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Posted
3 hours ago, Saeros said:

maybe my game is a little susceptible ?

what I do not understand is the problem of previews.. in the original oldrim version of bikini mod, i remember that it worked (i had merged all the bikini esp in one from merge plugin)

not being able to see almost all the pieces at the forge menu, it makes difficult for me to choose what to build ?

 

S.

True, even worse is where the mod shows you nothing but a fancy box or icon for the preview which quite a few do ?

Posted

No, this mod doesn't edit data in the bikini mods themselves. Try checking the discussions for the bikini mods if anyone else is having similar problems.

Posted

Thank you very much for this mod. I enjoy watching those bikini armour appearing almost everywhere i go.

 

What are you planning next? I'd like to see a lazyminibikini mod that replaces all clothings that females are wearing from the minibikini mod for SE if possible.

Posted
9 hours ago, LazyGirl said:

No, this mod doesn't edit data in the bikini mods themselves. Try checking the discussions for the bikini mods if anyone else is having similar problems.

thanks for reply, I was sure your mod was like that

I have Mod Organizer 2 and I installed some armor and weapon mods, like: immersive armors se and immersive weapons se... so twoba se and bikini ascend se.. loadorder loot sorted and bashed patched with wrye bash for special edition..

maybe there will be some conflict ... I have to check mods with ssedit

 

thanks!

bye!

 

S.

Posted
23 hours ago, Stackofbeef said:

Thank you very much for this mod. I enjoy watching those bikini armour appearing almost everywhere i go.

 

What are you planning next? I'd like to see a lazyminibikini mod that replaces all clothings that females are wearing from the minibikini mod for SE if possible.

No plans for this mod or any other currently. I'm taking a break from modding due to RL stuff. All my mods are free to modify/reuse though so if anyone wants to tweak things to armor up even NPCs in regular clothing feel free. 

14 hours ago, Saeros said:

thanks for reply, I was sure your mod was like that

I have Mod Organizer 2 and I installed some armor and weapon mods, like: immersive armors se and immersive weapons se... so twoba se and bikini ascend se.. loadorder loot sorted and bashed patched with wrye bash for special edition..

maybe there will be some conflict ... I have to check mods with ssedit

 

thanks!

bye!

 

S.

I just remembered that during testing I had CTDs scrolling through the Bikini Ascend SE items in inventory. The inventory preview is the same as when crafting so it may very well happen there too.

I believe it was one of the elven facemasks/helmets that caused it. Never looked into it further since I hadn't read anyone else having the problem and assumed it was something in my game only.

Posted
On 8/15/2018 at 4:43 AM, LazyGirl said:

No plans for this mod or any other currently. I'm taking a break from modding due to RL stuff. All my mods are free to modify/reuse though so if anyone wants to tweak things to armor up even NPCs in regular clothing feel free. 

I just remembered that during testing I had CTDs scrolling through the Bikini Ascend SE items in inventory. The inventory preview is the same as when crafting so it may very well happen there too.

I believe it was one of the elven facemasks/helmets that caused it. Never looked into it further since I hadn't read anyone else having the problem and assumed it was something in my game only.

I found the answer... gnd.nif not showing in forge or inventory if the player is a male character.. my PG is a male.. solved. ?

Posted
10 hours ago, Mageman1842 said:

anyway to get this ported to Oldrim. Don't know what I did but I can't launch SSE through MO2. It just crashes before it can launch.

There's no official way to backport mods and I have no plans to remake another version it from the ground up.

It's been reported loading/working fine in Oldrim though provided the correct version of the bikini mods are used. For more info please see the discussion and disclaimer on the previous comment page.

Posted
1 hour ago, LazyGirl said:

There's no official way to backport mods and I have no plans to remake another version it from the ground up.

It's been reported loading/working fine in Oldrim though provided the correct version of the bikini mods are used. For more info please see the discussion and disclaimer on the previous comment page.

Depending on what the mod does you can just load the mod into xedit under oldrim, and re-save, though that can have interesting after effects, I know this as I back ported the sse version of vis item sorting, which completely stuffed the crit data for all weapons up, but had no affect on any other things.

Posted
2 hours ago, Varithina said:

Depending on what the mod does you can just load the mod into xedit under oldrim, and re-save, though that can have interesting after effects, I know this as I back ported the sse version of vis item sorting, which completely stuffed the crit data for all weapons up, but had no affect on any other things.

That may not have been because of the resave process. Crit data is one of the record types changed in SSE (list here) so Oldrim wouldn't know what to do with it neither in a 44 or converted 43 form esp.

 

Most of my mods don't have these so I've been using them "unported" to get some gameplay testing done while plowing through some Oldrim overhauls without issues. Can't recommend it officially but still - for the daring it's an option.

 

Theoretically, with SSEdit being able to read both form 43 and 44 format esps it should be possible to have it convert, or failing that, strip SSE specific records and save the result to Oldrim format.

As for textures they can be converted to work but nifs are another story. SSE NIF Optimizer could probably do it but I believe that feature was dropped to avoid ppl making unauthorized backports. I suspect SSEdit won't get an official backport feature either for the same reason.

Posted
8 minutes ago, LazyGirl said:

That may not have been because of the resave process. Crit data is one of the record types changed in SSE (list here) so Oldrim wouldn't know what to do with it neither in a 44 or converted 43 form esp.

 

Most of my mods don't have these so I've been using them "unported" to get some gameplay testing done while plowing through some Oldrim overhauls without issues. Can't recommend it officially but still - for the daring it's an option.

 

Theoretically, with SSEdit being able to read both form 43 and 44 format esps it should be possible to have it convert, or failing that, strip SSE specific records and save the result to Oldrim format.

As for textures they can be converted to work but nifs are another story. SSE NIF Optimizer could probably do it but I believe that feature was dropped to avoid ppl making unauthorized backports. I suspect SSEdit won't get an official backport feature either for the same reason.

Not really that bothered I had already started to do my own conversion of the sse vis when I though why not just try and see what happens, and apart from the weapons stuff it all worked pretty much ok, just sorting out the kinks and creating patches for all the mods I use now, oh and of course the most important one getting skyrim to actually work again ?

Posted

Thanks wish I knew more about modding than download > hit sort > play game...

 
 
8 hours ago, LazyGirl said:

There's no official way to backport mods and I have no plans to remake another version it from the ground up.

It's been reported loading/working fine in Oldrim though provided the correct version of the bikini mods are used. For more info please see the discussion and disclaimer on the previous comment page.

 

6 hours ago, Varithina said:

Depending on what the mod does you can just load the mod into xedit under oldrim, and re-save, though that can have interesting after effects, I know this as I back ported the sse version of vis item sorting, which completely stuffed the crit data for all weapons up, but had no affect on any other things.

 

4 hours ago, LazyGirl said:

That may not have been because of the resave process. Crit data is one of the record types changed in SSE (list here) so Oldrim wouldn't know what to do with it neither in a 44 or converted 43 form esp.

 

Most of my mods don't have these so I've been using them "unported" to get some gameplay testing done while plowing through some Oldrim overhauls without issues. Can't recommend it officially but still - for the daring it's an option.

 

Theoretically, with SSEdit being able to read both form 43 and 44 format esps it should be possible to have it convert, or failing that, strip SSE specific records and save the result to Oldrim format.

As for textures they can be converted to work but nifs are another story. SSE NIF Optimizer could probably do it but I believe that feature was dropped to avoid ppl making unauthorized backports. I suspect SSEdit won't get an official backport feature either for the same reason.

 

4 hours ago, Varithina said:

Not really that bothered I had already started to do my own conversion of the sse vis when I though why not just try and see what happens, and apart from the weapons stuff it all worked pretty much ok, just sorting out the kinks and creating patches for all the mods I use now, oh and of course the most important one getting skyrim to actually work again ?

Posted
9 hours ago, Mageman1842 said:

Thanks wish I knew more about modding than download > hit sort > play game...

We all start that way, then get annoyed enough with something in either the main game or the mods we are using to want to change something, then it is a matter of finding out how to change those things and it goes from there.

 

To be honest for me though constructable objects and level lists tend to be about as much as I really need to do, though adding cloth/light or heavy armour versions of mod added armour is something I tend to do quite a bit, though not so much the heavy armour as there is no real reason to use it in game, well unless you use one of the mods that change that.

  • 3 weeks later...
Posted
18 hours ago, Havik79 said:

How do you get the configuration to show up, is it a spell or mcm, I don't get either?.

It'll show up in MCM. The game was recently updated so make sure you got the correct SKSE64 version installed though.

Posted
On 9/11/2018 at 7:16 PM, cminnow said:

Does this work with the newest version of TAWOBA on nexus?

Haven't tested it but judging by the comments it seems so. Generally speaking texture or model/nif changes are fine, this mod only cares about the armor piece ids in the TAWoBA esp so as long as those stay the same there shouldn't be any problems.

Posted

This is great! Is there any chance of a version to have the armors applied to unique/named npcs only?

Posted
On 9/14/2018 at 4:28 AM, fringecosmos said:

This is great! Is there any chance of a version to have the armors applied to unique/named npcs only?

Not playing/modding Skyrim atm so not by me but unique-only should be a fairly quick modification to do yourself by editing the conditions on the aliases that "catches" the NPCs for processing. They're stored in the _TAWoBANPCScanner quest and the different levels of NPCs targeted is then decided by a the globalvalue _TAWoBA_Mode in the aliases themselves. 

 

The lowest value of it, 0 or possibly 1 don't recall, is the "all npcs" mode. If you add a condition after that check for "isUnique == 1" that should do the trick. That's roughly it, the exact syntax may be slightly different but they're used more than once so you can just check the conditions already there to verify. You need to add this change in each of the aliases to make sure all of the heavy/light/cloth type armors are distributed.

 

Note that non-unique NPCs can still have custom names so to make this perfect you'd have to make a secondary more advanced scripted check but this should be good enough for a quickfix solution.

  • 2 weeks later...
  • 2 months later...
Posted

Love the mod, finally some real armor variation.

 

For us lazy people out there, is there a simple way to get all the tops to be set automatically as "revealing" by SoS?

 

Edit: Well, not for lazy people. For everyone else wondering, you have to edit the .esp from both Bikini mods and add a SOS_Revealing tag to every single top.

Posted
On 12/6/2018 at 4:20 PM, CalamaBanana said:

Love the mod, finally some real armor variation.

 

For us lazy people out there, is there a simple way to get all the tops to be set automatically as "revealing" by SoS?

 

Edit: Well, not for lazy people. For everyone else wondering, you have to edit the .esp from both Bikini mods and add a SOS_Revealing tag to every single top.

 

Try the attached.

ESP (with esl tag, so shouldn't take a space in the load order), adds the revealing tag where appropriate for bikni ascend,  also did it for the amazing world of bikini armor as well.  Load after appropriate mods.  Can be merged into a bashed patch.

 

Bikini_Ascend_TAWOB_SOS_patches.7z

Posted
15 hours ago, Grummkol said:

 

Try the attached.

ESP (with esl tag, so shouldn't take a space in the load order), adds the revealing tag where appropriate for bikni ascend,  also did it for the amazing world of bikini armor as well.  Load after appropriate mods.  Can be merged into a bashed patch.

 

Bikini_Ascend_TAWOB_SOS_patches.7z

 

Thank you!

  • 1 month later...

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