LUTTools.fx] : ‘Display LUT [LUTTools.fx]’ and ‘Apply LUT [LUTTools.fx]’ You can safely ignore ‘Display LUT’ because that is used to create LUTs through the shader and this tutorial uses a different method and we will not be using it at all. Enable ‘Apply LUT [LUTTools.fx]’ instead. You won’t see any change and that’s good, as I previously explained, the LUT provided is a ‘default’ one that you will want to make a backup of if you don’t want to rename the one you will apply into game. I prefer to name my LUTs different things and change the name inside LUTTools.fx. When you make changes to the shader .fx in this way in text, all you have to do to apply the changes in-game is hit reload at the bottom of the ReShade window. Finally, what you want to do is take a picture or two with ReShade shaders turned off, just some screencaps of your game with just your basic Hook settings and no other shaders, as we will be using it to create a new LUT in the next section. Creating a New LUT Open the screenshot in your favorite image editor in its own layer and place the LUT.png you downloaded earlier into another layer. Adjust the screenshot so the LUT is at the top if you want (I did this in the pictures,) but it doesn’t matter, whatever is convenient for you. Then make a copy of the LUT layer. Now merge the LUT layer with your screenshot and hide the copy. You are ready to make changes to your LUT and you will use the screenshot as reference. Remember, only COLOR changes can be made, that means no blurring or outlines or any other such effects will work and may potentially mess up the LUT. So, only change colors and saturation and settings of the sort until the picture looks good to you or what you want to achieve with your LUT. Now that the LUT has been changed, we are ready to crop it out. In GIMP I used Magic Tool on the hidden copied layer to get the exact size and then selected “Image->Fit Canvas To Selection” Finally, you are ready to “File->Export” the LUT and name it. When you are exporting you want to make sure you export as .PNG and that there is NO compression of any kind. Name it “LUT_new.png” and export into the reshade-shaders/Textures folder. Make sure the LUT is 4096x64 png and in the proper location. Here is the LUT that I created in the pictures of this tutorial: Loading the New LUT Just in case, here again is where you would change the name in the LUTTools.fx to have the shader load it, instead of the one we changed it to in the beginning of this tutorial. When you apply the new LUT, your UI will change color too, this is normal. And here is an example of how it looks applied in-game. It is never 100% exact for me, I’m not a pro, because the LUT is very sensitive and applies every change and even the slightest changes by the saving process or something like that. The changes the coloring of the LUT are relative to the image used, so any difference between the screenshot and the game will be reflected in the applied LUT. In the case of the example picture, the lighting I used is darker, the actual LUT worked perfectly because I only did some basic steps to turn everything blue. This aside, we can see the potential power of using this method to apply LUT. Graphical changes straight from your GIMP or image editing program, directly into game through only color. Tips Not every LUT needs to be as dramatic as the one in this tutorial. I only did this to make things more clear. When you use a screenshot to compare while you color the LUT like we did in this tutorial, it's good idea to use a collage of multiple screenshots, preferably from various settings and Hook lighting setups. Hook and backgrounds can add color too, so it has to be taken account. The more extreme the LUT, the more likely it will not work in every scene, causing color errors and if you have multiple picture for reference while you’re making changes and be able to detect the problem. In particular I would try to use as many different shades of color that are usually in your most used settings, to try to adjust the LUT to fit as many of them as you can. This is not really a requirement, it’s just something to experiment with. In general though, I would say it depends on what you are trying to achieve. Some LUTs can be used to create a nighttime effect, another for a de-saturated “mech” setting and yet another can be more general and work with most scenes, or an old photograph, or maybe you like the particular color errors you found and want a “glitched-out” effect for some pictures. Ideally you have a LUT for every job, they allow your pictures to look uniform and unique in appearance without having to guess by hand every time since the color adjustments are applied with code. Which brings me to the last thing: Another powerful tool for GIMP is a filter suite called G’MIC, which can be downloaded free : https://gmic.eu/ It also includes a filter called “Simulate Film” which actually allows you to apply exact color presets from a wide variety of cameras, consumer to pro, rather than making changes by hand using this method. You can find the filter in G’MIC under Colors section, once you have it installed. The LUTs you create with it will give your screenshots a more professional quality. Also it has other color-related filters, including various “color transfer” effects which allows mimicking the specific color scheme of any photo, screenshot or painting to some degree. Things to Remember When customizing a LUT, make sure to only use color settings and filters, many experienced users only use ‘Levels’ to make their LUTs and nothing else, but anything color-related is ok. The LUT is PNG color data, it cannot record and interpret code of things like blur. Color changes made to the LUT are relative, so if you change your screenshot a lot before using it as reference to the LUT, you may get unexpected results, without those exact settings in-game. Rooms can have unique Hook lighting that apply color and potentially not work with a LUT if you didn’t use it as reference. Other things like ReShade settings, such as ones that change color. As long as you are using it in the reference screenshot, you can make sure the LUT will work, but depending on the changes you made, it may not work that well without. When creating a collage of screenshots to use for reference in creating new LUT, it is a good idea to include a variety of colors, lighting and maybe even shaders that you want to test out. This allows you to more easily see where the LUT can be best utilized and where it will have problems or won’t look good. If you made a new LUT, don’t forget to change the name in the shader .fx file and hit reload in the ReShade window if you already opened the game. Conclusion I created this tutorial because I noticed that a lot of Hook presets do not have this shader included or any LUT shaders for that matter. There is a way to do it through H5 as well, but I prefer to use Reshade since that is the settings I work with most, I never touch my H5 settings at all. Hopefully it was helpful to someone who may not be familiar with the power of such a common and IMHO fundamental method of graphic enhancement.
  12. 1) Introduction (skip to points 2) 3) and 4) if you want to start modding your Fallout 4) Hello everyone! Some background story first... I have been wanting to play a fully modded version of Fallout 4 for quite a while but never had a chance to do it until now because I had some spare time on my hands and decided to install Fallout on Steam with all DLCs including the HD Texture Pack. Of course I also wanted all the various adult mods there are in my game ? It has been a while since I was playing any Bethesda games (Skyrim was my last yeaaars ago) and many things changed, including the mod manager which is now called Vortex and saves you A LOT of pain while installing mods unlike with the old Mod Managers and is really doing all the heavy lifting for you. I was impatient and started smacking mods on each other from Tesnexus and Loverslab without properly reading all the requirements and possible incompatibilities. That's why first version of my game with the mods was so broken I had to start again from a clean install .....twice....and wasted days, tearing the hair out of my head! ? In my last attempt I decided to document everything in few readme files in order to keep a track and also added some notes to every mod I installed or uninstalled/replaced with better mod. It took me many days but I have refreshed my memory through a lot of trials and errors and also learned many tricks how to make seemingly incompatible mods working together. For the adult part I have been sticking to this guide as much as I could: ((continue reading below)) But later I figured things out to make the mods that are listed as incompatible work together!!! 2) What is this?? This is my guide (detailed readme file) that gives you step by step instructions of how to install your mods and in which order with my commentary. This is mostly aimed for new players who are just starting with a fresh copy of Fallout 4 and need some help without wasting countless hours trying to make their mods run. Veteran and experienced players are still welcome to review this and maybe I will be able to resolve few issues for you as well. ? 3) Why this guide? (...when there are many other guides...??) ->>It shows you how to download and install the vast majority of mods without reading through countless manuals, requirments and other thighs that will give you a headache without the fear of having broken game at the end and ending reinstalling everything from scratch and wasting hours or days doing so!! The only thing you need to pay attention to yourself is the Mod configurations options during their installation! ->>It includes pretty much 99% of all adult mods from Loverslab which are compatible with each other!! (all animations, poses, packs, quests, resources, outfits and much much more) ->>It includes pretty much all the best mods from Tesnexus which are compatible with each other and also compatible with all installed mods from Loverslab!!! ->>It includes compatibility patches for most of the installed mods!!!! ->>It makes your game run smoothly with almost zero CTDs (you get CTD only if you do really really dumb shit)!!!!! ((The installation is clean because I spent 2 weeks installing everything properly step by step with Vortex and reading through all requirements for every single mod so your saved data have very minimal chance of being corrupted even after some extensive gameplay or heavy "naughty seasons" I have tested the vast majority of all the mods I have installed together and they all work as intended.)) If you stick to this guide and my notes from the readme files once you are done you can enjoy playing the game with pretty much everything there is to offer right now, at least adult oriented.... 4) Important - MUST READ before start!!! -->>HARD REQUIREMENTS<<-- - The Fallout 4 I use is the Steam English version 1.10.163.0 but you can make it work on non steam too - - ALL DLCS + HD TEXTURE DLC - - Start modding only after you left Vault 111!! - - This guide is for CBBE body in mind - Note: you can go for fusion girl ->biggest compatibility after CBBE<- and grab all the conversions while downloading the mods The Date of this guide is 18th October 2020 and all mentioned mods are up to date!! Note: I may keep updating the file as I add or update my mods in time This guide consists of two readme files and my three personal ini files: - Fallout 4 Installation v1.0.txt - Main File which tells you what and how to install mods - Fallout 4 Possible Issues v1.0.txt - for troubleshooting and if you run into a bug in game it is worth to check this file - Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini - already prepared for modding (copy them to LocalDisc\User\Documents\My Games\Fallout4) directory) Both text files containing the installation instructions are RAW FILES without any external links!! They include only versions and names of every mod I have installed with my comments!! Note: I may add links and clean both files later if I get the time but for now you just use your own google to search for those mods. They are all on tesnexus and loverslab ? Note: I highly recommend Notepad++ or similar text editor to quickly orient yourself in my textfile (because it is a mess for now lol) 4.1) INSTALLATION (Please also check my post below for additional installation infos) A) Open the Fallout 4 Installation v1.0 readme v1.0 and start installing things step by step from very TOP to BOTTOM (call this a loadorder if you want) Note: You may need to setup Vortex first but there is a really good guide on the internet done by Gopher for this (Install Vortex and return to my readme to continue) ((continue reading below)) B) You need to install F4SE (you can do this from the Vortex I believe) C) Start downloading and installing the mods using Vortex from TOP to BOTTOM AND ONLY the file versions from my readme!!! If you install different version I don't guarantee your game will work like mine does!!! D) Pay attention to my notes in brackets or mods marked with !!! If you follow my guide to the letter ignore the mods flagged with "uninstall, don't use, etc." and continue with the next mod from the list ? Important Notes: - Sometimes the mods you install will be missing master files but that is okay! Just continue with the next mod and at some point the master files will be added - Sometimes Vortex will tell you that a mod became redundant. You can let Vortex to disable it. - Some mods contain multiple ESP files and you will be informed by Vortex. If this happens go to your Plugins Page and activate the needed ESP manually. - I left some of the mods in the list even if I don't use them because maybe you will like to use them so that you know which version to download that works with the rest. - Mods from Tesnexus are automatically downloaded to Vortex and you just need to install and activate them from the Mods Page. - For mods that are downloaded manually (e.g Loverslab mods) you need to copy them to Vortex Download directory yourself. They will then appear in the mods section in Vortex and you can install them. - Vortex supports .rar, 7z. .zip formats so don't worry about it - You don't need LOOT or any other sorting tool or any other mod manager because Vortex already has it all and is the best mod manager right now! Also remember: - While installing some of the mods Vortex may give you a conflict you need to resolve and then deploy the changes. Usually these conflicts mean that two or more mods use same resources already and you need to pick which mod will be used for the resources. Example: CBBE Body installed skin will conflict with the new body skin mod you install because they will both overwrite the same textures. If you pick your body skin from the new mod and load it AFTER CBBE Body textures Vortex will use the textures from your new body textures mod. If you have questions about how I made mods work, experience any problems or generally need help with something don't hesitate an ask me!! I will try to help you as best as I can so that you may enjoy your modded Fallout 4 as much as I do!!! 5) Known Issues Zazout can have possible issue - If you want to try out Zazout with all these mods installed you have to first unpack it into a directory (NOT YOUR FALLOUT4 GAME DIRECTORY!!). Manually delete everything file from that mod that would otherwise overwrite things in your game directory like scripts etc. Rename and repack the Zazout mod file into a .7z and then you can install it with Vortex. there must be no mod conflicts when installing with Vortex and if there are mod conflicts then make sure you load Zazout files BEFORE everything else it may conflict with! 5) Future Plans Please feel free to use the Fallout 4 Installation v1.0 readme as an installation/load order reference and add/edit or remove my existing comments and polish the file. Feel free to reupload your own readme with updated versions of the mods you use and some comments how to install them and what to be beware of for the rest of our community so everyone can use this readme as reference for their own mod setup in the future. Right now there is also no issue/bug tracker (if I'm not mistaken) for new mod versions or mod issues and people have to search through countless pages and forum topics from other users in hopes someone has the same problem and already found a solution. Fallout 4 Possible Issues v1.0 readme could serve as a simple bug tracking tool, users expand and upload where they provide description and solution to various bugs so the rest of us doesn't have to search like crazy everywhere on the internet... Maybe someone could manage the updated readme files from users to keep only a single master file with a track of what's new so they are not overriden and multiple versions don't exist. (These are just my ideas, two simple text files but could be very effective for troubleshooting and general overview) ? 7) Disclaimer This is no patch or anything. You need to download and install your mods yourself! Please remember all these mods I use are my personal preference, if you don't like some of them, simply don't install them! I'm not a creator, modder or scripter just a mere consumer with some basic knowledge of things like Bodyslide, Outfitstudio and Nifskope and small scripts which I use to make the mods I install run how I want. I will not post any of my personal changes on the mods I have downloaded and made compatible to not make the original creators angry and get banned from here If you need my help to make mods compatible with each other I may help you. If the game doesn't work for you after this guide then you simply didn't follow my instructions or changed load order in the wrong way in Vortex but this is not my fault! I'm just trying to help new and unexperienced players out with my guide. My files should contain no virus but scan them just to be sure. All my files are directly from my PC. Fallout 4 Installation v1.0.txt Fallout 4 Possible Issues v1.0.txt Fallout4.ini Fallout4Custom.ini Fallout4Prefs.ini
  13. Modder Skyrim : Bases et Loverslab ATTENTION : CE GUIDE COUVRE SKYRIM ORIGINAL (OLDRIM), PAS SPECIAL EDITION Introduction Les outils Installer les mods de base SkyUI USLEEP Crash Fixes FNIS Racemenu XPMSE Les mods Loverslab SOS Zaz Animation Pack SexLab (+ Aroused) Devious Devices Les traductions Aller plus loin Introduction Si ajouter des mods à Skyrim est une pratique ayant déjà plusieurs années, les mods et les outils qui nous permettent de le faire ne cessent d'évoluer, rendant notre jeu de plus en plus stable. Vous connaissez probablement le Nexus, mais si vous êtes ici, c'est que vous voulez pousser l'expérience plus loin, et il vous faudra avant tout de bonnes bases. Ce guide a pour but de prendre le relai de celui réalisé précédemment par Narsilien, et j'essaierai de le garder à jour autant que possible. Mon but ici est de vous transmettre un maximum de connaissances pour que vous puissiez entretenir une installation stable de Skyrim par vous même. Il est divisé en une partie s'adressant à tous les moddeurs et une autre pour ceux intéressés par les mods SexLab. Bonne lecture ! Les outils Mod Organizer 2 Comme beaucoup d'autres, j'ai commencé à modder Skyrim en installant mes mods manuellement dans le dossier "data" du jeu. Le problème avec cette méthode, c'est que retirer un mod devient un véritable calvaire et que certains mods s'écrasent entre eux. Je suis alors passé à Nexus Mod Manager : ce dernier règle les problèmes de suppression mais continue de polluer le dossier data et rend les conflits entre mods très difficiles à gérer. Et puis j'ai découvert l'incontournable : Mod Organizer. Mod Organizer 2, que nous appellerons "MO" est une bibliothèque de mods à l'écart de votre dossier data. Il vous permet de sélectionner quels mods vous voulez lancer, créer plusieurs profils et mieux gérer les conflits. Le mieux, c'est qu'il ne touchera jamais à votre dossier data, laissant votre Skyrim parfaitement intact. Cliquez ici pour accéder à sa page Nexus (il s'agit d'une page pour Special Edition mais MO2 fonctionne également pour Oldrim). Rendez-vous dans l'onglet "Files", par simplicité, téléchargez la version "Mod organizer 2 (Archive)" de "Main Files". Vous disposerez alors d'une archive au format ".7z". Extrayez son contenu, vous obtiendrez un dossier contenant plus au moins ceci : Déplacez le dossier racine (celui que vous avez extrait) où vous le souhaitez sur votre disque. Certains aiment placer MO dans "C:/Program Files", personnellement, j'ai mis MO dans mon dossier Skyrim ("<STEAM>/steamapps/common/Skyrim"). Une fois votre dossier MO placé, lancez "ModOrganizer.exe" qui se trouve à l'intérieur. Acceptez les conditions d'utilisation Dans "Choose components", en plus des choix par défaut, choisissez également "Handle Nexus Links" Sélectionnez le jeu Bethesda dont il devra s'occuper. Un Mod Organizer tout propre s'ouvre alors ! Il sera toutefois plus simple d'expliquer son interface à l'aide d'un screenshot sur une vraie installation : La liste rouge contient les "ressources" fournies par chaque mod. Il faut savoir que quand vous installez un mod via MO, MO crée un répertoire rien que pour lui, contenant tous les fichiers de ce mod, le séparant ainsi des autres. Chacun de ces dossiers générés par MO est ainsi listé dans cette zone rouge. Que se passe il quand par exemple, deux mods veulent modifier la musique d'introduction du jeu ? MO va simplement choisir celui qui a la Priorité (vous remarquerez une colonne de ce nom) la plus élevée. Vous pouvez vous même modifier la priorité d'un mod sur un autre en double-cliquant sur sa priorité et en la changeant manuellement. Un éclair avec un + vert signifie que les fichiers de ce mod sont prioritaires sur un autre, et un éclair avec un moins rouge signifie que certains fichiers sont fournis par un mod à la priorité plus importante. La liste verte contient les "esp". L'esp (ou plugin) est un fichier inclus dans le mod qui va indiquer à Skyrim ce qu'il apporte de nouveau (en quelques sortes). Il arrive que certains mods disposent de plusieurs esp, mais gardez à l'esprit que Skyrim n'accepte au maximum que 256 plugins (chaque mod se voyant attribué un numéro hexadécimal allant de 00 à FF). Le cadre bleu désigne les exécutables que vous pouvez lancer depuis MO. C'est un détail important : tout ce qui utilise MO doit être lancé depuis MO, c'est à dire que vous devrez lancer Skyrim et tous les autres programmes souhaitant accéder aux fichiers des mods depuis MO. Nous verrons plus tard dans la section LOOT et SKSE comment ajouter un programme à cette liste. J'expliquerai également dans la section SkyUI comment installer un mod via MO. ~~~~~~~~~~~~~~~~ LOOT LOOT, ou "Load Order Optimisation Tool" va devenir un programme essentiel de votre installation puisqu'il va trier les esp qui se trouvent la colonne verte de MO (qui est en fait un fichier appelé "load order"). C'est très pratique, car quand des mods sont mal rangés, Skyrim va tout simplement planter. On appelle ces plantage des CTD pour "Crash to Desktop". Tout d'abord, il vous faut obtenir LOOT. Rendez-vous sur leur page Github. Trouvez la dernière version (stable si possible, c'est à dire qui n'est pas en beta) et, dans la rubrique "Download" de cette version, prenez celle indiquant installer.exe. Installez l'installeur (eh oui) où vous le souhaitez sur votre ordinateur (l'emplacement par défaut convient, mais je place personnellement tous les programmes relatifs à Skyrim dans le dossier Skyrim). Vous disposez maintenant de LOOT, mais il doit être lancé depuis MO pour accéder à la liste de mods. Pour accéder à un programme depuis MO : Ouvrez MO et la liste déroulante à gauche du bouton "Lancer", cliquez sur "Éditer". Une fenêtre apparaît dont seule la partie inférieure nous intéresse. Commencez par entrer un titre pour le raccourci que vous allez créer (par exemple : "LOOT"). Ensuite, cliquez sur les trois petits points à côté de "Exécutable" (le cadre en bleu sur l'image ci-dessus) et sélectionnez l'exécutable du programme (dans notre cas, LOOT.exe dans le répertoire où vous avez installé LOOT). Laissez les trois checkboxes décochées et cliquez sur "Ajouter". Le programme est maintenant apparu dans la liste de Mod Organizer! Pour le lancez, sélectionnez le puis cliquez sur le bouton "Lancer". Vous êtes maintenant en mesure d'utiliser LOOT, ce que vous devriez faire à chaque fois que vous installez un ou plusieurs nouveaux mods depuis votre dernière séance de jeu. Il est à noter que plus vous avez de plugins, plus le tri prendra du temps (on parle ici de secondes, pas d'inquiétudes). Pour trier vos plugins, cliquez sur le bouton ci-dessous. Une fois le tri terminé, soit un bouton "Appliquer" apparaît (cliquez sur ce dernier), soit rien ne se passe (indiquant que votre load order est déjà correctement trié). Vous pouvez ensuite fermer LOOT. ~~~~~~~~~~~~~~~~ SKSE Le "Skyrim Script Extender" va devenir notre nouveau programme pour lancer Skyrim. En effet, ce programme arrive à "hacker" l'exécutable de Skyrim pour permettre aux développeurs de mods d'utiliser des fonctions qui n'existaient pas jusqu'alors. Rendez-vous sur Silverlock, le site de la team SKSE et téléchargez l'installer de la version actuelle (Current Build). Lancez l'exécutable, indiquez l'emplacement du répertoire Skyrim et installez (vous n'êtes pas obligé de créer un raccourci). Rendez-vous maintenant dans le répertoire Skyrim avec l'explorateur Windows, vous constaterez que plusieurs fichiers, dont un "skse_loader.exe" sont apparus. Comme je l'avais mentionné, vous ne lancerez non seulement plus Skyrim depuis Steam, mais vous lancerez maintenant Skyrim depuis SKSE depuis MO ! La procédure est simple, ajoutez le "skse_loader.exe" à la liste des programmes MO comme vous l'avez fait pour LOOT. En lançant SKSE, vous verez que Skyrim se lancera automatiquement.
  14. Hello everyone, I'm getting back into Skyrim after a couple years away and am struggling a bit with putting together a LL build. A lot of mods have fractured, been discontinued, been adopted, and otherwise changed since I left, so I though, if I'm going to start from scratch, why not make a guide for others based on my findings. Furthermore, if I am going to make a guide, why not make it visual and encompass all of the major and popular mods currently in circulation. That is where this little proof of concept starts: CONSTANT EDIT: current version: I figure it can cover big mods, their soft links, and dependencies. Basically just a little "follow this chart" sort of way for new modders to get their builds up and running. As I'm flying pretty much blind here, I'd love to get some experts in to point to which mods should be included, go where, etc.. I can do that myself, of course, but it will be a lot slower, will probably have errors, and all that. Any help, of course, would be greatly appreciated. Also, I plan on keeping this page edited as this is now a pinned topic. If you want to see progress, go through the thread Let me know what you think. LL.html
  15. This is a short guide on how to debug CTDs yourself. What it means is you will try to find out as much information about the crash as possible. First, open Data/SKSE/skse.ini, if it doesn't exist then create it. Add this: [Debug] WriteMinidumps=1 Then wait for the game to crash. Now you will have a crash dump in Documents/My Games/Skyrim/SKSE/Crashdumps For example something like this 2015-05-08_16.26.42.dmp This file is not readable by humans, it's for debugger but you can do online crashdump analysis. Here is one site that does this: https://www.osronline.com/page.cfm?name=analyze Once you submit you will receive a bunch of text, most of this is useless but there are few things that can be helpful to you or someone else. Scroll down a bit and find the line that says: EXCEPTION_RECORD: Below it is the address in code where game crashed exactly. For example: ExceptionAddress: 00d573a8 (TESV+0x009573a8)It means that game was executing code on address 0xD573A8. It also says that the crash occurred in module TESV. If the crash had occurred in any SKSE plugin it would says that DLL name as module instead. Although it's still possible for a crash to be caused by SKSE plugin and happen in TESV module. Now why is this address helpful? 1. Someone else may have the same crash, you can compare what you both have in common to narrow down cause. 2. Someone else may have had the same crash and already solved it. 3. I can look it up in game code to see what happens in the function, maybe it helps you narrow down cause. 4. You can compare if the crashes you are having are the same ones or different. It could also be helpful to catalogue known crashes in a sticky or somewhere. If you post your crash here include at least this information: EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00d573a8 (TESV+0x009573a8) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 00000000 Attempt to read from address 00000000 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 3684fc20 00bf2fb8 00000000 16a9a770 3684fde0 TESV+0x9573a8 3684fc50 00000000 00000000 3684fcd4 00786b68 TESV+0x7f2fb8 And everything SKSE related from Loaded Module List. Example: 0c490000 0c577000 SKSE_Elys_Uncapper SKSE_Elys_Uncapper.dll 50e00000 50e80000 nioverride nioverride.dll 51110000 51122000 enbhelper enbhelper.dll 51310000 51332000 showRaceMenu_preCacheKiller showRaceMenu_preCacheKiller.dll 51340000 5140d000 StorageUtil StorageUtil.dll 51bf0000 51c76000 chargen chargen.dll 51c80000 51c96000 SpellInvisibilityPlugin SpellInvisibilityPlugin.dll 51ca0000 51ccb000 SexLabUtil SexLabUtil.dll 51cd0000 51d23000 SchlongsOfSkyrim SchlongsOfSkyrim.dll 51d30000 51d6c000 MfgConsole MfgConsole.dll 51d70000 51d86000 ItemSoulgemPlugin ItemSoulgemPlugin.dll 51f50000 51f66000 ItemPoisonPlugin ItemPoisonPlugin.dll 51f70000 5203a000 skse_1_9_32 skse_1_9_32.dll 52290000 522e3000 FirstPersonPlugin FirstPersonPlugin.dll 522f0000 5236a000 hook hook.dll 52530000 52546000 ItemArrowPlugin ItemArrowPlugin.dll 52550000 52566000 ItemChargePlugin ItemChargePlugin.dll 525b0000 525c6000 AutoLockpickPlugin AutoLockpickPlugin.dll 525d0000 525ef000 DoubleJumpPlugin DoubleJumpPlugin.dll Some reported crashes so far:
  16. Conglomerate 01 This guide is for Skyrim LE: Terms for "Skyrim LE": Skyrim Legendary Edition Skyrim + the three DLC: Dawnguard, Hearthfire, Dragonborn Skyrim 32bit version + 3 DLC Highly recommend additional Skyrim LE guides: 2020 Skyrim LE Stability Guide STEP Skyrim LE v3.0 For more Skyrim related links: Conglomerate - Links For Skyrim SE check out this guides: (v1.1.2) Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!" Skyrim SE for Beginners - V 3.2.0 (3BBB / HDT-SMP / HPH) Intro: My blog is pretty basic and should be used as a "quick" reference to prepare Skyrim LE for modding. If you want to learn more about the technical aspects on how the various Stability Fixes for Skyrim work you can start your research from here. Main goal is to show how to install Skyrim ready to be modded and how to use "Stability Fixes" to keep Skyrim LE stable even with a multitude of installed mods. In addition you can find here a list of tools needed to keep the game stable and fix issues. The instructions are written in a way that a user can just work through it from top to bottom (recommend!), for a first install or a reinstall of Skyrim LE. I use Nexus Mod Manager (NMM v0.8+) in combination with Wrye Bash to compensate for the NMM shortcomings, that's why you find a few NMM related hints included in this blog. The stability fixes are the same for use with any Skyrim LE setup unrelated to the used mod manager (MO, MO2, Vortex, Wrye Bash). I mainly post only solutions I tried or use on my own Skyrim setup and that showed practical results. Many of the here posted fixes and tools are the absolute basics and mandatory to create a stable modding environment. In combination with Conglomerate 02 it is possible to create a lewd base setup that can be trusted to be stable. A stable base setup is needed for troubleshooting, because it is really hard to find mod bugs or conflicts if the base setup creates glitches or worse crash to desktop (CTD). Most used abbreviations and technical terms: Conglomerate - Abbreviations and file types What you find on this blog page: Installing Skyrim LE Installing Skyrim LE Backup and preparations before uninstalling Skyrim TES5EDIT Quick_Auto_Clean and cleaning Skyrim Master files a quickie with Quick Auto Clean SKSE & SKSE.ini Mandatory Papyrus expansion Memory (Block) Fix Crash fixes, Crashfixplugin.ini Memory allocator String count fix other fixes ENBoost & enblocal.ini ENBoost is the standalone memory manager without the graphical effects from ENBSeries Provides Skyrim with more usable memory BethINI ini configuration tool and tweaks fixes user errors and/or fixes changes from ini manipulating mods Savegame Tools: FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) Other useful Tools: 7zip Notepad++ 1. Installing Skyrim LE Installing Skyrim LE Backup and preparations before uninstalling Skyrim 2. TES5edit and cleaning the Skyrim DLC Master files 3. SKSE & SKSE.ini 4. Crash fixes, Crashfixplugin.ini 5. ENBoost & enblocal.ini 6. BethINI 7. Savegame Tools: FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) 8. Other useful Tools:
  17. Conglomerate 02 - Core Mods ✍️ Introduction: This page is intended as an overview how to create a basic Setup before adding more Mods to a Load Order. I call the listed Mod combinations "Core Mods", because they are the base - or minimal requirement - for most lewd Setups. I just copied step by step what Mods I usually install first - followed by a functionality check ingame - before even thinking about adding anything else from LL or Nexus. The blog was created with NMM mechanics in mind, but the overwrites (NMM, brutally overwrite files in skyrim/data) aka overrules (MO - left plane, Vortex) are the same for any mod manager. The sequence the Mods are listed also give a clue about overwrites and also the position of related plugins in LO. If no additional information is given overwrite the early listed mods with the ones lower on this page. ? Goal of this Blog page: Installation of basic Skyrim fixes, patches and useful mods in preparation for LL mods Installation of all most basic LL Frameworks and requirements. Repeatable steps that will work for any basic LO to prevent user error early on. Indirectly create a checklist and source for the most basic Mods that go with everything or are requirements for related plugins. ? Creating Checklists to keep the overview ⚠️ It's strongly recommended to still read the individual mod descriptions instead of blindly installing everything ? Definition of the abbreviations can be found here: Conglomerate - Abbreviations and File Types Index: Step 01 - ⚙️ Core Vanilla Vanilla Patches, Basic Requirements, FNIS, Tools ⚙️Optional Step 02 - ❤️? Core Sexlab SOS, SL, SLAL, Tools, Patches Step 03 - ☠️ Body ⚠️Chose only one route to install a body: All-in-One HDT Animated Pussy 4.0 Body installation via separate Mods ☠️ Optional Step 04 - ? More Nasty Critters SLAL MNC SLAL Animated Beast's Cocks (ABC HDT) Step 05 - ⛓️ BDSM Frameworks ? ZAP Animation Pack ?? Toys & Love ? Devious Devices 5.2 ? Optional Step 06 - ?‍? Script Extender PapyrusUtil ConsoleUtil Jcontainers Step 01 - ⚙️ Core ⚙️ Core Frameworks and their Patches and Fixes: ⚙️ Optional: Step 02 - ❤️? Sexlab ❤️? Basic Sexlab Mods: Step 03 - ☠️ Body ☠️ All-in-One HDT Animated Pussy 4.0: ☠️ Body installation via separate Mods: ☠️Optional: Step 04 - ? More Nasty Critters SLAL ? MNC SLAL and Animated Beast's Cocks: Step 05 - ⛓️ BDSM Frameworks ⛓️? Zaz Animation Pack v8.0 plus: ⛓️?? Toys & Love: ⛓️ ? Devious Devices v5.2: ⛓️? Devious Devices v5.2 Optional: Step 06 - ?‍? Script Extender ?‍? PapyrusUtil, ConsoleUtil, JContainers:
  18. I always forget the right steps to fix all those thousand little issues in my game. So, I decided it's time for my own collection. It will keep growing Part I. Followers Q: My (modded) follower can't be asked to follow me again - I can't see the dialogue anymore open the console click on the follower addfac 5c84d 1 <done> reference http://en.uesp.net/wiki/Skyrim:Factions_P#PotentialFollowerFaction Q: My (modded) follower can't be asked to follow me again - the 1. step didn't help it's possible that your follower needs some more "resetting" to be done check: CurrentFollowerFaction, it should be 0 GetInFaction 0005C84E DismissedFollowerFaction, it should be 1 GetInFaction 0005C84C Teammate, it should be 0 GetPlayerTeammate (force) change it back to initial values Remove from CurrentFollowerFaction SetFactionRank 0005C84E -1 Add NPC to DismissedFollowerFaction AddToFaction 0005C84C 0 Cancel Player Teammate SetPlayerTeammate 0 reference https://forums.nexusmods.com/index.php?/topic/5334740-aft-broken-follower/#entry47427995 Part II. LL mods Radiant Prostitution/Gigolo Q: I have an NPC who should give me jobs like an Innkeep does it open the console click on the innkeep addfac 5091B 1 <done> reference http://en.uesp.net/wiki/Skyrim:JobInnkeeperFaction#JobInnkeeperFaction Part III. Camera, 1stPersonView, etc.. Q: A mod / an event has ruined my 1st person vision, it's blurred, I'm blind, etc ..... open console if it was Sexlab Dangerous Nights: (blindness) rimod 000F756E  if it's blurr :rimod 000201d3 <.. I have to check for other mods here> <... i'm still looking for a general catch all> reference : http://mod.gib.me/skyrim/functions.html sisme 0 disables it in general sisme 1 re-enables it Part IV. ME - the player Q: I can't move, although I am on open ground, I have no control. Evereything else around me is going on, NPC are still moving ... etc.. A: You are probably stuck in a scene or a quest wants you to be stuck. If you still want to move on: the console command is called "enable player control" or in short "epc" open console epc or you use the detailed version with 9 optional 0/1 parameters (movement|fighting|pov|looking|sneaking|menu|activate|journal|POV) and it looks like epc 1 1 1 1 1 1 1 1 1 reference http://mod.gib.me/skyrim/functions.html Q: I am stuck in an animation at (enchanting table, tanning rack, etc ...). But nothing happens A: Some of these can get buggy if scripts are triggered in this very moment. Under certain conditions, this may help open console player.tai leave consoe repeat if it didn't help with the first try Q: I am playing with Realistic Needs and Diseases(RND) but in prison or in the Cidhna Mine quest the lack of beds leaves me either tired to hell or I break the quest/mod A: In RND you can console your tiredness away and while you are just waiting or standing around, you can "simulate" the effects of sleep for RND RND_sleepPoints is the global variable open console set RND_SleepPoints to 10 leave console your tiredness is now at reduced to 10 points. In my game "60" is the lower threshold for "tired" Part V - Stack dumps Q: How could I recover from a stack-dumped save? Is it possible at all? A: Maaaaaaybeee? It depends. The best procedure I have seen was from @Uncle64 https://www.loverslab.com/topic/35269-beeingfemale/?do=findComment&comment=2523917 (almost quoted his text) Go to one small cell, send off your followers. Those mods you have that can be turned off in the MCM. Turn them off. Dont remove or disable any mod. Make one new save after you have turned off or reset the mods that can be done that on in MCM, there is some mods that you may need to use one console command for turning off. Load the new save and leave your char standing there for atleast 1-2 real time hour, dont move dont do anything. When the the turning starts, you can poke the mouse so it stops. Save again. Load that Save. Make one new save. Turn off your game, restart your PC so it can clear the memory. Load again, and check if you have the same amount of spam in your papyrus. It should be less spam. If it is stil spamming the log, you may also have one bad or broken loadorder.  ... to be continued
  19. TLDR: We need guides, howtos, walkthroughs for many many mods here .... but don't have them. I intend to help. This here is my own little helper to get me focussed for that. So it is important to me, but probably boring for most others. Of course I can only write for mods, that I have and use. I'll add my list later here. If you feel another mod could use a howto, just comment. My current ideas and priorities for guides and how-tos Listing and comparing various alternate start mods Listing and comparing various follower frameworks Beeing Female https://www.loverslab.com/files/file/1284-b by Milzschnitte and Fertility Mode https://www.nexusmods.com/skyrim/mods/87456 by Narue *sigh* a guide for first time posters: "How do I ask for help" instead of "This mod isn't working ✅ done See @Psalam 's blog https://www.loverslab.com/blogs/blog/1189-navigating-loverslab-for-newcomers-and-others/ .. to be continued Winter is coming, and aside from the guides above, I have some sparks for LL-ish quest ideas and want to write them down (for anybody to use!) DD quests (all flavors) A witch trial A Dibella/sanguine trial in connection to The Sisterhood of Dibella mod Devious bards, pranks among students, hazing the newcomers Ancient Education (ZAP or DD, is yet to be decided), connected to Dibella and her sisterhood, Mara and perhaps some Daedra The important prisoner (prostitution and/or dibella) EOTM - Employee Of The Month (prostitution or dibella) The Banquet (prositution or dibella) Education of a young lady (dibella) The Collector - collecting certain "things" (maybe a bit dark, bizarre, weird ... will have to see, "boner-thief") .. to be continued Next thing is to comment on the mods that I use, which ones I left aside and why, and in which load order I have them running. I thought about first of all, my follower mods done https://www.loverslab.com/blogs/entry/7712-entrails-someone-is-following-me-my-followers/ locations, houses, villages done https://www.loverslab.com/blogs/entry/7754-entrails-where-am-i-here-my-location-mods/ LL mods done https://www.loverslab.com/blogs/entry/7786-entrails-xxx-my-ll-mods/ my vegetation, weather, light and environment mods my mod development setup Please don't expect fast progress: Aside from Skyrim, I have some RL to care for and to attend to. This post will be edited over time.
  20. Since I keep forgetting those important URLs to good guides and howtos, I decided it's time for my own collection. It will keep growing Prelude - Getting started with Skyrim Getting started by @donttouchmethere https://www.loverslab.com/blogs/entry/7521-well-my-skyrim-got-messy-now-i-have-to-clean-it-up-so-i-thought-to-myself-why-not-start-a-blog-about-that/ [SE] Guide - How to rollback your skyrim (SE) after update - Unbreak your prefered skse mods by Sthaagg https://www.nexusmods.com/skyrimspecialedition/mods/19658 Video Guide - getting started with SexLab mods by @piotsze https://www.loverslab.com/topic/107764-devious-devices-lauras-bondage-shop-08-sept-2019-v301/?do=findComment&comment=2765618 Skyrim LE Stability Guide by @mrsrt https://www.loverslab.com/blogs/blog/1311-2020-skyrim-le-stability-guide/ based on the now outdated General Stability Guide https://www.loverslab.com/topic/128438-2019-skyrim-le-stability-guide/ .. Part I. Bodyslide [Tutorial] Building DD items in BodySlide NMM/MO https://www.loverslab.com/topic/71481-tutorial-building-dd-items-in-bodyslide-nmmmo [Unofficial] Bodyslide 2/Outfit Studio Tutorials https://www.loverslab.com/topic/25180-unofficial-bodyslide-2outfit-studio-tutorials Bodyslide One Pager by @Laura 'Lokomootje' https://www.loverslab.com/topic/21484-devious-devices-integration/?do=findComment&comment=2203238 Image: https://www.loverslab.com/uploads/monthly_2018_04/BodyslideQuickGuide.jpg.7df4dfdfdb06649664bcf15fec8b2536.jpg .. Part II. Installing things under "circumstances" Installing DDI into MO2.1.3 by @AbnormalSOB https://www.loverslab.com/topic/21484-devious-devices-integration/?do=findComment&comment=2250029 .. Part III. Balancing settings and Memory Management Balancing memory in CrashFixPlugin by @JuliusXX https://www.loverslab.com/topic/30855-devious-skyrim/?do=findComment&comment=2098893 .. Part IV. Animations manually stripping animations from animation packs by @MadMansGun https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=2271175 ... or here: https://www.loverslab.com/topic/144072-installing-fewer-animations/?do=findComment&comment=2990199 reducing animation related stress by @Reesewow https://www.loverslab.com/topic/35569-devious-devices-expansion-41-2018-06-9/?do=findComment&comment=2273948 Detecting problems with the Animation count by @Mister X https://www.loverslab.com/topic/21484-devious-devices-integration-41-2018-06-09/?do=findComment&comment=2288608 reducing unnecessary alternate animations in DD v4.1 by @Hugh Reckum https://www.loverslab.com/topic/21484-devious-devices-integration-41-2018-06-09/?do=findComment&comment=2307913 SL Animation Loader Guide by @rydin https://www.loverslab.com/files/file/2506-sexlab-animation-loader-guide/ ... Part V. CTD and StackDumps What is a stack dump ... by @WaxenFigure https://www.loverslab.com/blogs/entry/5252-what-is-a-stack-dump-and-what-does-it-mean-for-my-game/ Treating CTDs n Skyrim LE by @Psalam https://www.loverslab.com/blogs/blog/1065-how-to-treat-ctds-and-some-other-stuff-in-skyrim-le/ .. Part VI. Console references UESP Wiki https://en.uesp.net/wiki/Skyrim:Console Consolecommand https://consolecommand.org/skyrim-console-commands-and-cheats-for-pc/ Commands/functions http://mod.gib.me/skyrim/functions.html .. Part VII. Maintaining save files, cleaning, etc ... " How to clean your save" guide by @Inte https://www.loverslab.com/topic/46551-prison-overhaul-patched/?do=findComment&comment=1164919 .. Part VIII. Organizing and editing my mods Quick sheet for Mod Organizer by @piotsze https://www.loverslab.com/topic/107764-devious-devices-lauras-bondage-shop-08-sept-2019-v301/?do=findComment&comment=2767643 direct link to the image: https://static.loverslab.com/uploads/monthly_2019_10/1678288647_SMOexplanationinshortpicture.jpg.3348f11ff5bfdb2161226c8199210018.jpg.db11c19776243ac837d63bb3c00020aa.jpg Custom filters in TES5Edit by @stingray1995 https://www.loverslab.com/topic/129160-fucking-around-in-xedit-let-your-wife-know/?do=findComment&comment=2745145 ... .. to be continued ..
  21. Racemenu Export sculpt nif (make sure it's the same body weight as the npc you wanna replace) Place it where it's needed, I usually put it near the one I want to replace, both copied in a new mod with the same paths SSE Nif Optimizer here! Select the folder the nifs are in and select just "Heads only" Click on "LE" and run the program Nif Merger here! Drag and drop your face on the left and the og on the right Check that all head parts are matching in the right tab and activate them (if any are missing you can copy-paste them in later, through any nif editor program) Do NOT click on "merge child nodes" or you will copy colours as well Start with "Merge to target" (optional) if you want to replace hair, it'll warn you vertices are wrong, just tell it to replace them (optional) if replacing hair or eyes, do it a second time selecting hair/eye parts only and also tick "merge child nodes" so you will copy hair colour SSE Nif Optimizer Tick "SE" and run the program again Profit 🦝
  22. Conglomerate - LINKS Last updated: 15.10.2021 Here you can find all the links I find useful, interesting, made me curious, might get helpful later, you name it. Most useful LL Blogs to explore in combination with Conglomerate: Psalam's blogs Navigating LoversLab for Newcomers (and Others) How to use LL properly. How to Treat CTDs (and some other stuff) in Skyrim LE CTD are the STD of Skyrim. Skyrim Notes to Myself Modding tutorials and hints. worik's blogs Random thoughts and ideas on Skyrim mods LE? SE? CK? worik saw it all! (and survived) The Northern Kingdoms (Witcher) Place to go to bewitch your Skyrim Setup. mrsrt's blog 2020 Skyrim LE Stability Guide Highly Recommend Guide for Skyrim stability fixes. Lestat1627's blog Skyrim LE : my mods, variation , modify and more lots of interesting experiments Must see Guides for Skyrim SE: Just Don't Guide for (v1.1.2) Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!" How to install Skyrim SE, use MO and get it all stable and lewd. Also useful for all MO related questions. "Hey Sexlab is working" = 'Nuff Said! Highly Recommend Basic Guide for SE (said DTMT the LE and NMM fanatic) Aylis Guide for Skyrim SE for Beginners - V 3.2.0 (3BBB / HDT-SMP / HPH) Basic and Advanced Guide for Skyrim SE. So many links *drool* Get yourself inspirited! Hint: Aylis has also a Guide for Fallout IV for Beginners - V3.0.7 (ZEX / 3BBB / Bodytalk) (don't tell your Skyrim Yandere Neko Catgirl, might get jealous if you visit other games) tasairis SE Compatibility Tracking (Aug 22 #6356) Do you catch yourself asking in every topic: "SE version?", then that's the place to go! Handicraft instructions that will change you from Pogger to Progger: Toys: Guide To Making a Toy Box (you know, that hidden box you keep near the bed) Caden Black Modding: Create Your Own Sex Mod (Starter Mod) Caden's Youtube Channel C5kev's How To UUNP & CBBE - UUNP > CBBE or CBBE > UUNP TES Alliance, I think I saw a guide or two there A Dirty Guide to Backporting (some) Mods from SE to LE Skyrim dissected: Skyrim - The Unoffical Elder Scrolls Page Legume learned something: SkyrimDeviousFramework It's a Club! Skyrim : My mods and variations many little hints how to tweak your game How to Make Voice Files Yourself More places where some sweet, sweet Skyrim mods might be hiding: Skyrim Mods found at least one former Nexus mod there NSFW Mods some sexy latex outfits there PredatorRJ's Patreon my fetish sense is tingling... a lot sadly BHUNP, but some stuff works with UUNP without too painful clipping over 500 Followers want to be discovered Skyrim Scandal HOT! Mods Reloaded: Skyrim Ultimate utilities to become a Poser: Halo's Mods GameBanana YevMods Exploring the Net. Things I stumble upon while searching something completely different: Tome of xEdit let's see if there is something of interest Modding Skyrim Look how nice he build his website! Also a guide how to mod Skyrim. Windows 10 & Skyrim Compatibility Testing How you can mess up your game with Windows 10 and the other way around. Exploring Loverslab:
  23. Give me face mods, eyes, eyebrows, eyelashes, teeth, and yeah.
  24. Absolute Beginner's Guide Making modifications to Sims 3 garments Actual Modifications to the Sims3pack/Package Adding Stencils & Overlays This document is intended to get your feet wet with TRSW by Creating and applying a Stencil using your Graphics’ Editor. It does not attempt to show mesh alterations. It is designed for the Absolute Beginner. Who would like to make a unique creation but not get into the nuts & bolts of the Mesh. You will need: 1. TSRW: found at https://www.thesimsresource.com/workshop/ 2. Graphics Editor: https://www.gimp.org/downloads/ What you DO NOT Need: 3. Sims3Pack File Generate Tool: For converting to and from Sims3pack.https://modthesims.info/d/473766/sims3pack-file-generate-tool-package-to-sims3pack-8-27-2012-update-to-v1-4-1-36.html 4. Meshing Toolkit: Not needed. For fixing this on Mesh https://modthesims.info/d/481950/meshing-toolkit-version-1-4-9-uploaded-12-20-2018.html 5. A 3D mesh Editor like Milkshape or Blender. Your Graphics Editor needs the ability to save as a DDS file so look for a Plug-in if it doesn’t. If you’re the average person – you don’t change much on EA or CC garments, except what Color Channels are offered in CAS to change the Pattern. There is no way to move or change the pattern size in CAS. In the last installment I showed how to add a color channel on a standard 3-color channel garment and how to scale the pattern and position to a particular point. This installment focuses on probably the simplest customization of a garment – Adding a Stencil Overlay. I’ll show you: · How to create a simple OVERLAY. · Using the OVERLAY as an Overlay and/or Stencil. Making a CLONE of the garment you want to change: The first thing you need to do is clone your garment. Any change to a package will need new internal numbering and TSRW does that for you. For this DEMO – I’ll be using the af body swimsuit_plunge. You can use the EA full-body af body swimsuit_plunge for this exercise as well. Open TSRW and select New Clothing. Then select: Human>Young Adult>Female>Swimwear. Look for full body swimsuit with a V-plunge. Be sure to give it a unique name in both boxes. Before OKAY. Or… Open TSRW and select Import. In the type box select Sims3pack (or package file) and select the garment you want to change. Be sure to change the Projects NAME in both boxes. It works the same regardless of what garment you bring in so, what you start with doesn’t matter as much as where you have space on the garment to put something. A complicated piece or one with no area for a patch or logo is a bad candidate. One of the reasons for using the full-body plunge swimsuit – lots of area front and back. Once your garment is loaded: Example 1: Go to the Texture Tab. Scroll down to Stencils, then expand the category and expand Stencil A. (Example 1). Example 2: Here’s how the Stencils work. The OVERLAY circled on Example 2 and ALL of the Stencils can be active at the same time. They will act as layers with the one circled in Example 2 above being the 1st one. Any and all overlays/stencils can be on or off – doesn’t matter. All it is – is an image layered on top of all the others. You just need to know where to put the image. First, you need to Export a copy of the Multiplier. This will be a reference guide. Click on the right side of the Multiplier image to show the EDIT button. Example 3: Example 3 shows the Multipliers Edit window. Export. Be sure to give it a unique name like “[Project Name] Original Multiplier” At this point – SAVE your TSRW Project. The name will automatically be given for you this time. It’s generated from the Project name when you first loaded it. Graphics: For this I’ll be using GIMP 2.8 Any good Graphics editor will work, as long as it can save as a DDS (BC3/DXT5). If it does NOT – you need a plug-in or a better graphics program. Load your saved Multiplier into your graphics editor. Be sure NOT to load the MipMaps – they will be generated when you save. (Example 4). Example 5: You should have the Multiplier image looking like Example 5. Create a new Transparency Layer – I’ve named mine STENCIL 1. Now, Load your favorite Image – the one you want of go on the garment as a Stencil. In my case it was an image of a HEART. Scale that Image (Heart in my case) and move it so it fits where you want it to show. Example 9: With me – I placed the Heart at the bottom of the V-Plunge at the front of the Swimsuit. Make your image “Image Sized” and Merge it into your “STENCIL 1” layer. That’s it for Stencil 1… WAIT… we are going to make a second Stencil – STENCIL 2. Repeat the same procedure for adding the 2nd Stencil. Add the image (must have an Alpha Cannel) Scale and position where your want – that’s it. In my case – for the 2nd Stencil… I’ll be using a Lipstick Kiss (a couple of them). Example 10: Example 11: Okay – both Stencils are done – what do you do with them… You have Stencil 1 (Heart) and Stencil 2 (kisses) each as a separate Layer. Save your File… In your Editors native format. Discard the Multiplier – it was only a guide. Now, Save each Stencil as an individual DDS. With only one stencil active – merge visible layers, Layer to Image Size, and Export as DDS (BC3/DXT5). Example 12: Undo - back to show both Stencils and make the other Stencil active. Again, Merge Visible Layers, Layer to Image Size, and Export as DDS (BC3/DXT5). In each case make sure you choose a unique name for each Stencil. You now have both Stencils saved and can assemble into TSRW. Exit your Graphic Editor and load TSRW. Load your Stencil Project. In the Textures Tab of TSRW scroll down to the Stencils section and expand the category. Also, expand Stencil A & B. to the right of Stencil A image (Checkerboard pattern) click to show the EDIT button. Example 14: Import your Stencil 1 into TSRW’s Stencil A – do the same for your Stencil 2 into TSRW’s Stencil B. With me Stencil A is the Heart, and Stencil B is the Kisses. Example 15: Make sure you set Enabled True for each of the Stencils you want to show. (Example15). Click on the area of TRUE to show the Selection box and select True. Example 16: Example 17: With both Stencils Enabled=True both the Heart and Kisses show. So, you see, you can have quite a lot of Bling - if you want - with the Overlay and all the Stencils. Any image you can get small enough so it doesn't lose much detail (starts Pixalating) is fair game. I need to warn you that TSRW defaults to Variation 1. As we have done this – none of the other variations have any stencil showing. The stencils you loaded are for that variation ONLY. You will need to load your Stencils for each variation you want to have showed them. The advantage to that is you can have up to a set of 6 or 7 Stencils for each variation. The drawback: Stencils are only carried when you duplicate an existing variation. Otherwise – got to load them into each variation… Remember – the OVERLAY section at the top of the Textures Tab is basically the same. When replacing any of these images you are asked if a replacement or not. If you want to replace All variations that use that particular image – REPLACE - will update all to the new “REPLACEMENT image. Otherwise – if you want to keep a variation – use Make a unique reference. Example 18: Variations Export: You’re DONE: Save the TSRW Project file. Example 19: Example 20: When saving as a Sims3pack – it won’t automatically put the file name in for you. You should get into a practice of going to the Title area under the Project Tab. Click on the name to show the EDIT button (Example 19). This brings up the Edit window (Example 20). Highlight the info in the “Original String” box at the top, copy this, and then SAVE (even for just copying – save). Now you can go to FILE on the main menu and export as a Sims3pack. Its ready to put in your Sims3/Downloads folder and install – or – you can use the File Generator Tool to convert to a Package file which you copy to your Mods/Packages folder. Example 21: Example 22: Notice the image I made in Example 9 is “Stretched” vertically on the garment. This distortion is somewhat random and tends to depend of the image shape and how the Faces of the garment are set up (Something we wont go into). Only a little Trial & Error will find the best shape. Or keep both TSRW active and your Graphics Editor and go back and forth distorting your created image until it looks correct in TSRW (don't forget to make sure you make Layer to Image size - DDS is temperamental on correct size). You need to check in CAS when done to make sure. Sometimes - what you see in TSRW in not what you see in CAS and can be different again in-game. As the distortion of the Heart image shows. In a Nut Shell: Export the Multiplier Image to use as a template. Place that Stencil image on top the multiplier where you want it to show. Make the picture to Image size so its the same size as the Multiplier. Delete everything but your new image Save as DDS and load into TSRW Stencils or Overlay. Anyway, You now know how to add an image as an overlay or Stencil on a garment. So, be it you name, a personal logo, or something silly – you can put it on a garment. You can literally BEDAZZLE anything. ENJOY!
  25. Last update: 30 Mar. 2025 Overview 1. Introduction 2. General Informations Modlists 🟢 🟢 Standard Game Standard Game - Hair 🔵 🟡 🟡 🟡 Advanced Textures Asia Addon Girly Addon Goth Addon 🟡 🟡 NSFW Addon Occult Addon 🟡 Steampunk Addon 3. Sims (Tray files) Non-Player Sims (Thread) 4. Lots 5. Tips and Tricks 6. 7. Creating a Sim Bugs Introduction Starting to mod the Sims is quite a task and you will be surprized how deep this rabbithole goes (spoiler: there are quite a few rabbitholes in the rabbithole). One modder got 460 mods just for hair and now make a guess what some other modders do... So don't be surprised if I only scratch the surface for the Sims. My goal is to give you a solid starting point for a goodlooking game (with options to get a bit less cartoonish stuff in there). As my guide for Skyrim got quite big (getting to 2000 mods there) and is getting very hard to update, i'll be going to try something new here. Instead of a very long list here you'll get an Excel sheet with all the required links, comments and, if necessary, instructions for the mod. You can tick the mods you use - and i have a lot less work (inserting new mod will be much much easier, and way less juggling with websites). As usual you'll get the mods colorcoded (explained at the top of the sheet). Additional Threads As I couldn't fit everything in here I created some supplementary threads that are based on this guide. Replacing 'Non-Player Sims' is a guide how to replace Sims and includes reworked Sims for the 'Expansion Packs'. __________________________________________________ A big 'Thank you' to all the modders out there! Also a 'Thank You' to Thorsten who started the collaboration. You didn't expect an almost complete overhaul, eh? 😇
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