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Posted
23 minutes ago, CrazySloth said:

Does anyone know if shieldmaiden works for CBBE and if not, does anyone have a CBBE version for LE?

It looks like there's cbbe versions on SE. If you know how to extract bsa files you copy the textures to the LE version. You might need to rename some of the files but it shouldn't be too hard.

https://www.nexusmods.com/skyrimspecialedition/mods/12983

https://www.nexusmods.com/skyrimspecialedition/mods/29134

  • 1 month later...
Posted

Noob question here, but are the values in the script files the max slider settings? So I wanted to tone them down (or eliminate or reverse them), I'd just change the number, or delete that morph? For example, for the Alchemy script, if I wanted to tone down the effect of ChubbyArms, I would change 0.5 to a lower value, and if I didn't want the BigBelly morph at all, I would delete those two lines?

 

Spoiler

       if(i == 21) ;ChubbyArms
            return 0.5
        elseif(i == 27) ;ChubbyWaist
            return 0.3
        elseif(i == 30) ;Butt
            return 0.5
        elseif(i == 37) ;Hipbone
            return 0.3
        elseif(i == 38) ;Hips
            return 0.5
        elseif(i == 41) ;ChubbyLegs
            return 0.5
        elseif(i == 42) ;Legs
            return 0.5
        elseif(i == 43) ;CalfSize
            return 0.5
        elseif(i == 45) ;Belly
            return 0.2
        elseif(i == 46) ;BigBelly
            return 1.0
        elseif(i == 47) ;PregnancyBelly
            return 0.1

 

Posted
On 4/14/2023 at 11:16 AM, tookachinchilla said:

Noob question here, but are the values in the script files the max slider settings? So I wanted to tone them down (or eliminate or reverse them), I'd just change the number, or delete that morph? For example, for the Alchemy script, if I wanted to tone down the effect of ChubbyArms, I would change 0.5 to a lower value, and if I didn't want the BigBelly morph at all, I would delete those two lines?

 

  Reveal hidden contents

       if(i == 21) ;ChubbyArms
            return 0.5
        elseif(i == 27) ;ChubbyWaist
            return 0.3
        elseif(i == 30) ;Butt
            return 0.5
        elseif(i == 37) ;Hipbone
            return 0.3
        elseif(i == 38) ;Hips
            return 0.5
        elseif(i == 41) ;ChubbyLegs
            return 0.5
        elseif(i == 42) ;Legs
            return 0.5
        elseif(i == 43) ;CalfSize
            return 0.5
        elseif(i == 45) ;Belly
            return 0.2
        elseif(i == 46) ;BigBelly
            return 1.0
        elseif(i == 47) ;PregnancyBelly
            return 0.1

 

Those morph values are what are added to your character when the associated skill is at its "Effective Skill 100". So, if you didn't change any MCM options and got to level 100 Alchemy then these morph values will be added to your character. And also, if you manage to get to -75 Alchemy through debuffs, then these morph values are subtracted from your character.

 

And then the morph values are blunted so that they don't go over the max morph values set in the mcm.

 

So, yeah those are essentially the max morph values and deleting the lines (or commenting out the lines with a semi-colon ; ) and recompiling the script will remove those morphs from that skill.

  • 4 weeks later...
Posted
1 hour ago, TechnologicApe said:

No matter what I do, the smiting skill morphs are broken. I've tried changing the morphs, editing the code (I changed everything back between tests), commenting out bits of code. but no matter what, the belly gets sucked in and the morphs aren't applying, every other skill applies their morphs correctly. I have provided all of the psc files I use with 3BA.

Did you compile the scripts? https://www.creationkit.com/index.php?title=Papyrus_Compiler_Reference

Posted
2 hours ago, TechnologicApe said:

It happens with the SE port too. So I don't think it's a compatibility issue with LE vs SE.

Uh, you didn't answer my question. The game doesn't read psc files, it reads the pex files you generate when you compile the source psc files. So if you didn't compile anything then you won't see any changes.

Posted
1 hour ago, Code Serpent said:

Uh, you didn't answer my question. The game doesn't read psc files, it reads the pex files you generate when you compile the source psc files. So if you didn't compile anything then you won't see any changes.

To be fair, I've never done anything like that before. It worked, thank you.

  • 2 months later...
Posted (edited)

thank you, mod is great, i have played with it for a long time.

here's my humble suggestion:

1. add "reset potential morphs" function.

2. add edit function(or slider) to each morphs.

===

SE port version:

1. need combine to official(need update to newest version)

2. when morphs applied, armor morphs does not applied, cause clothes clipping.

when i re-equiped armor, then morphs reset, but after mod's refresh cycle, problem appeared again.

3. i'm not sure but probably: when game loaded, sometimes immediately applied all potential morphs value instead of current morphs(same effect as "force apply moprhs")

Edited by User_0x070FE3C8
  • 1 year later...
  • 3 weeks later...
Posted
7 hours ago, Unknowing-e said:

Hey @Code Serpent is it possible to have food from other mod be recognized? 

Yup, most food mods should be recognized already. If they aren't, it's likely that they're using a different 'eat' sound. In that case just add that eat sound to the BodyBuildersListFoodSound formID list through xEdit.

 

Also, if you have a mod that adds deserts and sweets you can add them to the BodyBuildersListSweets formID list to make them more fattening.

  • 3 weeks later...
Posted (edited)

Hey @Code Serpent, Sorry to be a bother, But I have another question, i know this mod is old and you probably forgot some of the details. But I'm using this mod with Bimbos of Skyrim. A couple of bimbo are not gaining or losing weight. and some of them are. I tried to find the difference between the two to figure out why some are being affected by this mod and some are not. To be clear bimbos of skyrim is the only mod that having this issue. 

If possible - would have any general idea's as to why this mod refuses to work with a few modded npc's.

 

Thank you for the help in the last post :) 

Edited by Unknowing-e
Posted
6 hours ago, Unknowing-e said:

Hey @Code Serpent, Sorry to be a bother, But I have another question, i know this mod is old and you probably forgot some of the details. But I'm using this mod with Bimbos of Skyrim. A couple of bimbo are not gaining or losing weight. and some of them are. I tried to find the difference between the two to figure out why some are being affected by this mod and some are not. To be clear bimbos of skyrim is the only mod that having this issue. 

If possible - would have any general idea's as to why this mod refuses to work with a few modded npc's.

 

Thank you for the help in the last post :) 

I'm guessing it's either:
-Some bimbos are using outfits that aren't bodyslide enabled

or

-Some bimbos are marked as 'unique characters' and some are not and you don't have npc body changes enabled for either unique or non-unique nps

 

If you can give more info on exactly what npcs are and aren't changing weight I'll be able to look into this further.

Posted (edited)

Lyli Battleborn, Cindil, and Buttslut are the few that I've notice.


I've added the patch for no static morph to see if the built in morphs from BoS were causing the issue.

I noticed in game. the characters that are having morph issue's have this MGEF running BodyBuildersEffectFemaleUnique
while the characters not having morph issues have the BodyBuildersEffectCloak MGEF. This is odd cause looking in xedit all the bimbo's are unique.

 

I did make sure that the toggle for unique morphs is toggled on.

I appreciate the assistance.

Edited by Unknowing-e
  • 8 months later...

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