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Posted

Okay got the mod to work but now I have another issue whenever I switch modes to succubus my character gets kicked out of succubus mode after like a sec and the skin color does not change oh it does change but to a different color with red mixed in dangit is there a way to transform and not be some kind of red?

  • 3 weeks later...
Posted
On 7/31/2020 at 11:18 PM, shawnsrg007 said:

There is no need to go into Race menu to change skin tones. All you have to do it enable skin tone transformation and select the color in the menu.

Gender Bender works fine along side this mod, how ever this mod will over ride the penis of gender bender if you have equipped when transformed checked or use the hotkey that adds it manually, but this is how Gender bender is set up. This keeps it from being see when armor is worn.

Unless you have set up the Armors and or bodies in the right folders you will not get any thing to show if you have Body/armors check for transformation.

If these are not checked PSQ will use your current body/armor.

 

This is where you place a copy of the body you use in game, PSQ uses it for turning back into your normal form if you have body transformation checked. This needs to be the same body used in game by your PC , textures and all or when you change back you will look different.

~Data\Meshes\psq\humanbody\female

    femalebody.tri

    femalebody_0.nif

    femalebody_1.nif

    femalefeet.tri

    femalefeet_0.nif

    femalefeet_1.nif

    femalehands.tri

    femalehands_0.nif

    femalehand_1.nif

    femalehead.tri

    femalehead.nif 

 

The textures for your player body go here. 

~Data\textures\psq\humanbody\female

    femalebody_1.dds

    femalebody_1_msn.dds

    femalebody_1_s.dds

    femalebody_1_sk.dds

    femalehands_1.dds

    femalehands_1_msn.dds

    femalehands_1_s.dds

    femalehands_1_sk.dds

    femalehead.dds

    femalehead_msn.dds

    femalehead_s.dds

    femalehead_sk.dds

 

This is where you place a copy of the body you want to use when body transformation is checked.  PSQ uses it for turning into the succubus  if you have  body transformation checked. this Body can be complete different from your player body not just in Shape but also type used.

~Data\Meshes\psq\succubusbody\female

    femalebody.tri

    femalebody_0.nif

    femalebody_1.nif

    femalefeet.tri

    femalefeet_0.nif

    femalefeet_1.nif

    femalehands.tri

    femalehands_0.nif

    femalehand_1.nif

    femalehead.tri 

    femalehead.nif 

    hair.nif-used when hair transformation is checked

    eyesfemale.nif-used if eye transformation is checked

 

The textures for your Succubus body go here. Just like the mesh for this section you can use different textures then your player body.

~Data\textures\psq\succubusbody\female

    femalebody_1.dds

    femalebody_1_msn.dds

    femalebody_1_s.dds

    femalebody_1_sk.dds

    femalehands_1.dds

    femalehands_1_msn.dds

    femalehands_1_s.dds

    femalehands_1_sk.dds

    femalehead.dds

    femalehead_msn.dds

    femalehead_s.dds

    femalehead_sk.dds

    PSQScuccubusEye.dds

    PSQScuccubusEye_g.dds-glow map used by some eyes

 

These are the penises used by PSQ for human and succubus form. If adding your own, follow the naming. You can use A,B,C,D.

~Data\Meshes\psq\schlong\female

    SchlongA_0.nif

    SchlongA_1.nif

    SchlongB_0.nif

    SchlongB_1.nif

 

You will need to move the textures from what ever mod you pulled the penis mesh from and drop them here and rename them as follows. Changing the "A" to B,C or D to match that mesh. 

~Data\textures\psq\schlong\female

    SchlongA_1.dds

    SchlongA_1_msn.dds

    SchlongA_1_s.dds

    SchlongA_1_sk.dds

 

This is where you will place all other PSQ transformation Items like Armor,horns,tail and static wings.

~Data\Meshes\psq\succubusarmor\Female

    boots_0.nif

    boots_1.nif 

    Cuirass_0.nif

    Cuirass_1.nif

    gloves_0.nif

    gloves_1.nif

    Horns_0.nif

    Horns_1.nif

    Tail_0.nif

    Tail_1.nif

    wings_0.nif

    wings_1.nif-these are the static default wings used by PSQ

 

When building a custom armor the meshes will already be linked to the textures of the mod they come from so no need to place anything in here. Make sure that mod is installed so when the mesh call on the textures they are there. Unless the mod has a BSA you wont need to active it.

*Data\textures\psq\succubusarmor\Female- 

 

This is for tatts

*Data\textures\psq\overlays

  Body_0.dds

  Face_0.dds

  Hands_0.dds

  Feet_0.dds

 

There is no "Out the Box" set up for this mod it takes work. That being said you can also use this really good mod. 

Its worth checking out.

But for those wanting to do their own thing  PSQ Transformation file structure.zip

 this is the file structure listed above to make it easier. No mesh or textures tho. Far to many variables when it comes to what ppl like.

 

Remember when adding custom nifs to adjust the partitions in outfit studio for items or they will not show up in game.

Horns-"45 SBP_45_Dragon_Bloodwingl_or_Mod_Neck"

Boots-"37 SBP_Feet

Cuirass-"31 SBP_32_Body"

Gloves-"33 SBP_33_Hands"

Hair-"131 SBP_131_Hair"

Wings-"44 SBP_44_Dragon_Bloodhead_Or_mod_mouth"

Tail-"40 SBP_40_tail"

 

For the wing just install https://www.nexusmods.com/skyrimspecialedition/mods/34571 this is the SSE version needed for the animated wings in PSQ.

 

This is my toon using Temptress race covered by me 

Succubus Armor is a mash up of mods by https://twitter.com/coco2048 and others

Mods used are: COCO Chaos Sorcerer-for the outfit

                          COCO Pandora Box V1-for the horns and leg chains

                          BHUNP 3BBB DX Succubus Armor-for the smp tail

                          YunDao HDT Hair SSE

                          HN66's Hands and Nails

                          CBBE 3BBB-for the body

                          Animated Wings Ultimate

 

First Vid is Transformation of skin, hair(color only), horns, tail and Armor (but not body)

2nd is showing PSQ penis transformation 1st then Gender Benders 2nd

3rd is show Full transformation using eye, hair(color and mesh), body, tail, skin, wings, horns (no armor)

 

Okay I only want to give my Charakter Horns, Wings and a Tail when she transformed. Where I have to put in these files?

Posted
9 hours ago, NiNbs05 said:

Okay I only want to give my Charakter Horns, Wings and a Tail when she transformed. Where I have to put in these files?

  I tried to change the horns  and no go , someone could make a Alternative transform pack for this Mod cause not everyone has the skill to know where and what to change ..

Posted
On 11/24/2020 at 7:13 AM, NiNbs05 said:

Okay I only want to give my Charakter Horns, Wings and a Tail when she transformed. Where I have to put in these files?

1. For wing Install https://www.nexusmods.com/skyrimspecialedition/mods/34571 and select them in the in-game menu for PSQ

2. For horns you will need to copy the .nif file to Data\Meshes\psq\succubusarmor\Female and rename it Horns_1 and Horns._0, then open up Outfit Studio and load those .nif files and make sure their partitions is set to 45 SBP_45_Dragon_Bloodwingl_or_Mod_Neck. Export replacing the original files you copied.

3. For tail do the same as above but name them Tail_1, Tail_0 and make sure they are partitioned to 40 SBP_40_tail

PSQ does not come with the file structure and you need to make it your self, or you can download the 1 in my  post all it does  is install the file structure need to place .nifs in 

Posted
On 11/24/2020 at 5:09 PM, Bullfye said:

  I tried to change the horns  and no go , someone could make a Alternative transform pack for this Mod cause not everyone has the skill to know where and what to change ..

For horns you will need to copy the .nif file to Data\Meshes\psq\succubusarmor\Female and rename it Horns_1 and Horns._0, then open up Outfit Studio and load those .nif files and make sure their partitions is set to 45 SBP_45_Dragon_Bloodwingl_or_Mod_Neck. Export replacing the original files you copied.

 

PSQ does not come with the file structure and you need to make it your self, or you can download the 1 in my  post all it does  is install the file structure need to place .nifs in 

 

Short answer is Yes a pack can be made, but with all the options out there there is no way to make a pack for everyone. No matter what is installed ppl will always want something else. At first it may seem like a lot to do or learn for this mod but if you install my pack you will have the file structure needed to place nifs in the right spot. From there its just moving a few files and using Outfit studio to adjust partitions. The only time it gets advanced it when you want to build a custom armor.

Posted
16 hours ago, shawnsrg007 said:

1. For wing Install https://www.nexusmods.com/skyrimspecialedition/mods/34571 and select them in the in-game menu for PSQ

2. For horns you will need to copy the .nif file to Data\Meshes\psq\succubusarmor\Female and rename it Horns_1 and Horns._0, then open up Outfit Studio and load those .nif files and make sure their partitions is set to 45 SBP_45_Dragon_Bloodwingl_or_Mod_Neck. Export replacing the original files you copied.

3. For tail do the same as above but name them Tail_1, Tail_0 and make sure they are partitioned to 40 SBP_40_tail

PSQ does not come with the file structure and you need to make it your self, or you can download the 1 in my  post all it does  is install the file structure need to place .nifs in 

Thanks

Posted
22 hours ago, shawnsrg007 said:

1. For wing Install https://www.nexusmods.com/skyrimspecialedition/mods/34571 and select them in the in-game menu for PSQ

 

 

Finally got this mod working after suffering the no-start/no MCM problem. For anyone that has run into this, the only fix that worked was to do a complete wipe and re-install (I used a wabbajack modlist as a "close enough replacement" to the original base-build I started from, which sped things up a huge amount).

 

Anyways, just to be sure I understand. First off, for flying, you need to get to L4 in PSQ for flying to be possible (or whatever you set this as). I am using "Flying Mod beta/rework" and I believe this will work once I get PSQ L4.

 

Second, and more importantly, for wings there are a few choices in the Transformation->Switch Wings drop down list, and Animated Wings Ultimate has many different wing selections. All the choices in PSQ wing selection drop-down are invisible for me except the static and fairy wings (Do I need to create/craft wings from the AWU mod?). I guess what isn't clear is how do I get fully functional, animated wings of my choosing from the AWU mod upon transformation? And, when I transform back out to normal human form, do I keep these wings or do they just "hide" and come back when i transform again?

 

I've really only just scratched the surface with this so far, but I guess it just isn't clear yet how the PSQ transform is connected to the different wing choices (that can be crafted/conjured using a spell tome) from the AWU mod.  I'll keep messing around with it and perhaps figure it out, but any tips would be welcome.

 

Finally, thanks and kudos to @shawnsrg007 for those really great looking transform vids. and the outstanding file structure setup description/walkthru and file.

Posted
On 11/28/2020 at 1:38 PM, shawnsrg007 said:

For horns you will need to copy the .nif file to Data\Meshes\psq\succubusarmor\Female and rename it Horns_1 and Horns._0, then open up Outfit Studio and load those .nif files and make sure their partitions is set to 45 SBP_45_Dragon_Bloodwingl_or_Mod_Neck. Export replacing the original files you copied.

 

PSQ does not come with the file structure and you need to make it your self, or you can download the 1 in my  post all it does  is install the file structure need to place .nifs in 

 

Short answer is Yes a pack can be made, but with all the options out there there is no way to make a pack for everyone. No matter what is installed ppl will always want something else. At first it may seem like a lot to do or learn for this mod but if you install my pack you will have the file structure needed to place nifs in the right spot. From there its just moving a few files and using Outfit studio to adjust partitions. The only time it gets advanced it when you want to build a custom armor.

I dont understand a single thing u said Im so confuse and how about claws ? I have kaws from https://www.nexusmods.com/skyrimspecialedition/mods/28699, wings wont work for me idk why I tried animated wings and nope nothing at all, im trying to put tails from daedra seducer mods and nothing not appearing do u have an idea why ? from this website https://etherealmod.wordpress.com/2018/08/06/succubus-race-sse/

Posted
On 11/29/2020 at 12:01 PM, PepperDog017 said:

 

Finally got this mod working after suffering the no-start/no MCM problem. For anyone that has run into this, the only fix that worked was to do a complete wipe and re-install (I used a wabbajack modlist as a "close enough replacement" to the original base-build I started from, which sped things up a huge amount).

 

Anyways, just to be sure I understand. First off, for flying, you need to get to L4 in PSQ for flying to be possible (or whatever you set this as). I am using "Flying Mod beta/rework" and I believe this will work once I get PSQ L4.

 

Second, and more importantly, for wings there are a few choices in the Transformation->Switch Wings drop down list, and Animated Wings Ultimate has many different wing selections. All the choices in PSQ wing selection drop-down are invisible for me except the static and fairy wings (Do I need to create/craft wings from the AWU mod?). I guess what isn't clear is how do I get fully functional, animated wings of my choosing from the AWU mod upon transformation? And, when I transform back out to normal human form, do I keep these wings or do they just "hide" and come back when i transform again?

 

I've really only just scratched the surface with this so far, but I guess it just isn't clear yet how the PSQ transform is connected to the different wing choices (that can be crafted/conjured using a spell tome) from the AWU mod.  I'll keep messing around with it and perhaps figure it out, but any tips would be welcome.

 

Finally, thanks and kudos to @shawnsrg007 for those really great looking transform vids. and the outstanding file structure setup description/walkthru and file.

your wings mod worked ?

Posted
On 12/2/2020 at 5:32 PM, TheLoverLabCriminal said:

your wings mod worked ?

Yes, wings appear though they do not grant flying ability (yet) via the flying mod I also installed.

 

If you are having trouble following the method of building up a custom transform package (to get working wings), I'd just use EvilReflex's Succubus Follower, Spells, Player Armor and PSQ Transform Addon 1.3 mod linked above. It should just work, but the transform will be just what you see of EvilReFlex's mod with no customization.

Posted
3 hours ago, PepperDog017 said:

Yes, wings appear though they do not grant flying ability (yet) via the flying mod I also installed.

 

If you are having trouble following the method of building up a custom transform package (to get working wings), I'd just use EvilReflex's Succubus Follower, Spells, Player Armor and PSQ Transform Addon 1.3 mod linked above. It should just work, but the transform will be just what you see of EvilReFlex's mod with no customization.

I mean with ultimate wings ? cuz mine doesnt work at all

Posted

Attach is a simple plugin file psq-human-restore.esl that restore original human texture and mesh. This prevent need to find all the mesh and texture you already using and copy to the psq/humanbody/female folder. Instead just install plugin with your mod manager. And human always turn back to original.

This plugin use same method ЯEZУ use in PSQ Transformpackage mod. It create small .esl file that override PSQ entry. In my opinion this method is better than what shawnsrg007 share in post #152. shawnsrg007 is legend and deserve all praise for repeat help. I think shawnsrg007 method is more complicate than it need be. Method ЯEZУ use is simple and more powerful. It prevent need for combine mesh. This method allow sharing part of succubus body with other people. Other people can mix and match these plugin to create custom succubus. Without need for know what is a .nif/.dds/.hkx...

Here is how I recommend.

  1. Open SSEEdit.
  2. In the PSQ .esm file find the Head Part/Texture/Armor Addon you want to edit. They all have helpful EditorID such as "PSQSuccubusHair".
  3. Right click > Copy as override into > new .esl file.
  4. Now find the plugin you want to copy from. For example I want "Sparklers" hair from KS Hairdos for succubus. I find "KSSMP_Sparklers" inside KS Hairdos plugin. Copy as override into same .esl file you create.
  5. Go to both entry in new .esl file. Hold Ctrl and click both. In right pane it highlight all different value in red. Right click on a value you want to copy from. For example right click on any value under "KSSMP_Sparklers". Now click "Copy multiple to selected records". Click okay.
  6. Optional delete KSSMP_Sparklers override. No need now.
  7. Save plugin.
  8. In mod manager load new plugin.

This create simple plugin we can easy share with each other. Plugin use mesh and texture from KS Hairdos without redistribute. It just have KS Hairdos as required plugin. No need for combine mesh and find texture and NifSkope to get physics collision. It just work.

Example: psq-hair-ks-sparklers.esl. Also example #2: psq-eyes-tob-sunshine.esl which give succubus "Sunshine" eye from The Eyes of Beauty. This example also use same 7 step. Simple and easy to share. If we all use this method we can all share body and armor parts without problem.

shawnsrg007 is legend. Great thanks.

Edit: Update human restore to fix missing texture bug.

Posted
Spoiler
On 12/5/2020 at 9:10 PM, kaxat said:

Attach is a simple plugin file psq-human-restore.esl file that restore original human texture and mesh. This prevent need to find all the mesh and texture you already using and copy to the psq/humanbody/female folder. Instead just install plugin with your mod manager. And human always turn back to original.

This plugin use same method ЯEZУ use in PSQ Transformpackage mod. It create small .esl file that override PSQ entry. In my opinion this method is better than what shawnsrg007 share in post #152. shawnsrg007 is legend and deserve all praise for repeat help. I think shawnsrg007 method is more complicate than it need be. Method ЯEZУ use is simple and more powerful. It prevent need for combine mesh. This method allow sharing part of succubus body with other people. Other people can mix and match these plugin to create custom succubus. Without need for know what is a .nif/.dds/.hkx...

Here is how I recommend.

  1. Open SSEEdit.
  2. In the PSQ .esm file find the Head Part/Texture/Armor Addon you want to edit. They all have helpful EditorID such as "PSQSuccubusHair".
  3. Right click > Copy as override into > new .esl file.
  4. Now find the plugin you want to copy from. For example I want "Sparklers" hair from KS Hairdos for succubus. I find "KSSMP_Sparklers" inside KS Hairdos plugin. Copy as override into same .esl file you create.
  5. Go to both entry in new .esl file. Hold Ctrl and click both. In right pane it highlight all different value in red. Right click on a value you want to copy from. For example right click on any value under "KSSMP_Sparklers". Now click "Copy multiple to selected records". Click okay.
  6. Optional delete KSSMP_Sparklers override. No need now.
  7. Save plugin.
  8. In mod manager load new plugin.

This create simple plugin we can easy share with each other. Plugin use mesh and texture from KS Hairdos without redistribute. It just have KS Hairdos as required plugin. No need for combine mesh and find texture and NifSkope to get physics collision. It just work.

Example attach. Also example #2 which give succubus "Sunshine" eye from The Eyes of Beauty. This example also use same 7 step. Simple and easy to share. If we all use this method we can all share body and armor parts without problem.

shawnsrg007 is legend. Great thanks.

psq-human-restore.esl 2.81 kB · 1 download psq-eyes-tob-sunshine.esl 515 B · 1 download psq-hair-ks-sparklers.esl 416 B · 1 download

 

Hi I've downloaded all 3 files I will keep testing the human restore one to see if maybe I have made a mistake but that file specifically does not return the body to the human body if Enable Body Transform is checked. Instead it makes the character have a blue gradient for skin. From what I can tell the mesh of the human returns but not the skin itself.
Human Form Blue Gradient Skin

image.png.9a8404aadca4aebd48ed275aef454e2a.png

 

The eye file seems to work perfectly fine with zero problems however I do have an issue using the KS Hair Sparklers and LOOT returns the following message when sorting the plugin. I am using KS Hairdos and KS Hairdos SMP.

Cyclic Interaction when using KS Hairdos and KSHardos SMP while using an ESL'd KS hairdo

image.png.56657e2f729bc0f0df9d0b990aaeb685.png

 

EDIT: Hair works perfectly fine but don't know how to fix the LOOT issue and tried writing exceptions in LOOT to fix it. Body still is not being saved whenever Enable Body Transform is checked in PSQ Transformation menu and returning to human form results in blue gradient skin as shown above. 

EDIT2: From what I can tell your body esl only preserves the original body not the textures of the player I don't know if that was intended or not but that is what is happening when I use it.

 

Posted
On 12/7/2020 at 2:59 PM, randomuser123two said:
  Reveal hidden contents

 

Hi I've downloaded all 3 files I will keep testing the human restore one to see if maybe I have made a mistake but that file specifically does not return the body to the human body if Enable Body Transform is checked. Instead it makes the character have a blue gradient for skin. From what I can tell the mesh of the human returns but not the skin itself.
Human Form Blue Gradient Skin

image.png.9a8404aadca4aebd48ed275aef454e2a.png

 

The eye file seems to work perfectly fine with zero problems however I do have an issue using the KS Hair Sparklers and LOOT returns the following message when sorting the plugin. I am using KS Hairdos and KS Hairdos SMP.

Cyclic Interaction when using KS Hairdos and KSHardos SMP while using an ESL'd KS hairdo

image.png.56657e2f729bc0f0df9d0b990aaeb685.png

 

EDIT: Hair works perfectly fine but don't know how to fix the LOOT issue and tried writing exceptions in LOOT to fix it. Body still is not being saved whenever Enable Body Transform is checked in PSQ Transformation menu and returning to human form results in blue gradient skin as shown above. 

EDIT2: From what I can tell your body esl only preserves the original body not the textures of the player I don't know if that was intended or not but that is what is happening when I use it.

 

Sorry. I forget 2 entry in body esl that cause bug. I edit post with new file that fix bug. Delete old file and install new file to fix.

I load KSHairdosSMP.esp before psq-hair-ks-sparklers.esl. Probably not matter either way. Just ignore LOOT warning. If hair not work, load esl plugin after KS Hairdos.

I attach bonus plugin, same as KS Sparklers but for Steamist hairstyle. You only need 1 of these active to give Succubus hair.

psq-hair-ks-steamist.esl

Posted
On 11/30/2020 at 3:37 PM, TheLoverLabCriminal said:

I dont understand a single thing u said Im so confuse and how about claws ? I have kaws from https://www.nexusmods.com/skyrimspecialedition/mods/28699, wings wont work for me idk why I tried animated wings and nope nothing at all, im trying to put tails from daedra seducer mods and nothing not appearing do u have an idea why ? from this website https://etherealmod.wordpress.com/2018/08/06/succubus-race-sse/

Seem the updated version for the flying mod isnt working fully working with PSQ. Atm only the Fairy wings show up. try this https://www.nexusmods.com/skyrimspecialedition/mods/8986 its the "outdated" but the wing should all show up now.

As for the tail the issue is that tail is part of the armor not a body part. to get it to work you need to change its partition in Outfit studio.

I also see you sent me a message and we can work on getting you what you want done there so we don't litter this with all the text back and forth.

Posted
On 12/5/2020 at 8:10 PM, kaxat said:

Attach is a simple plugin file psq-human-restore.esl that restore original human texture and mesh. This prevent need to find all the mesh and texture you already using and copy to the psq/humanbody/female folder. Instead just install plugin with your mod manager. And human always turn back to original.

This plugin use same method ЯEZУ use in PSQ Transformpackage mod. It create small .esl file that override PSQ entry. In my opinion this method is better than what shawnsrg007 share in post #152. shawnsrg007 is legend and deserve all praise for repeat help. I think shawnsrg007 method is more complicate than it need be. Method ЯEZУ use is simple and more powerful. It prevent need for combine mesh. This method allow sharing part of succubus body with other people. Other people can mix and match these plugin to create custom succubus. Without need for know what is a .nif/.dds/.hkx...

Here is how I recommend.

  1. Open SSEEdit.
  2. In the PSQ .esm file find the Head Part/Texture/Armor Addon you want to edit. They all have helpful EditorID such as "PSQSuccubusHair".
  3. Right click > Copy as override into > new .esl file.
  4. Now find the plugin you want to copy from. For example I want "Sparklers" hair from KS Hairdos for succubus. I find "KSSMP_Sparklers" inside KS Hairdos plugin. Copy as override into same .esl file you create.
  5. Go to both entry in new .esl file. Hold Ctrl and click both. In right pane it highlight all different value in red. Right click on a value you want to copy from. For example right click on any value under "KSSMP_Sparklers". Now click "Copy multiple to selected records". Click okay.
  6. Optional delete KSSMP_Sparklers override. No need now.
  7. Save plugin.
  8. In mod manager load new plugin.

This create simple plugin we can easy share with each other. Plugin use mesh and texture from KS Hairdos without redistribute. It just have KS Hairdos as required plugin. No need for combine mesh and find texture and NifSkope to get physics collision. It just work.

Example: psq-hair-ks-sparklers.esl. Also example #2: psq-eyes-tob-sunshine.esl which give succubus "Sunshine" eye from The Eyes of Beauty. This example also use same 7 step. Simple and easy to share. If we all use this method we can all share body and armor parts without problem.

shawnsrg007 is legend. Great thanks.

Edit: Update human restore to fix missing texture bug.

The only things I used to make mine is Outfit Studio. But this esl can never get you a Succubus like the 1 I show or even use now. this can only be done with learning how to use Outfit Studio. There are a lot of ppl that want it to be there very own and for those they will need to know how or learn how to edit meshes. The reason for this is where the mesh is mapped to. Not all modders use the same partitions when making a armor set. Take tails , in most mods these are built as part of the armor and use slot 32, but this will not work with psq, it needs to be made into a body part meaning changing its partition to slot 40. And yes you can do this with Xedit but it wont show up in game. Another example is just a few post up some is asking about Claws. if you want it to be used as a armor item no big deal, but when like in my video you want your pc to have nails that are part for her and not a armor item using up a gear slot you need to merge mesh, and if you want your Succubus to have claws only is Succubus form you will also need to merge mesh. As long as the item you are using is mapped the same as psq is calling on then this esl will work, but the second the partitions don't line up ...it wont show in game. The examples you give just so happen to use the head. There is a very set partition for those items no matter who the mod is made by its how the game is made., but for armor items this is very much not how it works. Armor items can be partitioned to several different slots and you will need to know how to adjust these partitions. At first it can seem like a lot but even some one just learn how can do basic mesh merges in just a few mins and more advanced merges can take time but only if you are building it to a set body and there are no bodyslide files for you to use. As I write this and think more about it, this esl will only work for a very few things when it comes to psq. As for what it does for the body at I think is very good as long as ppl can learn to make it use their custom race and this can be done. But for everything else as I have said if its not partitioned like psq is calling on it wont work, these being horns. tails. static wings and armors. Below are examples of what can not be done with this esl and what my guild tries to help ppl learn todo. 

1st pic is my pc using Temptress race 

2nd pic is Succubus form and its made using photoshop and Outfit Studio to set the tatts on just the Succubus along with her having claws that are not a armor item but instead part of her hands and toe nails tho you cant see them lol also a skin that is just for Succubus form and black lips stick and piercings and wings

3rd is her PSQ armor set using only Outfit Studio to mash up 4 different mods to work for PSQ

 

Now I'm not downing on this method at all please let me be clear about that. The more options there are the better but this esl has a lot of limits that can not be worked around with out learning to work with mesh. That being said if ppl use this esl and make complete packs for ppl to dl then I'm all for it. It will make thing easier for ppl starting out  

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Posted
51 minutes ago, shawnsrg007 said:

This is a nice and I'm sure many ppl will be glad to use it. I think over all its a good idea for beginners to explore with and ppl that want to keep it simple. To build "custom" succubus and or armor you need to know what nif files are. The only things I used to make mine is Outfit Studio. But this mod can never get you a Succubus like the 1 I show or even use now. this can only be done with learning how to use Outfit Studio. Now I'm not downing on this method at all please let me be clear about that. There are also a lot of ppl that want it to be there very own and for those they will need to know how or learn how to edit meshes. The reason for this is where the mesh is mapped to. Not all modders use the same partitions when making a armor set. Take tails , in most mods these are built as part of the armor and use slot 32, but this will not work with psq, it needs to be made into a body part meaning changing its partition to slot 40. And yes you can do this with Xedit but it wont show up in game. Another example is just a few post up some is asking about Claws. if you want it to be used as a armor item no big deal, but when like in my video you want your pc to have nails that are part for her and not a armor item using up a gear slot you need to merge mesh, and if you want your Succubus to have claws only is Succubus form you will also need to merge mesh. As long as the item you are using is mapped the same as psq is calling on then this esl will work, but the second the partitions dont line up ...it wont show in game. The examples you give just so happen to use the head. These use a very set partition for those items no matter who the mod is made by its how the game is made., but for armor items this is very much not how it works. Armor items can be partitioned to several different slots and you will need to know how to adjust these partitions. At first it can seem like a lot but even some just learn how can do basic mesh merges in just a few mins and more advanced merges can take time but only if you are building it to a set body and there are now bodyslide files for you to use. As I write this and think more about it, this esl will only work for a very few things when it comes to psq. As for what it does for the body at I think is very good as long as ppl can learn to make it use their custom race and this can be done. But for everything else as I have said if its not partitioned like psq is calling on it wont work, these being horns. tails. static wings and armors.

Creating your own mesh with nif editor can be more powerful than use existing. Creating your own mod offer more flexibility than use existing. Most people no have time for create own mod. Most use combination of existing mod to create fun unique experience.

Even if you have time for make own mod you should remember power of xEdit. Your example video lack hair collision physics. Limitation of PSQ mesh folder mean additional nif game need for collision not get loaded. Simple xEdit copy/paste solve problem.

I not worry if tail or claw or wig show up in inventory. So long as it look and behave same only difference is inventory screen.

Goal is for more people to use mod without day of learning. If simple plugin make that possible I happy. If it mean inventory screen show extra item I still happy.

Posted

I use dints wig mod and linked its collision body right to my bodies with xedit with out adding anything. Also my armor isn't made by me is a mash-up of 4 other mods made by other ppl, and you just helped point out what I'm trying to saying, ppl what different things. Tho most here are not asking about hair collision, they want to know how to add custom things like tails, horns, wings and armor and that esl cant do on its own. Xedit is a great tool I use it all the time, that's why a few pages back I teach some 1 how to use it to add a very custom armor with Collision as the PSQ armor set. But it takes knowing how to work with mesh there is no way around that for 90% of what ppl what to do with PSQ. Changing a partition take at most 10m if its your first time, and that's what most if it is. They want to transform and not have to jump into inv to get all the parts needed to look like a succubus. I don't think the esl is a bad Idea as long as ppl make complete pack for dl other wise they can just make the Xedit adjustments to the PSQ esm (but that a preference thing) and you helping ppl to learn that is great imo. Also I wont lie it has taken me a lot of hours learning how to make all this work, but others don't have to worry so much about that as long as ppl are willing to help them here. I try my best to help all that I can.

Posted

You do great help. Thank you.

I worry about people I see come here and give up. Also the other people who do same without say a word. Want to share simpler method for help build own experience. It can still do horn/tail/etc. they get equipped like wig. Most important it allow share of body part. If enough share we have many variety without need for learn xEdit or mesh. Just install.

You use xEdit override when need physics collision. It right tool and not prevent custom mesh. I edit mesh when extra picky about face or equipment. It right tool and not conflict with xEdit. For many customization all we need is xEdit. Especially if not picky about small detail. While xEdit still complicate installing plugin it create not. xEdit can inherit artist file without redistribute. This primary advantage. Share body part so other can easy install. Secondary advantage is that xEdit store all entry in one place. For newbie it more easy to find thing. It use title like "Armor" rather than mesh and texture spread in random folder. If newbie still want to make custom I think xEdit easier for learn.

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