Search the Community
Showing results for tags 'guide'.
-
The SexLab Framework (SLF) is an impressive piece of kit, built and developed over several years by a team of developers here on the forum. Recently, that same framework has been branched off and enhanced further with the development of SexLab P+ (SLP+). Having taken the initiative to upgrade to Skyrim 1.6.1170, I dived into using this patch to see the changes it brings to this fantastic framework. One of the features that comes with SexLab P+ is the SexLab Scene Builder (SLSB), a tool used to convert the files for animations into the new format that SLP+ uses. This tool can help assemble key variables defining how animations should run. Packed with a visual interface to help build the scenes, it can help modders and users who want a little bit more control over their animations put packs together to meet their personal needs in the game. As someone who was a little overwhelmed at first with the tool and found no guide that helped me understand how the files were made or edited, I played around until I got to grips with it. In doing so, I wanted to put a small guide together (that I will expand over time as I use more) on how to use it to help anyone else looking to get their hands dirty. I'll share what I know and update it as I learn more or if the tool gets further updates. While this guide came about due to my need as a player who has a male/male playthrough and needing to edit the default conversions file kindly offered to get that set up and animations to run, this can be used by anyone wanting to get a better handle on the SLSB tool and how to edit and export the files within. Before starting, you will need to visit the Citadel Discord server (link on the SexLab P+ mod description page) and get the tool and the Automated SLSB Conversions. This guide assumes that you use Mod Organizer 2 to manage your mods, but if you don't or use another mod manager, always make sure to have backups. SETUP FIRST TIME VIEW FILE STRUCTURE To be added/continued...
-
CLOSED TO FURTHER COMMENTS I will not make further changes to this mod or my tweaks. If you can't figure something out by reading his guide, reading the comments, or making super-extremely-ultra sure that you've done EVERYTHING correctly when installing ALL of your mods, then I probably can't help you anyways. ------------------------------------------------------------------------------------------------------------------------------------------------- Milk Mod Economy (aka MME) is one of the few mods that adds lactation to your game for female NPCs and the player. However, the information on HOW to use this mod is effectively nonexistent and requires hours upon hours of trial and error. On top of that, the mod as currently released has a lot of bugs - particularly in the "Economy" part of the mod, which is sad considering "Economy" is part of the mod's title. This blog entry is intended to serve as a guide to those who are using the mod. Hopefully this will alleviate any confusion anyone has about the mod. ------------------------------------------------------------------------------------------------------------------------------------------------- How do I become a milkmaid? ------------------------------------------------------------------------------------------------------------------------------------------------- What happens after I become a milkmaid/milkslave? ------------------------------------------------------------------------------------------------------------------------------------------------- How does milk generation work? UPDATE: I've added an edited "MilkMCM" script you can download which allows you to set the "Milk Generation Increase" value to 0, instead of the normal minimum of 0.003 - However, please remember that if you set this value to 0, you will also never stop producing milk unless you use my OTHER edited MilkQuest script. ------------------------------------------------------------------------------------------------------------------------------------------------- What does Lactacid do? ------------------------------------------------------------------------------------------------------------------------------------------------- How does selling milk work? (I recommend using my edited plugin attached to this post) ------------------------------------------------------------------------------------------------------------------------------------------------- How do I get Normal, Race, or Special Milk? ------------------------------------------------------------------------------------------------------------------------------------------------- Which NPCs can I sell to? (I recommend using my edited plugin attached to this post) ------------------------------------------------------------------------------------------------------------------------------------------------- How does Market Saturation/Demand work? ------------------------------------------------------------------------------------------------------------------------------------------------- What factors affect how much money I get for milk? ------------------------------------------------------------------------------------------------------------------------------------------------- I want to know how much I'm going to get for my milk! ------------------------------------------------------------------------------------------------------------------------------------------------- This should be as much information as anyone needs to get the most enjoyment out of this mod! If there's anything else you'd like to know, please leave a comment and I'll investigate the mod further. (Comments are now closed.) Despite my complaints about the mod, it's currently the best mod out there for lactation. The only other mods I'm aware of that has anything to do with lactation is "Being a Cow" which causes your character to transform into a literal cow, and "JUGs". JUGs has been abandoned, so I really wouldn't recommend anyone use that mod. Being a Cow literally turns you into a cow... Yeah no thanks. Therefore, MME is realistically the only Lactation mod out there. It has a lot of potential, but it's extremely rough around the edges and needs a lot of work. That being said, it is still a decent mod that at least accomplishes its main attraction. Hopefully this information is useful to those who use the mod! Here is a FOMOD installer for the various tweaks I've made: NymphoElf's MME Tweaks.rar
- 38 comments
-
27
-
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 🦝
-
Palworld Modding Shift : How modding should proceed after IO Store split --- --- --- This is a cross-post from my SubscribeStar - https://subscribestar.adult/posts/1372461 --- --- --- Message specifically for LoversLab and our community at The Broken Chatbox. You guys have actually been super awesome during this confusion and the response to info has been swift and understanding. I can't overstate how much I appreciate this! It's made trying to work things through much easier on our end and I also appreciate those that were willing to test between versions to ensure things were fixed and working. I've been keeping an eye open to the entire community and most places were unfortunately not so coherent and understanding, which lead to some of the issues I talk about in this PSA post. Just wanted to say this before getting into it because really my complaints don't apply here but to other places. Didn't want people getting the wrong idea, you guys have been awesome! >.< This will also be posted elsewhere in the Palworld modding scene and acts as a more general PSA. --- --- --- Well this has been a mess... Over the last 2 days we've had some really confusing changes for Palworld modding, the large Sakurajima update was super exciting but it also came with a surprise! With the update, PocketPair changed the packaging format to use a superior format with something called "IO Store", this newer format allows for fast loading and better streaming for many platforms and is a huge benefit in other categories. The issue? When the game is set to use a different packaging type, other packages become incompatible. This means mods in the older .pak format were no longer compatible with the set of IO Store .pak types, and vice-versa, meaning only one package type can be used at once. This 'broke' all previous mods Palworld had released for it, thankfully updating mods is really easy (it's a tick-box in UE5, then you just re-package and distribute the new pak format) but the community got impatient and vial toward the devs, so they reverted the change in format, but only on Steam.... (aka, Steam on old format, XBox/Gamepass on the new format) Now, this has been a mess, and it's been really confusing with inconsistent messaging. So I want to make a post here with recommendations for modders on how to properly adapt then go over the situation and try my best to explain things in more detail (like why a switch to io store was even done in the first place, explain how reverting is going to cause us more issues as time goes on, and then explain how you can help improve things as either a modder or user). --- --- --- Users/Player - Here's some recommendations on how to proceed from this point forward Rec. 1 : HAVE SOME PATIENCE. Like, holy damn, just wait for mods to be updated before storming PocketPair with pitchforks, alright? (Note, this isn't directed toward my usual NSFW audience, you guys have all been really awesome and patient. This is more targeted toward the casual crowd that lost their minds within minutes of the update) Rec. 1.1 : Building off that last point, shifts in the modding space for games that are updated over time is extremely common and it's perfectly normal! PocketPair should be making changes that are the best for them and the game and we shouldn't impede their efforts. Modders will get around to updating everything and replacements for older mods will naturally take the place of those that don't. This is all expected, it'll take some time but moving forward is a positive change. (I understand the frustration when stuff stops working, but chill, things'll get fixed ^-^) Rec. 2 : Take caution when updating from now on. Disable automatic updates for your platform and wait for experienced users to test the waters and see what does/doesn't work if your mod set-up is important to you. If you are an experienced user or modder, make sure to back-up previous versions just in-case something breaks and you need to revert for either play or testing. Even games out of early access can get a random update years down the line that breaks things (Looking at you Capcom, why did you do this to RE? What did we do to deserve such punishment? WAS IT THE BOOBIE MODS??? Q.Q) Rec. 3 : State your platform when reporting issues and, if a mod doesn't support your platform, kindly ask the modder to release a compatible version. Since we now have to support 2 different formats this means there could be differences between the 2 we're not aware of. It's always best practice to note your platform when reporting issues, but this makes it even more important. Additionally, typically when modders don't release a compatible version for multi-platform it's normally caused by a lack of knowledge or time. So be understanding and link to resources like this one so they can get a track on what's going on and what to do to make a compatible version! --- --- --- Modders - Here's some recommendations on how to proceed from this point forward To ensure the best experience for everyone, we as modders should try to support all of the latest versions of Palworld that we can. Previously that was easy since both PC versions were on the same format, even though they were technically different builds the functions and code between them were still compatible so even script mods had no issue. However, (at least at the time of writing) now we have 2 versions that require different steps to support, Steam's PC release, and then the XBox build that includes the PC Gamepass and MS Store releases. This means we need to supply 2 versions of our mods packaged for each platform from this point forward unless PocketPair decides to revert their revert and moves both platforms to IO Store (or they harm everyone by moving the xbox build back to the old format, I'll explain later why this would be a bad thing). This doesn't apply to Lua or C++ mods since they are loaded by UE4SS in an unpackaged state, but for BP mods and replacers, we'll need 2 versions. So, here's my recommendations for Palworld modders moving forward. (Nearly all of these apply even if PocketPair moves to a single format, so consider these 'best practices' of a sort) Rec. 1 : Backup versions before updating. This applies to both the game version and mod versions! Preferably you'd keep an archive of your mod releases so you can always revert or reference back if something goes wrong. In this specific case it was easy for us to just release the 'previous version' as the Steam compatible version if you had released an IO Store version. Should also be fairly well known that game updates can break mods, if you're not an experienced modder it may be best to wait for others to test the waters and for tools to be updated if required before updating. Rec. 2 : Modders should move their entire workflow to involve the UE5 editor, preferably using the Palworld Modding Kit ( https://github.com/localcc/PalworldModdingKit ). You can find a guide to setting up the modding kit on the modding wiki ( https://pwmodding.wiki/docs/category/palworld-modding-kit ). It looks daunting at first, but don't worry, once things are set up it's rather simple. The reason for this is reliability and consistency. I've been telling modders in our community to set up and use UE5 for their mods since it allows a lot more advanced workflows and ensures their set-ups survive changes like this. (Also worth noting, UE5 is required for animation importing, which is a bit of a focus for our community...) If you're looking for another guide on this matter, you can check out my SCake animation importing guide (no NSFW images in the guide itself, don't worry - https://www.michaelpstanich.com/article/SCake_HowToMakeAnimsGuide ) For everyone that followed this advice the IO Store change was just a tickbox in the editor and a repackage, it took less than 10 minutes to push a new version out and was fairly painless, everyone should be shifting to workflows like this one to prevent breakage in the future. Rec. 3 : Package a version for each format/platform which means 1 for Steam with the old format and 1 in the new IO Store format for XBox/Gamepass. If you set up UE5 and start using ChunkIDs to separate your mod packages properly then this should be relatively easily to do (just a pain on the release and docs front). As mentioned in the previous Rec. 2, UE5 has these tools built in and IO Store is just a checkbox within the packaging settings (Go to "Platform" in the top bar, then down to "Packaging Settings" as a quick access to packaging settings. The setting here is called "Use Io Store" which you'll package 1 time with and 1 time without). For my own workflow I separate things into incrementing ChunkIDs (ChunkID determines what pak-# the file goes into), then when you go to Platforms > Windows > Package you'll get an export with each package number, I copy that into a folder then toggle on Io Store and run the process again to copy into a different folder. (Annoying, but not difficult) Rec. 4 : Include version compatibility in your ReadMe/Download Pages/Filenames. We can't really determine what will be compatible in the future, but for current versions try to ensure users know which version is for which platform. Personally I'm doing this at a file-name level where the archives for Steam will now prefix with (Steam) and XBox/Gamepass prefixes with (XBox-Gamepass), then all version compatible stuff (like, say, lua exclusive mods) will have no prefix. It'll take time to have everyone following these kinds of standards, but try to keep your community/followers posted on where compatibility is if its relevant to you. Rec. 5 : Adopt open modding and collaboration! One of the major issues I noticed was a lack of communication in the modding community about what was happening and a lot of selfish hostility demanding things that didn't make a whole lot of sense, eventually leading to this worse-than-before situation. We as modders should be working together to get things working instead of pushing against one another and refusing any help, or refusing to help others. If we continue down this path and keep giving PocketPair these mixed signals then modding is going to be completely screwed. Ultimately, in this case, PocketPair listened to less-than-experience 'modders' that refused to adapt and listen to more experienced modders, and has made the modding scene much more complicated as a result. We need to start sharing standards and better knowledge with one another so that things like this are less likely to happen in the future and adaption is quicker. (Our community had already adopted this mentality and we were fully updated without any struggle, and again after the revert. These things matter and can make all of our lives much easier. If you're confused about a change, ask experienced modders about it and be patient, listen in and be ready to adapt. A great modder adapts, a bad modder gives up and refuses to change.) --- --- --- Explaining the situation Ok, now lets actually explain the shift in package types and what's going on. Why switch to Io Store? Simple, it improves loading and streaming assets on a wide range of platforms/hardware. While for a lot of modern systems you won't notice a difference (especially if you're not hitting memory limits or have a lot of io bottlenecks) this has massive benefits to console specifically, especially XBox Series S. So the reason PocketPair made this change was to make overall improvements to Palworld for all platforms which should reduce load times and improve performance across the board. Of course there's other things they could do to improve these things, but it's such a massive win on console that there's no reason not to do it. Ok... so why on PC where it's not as effective? This most likely comes down to their development pipeline and because the XBox version IS the PC version. Well, for Gamepass/MS Store version at least. The XBox/Gamepass version of Palworld has always been a different build than the Steam version (at first it even had different features/content!). However, PocketPair has synced up their development and now they are most likely just different packaged versions/exports. PC DOES have benefits from IO Store, so it's not like it was a bad call, but in reality PocketPair most likely just synced up their 2 pipelines into a single process so both versions were effectively the same package but with different exports (for platform reasons). So since Io Store is a massive win for console, when they synced up the PC version just switched to the overall better IO Store package type for universal gains and easier development. Makes sense. So why do we now have 2 versions? This is where stuff gets complicated, because it has to do with the "have patience" statements I made earlier. In short, changing the package method meant that all older mods needed to be updated, so when people launched the update for the first time none of their mods worked! This lead to casuals and incompetent 'modders' to immediately complain to PocketPair, blaming them for the mods breaking while demanding a revert. And PocketPair caved... probably the best argument for "don't listen to your community" I've seen in quite a long while. As mentioned previously, the IO Store format is a massive win for consoles so they most likely couldn't revert the change on XBox to hit their performance targets and obligations, which directly affects the Gamepass/MS Store versions. So yeah, only the Steam version was reverted, and the community forced this issue onto itself. Yeah but, at least old mods work, right? Some do, some don't, really depends what's changed, and this only applies to the STEAM version, XBox/Gamepass is still screwed. The reality is that most mods need to be updated eventually anyways and there's shifts in the scene that would replace a lot of the earlier mods already, so reverting the change really doesn't do much for us in the long-term. This revert is short-sighted, both from the community and PocketPair. But still, it'll be nice to use the older mods that do still work. Keep in mind that only BP mods and replacers needed .pak files anyways, script mods through lua or C++ were never affected and instead all broke because of changes within the game (as they do over patches). The real concern here, however, is that PocketPair could bring back IO Store for Steam since it just makes sense to do so from a development perspective and for the long-term health of the game. When they do, not only will previous mods be broken, but also all those made after this revert, ultimately doing even MORE damage than if we just kept IO Store and modders adapted. In other words, we'll be right were we already were but even worse off. --- --- --- And that's what I want to help prevent! I'm making this PSA to let people know what's happening and help educate users/modders, while also advocating that we start making dual packages now to prevent future issues and help people adapt. There is a silver lining here in that we have the chance to 'get use to' these better practices and packaging for IO Store without mods being 'completely' unusable, but that does only benefit Steam users. So, let's say Steam does switch back to IO Store packages, then we can just transition to using the IO Store versions already packages for XBox/Gamepass! This will help minimize potential loss of mods in the future and ensure everyone gets to access mods to the same capacity, a win-win! Of course, if the community had already adopted better practices to begin with then none of this would have been an issue, but we can't change the past, only work toward a better, more sustainable future! A reminder to everyone, if you ever need help you can always try either our community, The Broken Chatbox ( https://discord.gg/h3vB7S4FEw ) or The Palworld Modding Discord ( https://discord.gg/qHTZNcvYsv ) to ask for help! (I recommend our community for NSFW stuff) Also, be very careful which guides you follow! There's a lot of bad info out there written by people who have no clue what they're doing/talking about (especially on YouTube, I cringe every time >.<). Hopefully as time progresses we get some better guides with best practices and proper information, and I hope to help on this front when I get the time. Either way, thanks modding community for intentionally stepping on a rusty nail, now let's work on the anti-biotics! --- --- --- LoversLab Note : If there's any questions or information you'd like to add or would like to see, feel free to leave replies/comments and I'll try to come back with more info! I don't know if I have the time to dedicate to making guides, but I do think it could help so we'll see how things go, I may release more like the SCake animation guide.
-
This is a complete walkthrough of "A Snare To Loosen", the first quest of The Trappings of Fate. It was made for TToF v1.1.1. There might be slight differences with later versions, but nothing that should invalidate this guide. Needless to say, this is heavy spoiler territory. These first few spoiler tags below here hold the sequence of steps to get through the quest. First room: Second room: Third room: and these spoiler tags hold video guides for how to execute the individual steps: Quest start: First room: Second room: Third / final room:
- 12 comments
-
15
-
- walkthrough
- guide
-
(and 2 more)
Tagged with:
-
An amateur guide for amateurs So, you want to play the infamous Neverwinter Nights mod, A Dance with Rogues by Valine/2acornupper, but you don’t know much about the game and much less about Dungeons & Dragons? Well, I don’t know much about D&D either, but after a couple of hours of gameplay, I’m confident enough to lend you a hand so you too can experience what’s considered a pinnacle of interactive erotica. Before you get the mod, you’ll need to understand what kind of game you’ll be playing. Neverwinter Nights is a role-playing game developed by BioWare and Obsidian Entertainment. This is particular game is based on the Forgotten Realms campaign from D&D, and as such, the table-top role-playing rules apply. You’ll be playing in a third-person top-down view similar to Dota, League of Legends, and World of Warcraft. Controlling your character’s actions thru a contextual menu as well as key binds. There are also key binds to move your character around but using a mouse is generally easier. You can get used to the controls and some of the mechanics by playing the first part of the single player campaign, The Wailing Death, once you get the game. Here’s the links if you’re still interested. Steam: https://store.steampowered.com/app/704450/Neverwinter_Nights_Enhanced_Edition/ GOG: https://www.gog.com/en/game/neverwinter_nights_enhanced_edition_pack And links to the module. A Dance with Rogues Part 1 2.20: https://neverwintervault.org/project/nwn1/module/dance-rogues-part-1-20-ee-compatible A Dance with Rogues Part 2 1.23: https://neverwintervaultorg/project/nwn1/module/dance-rogues-part-two Currently waiting a update. Previous hak files break models. Other useful links. Lyanna Stormborn: https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=123814 This is Valine's pre-generated character for use in A Dance with Rogues. The file goes in your Documents/Neverwinter Nights/localvault folder. I advise against it as you won’t exactly know what your character is capable of, especially if this is your first time playing. Enhanced Player Portrait Pack: https://neverwintervault.org/project/nwnee/images/portrait/enhanced-player-portrait-pack Install this only if you want more portraits to choose from during character creation. There are many more portrait packs to choose from in the Neverwinter Vault and Nexus Mods. Customize Character Override Hak: https://www.nexusmods.com/neverwinter/mods/799 Install this if you want to customize your character in-game. Read the mod description carefully to learn how to use it. Follow the instructions carefully and install the mod in the correct directories. Once that’s done, launch the game and make sure a couple of game options are changed. First, under the game settings, the default difficulty is Easy but the mod is meant to be played on Normal. You’re welcome to keep it as is, but you’ll lose most of the challenge of playing this mod. Second, under the graphics settings, disable Shiny Water in tweaks. Some users reported crashes with this setting on, so if you run into a problem near the water, this might be the culprit. Third, under the input settings, your camera should be set as Top Down mode. Using any other camera option will cause problems during cutscenes. The cutscenes will still play but you may not be able to see anything since the camera is locked onto your character. And fourth, there isn’t an option to disable this but you must understand that pressing Escape to back out of a conversation can break a scripted event. Even if you can and the game tells you it’s an option, try not to do it. Extra Recommendations In Game Options, under Ruleset, activate Always Roll Max Hitpoints on Level Up to avoid getting stuck with a character with low health. If you want to see your character better during appearance customization, under Resolution and UI Scaling, set your New UI Scale to 1.2 or higher. Once you’ve changed all the other settings to your liking, click on New, select A Dance with Rogues from the local tab, and click Play. It’s time to get familiar with your character, the Princess of Betancuria. Create a Princess A Dance with Rogues is exclusively tailored to the stealthy and charismatic thief. You’ll get a very small amount of exp for killing things but you’ll get lots of exp for stealing, breaking and entering, disabling traps, and completing quests (some of which can be done with diplomacy). A Sneaky Princess will have a higher chance to succeed than a Fighting Princess. Here’s how to build one. After you load A Dance with Rogues module, you’ll be prompted to create or select a pre-made character. Don't use Select Premade Character, it's easier to start with but you won’t understand how that character plays unless you’ve played Neverwinter Nights before. Instead, click on Create New Character and let’s get started. Gender Choose Female. The module won't let you continue if you choose otherwise. Race Choose Human. The module will only allow you to play as a human, but at least you get to choose two feats(perks) instead of one. Portrait Choose whichever fits your character the best. You can download a portrait pack to have more choices if you want (I used this one here: https://neverwintervault.org/project/nwnee/images/portrait/enhanced-player-portrait-pack). However, you won’t have as many options for the actual physical look of your character. Class Rogue is the recommended starting class for this mod. It’s necessary to have certain skills available early and the Rogue class can get ranks in all of them at level 1. Alignment Alignment is not that important as throughout the game it will change depending on your actions. You can try role playing a Lawful Good Princess but it’s very difficult to maintain honor and compassion. After all, this is A Dance with Rogues, not A Dance with Goody Two- Shoes. Abilities This is where you truly get to customize your character. It’s a lot to read but it’s worth knowing what your abilities mean to your character before you start the game. Before we begin, know that the first number in your ability score is your base. The second number, in parentheses, is your modifier, which is used in addition to your skills for skill checks during the game. Let’s start down the list. Strength Heh. Even at 10 STR, the Princess hits like a wet noodle. This determines how much you can carry, how hard you hit with most weapons, and how often your attacks connect. While high strength is good for fighting, Rogues benefit better from high dexterity instead. You can mitigate your low strength damage by investing into dual wielding feats like Ambidexterity and Two-Weapon Fighting. Either way, low strength is fine but you won't be able to carry all the loot you plunder or effectively fight an enemy resistant to physical and critical attacks. Dexterity The Weapon Finesse feat will greatly benefit a Rogue with high Dexterity. This determines the ability modifier bonus to Armor Class(AC) for your armor and many of the skills necessary for a Rogue class. The minimum permitted score is 12, but you can and should go higher. Eventually, you’ll be able to get a feat called Weapon Finesse that allows you to use dexterity to influence how often your attacks connect instead of your strength. Though, it only works with specific tiny, light or medium weapons. This ability score should be your main focus as a Rogue. Constitution From left to right: 8 CON or lower, 10 CON, 13 CON, 15 CON, and 17 CON or higher. This determines the health of your character as well as saving throws when getting poisoned. Interestingly, this also determines the breast size of the Princess. At 12 or lower, she’ll be pretty slim. At 13 or higher, she’ll be considered well endowed and many NPCs will comment on her assets. More health is good but not necessary for this module. You can avoid most combat encounters by being stealthy and crafty. Wisdom With 17 DEX and 8 WIS, the Princess is good at hiding, but bad at seeking. This determines your willpower and ability to successfully spell cast. You’ll be playing a Rogue on your first playthrough so this ability is useless to invest in. You’ll fail to resist mind spells like fear, but not all enemies cast spells to affect your will. Intelligence At 10 INT, the Princess gets 9 skill points at every level up. This determines the amount skill points you gain at each level. Very high intelligence is only beneficial to wizards but you should still keep this at 10 or higher because there are a lot of skills a Rogue needs to get. This should be your second focus in ability score after dexterity. Charisma There are many guard checkpoints in Betancuria. Don't get caught with stolen goods. This determines your physical attractiveness and it affects your ability to successfully lie and persuade. The minimum permitted score is 14, but any score higher than that seems wasteful. It's better to invest into the skill point increase from intelligence since the module includes mechanics and gear to increase your base charisma. So, consider this ability score necessary only for the pretty princess roleplay of the module. Take your time moving your ability scores around. It's important to know what your Princess' ability scores are so you can understand what situations she excels at. You can always try playing with different stats and classes after you’ve gotten familiar with the mod. Just make sure the Princess is a female human that can steal, sneak, pick locks, and has 12 DEX and 14 CHA at the minimum. Here's what I chose in case you're wondering: 10 STR, 17 DEX, 13 CON, 8 WIS, 10 INT, 15 CHA Done? Alright, let’s move on. Packages Choose Default Rogue, and below, choose Configure Packages. For your first playthrough, max out the following skills: Bluff or Persuade Fetch the Princess a drink. She won't sneak out while you're away and steal everything you own. You can max out one or the other. In my opinion, persuade is better as it comes up often in dialogues. Max both only if you really want more opportunities in dialogue choices. Disable Trap Hoo wee! Look at all that sweet sweet exp! This skill is very important as it's one of the best ways you can gain exp. You can try to recover a trap to sell later if you're skilled enough. Otherwise, disable all traps to maximize your gains. Hide and Move Silently With both skills, it's possible to hide in plain sight and walk away. Max out both skills as you’ll be playing a sneaky thief nearly all the time. Having high ranks in these will make it easier to get by enemies. Use the Stealth Mode toggle every time you’re in a dangerous area, and be sure to save often too in case you get unlucky and get spotted anyway. Open Lock Can't keep a sneaky girl out. This skill is another great way to earn exp and gold. Break into nearly every house and container to loot to your heart’s content. Be sure you find a trader that will fence your stolen goods first. Pickpocket Thank you for your patronage. This is the one skill you absolutely need to play the mod. Many enemies will be carrying key items that are required to advance the story, and if you happen to steal their unequipped weapon too, then that just makes it easier to fight them if it comes to that. Search Looks like there's someone in the sewers trying to keep out unwanted guests. You can’t disable traps if you can’t find them. Passively, you’ll see them if you’re near, but it works best if you toggle Detect Mode and walk slowly. This skill makes sure you don’t trip a hidden mine and lose those precious exp points. Tumble Got caught off guard and without your clothes on? Run away and let your companions deal with the threat. Sometimes you’ll get caught thieving or draw aggro during a team fight. This passive skill helps you run away or reposition yourself without getting hit in the back. Every 5 ranks into this skill also counts as +1 bonus AC, which is uncapped by the way. Set Trap and Craft Trap "Come and get it! You stupid block of sentient Jell-O!" Set Trap is one of the reliable ways to damage an overpowering enemy. Use Tumble to run past them and lead them into your trap gauntlet. Craft Trap is also a good way to make gold but you’ll need to heavily invest into it to make it worthwhile. Put the rest of your points into each one or only into Set Trap. If you have any leftover skill points, Appraise and Use Magic Device are good skills to have. Appraise will lower the prices of all vendors. You need to make the best of the gold you rightfully steal. Use Magic Device is specially good to have since you can find various wands and staffs around the city. It's very useful for enemies weak to magic. Next we got. Feats Choose Dodge and Mobility. These are usually meant for combat and are a prerequisite for the Shadowdancer Prestige class. You won't be doing too much fighting early on. But when you do, these will help in surviving the battle. Dodge gives you bonus Armor Class (AC) only to attacks from your current or last target. Mobility works like Tumble as in it will protect you from attacks of opportunity. As you can see above, the requirements for these feats are DEX 13 or greater. I recommend keeping your DEX high to get a bonus in sneaking and picking locks. If you rather use the minimum DEX, you'll have to choose feats that are recommended for your character instead. Customize It's difficult to see what you'll be choosing. Go back to the Options menu and set your UI scale to 1.2 or higher if you want. Here you can customize the actual appearance of your character. The heads have their own specific hairstyles attached to them. Although you start out with long hair in the prologue, the hairstyle will change to the one you chose here after you begin playing. You can also add tattoos as well, but it might be too hard to see which kind you choose in this menu. Don’t bother changing the body unless you want a Princess that looks jacked as fuck. (Haha!) Clothing also doesn’t matter. You’ll get a new dress after the prologue and you can buy many more later. Choose skin and hair color to your preference. The tattoo colors here change two things. The first changes your lip color, the second changes your eye color. Character Info Choose the name of your Princess. Her last name will also be the name of the King. You can set her age to anything you want, it doesn't actually matter. Her age will be 21 at the start of the game. The best voice set to use is Female, Seductress. Even if you don’t plan to role play the seductress type, this voice set fits really well in my opinion. You’re free to choose whichever you think sounds best. Once you hit Play, you’ll be treated to a cutscene where you can see the appearance of the Princess better. If you’re not happy with the way she looks, restart the game or download Customize Character Override Hak (https://www.nexusmods.com/neverwinter/mods/799) to customize your character in-game after the prologue. Now, you’re free to play A Dance with Rogues, the tactical seduction and stealth adventure. You can role play a Sheltered Maiden, a Ditzy Strumpet, an Evil Seductress, or anything in between. Be aware that there are consequences for your actions and a lot of times you’ll have to make the best out of a bad situation. How you deal with those trials can shape the Princess’ world view if you choose to. Be sure to save often too. The general rule is if you’re about to do something questionable, save before you do it. This is an older game, no auto saves are made during gameplay (except in one particular quest). F.A.Q. and Other Useful Information How do I accessorize my outfit? Does doing so add or remove the vulgar status of outfits? You can accessorize your outfit using any large mirror, there's one in your room. Each outfit will save the accessories added to it when you do. You don't have to keep those accessories in your inventory when you're finished. Outfits deemed too vulgar to wear in public will still be marked as such even with accessories. I’m low on gold. Where can I find some more? Looting homes and pick pocketing are good ways to earn a bit of gold. You can also whore yourself out to the sailors in the harbor south of town, but that’s inadvisable. The dice game, when you find out where it’s played, is the best way to earn thousands of gold. Carefully read the rules to the game, and don’t be afraid to save and reload to keep your winnings. My character isn’t hitting anything! What gives?! If you’re getting into fights this early in the game, you’re likely playing the mod wrong. But if you insist on killing your enemies, you'll need to understand how combat works in this game. Essentially, you’re rolling a 20-sided die, adding your current Attack Bonus (AB, located in your character record screen), then attempting to beat the enemy’s Armor Class (AC, a peasant with no armor usually has 10AC). If your attack doesn’t connect, you rolled a low number or the enemy has high AC. Only when you beat an enemy’s AC, will damage come into play. Your AB will get higher as you level up and some weapons have AB as special properties. Just focus on leveling and passing your lessons first. You don’t always have to fight, but when you do, know what’s required to prevail in combat. The Princess keeps saying she’s thirsty, hungry, and needs some rest. Where can I find food and water? How often do I need to have a meal? This is a new feature of the latest mod version. The need for food and rest. The Bear Pit kitchen can provide both. Use the Tab key to find them (The Tab key is your best thief tool, use it often). Eat and drink enough food until you get a notification from the Princess saying that she’s full. Rest in the bunk bed when she starts complaining about being tired. The food and water respawn each day, so anything you don’t eat can be hoarded in your dresser. If you prefer not to be bothered with that, there’s a patch in the mod page that removes that feature. I have enough gold to buy gear but I don’t where to find some. What’s currently the best gear to use? At the hideout, there’s a vendor that sells Greater Gloves of the Rogue and Greater Silent Slippers. Both are expensive but they’re very good options for starting equipment. Then there’s the Bag of Holding and Magic Bags. These are sold in the bag shop in Betancuria North (Old Town) and they are not cheap! If you created a character that can't carry much, these bags will be a worthwhile investment. At some point, you’ll be skilled enough to loot the finance office of the Dhorn Barracks. Use that money to buy the Amulet of the Master (~41k GP) from the jewelry store. It’s a godlike item that boosts a lot of Rogue skills. This item is very useful for getting the maximum amount of exp during The Golden Chalice quest. If you think you can do well enough without the jewelry mentioned above, there's also the more expensive Ironskin Ring (~81k GP) which gives you a large amount of damage reduction. It trivializes nearly every combat encounter, making your only threats to be mages and enemies with special attacks. Okay. What about weapons? Which ones are good? You’ll likely find good weapons as you quest throughout the world. The best ones have on-hit effects like sleep or daze. Playing as a Rogue means that you do the most damage when you catch someone flat-footed. Flat-foot meaning they are unaware, stunned, entangled, or otherwise unable to act in time to defend against a sneaky strike. Weapons that cause these afflictions are perfect for a solo Rogue. You still have to roll to see if your attack connects and whether the enemy saves against said affliction. The hideout vendor also sells these but they're very expensive. Alright. But what about armor? I wouldn’t bother buying any. The few that worth getting are incredibly expensive. You’re better off sticking with the armor you receive during lesson 2 (Only if you chose agreeable and modest dialog). It has bonus AC against Evil characters and there’s plenty of those in this mod. You’ll also find some other armor worth wearing while adventuring. So, only buy armor if you can spare the gold. The best ones are sold in the Ranger's Guild and Family Hideout. What if I want to make my Princess look pretty? Can I wear something a bit more daring? The empire that’s occupying the city is cracking down on anything considered illegal and immoral. Wearing lingerie and other vulgar clothes in public will get you thrown in prison. Wear vulgar clothes at your own risk. If dresses are what you want, Nora’s Shop has some more conservative choices. Della’s Shoe Warehouse has heeled boots and shoes. Be aware that any heeled footwear will greatly lower your ability to move silently. It’s much better to choose flat shoes or boots to go questing with. Wear heels at your own risk. Something’s wrong with my shadows. They stretch into the ground like weird stalks from my character. Is that normal? It's not normal for the in-game shadows to be broken this way. I’ve found it had something to do with hanging vertices in certain models. Unless someone goes into each mesh in the module to fix it, there’s no way to clean it up. Fortunately, it’s not game breaking, just ugly to look at. Anything else I should know? There are two major issues I came across while playing the mod. Both deal with sequence breaking. First, when you meet a child in the sewer, make sure you agree to pay for the trip into a secret meeting place. There’s a major plot point that can be missed if you don’t. If you do miss it, you can always explore the sewers to find that area later. It’s just better to find it ahead of time. Second, don’t wander into the Mage’s Academy. Making it into the top floor will break another quest specifically designed to use that area. I didn’t realize it until I read the ADwR wiki about that building. If you get stuck on a quest, there are walkthroughs available in the Fandom page for ADwR. Some of them, however, haven’t been updated to the newest version of the mod. It’s not always reliable but good to look at for reference. So, there’s my quick start guide. If you have any questions or details I should add, let me know. I’m still learning more about the game and any tips you have could always help anyone interested in trying out the mod. Thanks for reading and have fun!
- 19 replies
-
10
-
- a dance with rogues
- rogue
-
(and 5 more)
Tagged with:
-
View File DAR\OAR Gunslicer No More Gorilla Girl Magicians!!! LE/SE I am so fucking done with trying to find a magic animation replacer that fixes this fucking problem that has turned me off of playing a mage ever since 2011!! Time to make it stop TODAY! Contents, The file only contains modified folders and modified conditionals. You Require the following file to make use of this, Gunslicers "Sword and Destruction" animation files, https://www.patreon.com/posts/sword-and-75836766 OAR, https://www.nexusmods.com/skyrimspecialedition/mods/92109 also works with DAR if you prefer MOD DOES, TLDR version. Left Hand vanilla magic school and Right Hand One Handed Weapon PLUS Left Hand Vanilla Magic School and Right Hand Vanilla Magic School. NOTE ALSO, ISFEMALE of original mod still applies. Meaning all characters that your game identifies as female are effected. Changes to the _conditions.txt mean that the player will see Gunslicers Destruction and Sword animations the majority of the time a female caster is present. Detailed to the specifics what modification actually does, Makes use of Gunslicers Destruction Magic and Sword Animations a set of very sexy animations for swordspell characters. Expect hip swaying while moving. "Updated Note Take Notice" Does not handle weapons in Left Hand. Does not handle Staff combinations, probably could write a condition for them later. Does not handle Shield. it had not occurred to me that I would have to specifically ever address such thinking in the comments section because natively the vanilla game does not function really well with lefties. Too understand what my modifications to Gunslicers Destruction Sword Animation mod does lets stop and think about specifically what the original mod did. Left Hand Destruction Magic and Right Hand Sword animations. -Specifically LEFT HAND DESTRUCTION ONLY combined specifically RIGHT HAND SWORD ONLY. So under this specific circumstance and ONLY this specific combination does the player enjoy Gunslicer Destruction with Sword animations. Now let me explain what this modification does, Left Hand any Vanilla Magic School and Right Hand One-Handed Vanilla Weapon (plus I added a condition that might handle unknown 1 handed weapon in right hand). example 1 of original, you put a mace into your right hand instead of sword now you have vanilla animation. example 2 of original, you change to alteration magic from destruction in your LEFT Hand, now you have vanilla animation. example of what happens now, you change to mace in Right Hand, you continue using Gunslicer Destruction Sword magic animations. example of what happens now, you change LEFT hand Destruction to any other school of magic you keep using Gunslicer Destruction Sword Magic Animation. example of what happens now, you change Left Hand Destruction to any other magic school and Right Hand Sword to any other vanilla One Handed Weapon, you continue using Gunslicer Destruction Magic Animation. AND, My Mod also does, add condition for Left Hand any magic vanilla school and Right Hand any vanilla magic school. example of original Gunslicer mod, you equip a Left Hand any vanilla magic school and Right Hand any vanilla magic school, tada original mod does not cover such combination so you are now using vanilla animation files. Installation procedure, 1) Install Original Mod normally with mod manager 2) Install my modification directly over the original mod (preferably directly into the virtual folder containing the original mod) or you would place mine directly under it in Mod Organizers Left Hand window pane. 3) Find, Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\800004 4) Original mods "animations" are located there, copy those animations being careful not to include a copy of _conditions.txt in your copy action. 5) Paste animations to 800005-800010 folders. 6) IF by accident you overwrote the _conditions.txt you have to start over. Very easy to install actually. For Staves install this mod, Smooth Staff Animations, https://www.nexusmods.com/skyrimspecialedition/mods/54883 For a lot of sexy idles use, https://www.nexusmods.com/skyrimspecialedition/mods/89069 Works on the following editions of Skyrim Legendary Edition Special Edition Afternoon Edition And all editions that have a functioning DAR or OAR mod available for them. Happy Magic Slinging everyone! Edited my sloppy explanation. Submitter Gameplayer Submitted 04/26/2024 Category Regular Mods Requires Regular Edition Compatible Yes
- 25 replies
-
3
-
EnderalSE and SexLab Setup Guide Hopefully we'll have a stickied place to keep all this in one thread. Please feel free to add your fixes, cheats, cludges and experiences! Good Stuff will be added to this post, so it will be easier to find. An accurate list of what extras are installed in the base game install of EnderalSE Forgotten Stories from Steam Is located in the {Steam Path}\steamapps\common\Enderal Special Edition folder in a file called "credits.txt" Post 2 continues with mod reports. Post 3 has converted mods/plugins, at least they are working for me. They may contain a patch, and this patch must be loaded after the main plugin. *** A guide for installing Creation Kit for EnderalSE is in Post 7! *** A really good script for making the race changes : https://www.nexusmods.com/enderal/mods/18 This script fixes an issue with HDT I haven't mentioned previously, see thread: https://www.loverslab.com/topic/168078-enderal-se-hdt-physics-for-all-races/ Automates the process and works in SE as well. Update: Using the above script makes the patches un-necessary, 3 days of play testing. May 17, 2021 playablefix.esp still required Update: LOOT has an update for Enderal/EnderalSE see: https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3390604 Update: Fellow LL member @Amokhem has come up with a way to avoid the Registry Edits, see post https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3402653 Update: Member @Xerrasx has managed to get MoreNastyCritters operational! Details in post https://www.loverslab.com/topic/168116-enderalse-and-sexlab-setup-guide/?do=findComment&comment=3440629 A pictorial guide to patching mods for Enderal/EnderalSE: {because we have to do so much of it} If you don't have "Enderal race patch script" get it from: https://www.nexusmods.com/enderal/mods/18 Confirmed working SexLab mods: Mods that appear to be trying to work: Some informative links for Enderal/EnderalSE:
-
Introduction This little guide will cover all the basics in order to succesfully install the SexoutNG framework. There will be some pictures to clarify things that might not be clear to some or are sometimes overlooked. This guide assumes that you have succesfully installed the Fallout Mod Manager (FOMM) and know how to extract files from an archive. It is possible to install the framework with the Nexus Mod Manager as well, but I strongly recommend sticking with FOMM. I. Download the required files This one should be obvious, if you've read the requirements section of the SexoutNG OP. SexoutNG Data SexoutNG Core NVSE 5.0b2 (it has to be version 4.5 or greater, older versions are not supported) NVSE Extender 16 or higher! Astymma's Compatibility Skeleton (as of SexoutNG '94 a compatibility skeleton is included, which means you don't need to install an extra skeleton) The Mod Configuration Menu Since we are going to use FOMM to install Sexout in this guide, you need to choose "download manually", when downloading the skeleton and MCM from the Nexus. Once you are finished, you should have the following files (the version numbers may change): SexoutNG - Core 2-10-94.fomod SexoutNG - Data 2-10-94.fomod nvse_5_0_beta2.7z NVSE Extender v16.fomod The Mod Configuration Menu-42507-1-5.7z Optional: SexoutNG - Bodies 1-1-1.fomod (Install the bodies, if you don't have any male/female nude bodies installed yet. If you already have nude bodies installed, the game will always choose yours over the ones from sexout) II. Installation First of all, extract all the 7z archives in their own folders. We will start with the SexoutNG main files. In order to install them with FOMM you need to copy all .fomod files to the location of your FOMM installation into the following folder: data/falloutnv/mod. (for instance D:/FOMM/data/falloutnv/mod.) Every other fomod goes into that folder as well. (Alternatively you can select "Add fomod", instead of "Create from folder" in the package manager and add the files that way.) Start up FOMM next and click the package manager button. You will see something like this: If you have other fomods installed, they will appear here as well. In order to install them you need to either select them and click activate or just double-click them. You should see this message and the box next to the file name will be ticked. If it asks you to overwrite files, because you are upgrading, click yes or yes to all. Do this for all the .fomod files you've just downloaded In case you want to use astymma's compatibility skeleton, instead of the skeleton provided by Sexout: Since the the NVSE Extender comes as a .fomod archive now as well, the installation process is the same as for the the Sexout Core and Data files. Move the archive to your FOMM/data/falloutnv/mod folder and activate the package with the package manager. Lastly, we need to put NVSE itself into its right place. To do this you need to copy the contents of the NVSE archive (all the .dlls and the nvse_loader.exe) into the main Fallout New Vegas root directory where the FalloutNV.exe is located. Do NOT put them in the data folder and do NOT install NVSE with FOMM. You don't have to copy the src folder from the NVSE archive as it only contains the source code and isn't required for NVSE to run. Now you're done with the installation of the SexoutNG framework. In order for it to actually do something, you need to install one of the various Sexout plugins. There is a lot to choose from in the Fallout/Sexout download section. Read and follow their installation instructions carefully, as they often have requirements of their own. In case you downloaded a compilation, you should still read the requirements of the individual mods, since some of them cannot be included in compilations. As a matter of fact, you can probably save more time by reading requirements and instructions, as by just downloading a bunch of mods and praying that it works. Troubleshooting a broken game also takes longer than spending a little time reading up on vital information. 90% of support topics in this section are due to the fact that people didn't take that advice.
- 251 replies
-
16
-
- sexoutng
- installation
-
(and 3 more)
Tagged with:
-
[This guide is a byproduct of endless struggle to modding TESVSE, this is a quick start guide/ cheatbook and you can simply follow it to have a working modded game, it is comprehensive yet only cover essentials mostly.] CONTENTS OF THE CHEATBOOK/ GUIDE I. BASICS 01. SKYRIM REQUIREMENTS, PRE INSTALLATION, INSTALLATION, GRAPHIC SETTINGS, BACKUP, UNINSTALLATION RE-INSTALLATION AND UPDATES 02. SETTING UP DIRECTORIES 03. SETTING UP MOD ORGANIZER (MO2) II. CORE/ ESSENTIALS 04. SKSE & .INI SETTINGS 05. xEDIT AND CLEANING THE ESMs 06. MASTERS & OTHER ESSENTIALS 07. PATCHES AND FIXES III. REPLACERS AND UTILITIES 08. BODYSLIDE 09. RACEMENU 10. BODY REPLACER, SKINS AND OTHER BEAUTIFICATIONS IV. PHYSICS AND ANIMATIONS 11. PHYSICS 12. FNIS 13. XPMSE V. EVERYTHING ELSE (This section is optional, included here for familiarization) 14. ARMORS & CLOTHING 15. FOLLOWERS 16. COMBAT AND ITS RELATED CAMERA, HUD AND OTHER MODS 17. LOCATIONS 18. LIGHTING OVERHAUL VI. SSL AAF ESSENTIALS AND RELATED MODS 19. SSL AAF AND DEPENDENCIES/ COMPLEMENTARIES 20. CREATURE & DEVIOUS FRAMEWORK 21. ANIMATIONS, SSL BASED MODS, QUESTS AND EXTRAS 22. HOW TO PORT LE MODS TO SE [WIP (NOT A PART OF THIS GUIDE) : ENB, MERGING PLUGINS, LOD PATCH AND BASHED PATCH] - (Basically don't ask me for help with these as these are not my priority but more importantly these are highly sensitive items which could work wonders or wreck havoc) VERY IMPORTANT GAME UPDATE AND VERSION NOTE VERY IMPORTANT NOTES: #THE LE EDITION MODS HAVED GROWN TO ALMOST PERFECTION OVER THEIR LIFESPAN, SE COMPARED TO IT, IS FAIRLY NEW AND IS BEING CONSTANTLY UPDATED, SO EXPECT HICCUPS. THIS GUIDE WILL HELP YOU AVOID SUCH STUMBLING BLOCKS AND BUILD A BEAUTIFUL AND STABLE GAME. # ALTHOUGH I AM PROVIDING VIDEO LINKS WHEREVER POSSIBLE FOR BETTER UNDERSTANDING, USE THEM AS REFERENCE AND DO ONLY WHAT I HAVE MENTIONED IN THIS GUIDE, THE VIDEOS ARE VERY COMPREHENSIVE AND COVER VARIOUS WAYS AND METHODS. # EVERYTHING IS AFFECTED BY THE EFFLUX OF TIME, I (OR SOMEONE ELSE HOPEFULLY) WILL TRY AND KEEP THIS GUIDE UPDATED BUT THERE'S ALWAYS A POSSIBILITY OF UPDATES OR THAT SOMETHING NEW HAS TAKEN OVER. ASK, INCASE YOU HAVE ANY DOUBTS OR QUERIES. YOU HAVE BEEN WARNED! # DO NOT WORRY, YOU ARE NEVER ALONE! JUST REACH OUT AND YOU'LL GET THE REQUIRED HELP SOONER OR LATER. TILL THEN TRY LEARNING AS MUCH AS YOU CAN ON YOUR OWN. ALSO DON'T FORGET TO SHARE SOME LOVE, HIT THE LIKE BUTTON ON POSTS, BE OPEN TO TESTING MODS AND IF FEASIBLE SUPPORT THEM (MOSTLY ALL ARE ON PATREON) # MOST IMPORTANTLY, a humble request - At any point, if you have benefited from the site or have been a part of the community, kindly consider supporting it if feasible. Thank You! (Link in the spoiler below) # BEFORE PROCEEDING, A REMINDER THAT THIS GUIDE IS FOR THE SPECIAL EDITION. IF YOU HAVE THE LEGENDARY EDITION, CHECK OUT The Skyrim LE (TESVLE) Modding Cheatbook/ Guide [SEP/21]. PRO TIP: Always make sure you run any installer/ application with admin rights (specifically set it up for MO2 as other such as TES5Edit, LOOT, and so on would be dependent on it) 01. SKYRIM REQUIREMENTS, PRE INSTALLATION, INSTALLATION, GRAPHIC SETTINGS, BACKUP, UNINSTALLATION RE-INSTALLATION AND UPDATES : (BEFORE INSTALLING THE GAME REFER POINT of Point 2.1 given below and follow steps accordingly) 02. SETTING UP DIRECTORIES : I personally have a specific setup for making my directories, the video in Point 3 below will also guide you for the same. Basically you should have and be aware of the following directories: 2.1. Where all BASE GAMES are installed [NEVER INSTALL YOUR GAME INTO THE PROGRAM FILE/(X86) DIRECTORY. Preferably, make a Folder that will contain all your games (say, D:\GAMES\TESVSE). Make sure the folder names are not too long and that you are not making too many folders within folders. If you followed exactly what is mentioned, you will have your game installed in the TESVSE folder (it will have a data folder and the skyrim launcher)] 2.2. Where MO2 and loot gets installed (Say D:\Executables\MO2; there should be LOOT, SSEEdit and so on folders for each tool; for now just create MO2 folder and install MO2 in it) 2.3. MO2 working mods and profile folder for each game into a single working folder (So under say D:\WMF\TESVSE; there should be F04, TESVLE and so on folders for each game, for now just make the directories as mentioned in bold) 03. SETTING UP MOD ORGANIZER (MO2) : Note 1 - There are many options to mod the game, manually or via different mod managers, this guide will only cover mostly installation of mods via mod organizer. Note 2 - You should run the game once via skyrim launcher before installing MO2, no need to start a game, just run it and close it, it helps to initialize all the requirements. 3.1. Instance Configuration You will obviously be installing mods for more than one game, managing instances will help you achieve that (even if you have only one game to mod this is a useful and compulsory step) You must create and configure a GLOBAL INSTANCE for each of your game (Create say D:\WMF\TESVSE; there should be F04, TESVLE and so on folders for each game, for now just make the directories as mentioned in bold) 3.2. Profile Configuration This is an advantage of using MO2, you can configure multiple profiles and have different mod setup and saves for each profile. (Pro Tip: Never alter your Default Profile, simply click copy and enter the name for a new profile. Do not enable the 2 options unless you know what you are doing) I suggest creating at least 2 profiles other than the default profile. One profile would be your permanent/ most stable profile. The other you can use for testing and trying out mods and after that you may add it to your permanent/ stable profile. You can obviously create more as per your needs. 3.3. Nexus Integration Make an account on Nexus if you don't already have one. When asked in MO2 to integrate/connect automatically to Nexus Account, do so. Incase you have missed/skipped it, do so from - settings>nexus>connect to nexus Here is a comprehensive video tutorial for the Mod Organizer installation 3.4. MO2 Features and Usage ALWAYS GO THROUGH THE MO2 TUTORIAL FULLY ATLEAST ONCE. If you have skipped the tutorial you can always re-launch it and it will ask again or find the tutorials under the help tab. Understand that modding is so very comprehensive and you only learn through time, just to give you a glimpse of the depth, here is a guide only covering MO. (Link only for reference a simple video linked below) If after scrolling right to the bottom of the guide you feel fatigued, hope you get the point I am trying to make. I'll try and simplify things as much as possible. 3.5. MO2 Interface, Basics, Conflicts, Overwrites and Load order explained. 3.5.1 MO2 Interface & Basics 3.5.2 Conflicts, Overwrites and Load order Linking a video below that will help digest things easier, do not skip watching this video, watch it right till the end. Here is a comprehensive video tutorial on using Mod Organizer (IF YOU PLAN ON USING MO, WATCH THIS VIDEO ATLEAST ONCE) I know even this video is quite extended and much of it you might never need, will come up with something simpler soon. For now try learning the basics at least namely all the icons, downloading and installing a mod correctly, left pane, right pane and its respective tabs; load order and plugin order, conflict(s), overwrite ,explorer location of mods and ini files and adding/running executables. 04. SKSE & .INI SETTINGS : From SKSE Readme - The Skyrim Script Extender, or SKSE for short, is a modder's resource that expands the scripting capabilities of Skyrim. It does so without modifying the executable files on disk, so there are no permanent side effects. 4.1 GET THE LATEST VERSION (ARCHIVE OR INSTALLER IS YOUR CHOICE). EXTRACT OR INSTALL IT IN YOUR BASE GAME FOLDER (D:\GAMES\TESVLE) THAT SHOULD HAVE THE SKYRIM LAUNCHER AND DATA FOLDER. 4.2 REGISTER THE EXECUTABLE INTO MO2. 4.3.1 Refer steps to do so in the video linked below point 5.2. Preferably launch the game after point 5 and do the steps mentioned therein to confirm a successful installation of SKSE. IMPORTANT NOTE: FROM NOW ON EVERYTIME YOU WANT TO PLAY YOUR GAME YOU HAVE TO RUN IT VIA SKSE EXECUTABLE THAT WE REGISTERED IN MO2. 05. xEDIT AND CLEANING THE ESMs : 5.1 Download SSEEdit and install it to D:\Executables\SSEEdit 5.2 Register the xEdit and QuickAutoClean (QAC) executables into MO2. Steps to do so are in the video below. Here is a comprehensive video tutorial for the xEdit installation 5.3 First, backup/copy the following ESMs to a safe location: 5.4 Next, run QuickAutoClean (QAC) from MO2 and clean only the above mentioned ESMs one by one. Steps to do so are in the video below. Here is a comprehensive video tutorial for the cleaning the DLCs 5.5 AT THIS POINT I ADVICE RUNNING YOUR GAME ONCE VIA SKSE. SIMPLY SELECT SKSE IN EXECUTABLES RIBBON AND CLICK RUN. YOU ARE ADVICED NOT TO START A NEW GAME, JUST RUN THE EXECUTABLE, HIT '~' KEY ON YOUR KEYBOARD AND TYPE GETSKSEVERSION>HIT ENTER. THE SKSE VERSION YOU INSTALLED (IN POINT 4) SHOULD BE DISPLAYED. THAT'S IT QUITE THE GAME. FROM NOW ON, EVERYTIME YOU HAVE TO RUN A MODDED GAME YOU USE THE SKSE EXECUTABLE. VERY IMPORTANT NOTES: (DON'T YOU DARE SKIP READING THESE) A. ALWAYS READ THE DESCRIPTION AND REQUIREMENTS SECTION OF ANY AND EVERY MOD THAT YOU INSTALL OR PLAN TO INSTALL, ONLY AFTER THAT SHOULD YOU INSTALL THE MOD. B. MODDING IS PERSONAL, THERE ARE MANY OPTIONS/WAYS TO DO CERTAIN THINGS. INFINITE MODS THAT DO THE SAME THING, EACH DIFFERENTLY. C. EVERYTHING IS AFFECTED BY THE EFFLUX OF TIME, I (OR SOMEONE ELSE HOPEFULLY) WILL TRY AND KEEP THIS GUIDE UPDATED BUT THERE'S ALWAYS A POSSIBILITY OF UPDATES OR THAT SOMETHING NEW HAS TAKEN OVER. DO NOT WORRY, YOU ARE NEVER ALONE! JUST REACH OUT AND YOU'LL GET THE REQUIRED HELP SOONER OR LATER. TILL THEN TRY LEARNING AS MUCH AS YOU CAN ON YOUR OWN. (Although, this is a quick start guide/ cheatbook and you can simply follow it to have a working modded game, I recommend that you use it a reference guide because without knowing or understanding what you are doing, one can only do more harm than good more sooner than later.) 06. MASTERS & OTHER ESSENTIALS : 6.1. SkyUI Steps to install it. Here is a comprehensive video tutorial for installing SKY UI 6.2. iHUD: Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 6.3. UIExtensions: Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 6.4. Papyrus: 6.4.1 Papyrus Logging: A useful and important requirement when you ask for help on this forum or anywhere else for that matter is to include your papyrus log. By default the logging is disabled and it should be kept that way when playing. However, incase you encounter any issues and are actively looking for possible causes for issues/troubleshooting that is when you should enable the papyrus logging. You should disable the logging again once the issues are resolved and you resume your regular gameplay. If you keep it on all the time, it's impacts your system resources and will unnecessarily cause extra stress. To enable papyrus logging, in the mod manager, under tool plugins, there is an INI editor. In it, edit/add the following lines to your skyrim.ini file: Your papyrus log files by default are created in the Documents>My Games>SkyrimLogsScript 6.4.2 PapyrusUtil: An SKSE plugin adding several new scripts with native functions that provide various conveniences related to data storage and other misc functions to the scripter/ modder. Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). IMPORTANT NOTE: MAKE SURE THIS MOD IS OVERWRITING ALL OTHERS. NOTHING WITH CONFLICTING FILES SHOULD EVER BE LOADED AFTER THIS MOD. *As many mods including the popular ones such as campfire, frostfall, and simply knock include an outdated version that will cause issues. It is advised to overwrite them with the most current version of the plugin. (WATCH THE VIDEO IN POINT 3.4 FOR A BETTER UNDERSTANDING OF MOD OVERWRITE (LOAD ORDER) AND CONFLICTS) 6.5. JContainers: Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 07. PATCHES & FIXES : 7.1. Address Library: Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 7.2. SSE Engine Fixes: Steps to install the fix. FOR THE FOLLOWING FIXES, simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 7.3. Unofficial Skyrim Special Edition Patch 7.4. Bug Fixes SSE 7.5. Modern Brawl Bug Fix 08. BODYSLIDE : 8.1 Get the latest version and install it like any other mod in MO2. 8.2 What is more important is that you register it as an executable in MO2 and run it from there itself in future. To do so, in MO2, click/go to the data tab in the right pane in it, CALIENTES TOOLS>BODYSLIDE. Right click the the Bodyslide x64.exe>Add as Executable. That's all it takes to install bodyslide and add it as an executable. BE CAREFUL WITH THIS MOD AND DO NOT MESS AROUND WITH IT, READ ABOUT IT, WATCH TUTORIALS IF YOU FEEL LIKE EXPLORING MORE. BUT BEFORE THAT STICK TO BASICS. FOR STARTERS, DO NOT HIT SAVE! I REPEAT DO NOT HIT THE SAVE BUTTON WHEN INSIDE BODY SLIDE. YOUR CHANGES GET CAST INTO STONE IF YOU DO THAT. 8.3 How to use bodyslide? (i.e modify Presets, build Assets and Custom Presets) Here is a comprehensive video tutorial for using Bodyslide 09. RACEMENU : Get the latest version using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 10. BODY REPLACER, SKINS AND OTHER BEAUTIFICATIONS 10.1. Caliente's Beautiful Bodies Edition (CBBE) This is another mother of all mods. It is a Body Replacer meaning that it replaces all the adult vanilla female bodies (player and NPC) with one that is fully customizable through the BodySlide tool and BodySlide's RaceMenu Morphs plugin. In short, any changes to female body are only possible due to this mod. Get the latest version (3.4r) using mod manager download option. It is packed as an Installer, so when you double click to install it via downloads tab (Right pane), it will pop up a window with various options. The options have been explained as well as recommended below, enable the ones preferred and install the mod. Then enable it in MO2 (left pane/load order) and you're set. Do not worry, you can change your preference later on easily. Not just that you can customize the body as per your liking, steps to do so are given below. There a few others as well namely UNP, UNPB and 7B, whichever you choose is personal choice. For simplicity and uniformity within this guide I am only covering CBBE throughout. From hereon, there are many options available for this section for skins, hair and other beautifications, whatever you choose is purely personal choice. 10.2. Skins In the section above I have only covered CBBE, there are other body replacers too. So in this section make sure you download files specific to the body replacer you download and installed. So, if you are using CBBE body then get CBBE Skins as well, if you use some other body mod get skin files for that specific body mod. Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). Choose only one. There many others, whichever you choose is purely personal choice. 10.3. Hair - Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 10.4. Other Beautifications - Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). There a plethora of options available here I only give few mostly used and so that you get a basic idea. 11. PHYSICS Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). These mods add more physics, for example swishing hair, flowing skirts, bouncing boobs and so on. 12. FNIS This is the mother of all mods, do not mess up with its installation. Without it no custom animation is possible in Skyrim. Follow everything to the word. 12.1 Get the latest version and install the following 3 files like any other mod in MO2: FNIS Behaviour FNIS Creature Pack FNIS Spells 12.2 What is more important is that you register FNIS BEHAVIOUR it as an executable in MO2 and run it from there itself in future. i. Right click the installed mod FNIS BEHAVIOUR>OPEN IN EXPLORER>TOOLS>GenerateFNIS_for_Users. Copy the folder path. (It should have GenerateFNISforUsers.exe) ii. Under Modify Executables>Add from File>Paste the copied folder path>Select the GenerateFNISforUsers.exe. That's all it takes to install FNIS behavior and add it as an executable. Now since it helps with custom animations, you have to run it every time you add or modify any animation mod. You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod. That is just not it, additionally for creatures, when you uninstall a mod that uses FNIS Creatures, you first have press the "De-Install Creatures" button, and then run the "Update FNIS Behaviors" There is little point in running it as it concerns with animation mods and has to be run every time on adding or removing any mod concerned with animations. As per this guide, the best time to run it would be post point 20 i.e. after you have finally installed all/most of your animation mods. So, no need to run it yet, we will be running it in point 20. (Because it will make files in overwrite folder, you need to be familiar with it. Also, if run, fixes such as 'Skeleton Arm Fix' has to be enabled, besides the other fixes it covers and then the Update FNIS Behavior button has to be clicked. However, do not worry if you already messed up and run FNIS without following correct steps, simply following the correct steps again will ensure its smooth working.) 12.3 Steps to update/run FNIS behaviour 12.4 Important points to be aware of: 1. FNIS has animation limits. The regular one is capped at 10,000 animations. And the XXL one at 32,000. 2. While counting FNIS animations even a twitch will be counted as a separate animation. So, lets say you have a mod that has a killmove animation, such single kill move animation can have many (FNIS) animations. ? 3. For those going over 10k limit or nearing/ exceeding 100% CTD probability, it is advisable to understanding a few things. Also there is a fix for the same. However, nothing is magic so be careful of your system load and tweak it accordingly. Further, also pay attention to the temperature of your PC components and overall temperature, when playing it should be anywhere between 60° C to 80° C. Read the FNIS article and the description of Anim LCF, do not proceed without reading/ understanding or you will be faced with consequences. You have been warned! Here is a comprehensive video tutorial for installing FNIS 13. XPMSE NOTHING SHOULD BE OVERWRITING THIS MOD, UNLESS SPECIFIC MOD AUTHOR HAS MENTIONED SPECIFICALLY. Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 14. ARMORS & CLOTHING Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). Do not forget that every time you add new armor or clothing to your load order, you have to run bodyslide and build its assets to match your preset. Steps to do so are given in Point 8.3. 15. FOLLOWERS Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). This section is optional. 16. COMBAT AND ITS RELATED CAMERA, HUD AND OTHER MODS (THIS IS AN OPTIONAL STEP) (I recommend skipping this step if this is your first time modding, familiarize with the game a bit and get to this step after a few weeks of playing.) There are many mods that alter the combat system, however, I like and recommend this one. It is a comprehensive mod that completely overturns the Vanilla battle system and transforms it into a Sekiro battle system. The whole consortium make a plethora of changes to the game and its experience. Read the Description page thoroughly of the combat mod to understand all changes. 17. LOCATIONS Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). 18. LIGHTING OVERHAUL Simply get the latest versions using mod manager download option. Install it via downloads tab (Right pane), then enable it in MO2 (left pane/load order). Important Game, Save and Load Notes: (Don't Skip) Steps to make saves the right way. If you're following my guide to the word, it is time to launch the game and make an Initial save. 19. SSL AF AND DEPENDENCIES/ COMPLEMENTARIES All the necessary information is provided below. Important points to be aware of: 20. CREATURE & DEVIOUS FRAMEWORK 20.1 Creature Framework and mods All the necessary information is provided below. 20.2 Devious Framework and mods All the necessary information is provided below. Simply installing the mod will not cut it this time, you need to follow some extra steps for DD to work. Steps to do so given below. 21. ANIMATIONS, SSL BASED MODS, QUESTS AND EXTRAS All the necessary information is provided below. Note that the link may be outdated, simply performing a search will provide you with the latest links if any. 22. HOW TO PORT LE MODS TO SE Before setting out on a joyride to porting mods I recommend learning the fine art of searching ports already made, if yet unsure simply asking in the Request and Find thread could help. Know that these are deep waters, so be prepared, extra cautious and expect hiccups on the way. -------------------- ALL GOOD THINGS (MUST) COME TO AN END -------------------- As a humble request, experienced modders kindly share your experience of load orders, anything else that can/should be included in this guide. Preferred Mod Load Order & Groupings : DISCLAIMER: 1. YOU ARE RESPONSIBLE FOR YOUR ACTIONS, IF YOU HAVE DOUBTS DO NOT PROCEED WITHOUT ASKING. 2. NO ONE APPRECIATES PLAGIARISM. A MENTION WOULD BE AMAZING. 3. IF SOMEHOW YOU'RE A WIZ AND EARNING FROM ANY IDEA/ CONTENT OF THIS GUIDE, THEN BE KIND AND SIMPLY SUPPORT THIS SITE. Credits/ Gratitude @Ashal
- 16 replies
-
24
-
The guide is effectively version agnostic. There are instructions to identify your game version as well as pointers to get compatible files regardless of previous, current or future versions. If you want to mod the game from scratch check the patch notes for the game and see if there has been a recent update. If that's the case it's very likely this newest version isn't fully supported by mods yet. You can look into downgrading your game version to the previous stable one or waiting a few weeks for full mod support. Other than that you should be okay following this guide, as long as you apply the recommended practices detailed in it. If you're on a version previous to 1.6.1130 you must use this mod to avoid crashes. You don't need it if you're on 1.6.1130 or later versions of the executable. The purpose of this guide is to provide a comprehensive source of information for newcomers. If you follow the steps described here you'll end up with a basic set of mods covering the requirements (plus some recommendations) to use Sexlab and its additional mods. On top of that I hope by following the instructions given here you'll be able to grasp the fundamental concepts about installing mods and using the different tools available to further tweak your game. This was made with Skyrim Special Edition ("Skyrim SE" or "SE" from now on) in mind. Some of the instructions or complete sections may not apply to regular or Legendary ("LE") Skyrim . And of course most mods won't work if you use the SE versions in a LE game. For Skyrim LE I recommend you to check the Conglomerate blogs. This guide is heavily centered around Mod Organizer 2. If you prefer to use Vortex it won't be of much use to you. I'm not aware of a similar guide made with Vortex in mind, but there is a good video series on how to use Vortex. That would be the starting point. After that you'll need to check the mods you intend to use. Always verify you're installing all the requirements and that the mods you're getting are compatible with SE. Preparations - The required and the recommended stuff A computer with Windows 10 or higher and Internet access is implied. Steam and the game "The Elder Scrolls V: Skyrim Special Edition" acquired in your Steam account. Pirated copies of the game are not supported (against site rules and also some mods won't work so don't waste your time). Game Pass/Microsoft Store versions of Skyrim cannot be freely modded (so again don't try, just go for the Steam version). The GOG version has some mod support (check this thread for more info). But I won't buy and test this personally so it's not something I'll cover here. Any program capable of zipping and unzipping files in .rar, .zip and .7z format. 7-Zip is a free program that does all of that. Recommended: enable the Windows Explorer setting to see file extensions, this may be useful to confirm you're following the instructions using the correct files: Press the ˅ ˄ buttons in the top bar of any folder to expand the settings. Go to the "View" tab. Enable the "File name extensions" setting. You can revert back this setting at any time, as I think most people are used to have file extensions hidden. Recommended: If you're not a premium user in nexusmods you may have noticed that when you press any of the download buttons you're redirected to a new page and you have to click in another download button to finally get the file you want to download. Here is a simple fix for this nuisance of a webpage design. You'll need to install a browser extension and add a little script to it. This script will only help you with the extra redirect mentioned before, it doesn't grant premium benefits. Install the Violent Monkey browser extension (for Chrome) - (for Firefox). Go to this link. A new Violent Monkey tab will open with the script ready to be added. Press "Confirm installation" and close said tab. The script will be active while you navigate the nexusmods site and skip the additional redirect 99% of the times you want to download something. Source. The guide - Download and recommended usage MO2 & Other Tools.pdf If you want to share this guide with others please don't upload the pdf directly. Instead link this thread. That way people can download the latest version directly from here and read the rest of the information. To open the guide you can use any PDF reader. Most web browsers work for this too: simply get the pdf file and drag it to your preferred browser. It will open as any other page and you'll have zoom buttons, middle click to open links and so on. The first page has an Index, click in any title to go there immediately. The header of every page has a "[Return to Index]" button. Currently the guide covers the following points: 01. Steam settings and Skyrim SE installation 02. Mod Organizer 2 - The first look 03. Skyrim Script Extender 04. Minimal modlist 05. LOOT 06. FNIS 07. BodySlide 08. Into the game 09. Mod Organizer 2 - A second look 10. (Optional) Enhancing graphics - Post-processing effects 11. Updating Skyrim SE, SKSE and mods 12. Locating your files + Quick tool recap 13. Final words Each section will get you closer to the final goal. Just take your time and read all the instructions. I've tried to be as descriptive and direct as possible, using screenshots of my own setup to show the different settings and features used. The way the sections are listed is 100% intentional. So don't try to skip one or do them in a different order. You'll have a better experience if you fully read the instructions the first time and go one step at a time. The current setup can be installed and tweaked in about 4-6 hours (give or take, depending on your knowledge of the tools used here, and the wait times if you can't download mods at full speed). So don't rush it, and aim to learn more than just imitate. Changelog
-
On this page is instructions on how to get beeing female 1.5.97 working and compatible with ae mods. In the future, ill be working on beeing female, fm( when/if I get permission to post) and other pregnancy based mods. At the end of this guide for downgrading skyrim, follow this link This is a more repaired version of Beeing Female. Follow its instructions once you have a functioning version of skyrim 1.5.97 installed. check out his other files For creature support or For more realistic looking children. follow the instructions on his post inorder to get the files installed. Beeing female and addons update View File I am not the original creator of this mod at all, In fact I've done very little work myself. I was able to get this far with the help of so many people who were able to get me passed roadblocks. The idea behind this post is getting beeing female working by downgrading Skyrim to its last fully functioning version: 1.5.97. The attached file is the last stable version, which was finished by Maxshlong. Thank original creator of the mod and its se version is milzschnite. Here's the original link: Instructions for install: Philosophy of install- the idea is to downgrade skyrim to 1.5.97 inorder to use most stable version of BF, then using other mods that allow more updated files to function on 1.5.97. The only thing that is not directly compatible is the newer Dlls. This is not too big of an issue, every mod I had with Dlls had a 1.5.97 version, and if it doesnt one could probably be made with enough skill and time. First step- make a copy of your skyrim directory incase you make a mistake. This doesnt have to be a copy of every thing in MO2, just the skyrim special edition folder itself. If a mistake is made, you can simply drag your copy over your skyrim folder in order to return everything back to normal. second step downgrade skyrim to 1.5.97. There are many ways to do this. For me I used a patcher from https://www.nexusmods.com/skyrimspecialedition/mods/57618?tab=files. The top patcher is for the most recent version down to 1.5.97. you need to download the correct patcher for your game version or else it will give you errors. For me, I had to use the 1.6.64- 1.5.97 patcher because that was the version I had. If you are unaware of what your version is, go to you skyrim folder and check skryimse properties. It should tell you what version you have under details/ product version. for step three download BEES https://www.nexusmods.com/skyrimspecialedition/mods/106441?tab=description and address library for skse plugins, the se version both parts 1 and 2. The last step is going to be downloading the correct DLL files. srt crash fix should be change to sse bo.3. engine fixes will need to be redownloaded to its se version. After downloads, change engine fixe's tmol file to AnimationLoadSignedCrash = false. This should get rid of engine fixes 64 error. At this point things should be almost working. go to data/skse/plugins on MO2 and sort it by file type. This should separate the dll files which will have their providing mod displayed to its right. disable the mods, reenabling them one at a time as you change and test them. For me this process was easy. I needed to change around 50 mods. Some like power of threes papyrus just needed to install, with the se version option selected. Others I had to go to their download page and download the 1.5.97 version of the mod. J containers, cbpc anus, sexlab had to have 1.5.97 reinstalled. Simply knock needed to have 1.5.97 installed along with https://www.nexusmods.com/skyrimspecialedition/mods/24297?tab=files&file_id=114156 downloaded to get it to work. Racemenu needed to have 0-4-16 version installed The two files that were the most difficult was alternative start and unofficial Skyrim special edition patch. There are 1.5.97 versions of these mods, but they are not displayed on the main page. In order to find the 1.5.97 versions I had to search on reddit, which directed me to the hidden archive on the mod pages. Without the 1.5.97 version, these mods will not work because they rely on ae dlcs. And thats it. After this process and mods will work 1.5.97 and newer. There may be a few mods with specific ae dlls and no se dlls, but these should be rare. Other ae mods without dlls should work without any effort. For me this process led to a better functioning Skyrim since some of my mods did not like ae. These mods became completely functional. all other se specific mods should work now as well in theory. Mods like untamed, for example, should work. Future plans: I am hoping to create other mods based around pregnancy. Over time I hope to improve the script on this file, and maybe even eventually give it a full ae update if my scripting skills ever get high enough. Being female was known to cause scripting bloat. For now, all my work is going to be done in se and I'll probably focus on other mods. Specifically all the addons working for BF. With this mod being functional, I'd rather get alpha versions out for my own mods. I'd love to get a pregnancy slavery mod going, as well as a lore based reason why Skyrim is so sexual. The idea behind these mods is going to be that the female population of Skyrim is low because of X reason, so guys are naturally more horny towards any women they see. They might say things like, Look a woman! when they see you. stuff like that. Slavery options being that they want children, so they enslave you until you give them enough. maybe its just one or more, who knows. After giving them the children they will let you go. Another mod idea is maybe something similar to public whore, but based on pregnancy. After a while cities get desperate for children in order to fight their wars, passing laws that mean pregnancy is mandated. Walking around while not pregnant could result in a sex or the city forcing you to get pregnant in some way. As far as progress, I've made a mod that turns the majority of skyrim residents into men, but its a rough xedit mod. All these mods will be standalone, but I am planning on making BF the main pregnancy mod behind these others. This requires getting BF and its addons into a mostly working state. Credits: Orb 23 for constantly checking and working on these files for a long time. He stated in support post to have been checking every few months for updates. He was the person who showed me how to do this, so without him this page would not exist. I'd still be staring at compiling software wondering why it wouldnt work and would have taken much longer; maybe a year or never. Uncle64 for updating the dll to 1597 Maxshlong for getting the file fully working on 1.5.97, along with Uncle 64, Patch man, Kae Arby for helping him milzschnite for the original work on the se and making the original mod, along with Zerantha for assisting him in the se conversion. Everyone milzschnite credits: Trixy - for Procreation Muon Shan - for your active help Huili - for your rus. translation Aravis7 - for your france translation and your help with the baby mesh xiaomiza - for your chinese translation jbezorg - for help with the baby mesh Slorm - for sharing his bug fixed FWSystem Leito - For the birth animation Corum - For the PMS "Depressive" fix Lactina - For the Baby-Armor-Mesh Vader666 - For converting the Baby-Armor-Mesh Vioxsis - For converting the Baby-Armor-Mesh Bane Master - For his BeeingFemale Patch Chosen Clue - For his BeeingFemale Patch qotsafan - For his BeeingFemale Patch Lovers Lab Community for the really great support, help, bug fixing, and way way more! This is a file that was made with a small army of helpers, possibly more that were not mentioned. Submitter Amber02000 Submitted 03/04/2024 Category Adult Mods Requires All being females requirements, BEES, engine fixes, patcher, address library for skse plugins Regular Edition Compatible No
-
Version 1.0.0
2,109 downloads
I am so fucking done with trying to find a magic animation replacer that fixes this fucking problem that has turned me off of playing a mage ever since 2011!! Time to make it stop TODAY! Contents, The file only contains modified folders and modified conditionals. You Require the following file to make use of this, Gunslicers "Sword and Destruction" animation files, https://www.patreon.com/posts/sword-and-75836766 OAR, https://www.nexusmods.com/skyrimspecialedition/mods/92109 also works with DAR if you prefer MOD DOES, TLDR version. Left Hand vanilla magic school and Right Hand One Handed Weapon PLUS Left Hand Vanilla Magic School and Right Hand Vanilla Magic School. NOTE ALSO, ISFEMALE of original mod still applies. Meaning all characters that your game identifies as female are effected. Changes to the _conditions.txt mean that the player will see Gunslicers Destruction and Sword animations the majority of the time a female caster is present. Detailed to the specifics what modification actually does, Makes use of Gunslicers Destruction Magic and Sword Animations a set of very sexy animations for swordspell characters. Expect hip swaying while moving. "Updated Note Take Notice" Does not handle have a wide variety of non-combat idles, there is another mod link listed below for that, Does not handle weapons in Left Hand. Does not handle Staff combinations, probably could write a condition for them later. Does not handle Shield. it had not occurred to me that I would have to specifically ever address such thinking in the comments section because natively the vanilla game does not function really well with lefties. Too understand what my modifications to Gunslicers Destruction Sword Animation mod does lets stop and think about specifically what the original mod did. Left Hand Destruction Magic and Right Hand Sword animations. -Specifically LEFT HAND DESTRUCTION ONLY combined specifically RIGHT HAND SWORD ONLY. So under this specific circumstance and ONLY this specific combination does the player enjoy Gunslicer Destruction with Sword animations. Now let me explain what this modification does, Left Hand any Vanilla Magic School and Right Hand One-Handed Vanilla Weapon (plus I added a condition that might handle unknown 1 handed weapon in right hand). example 1 of original, you put a mace into your right hand instead of sword now you have vanilla animation. example 2 of original, you change to alteration magic from destruction in your LEFT Hand, now you have vanilla animation. example of what happens now, you change to mace in Right Hand, you continue using Gunslicer Destruction Sword magic animations. example of what happens now, you change LEFT hand Destruction to any other school of magic you keep using Gunslicer Destruction Sword Magic Animation. example of what happens now, you change Left Hand Destruction to any other magic school and Right Hand Sword to any other vanilla One Handed Weapon, you continue using Gunslicer Destruction Magic Animation. AND, My Mod also does, add condition for Left Hand any magic vanilla school and Right Hand any vanilla magic school. example of original Gunslicer mod, you equip a Left Hand any vanilla magic school and Right Hand any vanilla magic school, tada original mod does not cover such combination so you are now using vanilla animation files. Installation procedure, 1) Install Original Mod normally with mod manager 2) Install my modification directly over the original mod (preferably directly into the virtual folder containing the original mod) or you would place mine directly under it in Mod Organizers Left Hand window pane. 3) Find, Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\800004 4) Original mods "animations" are located there, copy those animations being careful not to include a copy of _conditions.txt in your copy action. 5) Paste animations to 800005-800010 folders. 6) IF by accident you overwrote the new "_conditions.txt" with the original "_conditions.txt" you have to start over. Very easy to install actually. For Staves install this mod, Smooth Staff Animations, https://www.nexusmods.com/skyrimspecialedition/mods/54883 For a lot of sexy idles use, https://www.nexusmods.com/skyrimspecialedition/mods/89069 Works on the following editions of Skyrim Legendary Edition Special Edition Afternoon Edition And all editions that have a functioning DAR or OAR mod available for them. Happy Magic Slinging everyone! Edited my sloppy explanation. -
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.
-
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.
-
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.
-
guide Customize Followers for Compatibility or Taste
Altwen posted a topic in Skyrim: Special Edition
This guide will outline some of the things I like to do when installing new followers in order to make them compatible and make them my own. Whether you are completely new to modding or a seasoned vet, you should be able to learn something or at least garner some inspiration from this guide. It's highly recommended you have and know how to use the following programs: Mod Organizer (MO2) SSEEdit (xEdit) Skyrim Creation Kit (CK) Bodyslide (If you don't have at least mod organizer and everything installed through there, you're probably going to need to look up a few other guides before this one is relevant) Installing and Finding Your Follower First, you will need a follower mod, but there's certainly no shortage of those so pick one or start customizing one you've already installed. I found this, it's a pair of vampire sisters- how exciting! It's a good thing because I've been looking for an excuse to try out this new diamond skin texture that's hot on the Nexus right now. Simply choose download with mod manager and install. If you got your follower from somewhere else or there is no option to download through mod manager, you can find a button at the top of MO2 which says "Install a new mod from an archive" and select the zipped mod probably in your downloads folder. Installing a mod through mod organizer is just a fancy way of saying extract the archive to a new folder in your mo2/modprofilename/mods folder. MO2 uses a virtual file system so all the contents of a mod's folder is basically treated as being in your steam/common/skyrimspecialedition/data folder by the game or any apps you launch through MO2. Mods lower on the list overwrite identical files higher in the list, assuming your list is sorted by priority. Unchecking a mod in the list stops it from being loaded into the virtual file system, equivalent to actually moving or deleting every one of the mod's files out of your game's directory, and it can be done or undone with a simple click! This is why MO2 is so powerful. Now that I've got it all installed let's go into the game and see what they look like... Only one problem, I don't know where the heck to find them and the mod author didn't post their in-game location. No problem because we have SSEEdit! Fire it up and load your follower .esp then check under "cell" and there should really only be one edit