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NetImmerse Override Cleaner SE (SKSE64 Co-Save Cleaner Utility) View File A modified version of IronBrother8800's NetImmerse Override Cleaner. For general information about what this tool does and how to use it, see the original tool's page. This version has been modified to support both Classic and Special Edition NetImmerse Overrides. When loading a .skse file, the tool automatically determines which cleaning routine to run. The cleaning logic for SSE has been written from scratch to be more failure proof to avoid removing data for excluded characters. The downside to this is that it is very likely that cleaning a file will fail if it has been manually edited beforehand. As long as it hasn't been modified after SKSE created it, everything should be fine. I've included the modified source code in the download for anyone interested. Credits IronBrother8800 - for the original tool Submitter Creek191 Submitted 07/28/2020 Category Regular Mods Requires .NET Framework 4.5.2 Regular Edition Compatible Yes
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Morphology View File Morphology is an expansion mod that adds potions, enchantments, spells and other mechanics that can change the player's body or NPCs bodies. Note: If your character's body isn't changing when using the aspects of this mod, it is due to: Your body/clothing meshes don't have Morphs Enabled. Rebuild them with Bodyslide with 'Build Morphs' checked in the bottom left. You don't have NiOverride or RaceMenu installed. You're using body/clothing meshes built with a different set of morphs. This mod was built on LE UUNP/CBBE morphs. If you're using CBBE SE or 3BA, or other newer sliders, you likely won't see any changes. BHUNP is reported to be compatible, however. wm46 has made an incredible Config Menu for Skyrim Special Edition that should fix issues with CBBE SE or 3BA morph sets. See here: Morphology - Morph Config Menu Illicit Ingredients Humanoids and many creatures and animals can be dissected to obtain powerful ingredients. Some of these ingredients can be converted back into normal ingredients at Alchemy Tables. Others can be cooked into odd meals. To perform dissections, the minimum you need is a simple dagger. Activating corpses with a dagger equipped gives the option to harvest flesh of the cadavers. To obtain the other ingredients, you will need more tools. Specific embalming tools found in warlock lairs and nordic ruins allow you harvest fluids and organs. The scalpel, pick, and scissors aid with organs, while the screw tool aids with fluids. If you come across a dwarven extractor, that will also help you drain fluids. Whenever you are dissecting a cadaver, you can choose to dissect either flesh, fluids, organs, or all. Selecting only one type of ingredient to harvest reduces the amount of time taken to finish the dissection. If you obtain a human heart or flesh, or one of the ingredients added by this mod, you can craft Dissection Tools at a forge, which allow you to harvest most cadavers easily. Warlocks, vampires, falmer, and other mages may carry a set of these tools, in addition to the ingredients themselves. Hunters and Apothecaries may carry some creature ingredients, while Vampires, Necromancers, and Warlocks may carry humanoid ingredients. These ingredients, by themselves, only cause bodily changes. Each creature and humanoid race increases or decreases the size of certian body areas, like torso, belly, legs, etc. Also, the size of the creature or animal determines the effectiveness of the ingredients. You can review the cheat sheet in the images to see exactly what creature provides what. Additionally, you can refine normal ingredients with them with an Alchemical Refinery to make elixirs, salves, and cures with experimental effects. These effects are different from normal alchemical effects, in that they can stack over eachother, with the 'draw-back' of causing bodily changes. Also, these experimental ingredients each have only one effect, so they can be added to other potion mixtures to easily add an additional effect, or three of them can be combined to easily make a potion with 3 effects. To refine ingredients you need an Alchemical Refinery, which can be bought from an Apothecary or found on some warlocks or mages. Activating the Refinery in your inventory, or placing it and activating it, brings up a menu allowing you to insert ingredients. You will need at least one 'normal' ingredient, and two different kinds of 'illicit' ingredients body ingredients like fat, flesh, bone meal; fluids like blood, marrow, bile; or organs. The type of illicit ingredients you add determines what effects you can refine. -Body and Fluid ingredients together can refine Fortify Skill effects, making Experimental Salves. -Body and Organ ingredients together can refine Resistance effects, making Experimental Elixirs. -Fluid and Organ ingredients together can refine Health, Magicka, and Stamina effects, making Experimental Cures. These experimental ingredients can also be carried by Apothecaries, Warlocks, and Vampires. The bodily changes caused by these ingredients and potions can be partially reverted by making Blood Elixirs at an Alchemy Table, or by buying morphing potions from Apothecaries. Unstable Enchantments Soul gem fragments from Black Soul Gems can be warped at an enchanting table, and used to Destabilize the enchanted armor you find. Placing enchanted armor in the world and then activating it while carrying at least three of the same kind of warped soul gem will make the enchantment unstable. If you disenchant the item, the unstable enchantment can be applied to any type of equipment. However, the enchantment will slowly alter your body if you wear it for extended periods of time. The warped soul gem fragments can be combined with a roll of paper at an enchanting table to make a Scroll of Restore Form, which will revert some of the effects from unstable enchantments. Morphing Spells A handful of new Alteration spells allow you to siphon body sizes to and from NPCs. You can find their associated tomes wherever you normally find Apprentice and Adept level spells. All spells are split into 8 body regions: Arms, Torso, Belly, Breasts, Nipples, Ass, Hips, Legs. Endow - Apprentice Level Spells that transfers a portion of one random morph from the caster to the target. Embezzle - Apprentice Level Spells that transfers a portion one random morph from the target to the caster. Plump - Adept Level Spells that transfers a portion of all relevant morphs from the caster to the target. Pilfer - Adept Level Spells that transfers a portion of all relevant morphs from the target to the caster. Size Effects Having a ridiculous voluptous body now has some effect on your gameplay. At increased sizes, your Health, Magicka, Stamina, and associated regeneration is increased, at the cost of mobility debuffs, all depending on what parts of your body were enlarged. For example, enourmous breasts increase your maximum Magicka, but cause you to trip and stumble while running or sprinting; while having an enourmous ass increases your Magicka Regeneration, but causes you to stumble and make noise while running or sprinting. The effects take into account all body changing mods, not just Morphology. So, if your character is enlarged by some of my other mods like Body Builders or Corruption, or through another mod that uses NiOverride Morphs, then you will still succumb to these effects. You can toggle the effects off in the MCM if it doesn't mesh with your gameplay. You can also set 'Size Offsets' in the MCM if you use a Bodyslide preset that is large by default. Vanilla Effects Plugin If you don't want to go through the effort of finding and using these ingredients and enchantments to start changing your character's body, you can download the Vanilla Effects optional plugin. This causes all vanilla armor enchantments and beneficial potions to cause changes similar to Experimental Ingredients and Unstable Enchantments. Compatibility This mod requires NiOverride or RaceMenu, CBBE RaceMenu Morphs, and Armor and Clothing Models built through Bodyslide with Morphs Enabled. If you don't know about anything I just said, do some Googling or ask in the forums. This mod should be compatible with everything else. It just needs a bashed-patch due to some item list edits. Thanks to Blary for the model for the Alchemical Refinery. Change Log: 3.0.2 (7/19/22) -Removed some debug items that were causing crashes with AddItemMenu 3.0.1 (7/18/22) -Added Breasts size offset option to MCM that I somehow missed 3.0 (7/16/22) -Redid script structure to better allow different morphs and male morphs. -Made size effects less extreme by default. -Reverted changes to creature drops. -Changed vanilla variant ingredients (Giant's toe, hagraven feathers, falmer ears) to morphology ingredients (liver, eyeballs) -Added maxs and mins to alchemy and enchants. -Added adept rank morphing spells (Plump- and Pilfer-). -Made blood elixirs and restore form scrolls always available at apothecaries and mages. -Made alchemy and enchanting effects cause weighted random morphs, rather than specific morphs. -Made unstable variants of robes. -Added restoring scrolls for NPCs. -Added morphing potions to vendors. -Added soul gems and unstable rings to court wizards. -Added unstable rings to warlocks, forsworn, vampires. -Made experimental ingredient effects last longer. -Rebalanced experimental ingredient values. -Added npc reactions to morph spells. -Added global max/min morph limits. -Added Nipple spells. -Changed size effect updating. -Added morphology spell tomes to vanilla spell tome lists. -Rebalanced tools when dissecting, so certain tools are more useful, and depreciated others. -Moved alchemy refining to a seperate tool. Alchemical Refinery. -Removed Specific Morphs from Alchemy/Enchanting effects. Now Alch/Ench effects randomly increase a random morph from a body section. -Alch/Ench effects now increase/decrease randomly, based off the total morph value that is being manipulated. -Added many more creature parts, so it's easier to use the alchemy system without playing as a ghoul or cannibal, reused depreciated 'fresh' ingredients. -Added size offsets for large Bodyslide presets. -Added mcm option for size exponent. -Added mcm toggle for removing items from dissected bodies. -Added mcm options for base dissection time. -Added multiple base dissection times for different corpse sizes. -Added cancel option to dissection. -Added force size update option to MCM. -Added player weaponspeedmult fix, and MCM option to disable it. -Decreased value of alchemical morph effects. -Added creature ingredients to hunters. -Added Reset Morphs debug options to MCM. Previous Versions: Submitter Code Serpent Submitted 05/15/2020 Category Other Requires NiOverride or RaceMenu, Morph Enabled Armor Meshes Special Edition Compatible No
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[Rindou] Sayaka Suit UUNP View File Preserving this for future generations... LOL This is a latex bodysuit of Kamori Sayaka (Kamimori Sayaka) from Shin Matai Toshi visual novel. She's a character created by absolutely awesome artist Rindou (my favourite artist, to be honest). It's pretty much the same as original download, all I did was made some tweaks to esp file and replaced HDT High Heels dependancy with NetImmerse Override (which is also included in RaceMenu). UUNP conversion was made by RoboLumps. UUNP 3BBB conversion of Sayaka Suit by BakaFactory. 7B Bombshell conversion of Sayaka Suit by Melodic. Link to original modpage. CBBE 3BA conversion of Sayaka Suit (Skyrim Special Edition only). Link to original modpage. Rindou Links: Official Website Radical Dream Twitter Pixiv Fantia マシュマロ Submitter Aequus Submitted 11/03/2020 Category Armor & Clothing Requires NetImmerse Override (RaceMenu) Special Edition Compatible No
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Immersive Plugs View File Immersive Plugs & BDSM 20220314 Newly added NiOverride integration for some of the DD items. So I played for a long time, enjoying the wonderful items from DD (and Heretic Items, which I love the most). It was the nipple chain collar that always gave me the tought.. if that was real, I'd just pull the chain a bit shorter just for a fun of it.. One day I got the idea. If Weightmorphs are able to do whatever you can in racemenu, it can be done while equiping an armor.. or chain collar. So I played around a bit and it works like sharm!!! Additional level of degradation of our virtual playthings! Brand new functionality - equip specific DD items to have your body morphs adjusted. Configurable in MCM. CBBE compatible, some of the additional sliders work only for COSIO body. chain collar nipple piercing nipple clamps breast yoke (not working properly) corset inflatable plugs slave high heels (HR ballet heels) vaginal pear The old funcions remain without a change. Old description Changelog Submitter pchs Submitted 03/08/2015 Category Armor & Clothing Requires XPMS skeleton, Skyrim, UNP, SkyUI, NiOverride, CBBE, Devious Devices, COSIO Special Edition Compatible
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Hello all, I've come across a strange and obscure bug/interaction between SOS and NiOverride (RaceMenu) when finalizing a new mod. For context, the mod adds skin overrides to actors depending on a number of factors. It uses the NiOverride function below: NiOverride.AddSkinOverrideTextureSet(akActor, True, False, 4, 6, -1, AdaptedBodyFemaleArgonian[i], True) ;Function Definition: Function AddSkinOverrideTextureSet(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, TextureSet value, bool persist) native global The final "True" Boolean causes the skin override to persist through equipping and unequipping armor. This works perfectly until I install SOS. Once SOS is installed, the skin override is no longer visible when equipping new armor. The odd thing is, this continues to happen even when I disable all SOS plugins. It only goes away when I fully uninstall SOS. That seems to narrow it down to a base SOS file (though I don't know how that could possibly produce this interaction), or some trigger within NiOverride that detects if SOS is installed. Anyone have any insight/ideas? I'm at a bit of a loss on this one. I can work around it, but with how common SOS is, it would be a bummer of an incompatibility. Cheers
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So I started a new game and some mod is spamming this purple boby overlay like every 60 seconds. If I remove it with race menu, it ads it again in a new slot. The overlay doesn't have a name. Any idea what it is or how to fix it? I tried reducing the number of slots in nioverride ini file as well, but it just places it in a new empty spot then. Also if it happens I'll still have it on even after loading before it happened, unless I restart the game. I also noticed that bug always happens instantly when I take damage. Edit: I figured something out. It happens when I take damage AND a moan sound is played at the same time. Here is my load order:
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Anyone knows after Sexlab's scene, there's no cum effect on my character? I turn every toggle about cum effect on and still there's nothing, I installed the SLACS Plus to give a check but still there's nothing, the version of the Sexlab is SE v163 Beta 9. Any ideas? Need to be noticed again, I do turned those two effect toggles on. I'm using ECE, so I just installed Racemenu without the esp and overwrite it with LE's Nioverride, I saw someone doing this in a topic of Loverslab. And seems like this is the problem. If anyone uses ECE and solved this problem please let me know, thank you so much.
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Stalhrim Bikini SSE View File //////////ABOUT THE MOD\\\\\\\\\\ I should probably cut to the chase shouldn't I? OK here goes... *AHEM* Greetings! Here to add some icy curves to your bikini armory is the Stalhrim Bikini Armor set. Concocted once more by yours truly with the ever vain hope of once again grabbing NiseTanaka's (the OG creator of the bikini armors) attention, because as the the saying goes; at first you don't succeed, you try, try, and try again. ...and try again I will thank you very much! Plus nabbing some bottomless tributes wouldn't hurt either. The bikini set includes over 45 new pieces of craftable, enchantable, gear, and just like the vanilla stalhrim armors, are also available in light and heavy flavors. Yum! //////////IN GAME ACQUISITION\\\\\\\\\\ The book for the armor can be found inside a lopsided barrel laying next to a smelter in Skaal Village's forge area. Along with owning the book on your person you need to complete the "A New Source of Stalhrim" quest along with having "Eboby Smithing" perk (just like how vanilla Stalhrim pieces are forged). //////////Mod Download Contents\\\\\\\\\\ Stalhrim Bikini Armor SSE = Core files with CBPC Physics. Stalhrim Bikini CBBE SSE BS2 =Supplementary Bodyslide files with SMP/3BA variants available. //////////REQUIREMENTS\\\\\\\\\\ A legit copy of the base game XP32 Maximum Skeleton Special Extended SE CBPC Physics (for default meshes) HDT-SMP (for Bodyslide files only) CBBE 3BA (for Bodyslide files only) Racemenu (for the NiOverride heel effect) //////////KNOWN ISSUES/CONFLICTS\\\\\\\\\\ Like the bikinis mods of old, this WILL conflict with mods like "Devious Devices" or "Dual Sheath Redux". For any SOS users, please enable the "Revealing Option" in the SOS MCM menu. For any who use Devious Devices, please use the "Device Hider"" option in the mod's MCM menu. //////////Qu and Ah\\\\\\\\\\ //////////CREDITS & GRADITUDES\\\\\\\\\\ //////////PERMISSIONS\\\\\\\\\\ In the spirit of Nise-kun's own outlook on mod permissions, you are free to use the assets of this mod however you like. Just be a pal credit me with a link back to the original mod page please. The ONLY thing you are not allowed to do is paywall the assets of this mod if you wish to use these files for your own mods. If you like what I've done here, why not post a screenie of your char in the outfits I've provided? It'll mean more to me than some silly like button. ENJOY! Submitter kofman77 Submitted 06/20/2021 Category Adult Mods Requires Regular Edition Compatible
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So, I´ve been trying to change an actors face color with nioverride. To do this, I´ve come up with this snippet NiOverride.AddNodeOverrideString(target, fem, partNameHEad, 9, 0, textureHeadCurrent, false) NiOverride.AddNodeOverrideint(target, fem, partNameHEad, 7, -1, 0x3c0b00, false) partNameHead is the headnode name aquired by using this function: string Function GetHeadNode(Actor aAct) ActorBase ab = aAct.GetActorBase() int i = ab.GetNumHeadParts() string headNode While i > 0 i -= 1 headNode = ab.GetNthHeadPart(i).GetName() If StringUtil.Find(headNode, "Head") >= 0 return headNode EndIf endWhile return "" EndFunction But now I have the following problem: While this piece of code works on the player and the majority of NPC´s, there are a few select npcs where it just wont work on. These for example Or this one I cant apply overrides, nor can I get their actual textures by using "NiOverride.GetNodePropertyString(act, false, partNameHead, 9, 0)" Any Idea on what I might be overlooking?
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Draugr Bikini SSE View File //////////ABOUT THE MOD\\\\\\\\\\ Oh snap here we go again! Thank you for joining me in my third attempt to get Nise-kun's attention (and some more bottomless tributes lol). Today's newest bikini rendition: the Draugr Bikini Set. This set includes over 30 new pieces of craftable, enchantable, gear with 3BA and SMP support also available. //////////IN GAME ACQUISITION\\\\\\\\\\ The book for armor can be found at Volunruud, placed inside a large treasure chest laying on its side in downstairs room left of when you first enter the ruin. Once the book is in your possession, you'll need the "Steel Smithing" perk to actually forge the armors. //////////Mod Download Contents\\\\\\\\\\ Draugr Bikini Armor SSE = Core files with CBPC Physics. Draugr Bikini CBBE SSE BS2 = Supplementary Bodyslide files with SMP/3BA variants available. Core mod file still needed. //////////REQUIREMENTS\\\\\\\\\\ A legit copy of the base game XP32 Maximum Skeleton Special Extended HDT Physics Some working knowledge of using the Bodyslide program. (for the Bodyslide files only). Racemenu OR NetImmerse Override (for heel effect) //////////KNOWN ISSUES/CONFLICTS\\\\\\\\\\ Like the bikinis mods of old, this WILL conflict with mods like "Devious Devices" or "Dual Sheath Redux". These conflicts won't crash your game, but will keep certain pieces from appearing when equipped due to body slot conflicts. For any SOS users, please enable the "Revealing Option" in the SOS MCM menu. For any who use Devious Devices, please use the "Device Hider"" option in the mod's MCM menu. //////////Qu and Ah\\\\\\\\\\ //////////CREDITS & GRADITUDES\\\\\\\\\\ //////////PERMISSIONS\\\\\\\\\\ In the spirit of Nise-kun's own outlook on mod permissions, you are free to use the assets of this mod however you like. Just be a pal credit me with a link back to the original mod page please. The ONLY thing you are not allowed to do is paywall the assets of this mod if you wish to use these files for your own mods. If you like what I've done here, why not post a screenie of your char in the outfits I've provided? It'll mean more to me than some silly like button. Submitter kofman77 Submitted 07/04/2022 Category Adult Mods Requires Regular Edition Compatible No
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Version 20220314
57,631 downloads
Immersive Plugs & BDSM 20220314 Newly added NiOverride integration for some of the DD items. So I played for a long time, enjoying the wonderful items from DD (and Heretic Items, which I love the most). It was the nipple chain collar that always gave me the tought.. if that was real, I'd just pull the chain a bit shorter just for a fun of it.. One day I got the idea. If Weightmorphs are able to do whatever you can in racemenu, it can be done while equiping an armor.. or chain collar. So I played around a bit and it works like sharm!!! Additional level of degradation of our virtual playthings! Brand new functionality - equip specific DD items to have your body morphs adjusted. Configurable in MCM. CBBE compatible, some of the additional sliders work only for COSIO body. chain collar nipple piercing nipple clamps breast yoke (not working properly) corset inflatable plugs slave high heels (HR ballet heels) vaginal pear The old funcions remain without a change. Old description Requirements Basic functions (plugs) - SexLab, SexLab Aroused, Devious Devices (Assets, Integration, Expansion) Body morphs - NiOverride, CBBE Extended body morphs - COSIO Credits Caliente for CBBE Kimy for Devious Devices expired6978 for NiOverride scivirus for COSIO body Ashal for SexLab redneck2x, for SexLab Aroused Changelog- 16 reviews
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Version 1.1
4,886 downloads
NiOverride High Heels - hub and fixes for NIOVHH - Description: NetImmerse Override (bundled with RaceMenu) comes with an 'equipable transforms' feature which allows for a cleaner and easier way of creating high heels for Skyrim. This mod contains a few fixes for said system, such as correcting the sitting and swimming height while wearing high heels, since when you equip high heels that make use of equipable transforms, the root node (called "NPC" in the skeleton) is moved upwards. Note: There are no actual high heels in this mod, it is solely a hub for the new system. To convert a mod from HDT High Heels to NiOverride High Heels, see the videos below (enable subtitles). https://www.youtube.com/watch?v=Fz1DTLs6FKA https://www.youtube.com/watch?v=-4_J7x6DUcY Requirements: SKSE 1.7.3+ RaceMenu 3.4.4+ or NetImmerse Override 3.4.4+ for ECE/vanilla users. Do not install both RaceMenu and NetImmerse Override! RaceMenu already comes with it included. Installation: Simply install the archive using your preferred mod manager or manually extract the files into the Skyrim's Data folder. Don't forget to enable the "NIOVHH.esp" plugin. Uninstallation: Remove the mod in your mod manager or delete the files the archive came with manually. Open it in an archiver program to see which those were. Credits: expired6978 - For NetImmerse Override and RaceMenu. Unofficial LL chat for general help.-
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Version 1.1.0
10,407 downloads
A modified version of IronBrother8800's NetImmerse Override Cleaner. For general information about what this tool does and how to use it, see the original tool's page. This version has been modified to support both Classic and Special Edition NetImmerse Overrides. When loading a .skse file, the tool automatically determines which cleaning routine to run. The cleaning logic for SSE has been written from scratch to be more failure proof to avoid removing data for excluded characters. The downside to this is that it is very likely that cleaning a file will fail if it has been manually edited beforehand. As long as it hasn't been modified after SKSE created it, everything should be fine. I've included the modified source code in the download for anyone interested. Credits IronBrother8800 - for the original tool -
Version 1.0
31,577 downloads
What is it? Aradia's Latex armour converted from the original Blender files for use in Skyrim. A shiny latex all in one suit. Fitted to a UUNP HDT body. Weight slider support. First person and inventory meshes included. CBBE meshes option for outfits that show skin. Available in four flavours. Craft-able at the forge under Glass, can be tempered. Stats: Light armour glass equivalent (weight and armour rating of glass boots, cuirass and gloves combined). Can be enchanted, but only one (unless perks/mods allow otherwise) has keywords for boots, cuirass and gloves. Utilises the NetImmerse Override system for the heels. Uses High Heel sounds (optional esp available without Heels Sound.esm as master) Bodyslide - no. I don't use it, and have no interest in learning something that I don't use. Requirements: Racemenu 3.4.4+ or NetImmerse Override 3.4.4+ for ECE/Vanilla users Do not install both, Racemenu has NetImmerse Override included. XP Maximum Skeleton Extended 3.0+ Heels Sound (unless optional no heels sound esp is used) And their pre-requisites. Installation: With a mod manager. Manual - extract contents of zip to data folder. Options: CBBE meshes, same as main mod, after the main file has been installed, overwriting when asked. No Heels Sound - see above, same as CBBE meshes. Un-install: With your mod manager. Manual - delete folders: data/meshes/armor/aradia/aradia_latex data/textures/aradia/latex delete esp: aradia_latex.esp Credits: aradia for the original blender meshes. expired6978 for Racemenu and NetImmerse Override Groovtama for XPMSE Apokrytia for Heels Sound Gomaperopero for the fishnet mesh/texture Permissions: Do what you want, as long as credit is given to those that deserve it. -
Version 1.1 (20170520)
11,561 downloads
A lightweight utility capable of deleting NetImmerse Override data from SKSE co-save files, thus decreasing both the sizes of those files and Skyrim save and load times. Description. What kind of NIOverride data is stored in SKSE co-save file Any NetImmerse Override modifications are saved directly to the SKSE co-save file every time one saves their game. Of course, NIOverride does nothing on its own and the amount and kind of data stored in SKSE save file is closely linked to the mods using NetImmerse Override. RaceMenu is the most popular mod which utilizes NIOverride. In fact, NIOverride was designed by expired6978 specifically for RaceMenu to extend its capabilities. RaceMenu uses SKSE co-save files to store the overlays, expression definitions and all non-vanilla sliders settings and colours of your character or any NPCs edited directly by other mods. XP32 Maximum Skeleton Extended (XPMSE) is yet another known mod which uses NIOverride to store all weapon styles, positions, rotations and scales in SKSE save file. The NIOverride modifications mentioned above can be applied not only to your character, but also to any other NPC in game. Some of RaceMenu and most of XPMSE sliders can by accessed by Tattoo menu provided by Extensible Follower Framework (EFF). SlaveTats also allows you to manually apply overlays on NPCs. All right, so why can SKSE co-save grow to such a tremendous size since any NIOverride modifications seem to be controlled by the user? Firstly, it's because not all data stored in a save comes directly from the user. XPMSE itself needs to keep the skeletons data of the NPCs encountered during play through, from "at least 15 to 25 cells" (according to Groovtama, the creator of XPMSE; see this post). That data, however, is very lightweight and, although it may significantly increase the size of the save in the end, it should not be considered a bloat. Secondly, it's due to the fact that the data may actually come from user when they decide to use entirely optional features of some popular mods, for example, XPMSE's weapon style randomiser. This feature does greatly improve Skyrim's immersion but it takes a toll on the final size of SKSE co-save because it needs to store the styles of all the NPCs you have encountered. Of course, the more NPCs you add to your game, the more data will be produced. Moreover, the more mods that can alter NPC's appearance without your supervision you have (for example, Blush When Aroused with enabled NPCs option), then again, the more data will have to be kept in the SKSE save. Side effects of too large SKSE co-save file As far as my game and experience are concerned, a large SKSE co-save has the the significant influence on duration of Skyrim saving and loading process (about 2 seconds longer with 1 MB SKSE save file than with 20 KB file, on SSD). It neither destabilises Skyrim nor it causes it to crash more often. More data in SKSE save file simply means any IO operations will last longer. The remedy NetImmerse Override Cleaner will help you to reduce the size of your SKSE co-save files by deleting either all of the NIOverride data or the data of characters you do not wish to keep (see Excluded Actors for more info). Keep in mind that data you delete will eventually come back and your save's size will grow once more after you play long enough and re-encounter some of the NPCs. That is why it is recommended to clean your SKSE co-save files on regular basis, for example, when you begin to feel that it takes more and more time to save the game. Using the tool It's very straightforward. There are only two buttons, which is shown in the screenshots. The one button is for loading a desired SKSE co-save file and the second one is for cleaning and saving the file. A backup of original file is created automatically (with .bak extension). Excluded actors list You may enter here the reference IDs (refID) of all characters whose data you wish to preserve. Any characters who are not included in this list will have their NetImmerse Override data erased. See Description for more info about data that is stored by NIOverride in saves. If this list is empty, the entire NetImmerse Override section will be deleted from SKSE co-save file. Therefore, it is always recommended to keep at least your character's RefID (00000014). Otherwise the only way to preserve your character's data is by saving preset in RaceMenu BEFORE cleaning process and loading it AFTERWARDS. This feature might be useful if you have a fixed number of NPCs manually edited by mods like EFF, SlaveTats, etc. and you really don't want to lose these NPCs' appearances. IDs may be separated by a comma, space or new line. Actors whose IDs were not found in the SKSE save file will be omitted. Ignoring mods load order ID of every Skyrim object is strictly connected to the position of that object's parent plugin (ESP/ESM) in the mod load order. While the inner ID (the second, third and fourth byte) is always the same and unique within one plugin, its very first byte (the first two digits) indicates what is the position of the mod in the load order. So, for example, if you have a NPC defined by a mod which is sixth in the order and that NPC's ID is 010203, its in-game ID will be 06010203. If you move the mod to the tenth position, the next time you load the game the object's ID will be 0A010203. This may be problematic if you, let's assume, want to create a rich list of excluded NPCs but you play different characters with different mods or have just sorted the mods with LOOT and some of the mods positions have changed. In order to make sure than the one particular actor is always preserved during cleaning, you would have to change their ID accordingly to the new position of the actor's parent plugin. However, if you check the Ignore mods load order checkbox, the first byte of every excluded actor will be omitted. Therefore, there is a theoretical chance of more than one actor being excluded, but it's very unlikely to happen. Note that you still must enter a valid 4 bytes long (8 digits) number. The first byte can be any, though (ex: 00). Forewarned is forearmed VirusTotal scan VirusTotal scan as a proof of my heart being in the right place: 1.0 1.1 Permissions You are allowed to upload this tool to the other sites (except for Nexus mods), as long as you mention me as the author AND provide the users of those sites with a link to the most up-to-date version of the tool and its description (which, for the time being, shall be here on LoversLab). -
Version 1.1
4,225 downloads
//////////ABOUT THE MOD\\\\\\\\\\ Oh snap here we go again! Thank you for joining me in my third attempt to get Nise-kun's attention (and some more bottomless tributes lol). Today's newest bikini rendition: the Draugr Bikini Set. This set includes over 30 new pieces of craftable, enchantable, gear with 3BA and SMP support also available. //////////IN GAME ACQUISITION\\\\\\\\\\ The book for armor can be found at Volunruud, placed inside a large treasure chest laying on its side in downstairs room left of when you first enter the ruin. Once the book is in your possession, you'll need the "Steel Smithing" perk to actually forge the armors. //////////Mod Download Contents\\\\\\\\\\ Draugr Bikini Armor SSE = Core files with CBPC Physics. Draugr Bikini CBBE SSE BS2 = Supplementary Bodyslide files with SMP/3BA variants available. Core mod file still needed. //////////REQUIREMENTS\\\\\\\\\\ A legit copy of the base game XP32 Maximum Skeleton Special Extended HDT Physics Some working knowledge of using the Bodyslide program. (for the Bodyslide files only). Racemenu OR NetImmerse Override (for heel effect) //////////KNOWN ISSUES/CONFLICTS\\\\\\\\\\ Like the bikinis mods of old, this WILL conflict with mods like "Devious Devices" or "Dual Sheath Redux". These conflicts won't crash your game, but will keep certain pieces from appearing when equipped due to body slot conflicts. For any SOS users, please enable the "Revealing Option" in the SOS MCM menu. For any who use Devious Devices, please use the "Device Hider"" option in the mod's MCM menu. //////////Qu and Ah\\\\\\\\\\ //////////CREDITS & GRADITUDES\\\\\\\\\\ //////////PERMISSIONS\\\\\\\\\\ In the spirit of Nise-kun's own outlook on mod permissions, you are free to use the assets of this mod however you like. Just be a pal credit me with a link back to the original mod page please. The ONLY thing you are not allowed to do is paywall the assets of this mod if you wish to use these files for your own mods. If you like what I've done here, why not post a screenie of your char in the outfits I've provided? It'll mean more to me than some silly like button. -
Version 3.1.0
12,205 downloads
Morphology is an expansion mod that adds potions, enchantments, spells and other mechanics that can change the player's body or NPCs bodies. Note: If your character's body isn't changing when using the aspects of this mod, it is due to: Your body/clothing meshes don't have Morphs Enabled. Rebuild them with Bodyslide with 'Build Morphs' checked in the bottom left. You don't have NiOverride or RaceMenu installed. You're using body/clothing meshes built with a different set of morphs. This mod was built on LE UUNP/CBBE morphs. If you're using CBBE SE or 3BA, or other newer sliders, you likely won't see any changes. BHUNP is reported to be compatible, however. wm46 has made an incredible Config Menu for Skyrim Special Edition that should fix issues with CBBE SE or 3BA morph sets. See here: Morphology - Morph Config Menu Illicit Ingredients Humanoids and many creatures and animals can be dissected to obtain powerful ingredients. Some of these ingredients can be converted back into normal ingredients at Alchemy Tables. Others can be cooked into odd meals. To perform dissections, the minimum you need is a simple dagger. Activating corpses with a dagger equipped gives the option to harvest flesh of the cadavers. To obtain the other ingredients, you will need more tools. Specific embalming tools found in warlock lairs and nordic ruins allow you harvest fluids and organs. The scalpel, pick, and scissors aid with organs, while the screw tool aids with fluids. If you come across a dwarven extractor, that will also help you drain fluids. Whenever you are dissecting a cadaver, you can choose to dissect either flesh, fluids, organs, or all. Selecting only one type of ingredient to harvest reduces the amount of time taken to finish the dissection. If you obtain a human heart or flesh, or one of the ingredients added by this mod, you can craft Dissection Tools at a forge, which allow you to harvest most cadavers easily. Warlocks, vampires, falmer, and other mages may carry a set of these tools, in addition to the ingredients themselves. Hunters and Apothecaries may carry some creature ingredients, while Vampires, Necromancers, and Warlocks may carry humanoid ingredients. These ingredients, by themselves, only cause bodily changes. Each creature and humanoid race increases or decreases the size of certian body areas, like torso, belly, legs, etc. Also, the size of the creature or animal determines the effectiveness of the ingredients. You can review the cheat sheet in the images to see exactly what creature provides what. Additionally, you can refine normal ingredients with them with an Alchemical Refinery to make elixirs, salves, and cures with experimental effects. These effects are different from normal alchemical effects, in that they can stack over eachother, with the 'draw-back' of causing bodily changes. Also, these experimental ingredients each have only one effect, so they can be added to other potion mixtures to easily add an additional effect, or three of them can be combined to easily make a potion with 3 effects. To refine ingredients you need an Alchemical Refinery, which can be bought from an Apothecary or found on some warlocks or mages. Activating the Refinery in your inventory, or placing it and activating it, brings up a menu allowing you to insert ingredients. You will need at least one 'normal' ingredient, and two different kinds of 'illicit' ingredients body ingredients like fat, flesh, bone meal; fluids like blood, marrow, bile; or organs. The type of illicit ingredients you add determines what effects you can refine. -Body and Fluid ingredients together can refine Fortify Skill effects, making Experimental Salves. -Body and Organ ingredients together can refine Resistance effects, making Experimental Elixirs. -Fluid and Organ ingredients together can refine Health, Magicka, and Stamina effects, making Experimental Cures. These experimental ingredients can also be carried by Apothecaries, Warlocks, and Vampires. The bodily changes caused by these ingredients and potions can be partially reverted by making Blood Elixirs at an Alchemy Table, or by buying morphing potions from Apothecaries. Unstable Enchantments Soul gem fragments from Black Soul Gems can be warped at an enchanting table, and used to Destabilize the enchanted armor you find. Placing enchanted armor in the world and then activating it while carrying at least three of the same kind of warped soul gem will make the enchantment unstable. If you disenchant the item, the unstable enchantment can be applied to any type of equipment. However, the enchantment will slowly alter your body if you wear it for extended periods of time. The warped soul gem fragments can be combined with a roll of paper at an enchanting table to make a Scroll of Restore Form, which will revert some of the effects from unstable enchantments. Morphing Spells A handful of new Alteration spells allow you to siphon body sizes to and from NPCs. You can find their associated tomes wherever you normally find Apprentice and Adept level spells. All spells are split into 8 body regions: Arms, Torso, Belly, Breasts, Nipples, Ass, Hips, Legs. Endow - Apprentice Level Spells that transfers a portion of one random morph from the caster to the target. Embezzle - Apprentice Level Spells that transfers a portion one random morph from the target to the caster. Plump - Adept Level Spells that transfers a portion of all relevant morphs from the caster to the target. Pilfer - Adept Level Spells that transfers a portion of all relevant morphs from the target to the caster. Size Effects Having a ridiculous voluptous body now has some effect on your gameplay. At increased sizes, your Health, Magicka, Stamina, and associated regeneration is increased, at the cost of mobility debuffs, all depending on what parts of your body were enlarged. For example, enourmous breasts increase your maximum Magicka, but cause you to trip and stumble while running or sprinting; while having an enourmous ass increases your Magicka Regeneration, but causes you to stumble and make noise while running or sprinting. The effects take into account all body changing mods, not just Morphology. So, if your character is enlarged by some of my other mods like Body Builders or Corruption, or through another mod that uses NiOverride Morphs, then you will still succumb to these effects. You can toggle the effects off in the MCM if it doesn't mesh with your gameplay. You can also set 'Size Offsets' in the MCM if you use a Bodyslide preset that is large by default. Vanilla Effects Plugin If you don't want to go through the effort of finding and using these ingredients and enchantments to start changing your character's body, you can download the Vanilla Effects optional plugin. This causes all vanilla armor enchantments and beneficial potions to cause changes similar to Experimental Ingredients and Unstable Enchantments. Compatibility This mod requires NiOverride or RaceMenu, CBBE RaceMenu Morphs, and Armor and Clothing Models built through Bodyslide with Morphs Enabled. If you don't know about anything I just said, do some Googling or ask in the forums. This mod should be compatible with everything else. It just needs a bashed-patch due to some item list edits. Thanks to Blary for the model for the Alchemical Refinery. Change Log: 3.1.0 (9/26/22) -Changed tripping from large breasts and stumbling from large asses. Tripping only happens when stamina is below a threshold. -Fixed potion morph effects. Apply remaining morph on effect end. -Skeletons can now be 'dissected', which gives random human/elf bone meal. -Dissecting Vampires now give 1-3 vampire dust. -Added Stamina threshold options to the MCM for size effects. -Fixed refinery breaking when it runs out of vanilla ingredients but still has morphology ingredients. 3.0.2 (7/19/22) -Removed some debug items that were causing crashes with AddItemMenu 3.0.1 (7/18/22) -Added Breasts size offset option to MCM that I somehow missed 3.0 (7/16/22) -Redid script structure to better allow different morphs and male morphs. -Made size effects less extreme by default. -Reverted changes to creature drops. -Changed vanilla variant ingredients (Giant's toe, hagraven feathers, falmer ears) to morphology ingredients (liver, eyeballs) -Added maxs and mins to alchemy and enchants. -Added adept rank morphing spells (Plump- and Pilfer-). -Made blood elixirs and restore form scrolls always available at apothecaries and mages. -Made alchemy and enchanting effects cause weighted random morphs, rather than specific morphs. -Made unstable variants of robes. -Added restoring scrolls for NPCs. -Added morphing potions to vendors. -Added soul gems and unstable rings to court wizards. -Added unstable rings to warlocks, forsworn, vampires. -Made experimental ingredient effects last longer. -Rebalanced experimental ingredient values. -Added npc reactions to morph spells. -Added global max/min morph limits. -Added Nipple spells. -Changed size effect updating. -Added morphology spell tomes to vanilla spell tome lists. -Rebalanced tools when dissecting, so certain tools are more useful, and depreciated others. -Moved alchemy refining to a seperate tool. Alchemical Refinery. -Removed Specific Morphs from Alchemy/Enchanting effects. Now Alch/Ench effects randomly increase a random morph from a body section. -Alch/Ench effects now increase/decrease randomly, based off the total morph value that is being manipulated. -Added many more creature parts, so it's easier to use the alchemy system without playing as a ghoul or cannibal, reused depreciated 'fresh' ingredients. -Added size offsets for large Bodyslide presets. -Added mcm option for size exponent. -Added mcm toggle for removing items from dissected bodies. -Added mcm options for base dissection time. -Added multiple base dissection times for different corpse sizes. -Added cancel option to dissection. -Added force size update option to MCM. -Added player weaponspeedmult fix, and MCM option to disable it. -Decreased value of alchemical morph effects. -Added creature ingredients to hunters. -Added Reset Morphs debug options to MCM. Previous Versions:-
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- nioverride
- expansion
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Version 1.4
6,197 downloads
//////////ABOUT THE MOD\\\\\\\\\\ I should probably cut to the chase shouldn't I? OK here goes... *AHEM* Greetings! Here to add some icy curves to your bikini armory is the Stalhrim Bikini Armor set. Concocted once more by yours truly with the ever vain hope of once again grabbing NiseTanaka's (the OG creator of the bikini armors) attention, because as the the saying goes; at first you don't succeed, you try, try, and try again. ...and try again I will thank you very much! Plus nabbing some bottomless tributes wouldn't hurt either. The bikini set includes over 45 new pieces of craftable, enchantable, gear, and just like the vanilla stalhrim armors, are also available in light and heavy flavors. Yum! //////////IN GAME ACQUISITION\\\\\\\\\\ The book for the armor can be found inside a lopsided barrel laying next to a smelter in Skaal Village's forge area. Along with owning the book on your person you need to complete the "A New Source of Stalhrim" quest along with having "Eboby Smithing" perk (just like how vanilla Stalhrim pieces are forged). //////////Mod Download Contents\\\\\\\\\\ Stalhrim Bikini Armor SSE = Core files with CBPC Physics. Stalhrim Bikini CBBE SSE BS2 =Supplementary Bodyslide files with SMP/3BA variants available. //////////REQUIREMENTS\\\\\\\\\\ A legit copy of the base game XP32 Maximum Skeleton Special Extended SE CBPC Physics (for default meshes) HDT-SMP (for Bodyslide files only) CBBE 3BA (for Bodyslide files only) Racemenu (for the NiOverride heel effect) //////////KNOWN ISSUES/CONFLICTS\\\\\\\\\\ Like the bikinis mods of old, this WILL conflict with mods like "Devious Devices" or "Dual Sheath Redux". For any SOS users, please enable the "Revealing Option" in the SOS MCM menu. For any who use Devious Devices, please use the "Device Hider"" option in the mod's MCM menu. //////////Qu and Ah\\\\\\\\\\ //////////CREDITS & GRADITUDES\\\\\\\\\\ //////////PERMISSIONS\\\\\\\\\\ In the spirit of Nise-kun's own outlook on mod permissions, you are free to use the assets of this mod however you like. Just be a pal credit me with a link back to the original mod page please. The ONLY thing you are not allowed to do is paywall the assets of this mod if you wish to use these files for your own mods. If you like what I've done here, why not post a screenie of your char in the outfits I've provided? It'll mean more to me than some silly like button. ENJOY! -
2,486 downloads
Preserving this for future generations... LOL This is a latex bodysuit of Kamori Sayaka (Kamimori Sayaka) from Shin Matai Toshi visual novel. She's a character created by absolutely awesome artist Rindou (my favourite artist, to be honest). It's pretty much the same as original download, all I did was made some tweaks to esp file and replaced HDT High Heels dependancy with NetImmerse Override (which is also included in RaceMenu). UUNP conversion was made by RoboLumps. UUNP 3BBB conversion of Sayaka Suit by BakaFactory. 7B Bombshell conversion of Sayaka Suit by Melodic. Link to original modpage. CBBE 3BA conversion of Sayaka Suit (Skyrim Special Edition only). Link to original modpage. Rindou Links: Official Website Radical Dream Twitter Pixiv Fantia マシュマロ-
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- radical dream
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View File What is it? Aradia's Latex armour converted from the original Blender files for use in Skyrim. A shiny latex all in one suit. Fitted to a UUNP HDT body. Weight slider support. First person and inventory meshes included. CBBE meshes option for outfits that show skin. Available in four flavours. Craft-able at the forge under Glass, can be tempered. Stats: Light armour glass equivalent (weight and armour rating of glass boots, cuirass and gloves combined). Can be enchanted, but only one (unless perks/mods allow otherwise) has keywords for boots, cuirass and gloves. Utilises the NetImmerse Override system for the heels. Uses High Heel sounds (optional esp available without Heels Sound.esm as master) Bodyslide - no. I don't use it, and have no interest in learning something that I don't use. Requirements: Racemenu 3.4.4+ or NetImmerse Override 3.4.4+ for ECE/Vanilla users Do not install both, Racemenu has NetImmerse Override included. XP Maximum Skeleton Extended 3.0+ Heels Sound (unless optional no heels sound esp is used) And their pre-requisites. Installation: With a mod manager. Manual - extract contents of zip to data folder. Options: CBBE meshes, same as main mod, after the main file has been installed, overwriting when asked. No Heels Sound - see above, same as CBBE meshes. Un-install: With your mod manager. Manual - delete folders: data/meshes/armor/aradia/aradia_latex data/textures/aradia/latex delete esp: aradia_latex.esp Credits: aradia for the original blender meshes. expired6978 for Racemenu and NetImmerse Override Groovtama for XPMSE Apokrytia for Heels Sound Gomaperopero for the fishnet mesh/texture Permissions: Do what you want, as long as credit is given to those that deserve it. Submitter Dillpickle Submitted 04/15/2016 Category Armor & Clothing Requires Racemenu or NetImmerse Override, XPMSE 3.0+, Heels Sound Special Edition Compatible
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Hi, I was wondering whether someone has already done this or not and if there are any limitations with NiOverride's overlays. The idea is to apply better cum effects by using SexLab's orgasm event and SlaveTats. This mod already provides several tatoos I could use for this. However, I did notice that NiOverride.ini comes with a fairly conservative maximum number for overlays, and from what it says in the config, head overlays are prone to crash the game on decapitations. Do you guys know any other limitations that would end up wasting my time doing something like this? Regards.
- 4 replies
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- nioverride
- overlay
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good day to all. Sorry about my English. I know that this problem has been raised in forums many times, but solutions have not been offered anywhere, only compromises. so the question is, is it possible to disable the player's spells checking without disabling clear highheel function? turning off this feature of the animation uneven, and with it a long wait for spell checks, my character has 400+ spells and it takes quite a long time.
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I'm working on my mod that has a sexlab dependency and I wanted to make use of the sexlab diary stats. However when I try to import sexlab libraries into my scripts and compile I get the error of "variable NiOverride is undefined". After some research I learn that it's trying to call this variable from racemenu through the sslActorAlias and ssLSystemConfig scripts. This variable comes from NiOverride which comes from racemenu, the variable seems to only being used for high heel options. I read on another help forum post that creation kit can't access the scripts because they are in a bsa, so I used Bethesda Archive Extractor to extract the racemenu bsa into loose files into the same folder the bsa is located. I try compiling and I still get the error. After some more digging I find out that NiOverride is also supposed to be a dll file located in racemenu's SKSE plugins folder. When I look in my extracted racemenu folders I do not have any NiOverride.dll file, but I do have an NIOverride folder inside SKSE, but the only files in here are shaders of some sort. So now I'm lost. Why isn't NiOverride variable being found? I can think of a couple workarounds. Considering I don't use high heel mods I could use brute force and just edit the sexlab scripts and remove all mentions of NiOverride, but I don't want to do that because I'd like my mod to work for people who do enjoy high heel mods. The other workaround is making up my own sex stat tracking using global variables, but the issue with this is that it means my mod would require a new game to work fully because if someone already has sex stats on their characters it won't align with my tracker, and I don't want for example virgin dialogue playing for a character that has had sex hundreds of times. Both workarounds will help make the mod work for my personal use, but it will make it work poorly for others. So basically I want to fix this issue the correct way, by properly calling NiOverride, I will keep the workaround options as a last resort. For a bit of additional info, I am launching Creation Kit from MO2, and I am exporting all changes I make directly into another mod folder. I'm not sure if this would case any issue, this is just the set up I've been using to make my mod.
- 1 reply
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- nioverride
- racememu
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Is that even possible? I'll try to be as brief as possible. I made a mod that makes you ripped by changing the normals used. I did it by adding new Texture Sets and then adding them to the SkinMaleHumanBody and SkinFemaleHumanBody formlists. That mod works as expected, but then its users gave me some nifty ideas that can only be made with scripts. After so much digging and testing, I found I could use NiOverride, but I still can't manage to pull this. After many, MANY tests I found out that I could use... AddSkinOverrideString NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) Where 0x04 is supposed to be the body slot, and 9, 1 are indeed the arguments needed to override normals, but THIS CODE IS ALSO SETTING THE HAND NORMALS TO THE BODY ONES (funny enough, the feet normals are left untouched). If I try to fix that doing something like this: NiOverride.AddSkinOverrideString(Player, true, false, 0x04, 9, 1, bodyTex, true) NiOverride.AddSkinOverrideString(Player, true, false, 0x08, 9, 1, handTex, true) Now I get the hands normals applied to the whole body. It's like if those functions just straight up ignore the supposed slots for body and hands, and making the changes persistent or not (last argument in the function call) doesn't seem to do a thing here. I would think this is a problem with my installation, but Wet Function Redux uses those very functions and it's working well for me. Wet Function and RaceMenu are up to date. Oh, and the cherry on the top: I would show you screens of my problem, but this thing suddenly decided to instantly revert changes just today; and no, NiOverride.ApplySkinOverrides(Player) doesn't fix that. So I went the other route... AddNodeOverrideString And still nothing. I did this: String Area = "Body" String Node = Area + " [ovl" + 5 + "]" int index = 1 NiOverride.AddNodeOverrideString(Player, true, Node, 9, index, tx, true) NiOverride.AddNodeOverrideFloat(Player, true, Node, 9, index, 1.0, true) And, according to the log, it gets applied: [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ [05/07/2020 - 03:21:27PM] Before [05/07/2020 - 03:21:27PM] Overlay5 [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] After [05/07/2020 - 03:21:27PM] Overlay5 textures\actors\character\female\600 extreme.dds [05/07/2020 - 03:21:27PM] Overlay4 [05/07/2020 - 03:21:27PM] Overlay3 [05/07/2020 - 03:21:27PM] Overlay2 [05/07/2020 - 03:21:27PM] Overlay1 [05/07/2020 - 03:21:27PM] Overlay0 [05/07/2020 - 03:21:27PM] @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ And once again, it doesn't work. Normals stay the same. But if I change index = 0 so this gets applied to the diffuse channel instead the normals one, it gets correctly applied, as expected: So... do you have any ideas? I hope someone can help me. Here are many experienced people with NiOverride and it REALLY doesn't help there's no documentation for it.
- 25 replies
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- scripting
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View File NiOverride High Heels - hub and fixes for NIOVHH - Description: NetImmerse Override (bundled with RaceMenu) comes with an 'equipable transforms' feature which allows for a cleaner and easier way of creating high heels for Skyrim. This mod contains a few fixes for said system, such as correcting the sitting and swimming height while wearing high heels, since when you equip high heels that make use of equipable transforms, the root node (called "NPC" in the skeleton) is moved upwards. Note: There are no actual high heels in this mod, it is solely a hub for the new system. To convert a mod from HDT High Heels to NiOverride High Heels, see the videos below (enable subtitles). https://www.youtube.com/watch?v=Fz1DTLs6FKA https://www.youtube.com/watch?v=-4_J7x6DUcY Requirements: SKSE 1.7.3+ RaceMenu 3.4.4+ or NetImmerse Override 3.4.4+ for ECE/vanilla users. Do not install both RaceMenu and NetImmerse Override! RaceMenu already comes with it included. Installation: Simply install the archive using your preferred mod manager or manually extract the files into the Skyrim's Data folder. Don't forget to enable the "NIOVHH.esp" plugin. Uninstallation: Remove the mod in your mod manager or delete the files the archive came with manually. Open it in an archiver program to see which those were. Credits: expired6978 - For NetImmerse Override and RaceMenu. Unofficial LL chat for general help. Submitter ousnius Submitted 10/14/2015 Category Other Requires NetImmerse Override OR RaceMenu Special Edition Compatible
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- netimmerse
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